
 RealReverb Convolution 3.1.0
 Winamp Plug-in
 Copyright (C) 1998-2000 by Marc S. Ressl
 ============================================================================

 This program is AdWare which means that you can use it legally if you watch
 and click regularly on the advertisements you see.

 ----------------------------------------------------------------------------
	IMPORTANT!!! RealReverb is very processor intensive, you
	should have at least a Pentium II or similar.
 ----------------------------------------------------------------------------


 Description
 ----------------------------------------------------------------------------
 "RealReverb Convolution" is a DSP plug-in for the Winamp 2.x player.

 It is an advanced reverb effect, that will make Winamp sound EXACTLY like
 a big theater or stadium. The word exactly is emphasized, because it
 truthfully simulates the echoes and frequency response of any particular
 place.

 To do so, RealReverb uses "impulse responses". These .WAV files contain
 the acoustic information of a location; there are some sample IR's
 (Impulse responses) in the "Winamp\Plugins\Impulse Response" directory.


 First Run
 ----------------------------------------------------------------------------
 After installation, you should have RealReverb ready for use.

 In case of problems, you must load RealReverb manually. To do so, press
 CTRL-P, go to the DSP/Effect section, and choose "RealReverb Convolution"
 as your plugin.

 The most important thing is the LOAD button. This allows you to change the
 impulse response, and thus simulate a variety of rooms and places.

 INPUT GAIN adjusts the input volume, in order to avoid output saturation
 (when the sound gets overdriven). Rule: for every 20 dB you add/subtract,
 you get 10 times more or less volume.

 ACTIVE is just a bypass. It turns the effect off. Make sure it's on!


 More controls
 ----------------------------------------------------------------------------
 * IR SIZE LIMITING: This option allows to cut the impulse response in
 order to make it smaller and give your processor a breath. The slider
 is calibrated in seconds. Press APPLY to reload the impulse response.

 * There is also a graph, that shows the impulse response's power density
 versus time. This is useful to get an idea of the echo, and to know where
 to cut the impulse response without major sound degradation.

 * The FORCE MONO INPUT and FORCE MONO OUTPUT just do what they say. If
 your processor can't make it, use these to lower processor requirement.

 * Autogain adjusts the input gain automatically according to the IR's
 power spectrum. It is a conservative control, because it won't allow
 saturation, so you'll probably have to set the volume a little higher.


 Problems
 ----------------------------------------------------------------------------
 * Sound is choppy

   A: Increase buffer size in Winamp. This can be a problem with large
   impulse responses (longer than a second or so). As two-second or
   longer buffer is optimum.

   A: Install DirectX, and use the Winamp DirectSound Output driver.
   Press Ctrl-P in Winamp, and check out "Output plugins".

   A: Your processor is too slow... buy a new processor =), or use the
   FORCE and LIMIT options previously described.

 * I found a bug!

   A: Report it at once at ressl@geocities.com! Thanks a lot!


 Why is RealReverb so slow?
 ----------------------------------------------------------------------------
 RealReverb uses convolution to achieve its results.

 Convolution is a mathematical operation that adds to the original sound
 several delayed and attenuated versions of it, simulating thus the
 response of a real room.

 It is very processor consuming. To show you this, imagine that we have
 44.1 kHz mono sound, so we got 44100 samples per second. Now imagine that
 we want a 1 second reverb. So there would be 44100 simple echoes for each
 incoming input sample.

 Each simple echo is obtained by multiplying the input sample with a
 factor. Since we have 44100 echoes for each input sample, and 44100 input
 samples per second, we end up with:

	44100*44100 = 1.944.810.000 multiplications per second

 Todays processors can't still deal with this amount of calculation. Thus
 "RealReverb Convolution" uses frequency-space block signal processing,
 which accelerates the process by an important factor. Nevertheless is
 RealReverb very processor consuming.


 Some words on Impulse responses
 ----------------------------------------------------------------------------
 How are Impulse responses obtained?

 Imagine that you pop a balloon in a small room, and do the same in a big
 theater. In the small room the sound vanishes immediately, but the theater
 will hold the sound a lot more.

 Impulse responses are exactly that. Responses to an impulse, like the
 popped balloon. Obviously the previous method is not used for professional
 measures, but you can try it at home... Use a microphone (best possible),
 and record a balloon pop in a room. The recorded file will be a fairly
 good approximation to the impulse response of your home, and you can take
 it with you, wherever you go.

 Another way of obtaining an impulse response is the "Acoustic Mirror"
 program by Sonic Foundry (http://www.sonicfoundry.com). This program
 also features a extense library of impulse responses.

 You can also obtain impulse responses from existing reverberation or
 convolution software. In the RealReverb Impulse Response samples there
 is a file called "Dirac.wav". It is an impulse. If you process this file
 with a reverberator, you will obtain a longer file, that is the
 impulse-response of the reverberator.
 (IMPORTANT: This works only with linear reverberators!)

 Thre is also an IR library at RealReverb's site:

	http://www.gourmett.com.ar


 Releases log
 ----------------------------------------------------------------------------
 3.1.0	      19/02/00	Fixed gain, added autogain.
 3.0.0	      15/01/00	New design, added graph, added ad's, fixed bugs.
 2.5.0	      08/05/99	New version, a lottt faster.
 2.0.0	      23/01/99	Winamp 2.x version.
 1.0.0	      28/03/98	First release.


 Links
 ----------------------------------------------------------------------------
 The program's pages (and more impulse responses):
	http://www.gourmett.com.ar
 My email:
	ressl@geocities.com

 Ramsete homepage (an Impulse Response Simulator using raytracing):
	http://www.ramsete.com
 Aurora homepage (Several Impulse Response tools for Cool Edit):
	http://www.ramsete.com/aurora
 Angelo Farina's homepage:
	http://pcfarina.eng.unipr.it/

 Acoustics Mirror (an Impulse Response measurement program by Sonic Foundry)
	http://www.sonicfoundry.com
 Waves' TrueVerb (a reverb designer)
	http://www.waves.com


 Legal
 ----------------------------------------------------------------------------
 END-USER LICENSE AGREEMENT FOR REALREVERB

 "RealReverb Convolution" is AdWare which means that you can use it legally
 if you watch and click regularly on the advertisements you see.

 If you do not wish to see advertisements, or want to get the DirectX
 version of "RealReverb Convolution", consult:

	 http://www.gourmett.com.ar

 "RealReverb Convolution" may be freely distributed subject to, but not
 limited to, the following terms: "RealReverb Convolution" may not be sold
 or resold, distributed as a part of any commercial package, used in a
 commercial environment, used or distributed in support of a commercial
 service, or used or distributed to support any kind of profit-generating
 activity, even if it is being distributed freely.

 All commercial use interests in "RealReverb Convolution" should be
 directed to:

	 Marc Stefan Ressl, ressl@geocities.com

 he integrity of the original "RealReverb Convolution" distribution file as
 distributed by Marc S. Ressl is essential. "RealReverb Convolution" and all
 of its related files must be distributed together in the original format.
 The "RealReverb Convolution" distribution file may not have files added to
 it or removed from it, and none of its contents may be modified,
 decompiled, or reverse engineered.

 "RealReverb Convolution" is provided "AS IS" without warranty of any kind,
 either express or implied, including but not limited to the implied
 warranties of merchantability and fitness for a particular purpose.
 In no event shall Marc S. Ressl be liable for any damages whatsoever
 including direct, indirect, incidental, consequential, loss of
 business profits or special damages, even if Marc S. Ressl has been
 advised of the possibility of such damages.


 END-USER LICENSE AGREEMENT FOR ADSOFTWARE

 IMPORTANT-READ CAREFULLY
 This License Agreement is a legal agreement between you (either an
 individual or a single entity) and Aureate Media Corporation
 ("Aureate Media") for use of the AdSoftware System, which includes
 computer software and may include associated media, printed materials,
 and "online" or electronic documentation ("SOFTWARE PRODUCT, this
 software"). "SOFTWARE PRODUCT" also includes, and this Agreement also
 governs, any later release or update of the AdSoftware System which
 Aureate Media makes generally available without additional charge of
 licenses or your release or the SOFTWARE PRODUCT, and any copy of the
 SOFTWARE PRODUCT made in accordance with this Agreement. By downloading,
 installing, copying, or otherwise using the SOFTWARE PRODUCT, you agree
 to be bound by the terms of this License Agreement. IF YOU DO NOT AGREE
 TO THE TERMS OF THIS LINCENSE AGREEMENT, ABORT THE INSTALLATION AND
 REMOVE THIS AND RELATED SOFTWARE FROM YOUR COMPUTER SYSTEM IMMEDIATELY.

 The SOFTWARE PRODUCT is protected by copyright laws and international
 copyright treaties, as well as other intellectual property laws and
 treaties.

 This SOFTWARE PRODUCT is "advertiser supported software," meaning that
 some or all of the costs associated with the development and distribution
 of this SOFTWARE PRODUCT is recuperated through the use of advertisements
 displayed in the software product.

 These advertisements are delivered via the Internet and will be
 downloaded from the servers of Aureate Media or their subcontractors,
 partners, or other authorized parties.  By using this software, you
 agree that you understand that this software will connect to the
 Internet UBIQUITOUSLY to download advertisement and/or to provide
 software updates.  You also accept responsibility for any network
 usage costs or any other costs incurred by using this software.

 All title and copyrights in and to the SOFTWARE PRODUCT (including but
 not limited to any images, documentation, media, online documentation,
 text, and "web integration" incorporated into the SOFTWARE PRODUCT),
 the accompanying printed materials, and any copies of the SOFTWARE
 PRODUCT are owned by Aureate Media or its authorized agents. As a
 licensee, you own the media on which the SOFTWARE PRODUCT is recorded,
 but Aureate Media and all Third Party Suppliers retain title and
 ownership to the SOFTWARE PRODUCT recorded on the media and all
 copyright and other intellectual property rights therein. This
 license is not a sale of the software or any copy. Except as may be
 required under applicable law, you agree not to alter, decompile,
 disassemble, or reverse engineer the SOFTWARE PRODUCT, in whole or
 in part, whether for error correction or otherwise. The SOFTWARE
 PRODUCT is protected by copyright laws and international treaty
 provisions.

 You agree not to alter, remove or obscure any copyright notices or
 other proprietary notices on and in the software.

 LIMITED WARRANTY
 NO WARRANTIES.  - Aureate Media  EXPRESSLY DISCLAIMS ANY WARRANTY for
 the SOFTWARE PRODUCT. The SOFTWARE PRODUCT and any related documentation
 is provided "as is" without warranty of any kind, either express or
 implied, including, without limitation, the implied warranties or
 merchantability, fitness for a particular purpose, or noninfringement.
 The entire risk arising out of use or performance of the SOFTWARE
 PRODUCT remains with you.

 NO LIABILITY FOR DAMAGES. In no event shall Aureate Media or its
 suppliers be liable for any damages whatsoever (including, without
 limitation, damages for loss of business profits, business
 interruption, loss of business information, or any other pecuniary
 loss) arising out of the use of or inability to use this SOFTWARE
 PRODUCT, EVEN IF AUREATE MEDIA HAS BEEN ADVISED OF THE POSSIBILITY
 OF SUCH DAMAGES.
