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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<meta http-equiv="Content-Type"
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content="text/html; charset=windows-1252">
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<meta http-equiv="Content-Language" content="en-us">
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||||
<meta name="author" content="Olli Parviainen">
|
||||
<meta name="description"
|
||||
content="Readme file for SoundTouch audio processing library">
|
||||
<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<title>SoundTouch library README</title>
|
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<style>
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<!--
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.normal { font-family: Arial }
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-->
|
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</style>
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</head>
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||||
<body class="normal">
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||||
<hr>
|
||||
<h1>SoundTouch audio processing library v1.3.1
|
||||
</h1>
|
||||
<p class="normal">SoundTouch library Copyright (c) Olli
|
||||
Parviainen 2002-2006 </p>
|
||||
<hr>
|
||||
<h2>1. Introduction </h2>
|
||||
<p>SoundTouch is an open-source audio
|
||||
processing library that allows changing the sound tempo, pitch
|
||||
and playback rate parameters independently from each other, i.e.:</p>
|
||||
<ul>
|
||||
<li>Sound tempo can be increased or decreased while
|
||||
maintaining the original pitch</li>
|
||||
<li>Sound pitch can be increased or decreased while
|
||||
maintaining the original tempo </li>
|
||||
<li>Change playback rate that affects both tempo
|
||||
and pitch at the same time </li>
|
||||
<li>Choose any combination of tempo/pitch/rate</li>
|
||||
</ul>
|
||||
<h3>1.1 Contact information </h3>
|
||||
<p>Author email: oparviai 'at' iki.fi </p>
|
||||
<p>SoundTouch WWW page: <a href="http://www.surina.net/soundtouch">http://www.surina.net/soundtouch</a></p>
|
||||
<hr>
|
||||
<h2>2. Compiling SoundTouch</h2>
|
||||
<p>Before compiling, notice that you can choose the sample data format
|
||||
if it's desirable to use floating point sample
|
||||
data instead of 16bit integers. See section "sample data format"
|
||||
for more information.</p>
|
||||
<h3>2.1. Building in Microsoft Windows</h3>
|
||||
<p>Project files for Microsoft Visual C++ 6.0 and Visual C++ .NET are
|
||||
supplied with the source code package. Please notice that SoundTouch
|
||||
library uses processor-specific optimizations for Pentium III and AMD
|
||||
processors that require a processor pack upgrade for
|
||||
the Visual Studio 6.0 to be installed in order to support these
|
||||
optimizations. The processor pack upgrade can be downloaded from
|
||||
Microsoft site at this URL:</p>
|
||||
<p><a
|
||||
href="http://msdn.microsoft.com/vstudio/downloads/tools/ppack/default.aspx">
|
||||
http://msdn.microsoft.com/vstudio/downloads/tools/ppack/default.aspx</a></p>
|
||||
<p>If the above URL is unavailable or removed, go
|
||||
to <a href="http://msdn.microsoft.com/">http://msdn.microsoft.com</a>
|
||||
and perform a search with keywords processor pack. </p>
|
||||
<p>Visual Studio .NET supports required
|
||||
instructions by default and thus doesn't require installing the
|
||||
processor pack.</p>
|
||||
<p>To build the binaries with Visual C++ 6.0
|
||||
compiler, either run "make-win.bat" script or open the
|
||||
appropriate project files in source code directories with Visual
|
||||
Studio. The final executable will appear under the "SoundTouch\bin"
|
||||
directory. If using the Visual Studio IDE instead of the
|
||||
make-win.bat script, directories bin and
|
||||
lib have to be created manually to the SoundTouch
|
||||
package root for the final executables. The make-win.bat script
|
||||
creates these directories automatically.
|
||||
</p>
|
||||
<p>Also other C++ compilers than Visual C++ can be
|
||||
used, but project or makefiles then have to be adapted accordingly.
|
||||
Performance optimizations are written in Visual C++ compatible
|
||||
syntax, they may or may not be compatible with other compilers. If
|
||||
using GCC (Gnu C Compiler) compiler package such as DJGPP or Cygwin,
|
||||
please see next chapter for instructions. </p>
|
||||
<h3>2.2. Building in Gnu platforms</h3>
|
||||
<p>The SoundTouch library can be compiled in
|
||||
practically any platform supporting GNU compiler (GCC) tools.
|
||||
SoundTouch have been tested with gcc version 3.3.4., but it
|
||||
shouldn't be very specific about the gcc version. Assembler-level
|
||||
performance optimizations for GNU platform are currently available in
|
||||
x86 platforms only, they are automatically disabled and replaced with
|
||||
standard C routines in other processor platforms.</p>
|
||||
<p>To build and install the binaries, run the
|
||||
following commands in SoundTouch/ directory:</p>
|
||||
<table border="0" cellpadding="0" cellspacing="4">
|
||||
<tbody>
|
||||
<tr valign="top">
|
||||
<td>
|
||||
<pre>./configure -</pre>
|
||||
</td>
|
||||
<td>
|
||||
<p>Configures the SoundTouch package for the local
|
||||
environment.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr valign="top">
|
||||
<td>
|
||||
<pre>make -</pre>
|
||||
</td>
|
||||
<td>
|
||||
<p>Builds the SoundTouch library &
|
||||
SoundStretch utility.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr valign="top">
|
||||
<td>
|
||||
<pre>make install -</pre>
|
||||
</td>
|
||||
<td>
|
||||
<p>Installs the SoundTouch & BPM libraries
|
||||
to <b>/usr/local/lib</b> and SoundStretch utility to <b>/usr/local/bin</b>.
|
||||
Please notice that 'root' privileges may be required to install the
|
||||
binaries to the destination locations.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p><b>NOTE:</b> At the time of release the SoundTouch package has been
|
||||
tested
|
||||
to compile in GNU/Linux platform. However, in past it's happened that
|
||||
new
|
||||
gcc versions aren't necessarily compatible with the assembler setttings
|
||||
used in the optimized routines. <b>If you have problems getting the
|
||||
SoundTouch library compiled, try the workaround of disabling the
|
||||
optimizations</b> by editing the file "include/STTypes.h" and removing
|
||||
the following definition there:</p>
|
||||
<blockquote>
|
||||
<pre>#define ALLOW_OPTIMIZATIONS 1</pre>
|
||||
</blockquote>
|
||||
<hr>
|
||||
<h2>3. About implementation & Usage tips</h2>
|
||||
<h3>3.1. Supported sample data formats</h3>
|
||||
<p>The sample data format can be chosen
|
||||
between 16bit signed integer and 32bit floating point values, the
|
||||
default is 32bit floating point. </p>
|
||||
|
||||
<p>
|
||||
In Windows environment, the sample data format is chosen
|
||||
in file "STTypes.h" by choosing one of the following
|
||||
defines:</p>
|
||||
<ul>
|
||||
<li><span style="font-weight: bold;">#define INTEGER_SAMPLES</span>
|
||||
for 16bit signed
|
||||
integer</li>
|
||||
<li><span style="font-weight: bold;">#define FLOAT_SAMPLES</span> for
|
||||
32bit floating point</li>
|
||||
</ul>
|
||||
<p>
|
||||
In GNU environment, the floating sample format is used by default, but
|
||||
integer sample format can be chosen by giving the
|
||||
following switch to the configure script:
|
||||
<blockquote>
|
||||
<pre>./configure --enable-integer-samples</pre>
|
||||
</blockquote>
|
||||
|
||||
<p>The sample data can have either single (mono)
|
||||
or double (stereo) audio channel. Stereo data is interleaved so
|
||||
that every other data value is for left channel and every second
|
||||
for right channel. Notice that while it'd be possible in theory
|
||||
to process stereo sound as two separate mono channels, this isn't
|
||||
recommended because processing the channels separately would
|
||||
result in losing the phase coherency between the channels, which
|
||||
consequently would ruin the stereo effect.</p>
|
||||
<p>Sample rates between 8000-48000Hz are
|
||||
supported.</p>
|
||||
<h3>3.2. Processing latency</h3>
|
||||
<p>The processing and latency constraints of
|
||||
the SoundTouch library are:</p>
|
||||
<ul>
|
||||
<li>Input/output processing latency for the
|
||||
SoundTouch processor is around 100 ms. This is when time-stretching is
|
||||
used. If the rate transposing effect alone is used, the latency
|
||||
requirement
|
||||
is much shorter, see section 'About algorithms'.</li>
|
||||
<li>Processing CD-quality sound (16bit stereo
|
||||
sound with 44100Hz sample rate) in real-time or faster is possible
|
||||
starting from processors equivalent to Intel Pentium 133Mhz or better,
|
||||
if using the "quick" processing algorithm. If not using the "quick"
|
||||
mode or
|
||||
if floating point sample data are being used, several times more CPU
|
||||
power is typically required.</li>
|
||||
</ul>
|
||||
<h3>3.3. About algorithms</h3>
|
||||
<p>SoundTouch provides three seemingly
|
||||
independent effects: tempo, pitch and playback rate control.
|
||||
These three controls are implemented as combination of two primary
|
||||
effects, <em>sample rate transposing</em> and <em>time-stretching</em>.</p>
|
||||
<p><em>Sample rate transposing</em> affects
|
||||
both the audio stream duration and pitch. It's implemented simply
|
||||
by converting the original audio sample stream to the desired
|
||||
duration by interpolating from the original audio samples. In
|
||||
SoundTouch, linear interpolation with anti-alias filtering is
|
||||
used. Theoretically a higher-order interpolation provide better
|
||||
result than 1st order linear interpolation, but in audio
|
||||
application linear interpolation together with anti-alias
|
||||
filtering performs subjectively about as well as higher-order
|
||||
filtering would.</p>
|
||||
<p><em>Time-stretching </em>means changing
|
||||
the audio stream duration without affecting it's pitch. SoundTouch
|
||||
uses WSOLA-like time-stretching routines that operate in the time
|
||||
domain. Compared to sample rate transposing, time-stretching is a
|
||||
much heavier operation and also requires a longer processing
|
||||
"window" of sound samples used by the
|
||||
processing algorithm, thus increasing the algorithm input/output
|
||||
latency. Typical i/o latency for the SoundTouch
|
||||
time-stretch algorithm is around 100 ms.</p>
|
||||
<p>Sample rate transposing and time-stretching
|
||||
are then used together to produce the tempo, pitch and rate
|
||||
controls:</p>
|
||||
<ul>
|
||||
<li><strong>'Tempo'</strong> control is
|
||||
implemented purely by time-stretching.</li>
|
||||
<li><strong>'Rate</strong>' control is implemented
|
||||
purely by sample rate transposing.</li>
|
||||
<li><strong>'Pitch</strong>' control is
|
||||
implemented as a combination of time-stretching and sample rate
|
||||
transposing. For example, to increase pitch the audio stream is first
|
||||
time-stretched to longer duration (without affecting pitch) and then
|
||||
transposed back to original duration by sample rate transposing, which
|
||||
simultaneously reduces duration and increases pitch. The result is
|
||||
original duration but increased pitch.</li>
|
||||
</ul>
|
||||
<h3>3.4 Tuning the algorithm parameters</h3>
|
||||
<p>The time-stretch algorithm has few
|
||||
parameters that can be tuned to optimize sound quality for
|
||||
certain application. The current default parameters have been
|
||||
chosen by iterative if-then analysis (read: "trial and error")
|
||||
to obtain best subjective sound quality in pop/rock music
|
||||
processing, but in applications processing different kind of
|
||||
sound the default parameter set may result into a sub-optimal
|
||||
result.</p>
|
||||
<p>The time-stretch algorithm default
|
||||
parameter values are set by these #defines in file "TDStretch.h":</p>
|
||||
<blockquote>
|
||||
<pre>#define DEFAULT_SEQUENCE_MS 82
|
||||
#define DEFAULT_SEEKWINDOW_MS 28
|
||||
#define DEFAULT_OVERLAP_MS 12</pre>
|
||||
</blockquote>
|
||||
<p>These parameters affect to the time-stretch
|
||||
algorithm as follows:</p>
|
||||
<ul>
|
||||
<li><strong>DEFAULT_SEQUENCE_MS</strong>: This is
|
||||
the default length of a single processing sequence in milliseconds
|
||||
which determines the how the original sound is chopped in
|
||||
the time-stretch algorithm. Larger values mean fewer sequences
|
||||
are used in processing. In principle a larger value sounds better when
|
||||
slowing down the tempo, but worse when increasing the tempo and vice
|
||||
versa.<br>
|
||||
</li>
|
||||
<li><strong>DEFAULT_SEEKWINDOW_MS</strong>: The seeking window
|
||||
default length in milliseconds is for the algorithm that seeks the best
|
||||
possible overlapping location. This determines from how
|
||||
wide a sample "window" the algorithm can use to find an optimal mixing
|
||||
location when the sound sequences are to be linked back together.<br>
|
||||
<br>
|
||||
The bigger this window setting is, the higher the possibility to find a
|
||||
better mixing position becomes, but at the same time large values may
|
||||
cause a "drifting" sound artifact because neighboring sequences can be
|
||||
chosen at more uneven intervals. If there's a disturbing artifact that
|
||||
sounds as if a constant frequency was drifting around, try reducing
|
||||
this setting.<br>
|
||||
</li>
|
||||
<li><strong>DEFAULT_OVERLAP_MS</strong>: Overlap
|
||||
length in milliseconds. When the sound sequences are mixed back
|
||||
together to form again a continuous sound stream, this parameter
|
||||
defines how much the ends of the consecutive sequences will overlap with each other.<br>
|
||||
<br>
|
||||
This shouldn't be that critical parameter. If you reduce the
|
||||
DEFAULT_SEQUENCE_MS setting by a large amount, you might wish to try a
|
||||
smaller value on this.</li>
|
||||
</ul>
|
||||
<p>Notice that these parameters can also be
|
||||
set during execution time with functions "<strong>TDStretch::setParameters()</strong>"
|
||||
and "<strong>SoundTouch::setSetting()</strong>".</p>
|
||||
<p>The table below summarizes how the
|
||||
parameters can be adjusted for different applications:</p>
|
||||
<table border="1">
|
||||
<tbody>
|
||||
<tr>
|
||||
<td valign="top"><strong>Parameter name</strong></td>
|
||||
<td valign="top"><strong>Default value
|
||||
magnitude</strong></td>
|
||||
<td valign="top"><strong>Larger value
|
||||
affects...</strong></td>
|
||||
<td valign="top"><strong>Smaller value
|
||||
affects...</strong></td>
|
||||
<td valign="top"><strong>Music</strong></td>
|
||||
<td valign="top"><strong>Speech</strong></td>
|
||||
<td valign="top"><strong>Effect in CPU burden</strong></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>SEQUENCE_MS</pre>
|
||||
</td>
|
||||
<td valign="top">Default value is relatively
|
||||
large, chosen for slowing down music tempo</td>
|
||||
<td valign="top">Larger value is usually
|
||||
better for slowing down tempo. Growing the value decelerates the
|
||||
"echoing" artifact when slowing down the tempo.</td>
|
||||
<td valign="top">Smaller value might be better
|
||||
for speeding up tempo. Reducing the value accelerates the "echoing"
|
||||
artifact when slowing down the tempo </td>
|
||||
<td valign="top">Default value usually good</td>
|
||||
<td valign="top">A smaller value than default
|
||||
might be better</td>
|
||||
<td valign="top">Increasing the parameter
|
||||
value reduces computation burden</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>SEEKWINDOW_MS</pre>
|
||||
</td>
|
||||
<td valign="top">Default value is relatively
|
||||
large, chosen for slowing down music tempo</td>
|
||||
<td valign="top">Larger value eases finding a
|
||||
good mixing position, but may cause a "drifting" artifact</td>
|
||||
<td valign="top">Smaller reduce possibility to
|
||||
find a good mixing position, but reduce the "drifting" artifact.</td>
|
||||
<td valign="top">Default value usually good,
|
||||
unless a "drifting" artifact is disturbing.</td>
|
||||
<td valign="top">Default value usually good</td>
|
||||
<td valign="top">Increasing the parameter
|
||||
value increases computation burden</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>OVERLAP_MS</pre>
|
||||
</td>
|
||||
<td valign="top">Default value is relatively
|
||||
large, chosen to suit with above parameters.</td>
|
||||
<td valign="top"> </td>
|
||||
<td valign="top">If you reduce the "sequence
|
||||
ms" setting, you might wish to try a smaller value.</td>
|
||||
<td valign="top"> </td>
|
||||
<td valign="top"> </td>
|
||||
<td valign="top">Increasing the parameter
|
||||
value increases computation burden</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h3>3.5 Performance Optimizations </h3>
|
||||
<p><strong>General optimizations:</strong></p>
|
||||
<p>The time-stretch routine has a 'quick' mode
|
||||
that substantially speeds up the algorithm but may degrade the
|
||||
sound quality by a small amount. This mode is activated by
|
||||
calling SoundTouch::setSetting() function with parameter id
|
||||
of SETTING_USE_QUICKSEEK and value "1", i.e. </p>
|
||||
<blockquote>
|
||||
<p>setSetting(SETTING_USE_QUICKSEEK, 1);</p>
|
||||
</blockquote>
|
||||
<p><strong>CPU-specific optimizations:</strong></p>
|
||||
<ul>
|
||||
<li>Intel MMX optimized routines are used with
|
||||
compatible CPUs when 16bit integer sample type is used. MMX
|
||||
optimizations are available both in Win32 and Gnu/x86 platforms.
|
||||
Compatible processors are Intel PentiumMMX and later; AMD K6-2, Athlon
|
||||
and later. </li>
|
||||
<li>Intel SSE optimized routines are used with
|
||||
compatible CPUs when floating point sample type is used. SSE
|
||||
optimizations are currently implemented for Win32 platform only.
|
||||
Processors compatible with SSE extension are Intel processors starting
|
||||
from Pentium-III, and AMD processors starting from Athlon XP. </li>
|
||||
<li>AMD 3DNow! optimized routines are used with
|
||||
compatible CPUs when floating point sample type is used, but SSE
|
||||
extension isn't supported . 3DNow! optimizations are currently
|
||||
implemented for Win32 platform only. These optimizations are used in
|
||||
AMD K6-2 and Athlon (classic) CPU's; better performing SSE routines are
|
||||
used with AMD processor starting from Athlon XP. </li>
|
||||
</ul>
|
||||
<hr>
|
||||
<h2><a name="SoundStretch"></a>4. SoundStretch audio processing utility
|
||||
</h2>
|
||||
<p>SoundStretch audio processing utility<br>
|
||||
Copyright (c) Olli Parviainen 2002-2005</p>
|
||||
<p>SoundStretch is a simple command-line
|
||||
application that can change tempo, pitch and playback rates of
|
||||
WAV sound files. This program is intended primarily to
|
||||
demonstrate how the "SoundTouch" library can be used to
|
||||
process sound in your own program, but it can as well be used for
|
||||
processing sound files.</p>
|
||||
<h3>4.1. SoundStretch Usage Instructions</h3>
|
||||
<p>SoundStretch Usage syntax:</p>
|
||||
<blockquote>
|
||||
<pre>soundstretch infile.wav outfile.wav [switches]</pre>
|
||||
</blockquote>
|
||||
<p>Where: </p>
|
||||
<table border="0" cellpadding="2" width="100%">
|
||||
<tbody>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>"infile.wav"</pre>
|
||||
</td>
|
||||
<td valign="top">is the name of the input sound
|
||||
data file (in .WAV audio file format). </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>"outfile.wav"</pre>
|
||||
</td>
|
||||
<td valign="top">is the name of the output sound
|
||||
file where the resulting sound is saved (in .WAV audio file format).
|
||||
This parameter may be omitted if you don't want to save the
|
||||
output
|
||||
(e.g. when only calculating BPM rate with '-bpm' switch).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre> [switches]</pre>
|
||||
</td>
|
||||
<td valign="top">Are one or more control
|
||||
switches.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Available control switches are:</p>
|
||||
<table border="0" cellpadding="2" width="100%">
|
||||
<tbody>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>-tempo=n </pre>
|
||||
</td>
|
||||
<td valign="top">Change the sound tempo by n
|
||||
percents (n = -95.0 .. +5000.0 %) </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>-pitch=n</pre>
|
||||
</td>
|
||||
<td valign="top">Change the sound pitch by n
|
||||
semitones (n = -60.0 .. + 60.0 semitones) </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>-rate=n</pre>
|
||||
</td>
|
||||
<td valign="top">Change the sound playback rate by
|
||||
n percents (n = -95.0 .. +5000.0 %) </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>-bpm=n</pre>
|
||||
</td>
|
||||
<td valign="top">Detect the Beats-Per-Minute
|
||||
(BPM) rate of the sound and adjust the tempo to meet 'n' BPMs. If this
|
||||
switch is defined, the "-tempo=n" switch value is ignored. If "=n" is
|
||||
omitted, i.e. switch "-bpm" is used alone, the program just calculates
|
||||
and displays the BPM rate but doesn't adjust tempo according to the BPM
|
||||
value. </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>-quick</pre>
|
||||
</td>
|
||||
<td valign="top">Use quicker tempo change
|
||||
algorithm. Gains speed but loses sound quality. </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>-naa</pre>
|
||||
</td>
|
||||
<td valign="top">Don't use anti-alias
|
||||
filtering in sample rate transposing. Gains speed but loses sound
|
||||
quality. </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top">
|
||||
<pre>-license</pre>
|
||||
</td>
|
||||
<td valign="top">Displays the program license
|
||||
text (LGPL)</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>Notes:</p>
|
||||
<ul>
|
||||
<li>The numerical switch values can be entered
|
||||
using either integer (e.g. "-tempo=123") or decimal (e.g.
|
||||
"-tempo=123.45") numbers.</li>
|
||||
<li>The "-naa" and/or "-quick" switches can be
|
||||
used to reduce CPU usage while compromising some sound quality </li>
|
||||
<li>The BPM detection algorithm works by detecting
|
||||
repeating low-frequency (<250Hz) sound patterns and thus works
|
||||
mostly with most rock/pop music with bass or drum beat. The BPM
|
||||
detection doesn't work on pieces such as classical music without
|
||||
distinct, repeating bass frequency patterns. Also pieces with varying
|
||||
tempo, varying bass patterns or very complex bass patterns (jazz, hiphop) may produce odd BPM readings. <br>
|
||||
<br>
|
||||
In cases when the bass pattern drifts a bit around a nominal beat rate
|
||||
(e.g. drummer is again drunken :), the BPM algorithm may report
|
||||
incorrect harmonic one-halft to one-thirdth of the correct BPM value;
|
||||
in such case the system could for example report BPM value of 50 or 100
|
||||
instead of correct BPM value of 150. </li>
|
||||
</ul>
|
||||
<h3>4.2. SoundStretch usage examples </h3>
|
||||
<p><strong>Example 1</strong></p>
|
||||
<p>The following command increases tempo of
|
||||
the sound file "originalfile.wav" by 12.5% and saves
|
||||
result to file "destinationfile.wav":</p>
|
||||
<blockquote>
|
||||
<pre>soundstretch originalfile.wav destinationfile.wav -tempo=12.5</pre>
|
||||
</blockquote>
|
||||
<p><strong>Example 2</strong></p>
|
||||
<p>The following command decreases the sound
|
||||
pitch (key) of the sound file "orig.wav" by two
|
||||
semitones and saves the result to file "dest.wav":</p>
|
||||
<blockquote>
|
||||
<pre>soundstretch orig.wav dest.wav -pitch=-2</pre>
|
||||
</blockquote>
|
||||
<p><strong>Example 3</strong></p>
|
||||
<p>The following command processes the file "orig.wav" by decreasing the sound tempo by 25.3% and
|
||||
increasing the sound pitch (key) by 1.5 semitones. Result is
|
||||
saved to file "dest.wav":</p>
|
||||
<blockquote>
|
||||
<pre>soundstretch orig.wav dest.wav -tempo=-25.3 -pitch=1.5</pre>
|
||||
</blockquote>
|
||||
<p><strong>Example 4</strong></p>
|
||||
<p>The following command detects the BPM rate
|
||||
of the file "orig.wav" and adjusts the tempo to match
|
||||
100 beats per minute. Result is saved to file "dest.wav":</p>
|
||||
<blockquote>
|
||||
<pre>soundstretch orig.wav dest.wav -bpm=100</pre>
|
||||
</blockquote>
|
||||
<hr>
|
||||
<h2>5. Change History</h2>
|
||||
<h3>5.1. SoundTouch library Change History </h3>
|
||||
|
||||
<p><strong>v1.3.1:
|
||||
</strong></p>
|
||||
<ul>
|
||||
<li>Changed static class declaration to GCC 4.x compiler compatible syntax.</li>
|
||||
<li>Enabled MMX/SSE-optimized routines also for GCC compilers. Earlier
|
||||
the MMX/SSE-optimized routines were written in compiler-specific inline
|
||||
assembler, now these routines are migrated to use compiler intrinsic
|
||||
syntax which allows compiling the same MMX/SSE-optimized source code with
|
||||
both Visual C++ and GCC compilers. </li>
|
||||
<li>Set floating point as the default sample format and added switch to
|
||||
the GNU configure script for selecting the other sample format.</li>
|
||||
|
||||
</ul>
|
||||
|
||||
<p><strong>v1.3.0:
|
||||
</strong></p>
|
||||
<ul>
|
||||
<li>Fixed tempo routine output duration inaccuracy due to rounding
|
||||
error </li>
|
||||
<li>Implemented separate processing routines for integer and
|
||||
floating arithmetic to allow improvements to floating point routines
|
||||
(earlier used algorithms mostly optimized for integer arithmetic also
|
||||
for floating point samples) </li>
|
||||
<li>Fixed a bug that distorts sound if sample rate changes during the
|
||||
sound stream </li>
|
||||
<li>Fixed a memory leak that appeared in MMX/SSE/3DNow! optimized
|
||||
routines </li>
|
||||
<li>Reduced redundant code pieces in MMX/SSE/3DNow! optimized
|
||||
routines vs. the standard C routines.</li>
|
||||
<li>MMX routine incompatibility with new gcc compiler versions </li>
|
||||
<li>Other miscellaneous bug fixes </li>
|
||||
</ul>
|
||||
<p><strong>v1.2.1: </strong></p>
|
||||
<ul>
|
||||
<li>Added automake/autoconf scripts for GNU
|
||||
platforms (in courtesy of David Durham)</li>
|
||||
<li>Fixed SCALE overflow bug in rate transposer
|
||||
routine.</li>
|
||||
<li>Fixed 64bit address space bugs.</li>
|
||||
<li>Created a 'soundtouch' namespace for
|
||||
SAMPLETYPE definitions.</li>
|
||||
</ul>
|
||||
<p><strong>v1.2.0: </strong></p>
|
||||
<ul>
|
||||
<li>Added support for 32bit floating point sample
|
||||
data type with SSE/3DNow! optimizations for Win32 platform (SSE/3DNow!
|
||||
optimizations currently not supported in GCC environment)</li>
|
||||
<li>Replaced 'make-gcc' script for GNU environment
|
||||
by master Makefile</li>
|
||||
<li>Added time-stretch routine configurability to
|
||||
SoundTouch main class</li>
|
||||
<li>Bugfixes</li>
|
||||
</ul>
|
||||
<p><strong>v1.1.1: </strong></p>
|
||||
<ul>
|
||||
<li>Moved SoundTouch under lesser GPL license (LGPL). This allows using SoundTouch library in programs that aren't
|
||||
released under GPL license. </li>
|
||||
<li>Changed MMX routine organization so that MMX
|
||||
optimized routines are now implemented in classes that are derived from
|
||||
the basic classes having the standard non-mmx routines. </li>
|
||||
<li>MMX routines to support gcc version 3. </li>
|
||||
<li>Replaced windows makefiles by script using the .dsw files </li>
|
||||
</ul>
|
||||
<p><strong>v1.01: </strong></p>
|
||||
<ul>
|
||||
<li>"mmx_gcc.cpp": Added "using namespace std" and
|
||||
removed "return 0" from a function with void return value to fix
|
||||
compiler errors when compiling the library in Solaris environment. </li>
|
||||
<li>Moved file "FIFOSampleBuffer.h" to "include"
|
||||
directory to allow accessing the FIFOSampleBuffer class from external
|
||||
files. </li>
|
||||
</ul>
|
||||
<p><strong>v1.0: </strong></p>
|
||||
<ul>
|
||||
<li>Initial release </li>
|
||||
</ul>
|
||||
<p> </p>
|
||||
<h3>5.2. SoundStretch application Change
|
||||
History </h3>
|
||||
<p><strong>v1.3.0:</strong></p>
|
||||
<ul>
|
||||
<li>Simplified accessing WAV files with floating
|
||||
point sample format.<br>
|
||||
</li>
|
||||
</ul>
|
||||
<p><strong>v1.2.1: </strong></p>
|
||||
<ul>
|
||||
<li>Fixed 64bit address space bugs.</li>
|
||||
</ul>
|
||||
<p><strong>v1.2.0: </strong></p>
|
||||
<ul>
|
||||
<li>Added support for 32bit floating point sample
|
||||
data type</li>
|
||||
<li>Restructured the BPM routines into separate
|
||||
library</li>
|
||||
<li>Fixed big-endian conversion bugs in WAV file
|
||||
routines (hopefully :)</li>
|
||||
</ul>
|
||||
<p><strong>v1.1.1: </strong></p>
|
||||
<ul>
|
||||
<li>Fixed bugs in WAV file reading & added
|
||||
byte-order conversion for big-endian processors. </li>
|
||||
<li>Moved SoundStretch source code under 'example'
|
||||
directory to highlight difference from SoundTouch stuff. </li>
|
||||
<li>Replaced windows makefiles by script using the .dsw files </li>
|
||||
<li>Output file name isn't required if output
|
||||
isn't desired (e.g. if using the switch '-bpm' in plain format only) </li>
|
||||
</ul>
|
||||
<p><strong>v1.1:</strong></p>
|
||||
<ul>
|
||||
<li>Fixed "Release" settings in Microsoft Visual
|
||||
C++ project file (.dsp) </li>
|
||||
<li>Added beats-per-minute (BPM) detection routine
|
||||
and command-line switch "-bpm" </li>
|
||||
</ul>
|
||||
<p><strong>v1.01: </strong></p>
|
||||
<ul>
|
||||
<li>Initial release </li>
|
||||
</ul>
|
||||
<hr>
|
||||
<h2 align="left">6. LICENSE </h2>
|
||||
<p>SoundTouch audio processing library<br>
|
||||
Copyright (c) Olli Parviainen</p>
|
||||
<p>This library is free software; you can
|
||||
redistribute it and/or modify it under the terms of the GNU
|
||||
Lesser General Public License as published by the Free Software
|
||||
Foundation; either version 2.1 of the License, or (at your option)
|
||||
any later version.</p>
|
||||
<p>This library is distributed in the hope
|
||||
that it will be useful, but WITHOUT ANY WARRANTY; without even
|
||||
the implied warranty of MERCHANTABILITY or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. See the GNU Lesser General Public License for
|
||||
more details.</p>
|
||||
<p>You should have received a copy of the GNU
|
||||
Lesser General Public License along with this library; if not,
|
||||
write to the Free Software Foundation, Inc., 59 Temple Place,
|
||||
Suite 330, Boston, MA 02111-1307 USA</p>
|
||||
<hr>
|
||||
<!--
|
||||
$Id: README.html 4 2008-02-10 16:07:12Z oparviai $
|
||||
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|
||||
</body>
|
||||
</html>
|
Loading…
Reference in New Issue
Block a user