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<meta name="author" content="Olli Parviainen">
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<title>SoundTouch library README</title>
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<hr>
<h1><font face="Arial">SoundTouch audio processing library v1.2.2pre2
(24/Oct/2004)</font></h1>
<p><font face="Arial">SoundTouch library Copyright (c) Olli
Parviainen 2002-2004 </font></p>
<hr>
<h1><font face="Arial">1. Introduction </font></h1>
<p><font face="Arial">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.:</font></p>
<ul>
<li><font face="Arial">Sound tempo can be incresed or decreased while
maintaining the original pitch</font></li>
<li><font face="Arial">Sound pitch can be incresed or decreased while
maintaining the original tempo </font></li>
<li><font face="Arial">Change playback rate that affects both tempo
and pitch at the same time </font></li>
<li><font face="Arial">Choose any combination of tempo/pitch/rate</font></li>
</ul>
<h3><font face="Arial">1.1 Contact information </font></h3>
<p><font face="Arial">Author email: oparviai @ iki.fi </font></p>
<p><font face="Arial">SoundTouch WWW page: </font><a
href="http://www.iki.fi/oparviai/soundtouch"><font face="Arial">http://www.iki.fi/oparviai/soundtouch</font></a></p>
<blockquote>
<p><font face="Arial"><strong>Note:</strong> The above URL is a relay
address that will forward the browser to the actual server. If you'll
create a link to SoundTouch library page, please use the above URL
instead of the actual address, so that the correct link address will be
maintained although the pages would move to another server.</font></p>
</blockquote>
<hr>
<h2><font face="Arial">2. Compiling SoundTouch</font></h2>
<p><font face="Arial">Before compiling, notice that you can choose
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.</font></p>
<h3><font face="Arial">2.1. Building in Microsoft Windows</font></h3>
<p><font face="Arial">Project files for Microsoft Visual C++ 6.0 are
supplied with the source code package. Please notice that SoundTouch
library uses processor-specific optimizations for Pentium III and AMD
processors that require a “processor pack” upgrade for
the Visual Studio 6.0 to be installed in order to support these
optimizations. The processor pack upgrade can be downloaded from
Microsoft site at this URL:</font></p>
<p><a
href="http://msdn.microsoft.com/vstudio/downloads/tools/ppack/default.aspx"><font
face="Arial">http://msdn.microsoft.com/vstudio/downloads/tools/ppack/default.aspx</font></a></p>
<p><font face="Arial">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”. </font>
</p>
<p><font face="Arial">Visual Studio .NET supports required
instructions by default and thus doesn't require installing the
processor pack.</font></p>
<p><font face="Arial">To build the binaries with Visual C++ 6.0
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” have to be created manually to the SoundTouch
package root for the final executables. The “make-win.bat” script
creates these directories automatically.</font>
</p>
<p><font face="Arial">Also other C++ compilers than Visual C++ can be
used, but project or makefiles then have to be adapted accordingly.
Performance optimizations are written in Visual C++ compatible
syntax, they may or may not be compatible with other compilers. If
using GCC (Gnu C Compiler) compiler package such as DJGPP or Cygwin,
please see next chapter for instructions. </font>
</p>
<h3><font face="Arial">2.2. Building in Gnu platforms</font></h3>
<p><font face="Arial">The SoundTouch library can be compiled in
practically any platform supporting GNU compiler (GCC) tools.
SoundTouch have been tested with gcc versions 3.2.3., 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.</font></p>
<p><font face="Arial">To build and install the binaries, run the
following commands in SoundTouch/ directory:</font></p>
<table border="0" cellpadding="0" cellspacing="4">
<tbody>
<tr valign="top">
<td>
<pre>configure -</pre>
</td>
<td>
<p><font face="Arial">Configures the SoundTouch package for local
environment.</font></p>
</td>
</tr>
<tr valign="top">
<td>
<pre>make -</pre>
</td>
<td>
<p><font face="arial">Builds the SoundTouch library &
SoundStretch utility.</font></p>
</td>
</tr>
<tr valign="top">
<td>
<pre>make install -</pre>
</td>
<td>
<p><font face="arial">Installs the SoundTouch & BPM libraries
to <b>/usr/local/lib</b> and SoundStretch utility to <b>/usr/local/bin</b>.
Please notice that 'root' access may be required to install the
binaries to the destination locations.</font></p>
</td>
</tr>
</tbody>
</table>
<hr>
<h2><font face="Arial">3. About implementation & Usage tips</font></h2>
<h3><font face="Arial">3.1. Supported sample data formats</font></h3>
<p><font face="Arial">The sample data format can be chosen
between 16bit signed integer and 32bit floating point values, the
default is 16bit signed inteher. The sample data format is chosen
in file "STTypes.h" by choosing one of the following
defines:</font></p>
<ul>
<li><font face="Arial">#define INTEGER_SAMPLES for 16bit signed
integer</font></li>
<li><font face="Arial">#define FLOAT_SAMPLES for 32bit floating point</font></li>
</ul>
<p><font face="Arial">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.</font></p>
<p><font face="Arial">Sample rates between 8000-48000Hz are
supported.</font></p>
<h3><font face="Arial">3.2. Processing latency</font></h3>
<p><font face="Arial">The processing and latency constraints of
the SoundTouch library are:</font></p>
<ul>
<li><font face="Arial">Input/output processing latency for the
SoundTouch processor is around 100 ms. This is when time-strething is
used; if rate transposing effect alone is used, the latency requirement
is much shorter, see section 'About algorithms'.</font></li>
<li><font face="Arial">Processing CD-quality sound (16bit stereo
sound with 44100Hz samplerate) in real-time or faster is possible
starting from processors equivalent to Intel Pentium 133Mhz or better,
if using "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.</font></li>
</ul>
<h3><font face="Arial">3.3. About algorithms</font></h3>
<p><font face="Arial">SoundTouch provides three seemingly
independent effects: tempo, pitch and playback rate control.
These three controls are implemented as ombination of two primary
effects, <em>samplerate transposing</em> and <em>time-stretching</em>.</font></p>
<p><font face="Arial"><em>Samplerate transposing</em> affects
both the audio stream duration and pitch. It's implemented simply
by converting the original audio sample stream to 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 perform subjectively about as well as higher-order
filtering would.</font></p>
<p><font face="Arial"><em>Time-stretching </em>means changing
audio stream duration without affecting it's pitch. SoundTouch
uses WSOLA-like time-stretching routines that operate in time
domain. Compared to samplerate transposing, time-stretching is a
much heavier operation and also require a longer processing
"window" of sound samples that's being kept inside the
processing algorithm to work with, thus increasing the algortihm
input/output latency. Typical i/o latency for the SoundTouch
time-stretch
algortihm is around 100 ms.</font></p>
<p><font face="Arial">Samplerate transposing and time-streching
are then used together to produce the tempo, pitch and rate
controls:</font></p>
<ul>
<li><font face="Arial"><strong>'Tempo'</strong> control is
implemented purely by time-stretching.</font></li>
<li><font face="Arial"><strong>'Rate</strong>' control is implemented
purely by samplerate transposing.</font></li>
<li><font face="Arial"><strong>'Pitch</strong>' control is
implemented as a combination of time-stretching and samplerate
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 samplerate transposing, which
simultaneously reduces duration and increases pitch. The result is
original duration but increased pitch.</font></li>
</ul>
<h3><font face="Arial">3.4 Tuning the algorithm parameters</font></h3>
<p><font face="Arial">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.</font></p>
<p><font face="Arial">The time-stretch algorithm default
parameter values are set by these #defines in file "TDStretch.h":</font></p>
<blockquote>
<pre>#define DEFAULT_SEQUENCE_MS 82<br>#define DEFAULT_SEEKWINDOW_MS 28<br>#define DEFAULT_OVERLAP_MS 12</pre>
</blockquote>
<p><font face="Arial">These parameters affect to the time-stretch
algorithm as follows:</font></p>
<ul>
<li><font face="Arial"><strong>DEFAULT_SEQUENCE_MS</strong>: This is
the default length of a single processing sequence, in milliseconds.
Determines to how long sequences the original sound is chopped in
time-stretch algorithm. The larger this value is, the lesser sequences
are used in processing. In principle a bigger value sounds better when
slowing down tempo, but worse when increasing tempo and vice versa.<br>
</font></li>
<li><font face="Arial"><strong>DEFAULT_SEEKWINDOW_MS</strong>:
Seeking window default length in milliseconds for algorithm that seeks
for the best possible overlapping location. This determines from how
wide sample "window" the algorithm can look for an optimal mixing
location when the sound sequences are to be linked back together.<br>
<br>
The bigger this window setting is, the higher the possibility to find a
better mixing position becomes, but at the same time large values may
cause a "drifting" sound artifact because neighbouring 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>
</font></li>
<li><font face="Arial"><strong>DEFAULT_OVERLAP_MS</strong>: Overlap
length in milliseconds. When the chopped sound sequences are mixed back
together to form again a continuous sound stream, this parameter
defines over how long period the two consecutive sequences are let to
overlap 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.</font></li>
</ul>
<p><font face="Arial">Notice that these parameters can also be
set during execution time with functions "<strong>TDStretch::setParameters()</strong>"
and "<strong>SoundTouch::setSetting()</strong>".</font></p>
<p><font face="Arial">The table below summarizes how the
parameter can be adjusted for different applications:</font></p>
<table border="1">
<tbody>
<tr>
<td valign="top"><font face="Arial"><strong>Parameter name</strong></font></td>
<td valign="top"><font face="Arial"><strong>Default value
magnitude</strong></font></td>
<td valign="top"><font face="Arial"><strong>Larger value
affects...</strong></font></td>
<td valign="top"><font face="Arial"><strong>Smaller value
affects...</strong></font></td>
<td valign="top"><font face="Arial"><strong>Music</strong></font></td>
<td valign="top"><font face="Arial"><strong>Speech</strong></font></td>
<td valign="top"><font face="Arial"><strong>Effect in CPU burden</strong></font></td>
</tr>
<tr>
<td valign="top"><font face="Arial">SEQUENCE_MS</font></td>
<td valign="top"><font face="Arial">Default value is relatively
large, chosen for slowing down music tempo</font></td>
<td valign="top"><font face="Arial">Larger value is usually
better for slowing down tempo. Growing the value decelerates the
"echoing" artifact when slowing down the tempo.</font></td>
<td valign="top"><font face="Arial">Smaller value might be better
for speeding up tempo. Reducing the value accelerates the "echoing"
artifact when slowing down the tempo </font></td>
<td valign="top"><font face="Arial">Default value usually good</font></td>
<td valign="top"><font face="Arial">A smaller value than default
might be better</font></td>
<td valign="top"><font face="Arial">Increasing the parameter
value reduces computation burden</font></td>
</tr>
<tr>
<td valign="top"><font face="Arial">SEEKWINDOW_MS</font></td>
<td valign="top"><font face="Arial">Default value is relatively
large, chosen for slowing down music tempo</font></td>
<td valign="top"><font face="Arial">Larger value eases finding a
good mixing position, but may cause a "drifting" artifact</font></td>
<td valign="top"><font face="Arial">Smaller reduce possibility to
find a good mixing position, but reduce the "drifting" artifact.</font></td>
<td valign="top"><font face="Arial">Default value usually good,
unless a "drifting" artifact is disturbing.</font></td>
<td valign="top"><font face="Arial">Default value usually good</font></td>
<td valign="top"><font face="Arial">Increasing the parameter
value increases computation burden</font></td>
</tr>
<tr>
<td valign="top"><font face="Arial">OVERLAP_MS</font></td>
<td valign="top"><font face="Arial">Default value is relatively
large, chosen to suit with above parameters.</font></td>
<td valign="top"> </td>
<td valign="top"><font face="Arial">If you reduce the "sequence
ms" setting, you might wish to try a smaller value.</font></td>
<td valign="top"> </td>
<td valign="top"> </td>
<td valign="top"><font face="Arial">Increasing the parameter
value increases computation burden</font></td>
</tr>
</tbody>
</table>
<h3><font face="Arial">3.5 Performance Optimizations </font></h3>
<p><font face="Arial"><strong>General optimizations:</strong></font></p>
<p><font face="Arial">The time-stretch routine has a 'quick' mode
that substantially speeds up the algorithm but may degrade the
sound quality by a small amount. This mode is activated by
calling SoundTouch::setSetting() function with parameter id
of SETTING_USE_QUICKSEEK and value "1", i.e. </font></p>
<blockquote>
<pre><font face="Arial">setSetting(SETTING_USE_QUICKSEEK, 1);</font></pre>
</blockquote>
<p><font face="Arial"><strong>CPU-specific optimizations:</strong></font></p>
<ul>
<li><font face="Arial">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. </font></li>
<li><font face="Arial">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. </font></li>
<li><font face="Arial">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. </font></li>
</ul>
<hr>
<h2><font face="Arial">4. SoundStretch audio processing utility </font></h2>
<p><font face="Arial">SoundStretch audio processing utility<br>
Copyright (c) Olli Parviainen 2002-2003</font></p>
<p><font face="Arial">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 own programs, but it can as well be used for
processing sound files.</font></p>
<h3><font face="Arial">4.1. SoundStretch Usage Instructions</font></h3>
<p><font face="Arial">SoundStretch Usage syntax:</font></p>
<blockquote>
<pre><font face="Arial">soundstretch infile.wav outfile.wav [switches]</font></pre>
</blockquote>
<p><font face="Arial">Where: </font></p>
<table border="0" cellpadding="2" width="100%">
<tbody>
<tr>
<td valign="top">
<pre><font face="Arial">"infile.wav"</font></pre>
</td>
<td valign="top"><font face="Arial">is name of the input sound
data file (in .WAV audio file format). </font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial">"outfile.wav"</font></pre>
</td>
<td valign="top"><font face="Arial">is name of the output sound
file where the resulting sound is saved (in .WAV audio file format).
This parameter may be omitted if it's not desired to save the output
(e.g. when only calculating BPM rate with '-bpm' switch).</font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial"> [switches]</font></pre>
</td>
<td valign="top"><font face="Arial">Are one or more control
switch.</font></td>
</tr>
</tbody>
</table>
<p><font face="Arial">Available control switches are:</font></p>
<table border="0" cellpadding="2" width="100%">
<tbody>
<tr>
<td valign="top">
<pre><font face="Arial">-tempo=n </font></pre>
</td>
<td valign="top"><font face="Arial">Change sound tempo by n
percents (n = -95.0 .. +5000.0 %) </font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial">-pitch=n</font></pre>
</td>
<td valign="top"><font face="Arial">Change sound pitch by n
semitones (n = -60.0 .. + 60.0 semitones) </font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial">-rate=n</font></pre>
</td>
<td valign="top"><font face="Arial">Change sound playback rate by
n percents (n = -95.0 .. +5000.0 %) </font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial">-bpm=n</font></pre>
</td>
<td valign="top"><font face="Arial">Detect the Beats-Per-Minute
(BPM) rate of the sound and adjust the tempo to meet 'n' BPMs. If this
switch is defined, the "-tempo=n" switch value is ignored. If "=n" is
omitted, i.e. switch "-bpm" is used alone, the program just calculates
and displays the BPM rate but doesn't adjust tempo ccording to the BPM
value. </font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial">-quick</font></pre>
</td>
<td valign="top"><font face="Arial">Use quicker tempo change
algorithm. Gains speed but loses sound quality. </font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial">-naa</font></pre>
</td>
<td valign="top"><font face="Arial">Don't use anti-alias
filtering in samplerate transposing. Gains speed but loses sound
quality. </font></td>
</tr>
<tr>
<td valign="top">
<pre><font face="Arial">-license</font></pre>
</td>
<td valign="top"><font face="Arial">Displays the program license
text (LGPL)</font></td>
</tr>
</tbody>
</table>
<p><font face="Arial">Notes:</font></p>
<ul>
<li><font face="Arial">The numerical switch values can be entered
using either integer (e.g. "-tempo=123") or decimal (e.g.
"-tempo=123.45") numbers.</font></li>
<li><font face="Arial">The "-naa" and/or "-quick" switches can be
used to reduce CPU usage while compromising some sound quality </font></li>
<li><font face="Arial">The BPM detection algorithm works by detecting
repeating low-frequency (<250Hz) sound patterns and thus works
mostly with most rock/pop music with bass or drum beat. The BPM
detection doesn't work on pieces such as classical music without
distinct, repeating bass frequency patterns. Also pieces with varying
tempo, varying bass patterns or very complex bass patterns (jazz,
hiphop) may produce odd BPM readings. <br>
<br>
In cases when the bass pattern drifts a bit around a nominal beat rate
(e.g. drummer is again drunken :), the BPM algorithm may report
incorrect harmonic one-halft of one-thirdth of the correct BPM value;
in such case the system could for example report BPM value of 50 or 100
instead of correct BPM value of 150. </font></li>
</ul>
<h3><font face="Arial">4.2. SoundStretch usage examples </font></h3>
<p><font face="Arial"><strong>Example 1</strong></font></p>
<p><font face="Arial">The following command increases tempo of
the sound file "originalfile.wav" by 12.5% and saves
result to file "destinationfile.wav":</font></p>
<blockquote>
<pre><font face="Arial">soundstretch originalfile.wav destinationfile.wav -tempo=12.5</font></pre>
</blockquote>
<p><font face="Arial"><strong>Example 2</strong></font></p>
<p><font face="Arial">The following command decreases the sound
pitch (key) of the sound file "orig.wav" by two
semitones and saves the result to file "dest.wav":</font></p>
<blockquote>
<pre><font face="Arial">soundstretch orig.wav dest.wav -pitch=-2</font></pre>
</blockquote>
<p><font face="Arial"><strong>Example 3</strong></font></p>
<p><font face="Arial">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. Result is
saved to file "dest.wav":</font></p>
<blockquote>
<pre><font face="Arial">soundstretch orig.wav dest.wav -tempo=-25.3 -pitch=1.5</font></pre>
</blockquote>
<p><font face="Arial"><strong>Example 4</strong></font></p>
<p><font face="Arial">The following command detects the BPM rate
of the file "orig.wav" and adjusts the tempo to match
100 beats per minute. Result is saved to file "dest.wav":</font></p>
<blockquote>
<pre><font face="Arial">soundstretch orig.wav dest.wav -bpm=100</font></pre>
</blockquote>
<hr>
<h2><font face="Arial">5. Change History</font></h2>
<h3><font face="Arial">5.1. SoundTouch library Change History </font></h3>
<p><font face="Arial"><strong>v1.2.2:<br>
</strong></font></p>
<span style="font-family: arial;"></span>
<ul style="font-family: arial;">
<li>Fixed tempo routine output duration inaccuracy due to rounding
error<br>
</li>
<li>Implemented separate processing routines for integer and
floating arithmetics to allow improvements to floating point routines
(earlier used algorithms mostly optimized for integer arithmetics also
for floating point samples)<br>
</li>
<li>Fixed a bug that distorts sound if samplerate changes during the
sound stream<br>
</li>
<li>Fixed a memory leak that appeared in MMX/SSE/3DNow! optimized
routines<br>
</li>
<li>Reduced redundant code pieces in MMX/SSE/3DNow! optimized
routines vs. the standard C routines.<br>
</li>
<li>Other miscellaneous bug fixes<br>
</li>
</ul>
<p style="font-family: arial;"><strong>v1.2.1: </strong></p>
<ul>
<li><font face="Arial">Added automake/autoconf scripts for GNU
platforms (in courtesy of David Durham)</font></li>
<li><font face="Arial">Fixed SCALE overflow bug in rate transposer
routine.</font></li>
<li><font face="Arial">Fixed 64bit address space bugs.</font></li>
<li><font face="Arial">Created a 'soundtouch' namespace for
SAMPLETYPE definitions.</font></li>
</ul>
<p><font face="Arial"><strong>v1.2.0: </strong></font></p>
<ul>
<li><font face="Arial">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)</font></li>
<li><font face="Arial">Replaced 'make-gcc' script for GNU environment
by master Makefile</font></li>
<li><font face="Arial">Added time-stretch routine configurability to
SoundTouch main class</font></li>
<li><font face="Arial">Bugfixes</font></li>
</ul>
<p><font face="Arial"><strong>v1.1.1: </strong></font></p>
<ul>
<li><font face="Arial">Moved SoundTouch under lesser GPL license
(LGPL). This allows using SoundTouch library in programs that aren't
released under GPL license. </font></li>
<li><font face="Arial">Changed MMX routine organization so that MMX
optimized routines are now implemented in classes that are derived from
the basic classes having the standard non-mmx routines. </font></li>
<li><font face="Arial">MMX routines to support gcc version 3. </font></li>
<li><font face="Arial">Replaced windows makefiles by script using the
.dsw files </font></li>
</ul>
<p><font face="Arial"><strong>v1.01: </strong></font></p>
<ul>
<li><font face="Arial">"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. </font></li>
<li><font face="Arial">Moved file "FIFOSampleBuffer.h" to "include"
directory to allow accessing the FIFOSampleBuffer class from external
files. </font></li>
</ul>
<p><font face="Arial"><strong>v1.0: </strong></font></p>
<ul>
<li><font face="Arial">Initial release </font></li>
</ul>
<br>
<h3><font face="Arial">5.2. SoundStretch application Change
History </font></h3>
<p><font face="Arial"><strong>v1.2.2:<br>
</strong></font></p>
<ul>
<li><font face="Arial">No changes</font><br>
</li>
</ul>
<p><font face="Arial"><strong>v1.2.1: </strong></font></p>
<ul>
<li><font face="Arial">Fixed 64bit address space bugs.</font></li>
</ul>
<p><font face="Arial"><strong>v1.2.0: </strong></font></p>
<ul>
<li><font face="Arial">Added support for 32bit floating point sample
data type</font></li>
<li><font face="Arial">Restructured the BPM routines into separate
library</font></li>
<li><font face="Arial">Fixed big-endian conversion bugs in WAV file
routines (hopefully :)</font></li>
</ul>
<p><font face="Arial"><strong>v1.1.1: </strong></font></p>
<ul>
<li><font face="Arial">Fixed bugs in WAV file reading & added
byte-order conversion for big-endian processors. </font></li>
<li><font face="Arial">Moved SoundStretch source code under 'example'
directory to highlight difference from SoundTouch stuff. </font></li>
<li><font face="Arial">Replaced windows makefiles by script using the
.dsw files </font></li>
<li><font face="Arial">Output file name isn't required if output
isn't desired (e.g. if using the switch '-bpm' in plain format only) </font></li>
</ul>
<p><font face="Arial"><strong>v1.1:</strong></font></p>
<ul>
<li><font face="Arial">Fixed "Release" settings in Microsoft Visual
C++ project file (.dsp) </font></li>
<li><font face="Arial">Added beats-per-minute (BPM) detection routine
and command-line switch "-bpm" </font></li>
</ul>
<p><font face="Arial"><strong>v1.01: </strong></font></p>
<ul>
<li><font face="Arial">Initial release </font></li>
</ul>
<hr>
<h2 align="left"><font face="Arial">6. LICENSE </font></h2>
<p><font face="Arial">SoundTouch audio processing library<br>
Copyright (c) Olli Parviainen</font></p>
<p><font face="Arial">This library is free software; you can
redistribute it and/or modify it under the terms of the GNU
Lesser General Public License as published by the Free Software
Foundation; either version 2.1 of the License, or (at your option)
any later version.</font></p>
<p><font face="Arial">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.</font></p>
<p><font face="Arial">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</font></p>
<hr>
<p><font face="Arial" size="2">$Id: README.html,v 1.11 2003/12/27
11:12:26 Olli Exp $ </font></p>
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