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  • Sound Processing Unit (SPU) - PlayStation Specifications - psx-spx
    These voices can be used to reproduce sample data, noise or can be used as frequency modulator on the next voice Each voice has it's own programmable ADSR envelope filter The main volume can be programmed independently for left and right output
  • PSXSPX SPU Overview - problemkaputt. de
    These voices can be used to reproduce sample data, noise or can be used as frequency modulator on the next voice Each voice has it's own programmable ADSR envelope filter The main volume can be programmed independently for left and right output
  • PlayStation: The SPU, Part 1 - ADPCM | jsgroths blog
    With a sample rate of 22050 Hz (0x0800), the voice will move forward by half a sample on every SPU clock On every SPU clock, the pitch counter is incremented by the sample rate, and then bits 12-15 of the pitch counter are used to advance through samples
  • SPU - PS1 Developer wiki
    Sound Processing Unit of the PlayStation Supports ADPCM sources with up to 24 channels Sampling rate of up to 44 1 kHz 512 KB RAM PCM audio source Supports MIDI sequencing Digital effects include: Pitch modulation ADSR-Envelope Looping Digital reverb All versions except CXD2941R require 4 MBits 512 KBytes of external DRAM CXD2941R has this
  • PlayStation Specifications - psx-spx - forge. chapril. org
    Pinouts 517 24 1 Pinouts - Controller Ports and Memory-Card Ports 518 24 2 Pinouts - Audio, Video, Power, Expansion Ports 519 24 3 Pinouts - SIO Pinouts 521 24 4 Pinouts - Chipset Summary 524 24 5 Pinouts - CPU Pinouts 528 24 6 Pinouts - GPU Pinouts (for old 160-pin GPU) 529 24 7 Pinouts - GPU Pinouts (for new 208-pin GPU) 531 24 8 Pinouts - SPU Pinouts 534 24 9 Pinouts - DRV Pinouts 538 24 10 Pinouts - VCD Pinouts 542 24 11 Pinouts - HC05 Pinouts 546 24 12 Pinouts - MEM Pinouts 550 24 13 Pinouts - CLK Pinouts 553 24 14 Pinouts - PWR Pinouts 555
  • Playstation SPU - Sound Processing Unit. Information Documentation
    The SPU is equipped with an effect processor for reverb echo and delay type of effects This effect processor can do one effect at a time, and for each voice you can specify wether it should have the effect applied or not The effect is setup by initializing the registers $1dc0 to $1ffe to the desired effect
  • PlayStation: The SPU, Part 4 - Everything Else | jsgroths blog
    The SPU has a builtin noise generator that can generate pseudorandom white noise The noise generator cannot directly mix into the audio output - instead, software can configure any of the 24 voices to play the current noise generator output instead of playing decoded ADPCM samples
  • PSXSPX SPU ADPCM Samples - problemkaputt. de
    The PSX supports two ADPCM formats: SPU-ADPCM (as described above), and XA-ADPCM XA-ADPCM is decompressed by the CDROM Controller, and sent directly to the sound mixer, without needing to store the data in SPU RAM, nor needing to use a Voice channel
  • PlayStation Specifications - psx-spx
    Sound Processing Unit (SPU) 87 7 1 SPU Overview 87 7 2 SPU ADPCM Samples 89 7 3 SPU ADPCM Pitch 91 7 4 SPU Volume and ADSR Generator 94 7 5 SPU Voice Flags 98 7 6 SPU Noise Generator 99 7 7 SPU Control and Status Register 99 7 8 SPU Memory Access 100 7 9 SPU Interrupt 104 7 10 SPU Reverb Registers 105 7 11 SPU Reverb Formula 106 7 12 SPU Reverb
  • psx-spx-claude-plugin skills spu SKILL. md at main - GitHub
    All 24 voices are having exactly the same capabilities (?), with the exception that Voice 1 and 3 are having a special Capture feature (see SPU Memory map)





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