
English: 
For the past few weeks, you may have noticed
that CS:GO’s audio has added reverb and
echoes, designed to mimic how real life works.
This doesn’t affect gameplay much- in fact,
Valve intended for it not to, going as far
as to respond to a post that assumed that
footsteps had been made quieter. A complicated
response, maybe, but in short, it can be simplified
as NO. Probably. So although not intended
to be gameplay changing, it should add to
the immersion and helps CS:GO catch up to
the audio realism set by other leading games.
In a perfect world, the sound waves would
be simulated as they bounce about the place,
the resulting sound changing accordingly.
But then again, a perfect world would also
have CS:GO run at a million frames a second.
But this is reality, and you can’t have
both!
So it’s fake! The echoes are decided, not
by your environment, but in the soundscapes
text file within the scripts folder of CS:GO.
Take a look for yourself! There are 29 different
settings, so every sound in CS:GO can, in

Chinese: 
在过去几周里，你可能已经发现 CSGO 音频加入了混响和
回声，用于模拟现实中的效果。事实上这并不会怎么影响实际游戏，
Valve 本不想这样做，但有人发帖猜测脚步声的声音
可能变得更轻了。可能是个复杂的反应吧，但简单的说，实际对游戏的影响可以总结为
“没有”。很可能。虽然本没有打算改变游戏，但这的确丰富了游戏的代入感
并且有助于 CSGO 赶上其他领军游戏的真实的音效。
理想情况下，当声音碰到周围障碍物时，声音会回弹，
声音也相应地发生变化。但是，理想情况下意味着 CSGO 需要
运行在每秒百万级别的帧数下。可是事实上，鱼与熊掌，不可得兼。
所以说这是欺诈！回声是被设计好的，
不是环境实时反馈的，就在 CSGO 的 scripts 文件夹的 soundscapes 文件里。
自己看看吧！其中有 29 种不同的设定，每个声音在 CSGO里，理论上说，

Chinese: 
有 29 种不同的回声。从阿兹特克到殒命大厦，
每一张地图都支持各种不同声景。即使有些地图都已经不在
游戏中了。为什么这些图还支持 DSP 呢？让我解释一下……
炒作火车到站了：他们有一车的 e3 声景！只有一周的时间了，
难道这意味着他们会在 E3 2018 展台上展示他们的新的、令人激动的
回声技术？伤心的是，了解 Valve 的都知道，这更可能来自 E3 2003。
我往回找了找今年早些的 CSGO 的副本，发现 DSP 也在游戏里。
我找了下更早的演示版本，大概是 2013 年的…… DSP 还是在
scripts 文件夹里。很明显，这肯定是个失误。于是我打开了我的非法的
2011 年的 CSGO 副本…… DSP 它还是在那里！简单的说：这个声音技术
在游戏发布之前就已经在游戏里了。可能是从 E3 2003 那时候就已经存在了！它只是没被
启用，直到现在。真可惜。但是至少现在我可以给你们

English: 
theory, have 29 different echoes.
And every single soundscape in the game, ranging
from Aztec through to Vertigo, supports this.
Even though some of these maps aren’t even
in the game anymore. Why do these still support
DSP then? Let me explain…
All aboard the hype-train: they’ve got a
load of e3 soundscapes! Just a week away,
does this mean they’re going to be at e3
2018, showcasing new and exciting echoey sound
technology? Sadly, knowing Valve it’s more
likely to be from e3 2003.
I reverted back to a copy of CS:GO from earlier
this year, and DSP was still in the game.
I reverted back to the demo viewer version,
which is like, 2013… and DSP was still in
the scripts folder. Clearly, this must be
some kind of mistake. So I opened my illegal
copy of CS:GO dating back to 2011… and DSP
was STILL there! In short: this sound tech
has been in the game since before its release.
Maybe even since e3 2003! It just hasn’t
been enabled until now.
That’s a shame. But I can at least give

Chinese: 
展现不同的回声效果。我本可以直接录下这些回声
让你们自己调大到一个危险的音量，尝试着听出区别——
因为在游戏中，不同回声之间的差异是非常微小的！所以，我调整了这些声音
让这些回声比他们原来更加的大声——这样更好展示
它们之间的差异。我理解你可能认为这打破了
原模原样展示它们的原则，所以我也上传了一个单独的、原始音量的
视频给那些认为这样做会影响效果的人。
但是，即使我调整了音量，它们中很多听起来还是非常类似。让我们一个个
听听吧。NORMAL，普通情况。
GENERIC 有回声，回声需要 3 秒钟才能完全消失！
METAL MEDIUM 的回声永远不会消失，它的回声降到 -50 dB，并且永远在那个级别保持着。
Valve pls fix。METAL LARGE 也有这个问题！

English: 
you examples of all the different echoes.
Now, I could have kept the echoes as they
are, and had you all turn your volumes up
to dangerous levels trying to hear the differences-
because in-game, the differences between them
all are very subtle! So instead, I’ve compressed
the audio to make the echoes louder than they
were originally – this better demonstrates
the differences between them. I understand
why you might feel this defeats the purpose
of showcasing them in the first place, so
I may also upload them with their original
volumes to a separate video for those of you
who care.
Also, even with this, a lot of them sound
very similar. So let’s go through the interesting
ones.
NORMAL, is normal.
GENERIC is echoey and takes more than 3 seconds
to fade out entirely!
And METAL MEDIUM never fades out, instead
reducing to -50 db and remaining there forever.
Valve pls fix.
METAL LARGE also does this!

English: 
TUNNEL LARGE has a nice long reverb, as you’d
expect from a tunnel.
CHAMBER LARGE is the same, but more hissy.
Quite a distinctive one.
You might figure by now that I like the LARGE
echoes. The medium and small ones barely sound
that different from one another with the glock
sound. Just to show you, here’s WATER 1.
And here’s CONCRETE SMALL.
BIG 3 is lovely! This must be what they used
on Half Life 2’s coastal levels.
You can hear the echo quickly bounce about
in CAVERN MEDIUM.
And at the end of this list are 3 WEIRDO soundscapes,

Chinese: 
TUNNEL LARGE 的混响感觉很好，就好像你在隧道里听到的那样。
CHAMBER LARGE 同样这样，但更加的激烈。非常有特色的一个。
你可能知道了我喜欢那些 LARGE 的声景。只从 glock 的声音，中等和小级别的
声景难以区分开来。你听听，这是 WATER 1。
这是 CONCRETE SMALL。BIG 3 很可爱。这肯定是 Valve 用在
半条命 2 中海岸关卡里的那个声景。在 CAVERN MEDIUM 里声音迅速地
向四周反弹。在列表末尾有 3 个 WEIRDO 声景，

English: 
which all echo at a medium rate, somewhere
between CAVERN MEDIUM and BIG 3. It’s a
shame cos these had so much potential to be
amusing, stupid sounding ones that could be
hidden in unused corners of maps as easter
eggs.
Of course, this is all using the glock. You
might think that louder weapons, such as the
AWP, would have better sounding echoes, but
the reality is these louder weapons already
have an echo built into the sound file, and
this gets in the way of the ‘real’ echoes.
Even BIG 3’s distinctive, thuddy echo is
masked by the fade-out of the SSG08- let alone
the AWP.
But I’ll show the 3 chamber settings, since
all 3 seem to show differences with the scout.
Chamber works well with any kind of sound,
it seems. Here are all 3 with a quiet, knife-swooping
sound.

Chinese: 
三者的回声都在中等级别，效果差不多在 CAVERN MEDIUM 和 BIG 3 之间。
很可惜，因为这些回声都有很大的潜力让人愉悦，蠢蠢的那些可以作为
彩蛋隐藏在地图的那些隐蔽的角落里。
当然了，以上都是用 glock 的效果。你可能会想，大声的武器，比如说
AWP，可能有更好的回声效果，但是实际上这些更大声的武器本身
已经有内建的回声效果了，并且掩盖了“真实”回声的效果
即使是 BIG 3，它独特的声音效果也被 SSG08 本身的回声覆盖了——别管 AWP 了
我会展示 3 个室内设定，
因为在用 Scout 的情况下这 3 个的效果都不太一样。任何声音在 CHAMBER 中都表现的很好，
似乎是这样。这是安静的划刀声在 3 个 CHAMBER 听起来的样子。

English: 
Indeed, quieter sounds seem to reverberate
more in smaller spaces, perhaps because they
lack the duration and volume to survive the
larger spaces. Take a listen to BIG1, BIG2
and BIG3.
In conclusion, DSP doesn’t properly simulate
sounds, but Valve have provided so many different
yet similar templates, that you soon realise
that an approximation is probably good enough.
The larger the ‘environments’, the more
noticeable the echoes are for louder sounds.
But the smaller and sharper the sounds are,
the better they echo in smaller spaces. There
are a few broken reverbs that never seem to
fade out entirely. And the built-in echoes
ruin the snipers for now.
I personally wouldn’t mind more deviation
between them, but since people are already
complaining that it sounds too echoey, perhaps
it’s best that Valve doesn’t do this.
I think this update is a step in the right
direction for CS:GO’s sound, bringing us

Chinese: 
的确，在小空间里，安静一点的声音听起来更加的空洞，可能是因为它们
在大空间里持续的时间更短，音量更小，难以存在。来听听 BIG 1，BIG 2 和
BIG 3。总的来说，DSP 并不能准确地模拟声音，
但 Valve 已经提供了如此多不同但相似的模板，能够大概地模拟出
足够好的声音效果。“环境”越大，
大音量声音的回声的效果就越明显。声音越小越尖，
在小空间里听起来感觉就更好。有几个混响是错误的，它们的回声似乎永远都
不会消散。并且自带的回声目前也毁了狙击枪。
我个人并不在意这些回声造成的声音偏差，但人们已经在抱怨
声音听起来太过于空洞，可能最好的方案是 Valve 不要推出这东西。
我认为这更新是迈CSGO 音效迈出的正确的一步，

English: 
one step closer to how it used to sound in
the original Half Life again.
If you liked this video, then check out the
video about surround sound for CS:GO that
I made about 4 months before they added surround
sound to CS:GO. And check out this video from
4 months ago when I added reverb effects to
CS:GO. I’ll leave a few spaces here free
for any other echo comparisons I may make
at a later date- which will likely include
all 29 echoes for the knife, the glock and
the scout and will be of more use to mappers
than for players of the game.

Chinese: 
让我们离在半条命中的音效更近了一步。
如果你喜欢这个视频，为何不看看4 个月前 ，我在 Valve
添加 CSGO 环绕声到游戏中前，做的有关环绕声的视频。再看看 4 个月前
这个我在 CSGO 中加入混响效果的视频。我在这留出点空间
给有关其他回声对比的视频，我可能过几天发出来——意味着
会包含 29 种回声，刀子、glock 和 Scout，这些东西对地图制作者来说更有用处，
而不是游戏的玩家。
