Change the speed of the music - from 20% (one fifth speed) to 200% (double speed) without changing the pitch. Wrong key? Change the pitch in semi-tones - at full or changed speed. Out of tune? Adjust the pitch in cents (100ths of a semi-tone) to suit your instrument. Real-time processing - all described above is done in real-time - just insert the CD and press the play button! Also slows down MP3, AIFF, AAC/MP4 and wave files on your computer in real-time.Great sound quality!
Sound Blaster Driver For Mac Os X
UPDATE #1After reading the author's comments, it appears the underlying goal is to be able to capture the system sound without publishing the virtual audio driver as a device (that would appear in the System Preference's list) and without changing the current default output device (or at least the appearance that the device has changed).
SoundFlower: Adds a sound device to the list upon installationWavTap: Adds a sound device to the list upon installation; auto-selects the device when the WavTap application is started; auto-deselects the device when the application is shutdown and reselects the previous deviceAudio Hijack Pro: Adds a sound device only when audio capture of the default system sound is selected; removes the sound device when audio capture is no longer selected and reselects the previous deviceWireTap Studio: UnknownScreenFlow: Captures the system sound without changing the current default output device and without publishing the virtual audio driver as a device
Similar to Prosoft Engineering's Hear product, you could create a HAL plugin (user-mode virtual driver) rather than a .kext (kernel-mode virtual driver). Apple has a sample HAL plugin called "SampleHardwarePlugIn" and PulseAudio has one as well. However, with his method I don't think you get access to a pre-mixed system sound stream. You would have to gather up all streams from the various applications (which must use CoreAudio to play sound) and mix them together for pseudo system sound capture.
Create a virtual audio device that is hidden [1][2] from user interaction. When the user wishes to capture the default sound, programmatically create an aggregate device that includes your hidden virtual device and the current default sound device. Temporarily set this aggregate device as the default output. In this manner, you are able to both capture the default sound and hear it.Side Note: If Mac OS X allows for a hidden device to also be set as the default output device, what would System Preferences show as the selected device? If it instead shows the secondary output device as selected, then you have the added allusion that nothing has changed.
The MacBook sound card doesn't usually need to be reset. When a problem occurs with the sound card, the driver shuts down and restarts automatically. However, if you are using an audio editing program for your business, the sound card may no longer work in your program. Luckily, it's fairly easy to get the audio editing program, media player or audio application working again with your sound card. If you need to use audio for presentations or to edit audio and video, you may need to know how to troubleshoot an audio card if it fails.
Click "System Preferences" in the dock and then click "Sound," located under the Hardware section. Click the "Output" tab and make sure that the proper sound output device is selected. For instance, if you are using built-in speakers, you should have "Internal Speakers" highlighted. Make sure that the Mute checkbox located in the lower right corner is unchecked.
Using these HRTFs, the SSC delivers stereo and surround sound on virtual loudspeaker systems for any computer using regular headphones with the choice between stereo and 5.1, 6.1 or 7.1 surround sound.
To customize virtualizations to your preferences, the SSC provides a lot of adjustable parameters that cover the room reflections of the virtual sound studios and the frequency response curve of whatever headphones you use. Profiles for some well-known headphone models are also included.
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DOSBox is capable of emulating several sound devices. By emulating the hardware the user can utilize whatever audio device they have installed in their PC, while the DOS Game or Application believes it is running on the emulated hardware.
Sound was sometimes difficult to set up in the DOS era. Unlike Windows, DOS did not keep a list of the system's sound devices, nor did it expose generic drivers for them. Software had to include separate support for each sound device it wanted to give the users the option of using. If a game did not support a user's audio hardware, no sound was possible. And the game had to be configured with the memory addresses of the hardware by hand. Also, different devices supported different features, resulting in games that could sound very different (maybe high-quality music on one card, but voice-acting on another) depending on the hardware available. Thankfully, DOSBox can emulate all the most popular sound systems of the DOS era, so one can usually find something that sounds good.
Most of the sound devices are capable of existing inside the same computer at the same time, so when configuring DOSBox sound you need to think of them as separate devices that can be enabled or disabled. Sound devices that are not in use do not use many resources, so you don't gain much in the way of performance by reducing the number of sound devices enabled. A game will likely only use a single device at a time anyway. (The one notable exception being routing music and sound effects through different devices, which was common for people with both a Sound Blaster and a separate MIDI device.) DOSBox also makes sure the appropriate environment variables are defined for each device, so game audio device auto-detection usually works, if the game attempts it.
DOSBox's output to your real computer's sound system is configured under the mixer category. Each emulatable device has its own configuration section. Note that almost all sound devices have a configuration setting to enable or disable them, as well as one for the sample rate of the emulation. The sample rate of a device must never exceed the rate setting under the mixer heading, as this will cause undefined behavior.
DOSBox can emulate the following devices. Although the sound quality you will get depends heavily on your configuration and what the software you are running supports, they are listed here in roughly ascending order of audio processing power.
The most ubiquitous audio device of all time. Built into every personal computer to this very day, the PC Speaker acts as diagnostic device during the initial booting up of a computer. (to inform the user, in a series of beeps, if there is any low level hardware issue) Early game developers utilized the PC Speaker to generate music and sound effects - to good effect. Later, some developers invented ways to generate complex audio through the PC Speaker, even reproducing voice. Very few games utilized the PC Speaker in this way, as the CPU requirements were high and the quality was severely limited. However, a Windows driver was written that allowed Windows games to utilize the PC Speaker in this manner, which was useful if the user had no other sound device.
The Tandy 1000 was based on the IBM PCjr and like the PCjr it included not only the standard PC speaker but also the TI-SN76496 sound chip which provided three square wave tone generators and one white noise generator. This made for much higher quality sound effects and music than the standard PC Speaker. The Tandy 1000 TL and SL added an 8-bit DAC for realistic sound effects.
The Disney Sound Source was an external audio device that connected to a PC via a Parallel Port, also known as the Printer Port. An enhanced version of the Covox Speech Accelerator with "Mickey Mouse" ears on top, the device was surprisingly capable of producing polyphonic audio and voice. The sound quality is distinctive and tinny, though by no means high quality. One notable game that supported the device was Sierra's King's Quest 6 which managed to provide an audio experience similar to the Sound Blaster audio card.
Due to its advanced features, competitive price point, and backwards-compatibility with AdLib cards, Soundblaster became considered the "standard" for special effects reproduction in many applications and games. (Sadly, once they drove all the competition out of business, the "competitive price point" went away.) Although they have internal synthesizers, Sound Blaster cards are not MPU-401 compatible, and were therefore often coupled with a MIDI card for enhanced music emulation.
The Gravis Ultrasound was an advanced synthesizer released by an unlikely manufacturer: Canadian joystick company Advanced Gravis. Its audio was far ahead of any other consumer device of the time, supporting wave-table synthesis, stereo sound, 14-channel playback at 44.1 KHz or a whopping 32 channels of playback at 19.2 KHz.
However, the Ultrasound eschewed any attempt at backwards-compatibility with AdLib or Soundblaster cards. Programs had to be written to specifically take advantage of its capabilities. Many DOS users kept a Sound Blaster in their PC in addition to an Ultrasound, in case they needed to run a program that did not support the more advanced card. (And in DOSBox, this can be imitated by turning on both devices in your configuration file, which is recommended.) 2ff7e9595c
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