| mixviews is good.... plus it does more than just editing...
On Tue, 15 Apr
1997, dr livingstone wrote:
> does anyone know of any good sound file editors for xwindows under
> linux?
> i haven't found any that are even close to some of the freeware ones
> available for windows95, but i would rather use xwindows, because i
> really like using cecilia
>
> thanks
>
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From: Tobias Kunze
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In-Reply-To: dr livingstone "linux sound editors" (Apr 15, 12:56am)
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Binaries for NeXT, Sun, Linux, and SGI of Doug Scott's (wonderful)
MixViews are available from
http://www.ccmrc.ucsb.edu/~doug/htmls/MiXViews.html
--
______________________________________________________________________
Tobias Kunze t@kunze.stanford.edu
CCRMA, Stanford University http://www.stanford.edu/~tkunze
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From: "J.A. Bijsterbosch"
To: csound
Subject: How to get csound up and running?
Date: Tue, 15 Apr 1997 18:58:57 +0200
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Hello audio entrepreneurs,
Searching for a way to create and or compose music on my PC, I stumbled on
the mentioning of Csound in a dutch computer magazine. Since that time, now
some four weeks ago, I've been looking for information on what programs to
get and how to install them on my P90/24Mb Windows 95 based system. I found
manuals and tutorials on the c_front.html page at Leeds.ac.uk, and some zip
archives with, I presume, some needed executables, but any text or readme
files, on what exactly is needed or how to install the components to really
get going, are not to be found. I also tried to get the FAQ on this subject
thinking that this knowledge maybe could be obtained there, but the links
to that seem to be broken so that's no option as well.
Is there anybody who is willing and able to get me going in the right
direction ?
Things like how to setup the directory tree, config.sys and autoexec.bat if
necessairy, how to get sound out of the generated test file (Yes,;-)) I
came that far already, but here my tries have rendered to a definite halt),
and last but not least, what program components are needed to fully
implement csound's potential.
Thanks in advance...
Greetings from silent Amsterdam,
Jan Bijsterbosch
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From: Riccardo Bianchini
Subject: Reinit soundin
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Hello!
Can anyone help me understand WHY soundin ug seems not to reinit?
This is a fragment of my orchestra:
iskip = 1.5 ;or anything, even zero
fromhere:
a1 soundin "anyfile.wav",iskip
timout 0,.1,contin
reinit fromhere
contin: ;etc....
reinit statement is supposed to reinit all UGs between label 'fromhere' and
itself, right?
Well, soundin goes on quietly reading its file without reinitialize.
Thanks to anyone who can help me.
Riccardo
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From: omni
To: csound@maths.ex.ac.uk
Subject: LPC on Csound
Date: Tue, 15 Apr 97 22:58:02
Comment: Turkce karekter filtresinden gecirildi.
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Hello everybody,
My first attempt to do LPC on Csound has been unsuccessful.I did use the LPC
of a .wav file, which was 2 sec. long with the following code.The result has
been an a lot of timestreched, very breathy sound. And it doesn't contain the
whole original phrase.
Am I missing something? Any help will be preciated.
; sr = 22050
; kr = 2205
; ksmps = 10
; nchnls = 1
; instr 1
;ktimpnt line 0, 2, 1
;krmsr, krmso, kerr, kcps lpread ktimpnt,"1234.lpc"
;asig rand 500
;ar lpreson asig,1
;out ar
;endin
Thank you;
Sinan Boekesoy
E-mail: omni@doruk.com.tr
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Date: Tue, 15 Apr 1997 17:47:21 -0400
From: Jean Piche
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Tobias Kunze wrote:
>
> Binaries for NeXT, Sun, Linux, and SGI of Doug Scott's (wonderful)
> MixViews are available from
>
Careful though! MixViews *is* wonderful but, on the sgi, it tends to
deal quite badly with longuish soundfiles. Anything over 10-16Mb will
bring the machine trashing to its knees. Something to do with contiguous
memory allocation I believe. Same thing on Linux?
Bill Schottstaedt's snd is great also...
--
________________________________________________________
Jean Piche
Universite de Montreal
http://mistral.ere.umontreal.ca/~pichej
http://www.musique.umontreal.ca/Org/CompoElectro/CEC/
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In-Reply-To: Jean Piche "Re: linux sound editors" (Apr 15, 5:47pm)
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Jean Piche wrote:
|
| Anything over 10-16Mb will bring the machine trashing to
| its knees.
seems to be a memory issue, but that's true for most sound editors
I know. mixview tries to load ALL of the file into memory, scanning
for peak values, etc. But you can enter a memory limit to avoid
trashing. I started running into problems with files 130 MB and up
on my 160 MB Indy :)
--
______________________________________________________________________
Tobias Kunze t@kunze.stanford.edu
CCRMA, Stanford University http://www.stanford.edu/~tkunze
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Date: Tue, 15 Apr 1997 15:37:52 -0700 (PDT)
From: "Matt J. Ingalls"
To: Riccardo Bianchini
Cc: csound@maths.ex.ac.uk
Subject: Re: Reinit soundin
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> Can anyone help me understand WHY soundin ug seems not to reinit?
> Well, soundin goes on quietly reading its file without reinitialize.
here's the first line in the init code (which i assume is called by
reinit):
if (p->fdch.fd != 0) return; /* if file already open, rtn
*/
bypassing all the file opening stuff (AND not reiniting the skip time,
which is why you are doing all this, right?)
-matt
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From: Robin Whittle
To: Hans Mikelson
Date: Wed, 16 Apr 1997 14:11:34 +1000
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Subject: Re: 3D Sound Opcode?
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Hello Hans and Csounders interested in binaural sound,
Your email pretty much describes a ugen I wrote around a year ago.
I have not released it publicly since I don't consider it finished,
and I have not known of anyone who was really interested in exploring
this field. However you do sound interested and I can email you the
source code.
Are you set up for re-compiling Csound and integrating new ugens?
What system are you using? I am using Linux a little, but
mainly still using DJGPP for an MSDOS executable which runs under
MSDOS, Win3.1 and Win95.
There are two ugens. One establishes some global variables and moves
the head at k rate.
Head position is in x, y and z - distance measured in milliseconds of
sound travel, around one foot or 30 cm. The head axis is assumed to
be vertical, but it would not be out of the question to extend this
to other forms of rotation. The rotation of the head is also
specified at k rate. This establishes a global pair of mix
variables to which the second ugen accumulates a binaural mix.
This ugen also sets up a global variable to determine the length of
the delay lines used by the second ugen.
Another global variable determines the finesse to which the binaural
processing is done. In high quality mode, filtering, volume,
proximity effects (low frequency response drops off when small sound
sources are not close to the ear) and a double a rate over-sampled
interpolated delay line are used. Other values reduce quality, but
enable faster cooking of the piece for draft purposes.
There are no HRTF samples - that would be slow and raise many problems
with interpolating between the samples for other angles.
The second ugen is given an audio signal, the "size" of the sound (eg
a 1" tweeter, a 15" woofer or something larger, a factor to control
to what degree this "size" affects frequency response, and x, y and z
locations at k rate. There is no "direction" for the sound source -
that would be possible but would add a lot of processing. The sound
source is assumed to have spherical radiation.
The gain when the sound source is at the ear location is 1.0.
Further away the gain drops off in a rough relation to the distance
and the "size" of the sound source. A simple 1/(distance squared)
approach leads to infinite volumes when the source is at the ear -
this would only be realistic for a sound source of infinitely small size.
All processing is done on the basis of finely calculated delay times
(hence full Doppler effects are a natural occurrence), volume,
frequency response (IIR) in terms of proximity and "size" and some crude
but effective IIR filtering based on azimuth and a little on
elevation. Thus it is quite clear whether the sound is going around
the head clockwise or counter-clockwise. I wouldn't make such claims
for up/down response - that is fairly weak in the human brain anyway,
and would be very complex to research and implement. One day
perhaps.
The left to right response is excellent. The front to back response
is valuable, but probably not as good as with HRTF or a more
sophisticated approach to filtering.
Overall it produces a very aesthetic sound space, with a few
anomalies as the sound passes very close or between the ears. It
sounds dramatically real with headphones and quite spacious on
speakers. With ksmps = 3 and a rate = 44100, it can do smooth
localisation of rapidly moving sources - and you can easily and
safely do things moving at a moderate fraction of the speed of
sound, in 20 metre radius orbits, whizzing just in front of your nose!
Although the elevation cues are limited, the z dimension (up/down)
is very important since it enables a sound to pass above or below the
head at a distance which does not make it excessively loud or close.
The system is set up for one head and any number of sound sources,
however you need to set your distance limit carefully and make sure
you can fit all the delay lines in RAM.
I can send you the source, or an MSDOS binary, and some orc/sco
pieces which use these ugens, on condition that you keep them to
yourself. At some stage I will probably refine and release them. If
you want to work on the source code *and* if you like to comment and
document your code, then it would be great for you to contribute to
the ugen.
The .h and .c files for UGRW3 total 184 k bytes. They include
extensive comments and a sample rate conversion ugen as well. (This
enables Csound to calculate sound at 88.2kHz, but write a 44.1 kHz
stereo output file.)
Even if you are not interested in how I achieve this binaural
processing, I would suggest that the following parameters are
a valuable basis for any binaural system:
Head - k rate x, y and z location
- k rate rotation
- Perhaps other things if the head axis is not vertical.
Source - "Size" of sound
- To what degree "size" effects low frequency response:
0 = none, like a sealed speaker box.
1 = a lot, like a loudspeaker without an enclosure.
- a rate audio signal
- k rate x, y and z
General - some parameter to globally control the CPU speed vs
quality tradeoff. You can grow old waiting for lots
of high qualtity binaural sound to be calculated.
Regards
- Robin
. Robin Whittle .
. http://www.ozemail.com.au/~firstpr firstpr@ozemail.com.au .
. 11 Miller St. Heidelberg Heights 3081 Melbourne Australia .
. Ph +61-3-9459-2889 Fax +61-3-9458-1736 .
. Consumer advocacy in telecommunications, especially privacy .
. .
. First Principles - Research and expression - music, .
. music industry, telecommunications .
. human factors in technology adoption.
. .
. Real World Interfaces - Hardware and software, especially .
. for music .
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Hi Jan,
> some four weeks ago, I've been looking for information on what programs to
> get and how to install them on my P90/24Mb Windows 95 based system.
> Is there anybody who is willing and able to get me going in the right
> direction ?
> Things like how to setup the directory tree, config.sys and autoexec.bat if
> necessairy, how to get sound out of the generated test file (Yes,;-))
Here is how:
1) ftp to ftp.maths.bath.ac.uk (138.38.96.5),
2) download the following files:
/pub/dream/newest/csound_new.zip (program files)
/pub/dream/platforms/pc/Midi.zip (this could serve for test)
That's just enough to generate a sound. Unpack both zip files into
separate directories. Copy 4 bach59 files from Midi.Zip (.MID,.ORC,.SCO,
.BAT -- though I don't know whether they're still there... or else try
another four) to Csound directory. Run bach59.bat -- you should get
bach59.wav, that's it !
Csound.exe (found in csound_new.zip) is 16-bit Extended-DOS application
compiled with WATCOM C. It is extremely stable and should run on any
platform that provides DOS box, on virtually any PC. I have Pentium-120
with 32Mb configured for development needs -- it runs Windwos NT 3.51,
Windows 95, DOS 6.22 or Windows 3.1 (under DOS 6). On ALL these
platforms Csound runs perfectly (with graphics), even on NT which is
known to be extremely ... gentle when it comes to compatibility.
3) download and/or read the file:
/pub/dream/platforms/pc/README
These are instructions you asked about -- how to organize directories,
set PATH and other environment variables, etc. etc. Most instructions
are optional, they just make the life a bit easier.
4) download the following files:
/pub/dream/platforms/pc/Cs_hlp.zip (Windows help file)
/pub/dream/platforms/pc/Tutorials.zip (nice .ORC tutorial)
/pub/dream/documentation/manuals/CSound.manual.txt (the manual)
At this point, you may stop.
5) there are more files which you might want to download from:
/pub/dream/platforms/pc/ (utilities, scores, ect.,etc.)
/pub/dream/platforms/pc/bin/ (dedicated Win95 version)
I havn't tried Windows95 version and probably never will.
6) well-documented sources for PC-hosted version are in:
/pub/dream/newest/csound_src.zip
Good luck,
Vadim.
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Date: Tue, 15 Apr 1997 19:50:51 -0600
To: omni , csound@maths.ex.ac.uk
From: "Daniel W. Hosken"
Subject: Re: LPC on Csound
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>Hello everybody,
>
>My first attempt to do LPC on Csound has been unsuccessful.I did use the LPC
>of a .wav file, which was 2 sec. long with the following code.The result has
>been an a lot of timestreched, very breathy sound. And it doesn't contain the
>whole original phrase.
>
>
>Am I missing something? Any help will be preciated.
>
>
>
>; sr = 22050
>; kr = 2205
>; ksmps = 10
>; nchnls = 1
>; instr 1
>;ktimpnt line 0, 2, 1
this will only cover 1 second of the original file. The value of ktimpnt is
the current position in the analyzed file. You want:
ktimpnt line 0, length-of-resulting-file, length-of-original-file
>;krmsr, krmso, kerr, kcps lpread ktimpnt,"1234.lpc"
>;asig rand 500
>;ar lpreson asig,1
Remember, LPC models a sound (more or less) as a source and filters. Using
rand alone as a source gives you the equivalent (sort of) of a whispered
version of the original. If the original file was a vocal sound, you would
typically use a buzz ugen for voiced sounds and rand for unvoiced (sssss,
etc.). To switch between them, use the kerr which is a measure of the
accuracy of the prediction (the P in LPC). The more accurate the prediction
(less than about .3), the more likely it's a predictable sound whose source
can be modeled with buzz. Above .3 the sound source might better be modeled
with rand:
abuzz buzz krmsr, kcps, 10, 1
;10 harmonics using ftable 1 (use a sine wave)
arand rand krmsr
asig = (kerr > .3? arand : abuzz)
;you might check the syntax of this-
;I don't have my manual handy
ar lpreson asig
>;out ar
>;endin
>
>
I hope this was helpful!
Dan Hosken
dwhosken@students.wisc.edu
Computer Music Studio
Composition Department
School of Music
University of Wisconsin-Madison
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Date: Wed, 16 Apr 1997 12:34:44 +0200
From: "Dr. Andreas Mahling"
Organization: ARS NOVA Software GmbH
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To: csound@maths.ex.ac.uk
Subject: Re: Realtime MIDI Csound: New midi OUT opcodes
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Although i am a bit late for the discussion of :
I am looking for a program similar to MAX on the PC for a long time.
Therefore: Does somebody know such a program and where i can get
information about it?
(I am running Common Music already --- based on CLISP --- under windows
in a DOS box. Up to now i didn't get the midi stuff running... might be
impossible until i buy a comercial Lisp Development Environment for
Windows (3.1 / 95).)
Kind Regards
Andreas Mahling
Kind Regards
Andreas Mahling
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