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<h1>SoundTouch audio processing library v1.5.0

</h1>

<p class="normal">SoundTouch library Copyright (c) Olli

Parviainen 2002-2009 </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://www.surina.net/soundtouch">http://www.surina.net/soundtouch</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++ 6.0 and Visual C++ .NET are

supplied with the source code package.&nbsp;</p>

<p> Please notice that SoundTouch

library uses processor-specific optimizations for Pentium III and AMD

processors. Visual Studio .NET and later versions supports the required

instructions by default, but Visual Studio 6.0 requires a processor pack upgrade

to be installed in order to support these optimizations. The processor pack upgrade can be downloaded from

Microsoft site at this URL:</p>

<p><a href="http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx">http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx</a></p>

<p>If the above URL is unavailable or removed, go

to <a href="http://msdn.microsoft.com/">http://msdn.microsoft.com</a>

and perform a search with keywords &quot;processor pack&quot;. </p>

<p>To build the binaries with Visual C++

compiler, either run &quot;make-win.bat&quot; script, or open the

appropriate project files in source code directories with Visual

Studio. The final executable will appear under the &quot;SoundTouch\bin&quot;

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 can be compiled in

practically any platform supporting GNU compiler (GCC) tools.

SoundTouch have been tested with gcc version 3.3.4., but it

shouldn't be very specific about the gcc version. Assembler-level

performance optimizations for GNU platform are currently available in

x86 platforms only, they are automatically disabled and replaced with

standard C routines in other processor platforms.</p>

<p>To build and install the binaries, run the

following commands in the SoundTouch/ directory:</p>

<table border="0" cellpadding="0" cellspacing="4">

  <tbody>

    <tr valign="top">

      <td>

      <pre>./configure  -</pre>

      </td>

      <td>

      <p>Configures the SoundTouch package for the local

environment.</p>

      </td>

    </tr>

    <tr valign="top">

      <td>

      <pre>make         -</pre>

      </td>

      <td>

      <p>Builds the SoundTouch library &amp;

SoundStretch utility.</p>

      </td>

    </tr>

    <tr valign="top">

      <td>

      <pre>make install -</pre>

      </td>

      <td>

      <p>Installs the SoundTouch &amp; 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>&nbsp;</h4>

<p> Bash shell, GNU C++ compiler, libtool, autoconf and automake 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, in Ubuntu Linux these can be acquired and

installed with the following command:</p>

<pre><b>sudo apt-get install <font SIZE="2">automake autoconf libtool build-essential</font></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, in past it's happened that new gcc versions aren't

necessarily compatible with the assembler settings used in the optimized

routines. <b>If you have problems getting the

SoundTouch library compiled, try the workaround of disabling the optimizations</b> 

by editing the file &quot;include/STTypes.h&quot; and removing the following

definition there:</p>

<blockquote>

  <pre>#define ALLOW_OPTIMIZATIONS 1</pre>

</blockquote>

<h4><b>2.2.3 Problems with configure script or build process</b>&nbsp;</h4>

<p>Incompatibilities between various GNU toolchain versions may cause errors when running the &quot;configure&quot; script or building the source

codes, if your GNU tool versions are not compatible with the versions used for

preparing the SoundTouch kit.&nbsp;</p>

<p>To resolve the issue, regenerate the configure scripts with your local tool

set by running

the &quot;<b>./bootstrap</b>&quot; script included in the SoundTouch source code

kit. After that, run the <b>configure</b> script and <b>make</b> as usually.</p>

<h4><b>2.2.4 Compiler issues with non-x86 processors</b></h4>

<p>SoundTouch library works also on non-x86 processors.</p>

<p>However, in case that you get compiler errors when trying to compile for non-Intel processor, edit the file

&quot;<b>source\SoundTouch\Makefile.am</b>&quot; and remove the &quot;<b>-msse2</b>&quot;

flag on the <b>AM_CXXFLAGS </b>line:</p>

<pre><b>AM_CXXFLAGS=-O3 -fcheck-new -I../../include&nbsp;&nbsp;&nbsp; # Note: -msse2 flag removed!</b></pre>

<p>After that, run &quot;<b>./bootstrap</b>&quot; script, and then run <b>configure</b>

and <b>make</b> again.</p>

<hr>

<h2>3. About implementation &amp; Usage tips</h2>

<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 &quot;STTypes.h&quot; by choosing one of the following

defines:</p>

<ul>

  <li><span style="font-weight: bold;">#define INTEGER_SAMPLES</span>

for 16bit signed

integer</li>

  <li><span style="font-weight: bold;">#define 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:

<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&nbsp; 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 &quot;TDStretch.h&quot;:</p>

<blockquote>

  <pre>#define DEFAULT_SEQUENCE_MS     AUTOMATIC

#define DEFAULT_SEEKWINDOW_MS   AUTOMATIC

#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.&nbsp;<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.&nbsp;<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">&nbsp;</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&nbsp; 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 2002-2009</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 &quot;SoundTouch&quot; 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 border="0" cellpadding="2" width="100%">

  <tbody>

    <tr>

      <td valign="top">

      <pre>&quot;infilename&quot;</pre>

      </td>

      <td valign="top">Name of the input sound

data file (in .WAV audio file format). Give &quot;stdin&quot; as filename to use

        standard input pipe. </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>&quot;outfilename&quot;</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&nbsp; don't want to save the

output

(e.g. when only calculating BPM rate with '-bpm' switch). Give &quot;stdout&quot;

        as filename to use standard output pipe.</td>

    </tr>

    <tr>

      <td valign="top">

      <pre>&nbsp;[switches]</pre>

      </td>

      <td valign="top">Are one or more control

switches.</td>

    </tr>

  </tbody>

</table>

<p>Available control switches are:</p>

<table border="0" cellpadding="2" width="100%">

  <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 &quot;-tempo&quot; switch is ignored. If "=n" is

omitted, i.e. switch &quot;-bpm&quot; 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 &quot;stdin&quot;

    and &quot;stdout&quot; 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 &quot;-naa&quot; 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 &lt;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 &quot;originalfile.wav&quot; by 12.5% and stores result to file &quot;destinationfile.wav&quot;:</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 &quot;orig.wav&quot; by two

semitones and stores the result to file &quot;dest.wav&quot;:</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 &quot;orig.wav&quot; 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 &quot;orig.wav&quot; and adjusts the tempo to match

100 beats per minute. Result is stored to file &quot;dest.wav&quot;:</p>

<blockquote>

  <pre>soundstretch orig.wav dest.wav -bpm=100</pre>

</blockquote>

<p><strong>Example 5</strong></p>

<p>The following command reads .wav sound data from standard input pipe and

estimates the BPM rate:</p>

<blockquote>

  <pre>soundstretch stdin -bpm</pre>

</blockquote>

<hr>

<h2>5. Change History</h2>

<h3>5.1. SoundTouch library Change History </h3>



<p><strong>1.5.0:</strong></p>

<ul>

<li>Added normalization to correlation calculation and improvement automatic seek/sequence parameter calculation to improve sound quality</li>



<li>Bugfixes:&nbsp;

  <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.&nbsp;</li>

    <li>Check against empty buffers in FIFOSampleBuffer</li>

    <li>Other minor fixes &amp; 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&nbsp;</li>



</ul>



<p><strong>1.4.0:</strong></p>

<ul>

<li>Improved sound quality by automatic calculation of time stretch algorithm

  processing parameters according to tempo setting</li>

<li>Moved BPM detection routines from SoundStretch application into SoundTouch

  library</li>

<li>Bugfixes: Usage of uninitialied variables, GNU build scripts, compiler errors

  due to 'const' keyword mismatch.</li>

<li>Source code cleanup</li>



</ul>



<p><strong>v1.3.1:

</strong></p>

<ul>

<li>Changed static class declaration to GCC 4.x compiler compatible syntax.</li>

<li>Enabled MMX/SSE-optimized routines also for GCC compilers. Earlier

the MMX/SSE-optimized routines were written in compiler-specific inline 

assembler, now these routines are migrated to use compiler intrinsic 

syntax which allows compiling the same MMX/SSE-optimized source code with 

both Visual C++ and GCC compilers. </li>

<li>Set floating point as the default sample format and added switch to 

the GNU configure script for selecting the other sample format.</li>



</ul>



<p><strong>v1.3.0:

</strong></p>

<ul>

  <li>Fixed tempo routine output duration inaccuracy due to rounding

error </li>

  <li>Implemented separate processing routines for integer and

floating arithmetic to allow improvements to floating point routines

(earlier used algorithms mostly optimized for integer arithmetic also

for floating point samples) </li>

  <li>Fixed a bug that distorts sound if sample rate changes during the

sound stream </li>

  <li>Fixed a memory leak that appeared in MMX/SSE/3DNow! optimized

routines </li>

  <li>Reduced redundant code pieces in MMX/SSE/3DNow! optimized

routines vs. the standard C routines.</li>

  <li>MMX routine incompatibility with new gcc compiler versions </li>

  <li>Other miscellaneous bug fixes </li>

</ul>

<p><strong>v1.2.1: </strong></p>

<ul>

  <li>Added automake/autoconf scripts for GNU

platforms (in courtesy of David Durham)</li>

  <li>Fixed SCALE overflow bug in rate transposer

routine.</li>

  <li>Fixed 64bit address space bugs.</li>

  <li>Created a 'soundtouch' namespace for

SAMPLETYPE definitions.</li>

</ul>

<p><strong>v1.2.0: </strong></p>

<ul>

  <li>Added support for 32bit floating point sample

data type with SSE/3DNow! optimizations for Win32 platform (SSE/3DNow! optimizations currently not supported in GCC environment)</li>

  <li>Replaced 'make-gcc' script for GNU environment

by master Makefile</li>

  <li>Added time-stretch routine configurability to

SoundTouch main class</li>

  <li>Bugfixes</li>

</ul>

<p><strong>v1.1.1: </strong></p>

<ul>

  <li>Moved SoundTouch under lesser GPL license (LGPL). This allows using SoundTouch library in programs that aren't

released under GPL license. </li>

  <li>Changed MMX routine organiation so that MMX optimized routines are now implemented in classes that are derived from

the basic classes having the standard non-mmx routines. </li>

  <li>MMX routines to support gcc version 3. </li>

  <li>Replaced windows makefiles by script using the .dsw files </li>

</ul>

<p><strong>v1.01: </strong></p>

<ul>

  <li>&quot;mmx_gcc.cpp&quot;: 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 &quot;FIFOSampleBuffer.h&quot; to "include"

directory to allow accessing the FIFOSampleBuffer class from external

files. </li>

</ul>

<p><strong>v1.0: </strong></p>

<ul>

  <li>Initial release </li>

</ul>

<p>&nbsp;</p>

<h3>5.2. SoundStretch application Change

History </h3>



<p><strong>1.4.0:</strong></p>

<ul>

<li>Moved BPM detection routines from SoundStretch application into SoundTouch

  library</li>

<li>Allow using standard input/output pipes as audio processing input/output

  streams</li>



</ul>



<p><strong>v1.3.0:</strong></p>

<ul>

  <li>Simplified accessing WAV files with floating

point sample format.

  </li>

</ul>

<p><strong>v1.2.1: </strong></p>

<ul>

  <li>Fixed 64bit address space bugs.</li>

</ul>

<p><strong>v1.2.0: </strong></p>

<ul>

  <li>Added support for 32bit floating point sample

data type</li>

  <li>Restructured the BPM routines into separate

library</li>

  <li>Fixed big-endian conversion bugs in WAV file

routines (hopefully :)</li>

</ul>

<p><strong>v1.1.1: </strong></p>

<ul>

  <li>Fixed bugs in WAV file reading &amp; added

byte-order conversion for big-endian processors. </li>

  <li>Moved SoundStretch source code under 'example'

directory to highlight difference from SoundTouch stuff. </li>

  <li>Replaced windows makefiles by script using the .dsw files </li>

  <li>Output file name isn't required if output

isn't desired (e.g. if using the switch '-bpm' in plain format only) </li>

</ul>

<p><strong>v1.1:</strong></p>

<ul>

  <li>Fixed "Release" settings in Microsoft Visual

C++ project file (.dsp) </li>

  <li>Added beats-per-minute (BPM) detection routine

and command-line switch &quot;-bpm&quot; </li>

</ul>

<p><strong>v1.01: </strong></p>

<ul>

  <li>Initial release </li>

</ul>

<hr>

<h2 >6. Acknowledgements </h2>

<p >Kudos for these people who have contributed to development or submitted

bugfixes since

SoundTouch v1.3.1: </p>

<ul>

  <li>Arthur A</li>

  <li>Richard Ash</li>

  <li>Stanislav Brabec</li>

  <li>Christian Budde</li>

  <li>Brian Cameron</li>

  <li>Jason Champion</li>

  <li>Patrick Colis</li>

  <li>Justin Frankel</li>

  <li>Jason Garland</li>

  <li>Takashi Iwai</li>

  <li>Paulo Pizarro</li>

  <li>RJ Ryan</li>

  <li>John Sheehy</li>

</ul>

<p >Moral greetings to all other contributors and users also!</p>

<hr>

<h2 >7. LICENSE </h2>

<p>SoundTouch audio processing library<br>

Copyright (c) Olli Parviainen</p>

<p>This library is free software; you can

redistribute it and/or modify it under the terms of the GNU

Lesser General Public License version 2.1 as published by the Free Software

Foundation.</p>

<p>This library is distributed in the hope

that it will be useful, but WITHOUT ANY WARRANTY; without even

the implied warranty of MERCHANTABILITY or FITNESS FOR A

PARTICULAR PURPOSE. See the GNU Lesser General Public License for

more details.</p>

<p>You should have received a copy of the GNU

Lesser General Public License along with this library; if not,

write to the Free Software Foundation, Inc., 59 Temple Place,

Suite 330, Boston, MA 02111-1307 USA</p>

<hr>

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