Dsp Files

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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Dsp Files

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
Files

Header

Offset Type Size Description
0x0 u32 4Sample count
0x4 u32 4ADPCM nibble count; includes frame headers
0x8 u32 4Sample rate
0xC u16 2Loop flag; 1 means looped, 0 means not looped
0xE u16 2Format; always 0
0x10 u32 4Loop start offset
0x14 u32 4Loop end offset
0x18 u32 4Current address; always 0
0x1C s16[16] 2 × 16Decode coefficients; this is 8 pairs of signed 16-bit values
0x3C u16 2Gain; always 0
0x3E u16 2Initial predictor/scale; always matches first frame header
0x40 s16 2Initial sample history 1
0x42 s16 2Initial sample history 2
0x44 u16 2Loop context predictor/scale
0x46 s16 2Loop context sample history 1
0x48 s16 2Loop context sample history 2
0x4A u16[11] 2 × 11Reserved
0x60End 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:

Sd2snes Dsp Files

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