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このページはhttp //www.vgleaks.com/durango-sound-of-tomorrow/からの引用です Xbox One (Durango) Sound of Tomorrow One of the few components that remain unveiled inXbox One(Durango)is thesound block. This article is intended to describe this important part inside the system. Xbox One (Durango) audio architecture seeks a balance between the successes and tradeoffs of previous generation platforms while anticipating the increasing technical needs of next-generation implementations. It provides hardware-accelerated pathways for the most common aspects of audio rendering—compression, mixing, filtering, and so on—on a large number of concurrent voices. The architecture also provides a shared resource model for software processing consumption, allowing each individual title to select what and how much custom signal manipulation to apply in CPU utilization. Audio Architectural Overview In addition to general CPU power (which can be used for decoding, synthesis, rendering, and so on), Durango provides several hardware components dedicated to audio processing. The audio hardware components can address the entire unified memory space. Here you can see the hardware-accelerated audio components The SHAPE (Scalable Hardware Audio Processing Engine) block comprises the majority of audio functionality, although the other processors also contribute significant features. SHAPE (Scalable Hardware Audio Processing Engine) The core hardware dedicated to audio processing is SHAPE. It is designed to perform many of the basic operations commonly required on a per-voice basis. This hardware allows a developer to reduce CPU impact—even for high polyphony and complex-signal routings—and still provide the flexibility of SHAPE/CPU data interchange if a title chooses to perform custom digital signal processing, analysis, or software synthesis. SHAPE operates on blocks of 128 samples, where each sample supports 24-bit integer resolution (or 32-bit float when used by the CPU). At 48 kHz, this represents a 2.67 ms audio frame, providing increased timing resolution and decreased latency compared with theXbox 360256 sample block size. SHAPE offers six fixed function blocks focused on common audio tasks 1. XMA Decoder Concurrent decodes of 512 XMA format voices. XMA is a perceptual codec developed for Xbox 360 offering user-tunable quality and typically providing between 6 1 and 14 1 compression. 2. SRC A high-quality dedicated polyphase sample rate conversion block allowing for high performance and high-quality frequency resampling of 512 mono channels of audio data (whether for format conversion, Doppler effect, or pitch variation). 3. Mix Buffers Dedicated accumulators for 128 in-place mix channels without needing to access memory, and with additional channels available virtually. These mix buffers also provide coarse metering and clipping detection for debugging and monitoring. 4. FLT/VOL A module providing both volume scaling and a state variable filter implementation for more than 2,500 voices/mixes, analogous to the software-exposed XAudio2 per-voice filter available on Windows and Xbox 360. The filter can provide low pass, high pass, band pass, or notch filtering, and exposes Q and cutoff/center frequency parameters. It is used most commonly for distance and occlusion modeling. 5. EQ/CMP A module providing up to 512 channels of 3-band equalization and dynamic range compression. The EQ is comprised of three serially cascaded biquad filters. The compressor has a hard-knee response, and supports both side chain and expander functionality. 6. DMA SHAPE has dedicated DMA hardware for transferring audio data to and from the unified memory space. This enables scenarios that include transfer without a sample-rate converter, transferring final mix channels, and CPU-based processing in the middle of a SHAPE-based audio graph. Playback of a typical audio graph is expected to use each of these processors extensively. ACP (Audio Control Processor) The ACP provides state management and scheduling of all other audio hardware components on the North Bridge. CPU involvement in intra-frame processing and the synchronization/latency it might introduce is unnecessary. ASP (AudioScalarProcessor) The ASP supports scalar float and vector integer operations. Voice chat codecs—both those that manage wireless communication between a voice chat headset and the console, and those that are used to compress/decompress voice data for networked voice communication—are provided in hardware. Additionally, this processor supports xWMA format decompression in hardware; on Xbox 360, xWMA was solely a CPU-side decode option AVP (Audio Vector Processor) The AVP supports vector float operations, and is designed primarily for MEC (multichannel echo cancellation) and other noise reduction for the next-generation Kinect audio input. It supports both speech recognition and chat/arbitrary audio input use. MEC and other noise reduction processing allow for a more intelligible stream of the player’s spoken audio data even from a far talk microphone that is typically positioned closer to the output speakers than to the player. Audio and Durango Hardware Durango’s audio output pipeline eliminates the DAC (digital-to-analog converter) found in previous generation consoles. All audio is output strictly in the digital realm either through HDMI 1.4a or as S/PDIF optical output. HDMI 1.4a allows for high-fidelity linear 7.1-channel PCM to be transmitted from the console; titles default to an output sampling rate of 48 kHz and a bit depth of 24 bits. Durango is also designed to support up to four simultaneous stereo headset outputs, each of which can represent unique multichannel mixes that are downmixed as required by the output format (for instance, a headset or the S/PDIF output). Durango accepts audio input from a variety of sources the next-generation Kinect microphone array, voice chat headsets, other audio input peripherals, and storage media (whether HDD, flash or from cloud storage). Audio also can be algorithmically generated through CPU-based computation and manipulated in real time on a CPU, through the aforementioned SHAPE hardware components, or both. Compression Formats Durango offers hardware decompression support for both XMA2 and xWMA, both of which provide significant storage, bandwidth, and memory reductions over uncompressed PCM. XAudio2 also offers software support for ADPCM (Adaptive Differential Pulse Code Modulation). Although the computation for the ADPCM format is low overhead, as a non-perceptual codec ADPCM can express noticeable artifacts at lower sampling rates. Format Compression (approximate) Durango Xbox 360 Loop capability PCM None Yes Yes Arbitrary ADPCM 3.5-4 1 (Software) Block aligned XMA2 6-14 1 Yes (512 Hardware) Yes (320 Hardware) 128 sample-aligned xWMA 20-40 1 Yes (Hardware + Software support) Yes (Software only) End to end only, may gap Additional audio formats—for instance, MP3 or OGG—for game assets can be provided through title or middleware software codecs running on a CPU. Audio and the Durango App Model While in the foreground, an application has full access to the SHAPE hardware. When that application is pushed to the background—pinned, picture-in-picture, or other scenarios—it relinquishes hardware control. By default, its hardware state is suspended, and resumes when the title returns to the foreground. This also is true for Exclusive Resource Applications [ERAs] where the software graph is suspended. A title may optionally choose to tear down its audio graph and reconstruct it upon resume. Some titles, particularly Shared Resource Applications [SRAs] that play background music such as streaming radio, may choose to have some aspects of audio continue to play even while paused. For these scenarios, titles should closely evaluate whether to attempt a seamless transition from hardware to software rendering, or to always play audio intended for background playback via a software-only pipeline. This has implications for compression formats and CPU costs. XMA-compressed assets, for example, require the use of SHAPE hardware, and thus will not be decodable for a background application. The XAudio2 audio engine does provide software pathways for many functions if a title chooses to allocate CPU resources. Where practical, these functions mimic hardware capabilities, but some compute intensive processing is either unavailable or is differently implemented in software. Titles transitioning from hardware processing to software processing based on an app’s state may want to consider these differences when planning their audio pipelines. Feature Durango Hardware Capability Durango Software Capability Equivalent? Sample Rate Conversion (SRC) polyphase XAudio2 linear interpolation No Parametric EQ (EQ/CMP) 3-band EQ 3-band EQ, simple one-band, or custom DSP Yes Compressor/Limiter (EQ/CMP) Hard-knee, side chain, and expander capabilities Hard-knee, side chain, and expander capabilities Yes Filtering (FLT/VOL) State variable filter XAudio2 state variable filter, single-pole LPF, or custom DSP Yes Mixing (Mix Buffers) Includes clip detection, metering Software mixing; custom DSP for clip detection or metering Yes (for mixing) Durango Audio Libraries Durango supports two audio rendering APIs for typical game use along with a variant of the Windows 8 Media Foundation API for playback of user music 1. XAudio2, a game-focused audio library already available on Xbox 360 and Windows operating systems (Windows XP to Windows 8), is generally recommended for most title development. 2. WASAPI (Windows Audio Session API) can be used for any custom, exclusively software-implemented pipeline. WASAPI provides audio endpoint functionality only. Decompression, sample-rate conversion, mixing, and digital-signal processing, as well as interactions with Durango’s audio hardware components, must be implemented by the client. WASAPI is most typically used by audio middleware solutions. The Microsoft Cross-Platform Audio Creation Tool (XACT) and DirectSound are not supported in the Durango environment. Titles that previously used these technologies should consider the solutions identified above, or use approved Durango audio middleware options.
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Gem Treasure/宝物・宝石 カードタイプ:Dungeon Feature Treasure/ダンジョンの特色 宝物 エキスパンション:Heart of Doom/最後の血戦 英語版 Card Name Number Class Text SORCERER S EMERALD 2 GEM TREASURE DUNGEON Discard this card to level up a revealed Hero(paying all costs),and place the new Hero in your hand. SORCERER S RUBY 2 DUNGEON Discard this card to purchase a Hero and place it in your hand. SORCERER S SAPPHIRE 2 DUNGEON Discard this card to purchase a Village card and place it in your hand. 日本語版 カード名 枚数 分類 テキスト 妖術師のエメラルド 2 宝物・宝石 ダンジョン:このカードを捨てることで、公開している効果を未使用の英雄1枚をレベルアップし(コストはすべて払うこと)、レベルアップ後の英雄を手札に加える。 妖術師のルビー 2 ダンジョン:このカードを捨てることで、英雄1枚を購入して手札に加える。 妖術師のサファイア 2 ダンジョン:このカードを捨てることで、村カード1枚を購入して手札に加える。 カード解説/CARD GLOSSARY Sorcerer s Emerald:この方法で、民兵をLV1の英雄にレベルアップさせても構いません。 エラッタ カード分析 所感 中に妖精らしきものが閉じ込められた宝石。しかしこの妖精らしきものがことごとくブサイクなオヤジ顔なのはどういうことなのか・・・。 他の宝物のテキストでは「destroy ~ to」となっているところが「discard ~ to」となっているが、これはテキストミスではない。なんとこの宝物のみ、Doomgate Legion/宿命の軍団やDragonspire/竜の尖塔のルールブックに記載されている宝物のルールとは別の取り扱いになっているのである。 従来の宝物は自分の前に出しておき、使用したら廃棄されるというルールだったが、Gem Treasureは使用しても廃棄せず捨て山に入り、次に引いた時点で再び自分の前に出すという扱いになっている。つまり使っても無くなりはしない。Thunderstone AdvanceにおけるFamiliarと扱いがほぼ同じ。このルールについてはHeart of Doomのルールブックにも記載が無く、Board Game Geekのフォーラムに公式の回答として掲示されているのみ。流石にこれは仕事が杜撰すぎると言わざるを得ない。※参照:http //boardgamegeek.com/thread/718540/gem-treasures 日本語版ではルールブックにしっかりと上記のルールが記載された。 効果の方は戦闘前にそれぞれ英雄の購入、村カードの購入、レベルアップを行えるというもの。通常のそれとは違い捨て山ではなく手札に入るので即座に戦力として扱える。 ルビーとサファイアは、十分な金貨値さえあれば現在の状況に必要なカードをダイレクトにダンジョンに持ち込めるということなので、純粋に火力アップとして期待出来る。もちろん、ダンジョンに行きながら購入を行えるので手番を節約出来るのも良い点。 エメラルドは純粋に手番の節約になると考えて良いだろう。ダンジョン効果を使用した後の英雄をエメラルドでレベルアップさせるのは、「ダンジョン効果使用後のカードを他のカードのダンジョン効果で廃棄することは出来ない」ルールに引っかかるため不可能である。 英雄の山にあるLV1の英雄が残り1枚の時、Banish/バニッシュ(や他のホール操作カード)を使用してArchduke of Pain/ 苦痛の大公やStonepitcher/投石器、Doomsday Bombard/終末の射石砲をブリーチさせ、LV2を露出させてSorcerer s Rubyで購入するといった小技も可能。条件が揃うことは滅多にないが。 同じくLV1の英雄が残り1枚の時、Diin Enchanter/ディーンの操術使いでこの英雄を借り出してLV2を露出させ、Sorcerer s Rubyで購入ということも出来る。 また、Diin Beguiler/ディーンの偽装使い、Diin Enchanterでコピーした/借り出した英雄をSorcerer s Emeraldでレベルアップさせれば、コピーした/借り出した英雄とは別物になるため戦闘終了後もそのままデックに入る。Serulin Theurge/セルーリンの神技師でも同様のことが可能。
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Research Analysis The market research report profiles well-balanced information with previous as well as future results with an aim to offer a better understanding of the Recycled Thermoplastic Market. The market report further offers an in-depth view of the leading factors that are related to increasing the demand growth for Recycled Thermoplastic Market. Not only this but also in this study the readers can get an in-depth report of the possibilities in combination with the latest trends in the targeted market. It is also a detailed combination of 10 years old qualitative and quantitative analysis of the industry that has been presented in the report with an aim to help the market players to increase maximum profit in the sector. The market research report also provides information on the record of individual sales records that are made with the expected revenue over the forecast period. This research report provides an extensive examination of all the related segments present in the industry. Moreover, it throws light on the recent development as well as the opportunity is that is going on in the Recycled Thermoplastic Market. Get a Sample PDF File@ https //www.quincemarketinsights.com/request-sample-88267?pu Market Report Features Overview Of The Market Report The market research report offers a detailed quantitative as well as qualitative overview of the market for Recycled Thermoplastic Market on the basis of area, category, product, competitors, and application. In terms of expanded coverage, the market report is further extended in terms of end-user market analysis and the comprehensive producer profile. Market Segmentation Of Recycled Thermoplastic Market Market The market segmentation of the Recycled Thermoplastic Market is done on the basis of technology, product type, application, distribution channel, and end-user. Geographical segmentation is also being done to get valuable insights into the Recycled Thermoplastic Market. Geographical Analysis Doing the geographical analysis is very important to know about the broad feature of the market. In this section, the readers can get a comprehensive analysis of the Recycled Thermoplastic Market based on the geographical location. This section throws light on the demand and sales output for the Recycled Thermoplastic Market at the national and international levels. The study is being done taking into account some of the major geographic regions such as North America, Europe, Asia Pacific, South America, Middle East, and Africa. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-88267?pu Market Key Highlights The market report on the Recycled Thermoplastic Market is a summary of the current market situation for the Recycled Thermoplastic Market. Moreover, the analysis provides information regarding the newly launched product and also the products that are to be launched during the forecast period. The study also includes minute details regarding market share, segment, trends, growth and forecast W Plastics, Plastipak Holdings, Inc., PARC Corporation, Clear Path Recycling, B. Schoenberg and Co., Custom Polymers Inc., RJM International Inc., Suez SA, Merlin Plastics Alberta Inc., Ricova International Inc. Quince Market Insights Top Trending Research Report* https //qmi189135117.wordpress.com/2022/09/16/cumene-sulfonic-acid-market-size-industry-growth-rate-global-share-upcoming-trends-leading-players-products-and-services-overview-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/3-hexenyl-salicylate-market-key-findings-growth-prospects-and-size-by-country-top-manufacturer-expansion-plans-and-business-strategy-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/ethylene-glycol-monostearate-market-trends-growth-size-swot-analysis-opportunity-assessment-by-forecast-to-2021-drivers-and-applications-are-pertinent-for-sustenance-during-the-forecast-period-20/ Details Contained In The Recycled Thermoplastic Market Report 2021 Market Overview 1.1 Market Introduction 1.2 Market Analysis By Type 1.2.1 Type 1 1.2.2 Type 2 1.3 Market Analysis By Applications 1.3.1 Application 1 1.3.2 Application 2 1.4 Market Analysis by Regions 1.4.1 North America 1.4.2 Europe 1.4.3 Asia Pacific 1.4.4 South America 1.4.5 the Middle East and Africa Market Scope Market Segmentation by type, application, end-users and regions Market Size estimation Market Competition Key Market Leaders Conclusions The market research report offers a detailed study of the Recycled Thermoplastic Market which include market shares, size and growth opportunities by applications, product types and geographic regions. Not only this but also the report also contains a detailed summary of the leading market players. The experts have also mentioned the market growth, threats, opportunities and risks. About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
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現在、このページはご希望の原語でご利用いただけません。 Google 翻訳を使用すると自動翻訳 でページを表示できます。 弊社はこのサービスの提供に責任を持たず、翻訳結果を弊社でチェックすることはありません。 div id="google_translate_element" /div script function googleTranslateElementInit() {new google.translate.TranslateElement({ pageLanguage en includedLanguages ja }, google_translate_element ); } /script script src="http //translate.google.com/translate_a/element.js?cb=googleTranslateElementInit" /script United States [Change] Motion Control About Aerotech Sales Offices Literature Request Customer Service News/Tradeshows E-newsletter Sign Up Aerotech Products Actuators Air Bearing Stages Amplifiers Drive Racks Gantry Systems Goniometers Industry Solutions Lift Stages Linear Motors Linear Stages Linear/Rotary Combination Stages Manual Positioners Motion Controllers Motion Simulators NANO Technology Optical Mounts Rotary Motors Rotary Stages Spindles Accessories Markets Assembly Automotive Data Storage Education Electronic Manufacturing Fiberoptics Flat Panel Imaging Laser Processing Machine Tool Medical Military/Aerospace Optics Packaging Photovoltaic Semiconductor Test Inspection Engineered Systems Engineering Reference Software/Manuals CADs/3D Models Site Index Popular Motion Control Categories Actuators Air Bearing Stages Gantry Systems Linear Motors Linear Stages Literature Catalogs/Brochures Manuals/Software Downloads Motion Controllers Nanotechnology Optical Mounts Rotary Stages Motion Control News PRO165LM Linear Motor Stage The PRO165LM is a high-performance linear motor stage that is as accurate as it is versatile. A linear motion guide bearing system and high-performance, zero-cogging, brushless linear servomotor make the PRO165LM the stage of choice in industrial applications requiring outstanding contour accuracy and smooth velocity profiling, such as laser machining and medical component manufacturing, and other applications requiring high accuracy in a production environment. Enhanced Throughput Module (ETM) Improves Positioning Performance Aerotech’s Enhanced Throughput Module (ETM) improves the positioning performance of high-dynamic motion systems by directly measuring the unwanted motion of the machine base and communicating it back to the controller. The Aerotech ETM provides a low-cost solution for improving the productivity of new and existing equipment with easy installation and no changes to existing mechanical hardware. Engineered Motion Control Systems Aerotech s custom-engineered motion control systems range from those for semiconductor, medical, laboratory, photonics and fiberoptics, laser processing, automotive, packaging, and more. We are well-versed in vacuum and cleanroom techniques. Our extensive motion control and positioning system experience allow us to provide systems tailor-made for our customers’ operations, while employing the most accurate, highest performance motion control and positioning components available. Automation Control Solutions Brochure Aerotech s Automation Control Solutions brochure highlights our complete lines of high-performance automation controllers and software, drives, linear and rotary motors, and the benefits and features of each. Get your free hard copy or download the pdf today. Archived Motion Control News Since 1970, Aerotech has designed and manufactured the highest performance motion control and positioning systems for our customers. We are a leading supplier of motion control products to industry, government, science, and research institutions around the world. Our precision motion control products provide the critical performance for today’s demanding applications in markets such as medical device and life sciences, semiconductor and flat panel, photonics, automotive, data storage, laser processing, military/aerospace, electronic manufacturing and test, assembly, research and development, and others requiring high precision, high throughput motion control solutions. The breadth of our product line, including automated nanopositioners, planar air-bearing systems, high-speed gantries, linear and rotary and lift stages, brushless linear and rotary servomotors and drives, single- and multi-axis motion controllers, goniometers, and gimbals/optical mounts, makes us unique among motion control manufacturers. From concept to final certification, our proven products, motion control and positioning technologies assure the success of our custom engineered motion control systems. Software Revisions A3200 v2.54.005 Soloist v2.54.005 Ensemble v2.54.005 Motor Sizer v1.03 Site Enhancements View our improved FAQ section. Now you can post the questions.