Sound id reference
Author: s | 2025-04-24
Sound IDs, also known as sound IDs, are unique numerical identifiers assigned to each sound asset in the Roblox library. These IDs are used to reference specific sounds in a Reference 4 is dead. It as replaced by Sound ID Reference. Technical Requirements for Sound ID Reference only mention Windows 8 or later, so it looks like a) that one should work fine and
WILL SONARWORKS SOUND ID REFERENCE
Is so you can use a BRR sample from the song as a sound effect without having to have 2 copies of it. (I’m using the word clone in the sense that it is used in programming, which is that the data itself is not copied, only creating a 2nd reference to the same data.)Functions in SFX_LIB —Sfx_Stop_All – stops the sound effectsSfx_Queue – use this to call a sound effect from the data tables, however only the last sfx called per frame will actually play. It’s not really a cue or stack or whatever, I just didn’t want to call the sfx functions multiple times a frame and waste so much CPU time trying to communicate with the SPC. I believe that allowing only one sfx per frame should be sufficient… however, you might decide that one sfx is more important, and you might have to modify this code so that the more important sfx has higher priority.Sfx_Process – call this once per frame. It handles new sfx to play (from the queue) and it processes the data of NotesIf you look at the example, in main.s, you notice that the “id” of each sound effect depends on the order that they are loaded, not the order that they are in the soundbank.ldx #0 ;sawjsr spcLoadEffectldx #1 ;squarejsr spcLoadEffectldx #2 ;pianojsr spcLoadEffectSo, the 0,1,2 here refers to the sample’s position in the soundbank, and coincidentally since they are loaded in the same order their ID would be 0,1,2 as well. If you changed the order and put ldx #2 ;piano first, then the piano sample would have the “id” of zero (for when you play it with spcEffect). I threw a curveball and put…lda #1 ;stringsjsr spcCloneand actually, that the string sample would have an “id” of #3 (because Gear Head Joined: Mar 2015 Posts: 31 🎧 10 years SoundID: Systemwide On Or Off? Hi, I have Sonarworks' SoundID Reference for headphones and speakers (verison 5.7.2) and use both the systemwide app on my desktop and then in a DAW, the plugin. I have been having some issues either with drivers or some other software issues and I'm trying to narrow down possible causes or conflicts and wanted some general advice about using SoundID please.When I am in a DAW, is it best to disable SoundID systemwide seeing as I am using the plugin within the DAW or does it not matter? Also, within the main systemwide app, is it best to set up SoundID to use my audio interface's ASIO drivers or WASAPI? I am on Windows 10 btw.I have it set up at the moment to use my Scarlett's ASIO drivers and within that the driver type is set to Virtual Windows audio to ASIO driver. I wasn't sure whether to choose that or Virtual ASIO to ASIO driver, I think the latter directly effects the audio interface whereas the former just installs a virtual driver on Windows.Thanks for any help. Lives for gear Joined: Oct 2004 Posts: 2,406 🎧 20 years In Sonarworks Reference, when you open a session with the plugin instantiated, systemwide is automatically disabled.I imagine it works the same way with Sound ID. Gear Head Joined: Mar 2015 Posts: 31 🎧 10 years Quote: Originally Posted by sardi ➡️ In Sonarworks Reference, when you open a session with the plugin instantiated, systemwide is automatically disabled.I imagine it works the same way with Sound ID. Thanks very much for the clarification. Gear Head Joined: Mar 2015 Posts: 31 🎧 10 years Quote: Originally Posted by Deleted f89056c ➡️ unfortunately, it doesn't, you have to scroll up to the icon and click on "disable calibration". takes a second. that's it. So in that case, when I am making music in Cubase (or any DAW) and have the SoundID plugin enabled there, do I need to go into the Systemwide app on my desktop and disable the calibration or exit out of the Systemwide app altogether?I'm just trying to determine whether having both the Systemwide app and the plugin in my DAW going at the same time is causing any problems. I thought they worked independently of each other and that the plugin of SoundID in a DAW ignored the Systemwide app even if it was in use on the desktop. Lives for gear Joined: Oct 2004 Posts: 2,406 🎧 20 years Quote: Originally Posted by Deleted f89056c ➡️ unfortunately, it doesn't, you have to scroll up to the icon and click on "disable calibration". takesShare Sound ID Listen profile hearing test with Sound ID Reference
Thedownlink power. When UE try to figure out DL power (i.e, the power of the signal from a eNode B), it measure the power of this reference signal and take it as downlink cell power. These reference signal are carried by multiples of specific Resource Elements in each slots and the location of the resource elements are specifically determined by antenna configuration. In the figures below, Red/Blue/Green/Yellow is the part where the reference signal are carried and the resource elements marked in gray are the ones reserved for reference signal, but are not carrying Reference Signal for that specific antenna. (Follwing illustration is based on 36.211 Figure 6.10.1.2-1. Mapping of downlink reference signals (normal cyclic prefix)) Following is an example of physical channel configuration and RE (Resource Element) mapping for 4 Antenna case. The measurement result is from LTE signal Analyzer measuring the LTE signal coming out of the LTE network simulator. It shows only one RB (RB0) of 20 Mhz System Bandwidth (i.e, 100 RBs in total) and was captured at Antenna port 0, 1, 2, 3 respectively whileLTE network is transmitting MIB/SIBs and UE is not connected. You would notice that location of Reference Signal is different for each antenna. Due to this reference signal location difference, the REG grouping may vary slightly resuting in a little bit different location of PCFICH. There are two different types of reference signal : Cell Specific Reference Signa and UE specific Reference Signal Cell Specific Reference Signal : This reference signal is being transmitted at every subframe and it spans all across the operating bandwidht. It is being transmitted by Antenna port 0,1,2,3. UE Specific Reference Signal : This reference signal is being transmitted within the resource blocks allocated only to a specific UE and is being transmitted by Antenna port 5. Is the Resource element for the cell specific reference signal fixed ? No, the location changes according to Physical Cell ID as described below. The time domain index (l) for the reference signal = fixed. ( l = [0,4] ) The frequency domain index k for the reference signal = changes according to physical cell ID as specified in 36.211 6.10.1.2 Mapping to resource element. main rule is : k = 6 m + (v + v_shift) mod 6, where v_shift = Physical Cell ID mod 6. For further details, refer to 36.211 6.10.1.2 What kind of value is carried by the downlink reference signal ? The value is a pseudo random sequence generated by the algorithm defined in 36.211 6.10.1.1 Sequence Generation and described in Physical Layer : Cell Specific Reference Signal page.(Note : The uplink reference signal - DMRS (i.e, PUSCHDMRSand PUCCH DMRS) - is Zadoff Chu sequence) One of the determining value of this sequence is Physical Cell ID, meaning that the physical cell ID influences the value of the reference signal as well. Is CRS transmitted in any subframe type (type 1, 2, 3) ? At the initial phase of LTE develoyment, you haven't doubt. Sound IDs, also known as sound IDs, are unique numerical identifiers assigned to each sound asset in the Roblox library. These IDs are used to reference specific sounds in aSONARWORKS SOUND ID REFERENCE Review and Demo
The MIDI data from MPU-401.# Possible values: default, win32, alsa, oss, coreaudio, coremidi, mt32, synth, fluidsynth, timidity, none.# midiconfig: Special configuration options for the device driver. This is usually the id or part of the name of the device you want to use# (find the id/name with mixer/listmidi).# Or in the case of coreaudio or synth, you can specify a soundfont here.# When using a Roland MT-32 rev. 0 as midi output device, some games may require a delay in order to prevent 'buffer overflow' issues.# In that case, add 'delaysysex', for example: midiconfig=2 delaysysex# See the README/Manual for more details.# samplerate: Sample rate for MIDI synthesizer, if applicable.# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.# mpuirq: MPU-401 IRQ. -1 to automatically choose.# mt32.romdir: Name of the directory where MT-32 Control and PCM ROM files can be found. Emulation requires these files to work.# Accepted file names are as follows:# MT32_CONTROL.ROM or CM32L_CONTROL.ROM - control ROM file.# MT32_PCM.ROM or CM32L_PCM.ROM - PCM ROM file.# mt32.model: Model of the MT-32 synthesizer to use.# Possible values: cm32l, mt32, auto.# fluid.driver: Driver to use with Fluidsynth, not needed under Windows. Available drivers depend on what Fluidsynth was compiled with.# Possible values: pulseaudio, alsa, oss, coreaudio, dsound, portaudio, sndman, jack, file, default.# fluid.soundfont: Soundfont (.SF2 or .SF3) to use with Fluidsynth. One must be specified (e.g. GeneralUser_GS.sf2).## Advanced options (see full configuration reference file [dosbox-x.reference.full.conf] for more details):# -> mt32.reverse.stereo; mt32.verbose; mt32.thread; mt32.chunk; mt32.prebuffer; mt32.partials; mt32.dac; mt32.analog; mt32.output.gain; mt32.reverb.mode; mt32.reverb.output.gain; mt32.reverb.time; mt32.reverb.level; mt32.rate; mt32.src.quality; mt32.niceampramp; fluid.samplerate; fluid.gain; fluid.polyphony; fluid.cores; fluid.periods; fluid.periodsize; fluid.reverb; fluid.chorus; fluid.reverb.roomsize; fluid.reverb.damping; fluid.reverb.width; fluid.reverb.level; fluid.chorus.number; fluid.chorus.level; fluid.chorus.speed; fluid.chorus.depth; fluid.chorus.type#mpu401 = intelligentmpubase = 0mididevice = defaultmidiconfig = samplerate = 44100mpuirq = -1mt32.romdir = mt32.model = autofluid.driver = defaultfluid.soundfont = [sblaster]# sbtype: Type of Sound Blaster to emulate. 'gb' is Game Blaster.# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, sb16vibra, gb, ess688, reveal_sc400, none.# sbbase: The IO address of the Sound Blaster.# 220h to 2E0h are for use with IBM PC Sound Blaster emulation.# D2h to DEh are for use with NEC PC-98 Sound Blaster 16 emulation.# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, d2, d4, d6, d8, da, dc, de.# irq: The IRQ number of the Sound Blaster (usually 5 or 7, depending on the sound card type and the game).# Set to 0 for the default setting of the sound card, or set to -1 to start DOSBox-X with the IRQ unassigned.# Possible values: 7, 5, 3, 9, 10, 11, 12, 0, -1.# dma: The DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# hdma: The High DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the High DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# enable speaker: Start the DOS virtual machine with the Sound Blaster speaker enabled.# Sound Blaster Pro and older cards have a speaker disable/enable command.# Normally the card 340, 360, c0d0, c8d0, d0d0, d8d0, e0d0, e8d0, f0d0, f8d0, 80d2, 80d4, 80d6, 80d8, 80da, 80dc, 80de.# mididevice: Device that will receive the MIDI data from MPU-401.# Possible values: default, win32, alsa, oss, coreaudio, coremidi, mt32, synth, fluidsynth, timidity, none.# midiconfig: Special configuration options for the device driver. This is usually the id or part of the name of the device you want to use# (find the id/name with mixer/listmidi).# Or in the case of coreaudio or synth, you can specify a soundfont here.# When using a Roland MT-32 rev. 0 as midi output device, some games may require a delay in order to prevent 'buffer overflow' issues.# In that case, add 'delaysysex', for example: midiconfig=2 delaysysex# See the README/Manual for more details.# samplerate: Sample rate for MIDI synthesizer, if applicable.# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.# mpuirq: MPU-401 IRQ. -1 to automatically choose.# mt32.romdir: Name of the directory where MT-32 Control and PCM ROM files can be found. Emulation requires these files to work.# Accepted file names are as follows:# MT32_CONTROL.ROM or CM32L_CONTROL.ROM - control ROM file.# MT32_PCM.ROM or CM32L_PCM.ROM - PCM ROM file.# mt32.model: Model of the MT-32 synthesizer to use.# Possible values: cm32l, mt32, auto.# fluid.driver: Driver to use with Fluidsynth, not needed under Windows. Available drivers depend on what Fluidsynth was compiled with.# Possible values: pulseaudio, alsa, oss, coreaudio, dsound, portaudio, sndman, jack, file, default.# fluid.soundfont: Soundfont (.SF2 or .SF3) to use with Fluidsynth. One must be specified (e.g. GeneralUser_GS.sf2).## Advanced options (see full configuration reference file [dosbox-x.reference.full.conf] for more details):# -> mt32.reverse.stereo; mt32.verbose; mt32.thread; mt32.chunk; mt32.prebuffer; mt32.partials; mt32.dac; mt32.analog; mt32.output.gain; mt32.reverb.mode; mt32.reverb.output.gain; mt32.reverb.time; mt32.reverb.level; mt32.rate; mt32.src.quality; mt32.niceampramp; fluid.samplerate; fluid.gain; fluid.polyphony; fluid.cores; fluid.periods; fluid.periodsize; fluid.reverb; fluid.chorus; fluid.reverb.roomsize; fluid.reverb.damping; fluid.reverb.width; fluid.reverb.level; fluid.chorus.number; fluid.chorus.level; fluid.chorus.speed; fluid.chorus.depth; fluid.chorus.type#mpu401 = intelligentmpubase = 0mididevice = defaultmidiconfig = samplerate = 44100mpuirq = -1mt32.romdir = mt32.model = autofluid.driver = defaultfluid.soundfont = [sblaster]# sbtype: Type of Sound Blaster to emulate. 'gb' is Game Blaster.# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, sb16vibra, gb, ess688, reveal_sc400, none.# sbbase: The IO address of the Sound Blaster.# 220h to 2E0h are for use with IBM PC Sound Blaster emulation.# D2h to DEh are for use with NEC PC-98 Sound Blaster 16 emulation.# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, d2, d4, d6, d8, da, dc, de.# irq: The IRQ number of the Sound Blaster (usually 5 or 7, depending on the sound card type and the game).# Set to 0 for the default setting of the sound card, or set to -1 to start DOSBox-X with the IRQ unassigned.# Possible values: 7, 5, 3, 9, 10, 11, 12, 0, -1.# dma: The DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# hdma: The High DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the High DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# enable speaker: Start the DOSSOUND iD REFERENCE - the Sonarworks 4 Update!
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\ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST[04:43] Checking for Errors in [00] Skyrim.exe[04:43] Checking for Errors in [01] Update.esm[04:44] [INFO:000DA25A] ('No doubt requesting to garrison his men in my castle. How many times must I deny him?' in GRUP Topic Children of CW03BalgruufTopic "I have an important message for you." [DIAL:000DA228])[04:44] INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> [04:44] [INFO:000E40AD] ('Did he now? The man is persistent, I'll give him that.' in GRUP Topic Children of CW03BalgruufTopic "I have an important message for you." [DIAL:000DA228])[04:44] INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> [05:03] Checking for Errors in [02] Dawnguard.esm[05:04] DLC1VampireLordBlocker [ACTI:02014760][05:04] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0307B5B9] [05:04] DA13VineCeiling01NoCol [STAT:000BD6A5][05:04] STAT -> Record marked as deleted but contains: Editor ID, Object Bounds, Model, Direction Material[05:06] SoulCairnAurora [WTHR:0200959F][05:06] WTHR \ Sounds \ SNAM - Sound \ Sound -> [01007011] [05:06] DLC1Eclipse [WTHR:02006AEC][05:06] WTHR \ Sounds \ SNAM - Sound \ Sound -> [0201DF89] [05:06] WTHR \ Sounds \ SNAM - Sound \ Sound -> [0201DF8C] [05:12] [REFR:02013821] (places NorDoorSmLoad02HiddenMinUse "Iron Door" [DOOR:000988DF] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 43,-13)[05:12] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> [05:19] [REFR:02015DC3] (places sc_towerfloatingrocks02 [STAT:02010BAD] in GRUP Cell Temporary Children of DLC01SoulCairnCraterKeeper [CELL:02002C75] (in DLC01SoulCairn "Soul Cairn" [WRLD:02001408] at 6,3))[05:19] REFR \ XATR - Attach Ref -> [02006718] [05:19] [REFR:02015DC8] (places FXSmokeWispsLg2x1Adjust [MSTT:0001643B] in GRUP Cell Temporary Children of DLC01SoulCairnCraterKeeper [CELL:02002C75] (in DLC01SoulCairn "Soul Cairn" [WRLD:02001408] at 6,3))[05:19] REFR \ XATR - Attach Ref -> [02006718] [05:19] [REFR:02015DCA] (places sc_towerfloatingrocks03 [STAT:02010BAE] in GRUP Cell Temporary Children of DLC01SoulCairnCraterKeeper [CELL:02002C75] (in DLC01SoulCairn "Soul Cairn" [WRLD:02001408] at 6,3))[05:19] REFR \ XATR - Attach Ref -> [02006718] [05:21] [INFO:02002B0A] ('You must help me find my Arvak. He doesn't deserve to be in a place like this!' in GRUP Topic Children of DLC1SCHorseQuestBranchTopic [DIAL:02002B07])[05:21] INFO \ Conditions \ Condition. Sound IDs, also known as sound IDs, are unique numerical identifiers assigned to each sound asset in the Roblox library. These IDs are used to reference specific sounds in aSound ID reference or not? : r/musicproduction - Reddit
RTL8139DAbstract: RTL8102 rtl8139D circuit 8139d RTL8102L RTL8139 BootROM RTL8139A Ethernet RTL8139D REALTEK SEMICONDUCTOR 8139 realtek rtl8139D Text: RTL8139D L REALTEK SINGLE CHIP FAST ETHERNET CONTROLLER WITH POWER MANAGEMENT AND MULTI-FUNCTION RTL8139D(L) 5.28 Config5: Configuration Register 5 .31 6. EEPROM (93C46) Contents .33 6.1 Summary of RTL8139D(L) EEPROM Registers .35OriginalRTL8139D93C46)MS-026,100LD14x14x1LQ100RTL8102rtl8139D circuit8139dRTL8102LRTL8139 BootROMRTL8139AEthernet RTL8139DREALTEK SEMICONDUCTOR 8139realtek rtl8139DPDFRTL8100CAbstract: RTL8100CL RTL8139C 9346CR Realtek RTL8100c RTL8139D TXC10 93C46 AD27 realtek semiconductor 8139 Text: RTL8100C L REALTEK SINGLE CHIP FAST ETHERNET CONTROLLER WITH POWER MANAGEMENT RTL8100C(L) 6. EEPROM (93C46) Contents. 32 6.1 Summary of the RTL8100C(L) EEPROM Registers. 34 6.2 Summary of EEPROM Power Management Registers . 34OriginalRTL8100C93C46)Pin32 VDD25;Pin125Pin126RTL8100CLRTL8139C9346CRRealtek RTL8100cRTL8139DTXC1093C46AD27realtek semiconductor 8139PDFUntitledAbstract: No abstract text availableText: RTL8100C & RTL8100CL SINGLE-CHIP FAST ETHERNET CONTROLLER WITH POWER MANAGEMENT DATASHEET Rev. 1.05 16 June 2004 Track ID: JATR-1076-21 RTL8100C & RTL8100CL Datasheet COPYRIGHT 2004 Realtek Semiconductor Corp. All rights reserved. No part of this document may be reproduced,OriginalRTL8100C RTL8100CL JATR-1076-21 128LD14x20x1530-ASS-P004 LQ128PDFRTL8100C Reference DesignAbstract: RTL8100C-LF realtek 8112 realtek 8111 ethernet programming EEPROM 93C46 CONTENTS rtl8100c application 811 93c46 realtek rtl8139 programming RTL8100C RTL8139 reference design Text: RTL8100C RTL8100CL RTL8100C-LF RTL8100CL-LF SINGLE-CHIP FAST ETHERNET CONTROLLER WITH POWER MANAGEMENT DATASHEET Rev. 1.2 26 February 2007 Track ID: JATR-1076-21 Realtek Semiconductor Corp. No. 2, Innovation Road II, Hsinchu Science Park, Hsinchu 300, TaiwanOriginalRTL8100C RTL8100CL RTL8100C-LF RTL8100CL-LF JATR-1076-21 RTL8100C14x20x1530-ASS-P004 LQ128RTL8100C Reference DesignRTL8100C-LFrealtek 8112realtek 8111 ethernet programmingEEPROM 93C46 CONTENTSrtl8100c application811 93c46realtek rtl8139 programmingRTL8139 reference designPDFRTL8100C Reference DesignAbstract: RTL8100CL realtek rtl8139 programming Realtek RTL8100c RTL8139 reference design EEPROM 93C46 CONTENTS RTL8100C rtl8101 RTL8100C-LF 93C46 Text: RTL8100C & RTL8100CL SINGLE-CHIP FAST ETHERNET CONTROLLER WITH POWER MANAGEMENT DATASHEET Rev. 1.06 05 November 2004 Track ID: JATR-1076-21 RTL8100C & RTL8100CL Datasheet COPYRIGHT 2004 Realtek Semiconductor Corp. All rights reserved. No part of this document may be reproduced,OriginalRTL8100C RTL8100CL JATR-1076-21 docu14128LD14x20x1530-ASS-P004 LQ128RTL8100C Reference DesignRTL8100CLrealtek rtl8139 programmingRealtek RTL8100cRTL8139 reference designEEPROM 93C46 CONTENTSRTL8100Crtl8101RTL8100C-LF93C46PDFUntitledAbstract: No abstract text availableText: RTL8139D RTL8139DL RTL8139D-LF RTL8139DL-LF RTL8139D-GR RTL8139DL-GR SINGLE-CHIP MULTI-FUNCTION 10/100Mbps ETHERNET CONTROLLER WITH POWER MANAGEMENT DATASHEET Rev. 1.3 29 December 2005 Track ID: JATR-1076-21 Realtek Semiconductor Corp. No. 2, Innovation Road II, Hsinchu Science Park, Hsinchu 300, TaiwanOriginalRTL8139D RTL8139DL RTL8139D-LF RTL8139DL-LF RTL8139D-GR RTL8139DL-GR 10/100Mbps JATR-1076-21Comments
Is so you can use a BRR sample from the song as a sound effect without having to have 2 copies of it. (I’m using the word clone in the sense that it is used in programming, which is that the data itself is not copied, only creating a 2nd reference to the same data.)Functions in SFX_LIB —Sfx_Stop_All – stops the sound effectsSfx_Queue – use this to call a sound effect from the data tables, however only the last sfx called per frame will actually play. It’s not really a cue or stack or whatever, I just didn’t want to call the sfx functions multiple times a frame and waste so much CPU time trying to communicate with the SPC. I believe that allowing only one sfx per frame should be sufficient… however, you might decide that one sfx is more important, and you might have to modify this code so that the more important sfx has higher priority.Sfx_Process – call this once per frame. It handles new sfx to play (from the queue) and it processes the data of NotesIf you look at the example, in main.s, you notice that the “id” of each sound effect depends on the order that they are loaded, not the order that they are in the soundbank.ldx #0 ;sawjsr spcLoadEffectldx #1 ;squarejsr spcLoadEffectldx #2 ;pianojsr spcLoadEffectSo, the 0,1,2 here refers to the sample’s position in the soundbank, and coincidentally since they are loaded in the same order their ID would be 0,1,2 as well. If you changed the order and put ldx #2 ;piano first, then the piano sample would have the “id” of zero (for when you play it with spcEffect). I threw a curveball and put…lda #1 ;stringsjsr spcCloneand actually, that the string sample would have an “id” of #3 (because
2025-04-22Gear Head Joined: Mar 2015 Posts: 31 🎧 10 years SoundID: Systemwide On Or Off? Hi, I have Sonarworks' SoundID Reference for headphones and speakers (verison 5.7.2) and use both the systemwide app on my desktop and then in a DAW, the plugin. I have been having some issues either with drivers or some other software issues and I'm trying to narrow down possible causes or conflicts and wanted some general advice about using SoundID please.When I am in a DAW, is it best to disable SoundID systemwide seeing as I am using the plugin within the DAW or does it not matter? Also, within the main systemwide app, is it best to set up SoundID to use my audio interface's ASIO drivers or WASAPI? I am on Windows 10 btw.I have it set up at the moment to use my Scarlett's ASIO drivers and within that the driver type is set to Virtual Windows audio to ASIO driver. I wasn't sure whether to choose that or Virtual ASIO to ASIO driver, I think the latter directly effects the audio interface whereas the former just installs a virtual driver on Windows.Thanks for any help. Lives for gear Joined: Oct 2004 Posts: 2,406 🎧 20 years In Sonarworks Reference, when you open a session with the plugin instantiated, systemwide is automatically disabled.I imagine it works the same way with Sound ID. Gear Head Joined: Mar 2015 Posts: 31 🎧 10 years Quote: Originally Posted by sardi ➡️ In Sonarworks Reference, when you open a session with the plugin instantiated, systemwide is automatically disabled.I imagine it works the same way with Sound ID. Thanks very much for the clarification. Gear Head Joined: Mar 2015 Posts: 31 🎧 10 years Quote: Originally Posted by Deleted f89056c ➡️ unfortunately, it doesn't, you have to scroll up to the icon and click on "disable calibration". takes a second. that's it. So in that case, when I am making music in Cubase (or any DAW) and have the SoundID plugin enabled there, do I need to go into the Systemwide app on my desktop and disable the calibration or exit out of the Systemwide app altogether?I'm just trying to determine whether having both the Systemwide app and the plugin in my DAW going at the same time is causing any problems. I thought they worked independently of each other and that the plugin of SoundID in a DAW ignored the Systemwide app even if it was in use on the desktop. Lives for gear Joined: Oct 2004 Posts: 2,406 🎧 20 years Quote: Originally Posted by Deleted f89056c ➡️ unfortunately, it doesn't, you have to scroll up to the icon and click on "disable calibration". takes
2025-04-21Thedownlink power. When UE try to figure out DL power (i.e, the power of the signal from a eNode B), it measure the power of this reference signal and take it as downlink cell power. These reference signal are carried by multiples of specific Resource Elements in each slots and the location of the resource elements are specifically determined by antenna configuration. In the figures below, Red/Blue/Green/Yellow is the part where the reference signal are carried and the resource elements marked in gray are the ones reserved for reference signal, but are not carrying Reference Signal for that specific antenna. (Follwing illustration is based on 36.211 Figure 6.10.1.2-1. Mapping of downlink reference signals (normal cyclic prefix)) Following is an example of physical channel configuration and RE (Resource Element) mapping for 4 Antenna case. The measurement result is from LTE signal Analyzer measuring the LTE signal coming out of the LTE network simulator. It shows only one RB (RB0) of 20 Mhz System Bandwidth (i.e, 100 RBs in total) and was captured at Antenna port 0, 1, 2, 3 respectively whileLTE network is transmitting MIB/SIBs and UE is not connected. You would notice that location of Reference Signal is different for each antenna. Due to this reference signal location difference, the REG grouping may vary slightly resuting in a little bit different location of PCFICH. There are two different types of reference signal : Cell Specific Reference Signa and UE specific Reference Signal Cell Specific Reference Signal : This reference signal is being transmitted at every subframe and it spans all across the operating bandwidht. It is being transmitted by Antenna port 0,1,2,3. UE Specific Reference Signal : This reference signal is being transmitted within the resource blocks allocated only to a specific UE and is being transmitted by Antenna port 5. Is the Resource element for the cell specific reference signal fixed ? No, the location changes according to Physical Cell ID as described below. The time domain index (l) for the reference signal = fixed. ( l = [0,4] ) The frequency domain index k for the reference signal = changes according to physical cell ID as specified in 36.211 6.10.1.2 Mapping to resource element. main rule is : k = 6 m + (v + v_shift) mod 6, where v_shift = Physical Cell ID mod 6. For further details, refer to 36.211 6.10.1.2 What kind of value is carried by the downlink reference signal ? The value is a pseudo random sequence generated by the algorithm defined in 36.211 6.10.1.1 Sequence Generation and described in Physical Layer : Cell Specific Reference Signal page.(Note : The uplink reference signal - DMRS (i.e, PUSCHDMRSand PUCCH DMRS) - is Zadoff Chu sequence) One of the determining value of this sequence is Physical Cell ID, meaning that the physical cell ID influences the value of the reference signal as well. Is CRS transmitted in any subframe type (type 1, 2, 3) ? At the initial phase of LTE develoyment, you haven't doubt
2025-03-26The MIDI data from MPU-401.# Possible values: default, win32, alsa, oss, coreaudio, coremidi, mt32, synth, fluidsynth, timidity, none.# midiconfig: Special configuration options for the device driver. This is usually the id or part of the name of the device you want to use# (find the id/name with mixer/listmidi).# Or in the case of coreaudio or synth, you can specify a soundfont here.# When using a Roland MT-32 rev. 0 as midi output device, some games may require a delay in order to prevent 'buffer overflow' issues.# In that case, add 'delaysysex', for example: midiconfig=2 delaysysex# See the README/Manual for more details.# samplerate: Sample rate for MIDI synthesizer, if applicable.# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.# mpuirq: MPU-401 IRQ. -1 to automatically choose.# mt32.romdir: Name of the directory where MT-32 Control and PCM ROM files can be found. Emulation requires these files to work.# Accepted file names are as follows:# MT32_CONTROL.ROM or CM32L_CONTROL.ROM - control ROM file.# MT32_PCM.ROM or CM32L_PCM.ROM - PCM ROM file.# mt32.model: Model of the MT-32 synthesizer to use.# Possible values: cm32l, mt32, auto.# fluid.driver: Driver to use with Fluidsynth, not needed under Windows. Available drivers depend on what Fluidsynth was compiled with.# Possible values: pulseaudio, alsa, oss, coreaudio, dsound, portaudio, sndman, jack, file, default.# fluid.soundfont: Soundfont (.SF2 or .SF3) to use with Fluidsynth. One must be specified (e.g. GeneralUser_GS.sf2).## Advanced options (see full configuration reference file [dosbox-x.reference.full.conf] for more details):# -> mt32.reverse.stereo; mt32.verbose; mt32.thread; mt32.chunk; mt32.prebuffer; mt32.partials; mt32.dac; mt32.analog; mt32.output.gain; mt32.reverb.mode; mt32.reverb.output.gain; mt32.reverb.time; mt32.reverb.level; mt32.rate; mt32.src.quality; mt32.niceampramp; fluid.samplerate; fluid.gain; fluid.polyphony; fluid.cores; fluid.periods; fluid.periodsize; fluid.reverb; fluid.chorus; fluid.reverb.roomsize; fluid.reverb.damping; fluid.reverb.width; fluid.reverb.level; fluid.chorus.number; fluid.chorus.level; fluid.chorus.speed; fluid.chorus.depth; fluid.chorus.type#mpu401 = intelligentmpubase = 0mididevice = defaultmidiconfig = samplerate = 44100mpuirq = -1mt32.romdir = mt32.model = autofluid.driver = defaultfluid.soundfont = [sblaster]# sbtype: Type of Sound Blaster to emulate. 'gb' is Game Blaster.# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, sb16vibra, gb, ess688, reveal_sc400, none.# sbbase: The IO address of the Sound Blaster.# 220h to 2E0h are for use with IBM PC Sound Blaster emulation.# D2h to DEh are for use with NEC PC-98 Sound Blaster 16 emulation.# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, d2, d4, d6, d8, da, dc, de.# irq: The IRQ number of the Sound Blaster (usually 5 or 7, depending on the sound card type and the game).# Set to 0 for the default setting of the sound card, or set to -1 to start DOSBox-X with the IRQ unassigned.# Possible values: 7, 5, 3, 9, 10, 11, 12, 0, -1.# dma: The DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# hdma: The High DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the High DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# enable speaker: Start the DOS virtual machine with the Sound Blaster speaker enabled.# Sound Blaster Pro and older cards have a speaker disable/enable command.# Normally the card
2025-03-30340, 360, c0d0, c8d0, d0d0, d8d0, e0d0, e8d0, f0d0, f8d0, 80d2, 80d4, 80d6, 80d8, 80da, 80dc, 80de.# mididevice: Device that will receive the MIDI data from MPU-401.# Possible values: default, win32, alsa, oss, coreaudio, coremidi, mt32, synth, fluidsynth, timidity, none.# midiconfig: Special configuration options for the device driver. This is usually the id or part of the name of the device you want to use# (find the id/name with mixer/listmidi).# Or in the case of coreaudio or synth, you can specify a soundfont here.# When using a Roland MT-32 rev. 0 as midi output device, some games may require a delay in order to prevent 'buffer overflow' issues.# In that case, add 'delaysysex', for example: midiconfig=2 delaysysex# See the README/Manual for more details.# samplerate: Sample rate for MIDI synthesizer, if applicable.# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.# mpuirq: MPU-401 IRQ. -1 to automatically choose.# mt32.romdir: Name of the directory where MT-32 Control and PCM ROM files can be found. Emulation requires these files to work.# Accepted file names are as follows:# MT32_CONTROL.ROM or CM32L_CONTROL.ROM - control ROM file.# MT32_PCM.ROM or CM32L_PCM.ROM - PCM ROM file.# mt32.model: Model of the MT-32 synthesizer to use.# Possible values: cm32l, mt32, auto.# fluid.driver: Driver to use with Fluidsynth, not needed under Windows. Available drivers depend on what Fluidsynth was compiled with.# Possible values: pulseaudio, alsa, oss, coreaudio, dsound, portaudio, sndman, jack, file, default.# fluid.soundfont: Soundfont (.SF2 or .SF3) to use with Fluidsynth. One must be specified (e.g. GeneralUser_GS.sf2).## Advanced options (see full configuration reference file [dosbox-x.reference.full.conf] for more details):# -> mt32.reverse.stereo; mt32.verbose; mt32.thread; mt32.chunk; mt32.prebuffer; mt32.partials; mt32.dac; mt32.analog; mt32.output.gain; mt32.reverb.mode; mt32.reverb.output.gain; mt32.reverb.time; mt32.reverb.level; mt32.rate; mt32.src.quality; mt32.niceampramp; fluid.samplerate; fluid.gain; fluid.polyphony; fluid.cores; fluid.periods; fluid.periodsize; fluid.reverb; fluid.chorus; fluid.reverb.roomsize; fluid.reverb.damping; fluid.reverb.width; fluid.reverb.level; fluid.chorus.number; fluid.chorus.level; fluid.chorus.speed; fluid.chorus.depth; fluid.chorus.type#mpu401 = intelligentmpubase = 0mididevice = defaultmidiconfig = samplerate = 44100mpuirq = -1mt32.romdir = mt32.model = autofluid.driver = defaultfluid.soundfont = [sblaster]# sbtype: Type of Sound Blaster to emulate. 'gb' is Game Blaster.# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, sb16vibra, gb, ess688, reveal_sc400, none.# sbbase: The IO address of the Sound Blaster.# 220h to 2E0h are for use with IBM PC Sound Blaster emulation.# D2h to DEh are for use with NEC PC-98 Sound Blaster 16 emulation.# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, d2, d4, d6, d8, da, dc, de.# irq: The IRQ number of the Sound Blaster (usually 5 or 7, depending on the sound card type and the game).# Set to 0 for the default setting of the sound card, or set to -1 to start DOSBox-X with the IRQ unassigned.# Possible values: 7, 5, 3, 9, 10, 11, 12, 0, -1.# dma: The DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# hdma: The High DMA number of the Sound Blaster. Set to -1 to start DOSBox-X with the High DMA unassigned# Possible values: 1, 5, 0, 3, 6, 7, -1.# enable speaker: Start the DOS
2025-04-10Fixed cable length 2m Volume resistance ≤ 5 mΩ Insulation resistance ≥ 100 MΩ Ambient temperature -20 oC to 50 oC Inflammability class acc to UL 94 V0 Surge voltage category II Pollution degree 3 Degree of protection IP20/IP67 External cable diameter 6.7 mm Transmission characteristics Cat 5 (IEC 11801:2002), Cat 5e (TIA 568B:2001) Ordering Information SimpliFiber Pro Kit Ordering Information Model Description SFPOWERMETER SimpliFiber Pro optical power meter SFMULTIMODESOURCE SimpliFiber Pro multimode 850/1300 source SFSINGLEMODESOURCE SimpliFiber Pro singlemode 1310/1500 source SFSINGLEMODE2 SimpliFiber Pro singlemode 1490/1625 laser light source FTK1000 Multimode Fiber Verification Kit: Includes SimpliFiber Pro optical power meter, 850/1300 multimode source, VisiFault VFL, FT120 FiberViewer, FindFiber Remote ID sources, Magnetic Strap attachments, and carrying case; ST and LC adapter FTK1200 Multimode Verification Kit: Includes Simplifiber Pro Optical power meter, 850/1300 multimode source, VisiFault VFL, FindFiber Remote ID sources, Magnetic Strap attachments, and carrying case; ST and LC adapter FTK1375 Multimode Fiber Verification Kit with FI-500 FiberInspector Micro – Includes SimpliFiber Pro optical power meter, 850/1300 multimode source, VisiFault VFL, FI-500 FiberInspector, FindFiber Remote ID source, Magnetic Strap attachments, and carrying case; SC, ST, and LC power meter adapters. FTK1475 Complete Fiber Verification Kit with FI-500 FiberInspector Micro – Includes SimpliFiber Pro optical power meter, 850/1300 multimode source, 1310/1550 singlemode source, VisiFault VFL, FI-500 FiberInspector, two (2) FindFiber Remote ID sources, Magnetic Strap attachments, and carrying case; SC, ST, and LC power meter adapters, NFC-KIT-BOX fiber optic cleaning kit. FTK2000 Singlemode Fiber Verification Kit: Includes SimpliFiber Pro optical power meter, 1310/1550 singlemode source, Magnetic Strap attachments, and carrying case FTK2100 Singlemode Fiber Verification Kit: Includes SimpliFiber Pro optical power meter, 1310/1550 and 1490/1625 singlemode sources, Magnetic Strap attachments, and carrying case MS2-FTK Includes MicroScanner2 Cable Verifier with main wiremap adapter, Simplifiber Pro optical power meter, 850/1300 multimode source, SC power-meter adapter, multi-language Getting Started Guide, batteries, Magnetic Strap Attachments, and carrying case FindFiber One (1) FindFiber Remote ID source FindFiber-6 Set of six (6) FindFiber Remote ID sources SimpliFiber Pro Accessories Ordering Information Model Description MRC-50-EFC-SCLC-M Multimode Encircled Flux compliant test reference cord (2m) for testing 50 µm LC terminated fibers (SC/LC) - Metal MRC-50-EFC-SCFC Multimode Encircled Flux compliant test reference cord (2m) for testing 50 µm FC terminated fibers (SC/FC) MRC-50-EFC-SCST Multimode Encircled Flux compliant test reference cord (2m) for testing 50 µm ST terminated fibers (SC/ST) MRC-50-EFC-SCSC Multimode Encircled Flux compliant test reference cord (2m) for testing 50 µm SC terminated fibers (SC/SC) MRC-625-EFC-SCLC-M Multimode Encircled Flux compliant test reference cord (2m) for testing 62.5 µm LC terminated fibers (SC/LC) - Metal MRC-625-EFC-SCFC Multimode Encircled Flux compliant test reference cord (2m) for testing 62.5 µm FC terminated fibers (SC/FC) MRC-625-EFC-SCST Multimode Encircled Flux compliant test reference cord (2m) for testing 62.5 µm ST terminated fibers (SC/ST) MRC-625-EFC-SCSC Multimode Encircled Flux compliant test reference cord (2m) for testing 62.5 µm SC terminated fibers (SC/SC) SRC-9-SCLC-M Single-mode test reference cord (2m) for testing 9 µm LC terminated fibers (SC/LC) - Metal SRC-9-SCFC Single-mode test reference cord (2m) for testing
2025-04-19