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Bitstream

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Everything posted by Bitstream

  1. you could try disabling the onboard audio device in your BIOS; there may be a h/w resource issue. H/W failures inflict sudden system failures; no blue screens, hangs, nothing. just a black screen, then reboot bios.
  2. should be the same. Its only when your image requires rendering facilities. Most modern onboard GFX have engines to do this. Also, AMD chipsets & Intel chipsets have engines for codec algorithm optimisation. You need to explore the options after you have installed the mother board chipset drivers. This usually brings the onboard gfx processor up into your operating system unleashing its 3d capabolities too after a fresh xp install
  3. Onboard GFX is cool. It's only if you need a dual monitor setup that you need to buy a cheapie (20 quid or so) Games? No idea. HD, maybe.
  4. Unless I get my hands on it, here's the best I can do... The instructions for installing the driver mentions running UPDATE.exe to update the WDM level driver http://www.yamahaproaudio.com/downloads/fi...readmev120.html And the latest driver... http://www.yamahaproaudio.com/downloads/fi...ac_xp_2000.html
  5. I just purchased the following: New mother board DDR2 800 MHz Intel Core 2 Duo 2 Gb fast ddr2 800 MHz dimms (4:4:4) A nice big juicy fan £310
  6. 2 on ebay currently @ 99p 1 buy it now for 50 pounds, but p&p brings it up
  7. The Planets, Holst MIDI files: http://www.aquarianage.org/lore/holst.html
  8. great job. I wonder what it sounds like
  9. I am currently looking into generating a new set of HRTFs; 96khz 24.bit. That should produce the best spatialised sounds out there. Unfortunately I have to interpolate the old set; 44.1khz 16 bit for now. But researchers are generating better quality all the time; it's down to the mics and speakers used, and these guys are using the best. A lot of folk use headphones with their ipods now, and ambient music has yet to climb up the ranks towards the big boys like, rock. The market is smaller, but the rewards are not diluted over thousands of other grabbing hands. Spatial sound and Ambient seems like a good solution. otherwise, I'd be synthing it in a rock band like Floyd; just the same dream in the end. Floyd released a track using holophonics; the proper DSP sound rendering algorithm simulates the holophonic hardware. Not just simple 3D sound. http://www.apple2.org.za/gswv/1WSW/Audio.4D.html
  10. Spatial sound is best played on headphones. And if you really splash out, you could get an excellent set of cans for no more that £40
  11. The phase / delay of the incedent sound hitting left then right ear ( or the other way around) is called the inter-aural delay time, or IDT for short. This is what the RSS does. Using the HRTF model incorporates a highly acurate IDT so you don't need to bother calculating it. Too bad Roland did'nt do their homework.
  12. use hearing related transfer functions (hrtf) to select the azimuth and elevation of the sound. there are some sound cards that do it, and theres some free software / vst plugins too. for more advanced spatial audio, render as many real reflections as possible. This requires huge computational power (1 hour per mono sound 2 minutes long will render 32 incedent reflections). I currently have software to do this but the website is imminent. There it also a myth about 3d sound; the experts quibble about the ability to determine sounds in front and behind is difficult in reality, never mind virtua. This argument is in fact a lot of crap; http://gprime.net/flash.php/soundimmersion
  13. Try this, dude. I have the same mic & usb key and the sound quality is fantastic! http://www.soundprofessionals.com/cgi-bin/...em/SP-USB-MIC-1 But be careful, some laptops produce a nasty hum and/or buzz due to the voltage bias.
  14. You could try Podium. Its a midi sequencer that lets you plug in vst instruments aswell as record audio. http://www.zynewave.com/ And for your vst instruments (free ones) http://www.kvraudio.com/
  15. Unfortunately all industries have arseholes like that. Here's a song I found which pretty much describes these types as 'thieving bitches' Enjoy http://www.soundclick.com/genres/charts.cfm?genre=Metal ---> KidCrusher
  16. It is a tricky one, this. I would have to use the mojority principle again; the majority of people listening to the final product will have a generic and low cost playback device. Take the iPod; it generally utilises mp3 decoders, and the mp3 encoding process involves an element of compression within the algorithms. Then take the other end of the listening spectrum where the product gets played on a very expensive amplifier & speaker setup. Now it is safe to play a product that has been 'naturally' mixed! Play it on an iPod, and it will probably sound dull and flat. Therefore probably diminishing the general experience of your track, and minimising its potential to accrue interest.
  17. Get the VST s/w versions, dude. They never break down
  18. Indeed; pre-eq recording is a no-no in my book. I always record the raw track alone and try to balance it to average 0dB; sometimes this requires a re-take and moving the slider during a take.
  19. I think the majority of music listeners put in a CD and play. They don't have a musical inclination to mess with the timbre of the sound. So I would recommend post-production eq & compression. It's kind of a lemming thing
  20. Bitstream

    Piracy

    only if i can wash em down with a nice bottle of chianti. fth fth fth fth fth
  21. Bitstream

    Piracy

    You old fart, Nightwolf. You sound like a grandma... " that music will damage your ears son"
  22. Bitstream

    Piracy

    Adding some special signals to the original track so that the mp3 encoded file damages the listeners ears would be my approach
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