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                                                    DIGITAL SOUND

I
n order to create the best possible sounds of your own, it is important to know something about digital sound. Here we will try to explain some things which will hopefully help you a lot.
example of digital sound
  

       Please Play digital sound  demo file after complete opening of this page
 Floating Clouds.mp3                                    Sitar.mp3

This document has been divided into several separate parts:

                                
 The theory of digital sound
Basic signal theory
As you probably know, sound is air which is moving very quickly. The speed of these movements is called "frequency", which is a very important property of sound, especially music. The frequency of a sound is measured in Hz (=Hertz, named after a man called Hertz :-/ who did a lot of research into sound and acoustics some time ago). Most people can hear frequencies in the range between 100Hz-15000Hz. Some people can hear very high frequencies above 19000Hz, but scientists always assume that the human ear is able to discern frequencies between 20Hz-20000Hz, since those numbers make their calculations a lot easier.
Here's a few examples of different frequencies, if you'd like to play with them for a while:

60 Hz    440 Hz     4000Hz        12000Hz       15000Hz      20000Hz

-very- low                     medium           high              very high



Another very important property of sound is its level; most people call it volume. It is measured in dB (=deciBell)

Most professional audio equipment uses a VU meter (=Volume Unit meter) which shows you the input or output level of your equipment. This is very convenient, but only if you know how to use it: A general rule is to set up the input and output levels of your equipment so that the loudest part of the piece you want to record/play approaches the 0dB lights. It is important to stay on the lower side of 0dB, because if you don't, your sound will be distorted badly and there's no way to restore that. If you're recording to (analog!) tape, instead of (digital) hard disk, you can increase the levels a bit, there is enough so-called 'headroom' (=ability to amplify a little more without distortion) to push the VU-meters to +6dB. There is some more information on calibrating equipment levels in the recording section below.
Some examples of different levels, if you'd like to play with them for a while:

0,0dB = 100%    -6,0dB = 50,0%    -18,0dB = 12,5%    +6,0dB = 200%

maximum level    half power               very quiet           a little too loud-a lot of distortion

Okay, now that you know the most important things about sound, let's finally go to the digital bit (ooh, a pun :-/ ): I've just told you about the properties of 'normal' (analog) sound. Now I'll tell you what the most important properties of digital sound are.
Digital Audio Theory
 The sample rate of a piece of digital audio is defined as 'the number of samples recorded per second'. Sample rates are measured in Hz, or kHz (kilohertz, a thousand samples per second). The most common sample rates used in multimedia applications are:

8000 Hz                         12000 Hz                          22000 Hz     

really yucky                 not much better         only use it if you have to

Professionals use higher rates:

32000 Hz                                            44100 Hz                                       48000 Hz

only a couple of old samplers            Nice, what a relief                  some audio cards, DAT recorders

Some modern equipment has the processing power required to enable even higher rates: 96000Hz or even an awesome 192.000Hz will possibly / probably be the professional (DVD?) standard rates in couple of years. The advantages of a higher sample rate are simple: increased sound quality. The disadvantages are also simple: a sample with a higher sample rate requires an awful lot more disk space than a low-rate sample. But with the hard disk and CD-R prices of today that isn't too much of a problem anymore.

When recording a certain frequency, you will need at least (but preferably more than) two samples for each period, to accurately record it's peak and valley. This means you will need a sample rate which is at least (more than) twice as high as the highest frequency you'd like to record, which, for humans, is around 20000Hz. That's why the pro's use 44100Hz or higher as the minimum sample rate! They can record frequencies up to 22050Hz with that. (Now you know why an 8000 Hz sample sounds so horrible: it only plays back a tiny part of what we can hear!)

Using an even higher sample rate, like 96000Hz, you can record higher frequencies, but you won't hear things like 48000Hz anyway. That's not the main goal of those super-rates. If you record at 96000Hz, you will have more than four samples for each 20000Hz period, so the chance of losing high frequencies will decrease dramatically! It will take quite a few years for consumer level soundcards to support these numbers, though. There are a few pro cards which already do, but you could easily buy a small car for the same money...

That's enough about frequency for now. As I said before, another very important property of sound is its level. Let's have a look at how digital audio cards process the sound levels.


Dynamic range

The capacity of digital audio cards is measured in bits, e.g. 8-bit soundcards, 16-bit soundcards. The number of bits a sound cards can manage tells you something about how accurately it can record sound: it tells you how many differences it can detect. Each extra bit on a sound cards gives you another 6dB of accurately represented sound (Why? Well, Because. It's just a way of nature). This means 8-bit soundcards have a dynamic range(=difference between the softest possible signal and the loudest possible signal) of 8x6dB=48dB. Not a lot, since people can hear up to 120dB. So, people invented 16-bit audio, which gives us 16x6dB=96dB. That's still not 120dB, but as you know, CD's sound really good, compared to tapes. Some freaks, that's including myself ;-) want to be able to make full use of the ear's potentials by spending money on soundcards with 18-bit, 20-bit, or even 24-bit or 32-bit ADC's (Analog to Digital Converters, the gadgets that create the actual sample) which gives them dynamic ranges of 108dB, 120dB, or even 144dB or 192dB.

Unfortunately, all of the dynamic ranges I mentioned are strictly theoretical maximum levels. There's absolutely not a way in the world you'll get 96dB out of a standard 16-bit multimedia sound card!!! Most professional audio card manufacturers are quite proud of a dynamic range over 90 dB on a 16bit audio card. This is partly because of the fact that it's not that easy to put a lot of electronic components on a small area without a lot of different physical laws trying to get attention. Induction, conduction or even bad connections or (very likely) cheap components simply aren't very friendly to the dynamic range and overall quality of a soundcard. But there's another problem, that will become clear in the next paragraph.


Quantization noise

Back in the old days, when the first digital piano's were put on the market, (most of us didn't even live yet) nobody really wanted them. Why not? Such a cool and modern instrument, and you coould even choose a different piano sound!


The problem with those things was that they weren't as sophisticated as today's digital music equipment. Mainly because they didn't feature as many bits (and so they weren't even half as dynamic as the real thing) but also because they had a very clearly rough edge at the end of the samples.


quantization noise Imagine a piano sample like the one you see here. It slowly fades out until you here nothing.
At least, that's what you'll want... As you can see by looking at the two separate images, that's not at all what you get... These images both are extreme close-ups of the same area of the original piano sample. The highest image could be the soft end of a piano tone. The lowest image however looks more like morse code than a piano sample! the sample has been converted to 8 bit, which leaves only 256 levels instead of the original 65536. The result is devastating.


Imagine playing the digital piano in a very soft and subtle way, what'd you get? some futuristic composition for square waves! That's not what you paid for ;-) This froth is called quantization noise, because it is noise that is generated by (bad) quantization.


There is a way to prevent this from happening, though. While sampling the piano, the soundcard can add a little noise to the signal (about 3-6dB, that's literally a bit of noise) which will help the signal to become a little louder. That way, it might just be big enough to get a little more realistic variation instead of a square wave. The funny part is that you won't hear the noise, because it's so soft and it doesn't change as much as the recorded signal, so your ears automatically forget it. This technique is called dithering. It is also used in some graphics programs e.g. for resizing an image.
Jitter

Another problem with digital audio equipment, is called jitter. Until now, I've always assumed that the soundcard recorded the sample at exactly 44100Hz, taking one sample every 1/44100 second. Unfortunately that is -totally- unreal. There *always* is a tiny timing error which causes the sample to be taken just a little too late or just a little too soon.


Does this make a big difference then? Well, you could start nagging about everything, but then you'd probably have bought a more expensive soundcard in the first place. The really bad part is that jitter is frequency dependent. Because it's related to the timing of the sample, it can change the recorded frequencies just a little. If it records a sample just a little too soon, the card thinks that the recorded frequency is a little lower than it really is. This is noticeable at frequencies below 5000Hz but especially bad at the lowest frequencies, because the influence of a little error is much bigger there. Typical jitter-times go between 1.0 x 10 -9 seconds (that's a NANO second, read: almost nothing) and 1.0 x 10 -7 seconds (that's a hundred NANO seconds, not a lot more) but they make the difference between a 'pro' sound and a 'consumer' sound on e.g. different CD-players.


Digitizing sound

When you record a sample with your sound card, it goes through a lot of stages before you can store it on your hard disk as a sound file. Fortunately you don't have to worry about these stages, because modern sound cards and samplers take care of them for you.
I'm going to be a big bore and tell you about these stages anyway.

Let's see what happens when you press 'rec':
The sound card starts a very accurate stopwatch (the sample rate).

AD conversion process
Analog to Digital Conversion process
Then it transforms the sound coming in: it simply cuts off the very high frequencies which it cannot handle. This cripples the sound a lot, but it is required to prevent even more serious damage to the sound, which would make the sound unrecognizable. This is a low-pass (cut the 'high' frequencies, let the 'low' frequencies pass through) anti-aliasing (smoothing, blurring) filter (because it takes away some parts and leaves the rest)
Every time the stopwatch has completed a cycle, the sound card's ADC looks at the filtered input signal. It calculates how loud the incoming sound is at that exact moment in time (very much like a microphone would measure air pressure) and transforms the loudness level into the nearest digital number.
and shouts that number to the computer, which stores it somewhere in memory, probably on a hard disk.


Sound card manufacturers put a brickwall-filter (look at the image below!) in their sound card, to prevent a very nasty side-effect called 'foldover'. Foldover is a pretty difficult concept, but I'll try to keep it simple.

It's more or less the same thing that happens when you look at a car's wheel when it drives past you very quickly. You'll sometimes see the wheel moving backwards. Another example can be found in old western movies where you'll see a train going by. The 'wheels' of the train will be moving backwards too, if the train's going fast enough.

All these 'illusions' are foldover-effects. They occur when a fast system at regular intervals analyzes something which is moving even faster than the system itself.
When recording at 22050Hz, your sound card will simply not be able to record any frequencies above 11025Hz, because you need at least two samples for each period, as described above. Without the low-pass filter, the sound card would blindly try to record those frequencies. But afterwards, when you play back the sample, you'll hear a totally different frequency instead of the original one. Just like the car's wheel that seems to be moving backwards, while it really isn't.
(The frequency you'll actually hear equals the sampling frequency minus the original frequency, e.g. 22050-12050=10000Hz, instead of the original frequency, in this case 12050Hz).
'brickwall' filter

a brickwall filter at 4000Hz

Therefore, the maximum frequency that can be recorded with a certain sample rate, is half the sample rate. That frequency is called the Nyquist frequency, sometimes abbreviated to fN, after a man named Harold Nyquist, who worked at Bell Telephone Laboratories and more or less invented audio sampling. A big guy in digital audio. Anyway, to prevent all that from happening, the sound card manufacturers put a special filter in their card (see figure of brickwall filter on the right).

This low-pass filter removes high frequencies like any equalizer or Hi-Cut Switch does, except it is *much* more agressive. You can see that the filter allows all sound below 1000Hz to pass through, and that it gives the frequency range of 1000Hz-3500Hz a small boost. (This boost is necessary to be able to cut off the higher frequencies with such violence.) Frequencies above 4000Hz are eliminated extremely agressively. That is why they call it a brickwall-filter, because of the wall-like slope.

The filter displayed above might be used for a sample rate of about 8000Hz, since an 8000Hz sample has a Nyquist frequency, the maximum recordable frequency, of 4000Hz. This makes it very important to choose the appropriate sample rate for your sample; that is, if you've got a legitimate reason not to record at 44100Hz, or higher ;-)


Recording digital sound of your own

Let's go through this step by step.

We'll start by selecting File->New, something which every sample editor I know can handle ;-). You'll want to select the number of bits you'll want to use for each sample. You'll also want to select the sample rate. My advice is: pick the highest your hardware can handle. That is most likely 16 bits at 44100Hz, since most, if not all, consumer sound cards support CD-quality playback & record.
VU-meter VU-too low VU-Clip

Then let the band, or whatever, play for a while, to see if you're recording levels aren't too high or too low. Your program probably supports input monitoring and If if yours doesn't, it should! Get yourself another program ;-) You'll probably see a variant of the good ole VU-meter I like the one to the right. The loudest part of the sound you want to capture to disk should be somewhere very near 0.0dB, but it should not, ever, never ever!! exceed 0.0dB, since that results in very nasty distortion, which is cool on analog recorders but really horrible in the digital world.

If you want that distortion effect, get a program to do it for you, but don't record at a too high level! Sonic Foundry's Sound Forge has a really good Distortion feature. Also, there are lots of Direct-X plug-ins which emulate tube compression and tape saturation etc. This type of digital distortion is called 'clipping' because all samples that exceed the maximum level are 'clipped', (cut off and reduced) to the maximum level.

Don't set your recording levels too low, though. It will further reduce the accuracy of your home recording, since multimedia cards already add a very significant bit of noise. In fact, they sometimes hardly leave you any dynamic range at all!
So, be very picky about your input levels.

Next, think about the source of your recording. A microphone? A keyboard or synthesizer? a DAT-tape? If the source already is digital, like with DAT and CD, please go ahead and stay digital! Use a digital connection between the DAT and the soundcard, to prevent the operation of digital-to-analog conversion -> transmission through a cheap cable -> analog-to-digital conversion from adding noise or distortion!

If you're recording with a microphone, first let the microphone record a minute or so of 'silence'. Then play that recorded 'silence' back over headphones and listen the amount of noise coming from the room. Be sure to keep this data, because some good programs can eliminate that noise from the actual recording, by using the data as a 'noise print' (They analyze the noise print data and then 'subtract' it from the real recording. Sound Forge and CoolEdit have this great feature.)

Also, if you have the opportunity, try several different microphones for the same recording. Learn to trust your ears. If you have several different recordings of the same event, pick the one that sounds best. Don't automatically pick the one recorded by the most expensive mic. That! Does! Not! Work! Pick the one that sounds best. You'll be surprised to hear the number of top hits being recorded with cheap mics. But I'm not saying you should be using cheap mics... There are several pretty good all-round microphones available from $30 (like the Behringer XM-2000). A really good mic for vocals and guitar is the SM-58 by Shure. These are a little more expensive (over $100), but they are used all over the world in pro studio's. The problem with these microphones is, you'll need a pre-amplifier too, because the original microphone signal is very weak, and an 'XLR-cable' to connect it to your gear. Most mixers have microphone pre-amps on them. If you're looking for a good value-for-money mixer, I suggest you take a look at Behringer's website. They're not 100% top quality, but if 90% is good enough for you (It's that last 10% of perfection which makes audio equipment so darn expensive) Behringer is the place to be.

If you're recording from a different piece of hardware e.g. directly from synthesizer/keyboard, check your manual to see if your hardware has balanced outputs. If it does, you'll need to get/make two stereo jack plugs and three wires of the same length, or even better: an insulated cable with three separately insulated wires (that's a multi-buck issue, though...) to make sure your audio isn't distorted before it goes into your sound card's inputs.

A normal wire has 1) a signal wire and 2) a ground wire. If you use normal wire over long distances, preferably close to stage lighting ;-) you'll notice the wire picks up an awful lot of noise and buzzing on the way. This has something to do with induction and magnetic fields but all you'll need to know is that it sucks. To prevent such 50Hz (AC power!) buzzing, the professionals use balanced cables.

The balanced cable system is a very nice way of connecting equipment over long distances without loss of sound quality or unwanted induction. This is possible because a balanced cable has three wires instead of two: 1) a signal wire, 2) an inverted signal wire and 3) a ground wire. At the output of the synthesizer / mixer / whatever, the output signal is routed to both the signal-wire and the inverted-signal-wire.

The signal going to the inverted signal wire is then inverted (multiplied by -1, turned upside down, given a phase-shift of 180 degrees) and transported together with the signal wire all the way through the cable to the other connector and on the way, both wires pick up all the usual noise and hums. But when the signal arrives at its destination, the inverted signal is inverted again, so that the signal it was carrying is back to normal again. But this inversion also inverts the noise and buzz, so now we have: a signal wire with 1) the signal and 2) the noise, and we have the re-inverted(=normal!) wire with 1)the signal and 2)the inverted noise. These two are mixed together by the equipment: signal + signal + noise - noise, which gives twice the signal strength and no noise whatsoever!

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Basics Audio Formats

Your computer will save audio information to its hard drive (or specified floppy disk drive) in a digital format depending on what type of hardware, operating system and audio-related application you are using. These digital audio sound files do not degrade with continuous use and listening. You can listen to these files on your PC, either from a file, CD or over the Internet, depending on what format they are in and what type of audio-related application or player your computer has installed on it. These formats are identified by their file extension. There are many different sound files type that have developed over the years due to various competing hardware, operating systems and software applications. These sound files differ from each other based on the encoding parametrs (how the actual sounds were stored in the file) and their compression formats. Some files even include additional information other than the digital audio data. Some of these formats have been superseded by newer formats and are not widely in use any more but you will still see references made to them.
Format, File Extension or Acronym Association
AAC MPEG-2 Advanced Audio Coding video and sound file
ACD Acidized Sonic Foundry Project (.wav files) File (.acd)
ADM Adaptive Delta Modulation
ADPCM Adaptive Differential Pulse Code Modulation
AIFF Audio Interchange / Information File Format (Apple Computers, .aiff, .aif and .aifc compressed format)
APE Monkey's Audio digital audio file (.ape)
ARR Steinberg Cubasis AV Arrangement File
ASF Microsoft Active Streaming Format (.asf)
AVI Microsoft Audio Video Interleave File
AVR Audio Visual Reasearch, Atari computers
BWF Broadcast Wave format subset specified by the European Broadcast Union
CBK Creative Labs Wave Blaster Sound Bank file
CDA Compact Disk Audio (sometimes as CD-DA)
CFX Crystal Audio Engine Audio real-time effects plug-in
CYC Cakewalk Cyclone Groove Sampler embedded sample and settings File
CWO Crystal Audio Engine Audio Output
DLS Down Loadable Sounds (.dls)
DS DrumSynth .ds file

DSP Dynamic Studio Professional Module
DTS Digital Theater Systems

FLA Macromedia Flash File
FLAC FLAC (Free Lossless Audio Codec) lossless digital audio file (compatible with Ogg Vorbis)

F3r Farandole Blocked Linear Module
FXP Steinberg HALion instrument file (.fxp)
GIG GigaStudio Native Instrument file (.gig)
GKH Ensoniq Disk Image (VFX, SD, EPS, ASR, TS)
GS MIDI Roland Instruments MIDI

IBK Instrument Bank File (FM sysnthesis)
IDF MS Windows Instrument Definition File
IFF Interchange Format File (IFF), Amiga Computers format
IMA ADPCM Interactive Multimedia Association Adaptive Differential Pulse Code Modulation
INS Cakewalk Instrument Definition File
INS Ensoniq Instrument File
KMP Korg Trinity KeyMap File
KRZ Kurzweil K2000 File


MOV Apple Quicktime and QDesign multimedia File (.mov)

MPE Destiny MPE Secure Audio
MPEG-1 MPEG (Moving Pictures Experts Group) Layer 1 (.mp1)
MPEG-2 MPEG (Moving Pictures Experts Group) Layer 2 (.mp2)
MP3 MPEG (Moving Pictures Experts Group) Layer 3 (.mp3)
MPEG-4 MPEG (Moving Pictures Experts Group) 4 File (.mp4, .mpe)
MPG Moving Pictures Experts Group
MPGA MPEG Audio File (.mpga)
MTM MultiTracker Module
MT2 Mad Tracker 2 Sound Module
M3U .mp3 Playlist File (.m3u)
MX3 MPEG File (.mx3)

OGG Ogg Vorbis File (.ogg)

PCA Perfect Clarity Audio (Sonic Foundry)
PCM Pulse Code Modulation (Uncompressed Raw Sound File) (.pcm)

RA RealAudio (.ra)
RAM RealAudio Meta-file for redirecting to an RM streaming format file on an HTTP or Real server (.ram, also .rmm)
RAW PCM Signed Raw Sound File

RIFF Resource Interchange Format File, WAV is a subset of this format
RJM RealAudio 8 File (.rjm, Native format from RealNetworks)
RM RealMedia File (.rm; also .rmx, .rmj, .rms)
RMI An RIFF MIDI format that includes copyright and non performance data (MS Windows)
ple file
SACD Sony/Philips Super Audio Compact Disk

SBI Creative Labs Sound Blaster Instrument file
SDII Sound Designer II by Digidesign (also as .sd2 or Session8 on Windows)

SF2 SoundFont, version 2 (EMU-Systems) (.sf2)
SFD SoundStage Sound File Data
SFR Sonic Foundry

SOU SBStudio II Sound File
S22 Digigram; also S32

SYX Yamaha XG compatible project file (saving and loading)
SYX MIDI System Exclusive File

VBA VBase ADPCM File
VCE Natural MicroSystems VCE File
VOC Creative Lab's SoundBlaster/Creative Voice Sound File (.voc)
VOX Dialogic Vox ADPCM File
VOX Pika ADPCM File
VQF Yamaha Sound TwinVQ (.vqf)
WAV Microsoft Windows file format, RIFF Waveform Audio (.wav)
WMA Microsoft Windows Media Audio (.wma)

XG MIDI Yamaha instruments MIDI
XGP Yamaha XG parameter files (for Loading only)

Structured Audio

Structured Audio is synthesized sound that is created by program applications that can process a alphanumeric/text language that describes the sound, and then direct the synthesizer to produce an audible sound. The languages allow for the construction of very complicated instruments.

CSound

CSound is a music programming / descriptive language. It is supported by Windows and Unix-based operating systems. Sound is produced through construction of sound sysnthesis components by CSound language code, which is entered into a text editor. The composer can write the performance and describe the qualities of the instruments in the performance. The instrument description is saved in a file and then the instrument can be played by MIDI controller. The application is presently in the public domain and is constantly being modified.

SAOL (Structured Audio Orchestra Language) and SASL (Structured Audio Score Language)

SAOL is a language that can be used to describe musical instrument parameters again based on creating sound synthesis components by mathematical equation. SASL is the companion language that controls the instruments created in SAOL. SAOL is incorporated into the MPEG-4 codec and is flexible enough to describe sysnthetic sound generation (additive, physical modeling, etc.) or manipulate a bank of digital audio sample files. SASL is the actual descriptive language that defines instruments and/or the entire performance by incorporating its data in the bit stream of the codec.
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How to Properly Encode Dolby Digital Audio (AC3)


Introduction

Many people on the forum have experienced problems when encoding audio using Dolby Digital. These problems are primarily volume-related, with some dynamic range compression issues as well. This guide aims to educate about how Dolby Digital audio should be encoded, and how to make it sound best.


References

The primary references for the information contained in this guide are two guides on Dolby's web site. The first is Standards and Practices for Authoring Dolby Digital and Dolby E Bitstreams, which has the best information on Dynamic Range Compression. The other is Dolby Digital Professional Encoding Guidelines which gives an excellent explanation of the dialogue Normalization parameter. You will need Adobe Acrobat Reader to view these .pdf documents.


Philosophy of Dolby Digital

Dolby Labs has been doing high-quality audio with cutting-edge techniques for a long time, using their past experience as a guide. As such, there is often confusion about their methods and philosophy to those of us who are not privy to that information. Of prime example is the current problem: Why is Dolby Digital so much quieter compared to my original sound?

Most audio destined for DVDs is audio originally recorded for use in the movie theater. The movie industry has a huge advantage when producing audio for the theater -- the theater has large speakers and amplifiers, and a quiet, near-ideal listening environment. Huge dynamic ranges are possible, where the slightest whisper of dialogue is audible, yet gunshots and explosions can be earth-shattering. Dolby's dilemma was: "How do we bring this audio, with its huge dynamic range, into the home?" This is a major problem -- most homes don't have the speakers and amplifiers necessary to shake the living room. Further, background noise in the home can easily drown out those subtleties in the soundtrack.

Dolby's answer is to allow the decoder to modify the sound to compensate for these problems. Low-volume sounds are boosted automatically so they can be heard, whereas high-volume sounds are quieted down so that speakers aren't blown and other persons in the home are not disturbed. Further, Dolby Digital allows for different program material to be equalized, so that volume does not have to be adjusted when switching between inherently quiet programs and inherently loud programs.


Decoder Specifics

The methods I'm about to present here for encoding Dolby Digital are generic and do not apply specifically to any one encoder. All Dolby-certified encoders (and some non-certified ones) will have the appropriate parameters available to follow this procedure. I have personally tested the Sonic Foundry 5.1 Plug-In Pack for ACID Pro, as well as Sonic Foundry Soft Encode. These methods should also work for BeSweet, Vegas Video + DVD, Scenarist, and other software-based encoders.


Basic Parameters

Every Dolby Digital encoder has some basic parameters that need to be set.

 


 

   romadigital-lab.in Top Last Updated on 28th-Jun-08   

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