|Q: I've just downloaded CsoundAV. But when trying to run it, it complained with an error message that 'dsound.dll' or 'GLUT32.dll' was missing.|
|A: It is normal, if you are not using Windows 2000 or you have not already installed DirectX 7 or later. You have to install DirectX. Make a web search to find location of latest version. The same for glut32.dll file or any dll that is not found by the operating system (GLUT is not part of DirectX, but can be get from the web too).|
|Q: What is the difference between CsoundAV and previous versions of DirectCsound?|
|A: Mainly, there are the following differences:
What is the difference between console version and GUI version of CsoundAV
|Q: What computer do I need to run CsoundAV in realtime?|
|A: It depends on how much synthesis power do you need. If you are using
deferred-time only, you can use ANY computer. Regarding real-time, if you
only use audio, you need at least a Pentium 133 MHz (which can handle up
to 50 oscillators in real-time at 44100 Hz). A Pentium II 400 can give you
more than 200 oscillators at 44100 Hz. However actual polyphony depends by
several factors such as sampling rate, computer motherboard, RAM type, cache
memory size and the buffer size you set in the command line call (flag -b).
If you are using animated Graphics, I recommend at least a Pentium II 500 with a 3D accelerated video card supporting OpenGL in hardware. Notice that, up to the recent past, OpenGL was supported only by a little group of professional 3D accelerated video cards. At present time, however, it seems that OpenGL is supported by almost all new consumer video cards (but you have to be informed about it before buying the video card). However, a good (and expensive) video card is higly recommended to achieve interesting results at a decent frame rate. At present time (January 2002) probably nVidia cards are the best solution (a geForce ||| with 64 MB of video RAM would be very good, even if a professional card can provide acceleration of a more complete set of OpenGL API). However I can obtain nice results even with my cheap laptop mounting a chip S3 Savage/IX with only 8 MB of video RAM.
If you are using both animated graphics and realtime sound synthesis, even the computer speed could make sensible difference. At present time (January 2002) the optimal solution would be a 2GHz Pentium4. I've never tried Athlon processors, so I can't express judjement.
For realtime audio, also the type of audio card can increase the performance. Unfortunately, it seems that professional audio cards don't allow the minimum latency with CsoundAV, because of the limited support of DirectX, so I suggest to use a cheap SBlive! (BtW: I haven't tried SBlive Audigy yet, but the specs suggest to have a better audio quality than normal SBlive!). When ASIO support will be implemented, probably professional audio cards will give the best.
However a user feedback about this topic is encouraged...
|Q: Can I render graphics output of CsoundAV to an AVI file in deferred time?|
|A: At present time it is not possible. I hope to implement it in the (near) future.|
|Q: What about the buffer size: what is the best value I have to set?|
|A: It depends mainly by five factors:
1. Computer speed
|Q: Why some new opcodes which are implemented in standard version are not present in CsoundAV?|
|A: Mainly because synchronizing CsoundAV with standard version requires a lot of time. So, I prefer to wait a major release of standard Csound before doing that.|
|Q: Will a fusion of both standard executuable and CsoundAV be available in the future?|
|A: I hope so. Until now each of these versions has its own features. The problem is that John Fitch, the administrator of standard version, moves Csound towards objectives different from those of mine. My main objective and need is to use Csound with realtime controllers (by means of MIDI or other more advanced devices) together with animated Graphics. So my efforts are mainly directed toward transforming Csound into a fast, powerful, interactive and easily controllable performance tool. Part of my code is device dependent, so porting it in other platforms it is not a trivial job. Actually, the efforts of John Fitch are mainly directed towards compatibility in different platform.|
|Q: Does it exist a version of CsoundAV for Linux? Does it exist a version for MAC?|
|CsoundAV will probably be ported to Linux soon. A version for MAC OS-X is possible, when OpenGL will be supported by this OS.|
|Q: What are the main features of CsoundAV in comparison with standard version of Csound?|
|A: There are two kind of features, operating-system-related features,
or core features, and new opcodes.
The core features are:
Maybe that some of these features may be implemented also in standard version at present time or in the future.
|Q: Is DirectX audio input supported by CsoundAV?|
|A: Yes it is. At present time (version 3.0 and later) the DSoundCapture routines are supported (-+C flag). However, at present time, most audio card drivers don't support DirectSoundCaputure API in native mode, supporting it only in emulation mode, so using DirectX routines for input dont completely eliminate latency. I was told that Windows 2000 drivers will support DirectSoundCapture in native mode.|
|Q: What is the difference in score language between Canonical Csound and CsoundAV?|
|A: CsoundAV has a superset of score language of Csound. In particular nested loops and score tables are the most important features that are not implemented in canonical version yet.|
|Q: What is VMCI?|
|A: VMCI is an acronym of Virtual Midi Control Interface. It is a set
of virtual sliders, joysticks, and a virtual keyboard. It implements also
a launcher for Csound, and it is designed with the idea to be a CsoundAV
companion. The most important features is that all positions and configurations
can be saved and restored in a later time from the hard-disk. It is very
handful to control CsoundAV in realtime, but it can also be used together
with other virtual or real midi instruments. Also, VMCI Plus supports a complex
interaction of a lot of controls by means of a single mouse movement, accrding
to a configuration previously set by the user. It also supports MIDI IN,
allowing an hardware MIDI device to control very complex MIDI configurations.
It will be also more programmable. There are several versions of VMCI:
VMCI 1.22 Lite (freeware, no HVS)
VMCI 1.22 Pro (donationware, no HVS)
VMCI 2.0 Plus (shareware) implements many advanced features such as HVS (Hyper Vectorial Synthesis).
|Q: Where can I get CsoundAV and VMCI|
|A: Check my site:|
|Q: Is CsoundAV compatible with Windows98?|
|A: Yes, it is.|
|Q: Is CsoundAV compatible with Windows NT, what about Windows 2000 and Windowx XP?|
|A: CsoundAV doesn't seem to operate correcty in realtime with Windows
NT. However it works OK in deferred time. I can't test it as I haven't Win
NT installed on my computer.
Recent tests done by beta testers, confirm that CsoundAV is fully realtime compatible with Windows2000 using DirectX 7.0. I havent tried Windows XP yet, but I can suppose it supports CsoundAV.