| "Hans Mikelson" wrote:
> Thanks for the help Eloy, that worked for me. Thanks for the strings Varga,
> they sound great! I tried the same with the maximizer but it didn't work.
> I got it to uudecode but I'm not sure about the .bz2 format? Alladin
> Expander and Winzip don't seem to like it. (Even if I change the extension
You can get a (rather old) win95 version of bzip2 from here:
ftp://ftp.cs.tu-berlin.de/pub/msdos/mirrors/stuba/pc/pack/bzip2w95.zip
This program works for me.
Usage:
decompress: bzip2 -d maximizer-1.0.tar.bz2 (will create the file
maximizer-1.0.tar)
test (checks CRC): bzip2 -vt maximizer-1.0.tar.bz2
You need a C compiler to compile the program; if you have gcc
(cygwin32 for win95), the program can be compiled by:
gcc -Wall -O3 -march=pentiumpro -fomit-frame-pointer -funroll-loops \
main.c -o maximizer.exe -s -lm
Since it is written in ansi C, most other compilers should work as well.
(only compile the file "main.c", it includes the others; there is no
Makefile)
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Subject: Re: uuencode (was Some synth strings)
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"Hans Mikelson" wrote:
> to .gz) I'll try getting the drums to decode next.
I have unpacked the drums on W95 succesfully. Here is how
to do it:
1. Get the file ftp://ftp.maths.bath.ac.uk/pub/dream/Csound_List_Archive/Csound.846.gz
2. ungzip it with WinZip
3. Edit Csound.846 with edit.exe (this program can handle unix
text files); put the 3 encoded parts together, the first line should
be "begin-base64" and "====" the last. (note: part 3 was
accidentally sent twice)
4. Save it as "drums.uue"
5. Open "drums.uue" with WinZip, extract the encoded file and
rename it to drums3.tar.gz
6. Unpack drums3.tar.gz with WinZip.
7. Compile the instruments :) (btw. I recommend using "make"
for unix/linux users)
This may seem to be complicated, but in fact it took me about 1-2
minutes to unpack the archive (definitely faster than correcting
line wraps in >100K orc/sco code).
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Subject: New site
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I am creating a web site to upload stuff (instruments,
samples, utilities etc.), it will be available next week.
Check
http://www.geocities.com/SiliconValley/Bit/5683/index.html
(it is empty yet, I will upload the files next Monday)
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Date: Fri, 22 Oct 1999 08:52:42 -0600
From: Mike Berry
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Subject: Re: toot1 of tutorial finally toots
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'snd' resources were/are used on Mac's for system sounds and very short
sounds associated with apps. It is a mixed format which contains PCM
(audio data) and/or synthesizer playback instructions. They are stored
in the resource fork.
However, the resource fork is not a suitable location (for a variety of
programming reasons) for large (>32k) chunks of data. One reason is
that resources can only be loaded as complete blocks of memory, and 68k
Macs could only easily load <32k of memory at a time, because the memory
addresses were only 16 bit numbers. 32k is only .185 seconds of
44.1/16bit audio, which, as you can imagine, would severely limit your
csound (or any audio) composing.
For this reason, Apple created the AIFF file format (which actually
significantly predates QuickTime). The AIFF data was stored in the data
fork, for which the only logical limit was the available space on your
hard drive. Furthermore, the data fork can be accessed in little
chunks, so that an application did not have to read the entire file into
memory just to play it. At its simplest, an AIFF file is 54 bytes of
header info and all of the sound samples, though the files can store
many other types of data as well (such as MIDI instrument numbers,
copyright infor, etc...).
You mentioned SoundHack, which is probably the premiere sound format
utility for the Mac. AIFF files may have sound data at any sample rate
and at 8 bit, 16 bit, 24 bit, 32 bit integers and 32 bit floats, as well
as compressed data. Not all of these will be readable by all
applications. I understand that you are using a 68k Mac, so the
auto-playback ability in CsoundPPC is not available to you. You might
look on the web for EasyAIFF (which used to be bundled with CSoundPPC)
which is a very simple AIFF file player.
Hope this explains some things.
--
Mike Berry
mikeb@nmol.com
http://www.nmol.com/users/mikeb
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This new system is run by some software called EZMLM and I have it
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Date: Sat, 23 Oct 1999 02:46:37 -0600
To: Mike Berry , csound@maths.ex.ac.uk
From: Merideth Johnston
Subject: Re: toot1 of tutorial finally toots
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Thanks much, Mike, that was very helpful. I'm tooting along quite well now
using QT4's Player, and I think it will work just fine for this purpose.
Too bad neither Csound or QT Player are scriptable apps, eh? 8-) I did
have a problem with toot8 and toot9, though, as Csound does not seem to be
able to recognize the file soundin.aiff which was included in the tutorial.
It is a valid file, and plays just fine in QT Player. I'm sure I can make
do without it, but I'd like to have these samples all work if possible.
When I try to select the file, it is not listed as a possible selection,
acts as if it isn't even there. (those are the toots that use a sound file
as input and refer to it in the script) What exactly is it looking for
that it isn't getting with the soundin.aiff file?
Merideth
merideth@sky.net ;)-{8-->= li'l wimyn @-{--E=
http://www.sky.net/~merideth/ - visit my poetry page & art gallery
http://www.geocities.com/Heartland/Plains/9311 - genealogy site
http://www.anyboard.net/arts/artnpoetry/index.html - Art & Poetry Message
Board
* * * *
- - - - - - -- -- -- --- --- --- ---- ---- ---- ----- ----- -----<>]====- *
* *
*
If you don't have fuel or sufficient runway for the kind of plane you're
in, you aren't going to get off the ground any better than you would by
flapping your arms.
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Date: Sat, 23 Oct 1999 10:57:30 +0000
From: "K.H"
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To: Merideth Johnston
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Subject: Re: toot1 of tutorial finally toots
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Hello
If you want to use a soundfile forCsound, for soundin opcode, you
should
put the sound file in a folder (ex: samples) and choose the correct path
to this file
in (choose "default directories..." if you are using CsoundPPC). That's
all.
For loscil, it's the same, except that loscil looks for a ftable
using GEN01 which loads the soundfile.
good Csounding
karim
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Date: Sat, 23 Oct 1999 12:39:31 +0200
From: Jens Groh
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John ffitch wrote:
> I have seen a report that the change made to delayr and delayw to give
> better nesting of delay lines means that the well-known xanadu
> orchestra fails. Unfortunately I cannot remember exactly what was
> done, or when. If anyone can enlighten me I would be grateful (a
> failure of my ChangeLog i am afraid). Anyway, I am not sure what to
> do about this.
> Thoughts?
> ==John ffitch
Hello list, hello John!
Unfortunately, you are right.
It was me who wanted and who programmed the changes. They were meant to
improve interleaving (I wouldn't say nesting) delayr/delayw pairs. But I
had not thought that it might make sense to access the delay line data
from _outside_ the delayr/delayw pair. Seemingly it does, as Xanadu.orc
shows. I'm sorry about that.
With my changes, there is a mechanism to associate a deltap(i) opcode
with the right delayw opcode at init-time. It keeps track which delay
line is the current one by validating a delay line reference with delayr
and invalidating it with delayw. After the last delayw (and before the
first delayr) there is no current delay line, and trying to access one
is interpreted as error. That's what breaks the Xanadu orchestra.
I'm trying to find a solution which makes Xanadu.orc and similar ones
work as they did before without sacrificing the new possibilities.
Please, give me a little time before you decide to undo the changes.
So long,
Jens Groh
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From: Jens Groh
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John ffitch wrote:
> I have seen a report that the change made to delayr and delayw to give
> better nesting of delay lines means that the well-known xanadu
> orchestra fails. Unfortunately I cannot remember exactly what was
> done, or when. If anyone can enlighten me I would be grateful (a
> failure of my ChangeLog i am afraid). Anyway, I am not sure what to
> do about this.
> Thoughts?
> ==John ffitch
Hello list, hello John!
Unfortunately, you are right.
It was me who wanted and who programmed the changes. They were meant to
improve interleaving (I wouldn't say nesting) delayr/delayw pairs. But I
had not thought that it might make sense to access the delay line data
from _outside_ the delayr/delayw pair. Seemingly it does, as Xanadu.orc
shows. I'm sorry about that.
With my changes, there is a mechanism to associate a deltap(i) opcode
with the right delayw opcode at init-time. It keeps track which delay
line is the current one by validating a delay line reference with delayr
and invalidating it with delayw. After the last delayw (and before the
first delayr) there is no current delay line, and trying to access one
is interpreted as error. That's what breaks the Xanadu orchestra.
I'm trying to find a solution which makes Xanadu.orc and similar ones
work as they did before without sacrificing the new possibilities.
Please, give me a little time before you decide to undo the changes.
So long,
Jens Groh |