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- Update documentation
- Updated version numbers to 1.9 - Disable OpenMP by default, to be enabled by developer
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README.html
143
README.html
@ -13,8 +13,8 @@
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</head>
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<body class="normal">
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<hr>
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<h1>SoundTouch audio processing library v1.8.1pre</h1>
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<p class="normal">SoundTouch library Copyright © Olli Parviainen 2001-2014</p>
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<h1>SoundTouch audio processing library v1.9</h1>
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<p class="normal">SoundTouch library Copyright © Olli Parviainen 2001-2015</p>
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<hr>
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<h2>1. Introduction </h2>
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<p>SoundTouch is an open-source audio processing library that allows
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@ -34,9 +34,13 @@ same time</li>
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<p>SoundTouch WWW page: <a href="http://soundtouch.surina.net">http://soundtouch.surina.net</a></p>
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<hr>
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<h2>2. Compiling SoundTouch</h2>
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<p>Before compiling, notice that you can choose the sample data format
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if it's desirable to use floating point sample data instead of 16bit
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integers. See section "sample data format" for more information.</p>
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<p>Before compiling, notice that you can choose the sample data format if it's
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desirable to use floating point sample data instead of 16bit integers. See
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section "sample data format" for more information.</p>
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<p>Also notice that SoundTouch can use OpenMP instructions for parallel
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computation to accelerate the runtime processing speed in multi-core systems,
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however, these improvements need to be separately enabled before compiling. See
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OpenMP notes in Chapter 3 below.</p>
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<h3>2.1. Building in Microsoft Windows</h3>
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<p>Project files for Microsoft Visual C++ are supplied with the source
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code package. Go to Microsoft WWW page to download
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@ -82,7 +86,9 @@ Notice that "configure" file is not available before running the
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<pre>make -</pre>
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</td>
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<td>
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<p>Builds the SoundTouch library & SoundStretch utility.</p>
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<p>Builds the SoundTouch library & SoundStretch utility. You can
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optionally add "-j" switch after "make" to speed up the compilation in
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multi-core systems.</p>
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</td>
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</tr>
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<tr valign="top">
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@ -123,7 +129,7 @@ directly and remove the following definition:<blockquote>
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<pre>#define SOUNDTOUCH_ALLOW_X86_OPTIMIZATIONS 1</pre>
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</blockquote>
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<h4><b>2.2.3 Compiling Shared Library / DLL version</b></h4>
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<h4><b>2.2.3 Compiling Shared Library / DLL version in Cygwin</b></h4>
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<p>
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The GNU compilation does not automatically create a shared-library version of
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SoundTouch (.so or .dll). If such is desired, then you can create it as follows
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@ -137,7 +143,15 @@ sstrip SoundTouch.dll</pre>
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<h3>2.1. Building in Android</h3>
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<p>Android compilation instructions are within the
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source code package, see file "<b>source/Android-lib/README-SoundTouch-Android.html</b>"
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in the package.</p>
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in the source code package. </p>
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<p>The Android compilation automatically builds separate .so library binaries
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for ARM, X86 and MIPS processor architectures. For optimal device support,
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include all these .so library binaries into the Android .apk application
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package, so the target Android device can automatically choose the proper
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library binary version to use.</p>
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<p>The <strong>source/Android-lib</strong> folder includes also an Android
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example application that processes WAV audio files using SoundTouch library in
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Android devices.</p>
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<hr>
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<h2>3. About implementation & Usage tips <h3>3.1. Supported sample data formats</h3>
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@ -333,28 +347,55 @@ function with parameter id of SETTING_USE_QUICKSEEK and value
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<p>setSetting(SETTING_USE_QUICKSEEK, 1);</p>
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</blockquote>
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<p><strong>CPU-specific optimizations:</strong></p>
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<p>Intel x86 specific SIMD optimizations are implemented using compiler
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intrinsics, providing about a 3x processing speedup for x86 compatible
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processors vs. non-SIMD implementation:</p>
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<ul>
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<li> Intel MMX optimized routines are used with compatible CPUs when
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16bit integer sample type is used. MMX optimizations are available both
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in Win32 and Gnu/x86 platforms. Compatible processors are Intel
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PentiumMMX and later; AMD K6-2, Athlon and later.</li>
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<li> Intel SSE optimized routines are used with compatible CPUs when
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floating point sample type is used. SSE optimizations are currently
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implemented for Win32 platform only. Processors compatible with SSE
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extension are Intel processors starting from Pentium-III, and AMD
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processors starting from Athlon XP.</li>
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<li> AMD 3DNow! optimized routines are used with compatible CPUs when
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floating point sample type is used, but SSE extension isn't supported .
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3DNow! optimizations are currently implemented for Win32 platform only.
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These optimizations are used in AMD K6-2 and Athlon (classic) CPU's;
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better performing SSE routines are used with AMD processor starting
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from Athlon XP.</li>
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<li> Intel MMX optimized routines are used with x86 CPUs when 16bit integer
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sample type is used</li>
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<li> Intel SSE optimized routines are used with x86 CPUs when 32bit floating
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point sample type is used</li>
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</ul>
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<h3>3.5 OpenMP parallel computation</h3>
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<p>SoundTouch 1.9 onwards support running the algorithms parallel in several CPU
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cores. Based on benchmark the expected multi-core processing speed-up gain
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ranges between +30% (on high-spec dual-core x86) to 170% (on moderately low-spec
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quad-core ARM). </p>
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<p>The parallel computing support is implemented using OpenMP spec 3.0
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instructions. These instructions are supported by Visual C++ 2008 and later, and
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GCC v4.2 and later. Compilers that do not supporting OpenMP will ignore these
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optimizations and routines will still work properly. Possible warnings about
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unknown #pragmas are related to OpenMP support and can be safely ignored.</p>
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<p>The OpenMP improvements are disabled by default, and need to be enabled by
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developer during compile-time. Reason for this is that parallel processing adds
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moderate runtime overhead in managing the multi-threading, so it may not be
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necessary nor desirable in all applications. For example real-time processing
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that is not constrained by CPU power will not benefit of speed-up provided by
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the parallel processing, in the contrary it may increase power consumption due
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to the increased overhead.</p>
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<p>However, applications that run on low-spec multi-core CPUs and may otherwise
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have possibly constrained performance will benefit of the OpenMP improvements.
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This include for example multi-core embedded devices.</p>
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<p>OpenMP parallel computation can be enabled before compiling SoundTouch
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library as follows:</p>
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<ul>
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<li><strong>Visual Studio</strong>: Open properties for the <strong>SoundTouch
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</strong>sub-project, browse to <strong>C/C++</strong> and <strong>Language
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</strong>settings. Set
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there "<strong>OpenMP support</strong>" to "<strong>Yes</strong>". Alternatively add
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<strong>/openmp</strong> switch to command-line
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parameters</li>
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<li><strong>GNU</strong>: Run the configure script with "<strong>./configure
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--enable-openmp</strong>" switch, then run make as usually</li>
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<li><strong>Android</strong>: Add "<strong>-fopenmp</strong>" switches to compiler & linker
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options, see README-SoundTouch-Android.html in the source code package for
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more detailed instructions.</li>
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</ul>
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<hr>
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<h2><a name="SoundStretch"></a>4. SoundStretch audio processing utility
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</h2>
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<p>SoundStretch audio processing utility<br>
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Copyright (c) Olli Parviainen 2002-2012</p>
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Copyright (c) Olli Parviainen 2002-2015</p>
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<p>SoundStretch is a simple command-line application that can change
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tempo, pitch and playback rates of WAV sound files. This program is
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intended primarily to demonstrate how the "SoundTouch" library can be
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@ -500,17 +541,29 @@ and estimates the BPM rate:</p>
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<blockquote>
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<pre>soundstretch stdin -bpm</pre>
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</blockquote>
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<p><strong>Example 6</strong></p>
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<p>The following command tunes song from original 440Hz tuning to 432Hz tuning:
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this corresponds to lowering the pitch by -0.318 semitones:</p>
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<blockquote>
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<pre>soundstretch original.wav output.wav -pitch=-0.318</pre>
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</blockquote>
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<hr>
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<h2>5. Change History</h2>
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<h3>5.1. SoundTouch library Change History </h3>
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<p><b>1.8.1pre:</b></p>
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<p><b>1.9:</b></p>
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<ul>
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<li>Added parallel computation support via OpenMP primitives for better performance in multicore systems.
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Benchmarks show processing speedup improvement range from +30% (x86 dual-core) to +180% (ARM quad-core).</li>
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<li>Replaced Windows-like 'BOOL' types with native 'bool'</li>
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<li>Fixed bug in Android.mk make file</li>
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<li>Added support for parallel computation support via OpenMP primitives for better performance in multicore systems.
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Benchmarks show that achieved parallel processing speedup improvement
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typically range from +30% (x86 dual-core) to +180% (ARM quad-core). The
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OpenMP optimizations are disabled by default, see OpenMP notes above in this
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readme file how to enabled these optimizations.</li>
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<li>Android: Added support for Android devices featuring X86 and MIPS CPUs,
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in addition to ARM CPUs.</li>
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<li>Android: More versatile Android example application that processes WAV
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audio files with SoundTouch library</li>
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<li>Replaced Windows-like 'BOOL' types with native 'bool'</li>
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<li>Changed documentation token to "dist_doc_DATA" in Makefile.am file</li>
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<li>Removed -fcheck-new from gcc switches</li>
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<li>Miscellaneous small fixes and improvements</li>
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</ul>
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<p><b>1.8.0:</b></p>
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<ul>
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@ -671,7 +724,7 @@ accessing the FIFOSampleBuffer class from external files.</li>
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</ul>
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<p> </p>
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<h3>5.2. SoundStretch application Change History </h3>
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<p><b>1.8.1:</b></p>
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<p><b>1.9:</b></p>
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<ul>
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<li>Added support for WAV file 'fact' information chunk.</li>
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</ul>
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@ -734,9 +787,9 @@ switch "-bpm"</li>
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<hr>
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<h2>6. Acknowledgements </h2>
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<p>Kudos for these people who have contributed to development or
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submitted bugfixes since SoundTouch v1.3.1: </p>
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submitted bugfixes:</p>
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<ul>
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<li> Arthur A</li>
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<li> Arthur A</li>
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<li> Richard Ash</li>
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<li> Stanislav Brabec</li>
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<li> Christian Budde</li>
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@ -747,27 +800,23 @@ submitted bugfixes since SoundTouch v1.3.1: </p>
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<li> David Clark</li>
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<li> Patrick Colis</li>
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<li> Miquel Colon</li>
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<li> Jim Credland</li>
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<li> Sandro Cumerlato</li>
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<li> Justin Frankel</li>
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<li> Masa H.</li>
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<li> Jason Garland</li>
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<li> Takashi Iwai</li>
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<li> Thomas Klausner</li>
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<li> Mathias Möhl</li>
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<li> Yuval Naveh</li>
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<li> Paulo Pizarro</li>
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<li> Blaise Potard</li>
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<li> RJ Ryan</li>
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<li> Justin Frankel</li>
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<li> Jason Garland</li>
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<li> Masa H.</li>
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<li> Takashi Iwai</li>
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<li> Thomas Klausner</li>
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<li> Mathias Möhl</li>
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<li> Yuval Naveh</li>
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<li> Paulo Pizarro</li>
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<li> Blaise Potard</li>
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<li> Michael Pruett</li>
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<li> RJ Ryan</li>
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<li> John Sheehy</li>
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<li> Michael Pruett</li>
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<li> Rajeev Puran</li>
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<li> RJ Ryan</li>
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<li> John Sheehy</li>
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<li> Tim Shuttleworth</li>
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<li> Albert Sirvent</li>
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<li> John Stumpo</li>
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<li> Katja Vetter</li>
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</ul>
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@ -789,6 +838,6 @@ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA</p>
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<hr><!--
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$Id$
-->
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<p>
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<i>README.html file updated on April-2014</i></p>
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<i>README.html file updated in May-2015</i></p>
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</body>
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</html>
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@ -19,7 +19,7 @@ dnl this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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dnl Place - Suite 330, Boston, MA 02111-1307, USA
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# Process this file with autoconf to produce a configure script.
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AC_INIT(SoundTouch, 1.8.0, [http://www.surina.net/soundtouch])
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AC_INIT(SoundTouch, 1.9.0, [http://www.surina.net/soundtouch])
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AC_CONFIG_AUX_DIR(config)
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AC_CONFIG_MACRO_DIR([config/m4])
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AM_CONFIG_HEADER([config.h include/soundtouch_config.h])
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{
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/// Soundtouch library version string
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#define SOUNDTOUCH_VERSION "1.8.0"
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#define SOUNDTOUCH_VERSION "1.9.0"
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/// SoundTouch library version id
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#define SOUNDTOUCH_VERSION_ID (10800)
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#define SOUNDTOUCH_VERSION_ID (10900)
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//
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// Available setting IDs for the 'setSetting' & 'get_setting' functions:
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variable "NDK". That's easiest done by adding the NDK path definition at end of
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your <b>~/.bash_profile</b> file, for instance as follows:</p>
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<pre> NDK=/cygdrive/d/Android/android-ndk-r6</pre>
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<p><b>Enabling OpenMP parallel computing mode</b></p>
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<p>
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SoundTouch supports OpenMP for parallel computing in multi-core
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environments, and these improvements can be enabled also in the Android
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build. See the SoundTouch main README.html file for generic notes about the
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OpenMP implementation.</p>
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<p>
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To enable OpenMP mode in Android compilation, edit file <strong>Android.mk</strong>
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and enable the "-fopenmp" flag in LOCAL_CFLAGS and LOCAL_LDFLAGS variables.
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This is done by removing hash # from before the following lines in the
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Android.mk file, before compiling the library:</p>
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<pre> LOCAL_CFLAGS += -fopenmp
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LOCAL_LDFLAGS += -fopenmp</pre>
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<p><strong>OpenMP COMPATIBILITY NOTE: </strong>Android NDK has a threading issue
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(at least until NDK v10) that causes the native library crash with fatal signal
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11 if calling OpenMP-improved routines from a background thread. SoundTouch has
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a workaround for this issue in soundtouch-jni.cpp, and this workaround requires
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calling function <strong>SoundTouch.getVersionString() </strong>from the Android
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application's main thread at least once before calling other SoundTouch
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processing routines. See the SoundTouch Android example application and comments
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in the <strong>soundtouch-jni.cpp </strong>source code file for more details.</p>
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<hr />
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<h2>
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Calling SoundTouch native routines from Android application</h2>
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# Custom Flags:
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# -fvisibility=hidden : don't export all symbols
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# -fopenmp : enable these flags to allow using OpenMP for parallel computation
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LOCAL_CFLAGS += -fvisibility=hidden -I ../../../include -fdata-sections -ffunction-sections #-fopenmp
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LOCAL_CFLAGS += -fvisibility=hidden -I ../../../include -fdata-sections -ffunction-sections
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# OpenMP mode : enable these flags to enable using OpenMP for parallel computation
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#LOCAL_CFLAGS += -fopenmp
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#LOCAL_LDFLAGS += -fopenmp
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RuntimeLibrary="0"
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EnableFunctionLevelLinking="true"
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FloatingPointModel="2"
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OpenMP="true"
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UsePrecompiledHeader="0"
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PrecompiledHeaderFile=".\Release/SoundTouch.pch"
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AssemblerListingLocation=".\Release/"
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@ -210,7 +209,6 @@
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BasicRuntimeChecks="3"
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RuntimeLibrary="1"
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FloatingPointModel="2"
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OpenMP="false"
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UsePrecompiledHeader="0"
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PrecompiledHeaderFile=".\Debug/SoundTouch.pch"
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AssemblerListingLocation=".\Debug/"
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RuntimeLibrary="0"
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EnableFunctionLevelLinking="true"
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FloatingPointModel="2"
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OpenMP="true"
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UsePrecompiledHeader="0"
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PrecompiledHeaderFile=".\$(OutDir)/SoundTouch.pch"
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AssemblerListingLocation=".\$(OutDir)/"
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