| Hi there,
Please upload the .exe!
I´m waiting, wow!!
ciao,
Josue Arias.
--
CREACIONES MUSICALES
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Josue Arias | Oriente 4, 2ºD |
| josue@skios.es | S.S. de los Reyes |
| c_music@hotmail.com | 28700 Madrid, SPAIN |
| Ph/fax: 34-1-652 03 19 |
|___________________________________________|
| __________________________________ |
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http://www.geocities.com/Hollywood/Hills/3370
Akai, E-mu, OBerheim, Korg, Sequential, Roland, Yamaha.
"There´s nothing quite like a good resonant filter sweep first
thing in the morning to set up you up for the day!?"
-Ian Boddy
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Date: Tue, 25 Feb 1997 10:43:08 -0500
From: Marc Power
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Subject: Fiorella Terenzi - Music of the Galaxies
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Hi csounders,
I understand that Fiorella Terenzi used Galaxy spectral and radio
data to feed into csound when she created 'Music from the Galaxies'.
Any idea how she did this?
I have a ton of realtime stockmarket data, I wonder what it sounds
like :)
I rather like the Tangerine Dream like qualities (1970's TD) this
music has, does anyone know (or can guess) what csound setups produce
the whirling shwooshing synthi sounds?
(I would like to do something similar)
Any help would be very much appreciated since I am pretty much
a csound newbie.
Also, can anyone recommend a good PCMCIA soundcard for a laptop?
I have a 75MHz pentium with two pcmcia slots and 16MB RAM.
Cheers!
Marc.
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Date: Tue, 25 Feb 1997 16:22:04 +0000 (GMT)
From: R Hollingum
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To: Csound Mailing List
Subject: 3d audio
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Hi
I am very intrested in 3d audio form just 2 speakers i.e the qsound
system, and also the 3d audio found on some basic sound cards, things
like the spaciliser. What I mean by 3d audio is more about making the
sound appear as though it is comming from beond the speaker boundary then
from behind the listener.
I would be very intrested if any one who knows where I can get more
information on how to do this using basic csound commands could get in
tough with me. Also if you know of any examples of this and where I can
find them.
I have already found lots of .wav files of 3d audio recordings
including the vertial head and some qsound recordings all these are very
intresting however I have found a relatively small amount of technical
detail on stero 3d systems. I have already lots of tecnical data on the
ambisonics 4 plus speakers but since I haven't the means of replaying
this at present for my own expermintation this is rather useless.
Thank you
Rathe
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Date: Tue, 25 Feb 1997 09:07:22 -0800 (PST)
From: Francis Styck
To: R Hollingum
Cc: Csound Mailing List
Subject: Re: 3d audio
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There is some very good information at http:/www.wstuff.com/panhandler
On Tue, 25 Feb 1997, R Hollingum wrote:
>
> I am very intrested in 3d audio form just 2 speakers i.e the qsound
> system, and also the 3d audio found on some basic sound cards, things
> like the spaciliser. What I mean by 3d audio is more about making the
> sound appear as though it is comming from beond the speaker boundary then
> from behind the listener.
>
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Date: Tue, 25 Feb 1997 17:51:22 +0100
To: csound@maths.ex.ac.uk
Subject: Windows 95 realtime midi version
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Gabriel maldonado wrote:
>Dear Csound community,
>I have finished writing a Csound Realtime MIDI version for Windows 95
>platform with Visual C++ 2.0 32bit compiler.
Just a comment:
I think it would be very interesting to put it on some of the "usual" ftp
servers where we download csound versions.
Ignasi Alvarez.
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From: Stephen Barrass
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Subject: Re: Subjective Loudness
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there is a bunch of iso standards for measuring acoustical things at
http://www.iso.ch/cate/1714001.html
some examples are
sound absorption in reverberent room
method for calculating loudness level
method for calculating attenuation of sound during propagation outdoors
detemination of sound insulation performance of cabins
but they are not freely available over the net - you have to order them
and pay for them ...
stephen
--------------------------------------------------------------------------------
stephen.barrass@cmis.csiro.au @ * ~
ftp://ftp.cbr.dit.csiro.au/staff/stephen/stephen.html whiz pop splash
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Date: Wed, 26 Feb 1997 07:54:24 +0100
From: Gabriel Maldonado
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To: Steven Curtin
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Subject: Re: Windows 95 Realtime Midi version of Csound
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Steven Curtin wrote about my realtime midi version of csound:
> Cool. I'm starting work on a similar project that will include
> DirectSound support.
Well, I don't have the luck of having the version 4.2 of MS Visual C++,
so I don't know
the programming features of DirectSound. I read the following text about
DirectSound
in the "mellosoftron" shareware program help (mellosoftron is a software
sampler that
works in a similar way as csound):
"The low latency feature is only really there for static sounds, i.e.
sounds stored in their "entirety in memory buffers and blitted out on
demand. In order to use such buffers, you must "give up envelope shaping
and looping (except for the trivial case of repeated playback of the
"entire buffer). You must also give up decent resampling, since all that
DirectSound does is "change the output rate (no interpolation). The
resulting sound quality is horrible, totally "unsuitable for music.
"
" The last problem could be overcome (given enough RAM) by
pre-resampling the sounds and storing "them separately for each note,
resulting in something very similar to the old Mellotron, but "this is
hardly worthy of being called a "solution".
"
" If you want to do envelope shaping and decent resampling with
DirectSound, you must use "streaming buffers. A look at the
documentation shows that you must then write ahead by at least "1 second
in order to avoid breakups. Needless to say, a latency of 1 second is
quite "unacceptable for live applications."
With my Pentium 133 PC the mean latency value is about 1/5 of second
(still too much big
for my taste and it don't use DirectSound)
Do you know if is it possible to eliminate latency time in realtime
sound processing
with the newer versions of DirectSound?
Bye
Gabriel
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Date: Wed, 26 Feb 1997 07:54:42 +0100
From: Gabriel Maldonado
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To: John Boyd
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Subject: Re: simultaneous "soundin" files
References: <199702191507.PAA29075@hermes> <3312019F.63DA@protozoa.com> <3312B6A4.3AA1@agora.stm.it> <33135F19.167E@protozoa.com>
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John Boyd wrote about soundin UG:
> So what does this mean? Does it only load a 4K segment of the entire
> sample?
Yes, after reading all the contents of the 4K buffer, soundin loads
a subsequent 4K segment in memory. If the input file length is
not a multiple of 4096 , some sample can be dropped off at the end
of input file. An expedient to avoid this problem is adding some zeroes
at the end of input file for increasing its length.
> Is this the reason that some notes drop off too early?
Yes
> > My new (optional) "soundin2" UG allows input file sampling rates of any
> > value and
> > resample them with current sr value. It also allows krate interpolated
> > pitch-shifting of the original soundfile.
> >
> > The syntax of "soundin2" is:
> >
> > a1 soundin2 ifilcod, iskptim, iformat, kfrqratio
> > a1, a2 soundin2 ifilcod, iskptim, iformat, kfrqratio
>
> and ifilcod, iskptim and iformat mean what?
>
> Do any of these parameters handle loop points for sustained notes? I
> keep wondering how csound running realtime with midi would handle loop
> points...
These parameter ar identical to the old soundin's ones,
so, as we can read in the manual:
ifilcod - integer or character-string denoting the source soundfile
name. An integer denotes the file soundin.filcod ; a character-string
(in double quotes, spaces permitted) gives the filename itself,
optionally a full pathname. If not a full path, the named file is
sought first in the current directory, then in that given by the
environment variable SSDIR (if defined) then by SFDIR. See also GEN01.
iskptim (optional) - time in seconds of input sound to be skipped. The
default value is 0.
iformat (optional) - specifies the audio data file format: 1 = 8-bit
signed char (high-order 8 bits of a 16-bit integer), 2 = 8-bit A-law
bytes, 3 = 8-bit U-law bytes, 4 = 16-bit short integers, 5 = 32-bit long
integers, 6 = 32-bit floats). If iformat = 0 it is taken from the
soundfile header, and if no header from the csound -o command flag. The
default value is 0.
Note that, differently from old "soundin", iskptim and iformat are NOT
optional in "soundin2".
About my realtime midi version of csound you wrote:
> So does this version run with all the features from a command line as
> well? It sounds like this version is somewhat gui based the way you
> describe it..
My version is NOT gui based and can be run from command line. I haven't
undrestood
how to use the -L option. The flag listing says:
-L dnam read Line-oriented realtime score events from device 'dnam'
but I have never understood why csound does not produce any sound when
inputting
lines as
i1 0 3 (ecc...)
Is it perhaps possible to have some different syntax?
> I'm using cgi to wrapper csound and provide an html based
> compositional tool, so I'm hoping that your version can handle command
> line options too..
What is this "cgi to wrapper csound" ? I'm curious. My friend Riccardo
Bianchini
wrote a csound GUI shell in MS Visual Basic called "WCSHELL" and my
realtime
csound works fine with it.
Gabriel
g.maldonado@agora.stm.it
|