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MIDI Machine Control
MIDI Machine Control, or MMC, a subset of the MIDI specification, provides specific commands for controlling recording equipment such as multi-track recorders. MMC messages can be sent along a standard MIDI cable for remote control of such functions as Play, Fast Forward, Rewind, Stop, Pause, and Record. These are " System Exclusive" (SysEx) messages, specifically Real Time Universal SysEx messages. MIDI Universal Real Time SysEx Message Format MIDI includes System Exclusive messages that are extensions of the MIDI format implemented by MIDI manufacturers. Some of the extensions, the "Universal" ones, are a set of the same functions that different manufacturers can implement differently in detail. Some of them are Non Real Time, with no reliable delivery timing. Others are Real Time, including MMC, so they are more reliably delivered when expected. SysEx messages start with (hexadecimal) F0 and end with F7. Universal Real Time SysEx messages start with F0, followed by 7F, then incl ...
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MIDI
MIDI (; Musical Instrument Digital Interface) is a technical standard that describes a communications protocol, digital interface, and electrical connectors that connect a wide variety of electronic musical instruments, computers, and related audio devices for playing, editing, and recording music. The specification originates in the paper ''Universal Synthesizer Interface'' published by Dave Smith and Chet Wood of Sequential Circuits at the 1981 Audio Engineering Society conference in New York City. A single MIDI cable can carry up to sixteen channels of MIDI data, each of which can be routed to a separate device. Each interaction with a key, button, knob or slider is converted into a MIDI event, which specifies musical instructions, such as a note's pitch, timing and loudness. One common MIDI application is to play a MIDI keyboard or other controller and use it to trigger a digital sound module (which contains synthesized musical sounds) to generate sounds, which t ...
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Real-time (computing)
Real-time, realtime, or real time may refer to: Computing * Real-time computing, hardware and software systems subject to a specified time constraint * Real-time clock, a computer clock that keeps track of the current time * Real-time Control System, a reference model architecture suitable for software-intensive, real-time computing * Real-time Programming Language, a compiled database programming language which expresses work to be done by a particular time Applications * Real-time computer graphics, sub-field of computer graphics focused on producing and analyzing images in real time * Real-time camera, for controlling views in a 3D virtual environment * Real-time communication, for interactive communication * Real-time operating system, for running real-time software * Real-time protection, protection enabled constantly, rather than by, say, a virus scan * Real-time text, transmitted as it is being typed or produced * Real time Java, for real-time programs in Java * Real-tim ...
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Hexadecimal
In mathematics and computing, the hexadecimal (also base-16 or simply hex) numeral system is a positional numeral system that represents numbers using a radix (base) of 16. Unlike the decimal system representing numbers using 10 symbols, hexadecimal uses 16 distinct symbols, most often the symbols "0"–"9" to represent values 0 to 9, and "A"–"F" (or alternatively "a"–"f") to represent values from 10 to 15. Software developers and system designers widely use hexadecimal numbers because they provide a human-friendly representation of binary-coded values. Each hexadecimal digit represents four bits (binary digits), also known as a nibble (or nybble). For example, an 8-bit byte can have values ranging from 00000000 to 11111111 in binary form, which can be conveniently represented as 00 to FF in hexadecimal. In mathematics, a subscript is typically used to specify the base. For example, the decimal value would be expressed in hexadecimal as . In programming, a number of ...
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Punch In/out
Punch in/out is an audio and video term that originated as a recording technique used on early multitrack recordings whereby a portion of the performance was recorded onto a previously recorded tape, usually overwriting any sound that had previously been on the track used.Pandey, Ashish (2005). ''Encyclopaedic Dictionary of Music: K-Z'', p.551. Gyan. . The erasing and/or recording heads had to be very carefully aligned and applied to the tape surface with delicate timing and precision to avoid ruining the recording, and the practice was feared by most producers and engineers. After the advent of 16- and 24-track equipment it was no longer necessary to risk the recording as a whole, as an empty portion of another track could be dedicated to such use. Vocalists in particular would usually record several renditions over separate parallel tracks, with the producers choosing the best bits from the layered vocals to mix together. The term "punching in" remained in use despite this fact ...
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Punch Out (music)
Punch in/out is an audio and video term that originated as a recording technique used on early multitrack recordings whereby a portion of the performance was recorded onto a previously recorded tape, usually overwriting any sound that had previously been on the track used.Pandey, Ashish (2005). ''Encyclopaedic Dictionary of Music: K-Z'', p.551. Gyan. . The erasing and/or recording heads had to be very carefully aligned and applied to the tape surface with delicate timing and precision to avoid ruining the recording, and the practice was feared by most producers and engineers. After the advent of 16- and 24-track equipment it was no longer necessary to risk the recording as a whole, as an empty portion of another track could be dedicated to such use. Vocalists in particular would usually record several renditions over separate parallel tracks, with the producers choosing the best bits from the layered vocals to mix together. The term "punching in" remained in use despite this fact ...
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Byte
The byte is a unit of digital information that most commonly consists of eight bits. Historically, the byte was the number of bits used to encode a single character of text in a computer and for this reason it is the smallest addressable unit of memory in many computer architectures. To disambiguate arbitrarily sized bytes from the common 8-bit definition, network protocol documents such as The Internet Protocol () refer to an 8-bit byte as an octet. Those bits in an octet are usually counted with numbering from 0 to 7 or 7 to 0 depending on the bit endianness. The first bit is number 0, making the eighth bit number 7. The size of the byte has historically been hardware-dependent and no definitive standards existed that mandated the size. Sizes from 1 to 48 bits have been used. The six-bit character code was an often-used implementation in early encoding systems, and computers using six-bit and nine-bit bytes were common in the 1960s. These systems often had memory words ...
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SMPTE Timecode
SMPTE timecode ( or ) is a set of cooperating standards to label individual frames of video or film with a timecode. The system is defined by the Society of Motion Picture and Television Engineers in the SMPTE 12M specification. SMPTE revised the standard in 2008, turning it into a two-part document: SMPTE 12M-1 and SMPTE 12M-2, including new explanations and clarifications. Timecodes are added to film, video or audio material, and have also been adapted to synchronize music and theatrical production. They provide a time reference for editing, synchronization and identification. Timecode is a form of media metadata. The invention of timecode made modern videotape editing possible and led eventually to the creation of non-linear editing systems. Basic concepts SMPTE timecode is presented in ''hour:minute:second:frame'' format and is typically represented in 32 bits using binary-coded decimal. There are also ''drop-frame'' and ''color framing'' flags and three extra ''binary ...
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