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39 KiB
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>SoundTouch library README</title>
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<meta http-equiv="Content-Type" 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">
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<meta name="description" content="Readme file for SoundTouch audio processing library">
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<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
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<h1>SoundTouch audio processing library v1.5.1pre
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</h1>
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<p class="normal">SoundTouch library Copyright © Olli Parviainen 2001-2009
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</p>
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<hr>
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<h2>1. Introduction
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</h2>
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<p>SoundTouch is an open-source audio processing library that allows changing the
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sound tempo, pitch and playback rate parameters independently from each other,
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i.e.:</p>
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<ul>
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<li>
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Sound tempo can be increased or decreased while maintaining the original pitch
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<li>
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Sound pitch can be increased or decreased while maintaining the original tempo
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<li>
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Change playback rate that affects both tempo and pitch at the same time
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<li>
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Choose any combination of tempo/pitch/rate</li>
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</ul>
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<h3>1.1 Contact information
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</h3>
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<p>Author email: oparviai 'at' iki.fi
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</p>
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<p>SoundTouch WWW page: <a href="http://www.surina.net/soundtouch">http://www.surina.net/soundtouch</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 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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<h3>2.1. Building in Microsoft Windows</h3>
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<p>Project files for Microsoft Visual C++ 6.0 and Visual C++ .NET are supplied with
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the source code package. </p>
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<p>
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Please notice that SoundTouch library uses processor-specific optimizations for
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Pentium III and AMD processors. Visual Studio .NET and later versions supports
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the required instructions by default, but Visual Studio 6.0 requires a
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processor pack upgrade to be installed in order to support these optimizations.
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The processor pack upgrade can be downloaded from Microsoft site at this URL:</p>
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<p><a href="http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx">http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx</a></p>
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<p>If the above URL is unavailable or removed, go to <a href="http://msdn.microsoft.com/">
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http://msdn.microsoft.com</a> and perform a search with keywords "processor
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pack".
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</p>
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<p>To build the binaries with Visual C++ compiler, either run "make-win.bat"
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script, or open the appropriate project files in source code directories with
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Visual Studio. The final executable will appear under the "SoundTouch\bin"
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directory. If using the Visual Studio IDE instead of the make-win.bat script,
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directories bin and lib may need to be created manually to the SoundTouch
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package root for the final executables. The make-win.bat script creates these
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directories automatically.
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</p>
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<h3>2.2. Building in Gnu platforms</h3>
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<p>The SoundTouch library can be compiled in practically any platform supporting
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GNU compiler (GCC) tools. SoundTouch have been tested with gcc version 3.3.4.,
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but it shouldn't be very specific about the gcc version. Assembler-level
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performance optimizations for GNU platform are currently available in x86
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platforms only, they are automatically disabled and replaced with standard C
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routines in other processor platforms.</p>
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<p>To build and install the binaries, run the following commands in the SoundTouch/
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directory:</p>
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<table border="0" cellpadding="0" cellspacing="4">
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<tbody>
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<tr valign="top">
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<td>
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<pre>./configure -</pre>
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</td>
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<td>
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<p>Configures the SoundTouch package for the local environment.</p>
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</td>
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</tr>
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<tr valign="top">
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<td>
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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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</td>
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</tr>
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<tr valign="top">
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<td>
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<pre>make install -</pre>
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</td>
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<td>
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<p>Installs the SoundTouch & BPM libraries to <b>/usr/local/lib</b> and
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SoundStretch utility to <b>/usr/local/bin</b>. Please notice that 'root'
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privileges may be required to install the binaries to the destination
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locations.</p>
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</td>
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</tr>
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</tbody>
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</table>
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<h4><b>2.2.1 Required GNU tools</b> </h4>
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<p>
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Bash shell, GNU C++ compiler, libtool, autoconf and automake tools are required
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for compiling the SoundTouch library. These are usually included with the
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GNU/Linux distribution, but if not, install these packages first. For example,
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in Ubuntu Linux these can be acquired and installed with the following command:</p>
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<pre><b>sudo apt-get install automake autoconf libtool build-essential</b></pre>
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<h4><b>2.2.2 Problems with GCC compiler compatibility</b></h4>
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<p>At the release time the SoundTouch package has been tested to compile in
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GNU/Linux platform. However, in past it's happened that new gcc versions aren't
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necessarily compatible with the assembler settings used in the optimized
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routines. <b>If you have problems getting the SoundTouch library compiled, try the
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workaround of disabling the optimizations</b> by editing the file
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"include/STTypes.h" and removing the following definition there:</p>
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<blockquote>
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<pre>#define ALLOW_OPTIMIZATIONS 1</pre>
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</blockquote>
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<h4><b>2.2.3 Problems with configure script or build process</b> </h4>
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<p>Incompatibilities between various GNU toolchain versions may cause errors when
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running the "configure" script or building the source codes, if your GNU tool
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versions are not compatible with the versions used for preparing the SoundTouch
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kit. </p>
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<p>To resolve the issue, regenerate the configure scripts with your local tool set
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by running the "<b>./bootstrap</b>" script included in the SoundTouch source
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code kit. After that, run the <b>configure</b> script and <b>make</b> as
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usually.</p>
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<h4><b>2.2.4 Compiler issues with non-x86 processors</b></h4>
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<p>SoundTouch library works also on non-x86 processors.</p>
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<p>However, in case that you get compiler errors when trying to compile for
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non-Intel processor, edit the file "<b>source\SoundTouch\Makefile.am</b>" and
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remove the "<b>-msse2</b>" flag on the <b>AM_CXXFLAGS </b>line:</p>
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<pre><b>AM_CXXFLAGS=-O3 -fcheck-new -I../../include # Note: -msse2 flag removed!</b></pre>
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<p>After that, run "<b>./bootstrap</b>" script, and then run <b>configure</b> and <b>make</b>
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again.</p>
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<hr>
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<h2>3. About implementation & Usage tips</h2>
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<h3>3.1. Supported sample data formats</h3>
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<p>The sample data format can be chosen between 16bit signed integer and 32bit
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floating point values, the default is 32bit floating point.
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</p>
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<p>
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In Windows environment, the sample data format is chosen in file "STTypes.h" by
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choosing one of the following defines:</p>
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<ul>
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<li>
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<span style="FONT-WEIGHT: bold">#define INTEGER_SAMPLES</span>
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for 16bit signed integer
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<li>
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<span style="FONT-WEIGHT: bold">#define FLOAT_SAMPLES</span>
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for 32bit floating point</li>
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</ul>
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<p>
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In GNU environment, the floating sample format is used by default, but integer
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sample format can be chosen by giving the following switch to the configure
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script: <blockquote>
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<pre>./configure --enable-integer-samples</pre>
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</blockquote>
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<p>The sample data can have either single (mono) or double (stereo) audio channel.
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Stereo data is interleaved so that every other data value is for left channel
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and every second for right channel. Notice that while it'd be possible in
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theory to process stereo sound as two separate mono channels, this isn't
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recommended because processing the channels separately would result in losing
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the phase coherency between the channels, which consequently would ruin the
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stereo effect.</p>
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<p>Sample rates between 8000-48000H are supported.</p>
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<h3>3.2. Processing latency</h3>
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<p>The processing and latency constraints of the SoundTouch library are:</p>
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<ul>
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<li>
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Input/output processing latency for the SoundTouch processor is around 100 ms.
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This is when time-stretching is used. If the rate transposing effect alone is
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used, the latency requirement is much shorter, see section 'About algorithms'.
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<li>
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Processing CD-quality sound (16bit stereo sound with 44100H sample rate) in
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real-time or faster is possible starting from processors equivalent to Intel
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Pentium 133Mh or better, if using the "quick" processing algorithm. If not
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using the "quick" mode or if floating point sample data are being used, several
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times more CPU power is typically required.</li>
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</ul>
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<h3>3.3. About algorithms</h3>
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<p>SoundTouch provides three seemingly independent effects: tempo, pitch and
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playback rate control. These three controls are implemented as combination of
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two primary effects, <em>sample rate transposing</em> and <em>time-stretching</em>.</p>
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<p><em>Sample rate transposing</em> affects both the audio stream duration and
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pitch. It's implemented simply by converting the original audio sample stream
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to the desired duration by interpolating from the original audio samples.
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In SoundTouch, linear interpolation with anti-alias filtering is used.
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Theoretically a higher-order interpolation provide better result than 1st order
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linear interpolation, but in audio application linear interpolation together
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with anti-alias filtering performs subjectively about as well as higher-order
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filtering would.</p>
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<p><em>Time-stretching </em>means changing the audio stream duration without
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affecting it's pitch. SoundTouch uses WSOLA-like time-stretching routines that
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operate in the time domain. Compared to sample rate transposing,
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time-stretching is a much heavier operation and also requires a longer
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processing "window" of sound samples used by the processing algorithm, thus
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increasing the algorithm input/output latency. Typical i/o latency for the
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SoundTouch time-stretch algorithm is around 100 ms.</p>
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<p>Sample rate transposing and time-stretching are then used together to produce
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the tempo, pitch and rate controls:</p>
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<ul>
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<li>
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<strong>'Tempo'</strong>
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control is implemented purely by time-stretching.
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<li>
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<strong>'Rate</strong>' control is implemented purely by sample rate
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transposing.
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<li>
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<strong>'Pitch</strong>' control is implemented as a combination of
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time-stretching and sample rate transposing. For example, to increase pitch the
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audio stream is first time-stretched to longer duration (without affecting
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pitch) and then transposed back to original duration by sample rate
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transposing, which simultaneously reduces duration and increases pitch. The
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result is original duration but increased pitch.</li>
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</ul>
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<h3>3.4 Tuning the algorithm parameters</h3>
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<p>The time-stretch algorithm has few parameters that can be tuned to optimize
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sound quality for certain application. The current default parameters have been
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chosen by iterative if-then analysis (read: "trial and error") to obtain best
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subjective sound quality in pop/rock music processing, but in applications
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processing different kind of sound the default parameter set may result into a
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sub-optimal result.</p>
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<p>The time-stretch algorithm default parameter values are set by the following
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#defines in file "TDStretch.h":</p>
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<blockquote>
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<pre>#define DEFAULT_SEQUENCE_MS AUTOMATIC
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#define DEFAULT_SEEKWINDOW_MS AUTOMATIC
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#define DEFAULT_OVERLAP_MS 8</pre>
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</blockquote>
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<p>These parameters affect to the time-stretch algorithm as follows:</p>
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<ul>
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<li>
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<strong>DEFAULT_SEQUENCE_MS</strong>: This is the default length of a single
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processing sequence in milliseconds which determines the how the original sound
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is chopped in the time-stretch algorithm. Larger values mean fewer sequences
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are used in processing. In principle a larger value sounds better when slowing
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down the tempo, but worse when increasing the tempo and vice versa. <br>
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<br>
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By default, this setting value is calculated automatically according to tempo
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value.<br>
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<li>
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<strong>DEFAULT_SEEKWINDOW_MS</strong>: The seeking window default length in
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milliseconds is for the algorithm that seeks the best possible overlapping
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location. This determines from how wide a sample "window" the algorithm can use
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to find an optimal mixing location when the sound sequences are to be linked
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back together. <br>
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<br>
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The bigger this window setting is, the higher the possibility to find a better
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mixing position becomes, but at the same time large values may cause a
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"drifting" sound artifact because neighboring sequences can be chosen at more
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uneven intervals. If there's a disturbing artifact that sounds as if a constant
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frequency was drifting around, try reducing this setting.<br>
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<br>
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By default, this setting value is calculated automatically according to tempo
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value.<br>
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<li>
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<strong>DEFAULT_OVERLAP_MS</strong>: Overlap length in milliseconds. When the
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sound sequences are mixed back together to form again a continuous sound
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stream, this parameter defines how much the ends of the consecutive sequences
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will overlap with each other.<br>
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<br>
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This shouldn't be that critical parameter. If you reduce the
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DEFAULT_SEQUENCE_MS setting by a large amount, you might wish to try a smaller
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value on this.</li>
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</ul>
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<p>Notice that these parameters can also be set during execution time with
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functions "<strong>TDStretch::setParameters()</strong>" and "<strong>SoundTouch::setSetting()</strong>".</p>
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<p>The table below summaries how the parameters can be adjusted for different
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applications:</p>
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<table border="1">
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<tbody>
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<tr>
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<td valign="top"><strong>Parameter name</strong></td>
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<td valign="top"><strong>Default value magnitude</strong></td>
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<td valign="top"><strong>Larger value affects...</strong></td>
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<td valign="top"><strong>Smaller value affects...</strong></td>
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<td valign="top"><strong>Effect to CPU burden</strong></td>
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</tr>
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<tr>
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<td valign="top">
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<pre>SEQUENCE_MS</pre>
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</td>
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<td valign="top">Default value is relatively large, chosen for slowing down music
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tempo</td>
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<td valign="top">Larger value is usually better for slowing down tempo. Growing the
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value decelerates the "echoing" artifact when slowing down the tempo.</td>
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<td valign="top">Smaller value might be better for speeding up tempo. Reducing the
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value accelerates the "echoing" artifact when slowing down the tempo
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</td>
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<td valign="top">Increasing the parameter value reduces computation burden</td>
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</tr>
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<tr>
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<td valign="top">
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<pre>SEEKWINDOW_MS</pre>
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</td>
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<td valign="top">Default value is relatively large, chosen for slowing down music
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tempo</td>
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<td valign="top">Larger value eases finding a good mixing position, but may cause a
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"drifting" artifact</td>
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<td valign="top">Smaller reduce possibility to find a good mixing position, but
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reduce the "drifting" artifact.</td>
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<td valign="top">Increasing the parameter value increases computation burden</td>
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</tr>
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<tr>
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<td valign="top">
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<pre>OVERLAP_MS</pre>
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</td>
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<td valign="top">Default value is relatively large, chosen to suit with above
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parameters.</td>
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<td valign="top"> </td>
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<td valign="top">If you reduce the "sequence ms" setting, you might wish to try a
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smaller value.</td>
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<td valign="top">Increasing the parameter value increases computation burden</td>
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</tr>
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</tbody>
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</table>
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<h3>3.5 Performance Optimizations
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</h3>
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<p><strong>General optimizations:</strong></p>
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<p>The time-stretch routine has a 'quick' mode that substantially speeds up the
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algorithm but may degrade the sound quality by a small amount. This mode is
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activated by calling SoundTouch::setSetting() function with parameter id
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of SETTING_USE_QUICKSEEK and value "1", i.e.
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</p>
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<blockquote>
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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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<ul>
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<li>
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Intel MMX optimized routines are used with compatible CPUs when 16bit integer
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sample type is used. MMX optimizations are available both in Win32 and Gnu/x86
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platforms. Compatible processors are Intel PentiumMMX and later; AMD K6-2,
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Athlon and later.
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<li>
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Intel SSE optimized routines are used with compatible CPUs when floating point
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sample type is used. SSE optimizations are currently implemented for Win32
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platform only. Processors compatible with SSE extension are Intel processors
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starting from Pentium-III, and AMD processors starting from Athlon XP.
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<li>
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AMD 3DNow! optimized routines are used with compatible CPUs when floating point
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sample type is used, but SSE extension isn't supported . 3DNow! optimizations
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are currently implemented for Win32 platform only. These optimizations are used
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in AMD K6-2 and Athlon (classic) CPU's; better performing SSE routines are used
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with AMD processor starting from Athlon XP.
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</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 2002-2009</p>
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<p>SoundStretch is a simple command-line application that can change tempo, pitch
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and playback rates of WAV sound files. This program is intended primarily to
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demonstrate how the "SoundTouch" library can be used to process sound in your
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own program, but it can as well be used for processing sound files.</p>
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<h3>4.1. SoundStretch Usage Instructions</h3>
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<p>SoundStretch Usage syntax:</p>
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<blockquote>
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<pre>soundstretch infilename outfilename [switches]</pre>
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</blockquote>
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<p>Where:
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</p>
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<table border="0" cellpadding="2" width="100%">
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<tbody>
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<tr>
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<td valign="top">
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<pre>"infilename"</pre>
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</td>
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<td valign="top">Name of the input sound data file (in .WAV audio file format).
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Give "stdin" as filename to use standard input pipe.
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</td>
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</tr>
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<tr>
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<td valign="top">
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<pre>"outfilename"</pre>
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</td>
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<td valign="top">Name of the output sound file where the resulting sound is saved
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(in .WAV audio file format). This parameter may be omitted if you don't
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want to save the output (e.g. when only calculating BPM rate with '-bpm'
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switch). Give "stdout" as filename to use standard output pipe.</td>
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</tr>
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<tr>
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<td valign="top">
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<pre> [switches]</pre>
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</td>
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<td valign="top">Are one or more control switches.</td>
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</tr>
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</tbody>
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</table>
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<p>Available control switches are:</p>
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<table border="0" cellpadding="2" width="100%">
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<tbody>
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<tr>
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<td valign="top">
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<pre>-tempo=n </pre>
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</td>
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<td valign="top">Change the sound tempo by n percents (n = -95.0 .. +5000.0 %)
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</td>
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</tr>
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<tr>
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<td valign="top">
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<pre>-pitch=n</pre>
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</td>
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<td valign="top">Change the sound pitch by n semitones (n = -60.0 .. + 60.0
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semitones)
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</td>
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</tr>
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<tr>
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<td valign="top">
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<pre>-rate=n</pre>
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</td>
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<td valign="top">Change the sound playback rate by n percents (n = -95.0 .. +5000.0
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%)
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</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. When this switch is applied, the "-tempo" switch is
|
|
ignored. If "=n" is omitted, i.e. switch "-bpm" is used alone, then the BPM
|
|
rate is estimated and displayed, but tempo not adjusted 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>
|
|
To use standard input/output pipes for processing, give "stdin" and "stdout" as
|
|
input/output filenames correspondingly. The standard input/output pipes will
|
|
still carry the audio data in .wav audio file format.
|
|
<li>
|
|
The numerical switches allow both integer (e.g. "-tempo=123") and decimal (e.g.
|
|
"-tempo=123.45") numbers.
|
|
<li>
|
|
The "-naa" and/or "-quick" switches can be used to reduce CPU usage while
|
|
compromising some sound quality
|
|
<li>
|
|
The BPM detection algorithm works by detecting repeating bass or drum patterns
|
|
at low frequencies of <250Hz. A lower-than-expected BPM figure may be
|
|
reported for music with uneven or complex bass patterns.
|
|
</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 stores 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 stores 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. Resulting
|
|
.wav audio data is directed to standard output pipe:</p>
|
|
<blockquote>
|
|
<pre>soundstretch orig.wav stdout -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 stored to file "dest.wav":</p>
|
|
<blockquote>
|
|
<pre>soundstretch orig.wav dest.wav -bpm=100</pre>
|
|
</blockquote>
|
|
<p><strong>Example 5</strong></p>
|
|
<p>The following command reads .wav sound data from standard input pipe and
|
|
estimates the BPM rate:</p>
|
|
<blockquote>
|
|
<pre>soundstretch stdin -bpm</pre>
|
|
</blockquote>
|
|
<hr>
|
|
<h2>5. Change History</h2>
|
|
<h3>5.1. SoundTouch library Change History
|
|
</h3>
|
|
<p><b>1.5.1pre:</b></p>
|
|
<UL>
|
|
<li>
|
|
Added automatic cutoff threshold adaptation to beat detection routine to better
|
|
adapt BPM calculation to different types of music
|
|
<LI>
|
|
Retired 3DNow! optimization support as 3DNow! is nowadays obsolete and
|
|
assembler code is nuisance to maintain.</LI></UL>
|
|
<p><strong>1.5.0:</strong></p>
|
|
<ul>
|
|
<li>
|
|
Added normalization to correlation calculation and improvement automatic
|
|
seek/sequence parameter calculation to improve sound quality
|
|
<li>
|
|
Bugfixes:
|
|
<ul>
|
|
<li>
|
|
Fixed negative array indexing in quick seek algorithm
|
|
<li>
|
|
FIR autoalias filter running too far in processing buffer
|
|
<li>
|
|
Check against zero sample count in rate transposing
|
|
<li>
|
|
Fix for x86-64 support: Removed pop/push instructions from the cpu detection
|
|
algorithm.
|
|
<li>
|
|
Check against empty buffers in FIFOSampleBuffer
|
|
<li>
|
|
Other minor fixes & code cleanup</li>
|
|
</ul>
|
|
<li>
|
|
Fixes in compilation scripts for non-Intel platforms
|
|
<li>
|
|
Added Dynamic-Link-Library (DLL) version of SoundTouch library build, provided
|
|
with Delphi/Pascal wrapper for calling the dll routines
|
|
<li>
|
|
Added #define PREVENT_CLICK_AT_RATE_CROSSOVER that prevents a click artifact
|
|
when crossing the nominal pitch from either positive to negative side or vice
|
|
versa</li>
|
|
</ul>
|
|
<p><strong>1.4.1:</strong></p>
|
|
<ul>
|
|
<li>
|
|
Fixed a buffer overflow bug in BPM detect algorithm routines if processing more
|
|
than 2048 samples at one call </li>
|
|
</ul>
|
|
<p><strong>1.4.0:</strong></p>
|
|
<ul>
|
|
<li>
|
|
Improved sound quality by automatic calculation of time stretch algorithm
|
|
processing parameters according to tempo setting
|
|
<li>
|
|
Moved BPM detection routines from SoundStretch application into SoundTouch
|
|
library
|
|
<li>
|
|
Bugfixes: Usage of uninitialied variables, GNU build scripts, compiler errors
|
|
due to 'const' keyword mismatch.
|
|
<li>
|
|
Source code cleanup</li>
|
|
</ul>
|
|
<p><strong>v1.3.1: </strong>
|
|
</p>
|
|
<ul>
|
|
<li>
|
|
Changed static class declaration to GCC 4.x compiler compatible syntax.
|
|
<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>
|
|
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>
|
|
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>
|
|
Fixed a bug that distorts sound if sample rate changes during the sound stream
|
|
<li>
|
|
Fixed a memory leak that appeared in MMX/SSE/3DNow! optimized routines
|
|
<li>
|
|
Reduced redundant code pieces in MMX/SSE/3DNow! optimized routines vs. the
|
|
standard C routines.
|
|
<li>
|
|
MMX routine incompatibility with new gcc compiler versions
|
|
<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>
|
|
Fixed SCALE overflow bug in rate transposer routine.
|
|
<li>
|
|
Fixed 64bit address space bugs.
|
|
<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>
|
|
Replaced 'make-gcc' script for GNU environment by master Makefile
|
|
<li>
|
|
Added time-stretch routine configurability to SoundTouch main class
|
|
<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>
|
|
Changed MMX routine organiation so that MMX optimized routines are now
|
|
implemented in classes that are derived from the basic classes having the
|
|
standard non-mmx routines.
|
|
<li>
|
|
MMX routines to support gcc version 3.
|
|
<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>
|
|
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><b>v1.5.0:</b></p>
|
|
<ul>
|
|
<li>
|
|
Added "-speech" switch to activate algorithm parameters more suitable for
|
|
speech processing than the default parameters tuned for music processing.</li>
|
|
</ul>
|
|
<p><strong>v1.4.0:</strong></p>
|
|
<ul>
|
|
<li>
|
|
Moved BPM detection routines from SoundStretch application into SoundTouch
|
|
library
|
|
<li>
|
|
Allow using standard input/output pipes as audio processing input/output
|
|
streams</li>
|
|
</ul>
|
|
<p><strong>v1.3.0:</strong></p>
|
|
<ul>
|
|
<li>
|
|
Simplified accessing WAV files with floating point sample format.
|
|
</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>
|
|
Restructured the BPM routines into separate library
|
|
<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>
|
|
Moved SoundStretch source code under 'example' directory to highlight
|
|
difference from SoundTouch stuff.
|
|
<li>
|
|
Replaced windows makefiles by script using the .dsw files
|
|
<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>
|
|
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>6. Acknowledgements
|
|
</h2>
|
|
<p>Kudos for these people who have contributed to development or submitted bugfixes
|
|
since SoundTouch v1.3.1:
|
|
</p>
|
|
<ul>
|
|
<li>
|
|
Arthur A
|
|
<li>
|
|
Richard Ash
|
|
<li>
|
|
Stanislav Brabec
|
|
<li>
|
|
Christian Budde
|
|
<li>
|
|
Brian Cameron
|
|
<li>
|
|
Jason Champion
|
|
<li>
|
|
Patrick Colis
|
|
<li>
|
|
Justin Frankel
|
|
<li>
|
|
Jason Garland
|
|
<li>
|
|
Takashi Iwai
|
|
<li>
|
|
Paulo Pizarro
|
|
<li>
|
|
RJ Ryan
|
|
<li>
|
|
John Sheehy</li>
|
|
</ul>
|
|
<p>Moral greetings to all other contributors and users also!</p>
|
|
<hr>
|
|
<h2>7. 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 version 2.1 as published by
|
|
the Free Software Foundation.</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>
|
|
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|
|
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|
|
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|
|
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|
|
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|