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Thank you for your message and prompt payment. Once our accountant confirm your payment amount, we will be shipping your items. Please look forward for the arrival. The notice below includes important information from us, please kindly read through to the end. Shipping methods* If you have selected a shipping option without tracking (registration), please be noted that we will not be able to refund the payment in the case of the items undelivered. We receive many reports from our customers that items are not delivered, so we strongly recommend a registered option that provides tracking information on the web. If you would prefer a tracking (registered) shipping option, please add the shortage payment directly to our PayPal address. Our PayPal address is as follows. music.time.g@gmail.com If there is anything that is not clear to you, please do not hesitate to contact us before putting your feedback. We are happy to help and take responsibility for our customers that are not happy with us. If there should be anything, please do feel free to contact us anytime. We look forward to deal with you again in the future. Sincerely yours, vinyl.garage.japon
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管理表転記事項: $4⇒RS 追加入金意思あり 要対応処理: Money Request 送信依頼をあゆみさんに送る Thank you for your message and kind understanding. We will send paypal Money request so, would be very happy if you could directly send the shortage of the payment to us. If there is anything that is not clear to you, please do not hesitate to contact us before putting your feedback. We are happy to help and take responsibility for our customers that are not happy with us. If there should be anything, please do feel free to contact us anytime. We look forward to deal with you again in the future. Sincerely yours, vinyl.garage.japon
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Hello, Thank you for your message. First of all, we would first like to extend our apologies to our customers who have bid or willing to bid for our items, not noticing that our shipping cost is not $4.00. There may have been lack of explanation on our item description page. On eBay.com, the maximum shipping charge for the record category is limited to $4.00, and here from Japan, we are not able to send item with $4. Sea means that it would take "maximum three months" from Japan, which you may notice is a very long period. This also implies many possibilities of lost items and we assume this is a very impractical method. Thus we do not have this option in our shipping method at the moment. If you have accidentally mistaken the shipping charge as $4.00, for this time only, we will ship your item by SAL and cover the shortage of shipping charge amount. If there is anything that is not clear to you, please do not hesitate to contact us before putting your feedback. We are happy to help and take responsibility for our customers that are not happy with us. If there should be anything, please do feel free to contact us anytime. We look forward to deal with you again in the future. Sincerely yours, vinyl.garage.japon
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Vinyl.Garage.Japon Customer Service Q A 検索ボックス and or 左記メニューよりカテゴリーを選んでください eBay Store Flow
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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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NPC.propertiesの設定 General AnnounceMammonSpawn = True マモンの商人、鍛冶屋が出現した場合、アナウンスを流す AltMobAgroInPeaceZone = True ピースゾーンでモンスターが追いかけてくる AltGameViewNpc = False MaxDriftRange = 200 UseDeepBlueDropRules = True 討伐するモンスターとLV9(名前が青モンスター)以上はなれている場合は、アイテムドロップしない Monster ShowNpcLevel = True モンスターのLVを表示 Guard GuardAttackAggroMob = false 警備員がアクティブMOBを攻撃しない(Trueは攻撃する) Pet AllowWyvernUpgrader = False ストライダーからワイバーンに新化させない(Trueはさせる) ListPetRentNpc = 30827 ID 30827ランディ(ペット管理人)ストライダーからワイバーンに新化させるペット管理人の指定 Boss RaidHpRegenMultiplier = 100 レイドボスのHP回復率(%) RaidMpRegenMultiplier = 100 レイドボスのMP回復率(%) RaidPDefenceMultiplier = 100 レイドボスの物理防御(%) RaidMDefenceMultiplier = 100 レイドボスの魔法防御(%) RaidMinRespawnMultiplier = 1.0 レイドボス再出現までの最低時間(1.0は24時間で計算) RaidMaxRespawnMultiplier = 1.0 レイドボス再出現までの最大時間(1.0は24時間で計算) RaidMinionRespawnTime = 300000 子分再出現までの時間(1分は60000) NPC.propertiesの設定(Revision 3492) # --------------------------------------------------------------------------- # NPC Settings # --------------------------------------------------------------------------- # This properties file is solely for the purpose of NPC modifications and settings that directly influence them. # The defaults are set to be retail-like. If you modify any of these settings your server will deviate from being retail-like. # Warning # Please take extreme caution when changing anything. Also please understand what you are changing before you do so on a live server. # --------------------------------------------------------------------------- # General # --------------------------------------------------------------------------- # Global announcements will be made indicating Blacksmith/Merchant of Mammon # Spawning points. # Default False AnnounceMammonSpawn = False # True - Mobs can be aggressive while in peace zones. # False - Mobs can NOT be aggressive while in peace zones. # Default True AltMobAgroInPeaceZone = True # Defines whether NPCs are attackable by default # Retail True AltAttackableNpcs = True # Allows non-GM players to view NPC stats via shift-click # Default False AltGameViewNpc = False # Maximum distance mobs can randomly go from spawn point. # DEFAULT NEEDS TO BE VERIFIED, MUST BE CHANGED HERE AND IN CONFIG.JAVA IF NOT CORRECT # Default 300 MaxDriftRange = 300 # If True, the following deep blue mobs drop penalties will be applied #- When player s level is 9 or greater than mob s level, drops got divided by 3. #- After 9 levels of difference between player and mobs, drop chance is lowered by 9% each level that difference increases. (9lvls diff = -9%; 10lvls diff = -18%;) # Default True UseDeepBlueDropRules = True # If True, the following deep blue raid bosses drop penalties will be applied #- When player s level is 9 or greater than raid s level, drops got divided by 3. #- After 9 levels of difference between player and raid, drop chance is lowered by 9% each level that difference increases. (9lvls diff = -9%; 10lvls diff = -18%;) # Default True UseDeepBlueDropRulesRaid = True # Default False ShowNpcLevel = False # Do you want mobs to drop Vitality resplenishing herbs? # Notes #Works only if EnableVitality = True # Default True EnableVitalityHerbs = True # --------------------------------------------------------------------------- # Guards # --------------------------------------------------------------------------- # True - Allows guards to attack aggressive mobs within range. # Default False GuardAttackAggroMob = False # --------------------------------------------------------------------------- # Pets # --------------------------------------------------------------------------- # This option enables or disables the Wyvern manager located in every castle # to train Wyverns and Striders from Hatchlings. # Default False AllowWyvernUpgrader = False # Pets that can be rented. # Example 30827, 32471, 34486, 36547 # Default 30827 ListPetRentNpc = 30827 # This will control the inventory space limit for pets (NOT WEIGHT LIMIT). # Default 12 MaximumSlotsForPet = 12 # --------------------------------------------------------------------------- # Raid Bosses # --------------------------------------------------------------------------- # Percent of HP and MP regeneration for raid bosses. # Example Setting HP to 10 will cause raid boss HP to regenerate 90% slower than normal. # Default 100, 100 RaidHpRegenMultiplier = 100 RaidMpRegenMultiplier = 100 # Percent of physical and magical defense for raid bosses. # Example A setting of 10 will cause defense to be 90% lower than normal, # while 110 will cause defense to be 10% higher than normal. # Default 100, 100 RaidPDefenceMultiplier = 100 RaidMDefenceMultiplier = 100 # Configure Minimum and Maximum time multiplier between raid boss re-spawn. # By default 12Hours*1.0 for Minimum Time and 24Hours*1.0 for Maximum Time. # Example Setting RaidMaxRespawnMultiplier to 2 will make the time between # re-spawn 24 hours to 48 hours. # Default 1.0, 1.0 RaidMinRespawnMultiplier = 1.0 RaidMaxRespawnMultiplier = 1.0 # Configure the interval at which raid boss minions will re-spawn. # This time is in milliseconds, 1 minute is 60000 milliseconds. # Default 300000 RaidMinionRespawnTime = 300000 # Disable Raid Curse if raid more than 8 levels lower. # Caution drop will be reduced or even absent if DeepBlue drop rules enabled. # Default False DisableRaidCurse = False
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機材リストは、機材参照 Guitar/Accoustic/Crafter/KCE-15 Guitar/Accoustic/K.Yairi/BL-90 Guitar/Accoustic/K.Yairi/TF-65-12 Guitar/Electric/Bruno/Conqueror (レッドスモークカモン) Guitar/Electric/Epiphone/CASINO Green Guitar/Electric/Epiphone/CASINO Natural Guitar/Electric/Epiphone/CASINO Red Guitar/Electric/Epiphone/CASINO Sunburst Guitar/Electric/Epiphone/Riviera Guitar/Electric/ESP/Eclipse SIII Guitar/Electric/Fender/Jag Stang Lefty Guitar/Electric/Fender/Jazzmaster Guitar/Electric/Fender/Telecaster Custom Guitar/Electric/Fernandes/MT Custom Guitar/Electric/Fernandes/TAKURO Model Guitar/Electric/Fernandes/TE Guitar/Electric/Gibson/CHET ATKINS CE Guitar/Electric/Gibson/Firebird I Non-Reverse Guitar/Electric/Gibson/Les Paul Custom Guitar/Electric/Gibson/Les Paul Custom02 Guitar/Electric/Gibson/Les Paul Standard Guitar/Electric/Gibson/Les Paul Studio Silverburst01 Guitar/Electric/Gibson/Les Paul Studio Silverburst02 Guitar/Electric/Journeyman/TKR01 Guitar/Electric/Journeyman/TKR02 Guitar/Electric/Journeyman/TKR08 Guitar/Electric/Journeyman/TKR09 名前 コメント
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犯罪での使用禁止車両 MOTORCYCLE HAKUCHOU DRAG SHINOBI SHOTARO SUPERCAR virtue KRIEGER Deveste Ignus Veto Modern Veto Classic SPORTS Swinger Z Type Roosevelt Valor Cheburek Franken Stange Rapid GT Classic Tornado Custom DR8 DR1 OFFROAD BLAZER HOT ROD KAMACHO SANDKING SWB TROPHY TRUCK DESERT REID Street Blazer DRAUGUR VETOMODERN BIFTA VANS Pounder Custom Patriot Stretch Bus Granger 3600LX COMPACT Weevil Custom BOAT Avisa Submersible
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.acHandleName-config { color white; user-select none; } .acHandleName-config label { vertical-align -0.2em; cursor pointer; } .acHandleName-config input[type= text ] { margin-left 1.8em; } .acHandleName-config input[type= checkbox ] { margin-right 0.5em; vertical-align -0.2em; transform scale(1.25); } .acHandleName-configButton { margin-top 1px; margin-left 10px; border 2px solid gray; border-radius 4px; padding 2px 3px; cursor pointer; } .acHandleName-configItem { visibility hidden; opacity 0; position absolute; top 150%; width max-content; box-shadow 3px 3px 3px rgba(0, 0, 0, .5); background-color rgba(0, 0, 0, .75); border 2px outset #d0d0d0; border-radius 2px; padding 7px; transition opacity .5s, visibility .5s; } .acHandleName-active .acHandleName-configItem { opacity 1; visibility visible; } #globalNav .acHandleName-configSave { width 50px; margin-top 7px; margin-left auto; border 1px solid gray; border-radius 3px; background-color rgba(88, 88, 88, .8); padding 2px; cursor pointer; text-align center; font-weight bold; transition background-color .2s; } #globalNav .acHandleName-configSave hover { background-color rgba(88, 88, 88, .5); } .acHandleName-configSavedMessage { display none; position absolute; bottom 2%; left 45%; color #28a745; text-shadow 2px 2px 3px; transform translate(-50%, -50%); } $( function() { use strict ; // comment_num2プラグインによるフォーム const $form = $( .plugin_comment_num2_form ); // ナビバー右上のボタン郡。lengthが3未満なら未ログイン const $navItems = $( #globalNavRight ).find( .normal ); // 補完するinput, アカウント名, ローカルストレージの保存値 let $targetInput, handleName, acHandleName, acHandleNameCustom, acHandleNameCustomName; if ( !$form.length ) return; $targetInput = $form.find( input[name= name ] ); acHandleName = localStorage.getItem( PoteJS_autocompleteHandleName ); acHandleName = ( acHandleName === null ) ? 1 acHandleName === true ; acHandleNameCustom = localStorage.getItem( PoteJS_autocompleteHandleName-custom ); acHandleNameCustom = acHandleNameCustom === true ; acHandleNameCustomName = localStorage.getItem( PoteJS_autocompleteHandleName-customName ); handleName = ( acHandleNameCustom ) ? acHandleNameCustomName $navItems.eq( 0 ).text().trim(); // 設定UI const html = + 設定 + + + + + コメントフォームの名前を自動補完する + + + + + + 補完する名前を指定する + + + + + + 保存 + + + 保存しました + ; let $acHandleName; $( .at_header_search_box ).after( html ); $acHandleName = $( .acHandleName-config ); // 設定表示切り替え $acHandleName.find( .acHandleName-configButton ).on( click , function() { $acHandleName.toggleClass( acHandleName-active ); } ); // 設定保存 $acHandleName.find( .acHandleName-configSave ).on( click , function() { const acIsChecked = $acHandleName.find( .inputAutocompleteHandleName ).prop( checked ); const acCustomIsChecked = $acHandleName.find( .inputAutocompleteHandleName-custom ).prop( checked ); localStorage.setItem( PoteJS_autocompleteHandleName , acIsChecked ); localStorage.setItem( PoteJS_autocompleteHandleName-custom , acCustomIsChecked ); if ( acCustomIsChecked ) { const acCustomName = $acHandleName.find( .inputAutocompleteHandleName-customName ).val(); localStorage.setItem( PoteJS_autocompleteHandleName-customName , acCustomName ); } $acHandleName.find( .acHandleName-configSavedMessage ).slideToggle( 500 ); setTimeout( function() { $acHandleName.find( .acHandleName-configSavedMessage ).slideToggle( 500 ); }, 3000 ); } ); if ( acHandleName === 1 ) { localStorage.setItem( PoteJS_autocompleteHandleName , true ); } // 未ログインでハンネなしなら弾く if ( $navItems.length 3 && !acHandleNameCustom ) return; // 自動補完 if ( acHandleName ) $targetInput.val( handleName ); } ); function toggleDisabled( isChecked ) { if ( isChecked ) { $( .inputAutocompleteHandleName-customName ).prop( disabled , false ); } else { $( .inputAutocompleteHandleName-customName ).prop( disabled , true ); } }
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キャラ別ムビは他のさつきムビと一緒のページにあります。 4 21 June 24, 2008 さっちんフィーバー 第一弾「Shining days」 by BARUSMICOS 実は修正版なんだそうです。(custom) 4 57 June 24, 2008 さっちんフィーバー 第三弾「Aquarius」 by BARUSMICOS 09a時代の「ゲスト協力コンボムビ」でした。(custom) 4 33 June 24, 2008 さっちんフィーバー 第五弾「TheBest.1」 by BARUSMICOS 『さっちんフィーバー』さんのゲストコンボムービー(の前半)だったようです。(custom) 4 57 June 24, 2008 さっちんフィーバー 第五弾「TheBest.2」 by BARUSMICOS こちらは後半です。(custom) 6 37 June 24, 2008 さっちんフィーバー 第八弾「S.G.M.」 (1 of 2) by BARUSMICOS 『さっちんフィーバー』さんのFTゲストムビでした(前半)。(custom) 4 49 June 24, 2008 さっちんフィーバー 第八弾「MB Destiny」 (2 of 2) by BARUSMICOS 同じく、FTのゲストムビの後半です。(custom) 7 17 June 25, 2008 さっちんフィーバー 第十二弾「Memorial」 by BARUSMICOS 『さっちんフィーバー』さんのMemorialでした。(custom) 4 16 June 24, 2008 NightSchool by BARUSMICOS あささんのFTコンボ集のようです。(custom)