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<h1>SoundTouch audio processing library v1.7.1</h1>

<p class="normal">SoundTouch library Copyright © Olli Parviainen 2001-2012 </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.<br>

</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 "processor pack". </p>

<p>To build the binaries with Visual C++ compiler, either run

"make-win.bat" script, or open the appropriate project files in source

code directories with Visual Studio. The final executable will appear

under the "SoundTouch\bin" directory. If using the Visual Studio IDE

instead of the make-win.bat script, directories bin and lib may need to

be created manually to the SoundTouch package root for the final

executables. The make-win.bat script creates these directories

automatically. </p>

<h3>2.2. Building in Gnu platforms</h3>

<p>The SoundTouch library compiles in practically any platform

supporting GNU compiler (GCC) tools. SoundTouch requires GCC version 4.3 or later.</p>

<p>To build and install the binaries, run the following commands in 

/soundtouch directory:</p>

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

  <tbody>

    <tr>

      <td style="vertical-align: top;">

      <pre>./bootstrap  -</pre>

      </td>

      <td style="vertical-align: top;">Creates "configure" file with

local autoconf/automake toolset.<br>

      </td>

    </tr>

    <tr valign="top">

      <td>

      <pre>./configure  -</pre>

      </td>

      <td>

      <p>Configures the SoundTouch package for the local environment.

Notice that "configure" file is not available before running the

"./bootstrap" command as above.<br>

      </p>

      </td>

    </tr>

    <tr valign="top">

      <td>

      <pre>make         -</pre>

      </td>

      <td>

      <p>Builds the SoundTouch library &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> <span style="font-weight: bold;">Bash shell</span>, <span

 style="font-weight: bold;">GNU C++ compiler</span>, <span

 style="font-weight: bold;">libtool</span>, <span

 style="font-weight: bold;">autoconf</span> and <span

 style="font-weight: bold;">automake</span> tools

are required for compiling the SoundTouch library. These are usually

included with the GNU/Linux distribution, but if not, install these

packages first. For example, Ubuntu Linux can acquire and install

these with the following command:</p>

<pre><b>sudo apt-get install automake autoconf libtool build-essential</b></pre>

<h4><b>2.2.2 Problems with GCC compiler compatibility</b></h4>

<p>At the release time the SoundTouch package has been tested to

compile in GNU/Linux platform. However, If you have problems getting the

SoundTouch library compiled, try disabling optimizations that are specific for 

x86 processors by running <b>./configure</b> script with switch

<blockquote>

<pre>--enable-x86-optimizations=no</pre>

</blockquote>



Alternatively, if you don't use GNU Configure system, edit file "include/STTypes.h" 

directly and remove the following definition:<blockquote>

  <pre>#define SOUNDTOUCH_ALLOW_X86_OPTIMIZATIONS 1</pre>

</blockquote>



<h4><b>2.2.3 Compiling Shared Library / DLL version</b></h4>

    <p>

        The GNU compilation does not automatically create a shared-library version of 

        SoundTouch (.so or .dll). If such is desired, then you can create it as follows 

        after running the usual compilation:</p>

    <blockquote>

  <pre>g++ -shared -static -DDLL_EXPORTS -I../../include -o SoundTouch.dll \

     SoundTouchDLL.cpp ../SoundTouch/.libs/libSoundTouch.a

sstrip SoundTouch.dll</pre>

</blockquote>



<h3>2.1. Building in Android</h3>

<p>Android compilation instructions are within the 

    source code package, see file &quot;<b>source/Android-lib/README-SoundTouch-Android.html</b>&quot; 

    in the package.</p>



<hr>

<h2>3. About implementation &amp; Usage tips <h3>3.1. Supported sample data formats</h3>

<p>The sample data format can be chosen between 16bit signed integer

and 32bit floating point values, the default is 32bit floating point. </p>

<p> In Windows environment, the sample data format is chosen in file

"STTypes.h" by choosing one of the following defines:</p>

<ul>

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

SOUNDTOUCH_INTEGER_SAMPLES</span> for 16bit signed integer </li>

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

 style="font-weight: bold;">SOUNDTOUCH_</span><span

 style="font-weight: bold;">FLOAT_SAMPLES</span> for 32bit floating

point</li>

</ul>

<p> In GNU environment, the floating sample format is used by default,

but integer sample format can be chosen by giving the following switch

to the configure script: </p>

<blockquote>

  <pre>./configure --enable-integer-samples</pre>

</blockquote>

<p>The sample data can have either single (mono) or double (stereo)

audio channel. Stereo data is interleaved so that every other data

value is for left channel and every second for right channel. Notice

that while it'd be possible in theory to process stereo sound as two

separate mono channels, this isn't recommended because processing the

channels separately would result in losing the phase coherency between

the channels, which consequently would ruin the stereo effect.</p>

<p>Sample rates between 8000-48000H are supported.</p>

<h3>3.2. Processing latency</h3>

<p>The processing and latency constraints of the SoundTouch library are:</p>

<ul>

  <li> Input/output processing latency for the SoundTouch processor is

around 100 ms. This is when time-stretching is used. If the rate

transposing effect alone is used, the latency requirement is much

shorter, see section 'About algorithms'. </li>

  <li> Processing CD-quality sound (16bit stereo sound with 44100H

sample rate) in real-time or faster is possible starting from

processors equivalent to Intel Pentium 133Mh or better, if using the

"quick" processing algorithm. If not using the "quick" mode or if

floating point sample data are being used, several times more CPU power

is typically required.</li>

</ul>

<h3>3.3. About algorithms</h3>

<p>SoundTouch provides three seemingly independent effects: tempo,

pitch and playback rate control. These three controls are implemented

as combination of two primary effects, <em>sample rate transposing</em>

and <em>time-stretching</em>.</p>

<p><em>Sample rate transposing</em> affects both the audio stream

duration and pitch. It's implemented simply by converting the original

audio sample stream to the&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 "TDStretch.h":</p>

<blockquote>

  <pre>#define DEFAULT_SEQUENCE_MS     AUTOMATIC<br>#define DEFAULT_SEEKWINDOW_MS   AUTOMATIC<br>#define DEFAULT_OVERLAP_MS      8</pre>

</blockquote>

<p>These parameters affect to the time-stretch algorithm as follows:</p>

<ul>

  <li> <strong>DEFAULT_SEQUENCE_MS</strong>: This is the default

length of a single processing sequence in milliseconds which determines

the how the original sound is chopped in the time-stretch algorithm.

Larger values mean fewer sequences are used in processing. In principle

a larger value sounds better when slowing down the tempo, but worse

when increasing the tempo and vice versa.&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 2002-2012</p>

<p>SoundStretch is a simple command-line application that can change

tempo, pitch and playback rates of WAV sound files. This program is

intended primarily to demonstrate how the "SoundTouch" library can be

used to process sound in your own program, but it can as well be used

for processing sound files.</p>

<h3>4.1. SoundStretch Usage Instructions</h3>

<p>SoundStretch Usage syntax:</p>

<blockquote>

  <pre>soundstretch infilename outfilename [switches]</pre>

</blockquote>

<p>Where: </p>

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

  <tbody>

    <tr>

      <td valign="top">

      <pre>"infilename"</pre>

      </td>

      <td valign="top">Name of the input sound data file (in .WAV audio

file format). Give "stdin" as filename to use standard input pipe. </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>"outfilename"</pre>

      </td>

      <td valign="top">Name of the output sound file where the

resulting sound is saved (in .WAV audio file format). This parameter

may be omitted if you&nbsp; don't want to save the output (e.g. when

only calculating BPM rate with '-bpm' switch). Give "stdout" as

filename to use standard output pipe.</td>

    </tr>

    <tr>

      <td valign="top">

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

      </td>

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

    </tr>

  </tbody>

</table>

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

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

  <tbody>

    <tr>

      <td valign="top">

      <pre>-tempo=n </pre>

      </td>

      <td valign="top">Change the sound tempo by n percents (n = -95.0

.. +5000.0 %) </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>-pitch=n</pre>

      </td>

      <td valign="top">Change the sound pitch by n semitones (n = -60.0

.. + 60.0 semitones) </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>-rate=n</pre>

      </td>

      <td valign="top">Change the sound playback rate by n percents (n

= -95.0 .. +5000.0 %) </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>-bpm=n</pre>

      </td>

      <td valign="top">Detect the Beats-Per-Minute (BPM) rate of the

sound and adjust the tempo to meet 'n' BPMs. When this switch is

applied, the "-tempo" switch is ignored. If "=n" is omitted, i.e.

switch "-bpm" is used alone, then the BPM rate is estimated and

displayed, but tempo not adjusted according to the BPM value. </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>-quick</pre>

      </td>

      <td valign="top">Use quicker tempo change algorithm. Gains speed

but loses sound quality. </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>-naa</pre>

      </td>

      <td valign="top">Don't use anti-alias filtering in sample rate

transposing. Gains speed but loses sound quality. </td>

    </tr>

    <tr>

      <td valign="top">

      <pre>-license</pre>

      </td>

      <td valign="top">Displays the program license text (LGPL)</td>

    </tr>

  </tbody>

</table>

<p>Notes:</p>

<ul>

  <li> To use standard input/output pipes for processing, give "stdin"

and "stdout" as input/output filenames correspondingly. The standard

input/output pipes will still carry the audio data in .wav audio file

format. </li>

  <li> The numerical switches allow both integer (e.g. "-tempo=123")

and decimal (e.g. "-tempo=123.45") numbers. </li>

  <li> The "-naa" and/or "-quick" switches can be used to reduce CPU

usage while compromising some sound quality </li>

  <li> The BPM detection algorithm works by detecting repeating bass or

drum patterns at low frequencies of &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

"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>1.7.1:</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 &amp; 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 &amp; 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:&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>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>&nbsp;</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 &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>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>

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