Re: [hlcoders] DSP in source

2008-01-17 Thread Anthony Mann

Jay,
Thanks for that, i am no longer contacting miles. I am glad to know
the system is modular (i would eventually love to write my own DSP for
the source engine), The information you gave regarding the operation
of the reverb/delay line DSP would imply that absorption co-efficients
are set by the material type, which is combined with the room geometry
to calculate reverb time, so im assuming this is loosely based on the
RT-60 formula? In which case, it would not account for cavities, or
very irregularly shaped rooms (which are a nightmare to calculate
for)? Are the effects based on the users position within the room, eg
the delay lines/verb modeling impulse response from player location?
A block diagram or description of the processes would be incredibly
useful to my project, i am trying to summarise the current level of
audio modeling in gaming engines and to discuss possible expansion of
the technologies used, while also demonstrating application of the
techniques (specifically in the Source engine and Portal's sound
design).
Im sure these details could be picked out of the code by licensees but
as a student i cant currently afford one :(
If you can suggest anyone at valve i could contact in regard to the
sound design in portal i would be most appreciative!

thanks for your work on many of my favourite games!
Regards,
Ant

On 17 Jan 2008, at 21:17, Jay Stelly wrote:


The DSP in Source is not done with Miles even though Miles does have a
bunch of DSP features (and may be able to do the same thing).  It's a
custom modular system we built for HL2.  There isn't currently a way
to
modify it without changing code.  Licensees have access to this code
but
it isn't in the mod SDK.  The automatic DSP algorithm uses surface
material properties and geometry along with a custom controller to
configure delay lines and reverb parameters.

As I recall, we use Miles sound system for multiplayer voice codecs
and
mp3 playback as well as steam voice chat.

Jay

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anthony
Mann
Sent: Thursday, January 17, 2008 12:01 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] DSP in source

Thank you!!

that was an invaluable piece of information! You mention it is used
for a 'large part of its playback'
do you know exactly what extent the source engine controls the miles
API's? or what version of the API is used?
I am also contacting miles directly regarding this info,

I have managed to find out a LOT more information already just from
the details you provided

again thanks very much
Ant

On 17 Jan 2008, at 06:50, Adam amckern McKern wrote:


You would want to maybe email [EMAIL PROTECTED]
and ask them about it as the source engine uses the
miles sound system for a large part of its playback.

Adam

--- Anthony Mann <[EMAIL PROTECTED]> wrote:


Hi again

Im writing a paper at the moment on sound design for
games and i have
a few questions some of you may be able to help me
out with!
I have been enjoying manipulating and creating
soundscapes in the hl2
engine, and have been using hammer since CS 1.4. I'm
especially
interested in the DSP built into the source engine.
Does anyone know any details of how the DSP system
calculates the echo/
reverb for the room size/room geometry? is it rt-60
based? is it
modular? is it possible to add DSP code without a
total re-compile?
How are these DSP elements written?
Does anyone also have any good resources on the
sound engine used
within source? i have found some sparse
documentation, and the SDK
references but i would love to know the workings on
a lower level than
these provide.

Hope someone can point me in the right direction,
Thanks
Ant

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Re: [hlcoders] DSP in source

2008-01-17 Thread Adam "amckern" McKern
Hm, might be reading it wrong.

Adam


--- "Jeffrey \"botman\" Broome"
<[EMAIL PROTECTED]> wrote:

> Adam "amckern" McKern wrote:
> > EP2 uses the 6.6a API.
>
> Weird.  My [EMAIL PROTECTED] episode
> two\bin\Mss32.dll
> says 3.0.0.0
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] DSP in source

2008-01-17 Thread Jeffrey "botman" Broome

Adam "amckern" McKern wrote:

EP2 uses the 6.6a API.


Weird.  My [EMAIL PROTECTED] episode two\bin\Mss32.dll
says 3.0.0.0

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RE: [hlcoders] DSP in source

2008-01-17 Thread Jay Stelly
The DSP in Source is not done with Miles even though Miles does have a
bunch of DSP features (and may be able to do the same thing).  It's a
custom modular system we built for HL2.  There isn't currently a way to
modify it without changing code.  Licensees have access to this code but
it isn't in the mod SDK.  The automatic DSP algorithm uses surface
material properties and geometry along with a custom controller to
configure delay lines and reverb parameters.

As I recall, we use Miles sound system for multiplayer voice codecs and
mp3 playback as well as steam voice chat.

Jay

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anthony Mann
Sent: Thursday, January 17, 2008 12:01 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] DSP in source

Thank you!!

that was an invaluable piece of information! You mention it is used
for a 'large part of its playback'
do you know exactly what extent the source engine controls the miles
API's? or what version of the API is used?
I am also contacting miles directly regarding this info,

I have managed to find out a LOT more information already just from
the details you provided

again thanks very much
Ant

On 17 Jan 2008, at 06:50, Adam amckern McKern wrote:

> You would want to maybe email [EMAIL PROTECTED]
> and ask them about it as the source engine uses the
> miles sound system for a large part of its playback.
>
> Adam
>
> --- Anthony Mann <[EMAIL PROTECTED]> wrote:
>
>> Hi again
>>
>> Im writing a paper at the moment on sound design for
>> games and i have
>> a few questions some of you may be able to help me
>> out with!
>> I have been enjoying manipulating and creating
>> soundscapes in the hl2
>> engine, and have been using hammer since CS 1.4. I'm
>> especially
>> interested in the DSP built into the source engine.
>> Does anyone know any details of how the DSP system
>> calculates the echo/
>> reverb for the room size/room geometry? is it rt-60
>> based? is it
>> modular? is it possible to add DSP code without a
>> total re-compile?
>> How are these DSP elements written?
>> Does anyone also have any good resources on the
>> sound engine used
>> within source? i have found some sparse
>> documentation, and the SDK
>> references but i would love to know the workings on
>> a lower level than
>> these provide.
>>
>> Hope someone can point me in the right direction,
>> Thanks
>> Ant
>>
>> ___
>> To unsubscribe, edit your list preferences, or view
>> the list archives, please visit:
>>
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
>
>
>


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Re: [hlcoders] DSP in source

2008-01-17 Thread Adam "amckern" McKern
EP2 uses the 6.6a API.

Adam


--- "Jeffrey \"botman\" Broome"
<[EMAIL PROTECTED]> wrote:

> Anthony Mann wrote:
> >... or what version of the API is used?
>
> Go into your Steam bin folder, right click on
> mss32_s.dll, select
> "Properties", and look at the Version tab.
>
> Mine says "File Version 7.0.4.0"
>
> Hmmm, I didn't know that Miles was owned by RAD Game
> Tools.  :)
>
> --
> Jeffrey "botman" Broome
>
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> the list archives, please visit:
>
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>
>



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Re: [hlcoders] DSP in source

2008-01-17 Thread Jeffrey "botman" Broome

Anthony Mann wrote:

... or what version of the API is used?


Go into your Steam bin folder, right click on mss32_s.dll, select
"Properties", and look at the Version tab.

Mine says "File Version 7.0.4.0"

Hmmm, I didn't know that Miles was owned by RAD Game Tools.  :)

--
Jeffrey "botman" Broome

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Re: [hlcoders] DSP in source

2008-01-17 Thread Anthony Mann

Thank you!!

that was an invaluable piece of information! You mention it is used
for a 'large part of its playback'
do you know exactly what extent the source engine controls the miles
API's? or what version of the API is used?
I am also contacting miles directly regarding this info,

I have managed to find out a LOT more information already just from
the details you provided

again thanks very much
Ant

On 17 Jan 2008, at 06:50, Adam amckern McKern wrote:


You would want to maybe email [EMAIL PROTECTED]
and ask them about it as the source engine uses the
miles sound system for a large part of its playback.

Adam

--- Anthony Mann <[EMAIL PROTECTED]> wrote:


Hi again

Im writing a paper at the moment on sound design for
games and i have
a few questions some of you may be able to help me
out with!
I have been enjoying manipulating and creating
soundscapes in the hl2
engine, and have been using hammer since CS 1.4. I'm
especially
interested in the DSP built into the source engine.
Does anyone know any details of how the DSP system
calculates the echo/
reverb for the room size/room geometry? is it rt-60
based? is it
modular? is it possible to add DSP code without a
total re-compile?
How are these DSP elements written?
Does anyone also have any good resources on the
sound engine used
within source? i have found some sparse
documentation, and the SDK
references but i would love to know the workings on
a lower level than
these provide.

Hope someone can point me in the right direction,
Thanks
Ant

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Re: [hlcoders] DSP in source

2008-01-16 Thread Adam "amckern" McKern
You would want to maybe email [EMAIL PROTECTED]
and ask them about it as the source engine uses the
miles sound system for a large part of its playback.

Adam

--- Anthony Mann <[EMAIL PROTECTED]> wrote:

> Hi again
>
> Im writing a paper at the moment on sound design for
> games and i have
> a few questions some of you may be able to help me
> out with!
> I have been enjoying manipulating and creating
> soundscapes in the hl2
> engine, and have been using hammer since CS 1.4. I'm
> especially
> interested in the DSP built into the source engine.
> Does anyone know any details of how the DSP system
> calculates the echo/
> reverb for the room size/room geometry? is it rt-60
> based? is it
> modular? is it possible to add DSP code without a
> total re-compile?
> How are these DSP elements written?
> Does anyone also have any good resources on the
> sound engine used
> within source? i have found some sparse
> documentation, and the SDK
> references but i would love to know the workings on
> a lower level than
> these provide.
>
> Hope someone can point me in the right direction,
> Thanks
> Ant
>
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> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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[hlcoders] DSP in source

2008-01-16 Thread Anthony Mann

Hi again

Im writing a paper at the moment on sound design for games and i have
a few questions some of you may be able to help me out with!
I have been enjoying manipulating and creating soundscapes in the hl2
engine, and have been using hammer since CS 1.4. I'm especially
interested in the DSP built into the source engine.
Does anyone know any details of how the DSP system calculates the echo/
reverb for the room size/room geometry? is it rt-60 based? is it
modular? is it possible to add DSP code without a total re-compile?
How are these DSP elements written?
Does anyone also have any good resources on the sound engine used
within source? i have found some sparse documentation, and the SDK
references but i would love to know the workings on a lower level than
these provide.

Hope someone can point me in the right direction,
Thanks
Ant

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