mastercomsI'm not sure why disabling DSP is necessary for surround sound. Shouldn't it be enough to only disable the spatial DSP effects with a delay?Sorry, I was sleepy and copy & pasted a section from my custom.cfg then forgot to remove 'dsp_water 0' and 'dsp_room 0'...would you mind elaborating on what the others do, exactly? Any effect that is intended to produce 3D sound from a stereo source is problematic for proper output to something that's doing the same thing, but yep, delay and reverb are the main things used in surround sound virtualization and you don't want those being applied on top of each other.
dsp_facingaway 30 (or 0)
And I guess spatializing every frame would be helpful too:
If you don't mind, I'll go ahead and dive into the "spatialization" section of your comp preset here:
My understanding is that this effect is that "snd_surround_speaker 0;dsp_enhance_stereo 1" is the equivalent of setting sound to "Headphones" in the game options menu--basically TF2's own crude headphone surround sound virtualization (Miles3D, specifically, if I understand correctly).
//dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
//dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most
// noticeable on multispeaker systems
I'm assuming these "enhanced positional effects/spatialization" are designed for 2 channel output
//dsp_slow_cpu 0 // Use enhanced positional effects
//dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
I'm not sure how the "sound travel" part of "Spatializing" (you define it as "sound travel and volume falloff") accounts for speaker count, but yeah it seems you'd want it to happen every frame if at all.
//snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
//snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
// Pretty reasonable performance benefit, but delay in spatialization.
//snd_spatialize_roundrobin 0 // Spatialize every frame
Curious about what "automatic DSP" is, seems possibly relevant
//dsp_room 0 // Disable automatic DSP
//dsp_room 1 // Enable automatic DSP. Big performance hit
Is it known what kind of effect is applied here? Seems important
//dsp_facingaway 0 // Disable the facing away DSP effect
//dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
//dsp_speaker 50 // Administrator effect
//dsp_speaker 0 // Disable administrator effect
Could you explain the significance of "40", and what disabling this does exactly, please?
//dsp_spatial 40 // Spatial effect for positional audio
//dsp_spatial 0 // Disable spatial effect
What's being enhanced?
//dsp_db_mixdrop 0.7 // Use enhanced volume scaling
Thanks, I know it's a lot for a pretty niche thing. Really appreciate your time.
pancake_stacksThanks, very interesting....I wonder why there is no 7ch command. I'm also curious what all DSP effects are being applied in the first place, aside from sound placement stuff.
stabbyI myself have changed some values for this purpose, though I'm on Windows 7 using Out of Your Head for 7.1 surround virtualization. Here's what I use, but testing this stuff is a pain and I'm not sure about all of these...the general idea is to get rid of all spatialization effects that are intended for stereo output. Would be very interested in some thoughts:
snd_surround_speakers 7 // or 5 for Windows 10, it seems
I'm not at home at the moment, but I know you can remove all those commands and just disable DSP everywhere with one of these:
"dsp_vol_5ch" = "0.5"
"dsp_vol_4ch" = "0.5"
"dsp_vol_2ch" = "1.0"
Great commands if you want to set a tiny bit of dsp, or want it completely off, etc. I'm unsure if 7 channel has a command, or if it's shared with 5ch, but these will remove all DSP, as it acts as a master volume for all DSP from what I understand. Just don't use "dsp_volume", as it constantly resets if maps have different soundscapes and you enter/exit them. Unless you want to bind it to a commonly used key.
I don't know if it's just me, but disabling dsp entirely makes sounds at the back really low. So some DSP is good if you have same issue as me. If you put too much, it throws off the positioning, so you have to dial it in perfect.
stabbyIt would be cool if you integrated ytrium's viewmodels mod (which involves preloading and is probably what he's talking about).
mastercomsI'm not entirely sure what I'm supposed to do on my side. Shouldn't yttrium's viewmodels work if you properly install them?JarateKing knows more than me
mastercomsThe installer adds "map_background preload_room; wait 10; disconnect" to autoexec, but doesn't apply to any autoexec in custom. Could be added with a module or just instructions to add it to custom.
stabbyIt would be cool if you integrated ytrium's viewmodels mod (which involves preloading and is probably what he's talking about).I'm not entirely sure what I'm supposed to do on my side. Shouldn't yttrium's viewmodels work if you properly install them?
I guess you have to set these settings to 0 to make yttrium's viewmodels work properly
mod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
P.S Sorry for long-quoting, I'm not good at it :)