Documenti di Didattica
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/////////////////////////////////////
// WARNING: do not edit this file! //
/////////////////////////////////////
// PROCESSOR TYPE:
// NULL 0 // pass through - must be 0
// DLY 1 // simple feedback reverb
// RVA 2 // parallel reverbs
// FLT 3 // lowpass or highpass filter
// CRS 4 // chorus NOT
TESTED
// PTC 5 // pitch shifter NOT TESTED
(UPDATE: DOES NOT INTEGRATE WITH NEW SOUND LENGTH CODE. DO NOT USE.)
// ENV 6 // adsr envelope NOT TESTED
// LFO 7 // lfo
// EFO 8 // envelope follower/gate
// MDY 9 // mod delay
// DFR 10 // diffusor - n series allpass delays
// AMP 11 // amplifier with distortion
// FILTER TYPE:
// LP 0 // lowpass filter
// HP 1 // highpass filter
// BP 2 // bandpass filter
// FILTER QUALITY:
// LO 0 // quality of filter or reverb. Must be
0,1,2,3.
// MED 1
// HI 2
// VHI 3
// DELAY TYPE:
// PLAIN 0 // single feedback loop
// ALLPASS 1 // feedback and feedforward loop - flat
frequency response (diffusor)
// LOWPASS 2 // lowpass filter in feedback loop
// DLINEAR 3 // linear delay, no feedback, unity gain
// FLINEAR 4 // linear delay with lowpass filter and output
gain
// LOWPASS_4TAP 5 // lowpass filter in feedback loop, 4 delay taps
// PLAIN_4TAP 6 // single feedback loop, 4 delay taps
// LFO TYPE:
// SIN 0 // sine wav
// TRI 1 // triangle wav
// SQR 2 // square wave, 50% duty cycle
// SAW 3 // forward saw wav
// RND 4 // random wav
// LOG_IN 5 // logarithmic fade in NOT TESTED
// LOG_OUT 6 // logarithmic fade out NOT TESTED
// LIN_IN 7 // linear fade in
// LIN_OUT 8 // linear fade out
// ENVELOPE TYPE:
// LIN 0 // linear a,d,s,r
// EXP 1 // exponential a,d,s,r (IGNORED)
// PSET_SIMPLE 0
// x(n)--->P(0)--->y(n)
// PSET_LINEAR 1
// x(n)--->P(0)-->P(1)-->...P(m)--->y(n)
// PSET_PARALLEL2 5
// x(n)--->P(0)-->(+)-->y(n)
// ^
// |
// x(n)--->P(1)-----
// PSET_PARALLEL4 6
// x(n)--->P(0)-->P(1)-->(+)-->y(n)
// ^
// |
// x(n)--->P(2)-->P(3)-----
// PSET_PARALLEL5 7
// x(n)--->P(0)-->P(1)-->(+)-->P(4)-->y(n)
// ^
// |
// x(n)--->P(2)-->P(3)-----
// PSET_FEEDBACK 8
// x(n)-P(0)--(+)-->P(1)-->P(2)-->->y(n)
// ^ |
// | v
// -----P(4)<--P(3)--
// PSET_FEEDBACK3 9
// x(n)---(+)-->P(0)--------->y(n)
// ^ |
// | v
// -----P(2)<--P(1)--
// PSET_FEEDBACK4 10
// x(n)---(+)-->P(0)-------->P(3)--->y(n)
// ^ |
// | v
// ---P(2)<--P(1)--
// PSET_MOD 11
// x(n)------>P(1)--P(2)--P(3)--->y(n)
// ^
// x(n)------>P(0)....:
// PSET_MOD2 12
// x(n)-------P(1)-->y(n)
// ^
// x(n)-->P(0)..:
// PSET_MOD3 13
// x(n)-------P(1)-->P(2)-->y(n)
// ^
// x(n)-->P(0)..:
// *******************************************************************
// presets 0-29 map to legacy room_type 0-29. Don't change order or #
// *******************************************************************
// # ptype mixrng dur fade dbmin mixdrop
// ***********************************************
// presets 30-43 are system presets. Don't change.
// ***********************************************
// # ptype mixrng dur fade dbmin mixdrop
}
// *** LOWPASS - FACING AWAY + 80ms delay ***
{ 31 LINEAR 0.2 0.7 0.0 0.0 80 0.5
// FLT ftype cutoff qwidth
quality gain
{ FLT LP 1000 0
MED 1.0}
// *************************************************
// presets 44-49 are slots reserved for test presets
// *************************************************
// # ptype mixrng dur fade dbmin mixdrop
// *************************************************
// presets 50-59 are slots reserved for dsp_speaker presets
// *************************************************
// # ptype mixrng dur fade dbmin mixdrop
{ 50 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0} }
{ 51 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0} }
{ 52 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0} }
{ 53 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0} }
{ 54 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0} }
// ************************************************************
// presets 60-100 are memory slots reserved for auto dsp create
// ************************************************************
// # ptype mix
// *********************************************************
// *** presets 100+ are templates for automatic dsp creation
// *********************************************************
// these convars store the index to the first preset for each shape type in
dsp_presets.txt
// setting dsp_room to 1 invokes the automatic dsp creator. It stays active until
// dsp_room is set to some other value.
// The dsp interpolator blends between two presetes. For instance, a new preset is
created
// between ROOM EMPTY SMALL BRIGHT and ROOM EMPTY HUGE DULL
// based on size of room and reflectivity. ROOM EMPTY vs ROOM FULL is chosen based
on room diffusion -
// ie: how full of objects the room is. Room type, such as ROOM, HALL, TUNNEL is
chosen based on
// shape of space.
// For RVA:
// if w, d or h param is -1 then parameters are set using room size
// if w, d or h is non-zero, then size and size_min are ignored
// if fw, fd and fh are zero, then feedbk is used for w, d, h and normalized for
constant fade time
// if fw, fd or fh is < 0, the corresponding delay param w,d,h is used as a
predelay
// For DLY:
// if delay is -1, delay is set directly from room size * 2
// NOTE: all presets have processor gains set such that signal in db = signal out
db (0 db gain).
//////////////////////////////////
// DO NOT MODIFY THESE PRESETS!!!!
//////////////////////////////////
}
// STREET DIFFUSE SMALL BRIGHT - min parameters
{ 120 LINEAR 0.3 0.8 0.0 0.0 75 0.3
// DFR size #dly feedbk
{ DFR 1.0 2 0.15 }
}
// ALLEY DIFFUSE SMALL BRIGHT - min parameters
{ 124 LINEAR 0.32 0.8 0.0 0.0 60 0.3
// DFR size #dly feedbk
{ DFR 1.0 2 0.15 }
// RVA size min #dly feedbk
gain cutoff fpar fmod rate w d h fw fd fh ftap
{ RVA 0.0 0.0 1 0.0
2.7 5000 1 0 0.0 50 100 70 0.5 -0.29 -0.3 0}
}
// ALLEY DIFFUSE HUGE DULL - max parameters
{ 125 LINEAR 0.32 0.8 0.0 0.0 60 0.3
// DFR size #dly feedbk
{ DFR 1.0 2 0.15 }
}
// OPENSPACE EMPTY HUGE DULL - max parameters
{ 131 LINEAR 0.22 0.6 0.0 0.0 95 0.1
}
// OPENSPACE DIFFUSE SMALL BRIGHT - min parameters
{ 132 LINEAR 0.2 0.7 0.0 0.0 95 0.1
// DLY dtype delay feedbk gain
ftype cutoff qwidth quality tap1 tap2 tap3
{ DLY LINEAR 300.0 0.2 1.0
LP 3000 0 LO 0 0 0}
}
// OPENSPACE DIFFUSE HUGE DULL - max parameters
{ 133 LINEAR 0.2 0.7 0.0 0.0 95 0.1
}
/////////////////////////////////////////////////////
// description of parameters for all processor types:
/////////////////////////////////////////////////////
///////////
// Filters
///////////
//////////
// Delays
//////////
///////////
// Reverbs
///////////
/////////////
// Diffusors
/////////////
//////////////
// Amplifiers
//////////////
// {amp_gain, 0.0, 10.0}, // amplification
// {amp_vthresh, 0.0, 1.0}, // threshold for distortion (1.0 =
no distortion)
// {amp_distmix, 0.0, 1.0}, // mix of clean and distortion (1.0
= full distortion, 0.0 = full clean)
// {amp_vfeed, 0.0, 1.0}, // distortion feedback
// modrate, 0.01, 200.0}, // frequency at which amplitude values
change to new random value. 0 is no self-modulation
// moddepth, 0.0, 1.0}, // how much amplitude changes
(decreases) from current value (0-1.0)
// modglide, 0.01, 100.0}, // glide time between mapcur and
ampnew in milliseconds
// rand 0, 1 // if 1, modulate randomly
between gain & g*(1-depth). otherwise alternate gain/gainmin
////////
// LFOs
////////
// wavtype: lfo type to use (LFO_SIN, LFO_RND...)
// rate: modulation rate in hz. for MDY, 1/rate = 'glide' time in
seconds
// foneshot: 1.0 if lfo is oneshot
// gain: scale output amplitude by gain 0-1.0
/////////
// Pitch
/////////
// pitch: 0-n.0 where 1.0 = 1 octave up and 0.5 is one octave down
// timeslice: in milliseconds - size of sound chunk to analyze and
cut/duplicate - 100ms nominal
// xfade: in milliseconds - size of crossfade region between spliced
chunks - 20ms nominal
/////////////
// Envelopes
/////////////
//////////////
// Mod delays
//////////////
//////////
// Chorus
//////////
//////////////////////////
// Envelope follower/ Gate
//////////////////////////
// carpet hallway
// tile hallway
// wood hallway
// metal hallway
// train tunnel
// sewer main tunnel
// concrete access tunnel
// cave tunnel
// sand floor cave tunnel
// small cavern
// large cavern
// huge cavern
// watery cavern
// long, low cavern
// wood warehouse
// metal warehouse
// concrete warehouse
// elevator
// small metal room
// medium metal room
// large metal room
// huge metal room
// soundproof room
// carpet lobby
// swimming pool
// open park
// open courtyard
// wide parkinglot
// narrow street
// wide street, short buildings
// wide street, tall buildings
// narrow canyon
// wide canyon
// huge canyon
// small valley
// wide valley
// wreckage & rubble
// small building cluster
// wide open plain
// high vista
// special fx presets:
// alien citadel
// teleport aftershock (these presets all ADSR timeout and reset the dsp_* to 0)
// on target teleport
// off target teleport
// death fade
// beam stasis
// scatterbrain
// pulse only
// slomo
// hypersensitive
// supershocker
// physwhacked
// forcefieldfry
// juiced
// zoomed in
// crabbed
// barnacle gut
// bad transmission