mirror of https://github.com/PCSX2/pcsx2.git
860 lines
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860 lines
37 KiB
HTML
<!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"
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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">
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<meta name="description"
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content="Readme file for SoundTouch audio processing library">
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<style> <!-- .normal { font-family: Arial }
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--></style>
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</head>
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<body class="normal">
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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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changing the sound tempo, pitch and playback rate parameters
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independently from each other, i.e.:</p>
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<ul>
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<li> Sound tempo can be increased or decreased while maintaining the
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original pitch</li>
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<li> Sound pitch can be increased or decreased while maintaining the
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original tempo</li>
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<li> Change playback rate that affects both tempo and pitch at the
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same time</li>
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<li> Choose any combination of tempo/pitch/rate</li>
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</ul>
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<h3>1.1 Contact information </h3>
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<p>Author email: oparviai 'at' iki.fi </p>
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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 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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<a href="http://www.visualstudio.com/en-US/products/visual-studio-express-vs">
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Microsoft Visual Studio Express version for free</a>.
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</p>
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<p>To build the binaries with Visual C++ compiler, either run
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"make-win.bat" script, or open the appropriate project files in source
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code directories with Visual Studio. The final executable will appear
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under the "SoundTouch\bin" directory. If using the Visual Studio IDE
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instead of the make-win.bat script, directories bin and lib may need to
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be created manually to the SoundTouch package root for the final
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executables. The make-win.bat script creates these directories
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automatically. </p>
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<p><strong>OpenMP NOTE</strong>: If activating the OpenMP parallel computing in
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the compilation, the target program will require additional vcomp dll library to
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properly run. In Visual C++ 9.0 these libraries can be found in the following
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folders.</p>
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<ul>
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<li>x86 32bit: C:\Program Files (x86)\Microsoft Visual Studio
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9.0\VC\redist\x86\Microsoft.VC90.OPENMP\vcomp90.dll</li>
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<li>x64 64bit: C:\Program Files (x86)\Microsoft Visual Studio
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9.0\VC\redist\amd64\Microsoft.VC90.OPENMP\vcomp90.dll</li>
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</ul>
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<p>In Visual Studio 2008, a SP1 version may be required for these libraries. In
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other VC++ versions the required library will be expectedly found in similar
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"redist" location.</p>
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<p>Notice that as minor demonstration of a "dll hell" phenomenon both the 32-bit
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and 64-bit version of vcomp90.dll have the same filename but different contents,
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thus choose the proper version to allow the program start.</p>
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<h3>2.2. Building in Gnu platforms</h3>
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<p>The SoundTouch library compiles in practically any platform
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supporting GNU compiler (GCC) tools. SoundTouch requires GCC version 4.3 or later.</p>
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<p>To build and install the binaries, run the following commands in
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/soundtouch directory:</p>
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<table border="0" cellpadding="0" cellspacing="4">
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<tbody>
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<tr>
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<td style="vertical-align: top;">
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<pre>./bootstrap -</pre>
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</td>
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<td style="vertical-align: top;">Creates "configure" file with
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local autoconf/automake toolset.<br>
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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>./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.
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Notice that "configure" file is not available before running the
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"./bootstrap" command as above.<br>
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</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. 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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<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>
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and SoundStretch utility to <b>/usr/local/bin</b>. Please notice that
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'root' privileges may be required to install the binaries to the
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destination 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> <span style="font-weight: bold;">Bash shell</span>, <span
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style="font-weight: bold;">GNU C++ compiler</span>, <span
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style="font-weight: bold;">libtool</span>, <span
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style="font-weight: bold;">autoconf</span> and <span
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style="font-weight: bold;">automake</span> tools
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are required for compiling the SoundTouch library. These are usually
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included with the GNU/Linux distribution, but if not, install these
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packages first. For example, Ubuntu Linux can acquire and install
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these 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
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compile in GNU/Linux platform. However, If you have problems getting the
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SoundTouch library compiled, try disabling optimizations that are specific for
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x86 processors by running <b>./configure</b> script with switch
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<blockquote>
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<pre>--enable-x86-optimizations=no</pre>
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</blockquote>
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Alternatively, if you don't use GNU Configure system, edit file "include/STTypes.h"
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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 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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after running the usual compilation:</p>
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<blockquote>
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<pre>g++ -shared -static -DDLL_EXPORTS -I../../include -o SoundTouch.dll \
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SoundTouchDLL.cpp ../SoundTouch/.libs/libSoundTouch.a
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sstrip SoundTouch.dll</pre>
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</blockquote>
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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 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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<p>The sample data format can be chosen between 16bit signed integer
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and 32bit floating point values, the default is 32bit floating point. </p>
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<p> In Windows environment, the sample data format is chosen in file
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"STTypes.h" by choosing one of the following defines:</p>
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<ul>
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<li> <span style="font-weight: bold;">#define
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SOUNDTOUCH_INTEGER_SAMPLES</span> for 16bit signed integer</li>
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<li> <span style="font-weight: bold;">#define </span><span
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style="font-weight: bold;">SOUNDTOUCH_</span><span
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style="font-weight: bold;">FLOAT_SAMPLES</span> for 32bit floating
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point</li>
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</ul>
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<p> In GNU environment, the floating sample format is used by default,
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but integer sample format can be chosen by giving the following switch
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to the configure script: </p>
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<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)
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audio channel. Stereo data is interleaved so that every other data
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value is for left channel and every second for right channel. Notice
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that while it'd be possible in theory to process stereo sound as two
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separate mono channels, this isn't recommended because processing the
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channels separately would result in losing the phase coherency between
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the channels, which consequently would ruin the 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> Input/output processing latency for the SoundTouch processor is
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around 100 ms. This is when time-stretching is used. If the rate
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transposing effect alone is used, the latency requirement is much
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shorter, see section 'About algorithms'.</li>
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<li> Processing CD-quality sound (16bit stereo sound with 44100H
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sample rate) in real-time or faster is possible starting from
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processors equivalent to Intel Pentium 133Mh or better, if using the
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"quick" processing algorithm. If not using the "quick" mode or if
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floating point sample data are being used, several times more CPU power
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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,
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pitch and playback rate control. These three controls are implemented
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as combination of two primary effects, <em>sample rate transposing</em>
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and <em>time-stretching</em>.</p>
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<p><em>Sample rate transposing</em> affects both the audio stream
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duration and pitch. It's implemented simply by converting the original
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audio sample stream to the desired duration by interpolating from
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the original audio samples. In SoundTouch, linear interpolation with
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anti-alias filtering is used. Theoretically a higher-order
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interpolation provide better result than 1st order linear
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interpolation, but in audio application linear interpolation together
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with anti-alias filtering performs subjectively about as well as
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higher-order filtering would.</p>
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<p><em>Time-stretching </em>means changing the audio stream duration
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without affecting it's pitch. SoundTouch uses WSOLA-like
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time-stretching routines that operate in the time domain. Compared to
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sample rate transposing, time-stretching is a much heavier operation
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and also requires a longer processing "window" of sound samples used by
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the processing algorithm, thus increasing the algorithm input/output
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latency. Typical i/o latency for the SoundTouch time-stretch algorithm
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is around 100 ms.</p>
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<p>Sample rate transposing and time-stretching are then used together
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to produce the tempo, pitch and rate controls:</p>
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<ul>
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<li> <strong>'Tempo'</strong> control is implemented purely by
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time-stretching.</li>
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<li> <strong>'Rate</strong>' control is implemented purely by sample
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rate transposing.</li>
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<li> <strong>'Pitch</strong>' control is implemented as a
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combination of time-stretching and sample rate transposing. For
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example, to increase pitch the audio stream is first time-stretched to
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longer duration (without affecting pitch) and then transposed back to
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original duration by sample rate transposing, which simultaneously
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reduces duration and increases pitch. The result is original duration
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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
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optimize sound quality for certain application. The current default
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parameters have been chosen by iterative if-then analysis (read: "trial
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and error") to obtain best subjective sound quality in pop/rock music
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processing, but in applications processing different kind of sound the
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default parameter set may result into a sub-optimal result.</p>
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<p>The time-stretch algorithm default parameter values are set by the
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following #defines in file "TDStretch.h":</p>
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<blockquote>
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<pre>#define DEFAULT_SEQUENCE_MS AUTOMATIC<br>#define DEFAULT_SEEKWINDOW_MS AUTOMATIC<br>#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> <strong>DEFAULT_SEQUENCE_MS</strong>: This is the default
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length of a single processing sequence in milliseconds which determines
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the how the original sound is chopped in the time-stretch algorithm.
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Larger values mean fewer sequences are used in processing. In principle
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a larger value sounds better when slowing down the tempo, but worse
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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
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tempo value.<br>
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</li>
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<li> <strong>DEFAULT_SEEKWINDOW_MS</strong>: The seeking window
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default length in milliseconds is for the algorithm that seeks the best
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possible overlapping location. This determines from how wide a sample
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"window" the algorithm can use to find an optimal mixing location when
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the sound sequences are to be linked 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
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better mixing position becomes, but at the same time large values may
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cause a "drifting" sound artifact because neighboring sequences can be
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chosen at more uneven intervals. If there's a disturbing artifact that
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sounds as if a constant frequency was drifting around, try reducing
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this setting.<br>
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<br>
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By default, this setting value is calculated automatically according to
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tempo value.<br>
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</li>
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<li> <strong>DEFAULT_OVERLAP_MS</strong>: Overlap length in
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milliseconds. When the sound sequences are mixed back together to form
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again a continuous sound stream, this parameter defines how much the
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ends of the consecutive sequences 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
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smaller 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
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with 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
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different 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
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slowing down music tempo</td>
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<td valign="top">Larger value is usually better for slowing down
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tempo. Growing the value decelerates the "echoing" artifact when
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slowing down the tempo.</td>
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<td valign="top">Smaller value might be better for speeding up
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tempo. Reducing the value accelerates the "echoing" artifact when
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slowing down the tempo </td>
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<td valign="top">Increasing the parameter value reduces
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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
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slowing down music tempo</td>
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<td valign="top">Larger value eases finding a good mixing
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position, but may cause a "drifting" artifact</td>
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<td valign="top">Smaller reduce possibility to find a good mixing
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position, but reduce the "drifting" artifact.</td>
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<td valign="top">Increasing the parameter value increases
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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
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suit with above 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
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might wish to try a smaller value.</td>
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<td valign="top">Increasing the parameter value increases
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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 </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
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speeds up the algorithm but may degrade the sound quality by a small
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amount. This mode is activated by calling SoundTouch::setSetting()
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function with parameter id of SETTING_USE_QUICKSEEK and value
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"1", i.e. </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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<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 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 experienced multi-core processing speed-up gain
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ranges between +30% (on a high-spec dual-core x86 Windows PC) to 215% (on a moderately low-spec
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quad-core ARM of Raspberry Pi2).</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 2002-2015</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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used to process sound in your own program, but it can as well be used
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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: </p>
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<table width="100%" border="0" cellpadding="2">
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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
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file format). Give "stdin" as filename to use standard input pipe. </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
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resulting sound is saved (in .WAV audio file format). This parameter
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may be omitted if you don't want to save the output (e.g. when
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only calculating BPM rate with '-bpm' switch). Give "stdout" as
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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 width="100%" border="0" cellpadding="2">
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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
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.. +5000.0 %) </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
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.. + 60.0 semitones) </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
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= -95.0 .. +5000.0 %) </td>
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</tr>
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<tr>
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<td valign="top">
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<pre>-bpm=n</pre>
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</td>
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<td valign="top">Detect the Beats-Per-Minute (BPM) rate of the
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sound and adjust the tempo to meet 'n' BPMs. When this switch is
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applied, the "-tempo" switch is ignored. If "=n" is omitted, i.e.
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switch "-bpm" is used alone, then the BPM rate is estimated and
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displayed, but tempo not adjusted according to the BPM value. </td>
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</tr>
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<tr>
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<td valign="top">
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<pre>-quick</pre>
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</td>
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<td valign="top">Use quicker tempo change algorithm. Gains speed
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but loses sound quality. </td>
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</tr>
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<tr>
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<td valign="top">
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<pre>-naa</pre>
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</td>
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<td valign="top">Don't use anti-alias filtering in sample rate
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transposing. Gains speed but loses sound quality. </td>
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</tr>
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<tr>
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<td valign="top">
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<pre>-license</pre>
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</td>
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<td valign="top">Displays the program license text (LGPL)</td>
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</tr>
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</tbody>
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</table>
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<p>Notes:</p>
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<ul>
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<li> To use standard input/output pipes for processing, give "stdin"
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and "stdout" as input/output filenames correspondingly. The standard
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input/output pipes will still carry the audio data in .wav audio file
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format.</li>
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<li> The numerical switches allow both integer (e.g. "-tempo=123")
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and decimal (e.g. "-tempo=123.45") numbers.</li>
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<li> The "-naa" and/or "-quick" switches can be used to reduce CPU
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usage while compromising some sound quality</li>
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<li> The BPM detection algorithm works by detecting repeating bass or
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drum patterns at low frequencies of <250Hz. A lower-than-expected
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BPM figure may be reported for music with uneven or complex bass
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patterns.</li>
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</ul>
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<h3>4.2. SoundStretch usage examples </h3>
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<p><strong>Example 1</strong></p>
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<p>The following command increases tempo of the sound file
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"originalfile.wav" by 12.5% and stores result to file
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"destinationfile.wav":</p>
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<blockquote>
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<pre>soundstretch originalfile.wav destinationfile.wav -tempo=12.5</pre>
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</blockquote>
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<p><strong>Example 2</strong></p>
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<p>The following command decreases the sound pitch (key) of the sound
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file "orig.wav" by two semitones and stores the result to file
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"dest.wav":</p>
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<blockquote>
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<pre>soundstretch orig.wav dest.wav -pitch=-2</pre>
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</blockquote>
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<p><strong>Example 3</strong></p>
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<p>The following command processes the file "orig.wav" by decreasing
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the sound tempo by 25.3% and increasing the sound pitch (key) by 1.5
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semitones. Resulting .wav audio data is directed to standard output
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pipe:</p>
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<blockquote>
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<pre>soundstretch orig.wav stdout -tempo=-25.3 -pitch=1.5</pre>
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</blockquote>
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<p><strong>Example 4</strong></p>
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<p>The following command detects the BPM rate of the file "orig.wav"
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and adjusts the tempo to match 100 beats per minute. Result is stored
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to file "dest.wav":</p>
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<blockquote>
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<pre>soundstretch orig.wav dest.wav -bpm=100</pre>
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</blockquote>
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<p><strong>Example 5</strong></p>
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<p>The following command reads .wav sound data from standard input pipe
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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>1.9:</b></p>
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<ul>
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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>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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<li>Added support for multi-channel audio processing</li>
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<li>Added support for <b>cubic</b> and <b>shannon</b> interpolation for rate and pitch shift effects besides
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the original <b>linear</b> interpolation, to reduce aliasing at high frequencies due to interpolation.
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Cubic interpolation is used as default for floating point processing, and linear interpolation for integer
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processing.</li>
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<li>Fixed bug in anti-alias filtering that limited stop-band attenuation to -10 dB instead of <-50dB, and
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increased filter length from 32 to 64 taps to further reduce aliasing due to frequency folding.</li>
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<li>Performance improvements in cross-correlation algorithm</li>
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<li>Other bug and compatibility fixes</li>
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</ul>
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<p><b>1.7.1:</b></p>
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<ul>
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<li>Added files for Android compilation
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</ul>
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<p><b>1.7.0:</b></p>
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<ul>
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<li>Sound quality improvements/li>
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<li>Improved flush() to adjust output sound stream duration to match better with
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ideal duration</li>
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<li>Rewrote x86 cpu feature check to resolve compatibility problems</li>
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<li>Configure script automatically checks if CPU supports mmx & sse compatibility for GNU platform, and
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the script support now "--enable-x86-optimizations" switch to allow disabling x86-specific optimizations.</li>
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<li>Revised #define conditions for 32bit/64bit compatibility</li>
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<li>gnu autoconf/automake script compatibility fixes</li>
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<li>Tuned beat-per-minute detection algorithm</li>
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</ul>
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<p><b>1.6.0:</b></p>
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<ul>
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<li> Added automatic cutoff threshold adaptation to beat detection
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routine to better adapt BPM calculation to different types of music</li>
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<li> Retired 3DNow! optimization support as 3DNow! is nowadays
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obsoleted and assembler code is nuisance to maintain</li>
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<li>Retired "configure" file from source code package due to
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autoconf/automake versio conflicts, so that it is from now on to be
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generated by invoking "boostrap" script that uses locally available
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toolchain version for generating the "configure" file</li>
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<li>Resolved namespace/label naming conflicts with other libraries by
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replacing global labels such as INTEGER_SAMPLES with more specific
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SOUNDTOUCH_INTEGER_SAMPLES etc.<br>
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</li>
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<li>Updated windows build scripts & project files for Visual
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Studio 2008 support</li>
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<li> Updated SoundTouch.dll API for .NET compatibility</li>
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<li> Added API for querying nominal processing input & output
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sample batch sizes</li>
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</ul>
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<p><strong>1.5.0:</strong></p>
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<ul>
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<li> Added normalization to correlation calculation and improvement
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automatic seek/sequence parameter calculation to improve sound quality</li>
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<li> Bugfixes:
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<ul>
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<li> Fixed negative array indexing in quick seek algorithm</li>
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<li> FIR autoalias filter running too far in processing buffer</li>
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<li> Check against zero sample count in rate transposing</li>
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<li> Fix for x86-64 support: Removed pop/push instructions from
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the cpu detection algorithm. </li>
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<li> Check against empty buffers in FIFOSampleBuffer</li>
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<li> Other minor fixes & code cleanup</li>
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</ul>
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</li>
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<li> Fixes in compilation scripts for non-Intel platforms</li>
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<li> Added Dynamic-Link-Library (DLL) version of SoundTouch library
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build, provided with Delphi/Pascal wrapper for calling the dll routines
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</li>
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<li> Added #define PREVENT_CLICK_AT_RATE_CROSSOVER that prevents a
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click artifact when crossing the nominal pitch from either positive to
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negative side or vice versa</li>
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</ul>
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<p><strong>1.4.1:</strong></p>
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<ul>
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<li> Fixed a buffer overflow bug in BPM detect algorithm routines if
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processing more than 2048 samples at one call </li>
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</ul>
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<p><strong>1.4.0:</strong></p>
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<ul>
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<li> Improved sound quality by automatic calculation of time stretch
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algorithm processing parameters according to tempo setting</li>
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<li> Moved BPM detection routines from SoundStretch application into
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SoundTouch library</li>
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<li> Bugfixes: Usage of uninitialied variables, GNU build scripts,
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compiler errors due to 'const' keyword mismatch.</li>
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<li> Source code cleanup</li>
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</ul>
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<p><strong>1.3.1: </strong> </p>
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<ul>
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<li> Changed static class declaration to GCC 4.x compiler compatible
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syntax.</li>
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<li> Enabled MMX/SSE-optimized routines also for GCC compilers.
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Earlier the MMX/SSE-optimized routines were written in
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compiler-specific inline assembler, now these routines are migrated to
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use compiler intrinsic syntax which allows compiling the same
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MMX/SSE-optimized source code with both Visual C++ and GCC compilers.</li>
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<li> Set floating point as the default sample format and added switch
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to the GNU configure script for selecting the other sample format.</li>
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</ul>
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<p><strong>1.3.0: </strong> </p>
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<ul>
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<li> Fixed tempo routine output duration inaccuracy due to rounding
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error</li>
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<li> Implemented separate processing routines for integer and
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floating arithmetic to allow improvements to floating point routines
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(earlier used algorithms mostly optimized for integer arithmetic also
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for floating point samples)</li>
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<li> Fixed a bug that distorts sound if sample rate changes during
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the sound stream</li>
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<li> Fixed a memory leak that appeared in MMX/SSE/3DNow! optimized
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routines</li>
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<li> Reduced redundant code pieces in MMX/SSE/3DNow! optimized
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routines vs. the standard C routines.</li>
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<li> MMX routine incompatibility with new gcc compiler versions</li>
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<li> Other miscellaneous bug fixes</li>
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</ul>
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<p><strong>1.2.1: </strong> </p>
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<ul>
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<li> Added automake/autoconf scripts for GNU platforms (in courtesy
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of David Durham)</li>
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<li> Fixed SCALE overflow bug in rate transposer routine.</li>
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<li> Fixed 64bit address space bugs.</li>
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<li> Created a 'soundtouch' namespace for SAMPLETYPE definitions.</li>
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</ul>
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<p><strong>1.2.0: </strong> </p>
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<ul>
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<li> Added support for 32bit floating point sample data type with
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SSE/3DNow! optimizations for Win32 platform (SSE/3DNow! optimizations
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currently not supported in GCC environment)</li>
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<li> Replaced 'make-gcc' script for GNU environment by master
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Makefile</li>
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<li> Added time-stretch routine configurability to SoundTouch main
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class</li>
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<li> Bugfixes</li>
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</ul>
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<p><strong>1.1.1: </strong> </p>
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<ul>
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<li> Moved SoundTouch under lesser GPL license (LGPL). This allows
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using SoundTouch library in programs that aren't released under GPL
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license.</li>
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<li> Changed MMX routine organiation so that MMX optimized routines
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are now implemented in classes that are derived from the basic classes
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having the standard non-mmx routines.</li>
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<li> MMX routines to support gcc version 3.</li>
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<li> Replaced windows makefiles by script using the .dsw files</li>
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</ul>
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<p><strong>1.0.1: </strong> </p>
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<ul>
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<li> "mmx_gcc.cpp": Added "using namespace std" and removed "return
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0" from a function with void return value to fix compiler errors when
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compiling the library in Solaris environment.</li>
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<li> Moved file "FIFOSampleBuffer.h" to "include" directory to allow
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accessing the FIFOSampleBuffer class from external files.</li>
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</ul>
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<p><strong>1.0: </strong> </p>
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<ul>
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<li> Initial release</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>1.9:</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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<p><b>1.7.0:</b></p>
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<ul>
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<li>Bugfixes in Wavfile: exception string formatting, avoid getLengthMs() integer
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precision overflow, support WAV files using 24/32bit sample format.</li>
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</ul>
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<p><b>1.5.0:</b></p>
|
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<ul>
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<li> Added "-speech" switch to activate algorithm parameters more
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suitable for speech processing than the default parameters tuned for
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music processing.</li>
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</ul>
|
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<p><strong>1.4.0:</strong></p>
|
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<ul>
|
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<li> Moved BPM detection routines from SoundStretch application into
|
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SoundTouch library</li>
|
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<li> Allow using standard input/output pipes as audio processing
|
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input/output streams</li>
|
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</ul>
|
|
<p><strong>1.3.0:</strong></p>
|
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<ul>
|
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<li> Simplified accessing WAV files with floating point sample
|
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format.</li>
|
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</ul>
|
|
<p><strong>1.2.1: </strong> </p>
|
|
<ul>
|
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<li> Fixed 64bit address space bugs.</li>
|
|
</ul>
|
|
<p><strong>1.2.0: </strong> </p>
|
|
<ul>
|
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<li> Added support for 32bit floating point sample data type</li>
|
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<li> Restructured the BPM routines into separate library</li>
|
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<li> Fixed big-endian conversion bugs in WAV file routines (hopefully
|
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:)</li>
|
|
</ul>
|
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<p><strong>1.1.1: </strong> </p>
|
|
<ul>
|
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<li> Fixed bugs in WAV file reading & added byte-order conversion
|
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for big-endian processors.</li>
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<li> Moved SoundStretch source code under 'example' directory to
|
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highlight difference from SoundTouch stuff.</li>
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<li> Replaced windows makefiles by script using the .dsw files</li>
|
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<li> Output file name isn't required if output isn't desired (e.g. if
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using the switch '-bpm' in plain format only)</li>
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</ul>
|
|
<p><strong>1.1:</strong></p>
|
|
<ul>
|
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<li> Fixed "Release" settings in Microsoft Visual C++ project file
|
|
(.dsp)</li>
|
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<li> Added beats-per-minute (BPM) detection routine and command-line
|
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switch "-bpm"</li>
|
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</ul>
|
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<p><strong>1.01: </strong> </p>
|
|
<ul>
|
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<li> Initial release</li>
|
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</ul>
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|
<hr>
|
|
<h2>6. Acknowledgements </h2>
|
|
<p>Kudos for these people who have contributed to development or
|
|
submitted bugfixes:</p>
|
|
<ul>
|
|
<li> Arthur A</li>
|
|
<li> Richard Ash</li>
|
|
<li> Stanislav Brabec</li>
|
|
<li> Christian Budde</li>
|
|
<li> Chris Bryan</li>
|
|
<li> Jacek Caban</li>
|
|
<li> Brian Cameron</li>
|
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<li> Jason Champion</li>
|
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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> 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>
|
|
</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
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
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General Public License for more details.</p>
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<p>You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA</p>
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<hr><!--
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$Id: README.html 220 2015-05-18 17:39:26Z oparviai $
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-->
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<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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