The dsp effects are set up in a script:
Scripts/dsp_presets.txt

The ringing sound is a sinewave generated by an LFO (low frequency osciallator) 
in those effects:

{       35      LINEAR  0.2 0.7 1.6  -1.0  80 0.5                               
        // *** SHOCK MUFFLE 1 ***
                                                        // DFR size #dly        
feedbk
                                                        {  DFR  1.0     2       
        0.15    }

                                                        // LFO  wavtype         
rate    foneshot gain
                                                        {  LFO  SIN             
        3000.0  0.0              0.25}
}

{       36      LINEAR  0.2 0.7 1.6  -1.0  80 0.5                               
        // *** SHOCK MUFFLE 2 ***
                                                        // DFR size #dly        
feedbk
                                                        {  DFR  1.0     2       
        0.15    }

                                                        // LFO  wavtype         
rate    foneshot gain
                                                        {  LFO  SIN             
        3000.0  0.0             0.25}
}

{       37      LINEAR  0.2 0.7 1.6  -1.0  80 0.5                               
                // *** SHOCK MUFFLE 3 ***
                                                        // DFR size #dly        
feedbk
                                                        {  DFR  1.0     2       
        0.15    }

                                                        // LFO  wavtype         
rate    foneshot gain
                                                        {  LFO  SIN             
        3000.0  0.0             0.25}


> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> Aditya Gaddam
> Sent: Saturday, February 28, 2009 5:35 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Grenade aftermath sound effect.
>
> enginesound->SetPlayerDSP( user, effect, false );
>
>  That seems to be the magic function. The value (an integer)
> you pass to effect results in different effects.
>
> 35-37 does the ringing with muffled noises
> 32-34 does the muffled noises only
>
> I haven't found a list of constants to pass to this
> anywhere... searching for SetPlayerDSP on the wiki gives me nothing :(
>
> Anyone know of a list of these constants?
>
> Thanks,
> Aditya
>
> On Sat, Feb 28, 2009 at 11:51 AM, Yorg Kuijs
> <[email protected]> wrote:
>
> > If you're trying to find the sound itself, afaik it's generated by
> > audio part of source I guess and isn't in a .wav If not I
> don't know
> > if this will help but in CBasePlayer where you've been
> messing around
> > I have found that this does handle ear ringing at least,
> maybe not the
> > DSP thing but I modified the constant defininitions in my
> mod to this:
> > #define MIN_SHOCK_AND_CONFUSION_DAMAGE    999.0f
> > #define MIN_EAR_RINGING_DISTANCE        999.0f  // 20 feet
> >
> > this results in disabling the ear ringing effect, but the
> sound muffle
> > is still there so look around where these constant definitions are
> > used to find out what handles the ear ringing.
> >
> > Aditya Gaddam wrote:
> > > Sorry, that was... stupid. That does the muffling effect. I will
> > > just
> > play
> > > around more before asking useless questions.
> > >
> > > Thanks again Andrew.
> > >
> >
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> > please visit:
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> >
> >
>
>
> --
> http://www.pixelfaction.com
> AIM:ApeWithABrain
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