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https://w.atwiki.jp/laser_bm/pages/182.html
作者名 com(コム) 別名義:Tsukasa Ayatsuji 現名義:spctrm 詳細 概要 2001年~2009年までBMS作品を制作していた、日本出身の作曲家。 代表作である『slope』はPhleguratone氏主催の「BMS月一投票(仮)」9月「泣けるBMSベスト3」(2014年)でトップを獲得している。 作風 ■BMSイベントにおける主な実績 BMS作家の引退とその後 現在はspctrm名義で活動しており、サークル「fromadistance」として東方アレンジCDを制作するなどしている。 中でもアルバム作品『生年不滿百』は東方アレンジ系の同人音楽アルバムで屈指の名作との呼び声が高い。 主な作品 『slope』『ray』 リンク HP:https //web.archive.org/web/20141108114952/http //fromadistance.info/ Twitter:https //x.com/spctrm bandcamp:https //fromadistance.bandcamp.com/album/omnichapter BMS SEARCH:https //bmssearch.net/artists/DyXw9Bxx-v0nla BMS保管先:https //ia600700.us.archive.org/view_archive.php?archive=/15/items/com_bms_202405/com_bms_collection.rar 古いリンク HP:https //web.archive.org/web/20051224035111/http //www.hakusi.com/technica/ コメント 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/kana0609/pages/1001.html
西武ライオンズ127年度 執筆者 ようび(成績) <総評> <野手> <投手> 野手成績 選手名( 製作者 ) 守 打率 本塁打 打点 盗塁 守備率( 阻止率 ) 貢献 獲得タイトル 細川( 獅堂 ) 捕 .273 20 53 0 .284 11 崖の上のマモノ( 魔物の子 ) 一 .293 6 41 0 .996 4 GG賞 釣神様( 葱出口 ) 二 .266 12 31 0 1.000 18 GG賞 馬鹿力( 南蛮人 ) 三 .251 5 38 0 .905 -7 もく( ようび ) 遊 .258 7 42 0 1.000 41 GG賞,AS DEFENCE( はっやい ) 左 .237 3 25 3 .990 0 苅田久徳( まさひろ ) 中 .289 4 37 0 .990 49 AS DARU( HARU ) 右 .251 13 47 0 .979 -20 ラウルセン( セルヒオ ) 指 .287 17 65 0 .000 9 投手成績 選手名( 製作者 ) 役 防御率 勝利 敗戦 セーブ RP 投球回 奪三振 貢献 獲得タイトル 山下たろー( ばぶ ) 先 2.57 10 9 0 0.0 143 1/3 70 42 柳也( Key ) 先 1.69 11 5 0 0.0 176 0/3 72 42 AS 芋洗坂主任( ばす ) 先 2.26 7 11 0 0.0 155 0/3 127 37 ライデン( 陣 ) 先 2.47 7 9 0 0.0 149 2/3 109 35 k( k ) 先 2.41 16 6 0 0.0 168 0/3 133 48 最多勝,AS 刹那Fセイエイ( オースティン ) 先 2.03 10 7 0 0.0 163 2/3 87 47 バレー( 青黒 ) 中 1.11 1 2 2 14.2 64 2/3 45 43 ゲロシャブ( やまへ ) 中 0.98 5 3 2 20.9 73 2/3 51 56 GG賞,AS 帆足( 涌井 ) 中 1.28 4 1 2 11.8 56 1/3 42 43 カルチャー7世( バロータ ) 中 1.55 2 0 0 14.2 64 2/3 45 43 J・ロドリゲスJr.( mar ) 中 3.45 0 1 0 1.9 15 2/3 12 14 レイチェル( ゆう ) 抑 1.80 0 1 35 0.0 40 0/3 15 43 GG賞 今日の観客数 - 昨日の観客数 - 合計観客数 -
https://w.atwiki.jp/reisiki/pages/34.html
stg/game/Scene0.h ver090130 #ifndef __STG_GAME_SCENE0_H__#define __STG_GAME_SCENE0_H__ #include windows.h #include d3d9.h #include d3dx9.h #include boost/smart_ptr.hpp #include "siki/Siki.h"#include "siki/d3d/Scene.h"#include "siki/d3d/CustomVertex.h" namespace stg{namespace game{ class Scene0 public siki d3d Scene{public Scene0(); ~Scene0(); virtual bool SetDevice(sharedptr IDirect3D9 d3dobj, sharedptr IDirect3DDevice9 device); virtual bool Update(); virtual bool Draw(sharedptr IDirect3D9 d3dobj, sharedptr IDirect3DDevice9 device); private siki d3d TransformedVertex *m_v; IDirect3DVertexBuffer9 *m_pvertex; boost shared_ptr IDirect3DVertexBuffer9 m_vertices;}; } // namespace game} // namespace stg #endif // __STG0_GAME_SCENE0_H__ stg/game/Scene0.cpp ver090130 #include "../StdAfx.h"#include boost/smart_ptr.hpp #include boost/signal.hpp #include "Scene0.h" namespace stg{namespace game{ Scene0 Scene0() siki d3d Scene(1), m_pvertex(0){ static siki d3d TransformedVertex v[4] = { {300.0f, 200.0f, 0.0f, 1.0f, 0xffffffff, 0.0f, 0.0f}, {300.0f, 300.0f, 0.0f, 1.0f, 0xffffffff, 0.0f, 1.0f}, {200.0f, 200.0f, 0.0f, 1.0f, 0xffffffff, 1.0f, 0.0f}, {200.0f, 300.0f, 0.0f, 1.0f, 0xffffffff, 1.0f, 1.0f} }; m_v = v;} Scene0 ~Scene0(){ } bool Scene0 SetDevice(sharedptr IDirect3D9 d3dobj, sharedptr IDirect3DDevice9 device){ siki d3d TransformedVertex v[4] = { {300.0f, 200.0f, 0.0f, 1.0f, 0xffffffff, 0.0f, 0.0f}, {300.0f, 300.0f, 0.0f, 1.0f, 0xffffffff, 0.0f, 1.0f}, {200.0f, 200.0f, 0.0f, 1.0f, 0xffffffff, 1.0f, 0.0f}, {200.0f, 300.0f, 0.0f, 1.0f, 0xffffffff, 1.0f, 1.0f} }; //IDirect3DVertexBuffer9* pVertex; HRESULT hr = device- CreateVertexBuffer( sizeof(siki d3d TransformedVertex)*4, D3DUSAGE_WRITEONLY, D3DFVF_TRANSFORMED, D3DPOOL_MANAGED, m_pvertex, NULL ); if(!SUCCEEDED(hr)){ return false; } //IDirect3DVertexBuffer9* pVertex; hr = device- CreateVertexBuffer( sizeof(siki d3d TransformedVertex)*4, D3DUSAGE_WRITEONLY, D3DFVF_TRANSFORMED, D3DPOOL_MANAGED, m_pvertex, NULL ); void *pData; hr = m_pvertex- Lock(0, sizeof(siki d3d TransformedVertex)*4, (void**) pData, 0); if(hr == D3D_OK){ memcpy(pData, v, sizeof(siki d3d TransformedVertex)*4); m_pvertex- Unlock(); } return true;} bool Scene0 Update(){ return true;} bool Scene0 Draw(sharedptr IDirect3D9 d3dobj, sharedptr IDirect3DDevice9 device){ device- SetStreamSource(0, m_pvertex, 0, sizeof(siki d3d TransformedVertex)); device- SetFVF(D3DFVF_TRANSFORMED); device- DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); return true;} } // namespace game} // namespace stg [09/01/30 22 09][][編集]
https://w.atwiki.jp/usb_audio/pages/34.html
原文:Audio Device Document 1.0(PDF) USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 31 Table 3-1 Status Word Format Offset Field Size Value Description 0 bStatusType 1 Bitmap D7 Interrupt PendingD6 Memory Contents ChangedD5..4 ReservedD3..0 Originator0 = AudioControl interface1 = AudioStreaming interface2 = AudioStreaming endpoint3..15 = Reserved 1 bOriginator 1 Number ID of the Terminal, Unit, interface, orendpoint that reports the interrupt. 3.7.2 AudioStreaming Interface AudioStreaming interfaces are used to interchange digital audio data streams between the Host and the audio function. They are optional. An audio function can have zero or more AudioStreaming interfaces associated with it, each possibly carrying data of a different nature and format. Each AudioStreaming interface can have at most one isochronous data endpoint. This construction guarantees a one-to-one relationship between the AudioStreaming interface and the single audio data stream, related to the endpoint. In some cases, the isochronous data endpoint is accompanied by an associated isochronous synch endpoint for synchronization purposes. The isochronous data endpoint is required to be the first endpoint in the AudioStreaming interface. The synch endpoint always follows its associated data endpoint. An AudioStreaming interface can have alternate settings that can be used to change certain characteristics of the interface and underlying endpoint. A typical use of alternate settings is to provide a way to change the bandwidth requirements an active AudioStreaming interface imposes on the USB. By incorporating a low-bandwidth or even zero-bandwidth alternate setting for each AudioStreaming interface, a device offers to the Host software the option to temporarily relinquish USB bandwidth by switching to this lowbandwidth alternate setting. If such an alternate setting is implemented, it must be the default alternate setting (alternate setting zero). A zero-bandwidth alternate setting can be implemented by specifying zero endpoints in the standard AudioStreaming interface descriptor. All other interface and endpoint descriptors (both standard and class-specific) need not be specified in this case. The AudioStreaming interface is essentially used to provide an access point for the Host software (drivers) to manipulate the behavior of the physical interface it represents. Therefore, even external connections to the audio function (S/PDIF interface, analog input, etc.) can be represented by an AudioStreaming interface so that the Host software can control certain aspects of those connections. This type of AudioStreaming interface has no associated USB endpoints. The related audio data stream is not using USB as a transport medium. In addition, the concepts of dynamic interfaces as described in the Universal Serial Bus Class Specification can be used to notify the Host software that changes have occurred on the external connection. This is analogous to switching alternate settings on an AudioStreaming interface with USB endpoints, except that the switch is now device-initiated instead of Host-initiated. As an example, consider an S/PDIF connection to an audio function. If nothing is connected to this external S/PDIF interface, the AudioStreaming interface is idle and reports itself as being dynamic and non-configured (bInterfaceClass=0x00). If the user connects a standard IEC958 signal to the audio function, the S/PDIF receiver inside the audio function detects this and notifies the Host that the AudioStreaming interface has switched to its IEC958 mode (alternate setting x). If, on the other hand, an USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 32 IEC1937 signal, carrying MPEG-encoded audio is connected, the AudioStreaming interface switches to the appropriate setting (alternate setting y) to handle the MPEG decoding process. For every isochronous OUT or IN endpoint defined in any of the AudioStreaming interfaces, there must be a corresponding Input or Output Terminal defined in the audio function. For the Host to fully understand the nature and behavior of the connection, it must take into account the interface- and endpoint-related descriptors as well as the Terminal-related descriptor. 3.7.2.1 Isochronous Audio Data Stream Endpoint In general, the data streams that are handled by an isochronous audio data endpoint do not necessarily map directly to the logical channels that exist within the audio function. As an example, consider a “stereo” audio data stream that contains audio data, encoded in Dolby Prologic format. Although there is only one data stream, carrying interleaved samples for Left and Right (or more precisely LT and RT), these two channels carry information for four logical channels (Left, Right, Center, and Surround). Other examples include cases in which multiple logical audio channels are compressed into a single data stream. The format of such a data stream can be entirely different from the native format of the logical channels (for example, 256 Kbits/s MPEG1 stereo audio as opposed to 176.4 Kbytes/s 16 bit stereo 44.1 kHz audio). Therefore, to describe the data transfer at the endpoint level correctly, the notion of logical channel is replaced by the notion of audio data stream. It is the responsibility of the AudioStreaming interface which contains the OUT endpoint to convert between the audio data stream and the embedded logical channels before handing the data over to the Input Terminal. In many cases, this conversion process involves some form of decoding. Likewise, the AudioStreaming interface which contains the IN endpoint must convert logical channels from the Output Terminal into an audio data stream, often using some form of encoding. Consequently, requests to control properties that exist within an audio function, such as volume or mute cannot be sent to the endpoint in an AudioStreaming interface. An AudioStreaming interface operates on audio data streams and is unaware of the number of logical channels it eventually serves. Instead, these requests must be directed to the proper audio function’s Units or Terminals via the AudioControl interface. As already mentioned, an AudioStreaming interface can have zero or one isochronous audio data endpoint. If multiple synchronous audio channels must be communicated between Host and audio function, they must be clustered into one audio channel cluster by interleaving the individual audio data, and the result can be directed to the single endpoint. Furthermore, a single synch endpoint, if needed, can service the entire cluster. In this way, a minimum number of endpoints are consumed to transport related data streams. If an audio function needs more than one cluster to operate, each cluster is directed to the endpoint of a separate AudioStreaming interface, belonging to the same Audio Interface Collection (all servicing the same audio function). If there is a need to manipulate a number of AudioStreaming interfaces as a whole, these interfaces can be tied together. The techniques for associating interfaces, described in the Universal Serial Bus Class Specification should be used to create the binding. 3.7.2.2 Isochronous Synch Endpoint For adaptive audio source endpoints and asynchronous audio sink endpoints, an explicit synch mechanism is needed to maintain synchronization during transfers. For details about synchronization, see Section 5, “USB Data Flow Model,” in the USB Specification and the relevant parts of the Universal Serial Bus Class Specification. The information carried over the synch path consists of a 3-byte data packet. These three bytes contain the Ff value in a 10.14 format as described in Section 5.10.4.2, “Feedback” of the USB Specification. Ff represents the average number of samples the endpoint must produce or consume per frame to match the desired sampling frequency Fs exactly. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 33 A new Ff value is available every 2(10 – P) ms (frames) where P can range from 1 to 9, inclusive. The sample clock Fs is always derived from a master clock Fm in the device. P is related to the ratio between those clocks through the following relationship 数式 In worst case conditions, only Fs is available and Fm = Fs, giving P = 1 because one can always use phase information to resolve the estimation of Fs within half a clock cycle. An adaptive audio source IN endpoint is accompanied by an associated isochronous synch OUT endpoint that carries Ff. An asynchronous audio sink OUT endpoint is accompanied by an associated isochronous synch IN endpoint. For adaptive IN endpoints and asynchronous OUT endpoints, the standard endpoint descriptor provides the bSynchAddress field to establish a link to the associated synch endpoint. It contains the address of the synch endpoint. The bSynchAddress field of the synch standard endpoint descriptor must be set to zero. As indicated earlier, a new Ff value is available every 2(10 – P) frames with P ranging from 1 to 9. The bRefresh field of the synch standard endpoint descriptor is used to report the exponent (10-P) to the Host. It can range from 9 down to 1. (512 ms down to 2 ms) 3.7.2.3 Audio Channel Cluster Format An audio channel cluster is a grouping of logical audio channels that share the same characteristics like sampling frequency, bit resolution, etc. Channel numbering in the cluster starts with channel one up to the number of channels in the cluster. The virtual channel zero is used to address a master Control in a Unit, effectively influencing all the channels at once. The maximum number of independent channels in an audio channel cluster is limited to 254. Indeed, Channel zero is used to reference the master channel and code 0xFF (255) is used in requests to indicate that the request parameter block holds values for all available addressed Controls. For further details, refer to Section 5.2.2, “AudioControl Requests” and the sections that follow, describing the second form of requests. In many cases, each channel in the audio cluster is also tied to a certain location in the listening space. A trivial example of this is a cluster that contains Left and Right logical audio channels. To be able to describe more complex cases in a manageable fashion, this specification imposes some limitations and restrictions on the ordering of logical channels in an audio channel cluster. There are twelve predefined spatial locations · Left Front (L) · Right Front (R) · Center Front (C) · Low Frequency Enhancement (LFE) [Super woofer] · Left Surround (LS) · Right Surround (RS) · Left of Center (LC) [in front] · Right of Center (RC) [in front] · Surround (S) [rear] · Side Left (SL) [left wall] · Side Right (SR) [right wall] · Top (T) [overhead] If there are logical channels present in the audio channel cluster that correspond to some of the previously defined spatial positions, then they must appear in the order specified in the above list. For instance, if a USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 34 cluster contains logical channels Left, Right and LFE, then channel 1 is Left, channel 2 is Right, and channel 3 is LFE. To characterize an audio channel cluster, a cluster descriptor is introduced. This descriptor is embedded within one of the following descriptors · Input Terminal descriptor · Mixer Unit descriptor · Processing Unit descriptor · Extension Unit descriptor The cluster descriptor contains the following fields · bNrChannels a number that specifies how many logical audio channels are present in the cluster. · wChannelConfig a bit field that indicates which spatial locations are present in the cluster. The bit allocations are as follows § D0 Left Front (L) § D1 Right Front (R) § D2 Center Front (C) § D3 Low Frequency Enhancement (LFE) § D4 Left Surround (LS) § D5 Right Surround (RS) § D6 Left of Center (LC) § D7 Right of Center (RC) § D8 Surround (S) § D9 Side Left (SL) § D10 Side Right (SR) § D11 Top (T) § D15..12 Reserved · Each bit set in this bit map indicates there is a logical channel in the cluster that carries audio information, destined for the indicated spatial location. The channel ordering in the cluster must correspond to the ordering, imposed by the above list of predefined spatial locations. If there are more channels in the cluster than there are bits set in the wChannelConfig field, (i.e. bNrChannels [Number_Of_Bits_Set]), then the first [Number_Of_Bits_Set] channels take the spatial positions, indicated in wChannelConfig. The remaining channels have ‘non-predefined’ spatial positions (positions that do not appear in the predefined list). If none of the bits in wChannelConfig are set, then all channels have non-predefined spatial positions. If one or more channels have non-predefined spatial positions, their spatial location description can optionally be derived from the iChannelNames field. · iChannelNames index to a string descriptor that describes the spatial location of the first nonpredefined logical channel in the cluster. The spatial locations of all remaining logical channels must be described by string descriptors with indices that immediately follow the index of the descriptor of the first non-predefined channel. Therefore, iChannelNames inherently describes an array of string descriptor indices, ranging from iChannelNames to (iChannelNames + (bNrChannels- [Number_Of_Bits_Set]) - 1) Example 1 An audio channel cluster that carries Dolby Prologic logical channels has the following cluster descriptor Table 3-2 Dolby Prologic Cluster Descriptor Offset Field Size Value Description USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 35 Offset Field Size Value Description 0 bNrChannels 1 4 There are 4 logical channels in the cluster. 1 wChannelConfig 2 0x0107 Left, Right, Center and Surround are present. 3 iChannelNames 1 Index Because there are no non-predefined logical channels, this index must be set to 0. Example 2 A hypothetical audio channel cluster inside an audio function could carry Left, Left Surround, Left of Center, and two auxiliary channels that contain each a different weighted mix of the Left, Left Surround and Left of Center channels. The corresponding cluster descriptor would be Table 3-3 Left Group Cluster Descriptor Offset Field Size Value Description 0 bNrChannels 1 5 There are 5 logical channels in the cluster 1 wChannelConfig 2 0x0051 Left, Left Surround, Left of Center and two undefined channels are present. (bNrChannels [Number_Of_Bits_Set]) 3 iChannelNames 1 Index Optional index of the first non-predefined string descriptor Optional string descriptors String (Index) = ‘Left Down Mix 1’ String (Index+1) = ‘Left Down Mix 2’ 3.7.2.4 Audio Data Format The format used to transport audio data over the USB is entirely determined by the code, located in the wFormatTag field of the class-specific interface descriptor. Therefore, each defined Format Tag must document in detail the audio data format it uses. Consequently, format-specific descriptors are needed to fully describe the format. For details about the predefined Format Tags and associated data formats and descriptors, see the separate document, USB Audio Data Formats, that is considered part of this specification. Vendor-specific protocols must be fully documented by the manufacturer. 1 - 6 - 11 - 16 - 21 - 26 - 31 - 36 - 41 - 46 - 51 - 56 - 61 - 66 - 71 - 76 - 81 - 86 - 91 - 96 - 101 - 106 - 111 - 116 - 121 - 126 ここを編集
https://w.atwiki.jp/cohstatsjp/pages/222.html
Infantry PIAT Commandos Contents 1 Tactics 2 History 3 Built From 3.1 Glider HQ 4 Squad Abilities 4.1 Commando Throw Grenade 4.2 Concealing Smoke 5 Squad Weapons 5.1 Sten SMG 5.2 Projector Infantry Anti Tank 5.3 Commando Demolitions Charge 5.4 Commando Grenade PIAT Commandos Squad Size 6 Capture Rate 1 Sup Threshold 0.35 Health 390 Sight 35 Pin Threshold 0.8 Cost 510 Detection 7/0 Recovery Rate 0.012 Hotkey P Population 6 Time 36 Retreat Modifier 0.5 Target Type infantry_soldier Upkeep 9.0144 Reinforce Cost 0.4119 Critical Type infantry Squad Slots 4 Reinforce Time 1.5 Tactics PIAT Commandos can only be created in a glider HQ. Unlike the Panzerschreck, the Recoilless Rifle, or the Bazooka, the PIAT fires upward and ontop of the target. This means that the target must be stationary to be hit. PIATs seem to perform better in buildings, when they are firing downwards. When taking on heavy armor, when engaging it drop smoke and run to the rear of the tank. This way the you can inflict maximum damage without taking any damage. PIATs are able to be fired over hedges or buildings so it is possible to fire on armour and not get fired back upon, and as the enemy will not expect to he hit first you should be able to get 1 or 2 shots off before he notices. History The Airlanding troops of the British Airborne were tasked with assaulting German positions prior to the D-Day landings. They landed their gliders in Coup de Main assaults on enemy positions, surprising the German defenders in risky attacks. They were all volunteers, and well-trained for their dangerous job, and continued to act as elite ground infantry once the airborne operations were over. The Projector, Infantry, Anti Tank (PIAT), was one of the earlier anti-tank weapons using a high explosive anti-tank projectile. It was developed by the British starting in 1941, reaching the field in time for the invasion of Sicily in 1943. The PIAT was an unusual infantry anti-tank weapon. It was comparatively quiet and smokeless, with no backblast. This meant that, unlike the American Bazooka or German Panzerfaust and Panzerschreck, it could be fired from an enclosed space, and would not give away its position as soon as the weapon was fired. However, it was more cumbersome than its counterparts, and in many circumstances it could be difficult to reload. The Commandos in Company of Heroes are actually Airlanding troops from an Airborne Division, or SAS (Special Air Service) Commandos. Their distinctive red berets indicate they re airborne troops, or SAS troops, as Commandos wore green berets. Commandos came from several branches (Royal Army Commandos, Royal Marine Commandos, and Royal Navy Commandos) and none were involved in glider operations. Built From Glider HQ [Expand][Hide] Cost 100 Activation targeted Duration _ Target tp_position Recharge 75 Hotkey Effects Request a Glider Headquarters capable of producing Mortar Commandos, PIAT Commandos, and Heavy Machine Gun Commmandos. ESee Ability Glider HQ for details. Squad Abilities Commando Throw Grenade [Expand][Hide] Cost 25 Activation targeted Duration _ Target tp_any Recharge 30 Hotkey N Effects The Squad will throw a Mk2 Pineapple Grenade. ESee Ability Commando Throw Grenade for details. Concealing Smoke [Expand][Hide] Cost Activation timed Duration 14 Target tp_any Recharge 30 Hotkey S Effects Break any suppression or pinning effects on the squad and envelope the Commandos in concealing smoke. ESee Ability Concealing Smoke for details. Squad Weapons Sten SMG [Expand][Hide] Weapon Sten SMG See Weapon Sten SMG for details. Projector Infantry Anti Tank [Expand][Hide] Weapon Projector Infantry Anti Tank See Weapon Projector Infantry Anti Tank for details. Commando Demolitions Charge [Expand][Hide] Weapon Commando Demolitions Charge See Weapon Commando Demolitions Charge for details. Commando Grenade [Expand][Hide] Weapon Commando Grenade See Weapon Commando Grenade for details. Retrieved from http //coh-stats.com/Infantry PIAT_Commandos
https://w.atwiki.jp/dreamself/pages/1293.html
127 :名前が無い程度の能力:2007/12/25(火) 22 08 26 ID BUMw0dW20 微熱が出て寝入っていた時に見た夢。 まっ暗闇の中で、ニヤニヤ笑ってるてゐ?に「嘘つき」と連呼されてなじられていた。 何を言い返してもニヤニヤ笑いを止めずに「嘘つき」と繰り返すだけ。 …てゐは可愛かったけど、なんか嫌な夢だった。 カフカ
https://w.atwiki.jp/hyon/pages/743.html
名前: タコ(中国地方) :2007/04/13(金) 23 49 04.55 [[ID JklWLdeg0]] 「ボクって催眠術にかかりやすいみたいなんだ。だからよくクラスのみんなにかけられ ちゃって困ってるんだ」 相談があるからと小学校来の幼馴染に自宅に呼び出され、切り出された話はこんなの だった。 「たしかにからかいやすそうな顔してるもんな」 「そんなにボクってイジメられっ子的顔なの?」 本人に自覚はないようだが、別に悪意でもってイジメたくなるようなものでもない。 単にからかいたくなるような顔なだけだ。気弱そうで女顔というのもある。反応が面白 くてついやってしまうのだろう。たとえるなら、好きな女の子に意地悪してしまうよう なものだ。愛情表現の裏返しともいう。 「で、俺にどうしてほしいんだ?」 「あ、うん。そうなんだ。ボクに催眠術にかからなくなるように催眠をかけてほしいん だ。毒をもって毒を制すみたいな感じで。もうかけられたくないんだ。……今日だって 「あなたはフランス語しか話せなくなる」って催眠をかけられちゃって、解かれるまで 固有名詞以外ボンジュールとウィ・ムシューしか言えなかったり……。だってフランス 語ってそれしか知らないから」 必死な形相で「ウィ・ムシュー」を連呼しながら催眠術の解除を懇願している姿が目 に浮かぶ。……おっとあぶない、噴出しそうになった。 7 名前: タコ(中国地方) :2007/04/13(金) 23 49 43.06 ID JklWLdeg0 「だからお願い! 協力して」 「まあいいけど、なんで俺なんだ?」 「それは付き合いが長いし、催眠術って信頼できる人にかけられると深くかかるって何 かの本で見たんだ。だから深いところでロックをかけることができるなら、今後かかる こともなくなると思う。ね、お願い!」 信頼、ねえ。嬉しいこと言ってくれるじゃないの。 「催眠術なんてやったことはないが、そこまで言うならやってみよう」 「ありがとう!」 ぱあっとうつむき加減だった顔が明るくなる。うおっまぶし。 「それじゃあ目を閉じて……。アナタは眠くな~る、眠くな~る」 ヒモと5円玉の即席振り子を目も前で振る。適当すぎでこんなのでかかるとは思わなかったが、 「……ぐー」 「おそろしくあっさりかかったな……」 ほんの数秒で椅子に座ったまま眠りこけていた。 このぶんだとかからなくする催眠をかけることは簡単そうだ。しかしそれだけでは面白くない。 「せっかくだから色々かかりやすい催眠というのを試してみるか」 そういうことになった。 8 名前: タコ(中国地方) :2007/04/13(金) 23 51 11.88 ID JklWLdeg0 「まずは、と。……アナタはクシャミが止まらなくな~る、止まらなくな~る、っと。 あとはこれで目を覚まさせればいいのかな」 3つ数えたあと手を叩いたら起きるよう設定する。さて、どうなるか。 「あ、終わっ……くしゅっ。あれ、おかしいな、くしゃみが……くしゅっ、止まらな……くしゅっ」 これはマジか? 俺のかけた催眠の通りクシャミを連発させている。 「ちょっとうまくいかなかったみたいだな。もう1回やるからもう1回寝てくれ」 振り子をかざすと、また深い眠りに落ちた。 「これはオモチャにする気持ちもわかるな」 というわけで、色々実験してみよう。いったいどこまで催眠にかかりやすいのか調べ れば役にも立つだろう。 「アナタは日本語をすっかり忘れて、宇宙人語しかしゃべれなくな~る」 パン 「☆※Ωχλ? Дεσ!? $ЯШ△θ!!!」 なにを言っているのかわからないが、言っていることはよくわかった。 もしかしたら音でコミュニケーションをはかれるかもしれない。違う意味で 宇宙時代の到来って感じだ。 9 名前: タコ(中国地方) :2007/04/13(金) 23 51 55.41 ID JklWLdeg0 「じゃあありえないことにチャレンジしてみるか。──アナタは170センチまで背が伸 び~る、伸び~る」 パン 「……冗談のつもりだったんだけどな」 みるみるうちに背は伸び、ちょうど170あたりで止まった。 おいおい、催眠術がかかりやすいってレベルじゃねーぞ! なんだこれ。質量保存の法則を打ち崩したり、医学界の常識を根本的に覆したりでき そうな気がする。 「あれ? なんか周りのものが小さくなったような……」 騒ぎ出す前に眠らせた。 「ふー、びっくりした。まさかここまでとは思わなかったな」 ロマンサーになった気分だ。言ったことが限定的とはいえ実現する。 「それにしてもこうして寝顔見てると女の子にしか見えないな。……そうだ!」 閃いた。これはいいアイディアだ。 「アナタはかわいい女の子にな~る、女の子にな~る」 ファンタスティックだ。世の中はたぶんSF(すこしふしぎ)でできている。 身長が変化したときのように、シャツの上からわかるくらいに胸が膨らみ、スタイル も若干変化していた。しかし元が元だけにあまり変化がないように見える。 10 名前: タコ(中国地方) :2007/04/13(金) 23 52 33.54 ID JklWLdeg0 「なにこれは!? ボクこんなこと頼んでないよ!」 案の定怒った。しかしその怒り方にしても「プンプン」という感じだ。怖くもなんと もない。 「それにしても凄いな、性別まで変わるなんて」 「もう、ヘンなことしないでよ! ちゃんと催眠術がかからないように催眠術かけてよね!」 「あーわかったわかった。じゃとりあえず眠れ眠れ」 「……ぐー」 ふぅ。そろそろ悪乗りはやめにするか。これで最後これで最後。 魂をこめるように耳元で囁く。 「アナタはこれから先ずっと催眠術にかからなくなる、 かからなくなる──」 パンと手を叩いて起こす。 「ちゃんとやってくれた?」 「ああ、バッチリだ。これでもう二度と催眠術にかかることはないだろうな」 11 名前: タコ(中国地方) :2007/04/13(金) 23 52 58.34 ID JklWLdeg0 「わあ、ホントにありがとう!」 正面から抱きついてきた。こんなに無防備だからからかわれるんだろうに。 「あれ? 胸になんかあたってるような……って、えええええええええ!!?? なん で? なんでボクに胸がついてるの!?」 「あっ、悪い。男に戻すの忘れてた。体つきに違和感なかったからわからなかったよ」 うん、これは本当にド忘れだ。 「催眠術でこうなったんでしょ。さっさと催眠術をまた使って戻してよ!」 「あー、お前も忘れているようだが、たった今、お前に二度と催眠術がかからないよう に催眠をかけたばかりなんだが」 「っていうことは、ボクの身体はずっとこのまま……?」 両膝をついてうなだれる。その肩にそっと手を乗せる。 「まあ催眠術だって完璧じゃないからな。いつかはまたかかるようになるだろ」 「ホントに……?」 これから1時間ほど励まして落ち着かせた。 12 名前: タコ(中国地方) :2007/04/13(金) 23 53 40.11 ID JklWLdeg0 「あー、今日は大変だったな」 帰り道。俺は今日あったことを思い返す。上機嫌だった。 「なにしろ俺専用のオモチャができたようなものだからな」 さっきあいつには二度と催眠術がかけられないようにした。しかし密かに条件をつけた。 『俺以外から催眠術をかけられても』と限定したのだ。 これで他のやつらからは催眠術をかけられることはなくなった。その結果に満足して ることだろう。 「さーて、明日はなにをしようかな」 せっかくオンナノコにしたんだ。あーんなことやこーんなこともできたりするだろう。 催眠術を使えばスタイルから感度まで自由自在だ。 「うはwwww夢がひろがりんぐwwwww」
https://w.atwiki.jp/tool_encode/pages/64.html
2009-09-18 13 38 47 (Fri) 東京マグニチュード8.0 制作:マッドハウス 放送:CX フレームレート:24 画質:コンポーネント/HD SubTitle Source Size crf fps time 第00話 事前特番 - - - - - 第01話 「お台場、沈む」 CX 419MB 22 5.16 fps - 第02話 「壊れた、世界」 CX 379MB 21 4.74 fps - 第03話 「燃える、橋」 CX 450MB 22 5.23 fps - 第04話 「三人の、約束」 CX 445MB 22 5.19 fps - 第05話 「慟哭の、学び舎」 CX 348MB 22 5.38 fps - 第06話 「見捨てる、選択」 CX 380MB 22 5.45 fps - 第07話 「夏の夕暮れ」 CX 387MB 22 5.37 fps - 第08話 「まっしろな朝」 CX 387MB 22 5.38 fps - 第09話 「今日、さよなら」 CX 346MB 22 6.38 fps 1h26m30s 第10話 「おねえちゃん、あのね」 CX 346MB 22 11.74 fps 47m02s 第11話 「悠貴へ…」 CX 339MB 22 11.12 fps 49m38s -第00話 「常識にまどわされるな!大地震生き残れSP~東京マグニチュード8.0~」 -第01話 「お台場、沈む」 [東京マグニチュード8.0 第01話 「お台場、沈む」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 357 Avg QP 17.70 size 91848 PSNR Mean Y 48.48 U 51.14 V 51.27 Avg 49.04 Global 47.92 slice P 23235 Avg QP 18.80 size 11558 PSNR Mean Y 47.00 U 50.43 V 50.52 Avg 47.74 Global 46.56 slice B 12310 Avg QP 24.32 size 7726 PSNR Mean Y 45.14 U 50.05 V 50.17 Avg 46.06 Global 42.83 consecutive B-frames 40.8% 35.8% 11.8% 7.7% 3.9% mb I I16..4 38.2% 29.3% 32.5% mb P I16..4 3.0% 0.0% 1.4% P16..4 24.6% 2.6% 5.3% 0.0% 0.0% skip 63.3% mb B I16..4 0.5% 0.0% 0.3% B16..8 13.5% 1.1% 1.4% direct 3.4% skip 79.7% L0 30.3% L1 51.6% BI 18.0% 8x8 transform intra 7.1% inter 37.0% direct mvs spatial 97.6% temporal 2.4% coded y,uvDC,uvAC intra 44.5% 34.3% 13.4% inter 12.2% 4.1% 0.2% ref P L0 91.2% 5.1% 3.7% ref B L0 89.1% 10.9% AQ Result Bright MB 9.20% QP Up 51.65% Down 5.99% AQ Result Middle MB 41.41% QP Up 21.73% Down 54.83% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 1.12% QP Up 99.63% Down 0.00% AQ change value 6 0.60% 5 0.08% 4 0.09% 3 1.72% 2 0.71% 1 5.41% 0 63.81% -1 15.64% -2 4.01% -3 6.71% -4 1.24% SSIM Mean Y 0.9900566 PSNR Mean Y 46.379 U 50.306 V 50.408 Avg 47.176 Global 44.905 kb/s 2647.54 encoded 35902 frames, 5.16 fps, 2298.61 kb/s -第02話 「壊れた、世界」 [東京マグニチュード8.0 第02話 「壊れた、世界」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 435 Avg QP 17.78 size 50400 PSNR Mean Y 49.25 U 52.49 V 52.47 Avg 49.95 Global 49.00 slice P 18510 Avg QP 18.83 size 12172 PSNR Mean Y 47.99 U 52.30 V 52.27 Avg 48.90 Global 47.51 slice B 16403 Avg QP 23.67 size 6599 PSNR Mean Y 46.84 U 51.85 V 51.81 Avg 47.83 Global 44.45 consecutive B-frames 23.5% 33.8% 26.6% 9.9% 6.1% mb I I16..4 49.8% 26.5% 23.8% mb P I16..4 7.8% 0.0% 2.6% P16..4 26.8% 3.2% 4.7% 0.0% 0.0% skip 54.7% mb B I16..4 0.8% 0.0% 0.5% B16..8 15.3% 0.8% 1.1% direct 2.8% skip 78.8% L0 33.3% L1 54.5% BI 12.2% 8x8 transform intra 4.5% inter 30.1% direct mvs spatial 98.5% temporal 1.5% coded y,uvDC,uvAC intra 30.8% 24.1% 3.4% inter 11.2% 2.8% 0.0% ref P L0 87.5% 7.6% 4.9% ref B L0 88.8% 11.2% AQ Result Bright MB 2.08% QP Up 62.50% Down 3.80% AQ Result Middle MB 47.45% QP Up 43.42% Down 30.28% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 2.71% QP Up 99.91% Down 0.00% AQ change value 5 0.41% 4 0.54% 3 0.12% 2 2.35% 1 1.26% 0 86.43% -1 7.17% -2 0.87% -3 0.74% -4 0.11% SSIM Mean Y 0.9889822 PSNR Mean Y 47.472 U 52.092 V 52.060 Avg 48.415 Global 45.835 kb/s 2411.07 encoded 35348 frames, 4.74 fps, 2061.03 kb/s -第03話 「燃える、橋」 [東京マグニチュード8.0 第03話 「燃える、橋」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 360 Avg QP 18.99 size 86888 PSNR Mean Y 47.73 U 50.68 V 50.78 Avg 48.36 Global 47.42 slice P 20758 Avg QP 19.41 size 13868 PSNR Mean Y 46.44 U 50.52 V 50.45 Avg 47.27 Global 46.20 slice B 14025 Avg QP 24.97 size 7782 PSNR Mean Y 44.38 U 49.60 V 49.48 Avg 45.36 Global 42.83 consecutive B-frames 34.2% 30.3% 20.3% 10.4% 4.8% mb I I16..4 40.9% 26.6% 32.6% mb P I16..4 3.5% 0.0% 2.1% P16..4 23.8% 3.8% 5.5% 0.0% 0.0% skip 61.2% mb B I16..4 0.3% 0.0% 0.3% B16..8 13.7% 1.2% 1.6% direct 3.4% skip 79.5% L0 34.5% L1 47.7% BI 17.8% 8x8 transform intra 5.9% inter 33.9% direct mvs spatial 98.7% temporal 1.3% coded y,uvDC,uvAC intra 44.7% 35.5% 13.8% inter 12.5% 3.7% 0.2% ref P L0 88.0% 6.9% 5.1% ref B L0 88.6% 11.4% AQ Result Bright MB 7.05% QP Up 49.56% Down 4.53% AQ Result Middle MB 44.17% QP Up 26.78% Down 50.94% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 1.24% QP Up 99.59% Down 0.00% AQ change value 6 1.37% 5 0.23% 4 0.06% 3 0.45% 2 0.34% 1 4.46% 0 67.40% -1 15.13% -2 3.39% -3 6.09% -4 1.09% SSIM Mean Y 0.9897699 PSNR Mean Y 45.632 U 50.155 V 50.066 Avg 46.519 Global 44.540 kb/s 2922.05 encoded 35143 frames, 5.23 fps, 2483.23 kb/s -第04話 「三人の、約束」 [東京マグニチュード8.0 第04話 「三人の、約束」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 371 Avg QP 17.99 size 106663 PSNR Mean Y 47.83 U 50.81 V 50.40 Avg 48.38 Global 47.45 slice P 23007 Avg QP 18.95 size 12606 PSNR Mean Y 46.08 U 49.78 V 49.34 Avg 46.79 Global 45.88 slice B 12166 Avg QP 24.63 size 7712 PSNR Mean Y 44.22 U 49.43 V 49.12 Avg 45.14 Global 42.47 consecutive B-frames 42.7% 28.5% 17.0% 8.0% 3.8% mb I I16..4 29.9% 38.6% 31.5% mb P I16..4 2.6% 0.0% 1.3% P16..4 27.7% 3.0% 5.7% 0.0% 0.0% skip 59.6% mb B I16..4 0.2% 0.0% 0.1% B16..8 13.9% 1.1% 1.5% direct 3.6% skip 79.6% L0 30.6% L1 52.1% BI 17.3% 8x8 transform intra 10.9% inter 37.7% direct mvs spatial 99.4% temporal 0.6% coded y,uvDC,uvAC intra 48.5% 36.1% 16.8% inter 13.7% 4.7% 0.3% ref P L0 91.2% 5.1% 3.7% ref B L0 91.9% 8.1% AQ Result Bright MB 5.81% QP Up 42.27% Down 6.67% AQ Result Middle MB 44.89% QP Up 17.29% Down 61.64% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 1.12% QP Up 99.53% Down 0.00% AQ change value 6 0.78% 5 0.03% 4 0.02% 3 1.02% 2 0.37% 1 5.23% 0 61.70% -1 15.39% -2 7.49% -3 6.94% -4 1.05% SSIM Mean Y 0.9887926 PSNR Mean Y 45.463 U 49.672 V 49.274 Avg 46.242 Global 44.400 kb/s 2856.17 encoded 35544 frames, 5.19 fps, 2455.01 kb/s -第05話 「慟哭の、学び舎」 [東京マグニチュード8.0 第05話 「慟哭の、学び舎」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 314 Avg QP 17.63 size 78664 PSNR Mean Y 49.08 U 51.33 V 51.77 Avg 49.52 Global 48.28 slice P 21781 Avg QP 18.85 size 9576 PSNR Mean Y 47.66 U 50.83 V 51.03 Avg 48.32 Global 47.01 slice B 13712 Avg QP 24.06 size 6602 PSNR Mean Y 45.92 U 50.20 V 50.50 Avg 46.75 Global 43.43 consecutive B-frames 36.0% 34.2% 13.7% 9.3% 6.7% mb I I16..4 38.5% 33.6% 27.9% mb P I16..4 2.6% 0.0% 1.1% P16..4 21.6% 2.6% 5.2% 0.0% 0.0% skip 66.9% mb B I16..4 0.2% 0.0% 0.1% B16..8 12.6% 0.8% 1.2% direct 3.0% skip 82.1% L0 31.8% L1 51.6% BI 16.6% 8x8 transform intra 9.2% inter 35.0% direct mvs spatial 98.8% temporal 1.2% coded y,uvDC,uvAC intra 44.3% 38.0% 11.8% inter 10.0% 3.2% 0.1% ref P L0 89.1% 6.2% 4.7% ref B L0 87.9% 12.1% AQ Result Bright MB 6.07% QP Up 59.95% Down 6.64% AQ Result Middle MB 41.75% QP Up 32.74% Down 44.32% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 3.75% QP Up 99.42% Down 0.00% AQ change value 6 1.11% 5 0.19% 4 0.23% 3 1.22% 2 2.03% 1 4.46% 0 73.38% -1 10.07% -2 3.85% -3 3.06% -4 0.39% SSIM Mean Y 0.9893720 PSNR Mean Y 47.007 U 50.592 V 50.830 Avg 47.729 Global 45.280 kb/s 2168.15 encoded 35807 frames, 5.38 fps, 1877.40 kb/s -第06話 「見捨てる、選択」 [東京マグニチュード8.0 第06話 「見捨てる、選択」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 405 Avg QP 18.15 size 71170 PSNR Mean Y 49.25 U 52.79 V 52.64 Avg 49.89 Global 48.59 slice P 22043 Avg QP 19.15 size 10593 PSNR Mean Y 47.61 U 52.08 V 51.80 Avg 48.46 Global 47.00 slice B 13635 Avg QP 24.44 size 6860 PSNR Mean Y 45.84 U 51.40 V 51.22 Avg 46.84 Global 43.41 consecutive B-frames 35.8% 34.9% 17.2% 7.7% 4.3% mb I I16..4 44.4% 28.6% 27.0% mb P I16..4 4.4% 0.0% 1.6% P16..4 21.8% 2.8% 5.1% 0.0% 0.0% skip 64.3% mb B I16..4 0.7% 0.0% 0.2% B16..8 12.4% 0.9% 1.3% direct 2.9% skip 81.6% L0 33.1% L1 49.9% BI 17.0% 8x8 transform intra 6.3% inter 34.9% direct mvs spatial 98.9% temporal 1.1% coded y,uvDC,uvAC intra 35.9% 30.3% 8.6% inter 10.4% 3.3% 0.1% ref P L0 88.2% 6.6% 5.2% ref B L0 88.4% 11.6% AQ Result Bright MB 4.55% QP Up 44.74% Down 4.20% AQ Result Middle MB 45.00% QP Up 33.21% Down 42.12% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 2.30% QP Up 99.85% Down 0.00% AQ change value 6 1.43% 5 0.16% 4 0.23% 3 1.40% 2 1.00% 1 4.60% 0 73.67% -1 11.84% -2 2.30% -3 2.82% -4 0.56% SSIM Mean Y 0.9900847 PSNR Mean Y 46.959 U 51.830 V 51.587 Avg 47.864 Global 45.292 kb/s 2364.55 encoded 36083 frames, 5.45 fps, 2063.28 kb/s -第07話 「夏の夕暮れ」 [東京マグニチュード8.0 第07話 「夏の夕暮れ」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 352 Avg QP 17.72 size 89763 PSNR Mean Y 48.63 U 51.75 V 51.84 Avg 49.27 Global 48.16 slice P 22198 Avg QP 18.85 size 10870 PSNR Mean Y 47.09 U 50.95 V 50.98 Avg 47.87 Global 46.69 slice B 13228 Avg QP 24.13 size 6888 PSNR Mean Y 45.51 U 50.56 V 50.52 Avg 46.44 Global 43.22 consecutive B-frames 37.6% 33.6% 16.0% 7.8% 5.0% mb I I16..4 34.9% 31.7% 33.3% mb P I16..4 2.6% 0.0% 1.1% P16..4 24.7% 2.6% 5.3% 0.0% 0.0% skip 63.7% mb B I16..4 0.1% 0.0% 0.1% B16..8 12.6% 0.9% 1.3% direct 3.1% skip 81.9% L0 29.2% L1 53.3% BI 17.5% 8x8 transform intra 9.4% inter 34.6% direct mvs spatial 99.0% temporal 1.0% coded y,uvDC,uvAC intra 43.8% 33.9% 12.1% inter 11.3% 3.8% 0.2% ref P L0 90.2% 5.6% 4.2% ref B L0 89.5% 10.5% AQ Result Bright MB 6.14% QP Up 58.15% Down 3.75% AQ Result Middle MB 42.98% QP Up 22.26% Down 52.49% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 2.37% QP Up 99.81% Down 0.00% AQ change value 6 1.09% 5 0.15% 4 0.20% 3 1.19% 2 1.50% 1 5.61% 0 66.82% -1 13.31% -2 3.67% -3 5.45% -4 1.01% SSIM Mean Y 0.9900693 PSNR Mean Y 46.522 U 50.815 V 50.819 Avg 47.354 Global 45.073 kb/s 2439.38 encoded 35778 frames, 5.37 fps, 2110.59 kb/s -第08話 「まっしろな朝」 [東京マグニチュード8.0 第08話 「まっしろな朝」.mp4] (1pass) using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 profile High, level 4.1 slice I 349 Avg QP 17.74 size 75819 PSNR Mean Y 49.83 U 52.76 V 52.30 Avg 50.31 Global 48.57 slice P 22090 Avg QP 18.93 size 11041 PSNR Mean Y 47.40 U 51.25 V 50.78 Avg 48.13 Global 46.63 slice B 13536 Avg QP 24.14 size 6873 PSNR Mean Y 45.88 U 50.99 V 50.62 Avg 46.79 Global 43.27 consecutive B-frames 35.8% 36.4% 14.6% 9.8% 3.4% mb I I16..4 47.4% 26.2% 26.5% mb P I16..4 3.3% 0.0% 1.2% P16..4 23.1% 2.8% 5.2% 0.0% 0.0% skip 64.3% mb B I16..4 0.2% 0.0% 0.1% B16..8 12.2% 0.9% 1.4% direct 3.3% skip 82.0% L0 30.2% L1 51.1% BI 18.7% 8x8 transform intra 6.6% inter 36.2% direct mvs spatial 98.1% temporal 1.9% coded y,uvDC,uvAC intra 38.1% 31.9% 11.0% inter 11.2% 3.5% 0.2% ref P L0 90.2% 5.5% 4.3% ref B L0 91.5% 8.5% AQ Result Bright MB 4.72% QP Up 52.38% Down 5.78% AQ Result Middle MB 45.29% QP Up 27.96% Down 45.62% AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% AQ Result M.Dark MB 1.82% QP Up 99.80% Down 0.00% AQ change value 6 1.25% 5 0.16% 4 0.20% 3 1.37% 2 0.79% 1 4.75% 0 69.72% -1 12.03% -2 4.47% -3 4.42% -4 0.84% SSIM Mean Y 0.9898421 PSNR Mean Y 46.851 U 51.167 V 50.735 Avg 47.645 Global 45.062 kb/s 2421.80 encoded 35975 frames, 5.38 fps, 2106.81 kb/s -第09話 「今日、さよなら」 Start 6 45 05.15 "--------------------------------------------------------------------------------------------" "東京マグニチュード8.0 第09話 「今日、さよなら」.mp4" 入力ファイル HD-Tokyo_Magnitude8-CX01.avs avis [info] 1280x720 @ 23.98 fps (33085 frames) x264 [info] using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 x264 [info] profile High, level 4.1 mp4 [info] initial delay 4004 (scale 96000) x264 [info] slice I 349 Avg QP 19.37 size 69188 PSNR Mean Y 48.23 U 50.18 V 50.41 Avg 48.54 Global 47.43 x264 [info] slice P 12694 Avg QP 20.24 size 15964 PSNR Mean Y 46.41 U 49.58 V 49.77 Avg 47.12 Global 45.73 x264 [info] slice B 20042 Avg QP 24.10 size 4724 PSNR Mean Y 45.40 U 49.48 V 49.69 Avg 46.26 Global 43.89 x264 [info] consecutive B-frames 4.5% 32.5% 34.6% 16.5% 11.9% x264 [info] mb I I16..4 44.8% 26.0% 29.1% x264 [info] mb P I16..4 3.2% 0.0% 1.6% P16..4 24.0% 4.4% 7.4% 0.0% 0.0% skip 59.4% x264 [info] mb B I16..4 0.1% 0.0% 0.0% B16..8 11.8% 0.6% 0.9% direct 2.2% skip 84.4% L0 28.4% L1 57.2% BI 14.4% x264 [info] 8x8 transform intra 9.3% inter 30.2% x264 [info] direct mvs spatial 99.3% temporal 0.7% x264 [info] ref P L0 82.0% 10.4% 7.6% x264 [info] ref B L0 88.0% 12.0% x264 [info] AQ Result Bright MB 8.92% QP Up 61.33% Down 3.45% x264 [info] AQ Result Middle MB 79.73% QP Up 31.98% Down 47.06% x264 [info] AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% x264 [info] AQ Result M.Dark MB 2.41% QP Up 99.67% Down 0.00% x264 [info] AQ change value 6 0.00% 5 0.82% 4 0.11% 3 1.52% 2 0.78% 1 1.56% 0 73.81% -1 13.47% -2 3.43% -3 3.95% -4 0.56% x264 [info] SSIM Mean Y 0.9878623 x264 [info] PSNR Mean Y 45.820 U 49.525 V 49.726 Avg 46.610 Global 44.536 kb/s 1863.76 encoded 33085 frames, 6.38 fps, 1863.98 kb/s, drop 0 "--------------------------------------------------------------------------------------------" End 8 11 35.68 -第10話 「おねえちゃん、あのね」 Start 1 28 56.82 "--------------------------------------------------------------------------------------------" "東京マグニチュード8.0 第09話 「おねえちゃん、あのね」.mp4" 入力ファイル HD-Tokyo_Magnitude8-CX01.avs avis [info] 1280x720 @ 23.98 fps (33086 frames) x264 [info] using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 x264 [info] profile High, level 4.1 mp4 [info] initial delay 4004 (scale 96000) x264 [info] slice I 343 Avg QP 19.43 size 69585 PSNR Mean Y 48.53 U 50.36 V 50.29 Avg 48.70 Global 47.41 x264 [info] slice P 12254 Avg QP 20.23 size 16920 PSNR Mean Y 46.51 U 49.51 V 49.47 Avg 47.12 Global 45.51 x264 [info] slice B 20489 Avg QP 24.07 size 4836 PSNR Mean Y 45.46 U 49.42 V 49.39 Avg 46.25 Global 43.77 x264 [info] consecutive B-frames 4.1% 28.8% 35.2% 17.1% 14.9% x264 [info] mb I I16..4 47.1% 25.5% 27.5% x264 [info] mb P I16..4 4.6% 0.0% 2.1% P16..4 26.1% 4.5% 7.5% 0.0% 0.0% skip 55.2% x264 [info] mb B I16..4 0.2% 0.0% 0.1% B16..8 12.2% 0.6% 0.9% direct 2.3% skip 83.5% L0 29.1% L1 57.7% BI 13.2% x264 [info] 8x8 transform intra 7.0% inter 30.6% x264 [info] direct mvs spatial 99.8% temporal 0.2% x264 [info] ref P L0 79.6% 11.6% 8.8% x264 [info] ref B L0 85.6% 14.4% x264 [info] AQ Result Bright MB 12.35% QP Up 56.87% Down 5.92% x264 [info] AQ Result Middle MB 78.13% QP Up 31.68% Down 48.36% x264 [info] AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% x264 [info] AQ Result M.Dark MB 1.73% QP Up 99.58% Down 0.00% x264 [info] AQ change value 6 0.00% 5 0.72% 4 0.07% 3 2.61% 2 0.66% 1 1.33% 0 71.43% -1 13.40% -2 4.80% -3 4.36% -4 0.61% x264 [info] SSIM Mean Y 0.9878153 x264 [info] PSNR Mean Y 45.883 U 49.464 V 49.431 Avg 46.601 Global 44.368 kb/s 1914.83 encoded 33086 frames, 11.74 fps, 1915.04 kb/s, drop 0 "--------------------------------------------------------------------------------------------" End 2 15 58.46 -第11話 「悠貴へ…」 最終回だけど、とくになし スタッフさん、おつかれさまでした。 Start 1 42 27.69 "--------------------------------------------------------------------------------------------" "東京マグニチュード8.0 第11話 「悠貴へ…」.mp4" 入力ファイル HD-Tokyo_Magnitude8-CX01.avs avis [info] 1280x720 @ 23.98 fps (33085 frames) x264 [info] using cpu capabilities MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 x264 [info] profile High, level 4.1 mp4 [info] initial delay 4004 (scale 96000) x264 [info] slice I 358 Avg QP 19.15 size 58286 PSNR Mean Y 49.33 U 50.12 V 50.27 Avg 49.34 Global 48.06 x264 [info] slice P 11656 Avg QP 20.20 size 16660 PSNR Mean Y 47.07 U 49.45 V 49.65 Avg 47.57 Global 45.89 x264 [info] slice B 21071 Avg QP 23.96 size 4715 PSNR Mean Y 45.99 U 49.31 V 49.54 Avg 46.69 Global 44.10 x264 [info] consecutive B-frames 3.4% 24.2% 34.7% 19.1% 18.5% x264 [info] mb I I16..4 52.9% 22.6% 24.5% x264 [info] mb P I16..4 4.6% 0.0% 1.8% P16..4 24.8% 5.0% 7.4% 0.0% 0.0% skip 56.4% x264 [info] mb B I16..4 0.1% 0.0% 0.1% B16..8 11.6% 0.6% 0.9% direct 2.3% skip 84.3% L0 30.4% L1 53.9% BI 15.6% x264 [info] 8x8 transform intra 7.1% inter 29.0% x264 [info] direct mvs spatial 98.6% temporal 1.4% x264 [info] ref P L0 78.6% 12.7% 8.7% x264 [info] ref B L0 85.9% 14.1% x264 [info] AQ Result Bright MB 11.11% QP Up 58.15% Down 4.75% x264 [info] AQ Result Middle MB 77.33% QP Up 36.53% Down 46.30% x264 [info] AQ Result Dark MB 0.00% QP Up 0.00% Down 0.00% x264 [info] AQ Result M.Dark MB 2.87% QP Up 99.79% Down 0.00% x264 [info] AQ change value 6 0.00% 5 0.74% 4 0.05% 3 1.68% 2 1.41% 1 1.27% 0 72.95% -1 12.36% -2 4.73% -3 4.40% -4 0.40% x264 [info] SSIM Mean Y 0.9886255 x264 [info] PSNR Mean Y 46.405 U 49.371 V 49.589 Avg 47.029 Global 44.683 kb/s 1822.80 encoded 33085 frames, 11.12 fps, 1823.03 kb/s, drop 0 "--------------------------------------------------------------------------------------------" End 2 32 05.27
https://w.atwiki.jp/etqw/pages/36.html
autoexec.cfg //マップseta g_commandMapZoom "0.275"seta g_commandMapZoomStep "0.085"//ヘリコプターseta m_helicopterYaw "0.020"seta m_helicopterPitch "0.020"//視界seta g_fov "120"//マルチでの描写距離seta r_visDistMulti "1.2"//FPS関係com_unlockFPS 1com_unlock_maxFPS 120com_unlock_timingMethod 1r_displayrefresh 75//マルチスレッドseta r_UseThreadedRenderer "2"//その他seta r_megadrawmethod "1"seta g_weaponSwitchTimeout "1"seta ui_showGun "1"seta g_skipIntro "1"seta net_clientPunkbusterEnabled "1"seta com_allowConsole "1"seta pm_skipbob "1"seta com_useFastVidRestart "1"seta r_shadows "0"seta r_brightness "1.153906"seta r_gamma "1.136328"//カスタムキーバインドbind "MWHEELDOWN" "_weapon1" "" "default" //ライトウェポンbind "MWHEELUP" "_weapon2" "" "default" //メインウェポンbind "MOUSE4" "_weapon3" "" "default" //グレネーイド!bind "MOUSE5" "_stroydown" "" "default" //ストロイエント変換bind "1" "_weapon0" "" "default" //ナイフbind "2" "_weapon0" "" "default" //ナイフbind "3" "useweapon weapon_tool1" "" "default" //ペンチとかbind "4" "useweapon weapon_item1" "" "default" //パックとかbind "5" "useweapon weapon_tool2" "" "default" //ディプロイツールとかbind "6" "useweapon weapon_item2" "" "default" //ワープ装置とかbind "7" "useweapon weapon_binocs" "" "default" //望遠鏡bind "KP_ENTER" "_commandmap" "" "default" //コマンドマップの全体表示//ビークルバインド//飛行機seta g_bind_context_anansi "flyer"seta g_bind_context_bumblebee "flyer"seta g_bind_context_hornet "flyer"//地上seta g_bind_context_husky "vehicle"seta g_bind_context_armadillo "vehicle"seta g_bind_context_trojan "vehicle"seta g_bind_context_platypus "vehicle"seta g_bind_context_hog "vehicle"seta g_bind_context_icarus "vehicle"//ストログ兵器seta g_bind_context_titan "vehicle1"seta g_bind_context_desecrator "vehicle1"seta g_bind_context_goliath "vehicle1"bind "SPACE" "_speed" "" "flyer" // Uses spacebar for airbrake, easy acces to itbind "MOUSE5" "_tophat" "" "flyer" // Side mouse button for freelook, great for Bumblebee andbind "MOUSE2" "_weapnext" "" "flyer" // Rightmouse for switching weapons for bombardmentsbind "MOUSE4" "_weapon0" "" "flyer" // Spam a flare using a side mouse button for dogfightingbind "r" "toggle g_showVehicleCockpits 0 1" "" "flyer" //Showhide your cockpitbind "ALT" "_speed" "" "vehicle"bind "f" "_activate" "" "vehicle"bind "SPACE" "_moveup" "" "vehicle"bind "r" "toggle g_showVehicleCockpits 0 1" "" "vehicle"bind "MOUSE2" "_activate" "" "vehicle" bind "MOUSE5" "_vehiclecamera" "" "vehicle" bind "MOUSE4" "_weapon0" "" "vehicle" bind "ALT" "_speed" "" "vehicle1"bind "f" "_activate" "" "vehicle1"bind "x" "_moveup" "" "vehicle1"bind "SPACE" "_moveup" "" "vehicle1"bind "r" "toggle g_showVehicleCockpits 0 1" "" "vehicle1"bind "MOUSE2" "_activate" "" "vehicle1" bind "MOUSE5" "_vehiclecamera" "" "vehicle1" bind "MOUSE4" "_weapon0" "" "vehicle1" //クイックチャットbind "KP_ENTER" "clientquickchat quickchat/global/cheers/awesome"bind "KP_INS" "clientquickchat quickchat/responses/thanks"bind "KP_DEL" "clientquickchat quickchat/responses/sorry"bind "KP_END" "clientquickchat quickchat/responses/youwelcome"bind "KP_DOWNARROW" "clientquickchat quickchat/responses/dontcare"bind "KP_PGDN" "clientquickchat quickchat/global/hi"bind "KP_LEFTARROW" "clientquickchat quickchat/enemy/incomingairstrike"bind "KP_5" "clientquickchat quickchat/enemy/incomingbombardment"bind "KP_RIGHTARROW" "clientquickchat quickchat/commands/holdfire"bind "KP_HOME" "clientquickchat quickchat/commands/letsgo"bind "KP_UPARROW" "clientquickchat quickchat/commands/followme"bind "KP_PGUP" "clientquickchat quickchat/vehicles/needvehicle"bind "KP_SLASH" "clientquickchat quickchat/global/cheers/greatshot"bind "KP_STAR" "clientquickchat quickchat/global/cheers/goodgame"//Class Selection Scriptsbind F4 "ClientClass Soldier 1 - Rocket Launcher; ClientClass Aggressor 1 - Obliterator"bind F5 "ClientClass Soldier 2 - GPMG; ClientClass Aggressor 2 - Hyperblaster"bind F6 "ClientClass Medic 0 - Assault Rifle; ClientClass Technician 0 - Lacerator"bind F7 "ClientClass Engineer 0 - Assault Rifle; ClientClass Constructor 0 - Lacerator"bind F8 "ClientClass FieldOps 0 - Assault Rifle; ClientClass Oppressor 0 - Lacerator"bind F9 "ClientClass CovertOps 0 - Assault Rifle; ClientClass Infiltrator 0 - Lacerator"bind F10 "kill" //respawn// CTRL+マウスホイールでコマンドマップのズーム調整bind "MWHEELUP" "zoomInCommandMap" "CTRL"bind "MWHEELDOWN" "zoomOutCommandMap" "CTRL"// SHIFT+マウスホイールで武器変更etcbind "MWHEELUP" "_weapon2" "SHIFT"bind "MWHEELDOWN" "_weapon1" "SHIFT"bind "MOUSE4" "_weapon3" "SHIFT"bind "MOUSE2" "_altattack" "SHIFT"bind "MOUSE5" "_stroydown" "SHIFT"bind "MOUSE3" "_activate" "SHIFT"bind "MOUSE3" "_activate" ""bind "MOUSE5" "_stroydown" ""//FO OP contextbind "f" "_activate" "" "fieldops"bind "MOUSE3" "_activate" "" "fieldops"bind "4" "useweapon weapon_item2" "" "fieldops"bind "3" "useweapon weapon_binocs" "" "fieldops"bind "6" "useweapon weapon_item1" "" "fieldops"bind "5" "useweapon weapon_tool1" "" "fieldops"bind "7" "useweapon weapon_item2" "" "fieldops"bind "f" "_activate" "" "oppressor"bind "MOUSE3" "_activate" "" "oppressor"bind "4" "useweapon weapon_item2" "" "oppressor"bind "3" "useweapon weapon_binocs" "" "oppressor"bind "6" "useweapon weapon_item1" "" "oppressor"bind "5" "useweapon weapon_tool1" "" "oppressor"bind "7" "useweapon weapon_item2" "" "oppressor"//sol agg contextbind "3" "useweapon weapon_item1" "" "soldier"bind "4" "useweapon weapon_tool1" "" "soldier"bind "3" "useweapon weapon_item1" "" "aggressor"bind "4" "useweapon weapon_tool1" "" "aggressor"//med tec contextbind "5" "useweapon weapon_item2" "" "medic"//わかんないことがあったら聞いてくださっても結構です!( ^ω^)
https://w.atwiki.jp/usb_audio/pages/60.html
原文:Audio Devices Rev. 2.0 Spec and Adopters Agreement(ZIP) Universal Serial Bus Device Class Definition for Audio Data Formats Release 2.0 May 31, 2006 1 Universal Serial Bus Device Class Definition for Audio Data Formats Release 2.0 May 31, 2006 Universal Serial Bus Device Class Definition for Audio Data Formats Release 2.0 May 31, 2006 2 Scope of This Release This document is the Release 2.0 of this device class definition. Contributors Geert Knapen (Editor) Philips Applied Technologies AppTech-USA 1101 McKay Drive M/S 16 San Jose, CA 95131 USA Phone +1 (408) 474-8774 E-mail geert.knapen(at)philips.com Mike Kent Roland Corporation Kaoru Ishimine Roland Corporation Shoichi Kojima Roland Corporation Robert Gilsdorf Creative Labs Daniel (D.J.) Sisolak Microsoft Corporation Jack Unverferth Microsoft Corporation Niel Warren Apple Computer, Inc. Len Layton C-Media Electronics Mark Cookson M-Audio Revision History Revision Date Filename Author Description 1.7 Mar 18, 98 Frmts17.doc USB-IF DWG Original Frmts.doc document opened for review. 1.7a Oct. 24, 02 Frmts17a.doc Geert Knapen Identified areas for change. 1.7b Dec 06, 02 Frmts17b.doc DJ Sisolak Updated for USB 2.0 Core Specification 1.7c Dec 10, 02 Frmts17c.doc DJ Sisolak Make comments on the edits and accepted a number of changes. 1.7d Feb. 05, 03 Frmts17d.doc Geert Knapen Reviewed and accepted additional changes. 1.7e Feb. 07, 03 Frmts17e.doc Geert Knapen Completed cluster descriptors in Format descriptors. Added language for the sliding averaging window. 1.7e1 Feb. 19, 03 Frmts17e1.doc Geert Knapen Actually added language for USB packetization. 1.7f Mar. 26, 03 Frmts17f.doc Geert Knapen Accepted all changes 1.7g Apr. 07, 03 Frmts17g.doc Geert Knapen Major overhaul. Halfway through the RANGE implementation 1.7h Jun. 03, 03 Frmts17h.doc Geert Knapen Accepted all the changes so far. 1.7i Jun. 03, 03 Frmts17i.doc Geert Knapen Edited requests to reflect the RANGE attribute Universal Serial Bus Device Class Definition for Audio Data Formats Release 2.0 May 31, 2006 3 Revision Date Filename Author Description 1.7j Jul..11, 03 Frmts1ji.doc Geert Knapen Accepted all the changes, fixed a duplicate definition for D6 1.7k Sep. 08, 03 Frmts17k.doc Geert Knapen Added RAW_DATA format 1.7l Sep. 10, 03 Frmts17l.doc Geert Knapen Accepted all the changes 1.7m Oct. 14, 03 Frmts17m.doc Geert Knapen Added CN to all requests. Added some Controls. 1.7n Nov. 05, 03 Frmts17n.doc Geert Knapen Accepted all the changes. 1.7o Nov. 17, 03 Frmts17o.doc Geert Knapen Removed all references to sampling frequencies in the format-specific descriptors. 1.7p Dec. 01, 03 Frmts17p.doc Geert Knapen Accepted all the changes 1.7q Dec. 12, 03 Frmts17q.doc Geert Knapen Introduced extended Format Types 1.7r Feb. 04, 04 Frmts17r.doc Geert Knapen Accepted all changes 1.7s Apr. 13, 04 Frmts17s.doc Geert Knapen Added new Type III codes. Added Hi-Res Timestamp Sideband Protocol. Added Type IV Format. Moved decoder information to Audio document. Removed the concept of Format-specific descriptors and replaced them with Decoder descriptors 1.7t Apr. 28, 04 Frmts17t.doc Geert Knapen Added more info on the different audio data format types. 1.8 May 26, 04 Frmts18.doc Geert Knapen Accepted all changes and promoted to 1.8 level. 1.8a Aug. 10, 05 Frmts18a.doc Geert Knapen Minor editorial changes 1.8b Aug. 16, 05 Frmts18b.doc Geert Knapen Accepted editorial changes, based on F2F meeting review 1.8c Aug. 16, 05 Frmts18c.doc Geert Knapen Added DTS support 1.8d Sep. 02, 05 Frmts18d.doc Geert Knapen Accepted all the changes. 1.9RC1 Sep. 02, 05 Frmts19RC1.doc Geert Knapen Republished unchanged as 1.9RC1 1.9RC2 Oct. 05, 05 Frmts19RC2.doc Geert Knapen Removed comment on the Microsoft link. Accepted the change. 1.9 Oct. 07, 05 Frmts19.doc Geert Knapen Promoted to 1.9 without change. 2.0RC1 May 19, 06 Frmts20RC1.doc Geert Knapen Promoted to 2.0RC1 without change. Universal Serial Bus Device Class Definition for Audio Data Formats Release 2.0 May 31, 2006 4 Revision Date Filename Author Description 2.0 May 31, 06 Frmts20.doc Geert Knapen Added new Intellectual Property Disclaimer. Final version. Universal Serial Bus Device Class Definition for Audio Data Formats Release 2.0 May 31, 2006 5 Copyright © 1997-2006 USB Implementers Forum, Inc.All rights reserved. INTELLECTUAL PROPERTY DISCLAIMER A LICENSE IS HEREBY GRANTED TO REPRODUCE THIS SPECIFICATION FOR INTERNAL USE ONLY. NO OTHER LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, IS GRANTED OR INTENDED HEREBY. USB-IF AND THE AUTHORS OF THIS SPECIFICATION EXPRESSLY DISCLAIM ALL LIABILITY FOR INFRINGEMENT OF INTELLECTUAL PROPERTY RIGHTS RELATING TO IMPLEMENTATION OF INFORMATION IN THIS SPECIFICATION. USB-IF AND THE AUTHORS OF THIS SPECIFICATION ALSO DO NOT WARRANT OR REPRESENT THAT SUCH IMPLEMENTATION(S) WILL NOT INFRINGE THE INTELLECTUAL PROPERTY RIGHTS OF OTHERS. THIS SPECIFICATION IS PROVIDED “AS IS” AND WITH NO WARRANTIES, EXPRESS OR IMPLIED, STATUTORY OR OTHERWISE. ALL WARRANTIES ARE EXPRESSLY DISCLAIMED. USB-IF, ITS MEMBERS AND THE AUTHORS OF THIS SPECIFICATION PROVIDE NO WARRANTY OF MERCHANTABILITY, NO WARRANTY OF NON-INFRINGEMENT, NO WARRANTY OF FITNESS FOR ANY PARTICULAR PURPOSE, AND NO WARRANTY ARISING OUT OF ANY PROPOSAL, SPECIFICATION, OR SAMPLE. IN NO EVENT WILL USB-IF, MEMBERS OR THE AUTHORS BE LIABLE TO ANOTHER FOR THE COST OF PROCURING SUBSTITUTE GOODS OR SERVICES, LOST PROFITS, LOSS OF USE, LOSS OF DATA OR ANY INCIDENTAL, CONSEQUENTIAL, INDIRECT, OR SPECIAL DAMAGES, WHETHER UNDER CONTRACT, TORT, WARRANTY, OR OTHERWISE, ARISING IN ANY WAY OUT OF THE USE OF THIS SPECIFICATION, WHETHER OR NOT SUCH PARTY HAD ADVANCE NOTICE OF THE POSSIBILITY OF SUCH DAMAGES. NOTE VARIOUS USB-IF MEMBERS PARTICIPATED IN THE DRAFTING OF THIS SPECIFICATION. CERTAIN OF THESE MEMBERS MAY HAVE DECLINED TO ENTER INTO A SPECIFIC AGREEMENT LICENSING INTELLECTUAL PROPERTY RIGHTS THAT MAY BE INFRINGED IN THE IMPLEMENTATION OF THIS SPECIFICATION. PERSONS IMPLEMENT THIS SPECIFICATION AT THEIR OWN RISK. Dolby™, AC-3™, Pro Logic™ and Dolby Surround™ are trademarks of Dolby Laboratories, Inc. All other product names are trademarks, registered trademarks, or service marks of their respective owners. Please send comments via electronic mail to audio-chair(atusb.org) 1 - 6 - 11 - 16 - 21 - 26 - 31 ここを編集