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		<title>Guide: How to Rip N64 Video Game Music Via Audio Logging</title>
		<link>http://www.zeropaid.com/news/94365/guide-how-to-rip-n64-video-game-music-via-audio-logging/</link>
		<comments>http://www.zeropaid.com/news/94365/guide-how-to-rip-n64-video-game-music-via-audio-logging/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 11:29:04 +0000</pubDate>
		<dc:creator>Drew Wilson</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[emulation]]></category>
		<category><![CDATA[emulator]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[logging]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[N64]]></category>
		<category><![CDATA[project 64]]></category>
		<category><![CDATA[rip]]></category>

		<guid isPermaLink="false">http://www.zeropaid.com/?p=94365</guid>
		<description><![CDATA[<p><img width="89" height="99" src="http://www.zeropaid.com/wp-content/uploads/2011/07/Pj64logo.png" class="attachment-post-thumbnail wp-post-image" alt="Pj64logo" title="Pj64logo" /></p><h3>We've already discussed how to get N64 game music with the <a href=http://www.zeropaid.com/news/94231/how-to-play-music-from-n64-games-losslessly/ target=_blank>MiniUSF format</a> (and included an <a href=http://www.zeropaid.com/news/94245/how-to-play-music-from-n64-games-losslessly-faq/ target=_blank>FAQ as a bonus</a>.  However, not all music on the N64 can be obtained this way.  Today, we'll introduce a second line of attack at getting N64 music - audio logging.</h3>

MiniUSF sets are an excellent way of getting music losslessly from N64 games.  However, there is no complete archive of every N64 game soundtrack available in this format.  In fact, some sets aren't even properly named or timed in some cases even if a set for a particular game exists.  There is an alternative option for getting the audio, but it involves a little more work.

<strong>Audio Logging</strong>

Audio logging is different from doing a sound chip rip.  A sound chip rip records sounds produced by your computer.  While there are many instances in which a sound chip rip is <a href=http://www.zeropaid.com/news/7502/how_to_rip_music_from_myspace/ target=blank>one recommended way of obtaining music</a>, ripping music from an N64 emulator in this fashion is not.

The simple reason is that emulated N64 games tend to introduce a large amount of skipping.  Whether this is because the video is slow in the emulation process or your computer is simply not fast enough, a sound chip rip will most likely result in a very poor quality version of the track you are after.

So what is audio logging?  Audio logging is a feature in the N64 emulator known as Project 64.  What it does is take all audio from the emulator and logs it.  If the video is slow, or emulation otherwise introduces numerous skips, audio logging will actually remove those skips as it's going, thus, increasing the quality of the music in the final file.  In short, it obtains the audio within the emulator, practically skipping the process of the audio reaching the sound chip on your computer.

The only downside to this is the fact that audio needs to play at least somewhat correctly in the game in question before you can log the audio.  If the game in question doesn't have a supported plug-in for the audio, then this process won't work.  Fortunately, there is a very select few games that still have this problem.

<strong>Step 1 - Getting the Emulator</strong>

You need the Project 64 emulator to accomplish this task.  For that, you need to download and install the emulator.  This can be found on <a href=http://www.pj64-emu.com/downloads/func-startdown/34/ target=_blank>official Project 64 download page</a>.

<strong>Step 2 - Obtaining a ROM</strong>

Emulators do not come with the games usually.  So if you have a particular game you want to rip the audio from, you need to track down the ROM in question.  We'll let you figure out how to get it.

<strong>Step 3 - Open the Rom and Getting Ready for Audio Capture</strong>

Once you get a ROM, create a directory and place the ROM inside somewhere on your hard drive.  As long as there's a fixed folder on your hard drive that the emulator can read, you should be fine.  Just know how to browse to it in your emulator settings.  Double click on that ROM.  Once the game is running, click on "Options" in the emulator menu and select "Configure Controller Plugin":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide1.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide1-300x127.jpg" alt="" title="N64Guide1" width="300" height="127" class="aligncenter size-medium wp-image-94366" /></a>

You should see a new window with a list of controls.  These are the controls that correspond with N64 input controls. Some of the controls on the left of each box is short form, so just remember: L is Left, U is up, D is down and R is Right in all but the cases in the bottom left quadrant of the window.  Each box shows you what key on the keyboard corresponds to that standard N64 controller input.  If you'd like to change any of these values, click on the small box on the right of the value you want to change and press that key on your keyboard.  You should see the value change in the larger box between the N64 button and the clickable box.  As an example, the following is the relevant portion of the screen for the "B" button typically found on an N64 controller:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide2.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide2.jpg" alt="" title="N64Guide2" width="105" height="28" class="aligncenter size-full wp-image-94367" /></a>

Once you are happy with the controls, you can hit the "Save Profile" button.  You'll be saving this in a file so the emulator will remember the control functions next time you want to open the emulator.

Now, the next thing you want to do is locate the song in question in the game.  Fortunately, many games have an audio options menu which allows you to play the song in question.  If the game you want to rip the music from has this option, go to the audio options.  In our example, we'll use a game I personally spent way too much time playing years ago - Destruction Derby 64.

In this example, the first thing we did was turn to turn down all the sound effects to nothing so that there are no extra sounds heard - remember, audio logging records <strong>all</strong> sounds, not just the music.  The next thing we did was select the first track as the track we want to log.  Since we want to log the first track, we've selected track number two so that track 1 doesn't play right away as we can see here:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide3.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide3-300x256.jpg" alt="" title="N64Guide3" width="300" height="256" class="aligncenter size-medium wp-image-94368" /></a>

Now, we are set to log the audio!

<strong>Step 4 - Logging the Audio</strong>

The next step is to simply go back in to "Options"  This time, we want to select "Configure Audio Plugin":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide4.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide4-300x256.jpg" alt="" title="N64Guide4" width="300" height="256" class="aligncenter size-medium wp-image-94369" /></a>

This will open up a new window which is really mostly just about the audio logging feature:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide5.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide5-300x211.jpg" alt="" title="N64Guide5" width="300" height="211" class="aligncenter size-medium wp-image-94370" /></a>

The "Sync Game to Audio" is about one of the few options you have for experimentation purposes.  Sometimes, the audio isn't quite right, you might get better logging results if you tick this option.  By default, this is unticked and it's probably fine unticked.  For experimentation purposes, I've ticked this option.  Volume really is just how loud the audio will record at.  Most of the time, it's fine the way it is, but if you experience any distortion from the audio being too loud in the logging, you can turn this down in a later attempt.

If you are ready, then click "Start"  This will bring up another dialogue box asking you where it wants to save the WAV file.  Just name the file and save it somewhere on your hard drive where you can find it later.  Hit save when you are done naming and finding a place for that file.  Now, in the remaining dialogue box, hit "Close"  When the emulation is resumed, this will start the logging.  I quickly selected "Playsong 1" in the game to start the song I wanted.

This is the tedious part of the process.  Since it is logging the audio, you are only going at a 1x speed - meaning you are recording as fast as you are listening to the song.  For most video games, most songs have an intro part, then it starts looping through the rest of the song.  Wait for the song to fully loop once and wait a few seconds after it loops again.  When you do this, you'll have a fully captured song!

Go back in to options and "Configure Audio Plugin"  In the new window, click on the "Stop".  This will terminate the audio logging.  Click on "Close" to get out of the dialogue box.  Minimize the emulator so that it pauses emulation (and you year nothing).

<strong>Step 5 - Testing and Editing the Logged File</strong>

It is highly unlikely you'll be able to get a perfect logging of the song right off the bat, so we'll need to do some quick editing of the song.  First, of course, open the WAV file in any music player you use to listen to music normally and give it a listen to see if it sounds OK.  Don't worry if there's a little bit of extra sound at the beginning, this can be edited out.  If it sounds good to you quality-wise, you can go on to the next part of this step, otherwise, you can go back and re-log the song using different settings we mentioned earlier.  In our case, it sounded good.

Editing out the beginning of the file is very easy.  You can download a free application called Audacity.  If you don't have Audacity, this can be downloaded and installed from the <a href=http://audacity.sourceforge.net/ target=_blank>official home page</a> for free.

Once you have Audacity installed, have it open.  Click on "file" and "open":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide6.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide6-300x152.jpg" alt="" title="N64Guide6" width="300" height="152" class="aligncenter size-medium wp-image-94374" /></a>

Browse to the WAV file you created when you logged the song of your choice and open it up.  In our case, our logged file will look like this after it is opened:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide7.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide7-300x188.jpg" alt="" title="N64Guide7" width="300" height="188" class="aligncenter size-medium wp-image-94375" /></a>

Use the zoom tools I've highlighted in the screen shot and zoom in a little and scroll to the left side of the file.  We're going to take care of that legacy sound.

After you zoom in, hit the play button and listen to when the song you want starts playing.  Pay particular attention to the little line as it moves across as this will help you determine where to edit.  When your song starts playing, hit the stop button, noting where the song you want starts.

Use the tool that looks like an insertion point (highlighted in picture) and highlight the area that is not the song you want like so:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide8.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide8-300x188.jpg" alt="" title="N64Guide8" width="300" height="188" class="aligncenter size-medium wp-image-94376" /></a>

Since this is a bit of a picky process, you can simply move your cursor to the edge of the highlighted area (where the blue stuff is, not where the numbers are) and click and drag to expand or contract the highlighted area to make finer adjustments.  Click play.  It should only play the highlighted area.  I like to go a little bit after the beginning of the song I want to check and make sure I'm editing all of the legacy sound out and stretching it back to the point where the song begins.  Once I have it down to the very moment that the legacy sound ends, I click on the cut button (the button with the scissors right next to the master button)  This will delete the highlighted area.

Play it back and see if it sounds right.  If it doesn't sound right, you can always hold down "Ctrl" and hit "Z" on your keyboard to bring back the deleted area for any additional attempts you need to make.  If it sounds good, you should only hear the song you want beginning.

We are almost there!

Next part is determining where the song begins to loop.  For that, you need to listen to the first little bit of the beginning of the song.  Then, go to the end of your file and listen to the last minute or so.  When does the song sound exactly like the beginning?  In my case, there was an affect added at the end of the song, so it actually loops right at the symbol crash after the highlight point I've inserted in the picture (the line in the blue stuff):

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide9.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide9-300x188.jpg" alt="" title="N64Guide9" width="300" height="188" class="aligncenter size-medium wp-image-94377" /></a>

The next part is a lot like editing out the beginning, only now, we are inserting a fadeout (why we wanted to wait a little while after the sound looped when we initially logged the file).  A fadeout is simply making the music seem like it's fading out in to the distance and going quiet.  This makes the song not seem like it's just cutting out and makes it sound like a professional recording.

To accomplish this, we want to highlight the area that is merely looped portions of the song (again, using that insertion point looking tool like we did before).  Lucky for us, it doesn't matter as much if it's exact.  Chances are, you won't notice it fading out too early if you are using the zoom tools to be reasonably accurate.  You'll probably have something like this:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide10.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide10-300x188.jpg" alt="" title="N64Guide10" width="300" height="188" class="aligncenter size-medium wp-image-94378" /></a>

Now comes the easy part.  Click on "Effect" in the toolbar and click on "Fade Out"

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide11.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide11-300x187.jpg" alt="" title="N64Guide11" width="300" height="187" class="aligncenter size-medium wp-image-94379" /></a>

This will create a fade out effect within the highlighted area.  The result should look like this:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide12.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide12-300x188.jpg" alt="" title="N64Guide12" width="300" height="188" class="aligncenter size-medium wp-image-94380" /></a>

Now, deselect the area by clicking anywhere in the blue stuff and we're done editing!

<strong>Step 6 - Saving the File</strong>

Audacity likes saving it in its own file format, but chances are, we need to save it to a format that is compatible with other programs.  You can save the file in the Audacity project file format, but that also takes up disc space.  Besides, you can always open up the WAV file in Audacity at a later time anyway if you want to do some more things to the file.

So to save it in WAV format, just click on "File" and "Export":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide13.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide13-300x188.jpg" alt="" title="N64Guide13" width="300" height="188" class="aligncenter size-medium wp-image-94381" /></a>

Save the file wherever you like on the hard drive.  In fact, I highly recommend saving over top of the old WAV file you used to log the original audio.  This will also save on disc space.  If you choose to do so, you'll be asked if you want to replace the file.  Select "Yes".  Another dialogue box will appear.  You can insert metadata here like artist and track name, but I just hit "OK".  If you close Audacity, you'll be asked if you want to save the file.  This will create some project files on the hard drive if you choose yes, but since I won't be using this anymore in Audacity, I just click on "No" to save on disc space.

Now, you'll have two WAV files.  The new file you created and a legacy file.  The file that ends in "-old" (or "-old.wav") is actually the original WAV file when you first started.  I personally choose to delete the file - again, to save on disc space.

<strong>Some Final Thoughts</strong>

This is a time consuming way of obtaining music from the game.  Not all games have the option to go in to a menu and select the song you want.  Sometimes, you might have to simply go to the level in question and log the file that way.  You might be forced to have some beginning sound effects and you might even have some other sound effects polluting your logging.  This is why it's best to just stick to MiniUSF files if they are available as this is just direct data from the game instead of an audio log.

Still, with a combination of this guide and the <a href=http://www.zeropaid.com/news/94231/how-to-play-music-from-n64-games-losslessly/ target=_blank>MiniUSF guide</a>, you should have access to just about every song ever made for the N64 with only a very rare exception.

Happy listening!

Have a tip?  Want to contact the author?  You can do so by sending a PM via the <a href="http://www.zeropaid.com/bbs/" target="_blank">forums</a> or via e-mail at <em>drew@zeropaid.com</em>.]]></description>
			<content:encoded><![CDATA[<p><img width="89" height="99" src="http://www.zeropaid.com/wp-content/uploads/2011/07/Pj64logo.png" class="attachment-post-thumbnail wp-post-image" alt="Pj64logo" title="Pj64logo" /></p><h3>We've already discussed how to get N64 game music with the <a href=http://www.zeropaid.com/news/94231/how-to-play-music-from-n64-games-losslessly/ target=_blank>MiniUSF format</a> (and included an <a href=http://www.zeropaid.com/news/94245/how-to-play-music-from-n64-games-losslessly-faq/ target=_blank>FAQ as a bonus</a>.  However, not all music on the N64 can be obtained this way.  Today, we'll introduce a second line of attack at getting N64 music - audio logging.</h3>

MiniUSF sets are an excellent way of getting music losslessly from N64 games.  However, there is no complete archive of every N64 game soundtrack available in this format.  In fact, some sets aren't even properly named or timed in some cases even if a set for a particular game exists.  There is an alternative option for getting the audio, but it involves a little more work.

<strong>Audio Logging</strong>

Audio logging is different from doing a sound chip rip.  A sound chip rip records sounds produced by your computer.  While there are many instances in which a sound chip rip is <a href=http://www.zeropaid.com/news/7502/how_to_rip_music_from_myspace/ target=blank>one recommended way of obtaining music</a>, ripping music from an N64 emulator in this fashion is not.

The simple reason is that emulated N64 games tend to introduce a large amount of skipping.  Whether this is because the video is slow in the emulation process or your computer is simply not fast enough, a sound chip rip will most likely result in a very poor quality version of the track you are after.

So what is audio logging?  Audio logging is a feature in the N64 emulator known as Project 64.  What it does is take all audio from the emulator and logs it.  If the video is slow, or emulation otherwise introduces numerous skips, audio logging will actually remove those skips as it's going, thus, increasing the quality of the music in the final file.  In short, it obtains the audio within the emulator, practically skipping the process of the audio reaching the sound chip on your computer.

The only downside to this is the fact that audio needs to play at least somewhat correctly in the game in question before you can log the audio.  If the game in question doesn't have a supported plug-in for the audio, then this process won't work.  Fortunately, there is a very select few games that still have this problem.

<strong>Step 1 - Getting the Emulator</strong>

You need the Project 64 emulator to accomplish this task.  For that, you need to download and install the emulator.  This can be found on <a href=http://www.pj64-emu.com/downloads/func-startdown/34/ target=_blank>official Project 64 download page</a>.

<strong>Step 2 - Obtaining a ROM</strong>

Emulators do not come with the games usually.  So if you have a particular game you want to rip the audio from, you need to track down the ROM in question.  We'll let you figure out how to get it.

<strong>Step 3 - Open the Rom and Getting Ready for Audio Capture</strong>

Once you get a ROM, create a directory and place the ROM inside somewhere on your hard drive.  As long as there's a fixed folder on your hard drive that the emulator can read, you should be fine.  Just know how to browse to it in your emulator settings.  Double click on that ROM.  Once the game is running, click on "Options" in the emulator menu and select "Configure Controller Plugin":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide1.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide1-300x127.jpg" alt="" title="N64Guide1" width="300" height="127" class="aligncenter size-medium wp-image-94366" /></a>

You should see a new window with a list of controls.  These are the controls that correspond with N64 input controls. Some of the controls on the left of each box is short form, so just remember: L is Left, U is up, D is down and R is Right in all but the cases in the bottom left quadrant of the window.  Each box shows you what key on the keyboard corresponds to that standard N64 controller input.  If you'd like to change any of these values, click on the small box on the right of the value you want to change and press that key on your keyboard.  You should see the value change in the larger box between the N64 button and the clickable box.  As an example, the following is the relevant portion of the screen for the "B" button typically found on an N64 controller:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide2.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide2.jpg" alt="" title="N64Guide2" width="105" height="28" class="aligncenter size-full wp-image-94367" /></a>

Once you are happy with the controls, you can hit the "Save Profile" button.  You'll be saving this in a file so the emulator will remember the control functions next time you want to open the emulator.

Now, the next thing you want to do is locate the song in question in the game.  Fortunately, many games have an audio options menu which allows you to play the song in question.  If the game you want to rip the music from has this option, go to the audio options.  In our example, we'll use a game I personally spent way too much time playing years ago - Destruction Derby 64.

In this example, the first thing we did was turn to turn down all the sound effects to nothing so that there are no extra sounds heard - remember, audio logging records <strong>all</strong> sounds, not just the music.  The next thing we did was select the first track as the track we want to log.  Since we want to log the first track, we've selected track number two so that track 1 doesn't play right away as we can see here:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide3.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide3-300x256.jpg" alt="" title="N64Guide3" width="300" height="256" class="aligncenter size-medium wp-image-94368" /></a>

Now, we are set to log the audio!

<strong>Step 4 - Logging the Audio</strong>

The next step is to simply go back in to "Options"  This time, we want to select "Configure Audio Plugin":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide4.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide4-300x256.jpg" alt="" title="N64Guide4" width="300" height="256" class="aligncenter size-medium wp-image-94369" /></a>

This will open up a new window which is really mostly just about the audio logging feature:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide5.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide5-300x211.jpg" alt="" title="N64Guide5" width="300" height="211" class="aligncenter size-medium wp-image-94370" /></a>

The "Sync Game to Audio" is about one of the few options you have for experimentation purposes.  Sometimes, the audio isn't quite right, you might get better logging results if you tick this option.  By default, this is unticked and it's probably fine unticked.  For experimentation purposes, I've ticked this option.  Volume really is just how loud the audio will record at.  Most of the time, it's fine the way it is, but if you experience any distortion from the audio being too loud in the logging, you can turn this down in a later attempt.

If you are ready, then click "Start"  This will bring up another dialogue box asking you where it wants to save the WAV file.  Just name the file and save it somewhere on your hard drive where you can find it later.  Hit save when you are done naming and finding a place for that file.  Now, in the remaining dialogue box, hit "Close"  When the emulation is resumed, this will start the logging.  I quickly selected "Playsong 1" in the game to start the song I wanted.

This is the tedious part of the process.  Since it is logging the audio, you are only going at a 1x speed - meaning you are recording as fast as you are listening to the song.  For most video games, most songs have an intro part, then it starts looping through the rest of the song.  Wait for the song to fully loop once and wait a few seconds after it loops again.  When you do this, you'll have a fully captured song!

Go back in to options and "Configure Audio Plugin"  In the new window, click on the "Stop".  This will terminate the audio logging.  Click on "Close" to get out of the dialogue box.  Minimize the emulator so that it pauses emulation (and you year nothing).

<strong>Step 5 - Testing and Editing the Logged File</strong>

It is highly unlikely you'll be able to get a perfect logging of the song right off the bat, so we'll need to do some quick editing of the song.  First, of course, open the WAV file in any music player you use to listen to music normally and give it a listen to see if it sounds OK.  Don't worry if there's a little bit of extra sound at the beginning, this can be edited out.  If it sounds good to you quality-wise, you can go on to the next part of this step, otherwise, you can go back and re-log the song using different settings we mentioned earlier.  In our case, it sounded good.

Editing out the beginning of the file is very easy.  You can download a free application called Audacity.  If you don't have Audacity, this can be downloaded and installed from the <a href=http://audacity.sourceforge.net/ target=_blank>official home page</a> for free.

Once you have Audacity installed, have it open.  Click on "file" and "open":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide6.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide6-300x152.jpg" alt="" title="N64Guide6" width="300" height="152" class="aligncenter size-medium wp-image-94374" /></a>

Browse to the WAV file you created when you logged the song of your choice and open it up.  In our case, our logged file will look like this after it is opened:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide7.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide7-300x188.jpg" alt="" title="N64Guide7" width="300" height="188" class="aligncenter size-medium wp-image-94375" /></a>

Use the zoom tools I've highlighted in the screen shot and zoom in a little and scroll to the left side of the file.  We're going to take care of that legacy sound.

After you zoom in, hit the play button and listen to when the song you want starts playing.  Pay particular attention to the little line as it moves across as this will help you determine where to edit.  When your song starts playing, hit the stop button, noting where the song you want starts.

Use the tool that looks like an insertion point (highlighted in picture) and highlight the area that is not the song you want like so:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide8.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide8-300x188.jpg" alt="" title="N64Guide8" width="300" height="188" class="aligncenter size-medium wp-image-94376" /></a>

Since this is a bit of a picky process, you can simply move your cursor to the edge of the highlighted area (where the blue stuff is, not where the numbers are) and click and drag to expand or contract the highlighted area to make finer adjustments.  Click play.  It should only play the highlighted area.  I like to go a little bit after the beginning of the song I want to check and make sure I'm editing all of the legacy sound out and stretching it back to the point where the song begins.  Once I have it down to the very moment that the legacy sound ends, I click on the cut button (the button with the scissors right next to the master button)  This will delete the highlighted area.

Play it back and see if it sounds right.  If it doesn't sound right, you can always hold down "Ctrl" and hit "Z" on your keyboard to bring back the deleted area for any additional attempts you need to make.  If it sounds good, you should only hear the song you want beginning.

We are almost there!

Next part is determining where the song begins to loop.  For that, you need to listen to the first little bit of the beginning of the song.  Then, go to the end of your file and listen to the last minute or so.  When does the song sound exactly like the beginning?  In my case, there was an affect added at the end of the song, so it actually loops right at the symbol crash after the highlight point I've inserted in the picture (the line in the blue stuff):

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide9.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide9-300x188.jpg" alt="" title="N64Guide9" width="300" height="188" class="aligncenter size-medium wp-image-94377" /></a>

The next part is a lot like editing out the beginning, only now, we are inserting a fadeout (why we wanted to wait a little while after the sound looped when we initially logged the file).  A fadeout is simply making the music seem like it's fading out in to the distance and going quiet.  This makes the song not seem like it's just cutting out and makes it sound like a professional recording.

To accomplish this, we want to highlight the area that is merely looped portions of the song (again, using that insertion point looking tool like we did before).  Lucky for us, it doesn't matter as much if it's exact.  Chances are, you won't notice it fading out too early if you are using the zoom tools to be reasonably accurate.  You'll probably have something like this:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide10.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide10-300x188.jpg" alt="" title="N64Guide10" width="300" height="188" class="aligncenter size-medium wp-image-94378" /></a>

Now comes the easy part.  Click on "Effect" in the toolbar and click on "Fade Out"

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide11.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide11-300x187.jpg" alt="" title="N64Guide11" width="300" height="187" class="aligncenter size-medium wp-image-94379" /></a>

This will create a fade out effect within the highlighted area.  The result should look like this:

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide12.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide12-300x188.jpg" alt="" title="N64Guide12" width="300" height="188" class="aligncenter size-medium wp-image-94380" /></a>

Now, deselect the area by clicking anywhere in the blue stuff and we're done editing!

<strong>Step 6 - Saving the File</strong>

Audacity likes saving it in its own file format, but chances are, we need to save it to a format that is compatible with other programs.  You can save the file in the Audacity project file format, but that also takes up disc space.  Besides, you can always open up the WAV file in Audacity at a later time anyway if you want to do some more things to the file.

So to save it in WAV format, just click on "File" and "Export":

<a href="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide13.jpg"><img src="http://www.zeropaid.com/wp-content/uploads/2011/07/N64Guide13-300x188.jpg" alt="" title="N64Guide13" width="300" height="188" class="aligncenter size-medium wp-image-94381" /></a>

Save the file wherever you like on the hard drive.  In fact, I highly recommend saving over top of the old WAV file you used to log the original audio.  This will also save on disc space.  If you choose to do so, you'll be asked if you want to replace the file.  Select "Yes".  Another dialogue box will appear.  You can insert metadata here like artist and track name, but I just hit "OK".  If you close Audacity, you'll be asked if you want to save the file.  This will create some project files on the hard drive if you choose yes, but since I won't be using this anymore in Audacity, I just click on "No" to save on disc space.

Now, you'll have two WAV files.  The new file you created and a legacy file.  The file that ends in "-old" (or "-old.wav") is actually the original WAV file when you first started.  I personally choose to delete the file - again, to save on disc space.

<strong>Some Final Thoughts</strong>

This is a time consuming way of obtaining music from the game.  Not all games have the option to go in to a menu and select the song you want.  Sometimes, you might have to simply go to the level in question and log the file that way.  You might be forced to have some beginning sound effects and you might even have some other sound effects polluting your logging.  This is why it's best to just stick to MiniUSF files if they are available as this is just direct data from the game instead of an audio log.

Still, with a combination of this guide and the <a href=http://www.zeropaid.com/news/94231/how-to-play-music-from-n64-games-losslessly/ target=_blank>MiniUSF guide</a>, you should have access to just about every song ever made for the N64 with only a very rare exception.

Happy listening!

Have a tip?  Want to contact the author?  You can do so by sending a PM via the <a href="http://www.zeropaid.com/bbs/" target="_blank">forums</a> or via e-mail at <em>drew@zeropaid.com</em>.]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>The Latest Frontier in Audio Engineering&#8230; Photoshop?</title>
		<link>http://www.zeropaid.com/news/86708/the-latest-frontier-in-audio-engineering-photoshop/</link>
		<comments>http://www.zeropaid.com/news/86708/the-latest-frontier-in-audio-engineering-photoshop/#comments</comments>
		<pubDate>Sun, 26 Jul 2009 23:33:35 +0000</pubDate>
		<dc:creator>Drew Wilson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[editting]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://www.zeropaid.com/?p=86708</guid>
		<description><![CDATA[They say a picture is worth a thousand words, but can that picture sing to you? Someone appears to be releasing software that could also put a whole new meaning to the term &#8216;photo sharing&#8217;. Sure, making pictures make sound isn&#8217;t entirely new, but it&#8217;s apparently possible to take a sound file, turn it into [...]]]></description>
			<content:encoded><![CDATA[<h3>They say a picture is worth a thousand words, but can that picture sing to you?  Someone appears to be releasing software that could also put a whole new meaning to the term &#8216;photo sharing&#8217;.  Sure, making pictures make sound isn&#8217;t entirely new, but it&#8217;s apparently possible to take a sound file, turn it into a bitmap and take that bitmap and turn it back into the original sound file.</h3>
<p>When you think about it, all a spectral analyzer does is take an existing recording, and interprets it into a visual format.  All the frequencies are there in various dots in various opacities. In short, all the information in a song is turned into a picture.  What if you could take that image and save it as a bitmap?  What if you could take that bitmap and re-interpret it as the original sound file?</p>
<p>Many people are certainly aware of Photoshop being a powerful tool.  It&#8217;s been used in pretty much every field that deals with the standard image including government and military purposes.  Bridging the power of Photoshop to sound seemed like a stretch of the imagination at best, but one video a software developer <a href="http://www.youtube.com/watch?v=IoFlHviTkl8" target="_blank">posted on YouTube</a> clearly demonstrates that you can not only read sound via an image, but manipulate that sound and re-insert it back into the program and create a new sound file out of it.</p>
<p>From the perspective of those who actively engage in sampling, this kind of technology is a very exciting prospect because you don&#8217;t actually have to filter down that sound through a series of equalizers to get what you want (this method has been known to leave behind issues such as audio distortion to name one side effect)</p>
<p>From the perspective of security and justice, one can&#8217;t help but figure that the prospect of using photoshop  could help clear up audio evidence such as clearing out pink or white noise in the background to clearly hear someone speaking.  Of course, this kind of thing has happened for quite some time, but still, it could theoretically be one more tool that can be used to solve crime.</p>
<p>From a file-sharing perspective, this could be one more way to thwart anti-piracy methods.  Let&#8217;s say, hypothetically speaking, the anti-filesharing organizations manage to convince a majority of software developers to install programs onto people&#8217;s computers that deletes all sound files that didn&#8217;t come with the operating system.  File-sharers could easily develop a workaround by playing images instead through these kinds of technology.</p>
<p>Granted, in the foreseeable future, it&#8217;s hard to envision the bitmap becoming the standard format for trading music.  It should also be worth noting that it&#8217;s fairly evident the video shows an example in a very ideal circumstance (a series of high sliding notes being played over some basic drum hits) but it opens a lot of possibilities when discussing music or audio clips.</p>
<p>Have a tip?  Want to contact the author?  You can do so by sending a PM via the <a href="http://www.zeropaid.com/bbs/" target="_blank">forums</a> or via e-mail at <em>drew@zeropaid.com</em>.</p>
<img src="http://www.zeropaid.com/?ak_action=api_record_view&id=86708&type=feed" alt="" />]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>Popularity of digital audio files stunt hi-fi sound</title>
		<link>http://www.zeropaid.com/news/8669/popularity_of_digital_audio_files_stunt_hifi_sound/</link>
		<comments>http://www.zeropaid.com/news/8669/popularity_of_digital_audio_files_stunt_hifi_sound/#comments</comments>
		<pubDate>Mon, 23 Apr 2007 16:29:10 +0000</pubDate>
		<dc:creator>Jared Moya</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[mp3]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Music lovers remember a familiar advertising image from the past: a man reclined in a chair, head back, blown away by music from his high-fidelity sound system. Like the Marlboro Man before him, Maxell’s pitchman is now a relic. With their ability to store vast libraries of music in your pocket, sleek digital music players [...]]]></description>
			<content:encoded><![CDATA[<p>Music lovers remember a familiar advertising image from the past: a man reclined in a chair, head back, blown away by music from his high-fidelity sound system.</p>
<p>Like the Marlboro Man before him, Maxell’s pitchman is now a relic.</p>
<p>With their ability to store vast libraries of music in your pocket, sleek digital music players have replaced bulky home stereo systems as the music gear of choice. But the sound quality of the digital audio files they play is noticeably inferior to that of compact discs and even vinyl.</p>
<p>Are these the final days of hi-fi sound? Judging by the 2 billion songs downloaded from Apple Inc.’s iTunes service, the ubiquity of white iPod “ear buds,” and the hundreds of thousands of folks file-sharing for free, the answer is yes.</p>
<img src="http://www.zeropaid.com/?ak_action=api_record_view&id=8669&type=feed" alt="" />]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>WINAMP Remote BETA &#8211; a guide to the new P2P music streaming feature</title>
		<link>http://www.zeropaid.com/news/8554/winamp_remote_beta__a_guide_to_the_new_p2p_music_streaming_feature/</link>
		<comments>http://www.zeropaid.com/news/8554/winamp_remote_beta__a_guide_to_the_new_p2p_music_streaming_feature/#comments</comments>
		<pubDate>Tue, 27 Mar 2007 16:50:49 +0000</pubDate>
		<dc:creator>Jared Moya</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[streaming]]></category>
		<category><![CDATA[winamp]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[On the road and wish you had your music? Does your friend&#8217;s music library suck? Well, Winamp just got a little bit cooler with the new Remote BETA feature that allows you to stream your PC&#8217;s music files via the internet browser of you choice. Anybody who listens to music on their home PC will [...]]]></description>
			<content:encoded><![CDATA[<p>On the road and wish you had your music? Does your friend&#8217;s music library suck? Well, Winamp just got a little bit cooler with the new Remote BETA feature that allows you to stream your PC&#8217;s music files via the internet browser of you choice.</p>
<p>Anybody who listens to music on their home PC will tell you that <a href="http://www.zeropaid.com/winamp/">Winamp</a> is one of the better media player programs around. From it&#8217;s relatively small memory footprint (4,000 K for myself at the moment), to it&#8217;s wide variety of plugins, visualizations, and enhancements, Winamp is a great program to have when it comes to playing music files on your home PC.</p>
<p>But, what if you aren&#8217;t at home and you still wish to access your home music library without having to setup any complicated FTP or remote access clients or programs? What if you&#8217;re using somebody else&#8217;s PC or laptop and all you have is a browser and internet connection? Well, Winamp Remote BETA let&#8217;s you listen to all of your music anywhere, anytime without having to worry about any of this. Just leave the plugin running when you leave home and then simply login using a browser and connection from wherever you like.</p>
<p>Its perfect for when you&#8217;re on vacation or wanting to grab some decent tunes at a friends house whose collection is filled with one too many country-western or death metal albums.</p>
<p>SO HOW DO I GET STARTED?<br />
1. Install <a href="http://www.winamp.com/player/full.php">Winamp</a></p>
<p>First of all, if you haven&#8217;t already, download and install the <a href="http://www.winamp.com/player/full.php">Winamp media player</a> (it&#8217;s pretty self-explanatory)</p>
<p>2. Install the <a href="http://download.nullsoft.com/winamp/client/winampremote.exe">Winamp Remote BETA plugin</a>.</p>
<p>Next download and install the Winamp Remote BETA plugin, the steps of which I detail for you below.</p>
<p><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote1.png" alt="" width="503" height="393" /></p>
<p>Here is where you will create a USER ACCOUNT NAME and PASSWORD with which you will you be using to login to your PC remotely.</p>
<p><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote2.png" alt="" width="449" height="315" /></p>
<p>Be sure when selecting your username and password that they are SECURE as well as easy to remember so as to prevent against unwanted users from accessing your PC.</p>
<p>**PASSWORD SECURITY HINT: A trick I learned a while back that is pretty brilliant I think, is to combine 2 easy to remember words into a single, virtually undecipherable one. For example &gt; CAT &amp; DOG = C+D+A+O+T+G. You simply intertwine the 2 by offsetting their order. Pretty neat right? Who will ever think that CDAOTG is you password?**</p>
<p><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote3.png" alt="" width="449" height="315" /></p>
<p>When done then select the &#8220;Next&#8221; tab and submit the information you entered.</p>
<p>WHAT DO I DO BEFORE I LEAVE MY HOUSE?<br />
CHECK PLUGIN STATUS</p>
<p><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote9.png" alt="" width="132" height="106" align="right" />First of all, before you leave home, make sure the Winamp Remote BETA plugin is running. You should see the icon displayed in the system icon try at the bottom left-hand part of your screen. This is what acts as the remote server allowing you to access your PC.</p>
<p><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote8.png" alt="" width="175" height="47" /></p>
<p>HOW DO I CONNECT?<br />
1. Go to <a href="http://www.orb.com/winamp/index.html">http://www.orb.com/winamp/index.html</a><br />
2. Log in</p>
<p>Lastly, type in your USERNAME and PASSWORD and select the &#8220;Sign In&#8221; tab.</p>
<p><a href="http://i64.photobucket.com/albums/h187/soulxtc/winampremote4b.png"><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote4a.png" border="0" alt="" width="461" height="346" /></a></p>
<p>HOW DO I LISTEN TO MY MUSIC?<br />
Once logged in, the user interface is pretty straightforward.</p>
<p>The left-hand part of the screen will list the directory of your home music library. This will be the &#8220;My Music&#8221; folder on your PC (C:Documents and SettingsAdministratorMy DocumentsMy Music).</p>
<p><a href="http://i64.photobucket.com/albums/h187/soulxtc/winampremote5b.png"><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote5a.png" border="0" alt="" width="461" height="346" /></a></p>
<p>Scrolling through my &#8220;Comedy&#8221; music selection, I selected the new Andy Dick album &#8220;Do Your Shows Always Suck.&#8221; Double-click on the track you wish to play, as I have done as shown below.</p>
<p><a href="http://i64.photobucket.com/albums/h187/soulxtc/winampremote6b.png"><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote6a.png" border="0" alt="" width="461" height="334" /></a></p>
<p>This will automatically launch and load the track in the Winamp media player.</p>
<p><a href="http://i64.photobucket.com/albums/h187/soulxtc/winampremote7b.png"><img src="http://i64.photobucket.com/albums/h187/soulxtc/winampremote7a.png" border="0" alt="" width="461" height="346" /></a></p>
<p>IS THAT IT? IS IT THAT EASY?</p>
<p>Pretty much. Winamp Remote BETA offers a few other options like streaming video and picture viewing but, they are both still too complicated and buggy to recommend for you here. When they become better supported I will let you know.</p>
<p>In the meantime enjoy Winamp Remote BETA. Now you can take your music library with you everywhere,</p>
<p>RELATED NEWS AND &#8220;HOW TO&#8221; GUIDES:<br />
<a href="http://www.zeropaid.com/news/6002/Ready+to+be+an+Internet+DJ%3F+">Ready to be an Internet DJ?</a><br />
<a href="http://www.zeropaid.com/news/6243/Getting+to+Know+Your+Audio+Files">Getting to Know Your Audio Files</a><br />
<a href="http://www.zeropaid.com/news/8148/Stream+thousands+of+Rock+N%27+Roll+concert+classics+for+free+on+%22Wolfgang%27s+Vault%22/">Stream thousands of Rock N&#8217; Roll concert classics for free on &#8220;Wolfgang&#8217;s Vault&#8221;</a><br />
<a href="http://www.zeropaid.com/news/7502/How+to+Rip+Music+From+MySpace">How to Rip Music From MySpace</a><br />
<a title="3 Quick Ways to Watch Movies for FREE!" href="http://www.zeropaid.com/news/8467/3+Quick+Ways+to+Watch+Movies+for+FREE%21">3 Quick Ways to Watch Movies for FREE!</a><br />
<a title="3 quick ways to watch TV shows for FREE" href="http://www.zeropaid.com/news/8455/3+quick+ways+to+watch+TV+shows+for+FREE">3 quick ways to watch TV shows for FREE</a><br />
<a href="http://www.zeropaid.com/links/bittorrent">BitTorrent tracker sites &amp; search engines</a><br />
<a href="http://www.zeropaid.com/news/6351/Azureus+-+A+Beginner%27s+Guide+to+BitTorrent+Downloading">Azureus &#8211; A Beginner&#8217;s Guide to BitTorrent Downloading</a><br />
<a title="Watch The Simpsons, The Office, Jackass, South Park, Lost, X-Men, and More On-Demand For Free" href="http://www.zeropaid.com/news/7661/Watch+The+Simpsons%2C+The+Office%2C+Jackass%2C+South+Park%2C+Lost%2C+X-Men%2C+and+More+On-Demand+For+Free">Watch The Simpsons, The Office, Jackass, South Park, Lost, X-Men, and More On-Demand For Free</a></p>
<img src="http://www.zeropaid.com/?ak_action=api_record_view&id=8554&type=feed" alt="" />]]></content:encoded>
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		<title>Audio flags could conflict with fair use</title>
		<link>http://www.zeropaid.com/news/6720/audio_flags_could_conflict_with_fair_use/</link>
		<comments>http://www.zeropaid.com/news/6720/audio_flags_could_conflict_with_fair_use/#comments</comments>
		<pubDate>Fri, 30 Jun 2006 15:38:14 +0000</pubDate>
		<dc:creator>Jared Moya</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[copyright]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[New radio technologies have music industry and radio officials at odds over fair use of audio and video digital transmissions. The implementation of audio and video flags to block unauthorized distribution and replication could be one solution, experts testified Tuesday before the House Subcommittee on Telecommunications and the Internet. However, opponents of the flags say [...]]]></description>
			<content:encoded><![CDATA[<p>New radio technologies have music industry and radio officials at odds over fair use of audio and video digital transmissions.</p>
<p>The implementation of audio and video flags to block unauthorized distribution and replication could be one solution, experts testified Tuesday before the House Subcommittee on Telecommunications and the Internet. However, opponents of the flags say they would still block even legal use of music by consumers.</p>
<p>The Audio Broadcast Flag Licensing Act, currently pending before the committee, would authorize the Federal Communications Commission to implement technologies to prohibit unlawful transmission and copying from satellite and HD radio.</p>
<p>&#8220;Specifically, it provides that technical licensing agreements currently taking place between satellite/HD radio and developers of digital audio broadcast systems include a broadcast flag or similar technology that limits the unauthorized dissemination, duplication and redistribution of the content,&#8221; said Rep. Mike Ferguson, R-N.J., sponsor of the proposed bill.</p>
<img src="http://www.zeropaid.com/?ak_action=api_record_view&id=6720&type=feed" alt="" />]]></content:encoded>
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		<title>Mvix Player &#8211; Portable Multimedia Revolution</title>
		<link>http://www.zeropaid.com/news/6620/mvix_player__portable_multimedia_revolution/</link>
		<comments>http://www.zeropaid.com/news/6620/mvix_player__portable_multimedia_revolution/#comments</comments>
		<pubDate>Fri, 23 Jun 2006 03:47:23 +0000</pubDate>
		<dc:creator>Jared Moya</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[divx]]></category>
		<category><![CDATA[mivx]]></category>
		<category><![CDATA[movies]]></category>
		<category><![CDATA[video]]></category>

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		<description><![CDATA[The Mvix (MV-5000U) Media Center w/FM is basically a portable external hard drive with the remarkable ability to play &#8220;&#8230;dozens of video, audio and digital image (i.e. JPEG) formats over your TV, projector or home-theater system.&#8221; Even better, the (MV-5000U) unit comes with the added ability to transmit audio to one of 4 FM stations [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.mvixusa.com/store/image.php?object_id=1563&#038;image_id=1402&#038;mode=detailed" width="400" height="400" /  ALIGN=RIGHT></p>
<p>The <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">Mvix (MV-5000U) Media Center w/FM</a> is basically a portable external hard drive with the remarkable ability to play &#8220;&#8230;dozens of <a href="http://www.mvixusa.com/knowledgebase/users/kb.php?id=10039">video, audio</a> and digital image (i.e. JPEG) formats over your TV, projector or home-theater system.&#8221; Even better, the (MV-5000U) unit comes with the added ability to transmit audio to one of 4 FM stations of your own choosing. Thus one could purchase the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1566">power adapter</a> or souped up <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1565">Car Pack</a> and thereby use with your car audio system. It&#8217;s genius baby, simply genius! You could have your entire digital music library at your fingertips wherever you go. </p>
<p>TABLE OF CONTENTS</p>
<p><a href="#1">VIDEO FILE PLAYBACK</a></p>
<p><a href="#2">AUDIO FILE PLAYBACK </a></p>
<p><a href="#3">BELLS &#038; WHISTLES (Cool Features)</a></p>
<p><a href="#4">DEMO VIDEO</a></p>
<p><a href="#5">SPECIFICATIONS</a></p>
<p>
<a name="1" id="1"></a>VIDEO FILE PLAYBACK </p>
<p>The <a href="http://www.mvixusa.com/">Mvix media center</a> makes it so that one no longer has to burn or convert video files onto disc in order to watch them on a TV. It is an all-in-one video storage and playback device that already contains all the codecs necessary for proper playback. </p>
<p>What&#8217;s also amazing is that it will play ISO and VCD (.DAT) files as well, noting once again that one no longer needs to burn video discs of almost any shape or form. </p>
<p>The <a href="http://www.mvixusa.com/">Mivx media center </a> supports a <a href="http://www.mvixusa.com/knowledgebase/users/kb.php?id=10039&#038;category_id=10&#038;sid2=">variety of video files</a> that includes the following:</p>
<p>DivX 5.x, Divx 4.x, Divx 3.11, XxiD, Mpeg &#8211; 1, Mpeg &#8211; 2, Mpeg &#8211; 4, .AVI, DVD (.IFO/ .VOB),ISO, VCD (.DAT) </p>
<p>Trying it out for myself, thanks to the great guys over at <a href="http://www.mvixusa.com/">Mvix</a> who allowed me to take one of their fine units for a little &#8220;test drive,&#8221; I was taken aback by the ease with which I was no able to watch a downloaded movie. Now I have one of those cool home theater projector setups, so even when I download an XviD file, I always have to convert and burn it to DVD to watch the movie on it. Unless I have a feeling the movie&#8217;s going to  be terrible that is, in which case I&#8217;ll relegate it to the confines of my PC to watch. Either way, the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">Mivx media center</a> makes the whole process a piece of cake, and makes the hole affair considerably less of a hassle to deal with. If there&#8217;s a flic or even a simple video short I have on my PC that I want to  watch on my TV all I have to do is &#8220;drag and drop&#8221; it onto the Mivx media player&#8217;s HD folder and I&#8217;m done. Then all I have to do is take it, plug it into my TV, and press play. No tiresome conversion or burning process whatsoever, just drag, drop, and play. Who knew watching downloaded movies could be so easy? </p>
<p><a name="2" id="2"></a>AUDIO FILE PLAYBACK</p>
<p>This is potentially the biggest overlooked potential of the Mivx media player, for depending on the <a href="http://www.mvixusa.com/store/index.php?target=categories&#038;category_id=157">storage size of the HDD</a> you put into it, you could theoretically have your entire library of music at your fingertips wherever you go. I put a 300GB HDD in it, which goes for a fairly reasonable price of $139 bucks on their site, and put half of music library in it, about 80GB. The newfound portability of my music library was awesome to say the least. It comes with a canvas &#8220;man pouch&#8221; also so was convenient and easy to take wherever I went. Those of you who have the crazy 100GB+ MP3 libraries may end up driving in circles around the block just to try and hear them all. </p>
<p>What the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">Mivx media center</a> is also able to do, at least with the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">MV-5000U</a> unit that I took a look at, is playback audio via an FM transmitter. Thus, in conjunction with the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1565">auto-power adapter</a> you can use the player on yur car-audio system and have your own endless stream of digital music. That&#8217;s a huge kicker for those who have a large music library that is more often than not confined to the limits of their PC. A quickly burned audio disc is usually the most light of day that their library ever sees, and so the ability to take it anywhere, anyplace, and at anytime opens up a whole new genre of listening opportunities. </p>
<p>&#8220;What kinds of audio files can it play?&#8221; you ask. Well, the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">Mvix (MV-5000U) Media Center</a> supports a number of different audio files, a list of which I include below:</p>
<p>MP3, AC3, M3U (Playlist), OGG, WMA, <a href="http://66.102.7.104/search?q=cache:3IZF6KJ_jzMJ:en.wikipedia.org/wiki/Sound_Blaster_Audigy+what+is+DTS+Passthrough+wikipedia&#038;hl=en&#038;gl=us&#038;ct=clnk&#038;cd=2&#038;client=firefox-a">DTS Passthrough</a>, MP2  </p>
<p>So as you can see, it pretty much supports them all.</p>
<p><a name="3" id="3"></a>BELLS &#038; WHISTLES (Cool Features)</p>
<p>I wanted to take the opportunity to go over some of the neater features of the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">Mivx media center. </a></p>
<p>The first is the fact that it comes with a remote so once you plug it into the back of your TV, a video jack, and left / right audio jacks, you can sit back and control the media center with the touch of a remote. It offers all the functionality of a regular remote, with volume control, fast-forward, rewind, stop, pause, etc. It also has a zoom feature as well. </p>
<p>The second is the fact that, which can be easily overlooked, that you could use it as in external data storage device as well. Though not able to do anything with them on the media center, of course, one can still put data on it for later retrieval and so too justify buying it as way to have a backup storage location. Too boot, you can literally use the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">Mivx media center</a> to hold an endless amount of video, audio, image, or even data files, and literally take and play or transfer them anywhere. </p>
<p>Thirdly, if you take a look at the picture below, it shows the menu that will appear on your TV screen after you plug-in and power up the device. It shows just how easy the <a href="http://www.mvixusa.com/store/index.php?target=products&#038;product_id=1563">Mivx media center</a> allows you to hear and watch all of your favorite video and audio files from the comfort of your living rather than from behind a desktop PC. Using the remote, you simple scroll down the menu list and select whatever it is that you wish to play. Forgot a video or something just finish downloading? All you have to is power it off real quick, plug it into your PC, drag and drop, and reconnect to your TV. No annoying converting or burning is necessary with this little bad boy. </p>
<p>(click on image to enlarge)</p>
<p><a href="http://i64.photobucket.com/albums/h187/soulxtc/M2.jpg"><img src="http://i64.photobucket.com/albums/h187/soulxtc/M1.jpg" width="347" height="232" border="0" /></a></p>
<p>Moreover, it;&#8217;s going to be tough to part with this groundbreaking piece of technology. It literally bridges the gap between my PC and TV. No to mention the fact that I can take all my music and movies with me wherever I go and either broadcast the music over a car or home stereo, or watch a flic without worrying if my buddy&#8217;s DVD player will support VCDs. The <a href="http://www.mvixusa.com/">Mivx media center</a> takes all the headache out of getting ones video and audio to view or play in a different location. &#8220;Drag and drop,&#8221; it&#8217;s that easy. </p>
<p><a name="4" id="4"></a>WATCH THE DEMONSTRATION VIDEO</p>
<p>(click on image to view )</p>
<p><a href="http://www.youtube.com/watch?v=VgbAINyKns8"><img src="http://i64.photobucket.com/albums/h187/soulxtc/MVIX.jpg" width="451" height="338" border="0" /></a></p>
<p><a name="5" id="5"></a>SPECIFICATIONS</p>
<p>Model No.: MV-5000U<br />
  TV System Compatibility: NTSC / PAL / AUTO<br />
  Video and Audio Output: RCA L/R, Coaxial, Optical(5.1ch), RCA Y, Pr, Pb, S-Video, IR-Ext<br />
  PC Interface: USB 2.0 (Backward Compatible with USB 1.1)<br />
  Subtitle Format Compatibility: SMI, SRT, SUB<br />
  Video Formats: MPEG1, MPEG2, MPEG4, AVI, DivX3.11, 4x, 5x, XviD, DVD(IFO, VOB), ISO<br />
  Screen Aspect Ratio: 16:9 / 4:3 Letter Box / Pan Scan<br />
  Audio Formats: AC3, MP2, MP3, DTS pass through, WMA, OGG, M3U<br />
  Digital Image Formats: JPEG<br />
  FM Transmitter: YES<br />
  LCD display: 128 X 64 mm<br />
  UP Scaling: 1920 X 1080i, 1280 X 720p<br />
  Dimension: 7.5 x 6 x 2.5 inches<br />
  Power: External 12V DC Adapter<br />
  Package: MV-5000U, Stand, Remote control, Bag, A/V cables, USB cable.</p>
<p><a href="http://digg.com/technology/Mivx_Player_-_A_Review_of_the_Portable_Multimedia_Revolution">Digg It!<br />
</a></p>
<p>UPDATE: Are currently holding a drawing to win one of these Mvix units. For drawing details please check out <a href="http://www.zeropaid.com/bbs/site-announcements/t-free-mvix-player-drawing-38093.html#post432497">THIS FORUM POSTING</a>. THX. </p>
<p>.</p>
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		<item>
		<title>Getting to Know Your Audio Files</title>
		<link>http://www.zeropaid.com/news/6243/getting_to_know_your_audio_files/</link>
		<comments>http://www.zeropaid.com/news/6243/getting_to_know_your_audio_files/#comments</comments>
		<pubDate>Thu, 16 Mar 2006 01:57:38 +0000</pubDate>
		<dc:creator>Jared Moya</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[audio files]]></category>
		<category><![CDATA[conversion]]></category>
		<category><![CDATA[mp3]]></category>

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		<description><![CDATA[If you ever wondered what the heck a FLAC or an OGG file is, this guide will tell you everything you need to know, as well as compare and discuss the quality of audio file conversion rates. This is a guide to all the different types of audio files out there, as well as a [...]]]></description>
			<content:encoded><![CDATA[<p>If you ever wondered what the heck a FLAC or an OGG file is, this guide will tell you everything you need to know, as well as compare and discuss the quality of audio file conversion rates. </p>
<p>This is a guide to all the different types of audio files out there, as well as a look at what variables are involved in making them. From turning audio files into the type of your choosing, to simply making better audio CDs, we’ll cover all the audio basics.</p>
<p>Many times I&#8217;m sure you&#8217;ve come across a .FLAC or .OGG file and wondered what the heck it is, well wonder no more. </p>
<p>&nbsp;</p>
<p>TABLE OF CONTENTS:<br />
<a target="_self" href="#a1">AUDIO FILE TYPES</a><br />
<a target="_self" href="#a2">WHAT FORMAT IS BEST?</a><br />
<a target="_self" href="#a3">COMPARING AUDIO CONVERSION BITRATES</a><br />
<a target="_self" href="#a4">CONVERTING AUDIO FILES</a> </p>
<p><a name="a1"></a>To start, we’ll go over the basic audio files one usually encounters when downloading. We’ll cover the variety of types and forms and what they mean in terms of quality, size, and meaning.</p>
<p><b>wav</b><br />
WAV (or WAVE), short for WAVE form audio format, is a Microsoft and IBM audio file format standard for storing audio on PCs. WAV files store music in exactly the same format as on a CD. They&#8217;re the highest quality sound files, but by far the largest in size. To note, Audio CDs do not use WAV as their storage format. WAV is a data file format for computer use only. </p>
<p><b>.aif/.aiff</b><br />
Audio Interchange File Format (AIFF) files are the same as WAV files, but are read as such by the Macintosh OSX. Thus, for it’s profile and characteristics please see the WAV description above. </p>
<p><b>.flac</b><br />
Free Lossless Audio Codec (FLAC) is similar to MP3, but lossless, meaning that the audio is compressed without any loss in quality. Unlike lossy codecs such as MP3 and AAC, it does not remove any information from the audio stream. Simply put, FLAC files are identical in quality to those of the WAV file format, but are smaller in size from their compression.
</p>
<p><b>.ape</b><br />
Monkey’s Audio (APE) is a lossless audio compression codec. Unlike lossy formats, such as MP3, Monkey’s Audio does not permanently discard data during compression. A file compressed with Monkey&#8217;s Audio sounds the same as the original file, no matter how many times it is uncompressed and reencoded. Monkey&#8217;s Audio achieves compression rates of around 40–50% without loss of data. So like FLAC , APE files are identical to those of the WAV file format, but are smaller in size from their compression. </p>
<p><b>.wma</b><br />
Windows Media Audio (WMA) is a proprietary format developed by Microsoft. It can be either lossy or lossless. Though not as popular as MP3, some say that lossy WMA tends to outperform MP3 in the area of sound quality, particularly with files encoded at lower bitrates like 64 or 96 Kbps. This performance advantage makes it handy for applications like portable digital audio players, where total play time is limited by a finite amount of internal memory. The Windows Media Audio format features built-in copy protection abilities, unlike MP3, so one is faced with challenges if the file is copy protected. Currently there is no known software that exists which will allow non-licensed users the ability to “crack” the Microsoft DRM (Digital Rights Management) technology other than by using real-time recording to “convert” the file to another of your choosing. 
</p>
<p><b>.ogg</b><br />
OGG refers to the audio file format Ogg Vorbis, that is, Vorbis-encoded audio in an Ogg container. It is a patent and royalty-free, lossy audio compression technology from the Xiph.Org Foundation (www.xiph.org), which is dedicated to open source multimedia standards for the Internet. Ogg Vorbis is considered comparable to AAC and better than MP3 in sound quality as well as providing lower bit rates and smaller file sizes. 
</p>
<p><b>.aac</b><br />
Advanced Audio Coding (AAC), also known as MPEG-2 Part 7, is a digital audio encoding and lossy compression format. It was popularized by Apple computer through its iPod and iTunes Music Store. AAC offers the listener a better and more stable quality than MP3 at equivalent or slightly lower bitrates. AAC files encoded at lower bitrates (like 96 Kbps) sound as good or better than MP3s encoded at higher bitrates (like 128 Kbps) despite their notably smaller size. Thus, one can have smaller file sizes with comparable sound quality to that of MP3. 
</p>
<p><b>.mp3</b><br />
MP3 (MPEG Audio Layer 3) is an audio compression technology that is part of the MPEG-1 and MPEG-2 specifications. MP3 compresses CD-quality sound by a factor of roughly 10, while retaining most of the original fidelity. For example, a 30MB CD track is turned into a 3MB MP3 file. Like other lossy files, MP3 files are much smaller than the recordings they&#8217;re made from. That&#8217;s because some less-audible information is discarded when the file is made. The encoding bit rate, measured in kilobits per second (kbps), is important to the quality of the sound. In general, the higher the bitrate the better the sound quality.</p>
<p><a name="a2"></a>So now that you know a little more about the audio files you’ve downloaded, the question arises, “Which format do I want my audio files to be in?” 
</p>
<p>All things considered, more often than not, the MP3 audio file format is the one that you will want to use. From simply conserving storage space on your computer, to ease of transfer to a portable music player, it’s the format of choice. As such, the process of turning different audio files into the MP3 format will be our next task. </p>
<p>Our first step is to determine the desired quality and size of our MP3, as better the quality means bigger the size. This means we must decide at what bit rate, or the number of bits that are conveyed or processed per unit of time, we will reencode the audio file. We will discuss the 112 to 256 kbit/s range, which represents an 8%(1:12) to 18.2%(1:5) compression size of a CD-quality, or WAV, audio file.</p>
<p><a name="a3"></a>In this picture here we see an MP3 file converted at a bitrate of 112kbit/s. Notice the extreme dropoff in the 15KHz range. This bitrate should be avoided, obviously, unless circumstances dictate otherwise, i.e. radio show(podcast) for use on a portable music player of minimal storage space. </p>
<p><img border="0" src="/images/jareds_guides/z112.gif" /></p>
<p>This next picture is of a an MP3 file converted at a bitrate of 128kbit/s. It is 9.1% of the original CD quality file size, or a 1:11 ratio. Notice again the sound quality dropoff, though this time in the 17KHz range. </p>
<p><img border="0" src="/images/jareds_guides/z128.gif" /></p>
<p>This picture is of an MP3 file converted at a bitrate of 160kbit/s. It is 11.4% of the original CD quality audio file size, or a 1:9 ratio. This bitrate shows marked improvement in sound quality, for if you notice, the results mirror CD quality fairly well, dropping of gradually towards 20KHz.
</p>
<p><img border="0" src="/images/jareds_guides/z160.gif" /></p>
<p>Now for the 192kbit/s conversion bitrate. Notice the improved quality through the 20KHz range over 160kbit/s. It is 13.7% of the original CD quality audio file size, or a 1:7 ratio. This means an increase of 150% over the 128kbit/s conversion bitrate and 120% over the 160kbit/s conversion bitrate, so increased quality comes with a price. But note, for uploading audio files to the major BitTorrent file-sharing sites like OINK, for instance, this is the minimum bitrate that is deemed acceptable. So for continuity of your audio files this may be your preferred choice, as it strikes a healthy balance between size and quality, not to mention &#8220;acceptability.&#8221; 
</p>
<p><img border="0" src="/images/jareds_guides/z192.gif" /></p>
<p>The last picture here is of a 256kbit/s convesion bitrate. It is 18.2% of the original CD quality audio file size, or a 1:5 ratio. It is nearly identical through the 17KHz range, and even after that follows the original closely through 21KHz. A dropoff in this range will be imperceptible to to all but only the most fervent of audiophiles. So if you want the best of the best and have ample storage space, this may be your bitrate of choice. 
</p>
<p>
<img border="0" src="/images/jareds_guides/z256.gif" /></p>
<p>Now that you&#8217;ve had a chance to see the difference in bitrate conversions, it&#8217;s time for a quick run through on reencoding them. Now keep in mind that you can only go &#8220;down&#8221; in birate converions, as once audio data is discarded it cannot be recovered.
</p>
<p>We&#8217;ll use NERO, a popular all-in-one media tool that offers everything from DVD authoring to DATA disc creation.</p>
<p><a name="a4"></a>To begin OPEN NERO.</p>
<p><img border="0" src="/images/jareds_guides/nero1a.JPG" /> </p>
<p>Then select ENCODE AUDIO FILES from the AUDIO TAB.</p>
<p> <img border="0" src="/images/jareds_guides/nero1a_1.JPG" /></p>
<p>The next step is to &#8220;DRAG AND DROP&#8221; the desired file to convert in the main conversion utility window and select PowerPack Lame MP3 Encoder as the desired &#8220;Output file format.&#8221; </p>
<p><img border="0" src="/images/jareds_guides/nero1a_2.JPG" /> </p>
<p>For the desired settings, i.e. conversion bitrate, select the SETTINGS TAB.</p>
<p><img border="0" src="/images/jareds_guides/nero1a_3.JPG" /> </p>
<p>Here it&#8217;s time to choose at what what bitrate we wish to convert our audio file, in this case a WAV file as pictured above, into an MP3 at. We&#8217;ll select 192kBit for the reasons previously mentioned in terms of minimum acceptability by file-sharing websites. 
</p>
<p><img border="0" src="/images/jareds_guides/nero1a_4.JPG" /> </p>
<p>Click &#8220;OK to finish. </p>
<p><img border="0" src="/images/jareds_guides/nero1a_5.JPG" /> </p>
<p>And then &#8220;GO&#8221; to go convert (ha ha). </p>
<p><img border="0" src="/images/jareds_guides/nero1a_7.JPG" /> </p>
<p><img border="0" src="/images/jareds_guides/nero1a_6.JPG" /></p>
<p>Presto, you should have successfully converted a WAV file into an MP3 file at a bitrate of 192kbit/s.</p>
<p>Well, we&#8217;ve come a long way in this guide, and hopefully you find it useful when both downloading audio files from the internet and then putting them to use. Whether it be simply archving your music or making those &#8220;phat beat&#8221; discs for the car, this guide should give you an extra dose of good ol&#8217; fashioned know-how. Good luck and have fun.</p>
<p><a href="http://digg.com/tech_news/Should_Al_Gore_put_An_Inconvenient_Truth_up_on_BitTorrent"><img src="http://digg.com/img/badges/180x35-digg-button.gif" alt="Digg!" border="0" height="35" width="180" /></a></p>
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		<title>Audio Video CODECS</title>
		<link>http://www.zeropaid.com/news/6128/audio_video_codecs/</link>
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		<pubDate>Fri, 03 Feb 2006 01:31:40 +0000</pubDate>
		<dc:creator>Jared Moya</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[mp3]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[CODECS have long plagued those simply wanting to play video files either on their PC or home entertainment system. The term CODEC means Compressor-Decompressor&#8217;, &#8216;Coder-Decoder&#8217;, or &#8216;Compression/Decompression algorithm. It basically applies to the ability of a program to transform a data stream or signal. CODECS encode a stream or signal for transmission, storage or encryption [...]]]></description>
			<content:encoded><![CDATA[<p>CODECS have long plagued those simply wanting to play video files either on their PC or home entertainment system. The term CODEC means Compressor-Decompressor&#8217;, &#8216;Coder-Decoder&#8217;, or &#8216;Compression/Decompression algorithm.</p>
<p>It basically applies to the ability of a program to transform a data stream or signal. CODECS encode a stream or signal for transmission, storage or encryption and decode it for viewing or editing.</p>
<p>The main problem obviously is having the right audio or video CODEC for encrypting or decrypting data for a particluar task or program.</p>
<p>To be thorough I am going to include a complete list of both, and show you how to answer the timeless CODEC quandry afterwards.</p>
<p>Most codecs are lossy, meaning that some quality is lost in the encryption or decryption process in order to get a reasonably small file size. There are lossless codecs as well, but for most purposes the almost imperceptible increase in quality is not worth the considerable increase in data size. The main exception is if the data will undergo more processing in thefuture, in which case the repeated lossy encoding would degrade the quality over time.</p>
<p>QUICK LINKS:<br />
**<a href="#1">AUDIO</a><br />
**<a href="#2">VIDEO </a><br />
**<a href="#3">What&#8217;s the best way to solve my CODEC issues? </a></p>
<p><a name="1" id="1"><a href="http://www.answers.com/topic/audio-codec" target="_top" onclick="assignParam('navinfo','method|4'+getLinkTextForCookie(this));">Audio codecs</a><br />
a) Non-compression formats</p>
<ul>
<li><a href="http://www.answers.com/topic/aiff-1">AIFF</a> &#8211; Audio Interchange File Format</li>
<li><a href="http://www.answers.com/topic/riff-file-format">RIFF</a> &#8211; Resource Interchange File Format</li>
<li><a href="http://www.answers.com/topic/wav" target="_top">WAV</a> &#8211; <a href="http://www.answers.com/topic/microsoft">Microsoft</a> &#8220;WAVE&#8221; format (format supports compression,  but it is rarely used)</li>
<li>
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