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33 KiB
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>SoundTouch library README</title>
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content="text/html; charset=windows-1252">
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<meta http-equiv="Content-Language" content="en-us">
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<meta name="author" content="Olli Parviainen">
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<meta name="description"
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content="Readme file for SoundTouch audio processing library">
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<hr>
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<h1>SoundTouch audio processing library v1.7.2 (developing)</h1>
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<p class="normal">SoundTouch library Copyright © Olli Parviainen 2001-2013 </p>
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<hr>
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<h2>1. Introduction </h2>
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<p>SoundTouch is an open-source audio processing library that allows
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changing the sound tempo, pitch and playback rate parameters
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independently from each other, i.e.:</p>
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<ul>
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<li> Sound tempo can be increased or decreased while maintaining the
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original pitch </li>
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<li> Sound pitch can be increased or decreased while maintaining the
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original tempo </li>
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<li> Change playback rate that affects both tempo and pitch at the
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same time </li>
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<li> Choose any combination of tempo/pitch/rate</li>
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</ul>
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<h3>1.1 Contact information </h3>
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<p>Author email: oparviai 'at' iki.fi </p>
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<p>SoundTouch WWW page: <a href="http://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 data instead of 16bit
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integers. See section "sample data format" for more information.</p>
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<h3>2.1. Building in Microsoft Windows</h3>
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<p>Project files for Microsoft Visual C++ 6.0 and Visual C++ .NET are
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supplied with the source code package.<br>
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</p>
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<p> Please notice that SoundTouch library uses processor-specific
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optimizations for Pentium III and AMD processors. Visual Studio .NET
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and later versions supports the required instructions by default, but
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Visual Studio 6.0 requires a processor pack upgrade to be installed in
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order to support these optimizations. The processor pack upgrade can be
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downloaded from Microsoft site at this URL:</p>
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<p><a href="http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx">http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx</a></p>
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<p>If the above URL is unavailable or removed, go to <a
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href="http://msdn.microsoft.com/"> http://msdn.microsoft.com</a> and
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perform a search with keywords "processor pack". </p>
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<p>To build the binaries with Visual C++ compiler, either run
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"make-win.bat" script, or open the appropriate project files in source
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code directories with Visual Studio. The final executable will appear
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under the "SoundTouch\bin" directory. If using the Visual Studio IDE
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instead of the make-win.bat script, directories bin and lib may need to
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be created manually to the SoundTouch package root for the final
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executables. The make-win.bat script creates these directories
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automatically. </p>
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<h3>2.2. Building in Gnu platforms</h3>
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<p>The SoundTouch library compiles in practically any platform
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supporting GNU compiler (GCC) tools. SoundTouch requires GCC version 4.3 or later.</p>
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<p>To build and install the binaries, run the following commands in
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/soundtouch directory:</p>
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<table border="0" cellpadding="0" cellspacing="4">
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<tbody>
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<tr>
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<td style="vertical-align: top;">
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<pre>./bootstrap -</pre>
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</td>
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<td style="vertical-align: top;">Creates "configure" file with
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local autoconf/automake toolset.<br>
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</td>
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</tr>
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<tr valign="top">
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<td>
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<pre>./configure -</pre>
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</td>
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<td>
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<p>Configures the SoundTouch package for the local environment.
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Notice that "configure" file is not available before running the
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"./bootstrap" command as above.<br>
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</p>
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</td>
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</tr>
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<tr valign="top">
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<td>
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<pre>make -</pre>
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</td>
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<td>
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<p>Builds the SoundTouch library & SoundStretch utility.</p>
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</td>
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</tr>
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<tr valign="top">
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<td>
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<pre>make install -</pre>
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</td>
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<td>
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<p>Installs the SoundTouch & BPM libraries to <b>/usr/local/lib</b>
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and SoundStretch utility to <b>/usr/local/bin</b>. Please notice that
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'root' privileges may be required to install the binaries to the
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destination locations.</p>
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</td>
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</tr>
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</tbody>
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</table>
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<h4><b>2.2.1 Required GNU tools</b> </h4>
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<p> <span style="font-weight: bold;">Bash shell</span>, <span
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style="font-weight: bold;">GNU C++ compiler</span>, <span
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style="font-weight: bold;">libtool</span>, <span
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style="font-weight: bold;">autoconf</span> and <span
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style="font-weight: bold;">automake</span> tools
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are required for compiling the SoundTouch library. These are usually
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included with the GNU/Linux distribution, but if not, install these
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packages first. For example, Ubuntu Linux can acquire and install
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these with the following command:</p>
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<pre><b>sudo apt-get install automake autoconf libtool build-essential</b></pre>
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<h4><b>2.2.2 Problems with GCC compiler compatibility</b></h4>
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<p>At the release time the SoundTouch package has been tested to
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compile in GNU/Linux platform. However, If you have problems getting the
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SoundTouch library compiled, try disabling optimizations that are specific for
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x86 processors by running <b>./configure</b> script with switch
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<blockquote>
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<pre>--enable-x86-optimizations=no</pre>
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</blockquote>
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Alternatively, if you don't use GNU Configure system, edit file "include/STTypes.h"
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directly and remove the following definition:<blockquote>
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<pre>#define SOUNDTOUCH_ALLOW_X86_OPTIMIZATIONS 1</pre>
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</blockquote>
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<h4><b>2.2.3 Compiling Shared Library / DLL version</b></h4>
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<p>
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The GNU compilation does not automatically create a shared-library version of
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SoundTouch (.so or .dll). If such is desired, then you can create it as follows
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after running the usual compilation:</p>
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<blockquote>
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<pre>g++ -shared -static -DDLL_EXPORTS -I../../include -o SoundTouch.dll \
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SoundTouchDLL.cpp ../SoundTouch/.libs/libSoundTouch.a
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sstrip SoundTouch.dll</pre>
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</blockquote>
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<h3>2.1. Building in Android</h3>
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<p>Android compilation instructions are within the
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source code package, see file "<b>source/Android-lib/README-SoundTouch-Android.html</b>"
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in the package.</p>
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<hr>
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<h2>3. About implementation & Usage tips <h3>3.1. Supported sample data formats</h3>
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<p>The sample data format can be chosen between 16bit signed integer
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and 32bit floating point values, the default is 32bit floating point. </p>
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<p> In Windows environment, the sample data format is chosen in file
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"STTypes.h" by choosing one of the following defines:</p>
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<ul>
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<li> <span style="font-weight: bold;">#define
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SOUNDTOUCH_INTEGER_SAMPLES</span> for 16bit signed integer </li>
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<li> <span style="font-weight: bold;">#define </span><span
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style="font-weight: bold;">SOUNDTOUCH_</span><span
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style="font-weight: bold;">FLOAT_SAMPLES</span> for 32bit floating
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point</li>
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</ul>
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<p> In GNU environment, the floating sample format is used by default,
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but integer sample format can be chosen by giving the following switch
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to the configure script: </p>
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<blockquote>
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<pre>./configure --enable-integer-samples</pre>
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</blockquote>
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<p>The sample data can have either single (mono) or double (stereo)
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audio channel. Stereo data is interleaved so that every other data
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value is for left channel and every second for right channel. Notice
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that while it'd be possible in theory to process stereo sound as two
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separate mono channels, this isn't recommended because processing the
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channels separately would result in losing the phase coherency between
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the channels, which consequently would ruin the stereo effect.</p>
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<p>Sample rates between 8000-48000H are supported.</p>
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<h3>3.2. Processing latency</h3>
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<p>The processing and latency constraints of the SoundTouch library are:</p>
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<ul>
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<li> Input/output processing latency for the SoundTouch processor is
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around 100 ms. This is when time-stretching is used. If the rate
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transposing effect alone is used, the latency requirement is much
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shorter, see section 'About algorithms'. </li>
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<li> Processing CD-quality sound (16bit stereo sound with 44100H
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sample rate) in real-time or faster is possible starting from
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processors equivalent to Intel Pentium 133Mh or better, if using the
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"quick" processing algorithm. If not using the "quick" mode or if
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floating point sample data are being used, several times more CPU power
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is typically required.</li>
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</ul>
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<h3>3.3. About algorithms</h3>
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<p>SoundTouch provides three seemingly independent effects: tempo,
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pitch and playback rate control. These three controls are implemented
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as combination of two primary effects, <em>sample rate transposing</em>
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and <em>time-stretching</em>.</p>
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<p><em>Sample rate transposing</em> affects both the audio stream
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duration and pitch. It's implemented simply by converting the original
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audio sample stream to the desired duration by interpolating from
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the original audio samples. In SoundTouch, linear interpolation with
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anti-alias filtering is used. Theoretically a higher-order
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interpolation provide better result than 1st order linear
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interpolation, but in audio application linear interpolation together
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with anti-alias filtering performs subjectively about as well as
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higher-order filtering would.</p>
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<p><em>Time-stretching </em>means changing the audio stream duration
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without affecting it's pitch. SoundTouch uses WSOLA-like
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time-stretching routines that operate in the time domain. Compared to
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sample rate transposing, time-stretching is a much heavier operation
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and also requires a longer processing "window" of sound samples used by
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the processing algorithm, thus increasing the algorithm input/output
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latency. Typical i/o latency for the SoundTouch time-stretch algorithm
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is around 100 ms.</p>
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<p>Sample rate transposing and time-stretching are then used together
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to produce the tempo, pitch and rate controls:</p>
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<ul>
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<li> <strong>'Tempo'</strong> control is implemented purely by
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time-stretching. </li>
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<li> <strong>'Rate</strong>' control is implemented purely by sample
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rate transposing. </li>
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<li> <strong>'Pitch</strong>' control is implemented as a
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combination of time-stretching and sample rate transposing. For
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example, to increase pitch the audio stream is first time-stretched to
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longer duration (without affecting pitch) and then transposed back to
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original duration by sample rate transposing, which simultaneously
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reduces duration and increases pitch. The result is original duration
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but increased pitch.</li>
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</ul>
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<h3>3.4 Tuning the algorithm parameters</h3>
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<p>The time-stretch algorithm has few parameters that can be tuned to
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optimize sound quality for certain application. The current default
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parameters have been chosen by iterative if-then analysis (read: "trial
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and error") to obtain best subjective sound quality in pop/rock music
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processing, but in applications processing different kind of sound the
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default parameter set may result into a sub-optimal result.</p>
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<p>The time-stretch algorithm default parameter values are set by the
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following #defines in file "TDStretch.h":</p>
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<blockquote>
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<pre>#define DEFAULT_SEQUENCE_MS AUTOMATIC<br>#define DEFAULT_SEEKWINDOW_MS AUTOMATIC<br>#define DEFAULT_OVERLAP_MS 8</pre>
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</blockquote>
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<p>These parameters affect to the time-stretch algorithm as follows:</p>
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<ul>
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<li> <strong>DEFAULT_SEQUENCE_MS</strong>: This is the default
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length of a single processing sequence in milliseconds which determines
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the how the original sound is chopped in the time-stretch algorithm.
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Larger values mean fewer sequences are used in processing. In principle
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a larger value sounds better when slowing down the tempo, but worse
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when increasing the tempo and vice versa. <br>
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<br>
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By default, this setting value is calculated automatically according to
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tempo value.<br>
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</li>
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<li> <strong>DEFAULT_SEEKWINDOW_MS</strong>: The seeking window
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default length in milliseconds is for the algorithm that seeks the best
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possible overlapping location. This determines from how wide a sample
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"window" the algorithm can use to find an optimal mixing location when
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the sound sequences are to be linked back together. <br>
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<br>
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The bigger this window setting is, the higher the possibility to find a
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better mixing position becomes, but at the same time large values may
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cause a "drifting" sound artifact because neighboring sequences can be
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chosen at more uneven intervals. If there's a disturbing artifact that
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sounds as if a constant frequency was drifting around, try reducing
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this setting.<br>
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<br>
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By default, this setting value is calculated automatically according to
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tempo value.<br>
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</li>
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<li> <strong>DEFAULT_OVERLAP_MS</strong>: Overlap length in
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milliseconds. When the sound sequences are mixed back together to form
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again a continuous sound stream, this parameter defines how much the
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ends of the consecutive sequences will overlap with each other.<br>
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<br>
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This shouldn't be that critical parameter. If you reduce the
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DEFAULT_SEQUENCE_MS setting by a large amount, you might wish to try a
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smaller value on this.</li>
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</ul>
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<p>Notice that these parameters can also be set during execution time
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with functions "<strong>TDStretch::setParameters()</strong>" and "<strong>SoundTouch::setSetting()</strong>".</p>
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<p>The table below summaries how the parameters can be adjusted for
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different applications:</p>
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<table border="1">
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<tbody>
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<tr>
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<td valign="top"><strong>Parameter name</strong></td>
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<td valign="top"><strong>Default value magnitude</strong></td>
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<td valign="top"><strong>Larger value affects...</strong></td>
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<td valign="top"><strong>Smaller value affects...</strong></td>
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<td valign="top"><strong>Effect to CPU burden</strong></td>
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</tr>
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<tr>
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<td valign="top">
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<pre>SEQUENCE_MS</pre>
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</td>
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<td valign="top">Default value is relatively large, chosen for
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slowing down music tempo</td>
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<td valign="top">Larger value is usually better for slowing down
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tempo. Growing the value decelerates the "echoing" artifact when
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slowing down the tempo.</td>
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<td valign="top">Smaller value might be better for speeding up
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tempo. Reducing the value accelerates the "echoing" artifact when
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slowing down the tempo </td>
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<td valign="top">Increasing the parameter value reduces
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computation burden</td>
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</tr>
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<tr>
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<td valign="top">
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<pre>SEEKWINDOW_MS</pre>
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</td>
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<td valign="top">Default value is relatively large, chosen for
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slowing down music tempo</td>
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<td valign="top">Larger value eases finding a good mixing
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position, but may cause a "drifting" artifact</td>
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<td valign="top">Smaller reduce possibility to find a good mixing
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position, but reduce the "drifting" artifact.</td>
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<td valign="top">Increasing the parameter value increases
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computation burden</td>
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</tr>
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<tr>
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<td valign="top">
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<pre>OVERLAP_MS</pre>
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</td>
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<td valign="top">Default value is relatively large, chosen to
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suit with above parameters.</td>
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<td valign="top"> </td>
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<td valign="top">If you reduce the "sequence ms" setting, you
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might wish to try a smaller value.</td>
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<td valign="top">Increasing the parameter value increases
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computation burden</td>
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</tr>
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</tbody>
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</table>
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<h3>3.5 Performance Optimizations </h3>
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<p><strong>General optimizations:</strong></p>
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<p>The time-stretch routine has a 'quick' mode that substantially
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speeds up the algorithm but may degrade the sound quality by a small
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amount. This mode is activated by calling SoundTouch::setSetting()
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function with parameter id of SETTING_USE_QUICKSEEK and value
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"1", i.e. </p>
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<blockquote>
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<p>setSetting(SETTING_USE_QUICKSEEK, 1);</p>
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</blockquote>
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<p><strong>CPU-specific optimizations:</strong></p>
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<ul>
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<li> Intel MMX optimized routines are used with compatible CPUs when
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16bit integer sample type is used. MMX optimizations are available both
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in Win32 and Gnu/x86 platforms. Compatible processors are Intel
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PentiumMMX and later; AMD K6-2, Athlon and later. </li>
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<li> Intel SSE optimized routines are used with compatible CPUs when
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floating point sample type is used. SSE optimizations are currently
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implemented for Win32 platform only. Processors compatible with SSE
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extension are Intel processors starting from Pentium-III, and AMD
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processors starting from Athlon XP. </li>
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<li> AMD 3DNow! optimized routines are used with compatible CPUs when
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floating point sample type is used, but SSE extension isn't supported .
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3DNow! optimizations are currently implemented for Win32 platform only.
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These optimizations are used in AMD K6-2 and Athlon (classic) CPU's;
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better performing SSE routines are used with AMD processor starting
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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 2002-2012</p>
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<p>SoundStretch is a simple command-line application that can change
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tempo, pitch and playback rates of WAV sound files. This program is
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intended primarily to demonstrate how the "SoundTouch" library can be
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used to process sound in your own program, but it can as well be used
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for processing sound files.</p>
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<h3>4.1. SoundStretch Usage Instructions</h3>
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<p>SoundStretch Usage syntax:</p>
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<blockquote>
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<pre>soundstretch infilename outfilename [switches]</pre>
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</blockquote>
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<p>Where: </p>
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<table width="100%" border="0" cellpadding="2">
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<tbody>
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<tr>
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<td valign="top">
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<pre>"infilename"</pre>
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</td>
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<td valign="top">Name of the input sound data file (in .WAV audio
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file format). Give "stdin" as filename to use standard input pipe. </td>
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</tr>
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<tr>
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<td valign="top">
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<pre>"outfilename"</pre>
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</td>
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<td valign="top">Name of the output sound file where the
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resulting sound is saved (in .WAV audio file format). This parameter
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may be omitted if you don't want to save the output (e.g. when
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only calculating BPM rate with '-bpm' switch). Give "stdout" as
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filename to use standard output pipe.</td>
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</tr>
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<tr>
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<td valign="top">
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<pre> [switches]</pre>
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</td>
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<td valign="top">Are one or more control switches.</td>
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</tr>
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</tbody>
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</table>
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<p>Available control switches are:</p>
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<table width="100%" border="0" cellpadding="2">
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<tbody>
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<tr>
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<td valign="top">
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<pre>-tempo=n </pre>
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</td>
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<td valign="top">Change the sound tempo by n percents (n = -95.0
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.. +5000.0 %) </td>
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</tr>
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<tr>
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<td valign="top">
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<pre>-pitch=n</pre>
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</td>
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<td valign="top">Change the sound pitch by n semitones (n = -60.0
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.. + 60.0 semitones) </td>
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</tr>
|
|
<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>1.7.2 (under work):</b></p>
|
|
<ul>
|
|
<li>Added support for multi-channel audio processing
|
|
</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> 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> Takashi Iwai </li>
|
|
<li> Mathias Möhl</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><!--
|
|
$Id$
|
|
-->
|
|
<p>
|
|
<i>RREADME.html file updated on 28-Dec-2012</i></p>
|
|
</body>
|
|
</html>
|