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Revision: 4093 http://sourceforge.net/p/modplug/code/4093 Author: manxorist Date: 2014-06-09 14:07:30 +0000 (Mon, 09 Jun 2014) Log Message: ----------- [Var] Fixup and also set svn:eol-style on files which did have mixed line endings. Modified Paths: -------------- trunk/OpenMPT/include/soundtouch/README.html trunk/OpenMPT/packageTemplate/SoundTouch/README.html trunk/OpenMPT/pluginBridge/PluginBridge.rc Property Changed: ---------------- trunk/OpenMPT/include/soundtouch/README.html trunk/OpenMPT/packageTemplate/SoundTouch/README.html trunk/OpenMPT/pluginBridge/PluginBridge.rc Modified: trunk/OpenMPT/include/soundtouch/README.html =================================================================== --- trunk/OpenMPT/include/soundtouch/README.html 2014-06-09 14:07:12 UTC (rev 4092) +++ trunk/OpenMPT/include/soundtouch/README.html 2014-06-09 14:07:30 UTC (rev 4093) @@ -1,784 +1,784 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <title>SoundTouch library README</title> - <meta http-equiv="Content-Type" - content="text/html; charset=windows-1252"> - <meta http-equiv="Content-Language" content="en-us"> - <meta name="author" content="Olli Parviainen"> - <meta name="description" - content="Readme file for SoundTouch audio processing library"> - <meta name="GENERATOR" content="Microsoft FrontPage 4.0"> - <meta name="ProgId" content="FrontPage.Editor.Document"> - <style> <!-- .normal { font-family: Arial } - --></style> -</head> -<body class="normal"> -<hr> -<h1>SoundTouch audio processing library v1.8.0</h1> -<p class="normal">SoundTouch library Copyright \xA9 Olli Parviainen 2001-2014</p> -<hr> -<h2>1. Introduction </h2> -<p>SoundTouch is an open-source audio processing library that allows -changing the sound tempo, pitch and playback rate parameters -independently from each other, i.e.:</p> -<ul> - <li> Sound tempo can be increased or decreased while maintaining the -original pitch </li> - <li> Sound pitch can be increased or decreased while maintaining the -original tempo </li> - <li> Change playback rate that affects both tempo and pitch at the -same time </li> - <li> Choose any combination of tempo/pitch/rate</li> -</ul> -<h3>1.1 Contact information </h3> -<p>Author email: oparviai 'at' iki.fi </p> -<p>SoundTouch WWW page: <a href="http://soundtouch.surina.net">http://soundtouch.surina.net</a></p> -<hr> -<h2>2. Compiling SoundTouch</h2> -<p>Before compiling, notice that you can choose the sample data format -if it's desirable to use floating point sample data instead of 16bit -integers. See section "sample data format" for more information.</p> -<h3>2.1. Building in Microsoft Windows</h3> -<p>Project files for Microsoft Visual C++ are supplied with the source -code package. Go to Microsoft WWW page to download -<a href="http://www.visualstudio.com/en-US/products/visual-studio-express-vs"> -Microsoft Visual Studio Express version for free</a>. -</p> -<p>To build the binaries with Visual C++ compiler, either run -"make-win.bat" script, or open the appropriate project files in source -code directories with Visual Studio. The final executable will appear -under the "SoundTouch\bin" directory. If using the Visual Studio IDE -instead of the make-win.bat script, directories bin and lib may need to -be created manually to the SoundTouch package root for the final -executables. The make-win.bat script creates these directories -automatically. </p> -<h3>2.2. Building in Gnu platforms</h3> -<p>The SoundTouch library compiles in practically any platform -supporting GNU compiler (GCC) tools. SoundTouch requires GCC version 4.3 or later.</p> -<p>To build and install the binaries, run the following commands in -/soundtouch directory:</p> -<table border="0" cellpadding="0" cellspacing="4"> - <tbody> - <tr> - <td style="vertical-align: top;"> - <pre>./bootstrap -</pre> - </td> - <td style="vertical-align: top;">Creates "configure" file with -local autoconf/automake toolset.<br> - </td> - </tr> - <tr valign="top"> - <td> - <pre>./configure -</pre> - </td> - <td> - <p>Configures the SoundTouch package for the local environment. -Notice that "configure" file is not available before running the -"./bootstrap" command as above.<br> - </p> - </td> - </tr> - <tr valign="top"> - <td> - <pre>make -</pre> - </td> - <td> - <p>Builds the SoundTouch library & SoundStretch utility.</p> - </td> - </tr> - <tr valign="top"> - <td> - <pre>make install -</pre> - </td> - <td> - <p>Installs the SoundTouch & BPM libraries to <b>/usr/local/lib</b> -and SoundStretch utility to <b>/usr/local/bin</b>. Please notice that -'root' privileges may be required to install the binaries to the -destination locations.</p> - </td> - </tr> - </tbody> -</table> -<h4><b>2.2.1 Required GNU tools</b> </h4> -<p> <span style="font-weight: bold;">Bash shell</span>, <span - style="font-weight: bold;">GNU C++ compiler</span>, <span - style="font-weight: bold;">libtool</span>, <span - style="font-weight: bold;">autoconf</span> and <span - style="font-weight: bold;">automake</span> tools -are required for compiling the SoundTouch library. These are usually -included with the GNU/Linux distribution, but if not, install these -packages first. For example, Ubuntu Linux can acquire and install -these with the following command:</p> -<pre><b>sudo apt-get install automake autoconf libtool build-essential</b></pre> -<h4><b>2.2.2 Problems with GCC compiler compatibility</b></h4> -<p>At the release time the SoundTouch package has been tested to -compile in GNU/Linux platform. However, If you have problems getting the -SoundTouch library compiled, try disabling optimizations that are specific for -x86 processors by running <b>./configure</b> script with switch -<blockquote> -<pre>--enable-x86-optimizations=no</pre> -</blockquote> - -Alternatively, if you don't use GNU Configure system, edit file "include/STTypes.h" -directly and remove the following definition:<blockquote> - <pre>#define SOUNDTOUCH_ALLOW_X86_OPTIMIZATIONS 1</pre> -</blockquote> - -<h4><b>2.2.3 Compiling Shared Library / DLL version</b></h4> - <p> - The GNU compilation does not automatically create a shared-library version of - SoundTouch (.so or .dll). If such is desired, then you can create it as follows - after running the usual compilation:</p> - <blockquote> - <pre>g++ -shared -static -DDLL_EXPORTS -I../../include -o SoundTouch.dll \ - SoundTouchDLL.cpp ../SoundTouch/.libs/libSoundTouch.a -sstrip SoundTouch.dll</pre> -</blockquote> - -<h3>2.1. Building in Android</h3> -<p>Android compilation instructions are within the - source code package, see file "<b>source/Android-lib/README-SoundTouch-Android.html</b>" - in the package.</p> - -<hr> -<h2>3. About implementation & Usage tips <h3>3.1. Supported sample data formats</h3> -<p>The sample data format can be chosen between 16bit signed integer -and 32bit floating point values, the default is 32bit floating point. </p> -<p> In Windows environment, the sample data format is chosen in file -"STTypes.h" by choosing one of the following defines:</p> -<ul> - <li> <span style="font-weight: bold;">#define -SOUNDTOUCH_INTEGER_SAMPLES</span> for 16bit signed integer </li> - <li> <span style="font-weight: bold;">#define </span><span - style="font-weight: bold;">SOUNDTOUCH_</span><span - style="font-weight: bold;">FLOAT_SAMPLES</span> for 32bit floating -point</li> -</ul> -<p> In GNU environment, the floating sample format is used by default, -but integer sample format can be chosen by giving the following switch -to the configure script: </p> -<blockquote> - <pre>./configure --enable-integer-samples</pre> -</blockquote> -<p>The sample data can have either single (mono) or double (stereo) -audio channel. Stereo data is interleaved so that every other data -value is for left channel and every second for right channel. Notice -that while it'd be possible in theory to process stereo sound as two -separate mono channels, this isn't recommended because processing the -channels separately would result in losing the phase coherency between -the channels, which consequently would ruin the stereo effect.</p> -<p>Sample rates between 8000-48000H are supported.</p> -<h3>3.2. Processing latency</h3> -<p>The processing and latency constraints of the SoundTouch library are:</p> -<ul> - <li> Input/output processing latency for the SoundTouch processor is -around 100 ms. This is when time-stretching is used. If the rate -transposing effect alone is used, the latency requirement is much -shorter, see section 'About algorithms'. </li> - <li> Processing CD-quality sound (16bit stereo sound with 44100H -sample rate) in real-time or faster is possible starting from -processors equivalent to Intel Pentium 133Mh or better, if using the -"quick" processing algorithm. If not using the "quick" mode or if -floating point sample data are being used, several times more CPU power -is typically required.</li> -</ul> -<h3>3.3. About algorithms</h3> -<p>SoundTouch provides three seemingly independent effects: tempo, -pitch and playback rate control. These three controls are implemented -as combination of two primary effects, <em>sample rate transposing</em> -and <em>time-stretching</em>.</p> -<p><em>Sample rate transposing</em> affects both the audio stream -duration and pitch. It's implemented simply by converting the original -audio sample stream to the desired duration by interpolating from -the original audio samples. In SoundTouch, linear interpolation with -anti-alias filtering is used. Theoretically a higher-order -interpolation provide better result than 1st order linear -interpolation, but in audio application linear interpolation together -with anti-alias filtering performs subjectively about as well as -higher-order filtering would.</p> -<p><em>Time-stretching </em>means changing the audio stream duration -without affecting it's pitch. SoundTouch uses WSOLA-like -time-stretching routines that operate in the time domain. Compared to -sample rate transposing, time-stretching is a much heavier operation -and also requires a longer processing "window" of sound samples used by -the processing algorithm, thus increasing the algorithm input/output -latency. Typical i/o latency for the SoundTouch time-stretch algorithm -is around 100 ms.</p> -<p>Sample rate transposing and time-stretching are then used together -to produce the tempo, pitch and rate controls:</p> -<ul> - <li> <strong>'Tempo'</strong> control is implemented purely by -time-stretching. </li> - <li> <strong>'Rate</strong>' control is implemented purely by sample -rate transposing. </li> - <li> <strong>'Pitch</strong>' control is implemented as a -combination of time-stretching and sample rate transposing. For -example, to increase pitch the audio stream is first time-stretched to -longer duration (without affecting pitch) and then transposed back to -original duration by sample rate transposing, which simultaneously -reduces duration and increases pitch. The result is original duration -but increased pitch.</li> -</ul> -<h3>3.4 Tuning the algorithm parameters</h3> -<p>The time-stretch algorithm has few parameters that can be tuned to -optimize sound quality for certain application. The current default -parameters have been chosen by iterative if-then analysis (read: "trial -and error") to obtain best subjective sound quality in pop/rock music -processing, but in applications processing different kind of sound the -default parameter set may result into a sub-optimal result.</p> -<p>The time-stretch algorithm default parameter values are set by the -following #defines in file "TDStretch.h":</p> -<blockquote> - <pre>#define DEFAULT_SEQUENCE_MS AUTOMATIC<br>#define DEFAULT_SEEKWINDOW_MS AUTOMATIC<br>#define DEFAULT_OVERLAP_MS 8</pre> -</blockquote> -<p>These parameters affect to the time-stretch algorithm as follows:</p> -<ul> - <li> <strong>DEFAULT_SEQUENCE_MS</strong>: This is the default -length of a single processing sequence in milliseconds which determines -the how the original sound is chopped in the time-stretch algorithm. -Larger values mean fewer sequences are used in processing. In principle -a larger value sounds better when slowing down the tempo, but worse -when increasing the tempo and vice versa. <br> - <br> -By default, this setting value is calculated automatically according to -tempo value.<br> - </li> - <li> <strong>DEFAULT_SEEKWINDOW_MS</strong>: The seeking window -default length in milliseconds is for the algorithm that seeks the best -possible overlapping location. This determines from how wide a sample -"window" the algorithm can use to find an optimal mixing location when -the sound sequences are to be linked back together. <br> - <br> -The bigger this window setting is, the higher the possibility to find a -better mixing position becomes, but at the same time large values may -cause a "drifting" sound artifact because neighboring sequences can be -chosen at more uneven intervals. If there's a disturbing artifact that -sounds as if a constant frequency was drifting around, try reducing -this setting.<br> - <br> -By default, this setting value is calculated automatically according to -tempo value.<br> - </li> - <li> <strong>DEFAULT_OVERLAP_MS</strong>: Overlap length in -milliseconds. When the sound sequences are mixed back together to form -again a continuous sound stream, this parameter defines how much the -ends of the consecutive sequences will overlap with each other.<br> - <br> -This shouldn't be that critical parameter. If you reduce the -DEFAULT_SEQUENCE_MS setting by a large amount, you might wish to try a -smaller value on this.</li> -</ul> -<p>Notice that these parameters can also be set during execution time -with functions "<strong>TDStretch::setParameters()</strong>" and "<strong>SoundTouch::setSetting()</strong>".</p> -<p>The table below summaries how the parameters can be adjusted for -different applications:</p> -<table border="1"> - <tbody> - <tr> - <td valign="top"><strong>Parameter name</strong></td> - <td valign="top"><strong>Default value magnitude</strong></td> - <td valign="top"><strong>Larger value affects...</strong></td> - <td valign="top"><strong>Smaller value affects...</strong></td> - <td valign="top"><strong>Effect to CPU burden</strong></td> - </tr> - <tr> - <td valign="top"> - <pre>SEQUENCE_MS</pre> - </td> - <td valign="top">Default value is relatively large, chosen for -slowing down music tempo</td> - <td valign="top">Larger value is usually better for slowing down -tempo. Growing the value decelerates the "echoing" artifact when -slowing down the tempo.</td> - <td valign="top">Smaller value might be better for speeding up -tempo. Reducing the value accelerates the "echoing" artifact when -slowing down the tempo </td> - <td valign="top">Increasing the parameter value reduces -computation burden</td> - </tr> - <tr> - <td valign="top"> - <pre>SEEKWINDOW_MS</pre> - </td> - <td valign="top">Default value is relatively large, chosen for -slowing down music tempo</td> - <td valign="top">Larger value eases finding a good mixing -position, but may cause a "drifting" artifact</td> - <td valign="top">Smaller reduce possibility to find a good mixing -position, but reduce the "drifting" artifact.</td> - <td valign="top">Increasing the parameter value increases -computation burden</td> - </tr> - <tr> - <td valign="top"> - <pre>OVERLAP_MS</pre> - </td> - <td valign="top">Default value is relatively large, chosen to -suit with above parameters.</td> - <td valign="top"> </td> - <td valign="top">If you reduce the "sequence ms" setting, you -might wish to try a smaller value.</td> - <td valign="top">Increasing the parameter value increases -computation burden</td> - </tr> - </tbody> -</table> -<h3>3.5 Performance Optimizations </h3> -<p><strong>General optimizations:</strong></p> -<p>The time-stretch routine has a 'quick' mode that substantially -speeds up the algorithm but may degrade the sound quality by a small -amount. This mode is activated by calling SoundTouch::setSetting() -function with parameter id of SETTING_USE_QUICKSEEK and value -"1", i.e. </p> -<blockquote> - <p>setSetting(SETTING_USE_QUICKSEEK, 1);</p> -</blockquote> -<p><strong>CPU-specific optimizations:</strong></p> -<ul> - <li> Intel MMX optimized routines are used with compatible CPUs when -16bit integer sample type is used. MMX optimizations are available both -in Win32 and Gnu/x86 platforms. Compatible processors are Intel -PentiumMMX and later; AMD K6-2, Athlon and later. </li> - <li> Intel SSE optimized routines are used with compatible CPUs when -floating point sample type is used. SSE optimizations are currently -implemented for Win32 platform only. Processors compatible with SSE -extension are Intel processors starting from Pentium-III, and AMD -processors starting from Athlon XP. </li> - <li> AMD 3DNow! optimized routines are used with compatible CPUs when -floating point sample type is used, but SSE extension isn't supported . -3DNow! optimizations are currently implemented for Win32 platform only. -These optimizations are used in AMD K6-2 and Athlon (classic) CPU's; -better performing SSE routines are used with AMD processor starting -from Athlon XP. </li> -</ul> -<hr> -<h2><a name="SoundStretch"></a>4. SoundStretch audio processing utility -</h2> -<p>SoundStretch audio processing utility<br> - Copyright (c) Olli Parviainen 2002-2012</p> -<p>SoundStretch is a simple command-line application that can change -tempo, pitch and playback rates of WAV sound files. This program is -intended primarily to demonstrate how the "SoundTouch" library can be -used to process sound in your own program, but it can as well be used -for processing sound files.</p> -<h3>4.1. SoundStretch Usage Instructions</h3> -<p>SoundStretch Usage syntax:</p> -<blockquote> - <pre>soundstretch infilename outfilename [switches]</pre> -</blockquote> -<p>Where: </p> -<table width="100%" border="0" cellpadding="2"> - <tbody> - <tr> - <td valign="top"> - <pre>"infilename"</pre> - </td> - <td valign="top">Name of the input sound data file (in .WAV audio -file format). Give "stdin" as filename to use standard input pipe. </td> - </tr> - <tr> - <td valign="top"> - <pre>"outfilename"</pre> - </td> - <td valign="top">Name of the output sound file where the -resulting sound is saved (in .WAV audio file format). This parameter -may be omitted if you don't want to save the output (e.g. when -only calculating BPM rate with '-bpm' switch). Give "stdout" as -filename to use standard output pipe.</td> - </tr> - <tr> - <td valign="top"> - <pre> [switches]</pre> - </td> - <td valign="top">Are one or more control switches.</td> - </tr> - </tbody> -</table> -<p>Available control switches are:</p> -<table width="100%" border="0" cellpadding="2"> - <tbody> - <tr> - <td valign="top"> - <pre>-tempo=n </pre> - </td> - <td valign="top">Change the sound tempo by n percents (n = -95.0 -.. +5000.0 %) </td> - </tr> - <tr> - <td valign="top"> - <pre>-pitch=n</pre> - </td> - <td valign="top">Change the sound pitch by n semitones (n = -60.0 -.. + 60.0 semitones) </td> - </tr> - <tr> - <td valign="top"> - <pre>-rate=n</pre> - </td> - <td valign="top">Change the sound playback rate by n percents (n -= -95.0 .. +5000.0 %) </td> - </tr> - <tr> - <td valign="top"> - <pre>-bpm=n</pre> - </td> - <td valign="top">Detect the Beats-Per-Minute (BPM) rate of the -sound and adjust the tempo to meet 'n' BPMs. 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><b>1.8.0:</b></p> -<ul> - <li>Added support for multi-channel audio processing</li> - <li>Added support for <b>cubic</b> and <b>shannon</b> interpolation for rate and pitch shift effects besides - the original <b>linear</b> interpolation, to reduce aliasing at high frequencies due to interpolation. - Cubic interpolation is used as default for floating point processing, and linear interpolation for integer - processing.</li> - <li>Fixed bug in anti-alias filtering that limited stop-band attenuation to -10 dB instead of <-50dB, and - increased filter length from 32 to 64 taps to further reduce aliasing due to frequency folding.</li> - <li>Performance improvements in cross-correlation algorithm</li> - <li>Other bug and compatibility fixes</li> -</ul> -<p><b>1.7.1:</b></p> -<ul> - <li>Added files for Android compilation -</ul> -<p><b>1.7.0:</b></p> -<ul> - <li>Sound quality improvements/li> - <li>Improved flush() to adjust output sound stream duration to match better with - ideal duration</li> - <li>Rewrote x86 cpu feature check to resolve compatibility problems</li> - <li>Configure script automatically checks if CPU supports mmx & sse compatibility for GNU platform, and - the script support now "--enable-x86-optimizations" switch to allow disabling x86-specific optimizations.</li> - <li>Revised #define conditions for 32bit/64bit compatibility</li> - <li>gnu autoconf/automake script compatibility fixes</li> - <li>Tuned beat-per-minute detection algorithm</li> -</ul> -<p><b>1.6.0:</b></p> -<ul> - <li> Added automatic cutoff threshold adaptation to beat detection -routine to better adapt BPM calculation to different types of music </li> - <li> Retired 3DNow! optimization support as 3DNow! is nowadays -obsoleted and assembler code is nuisance to maintain</li> - <li>Retired "configure" file from source code package due to -autoconf/automake versio conflicts, so that it is from now on to be -generated by invoking "boostrap" script that uses locally available -toolchain version for generating the "configure" file</li> - <li>Resolved namespace/label naming conflicts with other libraries by -replacing global labels such as INTEGER_SAMPLES with more specific -SOUNDTOUCH_INTEGER_SAMPLES etc.<br> - </li> - <li>Updated windows build scripts & project files for Visual -Studio 2008 support</li> - <li> Updated SoundTouch.dll API for .NET compatibility</li> - <li> Added API for querying nominal processing input & output -sample batch sizes</li> -</ul> -<p><strong>1.5.0:</strong></p> -<ul> - <li> Added normalization to correlation calculation and improvement -automatic seek/sequence parameter calculation to improve sound quality </li> - <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>1.3.1: </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>1.3.0: </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>1.2.1: </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>1.2.0: </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>1.1.1: </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>1.0.1: </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>1.0: </strong> </p> -<ul> - <li> Initial release </li> -</ul> -<p> </p> -<h3>5.2. SoundStretch application Change History </h3> -<p><b>1.7.0:</b></p> -<ul> - <li>Bugfixes in Wavfile: exception string formatting, avoid getLengthMs() integer - precision overflow, support WAV files using 24/32bit sample format.</li> -</ul> - <p><b>1.5.0:</b></p> -<ul> - <li> Added "-speech" switch to activate algorithm parameters more -suitable for speech processing than the default parameters tuned for -music processing.</li> -</ul> -<p><strong>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>1.3.0:</strong></p> -<ul> - <li> Simplified accessing WAV files with floating point sample -format. </li> -</ul> -<p><strong>1.2.1: </strong> </p> -<ul> - <li> Fixed 64bit address space bugs.</li> -</ul> -<p><strong>1.2.0: </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>1.1.1: </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>1.1:</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>1.01: </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> Chris Bryan</li> - <li> Jacek Caban</li> - <li> Brian Cameron</li> - <li> Jason Champion</li> - <li> David Clark</li> - <li> Patrick Colis</li> - <li> Miquel Colon</li> - <li> Justin Frankel</li> - <li> Jason Garland</li> - <li> Takashi Iwai</li> - <li> Yuval Naveh</li> - <li> Paulo Pizarro</li> - <li> Blaise Potard</li> - <li> RJ Ryan</li> - <li> Patrick Colis </li> - <li> Miquel Colon </li> - <li> Sandro Cumerlato</li> - <li> Justin Frankel </li> - <li> Jason Garland </li> - <li> Masa H. </li> - <li> Takashi Iwai </li> - <li> Mathias M\xF6hl</li> - <li> Yuval Naveh </li> - <li> Paulo Pizarro </li> - <li> Blaise Potard</li> - <li> RJ Ryan </li> - <li> John Sheehy</li> - <li> Tim Shuttleworth</li> - <li> John Stumpo</li> - <li> Tim Shuttleworth</li> - <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 -WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser -General Public License for more details.</p> -<p>You should have received a copy of the GNU Lesser General Public -License along with this library; if not, write to the Free Software -Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA</p> -<hr><!-- -$Id: README.html 191 2014-01-07 20:26:30Z oparviai $ ---> - <p> - <i>RREADME.html file updated on 7-Jan-2014</i></p> -</body> -</html> +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html> +<head> + <title>SoundTouch library README</title> + <meta http-equiv="Content-Type" + content="text/html; charset=windows-1252"> + <meta http-equiv="Content-Language" content="en-us"> + <meta name="author" content="Olli Parviainen"> + <meta name="description" + content="Readme file for SoundTouch audio processing library"> + <meta name="GENERATOR" content="Microsoft FrontPage 4.0"> + <meta name="ProgId" content="FrontPage.Editor.Document"> + <style> <!-- .normal { font-family: Arial } + --></style> +</head> +<body class="normal"> +<hr> +<h1>SoundTouch audio processing library v1.8.0</h1> +<p class="normal">SoundTouch library Copyright \xA9 Olli Parviainen 2001-2014</p> +<hr> +<h2>1. Introduction </h2> +<p>SoundTouch is an open-source audio processing library that allows +changing the sound tempo, pitch and playback rate parameters +independently from each other, i.e.:</p> +<ul> + <li> Sound tempo can be increased or decreased while maintaining the +original pitch </li> + <li> Sound pitch can be increased or decreased while maintaining the +original tempo </li> + <li> Change playback rate that affects both tempo and pitch at the +same time </li> + <li> Choose any combination of tempo/pitch/rate</li> +</ul> +<h3>1.1 Contact information </h3> +<p>Author email: oparviai 'at' iki.fi </p> +<p>SoundTouch WWW page: <a href="http://soundtouch.surina.net">http://soundtouch.surina.net</a></p> +<hr> +<h2>2. Compiling SoundTouch</h2> +<p>Before compiling, notice that you can choose the sample data format +if it's desirable to use floating point sample data instead of 16bit +integers. See section "sample data format" for more information.</p> +<h3>2.1. Building in Microsoft Windows</h3> +<p>Project files for Microsoft Visual C++ are supplied with the source +code package. Go to Microsoft WWW page to download +<a href="http://www.visualstudio.com/en-US/products/visual-studio-express-vs"> +Microsoft Visual Studio Express version for free</a>. +</p> +<p>To build the binaries with Visual C++ compiler, either run +"make-win.bat" script, or open the appropriate project files in source +code directories with Visual Studio. The final executable will appear +under the "SoundTouch\bin" directory. If using the Visual Studio IDE +instead of the make-win.bat script, directories bin and lib may need to +be created manually to the SoundTouch package root for the final +executables. The make-win.bat script creates these directories +automatically. </p> +<h3>2.2. Building in Gnu platforms</h3> +<p>The SoundTouch library compiles in practically any platform +supporting GNU compiler (GCC) tools. SoundTouch requires GCC version 4.3 or later.</p> +<p>To build and install the binaries, run the following commands in +/soundtouch directory:</p> +<table border="0" cellpadding="0" cellspacing="4"> + <tbody> + <tr> + <td style="vertical-align: top;"> + <pre>./bootstrap -</pre> + </td> + <td style="vertical-align: top;">Creates "configure" file with +local autoconf/automake toolset.<br> + </td> + </tr> + <tr valign="top"> + <td> + <pre>./configure -</pre> + </td> + <td> + <p>Configures the SoundTouch package for the local environment. +Notice that "configure" file is not available before running the +"./bootstrap" command as above.<br> + </p> + </td> + </tr> + <tr valign="top"> + <td> + <pre>make -</pre> + </td> + <td> + <p>Builds the SoundTouch library & SoundStretch utility.</p> + </td> + </tr> + <tr valign="top"> + <td> + <pre>make install -</pre> + </td> + <td> + <p>Installs the SoundTouch & BPM libraries to <b>/usr/local/lib</b> +and SoundStretch utility to <b>/usr/local/bin</b>. Please notice that +'root' privileges may be required to install the binaries to the +destination locations.</p> + </td> + </tr> + </tbody> +</table> +<h4><b>2.2.1 Required GNU tools</b> </h4> +<p> <span style="font-weight: bold;">Bash shell</span>, <span + style="font-weight: bold;">GNU C++ compiler</span>, <span + style="font-weight: bold;">libtool</span>, <span + style="font-weight: bold;">autoconf</span> and <span + style="font-weight: bold;">automake</span> tools +are required for compiling the SoundTouch library. These are usually +included with the GNU/Linux distribution, but if not, install these +packages first. For example, Ubuntu Linux can acquire and install +these with the following command:</p> +<pre><b>sudo apt-get install automake autoconf libtool build-essential</b></pre> +<h4><b>2.2.2 Problems with GCC compiler compatibility</b></h4> +<p>At the release time the SoundTouch package has been tested to +compile in GNU/Linux platform. However, If you have problems getting the +SoundTouch library compiled, try disabling optimizations that are specific for +x86 processors by running <b>./configure</b> script with switch +<blockquote> +<pre>--enable-x86-optimizations=no</pre> +</blockquote> + +Alternatively, if you don't use GNU Configure system, edit file "include/STTypes.h" +directly and remove the following definition:<blockquote> + <pre>#define SOUNDTOUCH_ALLOW_X86_OPTIMIZATIONS 1</pre> +</blockquote> + +<h4><b>2.2.3 Compiling Shared Library / DLL version</b></h4> + <p> + The GNU compilation does not automatically create a shared-library version of + SoundTouch (.so or .dll). If such is desired, then you can create it as follows + after running the usual compilation:</p> + <blockquote> + <pre>g++ -shared -static -DDLL_EXPORTS -I../../include -o SoundTouch.dll \ + SoundTouchDLL.cpp ../SoundTouch/.libs/libSoundTouch.a +sstrip SoundTouch.dll</pre> +</blockquote> + +<h3>2.1. Building in Android</h3> +<p>Android compilation instructions are within the + source code package, see file "<b>source/Android-lib/README-SoundTouch-Android.html</b>" + in the package.</p> + +<hr> +<h2>3. About implementation & Usage tips <h3>3.1. Supported sample data formats</h3> +<p>The sample data format can be chosen between 16bit signed integer +and 32bit floating point values, the default is 32bit floating point. </p> +<p> In Windows environment, the sample data format is chosen in file +"STTypes.h" by choosing one of the following defines:</p> +<ul> + <li> <span style="font-weight: bold;">#define +SOUNDTOUCH_INTEGER_SAMPLES</span> for 16bit signed integer </li> + <li> <span style="font-weight: bold;">#define </span><span + style="font-weight: bold;">SOUNDTOUCH_</span><span + style="font-weight: bold;">FLOAT_SAMPLES</span> for 32bit floating +point</li> +</ul> +<p> In GNU environment, the floating sample format is used by default, +but integer sample format can be chosen by giving the following switch +to the configure script: </p> +<blockquote> + <pre>./configure --enable-integer-samples</pre> +</blockquote> +<p>The sample data can have either single (mono) or double (stereo) +audio channel. Stereo data is interleaved so that every other data +value is for left channel and every second for right channel. Notice +that while it'd be possible in theory to process stereo sound as two +separate mono channels, this isn't recommended because processing the +channels separately would result in losing the phase coherency between +the channels, which consequently would ruin the stereo effect.</p> +<p>Sample rates between 8000-48000H are supported.</p> +<h3>3.2. Processing latency</h3> +<p>The processing and latency constraints of the SoundTouch library are:</p> +<ul> + <li> Input/output processing latency for the SoundTouch processor is +around 100 ms. This is when time-stretching is used. If the rate +transposing effect alone is used, the latency requirement is much +shorter, see section 'About algorithms'. </li> + <li> Processing CD-quality sound (16bit stereo sound with 44100H +sample rate) in real-time or faster is possible starting from +processors equivalent to Intel Pentium 133Mh or better, if using the +"quick" processing algorithm. If not using the "quick" mode or if +floating point sample data are being used, several times more CPU power +is typically required.</li> +</ul> +<h3>3.3. About algorithms</h3> +<p>SoundTouch provides three seemingly independent effects: tempo, +pitch and playback rate control. These three controls are implemented +as combination of two primary effects, <em>sample rate transposing</em> +and <em>time-stretching</em>.</p> +<p><em>Sample rate transposing</em> affects both the audio stream +duration and pitch. It's implemented simply by converting the original +audio sample stream to the desired duration by interpolating from +the original audio samples. In SoundTouch, linear interpolation with +anti-alias filtering is used. Theoretically a higher-order +interpolation provide better result than 1st order linear +interpolation, but in audio application linear interpolation together +with anti-alias filtering performs subjectively about as well as +higher-order filtering would.</p> +<p><em>Time-stretching </em>means changing the audio stream duration +without affecting it's pitch. SoundTouch uses WSOLA-like +time-stretching routines that operate in the time domain. Compared to +sample rate transposing, time-stretching is a much heavier operation +and also requires a longer processing "window" of sound samples used by +the processing algorithm, thus increasing the algorithm input/output +latency. Typical i/o latency for the SoundTouch time-stretch algorithm +is around 100 ms.</p> +<p>Sample rate transposing and time-stretching are then used together +to produce the tempo, pitch and rate controls:</p> +<ul> + <li> <strong>'Tempo'</strong> control is implemented purely by +time-stretching. </li> + <li> <strong>'Rate</strong>' control is implemented purely by sample +rate transposing. </li> + <li> <strong>'Pitch</strong>' control is implemented as a +combination of time-stretching and sample rate transposing. For +example, to increase pitch the audio stream is first time-stretched to +longer duration (without affecting pitch) and then transposed back to +original duration by sample rate transposing, which simultaneously +reduces duration and increases pitch. The result is original duration +but increased pitch.</li> +</ul> +<h3>3.4 Tuning the algorithm parameters</h3> +<p>The time-stretch algorithm has few parameters that can be tuned to +optimize sound quality for certain application. The current default +parameters have been chosen by iterative if-then analysis (read: "trial +and error") to obtain best subjective sound quality in pop/rock music +processing, but in applications processing different kind of sound the +default parameter set may result into a sub-optimal result.</p> +<p>The time-stretch algorithm default parameter values are set by the +following #defines in file "TDStretch.h":</p> +<blockquote> + <pre>#define DEFAULT_SEQUENCE_MS AUTOMATIC<br>#define DEFAULT_SEEKWINDOW_MS AUTOMATIC<br>#define DEFAULT_OVERLAP_MS 8</pre> +</blockquote> +<p>These parameters affect to the time-stretch algorithm as follows:</p> +<ul> + <li> <strong>DEFAULT_SEQUENCE_MS</strong>: This is the default +length of a single processing sequence in milliseconds which determines +the how the original sound is chopped in the time-stretch algorithm. +Larger values mean fewer sequences are used in processing. In principle +a larger value sounds better when slowing down the tempo, but worse +when increasing the tempo and vice versa. <br> + <br> +By default, this setting value is calculated automatically according to +tempo value.<br> + </li> + <li> <strong>DEFAULT_SEEKWINDOW_MS</strong>: The seeking window +default length in milliseconds is for the algorithm that seeks the best +possible overlapping location. This determines from how wide a sample +"window" the algorithm can use to find an optimal mixing location when +the sound sequences are to be linked back together. <br> + <br> +The bigger this window setting is, the higher the possibility to find a +better mixing position becomes, but at the same time large values may +cause a "drifting" sound artifact because neighboring sequences can be +chosen at more uneven intervals. If there's a disturbing artifact that +sounds as if a constant frequency was drifting around, try reducing +this setting.<br> + <br> +By default, this setting value is calculated automatically according to +tempo value.<br> + </li> + <li> <strong>DEFAULT_OVERLAP_MS</strong>: Overlap length in +milliseconds. When the sound sequences are mixed back together to form +again a continuous sound stream, this parameter defines how much the +ends of the consecutive sequences will overlap with each other.<br> + <br> +This shouldn't be that critical parameter. If you reduce the +DEFAULT_SEQUENCE_MS setting by a large amount, you might wish to try a +smaller value on this.</li> +</ul> +<p>Notice that these parameters can also be set during execution time +with functions "<strong>TDStretch::setParameters()</strong>" and "<strong>SoundTouch::setSetting()</strong>".</p> +<p>The table below summaries how the parameters can be adjusted for +different applications:</p> +<table border="1"> + <tbody> + <tr> + <td valign="top"><strong>Parameter name</strong></td> + <td valign="top"><strong>Default value magnitude</strong></td> + <td valign="top"><strong>Larger value affects...</strong></td> + <td valign="top"><strong>Smaller value affects...</strong></td> + <td valign="top"><strong>Effect to CPU burden</strong></td> + </tr> + <tr> + <td valign="top"> + <pre>SEQUENCE_MS</pre> + </td> + <td valign="top">Default value is relatively large, chosen for +slowing down music tempo</td> + <td valign="top">Larger value is usually better for slowing down +tempo. Growing the value decelerates the "echoing" artifact when +slowing down the tempo.</td> + <td valign="top">Smaller value might be better for speeding up +tempo. Reducing the value accelerates the "echoing" artifact when +slowing down the tempo </td> + <td valign="top">Increasing the parameter value reduces +computation burden</td> + </tr> + <tr> + <td valign="top"> + <pre>SEEKWINDOW_MS</pre> + </td> + <td valign="top">Default value is relatively large, chosen for +slowing down music tempo</td> + <td valign="top">Larger value eases finding a good mixing +position, but may cause a "drifting" artifact</td> + <td valign="top">Smaller reduce possibility to find a good mixing +position, but reduce the "drifting" artifact.</td> + <td valign="top">Increasing the parameter value increases +computation burden</td> + </tr> + <tr> + <td valign="top"> + <pre>OVERLAP_MS</pre> + </td> + <td valign="top">Default value is relatively large, chosen to +suit with above parameters.</td> + <td valign="top"> </td> + <td valign="top">If you reduce the "sequence ms" setting, you +might wish to try a smaller value.</td> + <td valign="top">Increasing the parameter value increases +computation burden</td> + </tr> + </tbody> +</table> +<h3>3.5 Performance Optimizations </h3> +<p><strong>General optimizations:</strong></p> +<p>The time-stretch routine has a 'quick' mode that substantially +speeds up the algorithm but may degrade the sound quality by a small +amount. This mode is activated by calling SoundTouch::setSetting() +function with parameter id of SETTING_USE_QUICKSEEK and value +"1", i.e. </p> +<blockquote> + <p>setSetting(SETTING_USE_QUICKSEEK, 1);</p> +</blockquote> +<p><strong>CPU-specific optimizations:</strong></p> +<ul> + <li> Intel MMX optimized routines are used with compatible CPUs when +16bit integer sample type is used. MMX optimizations are available both +in Win32 and Gnu/x86 platforms. Compatible processors are Intel +PentiumMMX and later; AMD K6-2, Athlon and later. </li> + <li> Intel SSE optimized routines are used with compatible CPUs when +floating point sample type is used. SSE optimizations are currently +implemented for Win32 platform only. Processors compatible with SSE +extension are Intel processors starting from Pentium-III, and AMD +processors starting from Athlon XP. </li> + <li> AMD 3DNow! optimized routines are used with compatible CPUs when +floating point sample type is used, but SSE extension isn't supported . +3DNow! optimizations are currently implemented for Win32 platform only. +These optimizations are used in AMD K6-2 and Athlon (classic) CPU's; +better performing SSE routines are used with AMD processor starting +from Athlon XP. </li> +</ul> +<hr> +<h2><a name="SoundStretch"></a>4. SoundStretch audio processing utility +</h2> +<p>SoundStretch audio processing utility<br> + Copyright (c) Olli Parviainen 2002-2012</p> +<p>SoundStretch is a simple command-line application that can change +tempo, pitch and playback rates of WAV sound files. This program is +intended primarily to demonstrate how the "SoundTouch" library can be +used to process sound in your own program, but it can as well be used +for processing sound files.</p> +<h3>4.1. SoundStretch Usage Instructions</h3> +<p>SoundStretch Usage syntax:</p> +<blockquote> + <pre>soundstretch infilename outfilename [switches]</pre> +</blockquote> +<p>Where: </p> +<table width="100%" border="0" cellpadding="2"> + <tbody> + <tr> + <td valign="top"> + <pre>"infilename"</pre> + </td> + <td valign="top">Name of the input sound data file (in .WAV audio +file format). Give "stdin" as filename to use standard input pipe. </td> + </tr> + <tr> + <td valign="top"> + <pre>"outfilename"</pre> + </td> + <td valign="top">Name of the output sound file where the +resulting sound is saved (in .WAV audio file format). This parameter +may be omitted if you don't want to save the output (e.g. when +only calculating BPM rate with '-bpm' switch). Give "stdout" as +filename to use standard output pipe.</td> + </tr> + <tr> + <td valign="top"> + <pre> [switches]</pre> + </td> + <td valign="top">Are one or more control switches.</td> + </tr> + </tbody> +</table> +<p>Available control switches are:</p> +<table width="100%" border="0" cellpadding="2"> + <tbody> + <tr> + <td valign="top"> + <pre>-tempo=n </pre> + </td> + <td valign="top">Change the sound tempo by n percents (n = -95.0 +.. +5000.0 %) </td> + </tr> + <tr> + <td valign="top"> + <pre>-pitch=n</pre> + </td> + <td valign="top">Change the sound pitch by n semitones (n = -60.0 +.. + 60.0 semitones) </td> + </tr> + <tr> + <td valign="top"> + <pre>-rate=n</pre> + </td> + <td valign="top">Change the sound playback rate by n percents (n += -95.0 .. +5000.0 %) </td> + </tr> + <tr> + <td valign="top"> + <pre>-bpm=n</pre> + </td> + <td valign="top">Detect the Beats-Per-Minute (BPM) rate of the +sound and adjust the tempo to meet 'n' BPMs. 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><b>1.8.0:</b></p> +<ul> + <li>Added support for multi-channel audio processing</li> + <li>Added support for <b>cubic</b> and <b>shannon</b> interpolation for rate and pitch shift effects besides + the original <b>linear</b> interpolation, to reduce aliasing at high frequencies due to interpolation. + Cubic interpolation is used as default for floating point processing, and linear interpolation for integer + processing.</li> + <li>Fixed bug in anti-alias filtering that limited stop-band attenuation to -10 dB instead of <-50dB, and + increased filter length from 32 to 64 taps to further reduce aliasing due to frequency folding.</li> + <li>Performance improvements in cross-correlation algorithm</li> + <li>Other bug and compatibility fixes</li> +</ul> +<p><b>1.7.1:</b></p> +<ul> + <li>Added files for Android compilation +</ul> +<p><b>1.7.0:</b></p> +<ul> + <li>Sound quality improvements/li> + <li>Improved flush() to adjust output sound stream duration to match better with + ideal duration</li> + <li>Rewrote x86 cpu feature check to resolve compatibility problems</li> + <li>Configure script automatically checks if CPU supports mmx & sse compatibility for GNU platform, and + the script support now "--enable-x86-optimizations" switch to allow disabling x86-specific optimizations.</li> + <li>Revised #define conditions for 32bit/64bit compatibility</li> + <li>gnu autoconf/automake script compatibility fixes</li> + <li>Tuned beat-per-minute detection algorithm</li> +</ul> +<p><b>1.6.0:</b></p> +<ul> + <li> Added automatic cutoff threshold adaptation to beat detection +routine to better adapt BPM calculation to different types of music </li> + <li> Retired 3DNow! optimization support as 3DNow! is nowadays +obsoleted and assembler code is nuisance to maintain</li> + <li>Retired "configure" file from source code package due to +autoconf/automake versio conflicts, so that it is from now on to be +generated by invoking "boostrap" script that uses locally available +toolchain version for generating the "configure" file</li> + <li>Resolved namespace/label naming conflicts with other libraries by +replacing global labels such as INTEGER_SAMPLES with more specific +SOUNDTOUCH_INTEGER_SAMPLES etc.<br> + </li> + <li>Updated windows build scripts & project files for Visual +Studio 2008 support</li> + <li> Updated SoundTouch.dll API for .NET compatibility</li> + <li> Added API for querying nominal processing input & output +sample batch sizes</li> +</ul> +<p><strong>1.5.0:</strong></p> +<ul> + <li> Added normalization to correlation calculation and improvement +automatic seek/sequence parameter calculation to improve sound quality </li> + <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 ... 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