Common Audio File Formats
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Alive Dead Media 2020: Tracker and Chip Music
Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. -
Introduction Chapter 2 — Windows Software
UltraSound owners have a variety of sound needs. This is a guide to help you find the best way to use your new UltraSound for your own applications. Using your UltraSound with many games is as simple as selecting UltraSound from the list of sound cards in the game’s setup. You’ll hear extraordinary wavetable sound as soon as you begin the game. To use UltraSound with games that do not yet support the card directly, you may need some help getting started. UltraSound works with programs written for General MIDI, Sound Blaster, Ad Lib, Roland MT-32, and Roland SCC1. Read Chapter 6, “Game Sound Support,” for an explanation of the sound options available with UltraSound. Explore the file playing, recording, and mixing features of your UltraSound right away using the simple sound applets that come with Windows version 3.1 or later. Use Media Player to play sound files with your UltraSound. Or hook up a microphone and use Sound Recorder to record, mix, and play your own sounds. See the Windows manual or Sound Recorder’s on-line help for instructions. Open the UltraSound Mixer to enable inputs and outputs, set playback volume, and control CD and Microphone inputs. The settings you choose from the Mixer applet are only valid for the current Windows session until you save them. Once you have had a chance to explore your UltraSound’s features with these simple applications, try the great bonus software included in your UltraSound package. Advanced Gravis has included a number of terrific software applications for recording, playing, mixing, and composing sounds and music with your new UltraSound. -
Linux Sound Subsystem Documentation Release 4.13.0-Rc4+
Linux Sound Subsystem Documentation Release 4.13.0-rc4+ The kernel development community Sep 05, 2017 CONTENTS 1 ALSA Kernel API Documentation 1 1.1 The ALSA Driver API ............................................ 1 1.2 Writing an ALSA Driver ........................................... 89 2 Designs and Implementations 145 2.1 Standard ALSA Control Names ...................................... 145 2.2 ALSA PCM channel-mapping API ..................................... 147 2.3 ALSA Compress-Offload API ........................................ 149 2.4 ALSA PCM Timestamping ......................................... 152 2.5 ALSA Jack Controls ............................................. 155 2.6 Tracepoints in ALSA ............................................ 156 2.7 Proc Files of ALSA Drivers ......................................... 158 2.8 Notes on Power-Saving Mode ....................................... 161 2.9 Notes on Kernel OSS-Emulation ..................................... 161 2.10 OSS Sequencer Emulation on ALSA ................................... 165 3 ALSA SoC Layer 171 3.1 ALSA SoC Layer Overview ......................................... 171 3.2 ASoC Codec Class Driver ......................................... 172 3.3 ASoC Digital Audio Interface (DAI) .................................... 174 3.4 Dynamic Audio Power Management for Portable Devices ...................... 175 3.5 ASoC Platform Driver ............................................ 180 3.6 ASoC Machine Driver ............................................ 181 3.7 Audio Pops -
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of people who got together through Bulletin Board Systems, THE PORTUGUESE DEMOSCENE Reckless Life BBS and Infinity BBS run by the infamous Captain Hook. The scene thrived through the nineties with the uprising HISTORY of IRC and the two issues of the diskmag, Infinity, put together BY PS OF TPOLM by Garfield, VAngel and Spellcaster if my memory serves me correctly. The first documented demoscene event in Portugal The Portuguese demoscene, as most Portuguese technology, ducing cheap labour for English-owned factories of the ZX Sin- was organized in 1996 and was called the Virtual Music Con- is a fluke of chance. For many years, Portugal held last place clair Spectrum family of machines. While kids in Central and test. It was just a simple tracking competition. Groups formed among Europe’s nations in iliteracy per capita and emigration. Northern Europe were playing with their Commodores and around this time were Radioactive Design (RD) with Garfield, Certified higher education for new technologies and arts has Ataris during the late eighties, in Portugal we were consuming only been institutionalized within the last 10 years. Even large Spectrum magnetic tapes. WHILE KIDS IN CENTRAL volume capitalist markets, such as the videogame industry, AND NORTHERN EUROPE are still in their infancy in Portugal. It has only been six years, THE BIRTH OF THE PORTUGUESE at most, since serious full time jobs became available in the WERE PLAYING WITH THEIR business. In fact Portugal is a country that mostly imports and DEMOSCENE COMMODORES AND ATARIS, IN consumes technology (2.5 cellphones per person on average) The first known demo made by a Portuguese demoscener was PORTUGAL WE WERE CONSUMING instead of developing and exporting it. -
Sound-HOWTO.Pdf
The Linux Sound HOWTO Jeff Tranter [email protected] v1.22, 16 July 2001 Revision History Revision 1.22 2001−07−16 Revised by: jjt Relicensed under the GFDL. Revision 1.21 2001−05−11 Revised by: jjt This document describes sound support for Linux. It lists the supported sound hardware, describes how to configure the kernel drivers, and answers frequently asked questions. The intent is to bring new users up to speed more quickly and reduce the amount of traffic in the Usenet news groups and mailing lists. The Linux Sound HOWTO Table of Contents 1. Introduction.....................................................................................................................................................1 1.1. Acknowledgments.............................................................................................................................1 1.2. New versions of this document.........................................................................................................1 1.3. Feedback...........................................................................................................................................2 1.4. Distribution Policy............................................................................................................................2 2. Sound Card Technology.................................................................................................................................3 3. Supported Hardware......................................................................................................................................4 -
Users Manual
Users Manual DRAFT COPY c 2007 1 Contents 1 Introduction 4 1.1 What is Schism Tracker ........................ 4 1.2 What is Impulse Tracker ........................ 5 1.3 About Schism Tracker ......................... 5 1.4 Where can I get Schism Tracker .................... 6 1.5 Compiling Schism Tracker ....................... 6 1.6 Running Schism Tracker ........................ 6 2 Using Schism Tracker 7 2.1 Basic user interface ........................... 7 2.2 Playing songs .............................. 9 2.3 Pattern editor - F2 .......................... 10 2.4 Order List, Channel settings - F11 ................. 18 2.5 Samples - F3 ............................. 20 2.6 Instruments - F4 ........................... 24 2.7 Song Settings - F12 ......................... 27 2.8 Info Page - F5 ............................ 29 2.9 MIDI Configuration - ⇑ Shift + F1 ................. 30 2.10 Song Message - ⇑ Shift + F9 .................... 32 2.11 Load Module - F9 .......................... 33 2.12 Save Module - F10 .......................... 34 2.13 Player Settings - ⇑ Shift + F5 ................... 35 2.14 Tracker Settings - Ctrl - F1 ..................... 36 3 Practical Schism Tracker 37 3.1 Finding the perfect loop ........................ 37 3.2 Modal theory .............................. 37 3.3 Chord theory .............................. 39 3.4 Tuning samples ............................. 41 3.5 Multi-Sample Instruments ....................... 42 3.6 Easy flanging .............................. 42 3.7 Reverb-like echoes .......................... -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Symantec Web Security Service Policy Guide
Web Security Service Policy Guide Revision: NOV.07.2020 Symantec Web Security Service/Page 2 Policy Guide/Page 3 Copyrights Broadcom, the pulse logo, Connecting everything, and Symantec are among the trademarks of Broadcom. The term “Broadcom” refers to Broadcom Inc. and/or its subsidiaries. Copyright © 2020 Broadcom. All Rights Reserved. The term “Broadcom” refers to Broadcom Inc. and/or its subsidiaries. For more information, please visit www.broadcom.com. Broadcom reserves the right to make changes without further notice to any products or data herein to improve reliability, function, or design. Information furnished by Broadcom is believed to be accurate and reliable. However, Broadcom does not assume any liability arising out of the application or use of this information, nor the application or use of any product or circuit described herein, neither does it convey any license under its patent rights nor the rights of others. Policy Guide/Page 4 Symantec WSS Policy Guide The Symantec Web Security Service solutions provide real-time protection against web-borne threats. As a cloud-based product, the Web Security Service leverages Symantec's proven security technology, including the WebPulse™ cloud community. With extensive web application controls and detailed reporting features, IT administrators can use the Web Security Service to create and enforce granular policies that are applied to all covered users, including fixed locations and roaming users. If the WSS is the body, then the policy engine is the brain. While the WSS by default provides malware protection (blocks four categories: Phishing, Proxy Avoidance, Spyware Effects/Privacy Concerns, and Spyware/Malware Sources), the additional policy rules and options you create dictate exactly what content your employees can and cannot access—from global allows/denials to individual users at specific times from specific locations. -
Ýìóëÿòîð Ìóçûêàëüíîãî Ñîïðîöåññîðà ZX Spectrum
Что делает Эмулятор AY-3-8910/12 Программа "Эмулятор музыкального сопроцессора ZX Spectrum" предназначена для проигрывания музыки, написанной для музыкального сопроцессора AY-3-8912 (или его аналогов, таких как AY-3-8910 и YM2149F). Проигрывание осуществляется путем эмулирования, то есть наличие настоящих микросхем не требуется. Дополнительно в эмулятор встроена возможность проигрывания аудиодорожек компакт дисков и MIDI-файлов. При наличии библиотеки BASS.DLL v2.2 Ian’а Luck’а эмулятор может проигрывать MP3 и MOD музыку. Эмулятор может проигрывать файлы следующих типов. 1. Дампы регистров, записанные в эмуляторах различных компьютеров: - OUT (получаемые в эмуляторе ZX Spectrum 'Z80' v3.xx by G.A. Lunter); - PSG (создаются эмулятором ZX Spectrum 'Z80 Stealth' by Mr.Kirill, а также некоторыми другими эмуляторами); - EPSG (создаются эмулятором ZX Spectrum 'Z80 Stealth'); - YM (файлы 'StSound Project' by Leonard/Oxygen, поддержаны YM2, YM3, YM3b, YM5 и YM6 подтипы); - VTX (файлы 'Vortex Project' by V_Soft); - ZXAY (файл, разработанный специально для данного эмулятора). 2. Модули популярных музыкальных редакторов ZX Spectrum: - STC – Sound Tracker v1.xx; - PSC – Pro Sound Creator v1.xx; - ASC – ASC Sound Master v0.xx–2.xx; - PT1, PT2, PT3 – Pro Tracker v1.xx–3.xx, Vortex Tracker II v1.0; - STP – Sound Tracker Pro; - FTC – Fast Tracker v1.xx; - FLS – Flash Tracker; - SQT – SQ-Tracker; - GTR – Global Tracker v1.x; - FXM – Fuxoft AY Language; - AY подтипа AMAD – модули Amadeus, аналог FXM; - PSM – Pro Sound Maker. 3. Дампы памяти ZX Spectrum или Amstrad CPC, содержащие проигрыватель для процессора Z80: - AY подтипа EMUL (файлы проектов DeliAY и AYPlay); - AYM (файлы проекта RDOSPLAY). 4. Аудиодорожки компакт дисков (CDA). Предусмотрена возможность работы сразу с несколькими приводами CD. -
Linux Hardware Compatibility HOWTO
Linux Hardware Compatibility HOWTO Steven Pritchard Southern Illinois Linux Users Group [email protected] 3.1.5 Copyright © 2001−2002 by Steven Pritchard Copyright © 1997−1999 by Patrick Reijnen 2002−03−28 This document attempts to list most of the hardware known to be either supported or unsupported under Linux. Linux Hardware Compatibility HOWTO Table of Contents 1. Introduction.....................................................................................................................................................1 1.1. Notes on binary−only drivers...........................................................................................................1 1.2. Notes on commercial drivers............................................................................................................1 1.3. System architectures.........................................................................................................................1 1.4. Related sources of information.........................................................................................................2 1.5. Known problems with this document...............................................................................................2 1.6. New versions of this document.........................................................................................................2 1.7. Feedback and corrections..................................................................................................................3 1.8. Acknowledgments.............................................................................................................................3 -
Computer Demos—What Makes Them Tick?
AALTO UNIVERSITY School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Markku Reunanen Computer Demos—What Makes Them Tick? Licentiate Thesis Helsinki, April 23, 2010 Supervisor: Professor Tapio Takala AALTO UNIVERSITY ABSTRACT OF LICENTIATE THESIS School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Author Date Markku Reunanen April 23, 2010 Pages 134 Title of thesis Computer Demos—What Makes Them Tick? Professorship Professorship code Contents Production T013Z Supervisor Professor Tapio Takala Instructor - This licentiate thesis deals with a worldwide community of hobbyists called the demoscene. The activities of the community in question revolve around real-time multimedia demonstrations known as demos. The historical frame of the study spans from the late 1970s, and the advent of affordable home computers, up to 2009. So far little academic research has been conducted on the topic and the number of other publications is almost equally low. The work done by other researchers is discussed and additional connections are made to other related fields of study such as computer history and media research. The material of the study consists principally of demos, contemporary disk magazines and online sources such as community websites and archives. A general overview of the demoscene and its practices is provided to the reader as a foundation for understanding the more in-depth topics. One chapter is dedicated to the analysis of the artifacts produced by the community and another to the discussion of the computer hardware in relation to the creative aspirations of the community members. -
Soloud Audio Engine
SoLoud Audio Engine Jari Komppa February 7, 2020 i These pages were intentionally left blank. ii (Except for this text) iii © 2020 Komppa, Jari Contents 1 Introduction 1 1.1 Quick Start. 4 1.2 Frequently Asked Questions . 7 1.2.1 What does it play? . 7 1.2.2 What dependencies does it have? . 7 1.2.3 Is there a DLL / C-Interface? . 7 1.2.4 What’s the animal in the logo? . 7 1.2.5 Is there a mailing list? . 7 1.2.6 No doxygen docs? . 8 1.2.7 Why not use this superior fork of libmodplug? . 8 1.2.8 Why did SoLoud move to libmodplug? . 8 1.2.9 Can SoLoud do HRTF? . 8 1.2.10 What about surround speakers? . 8 1.2.11 Are these real questions? . 8 1.3 Directory Structure . 9 1.3.1 Overview. 9 1.3.2 src . 10 1.3.3 demos . 10 1.4 Premake / GENie . 11 1.5 Legal . 13 1.5.1 SoLoud Proper . 13 1.5.2 OGG Support . 13 1.5.3 MP3 Support . 13 1.5.4 Wav Support . 14 1.5.5 Speech Synthesizer . 14 1.5.6 Vizsn . 14 1.5.7 Fast Fourier Transform (FFT) . 14 1.5.8 Sfxr . 14 1.5.9 RPGMaker Wrapper Generator. 15 1.5.10 TED and SID support . 17 1.5.11 Vic . 18 1.5.12 Openmpt . 18 1.5.13 FreeVerb . 18 2 Concepts 19 2.1 Generic Audio Concepts . 19 2.1.1 Audio Source and Instance.