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753 lines
30 KiB
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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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<title>SoundTouch library README</title>
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<h1>SoundTouch audio processing library v1.5.0
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</h1>
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<p class="normal">SoundTouch library Copyright (c) Olli
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Parviainen 2002-2009 </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
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processing library that allows changing the sound tempo, pitch
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and playback rate parameters 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
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maintaining the original pitch</li>
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<li>Sound pitch can be increased or decreased while
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maintaining the original tempo </li>
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<li>Change playback rate that affects both tempo
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and pitch at the 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://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
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if it's desirable to use floating point sample
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data instead of 16bit integers. See section "sample data format"
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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
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supplied with the source code package. </p>
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<p> Please notice that SoundTouch
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library uses processor-specific optimizations for Pentium III and AMD
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processors. Visual Studio .NET and later versions supports the required
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instructions by default, but Visual Studio 6.0 requires a processor pack upgrade
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to be installed in order to support these optimizations. The processor pack upgrade can be downloaded from
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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
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to <a href="http://msdn.microsoft.com/">http://msdn.microsoft.com</a>
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and perform a search with keywords "processor pack". </p>
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<p>To build the binaries with Visual C++
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compiler, either run "make-win.bat" script, or open the
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appropriate project files in source code directories with Visual
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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, directories bin and
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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
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creates these 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
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practically any platform supporting GNU compiler (GCC) tools.
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SoundTouch have been tested with gcc version 3.3.4., but it
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shouldn't be very specific about the gcc version. Assembler-level
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performance optimizations for GNU platform are currently available in
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x86 platforms only, they are automatically disabled and replaced with
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standard C routines in other processor platforms.</p>
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<p>To build and install the binaries, run the
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following commands in the SoundTouch/ 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
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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 &
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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
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to <b>/usr/local/lib</b> and SoundStretch utility to <b>/usr/local/bin</b>.
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Please notice that 'root' privileges may be required to install the
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binaries to the 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> Bash shell, GNU C++ compiler, libtool, autoconf and automake tools are required
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for compiling
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the SoundTouch library. These are usually included with the GNU/Linux distribution, but if
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not, install these packages first. For example, in Ubuntu Linux these can be acquired and
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installed with the following command:</p>
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<pre><b>sudo apt-get install <font SIZE="2">automake autoconf libtool build-essential</font></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
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SoundTouch library compiled, try the workaround of disabling the optimizations</b>
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by editing the file "include/STTypes.h" and removing the following
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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 running the "configure" script or building the source
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codes, if your GNU tool versions are not compatible with the versions used for
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preparing the SoundTouch kit. </p>
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<p>To resolve the issue, regenerate the configure scripts with your local tool
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set by running
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the "<b>./bootstrap</b>" script included in the SoundTouch source code
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kit. After that, run the <b>configure</b> script and <b>make</b> as 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 non-Intel processor, edit the file
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"<b>source\SoundTouch\Makefile.am</b>" and remove the "<b>-msse2</b>"
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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>
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and <b>make</b> 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
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between 16bit signed integer and 32bit floating point values, the
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default is 32bit floating point. </p>
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<p>
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In Windows environment, the sample data format is chosen
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in file "STTypes.h" by choosing one of the following
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defines:</p>
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<ul>
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<li><span style="font-weight: bold;">#define INTEGER_SAMPLES</span>
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for 16bit signed
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integer</li>
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<li><span style="font-weight: bold;">#define FLOAT_SAMPLES</span> for
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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
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integer sample format can be chosen by giving the
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following switch to the configure script:
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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)
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or double (stereo) audio channel. Stereo data is interleaved so
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that every other data value is for left channel and every second
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for right channel. Notice that while it'd be possible in theory
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to process stereo sound as two separate mono channels, this isn't
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recommended because processing the channels separately would
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result in losing the phase coherency between the channels, which
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consequently would ruin the stereo effect.</p>
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<p>Sample rates between 8000-48000H are
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supported.</p>
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<h3>3.2. Processing latency</h3>
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<p>The processing and latency constraints of
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the SoundTouch library are:</p>
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<ul>
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<li>Input/output processing latency for the
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SoundTouch processor is around 100 ms. This is when time-stretching is
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used. If the rate transposing effect alone is used, the latency
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requirement
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is much shorter, see section 'About algorithms'.</li>
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<li>Processing CD-quality sound (16bit stereo
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sound with 44100H sample rate) in real-time or faster is possible
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starting from processors equivalent to Intel Pentium 133Mh or better,
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if using the "quick" processing algorithm. If not using the "quick"
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mode or
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if floating point sample data are being used, several times more CPU
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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
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independent effects: tempo, pitch and playback rate control.
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These three controls are implemented as combination of two primary
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effects, <em>sample rate transposing</em> and <em>time-stretching</em>.</p>
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<p><em>Sample rate transposing</em> affects
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both the audio stream duration and pitch. It's implemented simply
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by converting the original audio sample stream to the desired
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duration by interpolating from the original audio samples. In SoundTouch, linear interpolation with anti-alias filtering is
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used. Theoretically a higher-order interpolation provide better
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result than 1st order linear interpolation, but in audio
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application linear interpolation together with anti-alias
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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
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the audio stream duration without affecting it's pitch. SoundTouch
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uses WSOLA-like time-stretching routines that operate in the time
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domain. Compared to sample rate transposing, time-stretching is a
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much heavier operation and also requires a longer processing
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"window" of sound samples used by the
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processing algorithm, thus increasing the algorithm input/output
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latency. Typical i/o latency for the SoundTouch
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time-stretch algorithm is around 100 ms.</p>
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<p>Sample rate transposing and time-stretching
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are then used together to produce the tempo, pitch and rate
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controls:</p>
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<ul>
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<li><strong>'Tempo'</strong> control is
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implemented purely by time-stretching.</li>
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<li><strong>'Rate</strong>' control is implemented
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purely by sample rate transposing.</li>
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<li><strong>'Pitch</strong>' control is
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implemented as a combination of time-stretching and sample rate
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transposing. For example, to increase pitch the audio stream is first
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time-stretched to longer duration (without affecting pitch) and then
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transposed back to original duration by sample rate transposing, which
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simultaneously reduces duration and increases pitch. The result is
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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
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parameters that can be tuned to optimize sound quality for
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certain application. The current default parameters have been
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chosen by iterative if-then analysis (read: "trial and error")
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to obtain best subjective sound quality in pop/rock music
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processing, but in applications processing different kind of
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sound the default parameter set may result into a sub-optimal
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result.</p>
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<p>The time-stretch algorithm default
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parameter values are set by the following #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
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algorithm as follows:</p>
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<ul>
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<li><strong>DEFAULT_SEQUENCE_MS</strong>: This is
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the default length of a single processing sequence in milliseconds
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which determines the how the original sound is chopped in
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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
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slowing down the tempo, but worse when increasing the tempo and vice
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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
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wide a sample "window" the algorithm can use to find an optimal mixing
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location when 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
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length in milliseconds. When the sound sequences are mixed back
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together to form again a continuous sound stream, this parameter
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defines how much the 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
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set during execution time with functions "<strong>TDStretch::setParameters()</strong>"
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and "<strong>SoundTouch::setSetting()</strong>".</p>
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<p>The table below summaries how the
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parameters can be adjusted for 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
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magnitude</strong></td>
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<td valign="top"><strong>Larger value
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affects...</strong></td>
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<td valign="top"><strong>Smaller value
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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
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large, chosen for slowing down music tempo</td>
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<td valign="top">Larger value is usually
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better for slowing down tempo. Growing the value decelerates the
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"echoing" artifact when slowing down the tempo.</td>
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<td valign="top">Smaller value might be better
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for speeding up tempo. Reducing the value accelerates the "echoing"
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artifact when slowing down the tempo </td>
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<td valign="top">Increasing the parameter
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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
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large, chosen for slowing down music tempo</td>
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<td valign="top">Larger value eases finding a
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good mixing position, but may cause a "drifting" artifact</td>
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<td valign="top">Smaller reduce possibility to
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find a good mixing position, but reduce the "drifting" artifact.</td>
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<td valign="top">Increasing the parameter
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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
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large, chosen to 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
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ms" setting, you might wish to try a smaller value.</td>
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<td valign="top">Increasing the parameter
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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 </h3>
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<p><strong>General optimizations:</strong></p>
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<p>The time-stretch routine has a 'quick' mode
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that substantially speeds up the algorithm but may degrade the
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sound quality by a small amount. This mode is activated by
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calling SoundTouch::setSetting() function with parameter id
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of SETTING_USE_QUICKSEEK and value "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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<ul>
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<li>Intel MMX optimized routines are used with
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compatible CPUs when 16bit integer sample type is used. MMX optimizations are available both in Win32 and Gnu/x86 platforms.
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Compatible processors are Intel PentiumMMX and later; AMD K6-2, Athlon
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and later. </li>
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<li>Intel SSE optimized routines are used with
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compatible CPUs when floating point sample type is used. SSE optimizations are currently implemented for Win32 platform only.
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Processors compatible with SSE extension are Intel processors starting
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from Pentium-III, and AMD processors starting from Athlon XP. </li>
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<li>AMD 3DNow! optimized routines are used with
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compatible CPUs when floating point sample type is used, but SSE
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extension isn't supported . 3DNow! optimizations are currently
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implemented for Win32 platform only. These optimizations are used in
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AMD K6-2 and Athlon (classic) CPU's; better performing SSE routines are
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used with AMD processor starting from Athlon XP. </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
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application that can change tempo, pitch and playback rates of
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WAV sound files. This program is intended primarily to
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demonstrate how the "SoundTouch" library can be used to
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process sound in your own program, but it can as well be used for
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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 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
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data file (in .WAV audio file format). Give "stdin" as filename to use
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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
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file where the resulting sound is saved (in .WAV audio file format).
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This parameter may be omitted if you don't want to save the
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output
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(e.g. when only calculating BPM rate with '-bpm' switch). Give "stdout"
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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
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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
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percents (n = -95.0 .. +5000.0 %) </td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">
|
|
<pre>-pitch=n</pre>
|
|
</td>
|
|
<td valign="top">Change the sound pitch by n
|
|
semitones (n = -60.0 .. + 60.0 semitones) </td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">
|
|
<pre>-rate=n</pre>
|
|
</td>
|
|
<td valign="top">Change the sound playback rate by
|
|
n percents (n = -95.0 .. +5000.0 %) </td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">
|
|
<pre>-bpm=n</pre>
|
|
</td>
|
|
<td valign="top">Detect the Beats-Per-Minute (BPM) rate of the sound and adjust the tempo to meet 'n'
|
|
BPMs. 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>
|
|
<li>The numerical switches allow both integer (e.g. "-tempo=123") and decimal (e.g.
|
|
"-tempo=123.45") numbers.</li>
|
|
<li>The "-naa" and/or "-quick" switches can be
|
|
used to reduce CPU usage while compromising some sound quality </li>
|
|
<li>The BPM detection algorithm works by detecting
|
|
repeating 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><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>
|
|
|
|
<li>Bugfixes:
|
|
<ul>
|
|
<li>Fixed negative array indexing in quick seek algorithm</li>
|
|
<li>FIR autoalias filter running too far in processing buffer</li>
|
|
<li>Check against zero sample count in rate transposing</li>
|
|
<li>Fix for x86-64 support: Removed pop/push instructions from the cpu detection algorithm. </li>
|
|
<li>Check against empty buffers in FIFOSampleBuffer</li>
|
|
<li>Other minor fixes & code cleanup</li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li>Fixes in compilation scripts for non-Intel platforms</li>
|
|
<li>Added Dynamic-Link-Library (DLL) version of SoundTouch library build,
|
|
provided with Delphi/Pascal wrapper for calling the dll routines</li>
|
|
<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>
|
|
<li>Moved BPM detection routines from SoundStretch application into SoundTouch
|
|
library</li>
|
|
<li>Bugfixes: Usage of uninitialied variables, GNU build scripts, compiler errors
|
|
due to 'const' keyword mismatch.</li>
|
|
<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>
|
|
<li>Enabled MMX/SSE-optimized routines also for GCC compilers. Earlier
|
|
the MMX/SSE-optimized routines were written in compiler-specific inline
|
|
assembler, now these routines are migrated to use compiler intrinsic
|
|
syntax which allows compiling the same MMX/SSE-optimized source code with
|
|
both Visual C++ and GCC compilers. </li>
|
|
<li>Set floating point as the default sample format and added switch to
|
|
the GNU configure script for selecting the other sample format.</li>
|
|
|
|
</ul>
|
|
|
|
<p><strong>v1.3.0:
|
|
</strong></p>
|
|
<ul>
|
|
<li>Fixed tempo routine output duration inaccuracy due to rounding
|
|
error </li>
|
|
<li>Implemented separate processing routines for integer and
|
|
floating arithmetic to allow improvements to floating point routines
|
|
(earlier used algorithms mostly optimized for integer arithmetic also
|
|
for floating point samples) </li>
|
|
<li>Fixed a bug that distorts sound if sample rate changes during the
|
|
sound stream </li>
|
|
<li>Fixed a memory leak that appeared in MMX/SSE/3DNow! optimized
|
|
routines </li>
|
|
<li>Reduced redundant code pieces in MMX/SSE/3DNow! optimized
|
|
routines vs. the standard C routines.</li>
|
|
<li>MMX routine incompatibility with new gcc compiler versions </li>
|
|
<li>Other miscellaneous bug fixes </li>
|
|
</ul>
|
|
<p><strong>v1.2.1: </strong></p>
|
|
<ul>
|
|
<li>Added automake/autoconf scripts for GNU
|
|
platforms (in courtesy of David Durham)</li>
|
|
<li>Fixed SCALE overflow bug in rate transposer
|
|
routine.</li>
|
|
<li>Fixed 64bit address space bugs.</li>
|
|
<li>Created a 'soundtouch' namespace for
|
|
SAMPLETYPE definitions.</li>
|
|
</ul>
|
|
<p><strong>v1.2.0: </strong></p>
|
|
<ul>
|
|
<li>Added support for 32bit floating point sample
|
|
data type with SSE/3DNow! optimizations for Win32 platform (SSE/3DNow! optimizations currently not supported in GCC environment)</li>
|
|
<li>Replaced 'make-gcc' script for GNU environment
|
|
by master Makefile</li>
|
|
<li>Added time-stretch routine configurability to
|
|
SoundTouch main class</li>
|
|
<li>Bugfixes</li>
|
|
</ul>
|
|
<p><strong>v1.1.1: </strong></p>
|
|
<ul>
|
|
<li>Moved SoundTouch under lesser GPL license (LGPL). This allows using SoundTouch library in programs that aren't
|
|
released under GPL license. </li>
|
|
<li>Changed MMX routine 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>
|
|
<li>MMX routines to support gcc version 3. </li>
|
|
<li>Replaced windows makefiles by script using the .dsw files </li>
|
|
</ul>
|
|
<p><strong>v1.01: </strong></p>
|
|
<ul>
|
|
<li>"mmx_gcc.cpp": Added "using namespace std" and
|
|
removed "return 0" from a function with void return value to fix
|
|
compiler errors when compiling the library in Solaris environment. </li>
|
|
<li>Moved file "FIFOSampleBuffer.h" to "include"
|
|
directory to allow accessing the FIFOSampleBuffer class from external
|
|
files. </li>
|
|
</ul>
|
|
<p><strong>v1.0: </strong></p>
|
|
<ul>
|
|
<li>Initial release </li>
|
|
</ul>
|
|
<p> </p>
|
|
<h3>5.2. SoundStretch application Change
|
|
History </h3>
|
|
|
|
<p><strong>1.4.0:</strong></p>
|
|
<ul>
|
|
<li>Moved BPM detection routines from SoundStretch application into SoundTouch
|
|
library</li>
|
|
<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>
|
|
<li>Restructured the BPM routines into separate
|
|
library</li>
|
|
<li>Fixed big-endian conversion bugs in WAV file
|
|
routines (hopefully :)</li>
|
|
</ul>
|
|
<p><strong>v1.1.1: </strong></p>
|
|
<ul>
|
|
<li>Fixed bugs in WAV file reading & added
|
|
byte-order conversion for big-endian processors. </li>
|
|
<li>Moved SoundStretch source code under 'example'
|
|
directory to highlight difference from SoundTouch stuff. </li>
|
|
<li>Replaced windows makefiles by script using the .dsw files </li>
|
|
<li>Output file name isn't required if output
|
|
isn't desired (e.g. if using the switch '-bpm' in plain format only) </li>
|
|
</ul>
|
|
<p><strong>v1.1:</strong></p>
|
|
<ul>
|
|
<li>Fixed "Release" settings in Microsoft Visual
|
|
C++ project file (.dsp) </li>
|
|
<li>Added beats-per-minute (BPM) detection routine
|
|
and command-line switch "-bpm" </li>
|
|
</ul>
|
|
<p><strong>v1.01: </strong></p>
|
|
<ul>
|
|
<li>Initial release </li>
|
|
</ul>
|
|
<hr>
|
|
<h2 >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>
|
|
<li>Richard Ash</li>
|
|
<li>Stanislav Brabec</li>
|
|
<li>Christian Budde</li>
|
|
<li>Brian Cameron</li>
|
|
<li>Jason Champion</li>
|
|
<li>Patrick Colis</li>
|
|
<li>Justin Frankel</li>
|
|
<li>Jason Garland</li>
|
|
<li>Takashi Iwai</li>
|
|
<li>Paulo Pizarro</li>
|
|
<li>RJ Ryan</li>
|
|
<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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