DSP Programs and Files
Courtesy of: The Scientist and Engineer's Guide to Digital Signal Processing. The following programs and files may be freely used for any noncommercial purpose.
Gamecube Dsp Files
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Now available for downloading
PROGRAMS FROM THE 'The Scientist and Engineer's Guide to DSP'
This is an ASCII file containing all the programs listed in 'The Scientist and Engineer's Guide to Digital Signal Processing.' (file size: 44k)
Click here to download: PROGRAMS.TXT, dated: 3/2/99
FFT PROGRAM
The Fast Fourier Transform, runs under DOS or windows. Calculates the forward and inverse transforms. Reads and writes the signals in ASCII. Run the program for instructions. (file size: 107k)
Click here to download: FFT.EXE, version 1.1, dated 11/30/97
FR.DAT (test data for the above program)
FI.DAT (test data for the above program)
TR.DAT (test data for the above program)
TI.DAT (test data for the above program)
HOMEWORK PROBLEMS: Chapters 2-13
Homework problems for Chapters 2-13, in ASCII. (file size: 43k)
Click here to download: HOMEWORK.TXT, dated: 09/17/98
COMPUTER EXERCISES: Chapters 2-12
Homework computer exercises for Chapters 2-13, in ASCII. (file size: 18k)
Click here to download: COMPEXER.TXT, dated: 09/17/98
The .dsp format is a common GameCube/Wii format for audio that comes with the SDK. It encodes sound using Nintendo's ADPCM codec. The same ADPCM codec is also embedded into several Retro Studios format, like AGSC; the CSMP format actually embeds the entire DSP format within it.
Dsa/dsp Files
The DSP is an additional processor used by the Wii/GCN to process sound. Dolphin has two ways to emulate the DSP. HLE (High Level Emulation): HLE works by using a DSP engine created by the developers from studying the real DSP. DSP HLE is with almost no overhead and does not require any additional files, however it may have some problems in some games. What is File Extension DSP? Microsoft Visual Studio is the primary software program that utilizes the Dynamic Studio Professional Module file, originally developed by Microsoft Corporation. User statistics infer that these DSP files are popular with users from China.
To do: An explanation of how ADPCM works would be nice to have somewhere on this page. Also, a better text explanation for the decoding process to go along with the example code. |
- 2ADPCM Data
Header
Offset | Type | Size | Description |
---|---|---|---|
0x0 | u32 | 4 | Sample count |
0x4 | u32 | 4 | ADPCM nibble count; includes frame headers |
0x8 | u32 | 4 | Sample rate |
0xC | u16 | 2 | Loop flag; 1 means looped, 0 means not looped |
0xE | u16 | 2 | Format; always 0 |
0x10 | u32 | 4 | Loop start offset |
0x14 | u32 | 4 | Loop end offset |
0x18 | u32 | 4 | Current address; always 0 |
0x1C | s16[16] | 2 × 16 | Decode coefficients; this is 8 pairs of signed 16-bit values |
0x3C | u16 | 2 | Gain; always 0 |
0x3E | u16 | 2 | Initial predictor/scale; always matches first frame header |
0x40 | s16 | 2 | Initial sample history 1 |
0x42 | s16 | 2 | Initial sample history 2 |
0x44 | u16 | 2 | Loop context predictor/scale |
0x46 | s16 | 2 | Loop context sample history 1 |
0x48 | s16 | 2 | Loop context sample history 2 |
0x4A | u16[11] | 2 × 11 | Reserved |
0x60 | End of DSP header |
ADPCM Data
The ADPCM audio data is split up into multiple frames. Each frame is 8 bytes; it starts with a one-byte header, then has 7 bytes (or 14 samples) of audio data. For each frame header, the bottom 4 bits are the scale value, and the top 4 bits are the coefficient index to use for the current frame.
Example C Decoding Function
vgmstream used as reference: