David García Garzón | 7 May 2013 14:28

[CLAM] TestFarm 2.0

We just released TestFarm 2.0. Now on GitHub.
    https://github.com/clam-project/testfarm

You can install it by running:
    sudo pip install testfarm

In Debian/Ubuntu, if you installed python-stdeb first, it will be
installed as a deb package you can remove as other debian packages.

This release is a major rewrite on the server side. You can expect it
more reliable, more scalable and easier to install. It is also easier to
maintain.
Most changes are at the server and the client-server interface. Client
API is mostly the same and migration should be quite straight forward.

It would be nice if we can get a bunch of CLAM testfarm clients. Now
clients are easier to setup, if you want to contribute by setting up
one, please, contact us. Besides helping you, now clients must be
explicitly enabled on the server side to be safer.

David.
Adam Nash | 10 Mar 2013 00:05
Picon

[CLAM] Advice on Using CLAM Libraries

Hey,

I'm working on a modular midi control-routing-generating-etc program, 
and I want to make a module that will accept real-time audio as input, 
and then output the chord (probably as midi notes.) In terms of the CLAM 
Network Editor, I want to implement an AudioSource hooked up to a 
TonalAnalysis block.  I want to do this with the CLAM libraries in C++.  
I've been messing with the CLAM classes and prowling through the doxygen 
docs, and I'll probably figure it out eventually, but I would really 
appreciate some advice on how to do this the "right" way.

On a side note, when I first found CLAM and the Network Editor, I 
thought I was going to be able to export a stand-alone Qt designer form 
class with whatever functionality and inputs and outputs I set up in the 
Network editor.  This would have been AWESOME for my use-case, but it 
looks like (please correct me if I'm wrong) the prototyper and exported 
ladspa plugins just interpret the .clamnetwork file - they don't create 
any intermediate source code that would show how to implement the 
network using CLAM.

So I guess I COULD prowl around in the LadspaNetworkExporter code to see 
how it interprets the network, but as soon as that thought came to me, I 
decided it would be best to consult the experts :D

Thanks,
Adam
David García Garzón | 23 Feb 2013 16:32
Favicon
Gravatar

[CLAM] jack engine for ipyclam and more

Hi,

In theory, it should be easy and it was. The Jack engine for ipyclam is
working. Typical 4 hours of works after one week of refactor.

Now you can manage jack connections, as well as clam's, from an
interactive python shell integrated into the NetworkEditor interface.

If you just want to try the Jack stuff as alternative to qjackctl, there
is also a convenient executable (ipyclam_qtconsole) independent of
NetworkEditor. Try it! It is quite fast to connect multichannel systems
with it.

More info:
http://canvoki.net/coder/blog/2013-02-23-jack-engine-for-ipyclam.html

Enjoy.
David.
Bauer, Claus | 20 Feb 2013 04:06
Favicon

[CLAM] Dolby Research beijingn looking for research staff: Fresh grads and experienced researchers are encouraged to apply!

Dear Research community!

Dolby Laboratories’ group in Beijing continues to expand. It would be great if you could circulate the job specs below

to potentially interested people. We look for fresh grads as well as experienced staff.

 

Dolby Research Beijing looking for world-class talent!

 

Be part of the exciting future of entertainment and add your talents to those of an amazing team. For more than 40 years, Dolby has led the way in developing innovative entertainment products and technologies used by consumers and professionals worldwide. Innovations from Dolby can be heard in consumer audio and video products, entertainment software, and professional sound applications, including music recording, broadcasting, and sound for motion pictures.


Our company philosophy encourages creativity, collaboration and a strong focus on creation, development and delivery of innovative technology solutions that enhance the entertainment experience. Our team-oriented research environment offers the opportunity for market-savvy innovators to apply their theoretical knowledge, awareness of technology trends and alertness to emerging market opportunities to help create technology solutions that are broadly applied in the marketplace through Dolby’s global market reach. We offer great benefits, including an assortment of life insurance and health coverage options, and the opportunity for innovators to make a difference and to experience the satisfaction of seeing technology solutions to which they contributed, in the marketplace!

 

 

Senior Research Engineer/Staff engineer

(Audio/speech algorithm architecture and design)

Dolby Sound Technology Research, Beijing

 

 

 

Position Summary

 

This position is in the Research Organization of Dolby Laboratories (www.dolby.com) and is located in Beijing, China. The senior staff research engineer position focuses on the creation of audio signal processing technologies including the whole range of research from the underlying theoretical concepts to the development of prototypes that provide a proof of concept. As a part of an international team, the senior staff research engineer will work on ideas exploring new horizons in the audio processing, analysis, replay and organization. The researcher is responsible for performing fundamental new research, transfer technology to product groups, and draft patent applications.

Dolby Laboratories is looking for a self-motivated, highly talented individual interested in applying his or her skills in technologies involving a fundamental understanding of the way that sound sources (audio and voice) are captured, manipulated, coded, delivered, enhanced and played back using digital signal processing techniques. Applications include pre-processing, coding and post-processing solutions in market areas such as consumer electronics, mobile, broadcast, PC and digital cinema applications and other technologies crucial to Dolby Laboratories’ success. The position involves working in cooperation with other technology developers/researchers within Dolby’s global research network, and the opportunity to propose new ideas for further investigation.

 

 

Education, Skills, Abilities, and Experience Required

 

  • M.S.E.E. (required) plus 3 years of applicable, hands-on commercial experience (strongly preferred), or Ph.D. in Electrical Engineering/Computer Science with or without professional experience are both welcome

  • Demonstrated ability to create fundamentally new, novel (patentable) signal processing technologies and to envision applications those technologies in the form of innovative product solutions

  • Strong innovator

  • Proficient in advanced theory and application of audio signal processing techniques

  • Highly skilled in C/C++ language and Matlab programming

  • Team-oriented work ethic and interest to work in cross-continental teams

  • Strong personal interest sound technologies and in learning, researching, and creating relevant new technologies with high commercial impact

  • Independent, self-motivated worker requiring minimal supervision

  • Fluent in Chinese and English. Excellent communication skills

  • Good understanding of general acoustics

 

Strongly Desired

 

  • Experience working in a software development team, including software version control tools

  • Real-time windows programming

  • Real-time audio processing

  • Willing to do occasional international travel

  • Personal interest in audio in entertainment applications

Please send your English and Chinese resume to cb <at> dolby.com

 

 

 

Best,

Claus Bauer

 

Claus Bauer, Ph.D.
Director, Research
Dolby Laboratories
Room907-916, Level 9, West Building

World Financial Center

NO.1East 3rd Ring Middle Road, Chaoyang District

Beijing100020

P.R. China

Tel.: +861059103091

 

 

Tel.: +861059103091

 

www.dolby.com

 

_______________________________________________
clam-users mailing list
clam-users@...
http://clam-project.org
Darrell Jónsson | 9 Feb 2013 16:03
Picon

Re: [CLAM] clam-users Digest, Vol 59, Issue 2

 > Today's Topics:
 >
 >    1. Re: No sound on playback with UbuntuStudio 12.4 or 12.10

 > ----------------------------------------------------------------------

REF: No sound on playback with UbuntuStudio 12.4 or 12.10

Hi David,

Thanks for your reply. I verified Jack was not running via the system 
monitor.
Then
* tested sound on the workstation using Rhythmbox player -- sound was 
working.
* closed Rhythmbox
* then started Chordata again, loaded a short MP3 -- and again no sound.
* tried running "chordata -b Auto" from the terminal -- no sound
* tried running "chordata -b PortAudio " from the terminal no sound.

* tried running "chordata -b JACK" from the terminal

I loaded Jack clicked on Connect, From there I expanded the Clam Network 
icon on the left,
and dragged and dropped the [audio sink] to the playback nodes on the right.

chordata now seems to be running via Jack. I've never used Jack before 
so this is new.

Thanks - D.

 >
 > Message: 1
 > Date: Thu, 07 Feb 2013 02:18:37 +0100
 > From: David Garc?a Garz?n <david.garcia@...>
 > To: clam-users@...
 > Subject: Re: [CLAM] No sound on playback with UbuntuStudio 12.4 or
 >     12.10
 > Message-ID: <511300ED.9050209@...>
 > Content-Type: text/plain; charset=ISO-8859-1
 >
 > I guess you are talking all the time about Chordata.
 >
 > Chordata uses PortAudio backend by default. If you have jack deamon
 > running, PortAudio will select jack device and it might not work. Stop
 > jack deamon or try native jack backend with the '-b JACK' Chordata 
option.
 >
 > David.
 >
 >
 > Al 03/02/13 09:18, En/na Darrell J?nsson ha escrit:
 >>
 >> First of all thanks for for a great app.
 >>
 >> I'm a self taught musician and would like to use Clam tools forlearning
 >> more about the music I playand record on my UbuntuStudio DAW.
 >>
 >> The application; loaded perfectly, loads MP3s without a problem and 
visual
 >> playback is working ---- but I hear no sound.
 >>
 >> * What can I do to troubleshoot why there isno sound with UbuntuStudio
 >> 12 and
 >>     with Clam Chordata1.0.0 / Clam 1.4.0?
 >>
 >> Please advise - D.
 >>
 >>
 >>
 >>
 >>
 >>
 >>
 >> _______________________________________________
 >> clam-users mailing list
 >> clam-users@...
 >> http://clam-project.org
 >
 >
 >
 > ------------------------------
 >
 > Message: 2
 > Date: Tue, 05 Feb 2013 18:32:19 +0100
 > From: David Garc?a Garz?n <david.garcia@...>
 > To: clam-users@...
 > Subject: Re: [CLAM] No sound on playback with UbuntuStudio 12.4 or
 >     12.10
 > Message-ID: <51114223.20008@...>
 > Content-Type: text/plain; charset=ISO-8859-1
 >
 > So if I understood it properly you are trying to use Chordata, aren't
 > you? My guess is that the program in UbuntuStudio might be using JACK,
 > in this case it could be easy to use qjackctl to connect Chordata output
 > to a device.
 >
 > The backend (PortAudio/JACK) can be selected at the command line. So it
 > could happen either that JACK CLAM backend is used, or that PortAudio
 > CLAM backend is used but PortAudio is using JACK because ALSA devices
 > are busy.
 >
 > In either case you should solve it by connecting Chordata outputs to a
 > device. If you don't see any outputs in qjackctl, then we have another
 > problem.
 >
 > CLAM NetworkEditor and Prototyper
 >
 > David.
 >
 > Al 03/02/13 09:18, En/na Darrell J?nsson ha escrit:
 >>
 >> First of all thanks for for a great app.
 >>
 >> I'm a self taught musician and would like to use Clam tools forlearning
 >> more about the music I playand record on my UbuntuStudio DAW.
 >>
 >> The application; loaded perfectly, loads MP3s without a problem and 
visual
 >> playback is working ---- but I hear no sound.
 >>
 >> * What can I do to troubleshoot why there isno sound with UbuntuStudio
 >> 12 and
 >>     with Clam Chordata1.0.0 / Clam 1.4.0?
 >>
 >> Please advise - D.
 >>
 >>
 >>
 >>
 >>
 >>
 >>
 >> _______________________________________________
 >> clam-users mailing list
 >> clam-users@...
 >> http://clam-project.org
 >
 >
 >
 > ------------------------------
 >
 > _______________________________________________
 > clam-users mailing list
 > clam-users@...
 > http://lists.clam-project.org/listinfo.cgi/clam-users-clam-project.org
 >
 > End of clam-users Digest, Vol 59, Issue 2
 > *****************************************
 >
Darrell Jónsson | 3 Feb 2013 09:18
Picon

[CLAM] No sound on playback with UbuntuStudio 12.4 or 12.10


First of all thanks for for a great app.

I'm a self taught musician and would like to use Clam tools for learning
more about the music I play and record on my UbuntuStudio DAW.

The application; loaded perfectly, loads MP3s without a problem and visual
playback is working ---- but I hear no sound.

* What can I do to troubleshoot why there is no sound with UbuntuStudio 12 and
    with Clam Chordata 1.0.0 / Clam 1.4.0?

Please advise - D.





_______________________________________________
clam-users mailing list
clam-users@...
http://clam-project.org
Tim | 18 Jan 2013 02:05

[CLAM] linking problem on OSX

Hey,
I encountered a problem during the compilation of the NetworkEditor in 
OSX 10.6. During the linking process I get a bunch of undefined symbols, 
all starting with "gl...", which I suspect is connected to something 
OpenGL. Does anybody know if I am missing a package or an environment 
variable?

== Linking library libclam_qtmonitors.1.4.1.dylib
Undefined symbols:
   "_glTexEnvi", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glPushMatrix", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glOrtho", referenced from:
       CLAM::VM::Tonnetz::resizeGL(int, int)in Tonnetz.os
       CLAM::VM::Spectrogram::resizeGL(int, int)in Spectrogram.os
       CLAM::VM::KeySpace::resizeGL(int, int)in KeySpace.os
   "_glDisableClientState", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glViewport", referenced from:
       CLAM::VM::Tonnetz::resizeGL(int, int)in Tonnetz.os
       CLAM::VM::Spectrogram::resizeGL(int, int)in Spectrogram.os
       CLAM::VM::KeySpace::resizeGL(int, int)in KeySpace.os
       QFirstPerson::resizeGL(int, int)in moc_QFirstPerson.os
   "_glGenTextures", referenced from:
       CLAM::VM::Spectrogram::initializeGL()     in Spectrogram.os
       CLAM::VM::KeySpace::initializeGL()    in KeySpace.os
   "_glMaterialf", referenced from:
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
   "_gluNewQuadric", referenced from:
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glVertexPointer", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glTexParameteri", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glRotatef", referenced from:
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
   "_glDrawArrays", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glDepthFunc", referenced from:
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
   "_glMatrixMode", referenced from:
       CLAM::VM::Tonnetz::resizeGL(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::resizeGL(int, int)in Tonnetz.os
       CLAM::VM::Spectrogram::resizeGL(int, int)in Spectrogram.os
       CLAM::VM::Spectrogram::resizeGL(int, int)in Spectrogram.os
       CLAM::VM::KeySpace::resizeGL(int, int)in KeySpace.os
       CLAM::VM::KeySpace::resizeGL(int, int)in KeySpace.os
       QFirstPerson::resizeGL(int, int)in moc_QFirstPerson.os
       QFirstPerson::resizeGL(int, int)in moc_QFirstPerson.os
   "_glLineWidth", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
   "_glShadeModel", referenced from:
       CLAM::VM::Tonnetz::initializeGL()    in Tonnetz.os
       CLAM::VM::Spectrogram::initializeGL()     in Spectrogram.os
       CLAM::VM::KeySpace::initializeGL()    in KeySpace.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
   "_glTranslatef", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glEnd", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glEnable", referenced from:
       CLAM::VM::Tonnetz::initializeGL()    in Tonnetz.os
       CLAM::VM::Spectrogram::initializeGL()     in Spectrogram.os
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::initializeGL()    in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
   "_glEnableClientState", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glScalef", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
   "_glDisable", referenced from:
       CLAM::VM::Tonnetz::initializeGL()    in Tonnetz.os
       CLAM::VM::KeySpace::initializeGL()    in KeySpace.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
   "_glBegin", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glTexCoordPointer", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glColor3d", referenced from:
       CLAM::VM::KeySpace::DrawLabels()    in KeySpace.os
       CLAM::VM::KeySpace::DrawLabels()    in KeySpace.os
   "_glColor4f", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::Draw()   in Tonnetz.os
   "_glColor4fv", referenced from:
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glLightModelfv", referenced from:
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
   "_glLightf", referenced from:
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
   "_glLighti", referenced from:
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
   "_gluSphere", referenced from:
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_gluPerspective", referenced from:
       QFirstPerson::resizeGL(int, int)in moc_QFirstPerson.os
   "_glMaterialfv", referenced from:
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glHint", referenced from:
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
   "_glClearColor", referenced from:
       CLAM::VM::Tonnetz::initializeGL()    in Tonnetz.os
       CLAM::VM::Spectrogram::initializeGL()     in Spectrogram.os
       CLAM::VM::KeySpace::initializeGL()    in KeySpace.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
   "_glClear", referenced from:
       CLAM::VM::Tonnetz::paintGL()   in Tonnetz.os
       CLAM::VM::Spectrogram::paintGL()    in Spectrogram.os
       CLAM::VM::KeySpace::paintGL()   in KeySpace.os
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
   "_glPopMatrix", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glBlendFunc", referenced from:
       CLAM::VM::Tonnetz::initializeGL()    in Tonnetz.os
       QFirstPerson::initializeGL()       in moc_QFirstPerson.os
   "_glTexImage2D", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glLightfv", referenced from:
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
       QFirstPerson::placeLights()       in moc_QFirstPerson.os
   "_glLoadIdentity", referenced from:
       CLAM::VM::Tonnetz::resizeGL(int, int)in Tonnetz.os
       CLAM::VM::Spectrogram::resizeGL(int, int)in Spectrogram.os
       CLAM::VM::KeySpace::resizeGL(int, int)in KeySpace.os
       QFirstPerson::paintGL()      in moc_QFirstPerson.os
       QFirstPerson::resizeGL(int, int)in moc_QFirstPerson.os
   "_glBindTexture", referenced from:
       CLAM::VM::Spectrogram::DrawTiles()    in Spectrogram.os
       CLAM::VM::KeySpace::DrawTiles()   in KeySpace.os
   "_glVertex3fv", referenced from:
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
   "_glVertex2f", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
   "_glVertex3f", referenced from:
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       CLAM::VM::Tonnetz::DrawTile(int, int)in Tonnetz.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintScene()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::paintDecoration()       in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
       QFirstPerson::drawLight(float*, float*, char const*, QColor 
const&)in moc_QFirstPerson.os
ld: symbol(s) not found
collect2: ld returned 1 exit status
scons: *** [libclam_qtmonitors.1.4.1.dylib] Error 1
scons: building terminated because of errors.
Henry Lin | 23 Dec 2012 01:17
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[CLAM] Running CLAM on Ubuntu 12.10

Dear all,

Just FYI for new users on Ubuntu 12.10 who may be running in a similar issue discussed in:
http://clam-forum.697927.n3.nabble.com/Ubuntu-Lucid-Lynx-howto-td1520085.html

After following instructions in the INSTALL I ran into the following issue when trying to run chordata:

chordata: symbol lookup error: /usr/lib/libclam_qtmonitors.so.1.4: undefined symbol: _ZNK4CLAM4Enum7StoreOnERNS_7StorageE

I also receive a similar message in running NetworkEditor.
As mentioned in the forum post, if you run into this problem run:

../CLAM/scons -c install

this seems to get everything to point the right way.

Cheers, Henry
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Bauer, Claus | 18 Dec 2012 07:58
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[CLAM] Dolby Research Beijing looking for Research staff

Dear Research community!

Dolby Laboratories’ group in Beijing continues to expand. It would be great if you could circulate the job specs below

to potentially interested people. We look for fresh grads as well as experienced staff.

 

Dolby Research Beijing looking for world-class talent!

 

Be part of the exciting future of entertainment and add your talents to those of an amazing team. For more than 40 years, Dolby has led the way in developing innovative entertainment products and technologies used by consumers and professionals worldwide. Innovations from Dolby can be heard in consumer audio and video products, entertainment software, and professional sound applications, including music recording, broadcasting, and sound for motion pictures.


Our company philosophy encourages creativity, collaboration and a strong focus on creation, development and delivery of innovative technology solutions that enhance the entertainment experience. Our team-oriented research environment offers the opportunity for market-savvy innovators to apply their theoretical knowledge, awareness of technology trends and alertness to emerging market opportunities to help create technology solutions that are broadly applied in the marketplace through Dolby’s global market reach. We offer great benefits, including an assortment of life insurance and health coverage options, and the opportunity for innovators to make a difference and to experience the satisfaction of seeing technology solutions to which they contributed, in the marketplace!

 

 

Senior Research Engineer/Staff engineer

(Audio/speech algorithm architecture and design)

Dolby Sound Technology Research, Beijing

 

 

 

Position Summary

 

This position is in the Research Organization of Dolby Laboratories (www.dolby.com) and is located in Beijing, China. The senior staff research engineer position focuses on the creation of audio signal processing technologies including the whole range of research from the underlying theoretical concepts to the development of prototypes that provide a proof of concept. As a part of an international team, the senior staff research engineer will work on ideas exploring new horizons in the audio processing, analysis, replay and organization. The researcher is responsible for performing fundamental new research, transfer technology to product groups, and draft patent applications.

Dolby Laboratories is looking for a self-motivated, highly talented individual interested in applying his or her skills in technologies involving a fundamental understanding of the way that sound sources (audio and voice) are captured, manipulated, coded, delivered, enhanced and played back using digital signal processing techniques. Applications include pre-processing, coding and post-processing solutions in market areas such as consumer electronics, mobile, broadcast, PC and digital cinema applications and other technologies crucial to Dolby Laboratories’ success. The position involves working in cooperation with other technology developers/researchers within Dolby’s global research network, and the opportunity to propose new ideas for further investigation.

 

 

Education, Skills, Abilities, and Experience Required

 

  • M.S.E.E. (required) plus 3 years of applicable, hands-on commercial experience (strongly preferred), or Ph.D. in Electrical Engineering/Computer Science with or without professional experience are both welcome

  • Demonstrated ability to create fundamentally new, novel (patentable) signal processing technologies and to envision applications those technologies in the form of innovative product solutions

  • Strong innovator

  • Proficient in advanced theory and application of audio signal processing techniques

  • Highly skilled in C/C++ language and Matlab programming

  • Team-oriented work ethic and interest to work in cross-continental teams

  • Strong personal interest sound technologies and in learning, researching, and creating relevant new technologies with high commercial impact

  • Independent, self-motivated worker requiring minimal supervision

  • Fluent in Chinese and English. Excellent communication skills

  • Good understanding of general acoustics

 

Strongly Desired

 

  • Experience working in a software development team, including software version control tools

  • Real-time windows programming

  • Real-time audio processing

  • Willing to do occasional international travel

  • Personal interest in audio in entertainment applications

Please send your English and Chinese resume to cb <at> dolby.com

 

 

 

Best,

Claus Bauer

 

Claus Bauer, Ph.D.
Director, Research
Dolby Laboratories
Room907-916, Level 9, West Building

World Financial Center

NO.1East 3rd Ring Middle Road, Chaoyang District

Beijing100020

P.R. China

Tel.: +861059103091

 

 

Tel.: +861059103091

 

www.dolby.com

 

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Maciej Zemło | 26 Nov 2012 17:01
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[CLAM] chordata

Hello,
Can chordata work live with audio from microphone source ? Do you know 
what would be the delay ?

best regards
Maciek
Bauer, Claus | 26 Oct 2012 09:25
Favicon

[CLAM] Dolby's technology group in Beijing looking for software engineers Research Beijing looking for world-class talent!

Dolby’s technology group in Beijing looking for software engineers!

 

Job Title:                                Embedded SW-Engineer (Audio)                    

                                                                                                                                                                         

 

Summary Description

This position is in the Engineering organization of Dolby Laboratories and located in Beijing, China.  The main focus of this position is to implement Dolby’s audio technologies, including creating the reference code, porting to the embedded platforms such as ARM cores or TI DSPs. The position requires a deep knowledge in signal processing algorithms, fixed-pointed algorithms and optimization technical including the use of assembly language, as well as an excellent understanding of DSP architectures.

 

We are looking for a highly motivated individual for whom working with different tool chains under various operating systems in hardware close environments is fun and not a challenge.

 

The candidate will be part of the engineering team in Beijing and work closely together with other Dolby engineering entities in the US, Germany and Australia. We expect the candidate to build-up expert knowledge on highly efficient Dolby audio engines. Working in an international environment requires excellent verbal and written English communication skills.

Essential Job Functions:

·                     Implement Dolby’s audio signal processing algorithms for both floating-point and fixed-point platforms.

·                     Port and optimize audio signal processing algorithms to embedded fixed-point devices in a timely manner based on assigned portions of projects and existing architectures.

·                     Write code, following best practices in embedded SW-engineering, leading to well documented, reliable and easy to maintain SW-components.

·                     Validate and maintain correct behavior of SW-components via automated unit tests.

·                     Serve as a team member with responsibility for maintaining embedded sub-components.

·                     Work together with the development teams in the US, Germany and Australia to improve Dolby’s products.

·                     Be a local resource on embedded Dolby audio technologies by combining an understanding of algorithmic behavior with a good knowledge of processor architectures.

·                     Seek to increase knowledge by attending internal and external trainings and conferences.

·                     Contribute ideas for new technologies, tools, or methodologies.

Teamwork & Communications

·                     Share relevant information within the project team.

·                     Provide technical assistance to non-engineering teams such as Research.

·                     Promote a positive work environment.

·                     Practice sensitivity in working with others.

·                     Accept input from other team members.

                                                                                                                                                                                                                                                              

Education, Skills, Abilities, and Experience:

·                     M.S. in Electrical Engineering, Computer Science or comparable field is required.

·                     Professional experience in porting and optimization of signal processing algorithms to embedded platforms is a strong plus.

·                     C/C++ programming skills under Windows and Linux environments is required.

·                     Good understanding of development/debugging on embedded simulators/hardware devices is required.

·                     Excellent English spoken and written communication skills are required.

·                     Ability to meet timelines is required.

·                     Good understanding of at least one assembly language is a strong plus.

·                     Knowledge of scripting languages such as Perl or Python is a plus.

·                     Familiar with embedded real time operating systems is a plus.

 

 

Please send your CV to cv.engineerin.beijing <at> dolby.com

 

 

 

 

 

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Gmane