...
 
Commits (13)
bin
lib
# Win build files
*.dll
*.exe
*.lib
# GNU build files
*.o
*.so*
*.lo
*.P*
*.la*
*.a
*.pc
*config*
Makefile
Makefile.in
.libs
aclocal.m4
autom4te.cache
stamp-*
libtool
soundstretch
# Files generated by MSVC
*.bsc
*.suo
*.sdf
*.filters
*.user
source/SoundTouch/Win32/
source/SoundTouch/x64/
source/SoundStretch/Win32/
source/SoundStretch/x64/
source/SoundTouchDll/Win32/
source/SoundTouchDll/x64/
source/SoundTouchDll/DllTest/Win32/
source/SoundTouchDll/DllTest/x64/
# Files generated by Android Studio
source/android-lib/.gradle
source/android-lib/.idea
**/*.iml
source/android-lib/local.properties
source/android-lib/build
source/android-lib/.externalNativeBuild
{
// This is build task definition file for MS VisualStudio Code.
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "echo",
"type": "shell",
"command": "echo Hello"
},
{
"label": "configure",
"type": "shell",
"command": "./bootstrap && ./configure"
},
{
"label": "build",
"type": "shell",
"command": "make -j4",
"problemMatcher": [
"$gcc"
]
},
{
"label": "clean",
"type": "shell",
"command": "make clean",
"problemMatcher": []
}
]
}
\ No newline at end of file
......@@ -455,4 +455,4 @@ FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
END OF TERMS AND CONDITIONS
END OF TERMS AND CONDITIONS
\ No newline at end of file
## Process this file with automake to create Makefile.in
##
## $Id: Makefile.am 199 2014-10-05 15:33:08Z oparviai $
##
## Copyright (C) 2003 - David W. Durham
##
## This file is part of SoundTouch, an audio processing library for pitch/time adjustments
##
## SoundTouch is free software; you can redistribute it and/or modify it under the
......
This diff is collapsed.
set SOUND_DIR=d:\dev\test_sounds
set SOUND_DIR=c:\dev\test_sounds
set OUT_DIR=.
set TEST_NAME=semmari
set OUT_NAME=out
set SS=soundstretch
set SS=soundstretch_x64
set TEST_PARAM=-pitch=-3 -bpm
call %SS% %SOUND_DIR%\%TEST_NAME%-8b1.wav %OUT_DIR%\%OUT_NAME%-8b1.wav %TEST_PARAM%
......
# $Id: bootstrap 43 2008-12-25 17:54:41Z oparviai $
#!/bin/sh
unset ACLOCAL
if [ "$1" = "--clean" ]
then
if [ -a Makefile ]
......@@ -16,9 +16,6 @@ then
rm -rf configure libtool aclocal.m4 `find . -name Makefile.in` autom4te*.cache config/config.guess config/config.h.in config/config.sub config/depcomp config/install-sh config/ltmain.sh config/missing config/mkinstalldirs config/stamp-h config/stamp-h.in
#gettextie files
#rm -f ABOUT-NLS config/config.rpath config/m4/codeset.m4 config/m4/gettext.m4 config/m4/glibc21.m4 config/m4/iconv.m4 config/m4/intdiv0.m4 config/m4/inttypes-pri.m4 config/m4/inttypes.m4 config/m4/inttypes_h.m4 config/m4/isc-posix.m4 config/m4/lcmessage.m4 config/m4/lib-ld.m4 config/m4/lib-link.m4 config/m4/lib-prefix.m4 config/m4/progtest.m4 config/m4/stdint_h.m4 config/m4/uintmax_t.m4 config/m4/ulonglong.m4 po/Makefile.in.in po/Rules-quot po/boldquot.sed po/en@boldquot.header po/en@quot.header po/insert-header.sin po/quot.sed po/remove-potcdate.sin
else
export AUTOMAKE="automake --add-missing --foreign --copy"
autoreconf -fisv && rm -f `find . -name "*~"` && rm -f ChangeLog
......
File mode changed from 100755 to 100644
## vim:tw=78
## Process this file with automake to create Makefile.in
##
## $Id: am_include.mk 218 2015-05-18 17:04:47Z oparviai $
##
## This file is part of SoundTouch, an audio processing library for pitch/time adjustments
##
## SoundTouch is free software; you can redistribute it and/or modify it under the
......@@ -19,7 +17,7 @@
## Place - Suite 330, Boston, MA 02111-1307, USA
## These are common definitions used in all Makefiles
## It is actually included when a makefile.am is coverted to Makefile.in
## It is actually included when a makefile.am is converted to Makefile.in
## by automake, so it's ok to have @MACROS@ that will be set by configure
AM_CPPFLAGS=-I$(top_srcdir)/include
......
Starting from SoundTouch 1.6.0, the "configure" file is removed from the source code package due to autoconf/automake version conflicts.
Instead, generate the "configure" file using local tools by invoking "./bootstrap" script, then configure & compile as usual.
dnl SoundTouch configure.ac, by David W. Durham
dnl
dnl $Id: configure.ac 253 2017-07-30 09:35:00Z oparviai $
dnl
dnl This file is part of SoundTouch, an audio processing library for pitch/time adjustments
dnl
dnl SoundTouch is free software; you can redistribute it and/or modify it under the
......@@ -19,7 +15,7 @@ dnl this program; if not, write to the Free Software Foundation, Inc., 59 Temple
dnl Place - Suite 330, Boston, MA 02111-1307, USA
# Process this file with autoconf to produce a configure script.
AC_INIT([SoundTouch], [2.0.0], [http://www.surina.net/soundtouch])
AC_INIT([SoundTouch], [2.1.2], [http://www.surina.net/soundtouch])
dnl Default to libSoundTouch.so.$LIB_SONAME.0.0
LIB_SONAME=1
AC_SUBST(LIB_SONAME)
......@@ -35,8 +31,8 @@ AC_DISABLE_STATIC dnl This makes libtool only build shared libs
AC_LANG(C++)
# Set AR_FLAGS to avoid build warning "ar: `u' modifier ignored since `D' is the default (see `U')"
AR_FLAGS='cr'
dnl ############################################################################
......
# Helper script for building a source code release package
rm -Rf soundtouch
rm soundtouch.zip
rm soundtouch.tar.gz
mkdir soundtouch
cp -R * soundtouch
cd soundtouch
rm -Rf soundtouch
rm -rf `find . -type d -name .svn`
rm createsrcpack
chmod u+x bootstrap
cd ..
zip -r9 soundtouch.zip soundtouch
tar -chf soundtouch.tar soundtouch
gzip soundtouch.tar
soundtouch (2.1.2+ds1-1) unstable; urgency=medium
* Team upload.
* New upstream release.
- Fix double free (CVE-2018-17097). (Closes: #913895)
- Fix assertion failure (CVE-2018-17096).
- Fix assertion failure (CVE-2018-14045). (Closes: #905504)
- Fix buffer overflow (CVE-2018-1000223). (Closes: #905491)
- Fix assertion failure (CVE-2018-14044). (Closes: #905504)
- Fix heap corruption (CVE-2018-17098). (Closes: #913894)
* debian/watch: Update watch file for gitlab
* debian/copyright: Repack to remove DLLs and pre-built JARs for Android.
* debian/control: Bump Standards-Version.
-- Sebastian Ramacher <sramacher@debian.org> Thu, 20 Dec 2018 23:16:03 +0100
soundtouch (2.0.0-1) unstable; urgency=medium
* Team upload.
......
......@@ -6,7 +6,7 @@ Uploaders: Miguel A. Colón Vélez <debian.micove@gmail.com>
Build-Depends:
debhelper (>= 11),
Rules-Requires-Root: no
Standards-Version: 4.2.0
Standards-Version: 4.2.1
Homepage: https://www.surina.net/soundtouch/
Vcs-Git: https://salsa.debian.org/multimedia-team/soundtouch.git
Vcs-Browser: https://salsa.debian.org/multimedia-team/soundtouch
......
......@@ -2,6 +2,8 @@ Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
Upstream-Name: SoundTouch
Upstream-Contact: Olli Parviainen <oparviai@iki.fi>
Source: https://www.surina.net/soundtouch/sourcecode.html
Files-Excluded: source/csharp-example/*
source/Android-lib/*
Files: *
Copyright: 2001-2017 Olli Parviainen <oparviai@iki.fi>
......
Description: Fix CVE-2017-9258, CVE-2017-9259, CVE-2017-9260
Based on an upstream commit, original commit message was: "Added sanity
checks against illegal input audio stream parameters e.g. wildly excessive
samplerate".
.
There is no reference to CVEs or bugs, the commit was made after disclosure
of the CVEs and all three proofs of concept (crafted wav files) fail after
this commit.
.
The commit was made after version 2.0.0, so that version is also vulnerable.
.
Unrelated changes were stripped away by patch author, upstream commit author
is Olli Parviainen <oparviai@iki.fi>.
Author: Gabor Karsay <gabor.karsay@gmx.at>
Origin: upstream, https://sourceforge.net/p/soundtouch/code/256/
Bug-Debian: https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=870854
Bug-Debian: https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=870856
Bug-Debian: https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=870857
---
This patch header follows DEP-3: http://dep.debian.net/deps/dep3/
--- a/source/SoundTouch/TDStretch.cpp
+++ b/source/SoundTouch/TDStretch.cpp
@@ -128,7 +128,12 @@
int aSeekWindowMS, int aOverlapMS)
{
// accept only positive parameter values - if zero or negative, use old values instead
- if (aSampleRate > 0) this->sampleRate = aSampleRate;
+ if (aSampleRate > 0)
+ {
+ if (aSampleRate > 192000) ST_THROW_RT_ERROR("Error: Excessive samplerate");
+ this->sampleRate = aSampleRate;
+ }
+
if (aOverlapMS > 0) this->overlapMs = aOverlapMS;
if (aSequenceMS > 0)
version=3
https://www.surina.net/soundtouch/sourcecode.html soundtouch-(.+)\.tar\.gz
version=4
opts="repacksuffix=+ds1,dversionmangle=auto" \
https://gitlab.com/soundtouch/soundtouch/tags .*/soundtouch@ANY_VERSION@\.tar\.gz
......@@ -26,13 +26,6 @@
///
////////////////////////////////////////////////////////////////////////////////
//
// Last changed : $Date: 2016-01-12 19:24:46 +0200 (ti, 12 tammi 2016) $
// File revision : $Revision: 4 $
//
// $Id: BPMDetect.h 239 2016-01-12 17:24:46Z oparviai $
//
////////////////////////////////////////////////////////////////////////////////
//
// License :
//
// SoundTouch audio processing library
......@@ -57,102 +50,156 @@
#ifndef _BPMDetect_H_
#define _BPMDetect_H_
#include <vector>
#include "STTypes.h"
#include "FIFOSampleBuffer.h"
namespace soundtouch
{
/// Minimum allowed BPM rate. Used to restrict accepted result above a reasonable limit.
#define MIN_BPM 29
/// Minimum allowed BPM rate. Used to restrict accepted result above a reasonable limit.
#define MIN_BPM 45
/// Maximum allowed BPM rate. Used to restrict accepted result below a reasonable limit.
#define MAX_BPM 200
/// Maximum allowed BPM rate range. Used for calculating algorithm parametrs
#define MAX_BPM_RANGE 200
/// Maximum allowed BPM rate range. Used to restrict accepted result below a reasonable limit.
#define MAX_BPM_VALID 190
/// Class for calculating BPM rate for audio data.
class BPMDetect
{
protected:
/// Auto-correlation accumulator bins.
float *xcorr;
/// Sample average counter.
int decimateCount;
/// Sample average accumulator for FIFO-like decimation.
soundtouch::LONG_SAMPLETYPE decimateSum;
/// Decimate sound by this coefficient to reach approx. 500 Hz.
int decimateBy;
/// Auto-correlation window length
int windowLen;
/// Number of channels (1 = mono, 2 = stereo)
int channels;
/// sample rate
int sampleRate;
/// Beginning of auto-correlation window: Autocorrelation isn't being updated for
/// the first these many correlation bins.
int windowStart;
/// FIFO-buffer for decimated processing samples.
soundtouch::FIFOSampleBuffer *buffer;
/// Updates auto-correlation function for given number of decimated samples that
/// are read from the internal 'buffer' pipe (samples aren't removed from the pipe
/// though).
void updateXCorr(int process_samples /// How many samples are processed.
);
/// Decimates samples to approx. 500 Hz.
///
/// \return Number of output samples.
int decimate(soundtouch::SAMPLETYPE *dest, ///< Destination buffer
const soundtouch::SAMPLETYPE *src, ///< Source sample buffer
int numsamples ///< Number of source samples.
);
/// Calculates amplitude envelope for the buffer of samples.
/// Result is output to 'samples'.
void calcEnvelope(soundtouch::SAMPLETYPE *samples, ///< Pointer to input/output data buffer
int numsamples ///< Number of samples in buffer
);
/// remove constant bias from xcorr data
void removeBias();
public:
/// Constructor.
BPMDetect(int numChannels, ///< Number of channels in sample data.
int sampleRate ///< Sample rate in Hz.
);
/// Destructor.
virtual ~BPMDetect();
/// Inputs a block of samples for analyzing: Envelopes the samples and then
/// updates the autocorrelation estimation. When whole song data has been input
/// in smaller blocks using this function, read the resulting bpm with 'getBpm'
/// function.
///
/// Notice that data in 'samples' array can be disrupted in processing.
void inputSamples(const soundtouch::SAMPLETYPE *samples, ///< Pointer to input/working data buffer
int numSamples ///< Number of samples in buffer
);
/// Analyzes the results and returns the BPM rate. Use this function to read result
/// after whole song data has been input to the class by consecutive calls of
/// 'inputSamples' function.
///
/// \return Beats-per-minute rate, or zero if detection failed.
float getBpm();
};
////////////////////////////////////////////////////////////////////////////////
}
typedef struct
{
float pos;
float strength;
} BEAT;
class IIR2_filter
{
double coeffs[5];
double prev[5];
public:
IIR2_filter(const double *lpf_coeffs);
float update(float x);
};
/// Class for calculating BPM rate for audio data.
class BPMDetect
{
protected:
/// Auto-correlation accumulator bins.
float *xcorr;
/// Sample average counter.
int decimateCount;
/// Sample average accumulator for FIFO-like decimation.
soundtouch::LONG_SAMPLETYPE decimateSum;
/// Decimate sound by this coefficient to reach approx. 500 Hz.
int decimateBy;
/// Auto-correlation window length
int windowLen;
/// Number of channels (1 = mono, 2 = stereo)
int channels;
/// sample rate
int sampleRate;
/// Beginning of auto-correlation window: Autocorrelation isn't being updated for
/// the first these many correlation bins.
int windowStart;
/// window functions for data preconditioning
float *hamw;
float *hamw2;
// beat detection variables
int pos;
int peakPos;
int beatcorr_ringbuffpos;
int init_scaler;
float peakVal;
float *beatcorr_ringbuff;
/// FIFO-buffer for decimated processing samples.
soundtouch::FIFOSampleBuffer *buffer;
/// Collection of detected beat positions
//BeatCollection beats;
std::vector<BEAT> beats;
// 2nd order low-pass-filter
IIR2_filter beat_lpf;
/// Updates auto-correlation function for given number of decimated samples that
/// are read from the internal 'buffer' pipe (samples aren't removed from the pipe
/// though).
void updateXCorr(int process_samples /// How many samples are processed.
);
/// Decimates samples to approx. 500 Hz.
///
/// \return Number of output samples.
int decimate(soundtouch::SAMPLETYPE *dest, ///< Destination buffer
const soundtouch::SAMPLETYPE *src, ///< Source sample buffer
int numsamples ///< Number of source samples.
);
/// Calculates amplitude envelope for the buffer of samples.
/// Result is output to 'samples'.
void calcEnvelope(soundtouch::SAMPLETYPE *samples, ///< Pointer to input/output data buffer
int numsamples ///< Number of samples in buffer
);
/// remove constant bias from xcorr data
void removeBias();
// Detect individual beat positions
void updateBeatPos(int process_samples);
public:
/// Constructor.
BPMDetect(int numChannels, ///< Number of channels in sample data.
int sampleRate ///< Sample rate in Hz.
);
/// Destructor.
virtual ~BPMDetect();
/// Inputs a block of samples for analyzing: Envelopes the samples and then
/// updates the autocorrelation estimation. When whole song data has been input
/// in smaller blocks using this function, read the resulting bpm with 'getBpm'
/// function.
///
/// Notice that data in 'samples' array can be disrupted in processing.
void inputSamples(const soundtouch::SAMPLETYPE *samples, ///< Pointer to input/working data buffer
int numSamples ///< Number of samples in buffer
);
/// Analyzes the results and returns the BPM rate. Use this function to read result
/// after whole song data has been input to the class by consecutive calls of
/// 'inputSamples' function.
///
/// \return Beats-per-minute rate, or zero if detection failed.
float getBpm();
/// Get beat position arrays. Note: The array includes also really low beat detection values
/// in absence of clear strong beats. Consumer may wish to filter low values away.
/// - "pos" receive array of beat positions
/// - "values" receive array of beat detection strengths
/// - max_num indicates max.size of "pos" and "values" array.
///
/// You can query a suitable array sized by calling this with NULL in "pos" & "values".
///
/// \return number of beats in the arrays.
int getBeats(float *pos, float *strength, int max_num);
};
}
#endif // _BPMDetect_H_
......@@ -15,13 +15,6 @@
///
////////////////////////////////////////////////////////////////////////////////
//
// Last changed : $Date: 2014-01-05 23:40:22 +0200 (su, 05 tammi 2014) $
// File revision : $Revision: 4 $
//
// $Id: FIFOSampleBuffer.h 177 2014-01-05 21:40:22Z oparviai $
//
////////////////////////////////////////////////////////////////////////////////
//
// License :
//
// SoundTouch audio processing library
......@@ -119,7 +112,7 @@ public:
/// 'putSamples(numSamples)' function.
SAMPLETYPE *ptrEnd(
uint slackCapacity ///< How much free capacity (in samples) there _at least_
///< should be so that the caller can succesfully insert the
///< should be so that the caller can successfully insert the
///< desired samples to the buffer. If necessary, the function
///< grows the buffer size to comply with this requirement.
);
......
......@@ -17,13 +17,6 @@
///
////////////////////////////////////////////////////////////////////////////////
//
// Last changed : $Date: 2012-06-13 22:29:53 +0300 (ke, 13 kesä 2012) $
// File revision : $Revision: 4 $
//
// $Id: FIFOSamplePipe.h 143 2012-06-13 19:29:53Z oparviai $
//
////////////////////////////////////////////////////////////////////////////////
//
// License :
//
// SoundTouch audio processing library
......@@ -58,6 +51,18 @@ namespace soundtouch
/// Abstract base class for FIFO (first-in-first-out) sample processing classes.
class FIFOSamplePipe
{
protected:
bool verifyNumberOfChannels(int nChannels) const
{
if ((nChannels > 0) && (nChannels <= SOUNDTOUCH_MAX_CHANNELS))
{
return true;
}
ST_THROW_RT_ERROR("Error: Illegal number of channels");
return false;
}
public:
// virtual default destructor
virtual ~FIFOSamplePipe() {}
......@@ -122,7 +127,6 @@ public:
};
/// Base-class for sound processing routines working in FIFO principle. With this base
/// class it's easy to implement sound processing stages that can be chained together,
/// so that samples that are fed into beginning of the pipe automatically go through
......@@ -145,7 +149,6 @@ protected:
output = pOutput;
}
/// Constructor. Doesn't define output pipe; it has to be set be
/// 'setOutPipe' function.
FIFOProcessor()
......@@ -153,7 +156,6 @@ protected:
output = NULL;
}
/// Constructor. Configures output pipe.
FIFOProcessor(FIFOSamplePipe *pOutput ///< Output pipe.
)
......@@ -161,13 +163,11 @@ protected:
output = pOutput;
}
/// Destructor.
virtual ~FIFOProcessor()
{
}
/// Returns a pointer to the beginning of the output samples.
/// This function is provided for accessing the output samples directly.
/// Please be careful for not to corrupt the book-keeping!
......@@ -194,7 +194,6 @@ public:
return output->receiveSamples(outBuffer, maxSamples);
}
/// Adjusts book-keeping so that given number of samples are removed from beginning of the
/// sample buffer without copying them anywhere.
///
......@@ -206,14 +205,12 @@ public:
return output->receiveSamples(maxSamples);
}
/// Returns number of samples currently available.
virtual uint numSamples() const
{
return output->numSamples();
}
/// Returns nonzero if there aren't any samples available for outputting.
virtual int isEmpty() const
{
......@@ -226,7 +223,6 @@ public:
{
return output->adjustAmountOfSamples(numSamples);
}
};
}
......
## Process this file with automake to create Makefile.in
##
## $Id: Makefile.am 11 2008-02-10 16:26:55Z oparviai $
##
## Copyright (C) 2003 - David W. Durham
##
## This file is part of SoundTouch, an audio processing library for pitch/time adjustments
##
## SoundTouch is free software; you can redistribute it and/or modify it under the
......
......@@ -8,13 +8,6 @@
///
////////////////////////////////////////////////////////////////////////////////
//
// Last changed : $Date: 2017-07-30 12:28:06 +0300 (su, 30 heinä 2017) $
// File revision : $Revision: 3 $
//
// $Id: STTypes.h 252 2017-07-30 09:28:06Z oparviai $
//
////////////////////////////////////////////////////////////////////////////////
//
// License :
//
// SoundTouch audio processing library
......@@ -63,6 +56,9 @@ typedef unsigned long ulong;
namespace soundtouch
{
/// Max allowed number of channels
#define SOUNDTOUCH_MAX_CHANNELS 16
/// Activate these undef's to overrule the possible sampletype
/// setting inherited from some other header file:
//#undef SOUNDTOUCH_INTEGER_SAMPLES
......
......@@ -41,13 +41,6 @@
///
////////////////////////////////////////////////////////////////////////////////
//
// Last changed : $Date: 2017-07-30 12:35:00 +0300 (su, 30 heinä 2017) $
// File revision : $Revision: 4 $
//
// $Id: SoundTouch.h 253 2017-07-30 09:35:00Z oparviai $
//
////////////////////////////////////////////////////////////////////////////////
//
// License :
//
// SoundTouch audio processing library
......@@ -79,10 +72,10 @@ namespace soundtouch
{
/// Soundtouch library version string
#define SOUNDTOUCH_VERSION "2.0.0"
#define SOUNDTOUCH_VERSION "2.1.2"
/// SoundTouch library version id
#define SOUNDTOUCH_VERSION_ID (20000)
#define SOUNDTOUCH_VERSION_ID (20102)
//
// Available setting IDs for the 'setSetting' & 'get_setting' functions:
......@@ -320,7 +313,7 @@ public:
/// Changes a setting controlling the processing system behaviour. See the
/// 'SETTING_...' defines for available setting ID's.
///
/// \return 'true' if the setting was succesfully changed
/// \return 'true' if the setting was successfully changed
bool setSetting(int settingId, ///< Setting ID number. see SETTING_... defines.
int value ///< New setting value.
);
......
File mode changed from 100755 to 100644
......@@ -5,45 +5,21 @@
@REM "vcvars32.bat" in VC install directotry before running this one.
@REM
@REM Copyright (c) Olli Parviainen
@REM File Created: 09/Sep/2003
@REM
@REM $Id: make-win.bat 254 2017-07-30 09:56:40Z oparviai $
@rem ****************************
@rem try first for VS6.0 support
@if "%MsDevDir%"=="" goto nomsdevdir
md bin
md lib
msdev source\SoundTouch\SoundTouch.dsw /MAKE ALL
msdev source\SoundStretch\SoundStretch.dsw /MAKE ALL
goto end
:nomsdevdir
@rem **********************************
@rem try with devenv for VS2003 support
@if "%DevEnvDir%"=="" goto nodevdir
md bin
md lib
devenv source\SoundTouch\SoundTouch.vcproj /upgrade
devenv source\SoundTouch\SoundTouch.vcproj /build debug
devenv source\SoundTouch\SoundTouch.vcproj /build release
devenv source\SoundTouch\SoundTouch.vcproj /build releasex64
devenv source\SoundStretch\SoundStretch.sln /upgrade
devenv source\SoundStretch\SoundStretch.sln /build debug
devenv source\SoundStretch\SoundStretch.sln /build release
devenv source\SoundStretch\SoundStretch.sln /build releasex64
devenv source\SoundTouchDll\SoundTouchDll.sln /upgrade
devenv source\SoundTouchDll\SoundTouchDll.sln /build debug
devenv source\SoundTouchDll\SoundTouchDll.sln /build release
devenv source\SoundTouchDll\SoundTouchDll.sln /build releasex64
@rem devenv source\SoundStretch\SoundStretch.sln /upgrade
devenv source\SoundStretch\SoundStretch.sln /build "Debug|Win32"
devenv source\SoundStretch\SoundStretch.sln /build "Release|Win32"
devenv source\SoundStretch\SoundStretch.sln /build "Debug|x64"
devenv source\SoundStretch\SoundStretch.sln /build "Release|x64"
@rem devenv source\SoundTouchDll\SoundTouchDll.sln /upgrade
devenv source\SoundTouchDll\SoundTouchDll.sln /build "Debug|Win32"
devenv source\SoundTouchDll\SoundTouchDll.sln /build "Release|Win32"
devenv source\SoundTouchDll\SoundTouchDll.sln /build "Debug|x64"
devenv source\SoundTouchDll\SoundTouchDll.sln /build "Release|x64"
@goto end
......
# SoundTouch library
SoundTouch is an open-source audio processing library that allows changing the sound tempo, pitch and playback rate parameters independently from each other:
* Change **tempo** while maintaining the original pitch
* Change **pitch** while maintaining the original tempo
* Change **playback rate** that affects both tempo and pitch at the
same time
* Change any combination of tempo/pitch/rate
Visit [SoundTouch website](https://www.surina.net/soundtouch) and see the [README file](README.html) for more information and audio examples.
### The latest stable release is 2.1.2
## Example
Use SoundStretch example app for modifying wav audio files, for example as follows:
```
soundstretch my_original_file.wav output_file.wav -tempo=+15 -pitch=-3
```
See the [README file](README.html) for more usage examples and instructions how to build SoundTouch + SoundStretch.
Ready [SoundStretch application executables](https://www.surina.net/soundtouch/download.html) are available for download for Windows and Mac OS.
## Language & Platforms
SoundTouch is written in C++ and compiles in virtually any platform:
* Windows
* Mac OS
* Linux & Unices (including also Raspberry, Beaglebone, Yocto etc embedded Linux flavors)
* Android
* iOS
* embedded systems
The source code package includes dynamic library import modules for C#, Java and Pascal/Delphi languages.
## License
SoundTouch is released under LGPL v2.1:
This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 2.1 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See [LGPL v2.1 full license text ](https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html) for details.
--
Also commercial license free of GPL limitations available upon request
# This file is obsoleted but provided for backwards compatibility
# with legacy package environments
prefix=@prefix@
exec_prefix=@exec_prefix@
libdir=@libdir@
includedir=@includedir@
Name: SoundTouch
Description: SoundTouch is an open-source audio processing library for changing the Tempo, Pitch and Playback Rates of audio streams or files
Version: @VERSION@
Libs: -L${libdir} -lSoundTouch
Cflags: -I${includedir}/soundtouch
# m4 configure test script for the SoundTouch library
# (c)2003 David W. Durham
#
# $Id: soundtouch.m4 20 2008-02-17 14:20:52Z oparviai $
#
# This file can be included with other packages that need to test
# for libSoundTouch.
......
File mode changed from 100755 to 100644
<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.DEPENDENCIES"/>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry kind="output" path="bin/classes"/>
</classpath>
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>ExampleActivity</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="net.surina.soundtouchexample"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="11"
android:targetSdkVersion="21" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme" >
<activity
android:name="net.surina.ExampleActivity"
android:label="@string/app_name" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>SoundTouch in Android</title>
<meta http-equiv="Content-Type"
content="text/html; charset=windows-1252">
<meta http-equiv="Content-Language" content="en-us">
<meta name="author" content="Olli Parviainen">
<meta name="description"
content="Readme file for SoundTouch library Android compilation">
<style> <!-- .normal { font-family: Arial }
--></style>
</head>
<body class="normal">
<hr>
<h1>SoundTouch in Android</h1>
<hr>
<h2>Compiling SoundTouch for Android</h2>
<p>SoundTouch source code package contains &quot;Android-lib&quot; example project that compiles SoundTouch
source codes into Android native library, and gives an example of JNI interface
for invoking
the native SoundTouch routines from an Android application written in Java.</p>
<p style="font-weight: 700">Software prerequisites:</p>
<ul>
<li>Android SDK environment for developing your own Android application. Visit the <a href="http://developer.android.com/index.html">Android developers' site</a>
for more information about the Android SDK and developing Android applications.</li>
<li>Android NDK compiler kit for compiling native library binaries. The Android NDK
is <a href="http://developer.android.com/tools/sdk/ndk/index.html">
available for download</a> at the Android developer tools site.</li>
<li>In case you're working in Windows environment, install
<a href="http://cygwin.com/install.html">
Cygwin</a> to run the Android NDK/SDK compiler scripts</li>
<li>Latest SoundTouch source code package available at <a href="http://soundtouch.surina.net/sourcecode.html">
soundtouch.surina.net</a>.</li>
</ul>
<p><b>Hint: </b>As installing and configuring all the components for an Android SDK/NDK
environment requires fair effort, it&#39;s good idea to create a dedicated Virtual
Machine environment for the Android development environment installation.
Having the Android developer environment setup in dedicated Virtual Machine
allows keeping all these settings isolated from your other PC operations, and
eases taking backup snapshots of your full development environment.</p>
<p><b>Compiling</b></p>
<p>
To compile the SoundTouch library source codes into an Android native library,
open Cygwin/bash shell, go to directory <b>&quot;soundtouch/source/Android-lib/jni&quot;</b> and invoke the NDK
compiler with following command:</p>
<pre> $NDK/ndk-build</pre>
<p>This will build binaries for all the supported Android platforms (arm-v5, arm-v7, X86, MIPS etc) of SoundTouch library, plus the JNI wrapper interface as discussed below. The target binaries will be built into the &quot;libs&quot; subdirectory. As long as all these .so binary library versions are included in the APK Application delivery package, the targer Android device can choose the correct library version to use. </p>
<p>Notice that to allow Cygwin/bash to locate the NDK compile scripts, you
need to define the location of the NDK installation defined in environment
variable &quot;NDK&quot;. That's easiest done by adding the NDK path definition at end of
your <b>~/.bash_profile</b> file, for instance as follows:</p>
<pre> NDK=/cygdrive/d/Android/android-ndk-r6</pre>
<p><b>Enabling OpenMP parallel computing mode</b></p>
<p>
SoundTouch supports OpenMP for parallel computing in multi-core
environments, and these improvements can be enabled also in the Android
build. See the SoundTouch main README.html file for generic notes about the
OpenMP implementation.</p>
<p>
To enable OpenMP mode in Android compilation, edit file <strong>Android.mk</strong>
and enable the &quot;-fopenmp&quot; flag in LOCAL_CFLAGS and LOCAL_LDFLAGS variables.
This is done by removing hash # from before the following lines in the
Android.mk file, before compiling the library:</p>
<pre> LOCAL_CFLAGS += -fopenmp
LOCAL_LDFLAGS += -fopenmp</pre>
<p><strong>OpenMP COMPATIBILITY NOTE: </strong>Android NDK has a threading issue
(at least until NDK v10) that causes the native library crash with fatal signal
11 if calling OpenMP-improved routines from a background thread. SoundTouch has
a workaround for this issue in soundtouch-jni.cpp, and this workaround requires
calling function <strong>SoundTouch.getVersionString() </strong>from the Android
application's main thread at least once before calling other SoundTouch
processing routines. See the SoundTouch Android example application and comments
in the <strong>soundtouch-jni.cpp </strong>source code file for more details.</p>
<p>
<strong>SoundTouch performance in Android</strong></p>
<p>
See external blog articles for more discussion about the
<a href="http://www.softwarecoven.com/parallel-computing-in-embedded-mobile-devices/">
SoundTouch OpenMP implementation</a> and the
<a href="http://www.softwarecoven.com/parallel-computing-with-openmp-in-android/">
SoundTouch performance benchmark tests in Android environment</a>.</p>
<hr />
<h2>
Calling SoundTouch native routines from Android application</h2>
<p>The NDK tools build the SoundTouch c++ routines into a native binary library, while
Android applications are written in Java language. To call the SoundTouch and other c/c++
routines from an Android java application code, you'll need to use Java Native
Interface (JNI).</p>
<p>
The SoundTouch source code package provides source code example how to
use JNI to call native c++ routines from a Java class, and provides source codes also for
a simple example Android application:<ul>
<li><b>ExampleActivity</b>: This is simple Android example application that
utilizes SoundTouch native routines for processing WAV audio files. To build the example
application, use Eclipse Android SDK environment to import the "ExampleActivity" project in the "Android-lib" folder into the Eclipse workspace.
<li><b>Android-lib/jni/soundtouch-jni.cpp</b>: This file contains c/c++ wrapper routines
for performing elementary audio file processing with adjusted tempo/pitch/speed parameters
from the Android application. The wrapper interface is not complete, but provides example
that is easy to extend when necessary. The NDK compiles this file along with the SoundTouch
routines into the native binary library.</li>
<li><b>Android-lib/src/net/surina/soundtouch/SoundTouch.java</b>: This file implements
the Java interface class that loasd & accesses the JNI routines in the natively compiled library.
The example Android application uses this class as interface for processing audio files
with SoundTouch.</li>
</ul>
<p>
Feel free to examine and extend the provided cpp/java source code example file pair to
implement and integrate the desired SoundTouch library capabilities into your own Android application.</p>
<hr />
<h2>
Android floating-point performance considerations</h2>
<p>
The make process will build dedicated binaries for each supported Android CPU hardware platform type.
</p><p>SoundTouch uses floating-point algorithms for ideal sound quality on all other platform than in the lowest-end ARMv5. That is because lowest-end Android devices are not guaranteed to
have floating-point hardware in their CPUs, so that the ARMv5 compilation uses by default software-emulation for floating-point calculations to allow running the binary executables also in low-end devices without floating-point hardware.<p>
As floating point software-emulation is however several tens of times slower
than real hardware-level floating-point calculations, that would make running
floating-point-intensive applications such as SoundTouch infeasible in these low-end
devices. As workaround, the SoundTouch Android compilation builds the ARMv5 version using integer algorithm versions. The integer
algorithm version compromises the sound quality but provides good performance also
with low-end devices without hardware floating-point support in the CPU level.</p>
<p>When Android devices with more capable device is used, the device will automatically choose a proper library version for ideal sound quality.</p>
<hr />
<p style="text-align: center"><i>Copyright &copy; Olli Parviainen</i></p>
<!--
$Id: README-SoundTouch-Android.html 235 2015-11-11 21:47:19Z oparviai $
-->
</body>
</html>
# Copyright (C) 2010 The Android Open Source Project
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# $Id: Android.mk 216 2015-05-18 15:28:41Z oparviai $
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
# *** Remember: Change -O0 into -O2 in add-applications.mk ***
LOCAL_MODULE := soundtouch
LOCAL_SRC_FILES := soundtouch-jni.cpp ../../SoundTouch/AAFilter.cpp ../../SoundTouch/FIFOSampleBuffer.cpp \
../../SoundTouch/FIRFilter.cpp ../../SoundTouch/cpu_detect_x86.cpp \
../../SoundTouch/sse_optimized.cpp ../../SoundStretch/WavFile.cpp \
../../SoundTouch/RateTransposer.cpp ../../SoundTouch/SoundTouch.cpp \
../../SoundTouch/InterpolateCubic.cpp ../../SoundTouch/InterpolateLinear.cpp \
../../SoundTouch/InterpolateShannon.cpp ../../SoundTouch/TDStretch.cpp \
../../SoundTouch/BPMDetect.cpp ../../SoundTouch/PeakFinder.cpp
# for native audio
LOCAL_SHARED_LIBRARIES += -lgcc
# --whole-archive -lgcc
# for logging
LOCAL_LDLIBS += -llog
# for native asset manager
#LOCAL_LDLIBS += -landroid
# Custom Flags:
# -fvisibility=hidden : don't export all symbols
LOCAL_CFLAGS += -fvisibility=hidden -I ../../../include -fdata-sections -ffunction-sections
# OpenMP mode : enable these flags to enable using OpenMP for parallel computation
#LOCAL_CFLAGS += -fopenmp
#LOCAL_LDFLAGS += -fopenmp
# Use ARM instruction set instead of Thumb for improved calculation performance in ARM CPUs
LOCAL_ARM_MODE := arm
include $(BUILD_SHARED_LIBRARY)
# $Id: Application.mk 212 2015-05-15 10:22:36Z oparviai $
#
# Build library bilaries for all supported architectures
#
APP_ABI := all #armeabi-v7a armeabi
APP_OPTIM := release
APP_STL := stlport_static
APP_CPPFLAGS := -fexceptions # -D SOUNDTOUCH_DISABLE_X86_OPTIMIZATIONS
////////////////////////////////////////////////////////////////////////////////
///
/// Example Interface class for SoundTouch native compilation
///
/// Author : Copyright (c) Olli Parviainen
/// Author e-mail : oparviai 'at' iki.fi
/// WWW : http://www.surina.net
///
////////////////////////////////////////////////////////////////////////////////
//
// $Id: soundtouch-jni.cpp 212 2015-05-15 10:22:36Z oparviai $
//
////////////////////////////////////////////////////////////////////////////////
#include <jni.h>
#include <android/log.h>
#include <stdexcept>
#include <string>
using namespace std;
#include "../../../include/SoundTouch.h"
#include "../source/SoundStretch/WavFile.h"
#define LOGV(...) __android_log_print((int)ANDROID_LOG_INFO, "SOUNDTOUCH", __VA_ARGS__)
//#define LOGV(...)
// String for keeping possible c++ exception error messages. Notice that this isn't
// thread-safe but it's expected that exceptions are special situations that won't
// occur in several threads in parallel.
static string _errMsg = "";
#define DLL_PUBLIC __attribute__ ((visibility ("default")))
#define BUFF_SIZE 4096
using namespace soundtouch;
// Set error message to return
static void _setErrmsg(const char *msg)
{
_errMsg = msg;
}
#ifdef _OPENMP
#include <pthread.h>
extern pthread_key_t gomp_tls_key;
static void * _p_gomp_tls = NULL;
/// Function to initialize threading for OpenMP.
///
/// This is a workaround for bug in Android NDK v10 regarding OpenMP: OpenMP works only if
/// called from the Android App main thread because in the main thread the gomp_tls storage is
/// properly set, however, Android does not properly initialize gomp_tls storage for other threads.
/// Thus if OpenMP routines are invoked from some other thread than the main thread,
/// the OpenMP routine will crash the application due to NULL pointer access on uninitialized storage.
///
/// This workaround stores the gomp_tls storage from main thread, and copies to other threads.
/// In order this to work, the Application main thread needws to call at least "getVersionString"
/// routine.
static int _init_threading(bool warn)
{
void *ptr = pthread_getspecific(gomp_tls_key);
LOGV("JNI thread-specific TLS storage %ld", (long)ptr);
if (ptr == NULL)
{
LOGV("JNI set missing TLS storage to %ld", (long)_p_gomp_tls);
pthread_setspecific(gomp_tls_key, _p_gomp_tls);
}
else
{
LOGV("JNI store this TLS storage");
_p_gomp_tls = ptr;
}
// Where critical, show warning if storage still not properly initialized
if ((warn) && (_p_gomp_tls == NULL))
{
_setErrmsg("Error - OpenMP threading not properly initialized: Call SoundTouch.getVersionString() from the App main thread!");
return -1;
}
return 0;
}
#else
static int _init_threading(bool warn)
{
// do nothing if not OpenMP build
return 0;
}
#endif
// Processes the sound file
static void _processFile(SoundTouch *pSoundTouch, const char *inFileName, const char *outFileName)
{
int nSamples;
int nChannels;
int buffSizeSamples;
SAMPLETYPE sampleBuffer[BUFF_SIZE];
// open input file
WavInFile inFile(inFileName);
int sampleRate = inFile.getSampleRate();
int bits = inFile.getNumBits();
nChannels = inFile.getNumChannels();
// create output file
WavOutFile outFile(outFileName, sampleRate, bits, nChannels);
pSoundTouch->setSampleRate(sampleRate);
pSoundTouch->setChannels(nChannels);
assert(nChannels > 0);
buffSizeSamples = BUFF_SIZE / nChannels;
// Process samples read from the input file
while (inFile.eof() == 0)
{
int num;
// Read a chunk of samples from the input file
num = inFile.read(sampleBuffer, BUFF_SIZE);
nSamples = num / nChannels;
// Feed the samples into SoundTouch processor
pSoundTouch->putSamples(sampleBuffer, nSamples);
// Read ready samples from SoundTouch processor & write them output file.
// NOTES:
// - 'receiveSamples' doesn't necessarily return any samples at all
// during some rounds!
// - On the other hand, during some round 'receiveSamples' may have more
// ready samples than would fit into 'sampleBuffer', and for this reason
// the 'receiveSamples' call is iterated for as many times as it
// outputs samples.
do
{
nSamples = pSoundTouch->receiveSamples(sampleBuffer, buffSizeSamples);
outFile.write(sampleBuffer, nSamples * nChannels);
} while (nSamples != 0);
}
// Now the input file is processed, yet 'flush' few last samples that are
// hiding in the SoundTouch's internal processing pipeline.
pSoundTouch->flush();
do
{
nSamples = pSoundTouch->receiveSamples(sampleBuffer, buffSizeSamples);
outFile.write(sampleBuffer, nSamples * nChannels);
} while (nSamples != 0);
}
extern "C" DLL_PUBLIC jstring Java_net_surina_soundtouch_SoundTouch_getVersionString(JNIEnv *env, jobject thiz)
{
const char *verStr;
LOGV("JNI call SoundTouch.getVersionString");
// Call example SoundTouch routine
verStr = SoundTouch::getVersionString();
/// gomp_tls storage bug workaround - see comments in _init_threading() function!
_init_threading(false);
int threads = 0;
#pragma omp parallel
{
#pragma omp atomic
threads ++;
}
LOGV("JNI thread count %d", threads);
// return version as string
return env->NewStringUTF(verStr);
}
extern "C" DLL_PUBLIC jlong Java_net_surina_soundtouch_SoundTouch_newInstance(JNIEnv *env, jobject thiz)
{
return (jlong)(new SoundTouch());
}
extern "C" DLL_PUBLIC void Java_net_surina_soundtouch_SoundTouch_deleteInstance(JNIEnv *env, jobject thiz, jlong handle)
{
SoundTouch *ptr = (SoundTouch*)handle;
delete ptr;
}
extern "C" DLL_PUBLIC void Java_net_surina_soundtouch_SoundTouch_setTempo(JNIEnv *env, jobject thiz, jlong handle, jfloat tempo)
{
SoundTouch *ptr = (SoundTouch*)handle;
ptr->setTempo(tempo);
}
extern "C" DLL_PUBLIC void Java_net_surina_soundtouch_SoundTouch_setPitchSemiTones(JNIEnv *env, jobject thiz, jlong handle, jfloat pitch)
{
SoundTouch *ptr = (SoundTouch*)handle;
ptr->setPitchSemiTones(pitch);
}
extern "C" DLL_PUBLIC void Java_net_surina_soundtouch_SoundTouch_setSpeed(JNIEnv *env, jobject thiz, jlong handle, jfloat speed)
{
SoundTouch *ptr = (SoundTouch*)handle;
ptr->setRate(speed);
}
extern "C" DLL_PUBLIC jstring Java_net_surina_soundtouch_SoundTouch_getErrorString(JNIEnv *env, jobject thiz)
{
jstring result = env->NewStringUTF(_errMsg.c_str());
_errMsg.clear();
return result;
}
extern "C" DLL_PUBLIC int Java_net_surina_soundtouch_SoundTouch_processFile(JNIEnv *env, jobject thiz, jlong handle, jstring jinputFile, jstring joutputFile)
{
SoundTouch *ptr = (SoundTouch*)handle;
const char *inputFile = env->GetStringUTFChars(jinputFile, 0);
const char *outputFile = env->GetStringUTFChars(joutputFile, 0);
LOGV("JNI process file %s", inputFile);
/// gomp_tls storage bug workaround - see comments in _init_threading() function!
if (_init_threading(true)) return -1;
try
{
_processFile(ptr, inputFile, outputFile);
}
catch (const runtime_error &e)
{
const char *err = e.what();
// An exception occurred during processing, return the error message
LOGV("JNI exception in SoundTouch::processFile: %s", err);
_setErrmsg(err);
return -1;
}
env->ReleaseStringUTFChars(jinputFile, inputFile);
env->ReleaseStringUTFChars(joutputFile, outputFile);
return 0;
}
<?xml version="1.0" encoding="UTF-8"?>
<lint>
</lint>
\ No newline at end of file
# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-19
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:id="@+id/linearLayout1"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<TableLayout
android:layout_width="fill_parent"
android:layout_height="wrap_content" >
<TableRow
android:id="@+id/tableRow1"
android:layout_width="wrap_content"
android:layout_height="wrap_content" >
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Tempo %:"
android:textAppearance="?android:attr/textAppearanceMedium" />
<EditText
android:id="@+id/editTextTempo"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:ems="5"
android:inputType="text"
android:text="100" >
</EditText>
</TableRow>
<TableRow
android:id="@+id/tableRow2"
android:layout_width="wrap_content"
android:layout_height="wrap_content" >
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Pitch half-steps:"
android:textAppearance="?android:attr/textAppearanceMedium" />
<EditText
android:id="@+id/editTextPitch"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:ems="5"
android:inputType="text"
android:text="-0.318" >
</EditText>
</TableRow>
</TableLayout>
<LinearLayout
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:layout_marginTop="10dp" >
<TextView