DMR2WAV Version .97a

How to install
	1.Drop these files in your DrumMachine Folder
	
		Neccessary Files for operation
			* dmr2wav.exe(of course)
			* sox.exe(be sure to get sox(command-line audio mixer) in this folder or it won't work
			* SampleBank directory with sounds used to record DMR file
			* lame_enc.dll
			* 5.dat
	2.Edit your config file to specify system and desired format
		-if you want it to prompt you still, put a 0 for Default type
		-also it is not necessary to set system type for newer dmr's, but if you have old ones, it is.
	3.Drag and drop a dmr file on dmr2wav (watch the magic)
	4.file will be outputted to directory of source DMR
	

Version History:
	v.97a   *Minor tweaks to improve speed slightly but not much.  I am currently working up something
		 that might dramatically increase the speed.  As is right now, track length and amount of hits
		 affect completion time almost exponentially.  If my plan works, it will be more linear when 		 adding beats, and less mixing involved(=less time).  We'll see how it goes.  
		*The return of stereo and timed reverse.  Also added reverb.
			-timed reverse(will increase time it takes to make audio file, but sounds pretty neat)
			-reverb(gonna add more control later, doesn't effect construction time by much, if any)
			Future(Was thinking of adding these later)
				-delay(echo)
				-flanger
				
	v.96c   *I know I said next release should return the effects, but I don't consider this a release,
	         just a bug fix.  Thanks to NINex, I found a bug that prevented encoding if secondaries was
	         enabled but you didn't hit the secondaries pedal.   Thanks NINex!!!
	         
	v.96B   *Major fix, mp3 was encoding as stereo from a mono source causing 2x speed
	        *Cleaned up the interface(Still beta so, please, don't hesitate to report bugs)
	        *Next release should return stereo and reverse effect as well as reverb(possibly)
	        
	v.96a   *Now compatible with DMR's created with later than 1.19(Dual drum and modifier support)
		*It works with old DMR's but as a side effect of new Drum Machine SampleBank structure, 
		 you have to copy any wav's used in the creation of old dmr's to SampleBank directory,
		 Sorry, programming a searching mechanism is not one of my goals right now.
		*Had to sacrifice some things such as stereo and reverse effects until I can code
		 support for it.
		*What more can I say, it's got dual drum support.  Please report bugs to the forums under 
		Bugs and Testing->DRM2WAV Testing 
	v.95a	*Mono should work now.
		*New version of sox 14.0.1
			-includes soxmix in it so you can delete soxmix if you don't
			 want it cluttering up your folder
		*Output should be a little louder(no more cranking up the volume)
		*Added Effect(expect more later)
			-Timed Reverse(can be set in log file)
		*Date Filename Archiving(before it would write over your old file)
		*Some error checking as well as an improved logfile
	
	v.94B
		*Fixed error where program would loop endlessly when not all 5
		 drums were utilized. ><
		*Mono mode should be fixed in next version if anyone cares
		(for now you can set all pan channels to 0 for simulated mono)

	v.94a
	*Added Stereo support(Right now, mono is disabled in this version
				had problems with it, working on it)
		-Panning options can be set in config file
		( -1 is left, 0 is center, 1 is right.  You could also do
		 something like .5 or -.25 like I did in the config file)
		-I included 2 dmr recorded from each PS3 and 360 set so you can
		 test out the stereo right away.  If you're a PS3 user, make
		 sure to set the option to 1 in the dmr2wav.cfg file
	*Now uses the lame_enc.dll for mp3 support
		-you can trash lame.exe(or keep it, try dropping a .wav file on it)
	
	v.93
	*Added cfg file to specify your drum type(360 or PS3/PS2)
		-this must be set to your type or the drumsounds will be swapped
	*Config file also can be set to output desired format instead of prompt
	*Corrected error where one drum was louder than the rest
	

	v.921
	*changed the way tracks are mixed down(before, the mixing process messy)
	*MP3 support(you can now output to mp3 files due to lame encoder)
	*Changed mappings according to my ps3 drumkit(waiting for verification on xbox)





DMR2WAV v.97a
		Please drop DMR file on DMR2WAV or use commandline:
		 USAGE:  dmr2wav.exe <DMR File> <format> <drumtype>
		    options:
		        Format
		    		 1=create mp3     2=create wav     3=create aiff
		    		 
			Drumtype: 0(360)  1(PS2/PS3)
		  *You may also set these in the config file
		    dmr2wav.cfg and the settings will be loaded
		    Example:  dmr2wav mydmr.dmr 1 2
		   Will output a wav file for the PS3.  Setting Drumtype is only necessary for
		   DMRs created with Drum Machine 1.19 and below

		
		
		

	 
	Ex1. dmr2wav.exe demo0.dmr 1 0
		this will output a mp3 file from a dmr created with 360 set
	Ex2. dmr2wav.exe demo0.dmr 2
		this will output a wav file from a dmr, the config file will be checked
		for you drumset type
	Ex3. dmr2wav.exe demo1.dmr
		options left blank, it will check your dmr2wav.cfg file for settings
	
	
	*Let me know on the forums if anyone has any questions.

Credit:
*I gotta give a lot of credit to the creators of sox, for it is 
their software that enabled me to make this, due to its audio editing abilities.
*I also give credit to the creators of LAME, compiling their encoder was cake following the instructions in their readme.
*I wouldn't have made this if it wasn't for Andrew, It is his DrumMachine program that
	this is for.  Keep up the good work.^^
*Thanks to all testers too for helping me find problems.

Licensing:
Lame: http://en.wikipedia.org/wiki/MP3 read towards the bottom of the page
	Licensing and patent issues
	I compiled it and the source code was free, so I don't see any problems

Sox licensing details below.
And as far as I'm concerned that goes for the DMR2WAV portion of it too.  Although, I plan to make source available as soon as it's documented correctly.  I also want it a little more organized, I'd be a little embarrased to release the code as is.  Doing so will probably lead to optimizations less redundancy.

		   
		   
Sox Licensing:
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