shithub: sox

Download patch

ref: 46b0adba843a5179fcabf0a7e98cbe08386a2e68
parent: e60dc72083fbaaf0dcd00d475e200dca56c0eb86
author: rrt <rrt>
date: Mon Dec 18 19:22:15 EST 2006

Remove generated files

--- a/sox.txt
+++ /dev/null
@@ -1,1191 +1,0 @@
-SoX(1)				Sound eXchange				SoX(1)
-
-
-
-NAME
-       sox - Sound eXchange : universal sound sample translator
-
-SYNOPSIS
-       sox infile1 [ infile2 ... ] outfile
-
-       sox [ global options ] [ format options ] infile1
-	   [ [ format options ] infile2 ... ] [ format options ] outfile
-	   [ effect [ effect options ] ... ]
-
-       soxmix infile1 infile2 [ infile3 ... ] outfile
-
-       soxmix [ global options ] [ format options ] infile1
-	   [ format options ] infile2
-	   [ [ format options ] infile3 ... ]
-	   [ format options ] outfile
-	   [ effect [ effect options ] ... ]
-
-DESCRIPTION
-       SoX is a command line program that can convert most popular audio files
-       to most other popular audio file formats.  It can optionally change the
-       audio  sample data type and apply one or more sound effects to the file
-       during this translation.
-
-       If more than one input file is specified	 then  they  are  concatenated
-       into  the  output  file.	  In  this case, it has a restriction that all
-       input files must be of the same data type and sample rates.
-
-       soxmix is functionally the same as the command line program sox	except
-       that  it	 takes two or more files as input and mixes the audio together
-       to produce a single file as output.  It	has  a	restriction  that  all
-       input files must be of the same data type and sample rates.
-
-       There  are two types of audio file formats that SoX can work with.  The
-       first are self-describing file formats.	These contain  a  header  that
-       completely describe the characteristics of the audio data that follows.
-
-       The second type are header-less data, or sometimes called raw data.   A
-       user must pass enough information to SoX on the command line so that it
-       knows what type of data it contains.
-
-       Audio data can usually be totally described by four characteristics:
-
-       rate	 The sample rate is in samples per second.   For  example,  CD
-		 sample rates are at 44100.
-
-       data size The  precision the data is stored in.	Most popular are 8-bit
-		 bytes or 16-bit words.
-
-       data encoding
-		 What encoding the data type uses.  Examples are u-law, ADPCM,
-		 or signed linear data.
-
-       channels	 How  many channels are contained in the audio data.  Mono and
-		 Stereo are the two most common.
-
-       Please refer to the soxexam(1) manual page for a long description  with
-       examples on how to use SoX with various types of file formats.
-
-OPTIONS
-       The option syntax is a little grotty, but in essence:
-
-	    sox file.au file.wav
-
-       translates  a  sound file in SUN Sparc .AU format into a Microsoft .WAV
-       file, while
-
-	    sox -v 0.5 file.au -r 12000 file.wav mask
-
-       does the same format translation but also lowers the amplitude by  1/2,
-       changes	the  sampling  rate to 12000 hertz, and applies the mask sound
-       effect to the audio data.
-
-       The following will mix two sound files together to to produce a	single
-       sound file.
-
-	       soxmix music.wav voice.wav mixed.wav
-
-       Filenames:
-
-       SoX can be used as a part of pipe operations by using the special file-
-       names of "-".  If specified as an input name, it will  read  data  from
-       stdin.  If specified as an output name, it will send data to stdout.
-
-       Global options:
-
-       -h	 Print version number and usage information.
-
-       --help	 Same as -h
-
-       --help-effect=name
-		 Prints	 usage	information  on the specifed effect.  The name
-		 all can be used to disable usage on all effects.
-
-       -p	 Run in preview mode and run fast.  This will  somewhat	 speed
-		 up SoX when the output format has a different number of chan-
-		 nels and a different rate than the  input  file.   Currently,
-		 this  defaults to using the rate effect instead of the resam-
-		 ple effect for sample rate changes.
-
-       -q	 Run in quite  mode  when  SoX	wouldn’t  otherwise  do	 that.
-		 Inverse of -S option.
-
-       -S	 Print	status while processing audio data.  Tells how much of
-		 audio data has been processed in terms of audio running  time
-		 instead of samples.
-
-       --version Print version number and exit.
-
-       -V	 Print	a description of processing phases.  Useful for figur-
-		 ing out exactly how SoX
-
-       is mangling your sound samples.
-
-       Format options:
-
-       Format options effect the input or output file  that  they  immediately
-       precede.
-
-       Self  describing	 input	files  can  obtain  all the format information
-       directly from the header and so don’t generally	need  format  options.
-       Headerless input files lack this information and so format options must
-       be used to inform SoX of the file’s data type, sample rate, and	number
-       of channels.
-
-       By  default, SoX attempts to write audio data using the same data type,
-       sample rate, and channel count as the input data.  If  the  user	 wants
-       the  output file to be of a different format then format options can be
-       used to specify the differences.
-
-       If an output file format doesn’t support the  same  data	 type,	sample
-       rate,  or  channel  count  as the input file format, then SoX will auto
-       select the closest values it does support so that  the  user  does  not
-       have to specify these format change options manually.
-
-       -c channels
-		 The  number  of sound channels in the data file.  This may be
-		 1, 2, or 4; for mono, stereo, or quad sound data.   To	 cause
-		 the  output  file to have a different number of channels than
-		 the input file, include this  option  with  the  output  file
-		 options.   If the input and output file have a different num-
-		 ber of channels then the avg effect must be used.  If the avg
-		 effect	 is  not  specified  on	 the  command  line it will be
-		 invoked internally with default parameters.
-
-       -e	 When specified after the last	input  filename	 (so  that  it
-		 applies  to the output file) it allows you to avoid giving an
-		 output filename and will not produce an output file.  It will
-		 apply	any  specified	effects	 to  the  input file.  This is
-		 mainly useful with the stat effect but can be used.
-
-       -r rate	 Gives the sample rate in Hertz of the	file.	To  cause  the
-		 output	 file  to  have a different sample rate than the input
-		 file, include this option as a	 part  of  the	output	format
-		 options.
-		 If  the  input	 and  output files have different rates then a
-		 sample rate change effect must be ran.	 Since SoX has	multi-
-		 ple  rate changing effects, the user can specify which to use
-		 as an effect.	If no rate change effect is specified  then  a
-		 default one will be chosen.
-
-       -t filetype
-		 gives	the  file  type of the sound sample file.  Useful when
-		 file extension is not standard or can not  be	determeind  by
-		 looking  at  the  header  of  the file.  See the section FILE
-		 TYPES for a list of supported file types.
-
-       -v volume Change amplitude (floating point); less than  1.0  decreases,
-		 greater  than	1.0  increases.	  May use a negative number to
-		 invert the phase of the audio data.   It  is  interesting  to
-		 note that we perceive volume logarithmically but this adjusts
-		 the amplitude linearly.
-		 As with other format options, the volume option  effects  the
-		 file its specified with.  This is useful whe processing muti-
-		 ple input files as the volume adjustment can be specified for
-		 each input file or just once to adjust the output file.  This
-		 can be compared to an audio mixer were you  can  control  the
-		 volume	 of  each  input  as  well  as a master volume (output
-		 side).
-		 soxmix defaults the value of the -v  option  for  each	 input
-		 file  to  1/input_file_count.	 This means if your mixing two
-		 input	files  together	 then  each  input  file’s  volume  is
-		 adjusted  by  0.5.  This is done to prevent clipping of audio
-		 data during the mixing operation.  Users will most likely not
-		 be happy with this large of a volume adjustment and can spec-
-		 ify the -v option to override this default value.
-		 Note: For the non-mixing case, see the stat effect for infor-
-		 mation	 on  finding the maximum volume adjustment that can be
-		 done with this	 option	 without  causing  audio  data	to  be
-		 clipped.
-
-       -x	 The  sample  data is in XINU format; that is, it comes from a
-		 machine with the opposite word order than yours and  must  be
-		 swapped  according to the word-size given above.  Only 16-bit
-		 and 32-bit  integer  data  may	 be  swapped.	Machine-format
-		 floating-point data is not portable.
-
-       -s/-u/-U/-A/-a/-i/-g/-f
-		 The  sample  data encoding is signed linear (2’s complement),
-		 unsigned linear, u-law	 (logarithmic),	 A-law	(logarithmic),
-		 ADPCM, IMA_ADPCM, GSM, or Floating-point.
-		 U-law	(actually shorthand for mu-law) and A-law are the U.S.
-		 and international standards for logarithmic  telephone	 sound
-		 compression.	When uncompressed u-law has roughly the preci-
-		 sion of 14-bit PCM audio and A-law has roughly the  precision
-		 of 13-bit PCM audio.
-		 A-law	and  u-law  data is sometimes encoded using a reversed
-		 bit-ordering (ie. MSB becomes LSB).  Internally,  SoX	under-
-		 stands	 how to work with this encoding but there is currently
-		 no command line option to specify it.	If you need this  sup-
-		 port  then  you  can  use  the psuedo file types of ".la" and
-		 ".lu" to inform sox of	 the  encoding.	  See  supported  file
-		 types for more information.
-		 ADPCM	is a form of sound compression that has a good compro-
-		 mise between good sound quality  and  fast  encoding/decoding
-		 time.	 It is used for telephone sound compression and places
-		 were full fidelity is not as important.  When uncompressed it
-		 has  roughly the precision of 16-bit PCM audio.  Popular ver-
-		 sion of ADPCM include G.726, MS ADPCM, and IMA ADPCM.	The -a
-		 flag  has  different meanings in different file handlers.  In
-		 .wav files it represents MS ADPCM files,  in  all  others  it
-		 means	G.726  ADPCM.	IMA  ADPCM is a specific form of ADPCM
-		 compression, slightly simpler	and  slightly  lower  fidelity
-		 than  Microsoft’s  flavor of ADPCM.  IMA ADPCM is also called
-		 DVI ADPCM.
-		 GSM is a standard used for  telephone	sound  compression  in
-		 European  countries and its gaining popularity because of its
-		 quality.  It usually is CPU intensive to work with GSM	 audio
-		 data.
-
-       -b/-w/-l/-d
-		 The  sample  data size is in bytes, 16-bit words, 32-bit long
-		 words, or 64-bit double long (long long) words.
-
-FILE TYPES
-       SoX attempts to determine the file type of input files automatically by
-       looking	at  the header of the audio file.  When it is unable to detect
-       the file type or if its an output file then it uses the file  extension
-       of the file to determine what type of file format handler to use.  This
-       can be overridden by specifying the "-t" option on the command line.
-
-       The input and output files may be read from standard in and out.	  This
-       is done by specifying ’-’ as the filename.
-
-       File  formats  which  have  headers are checked, if that header doesn’t
-       seem right, the program exits with an appropriate message.
-
-       The following file formats are supported:
-
-
-       .8svx	 Amiga 8SVX musical instrument description format.
-
-       .aiff	 AIFF files used on Apple IIc/IIgs and SGI.   Note:  the  AIFF
-		 format	 supports  only	 one  SSND chunk.  It does not support
-		 multiple  sound  chunks,  or  the  8SVX  musical   instrument
-		 description  format.	AIFF files are multimedia archives and
-		 can have multiple audio and picture chunks.  You may  need  a
-		 separate archiver to work with them.
-
-       .alsa	 ALSA /dev/snd/pcmCxDxp device driver
-		 This  is  a  pseudo-file  type and can be optionally compiled
-		 into SoX.  Run sox -h to see if you  have  support  for  this
-		 file type.  When this driver is used it allows you to open up
-		 the ALSA /dev/snd/pcmCxDxp file and configure it to  use  the
-		 same  data  format  as	 passed	 in to SoX.  It works for both
-		 playing and recording	sound  samples.	  When	playing	 sound
-		 files	it  attempts to set up the ALSA driver to use the same
-		 format as the input file.  It is suggested to always override
-		 the  output  values  to  use the highest quality samples your
-		 sound card can handle.	 Example: sox infile  -t  alsa	-w  -s
-		 /dev/snd/pcmC0D0p
-
-       .au	 SUN  Microsystems  AU files.  There are apparently many types
-		 of .au files; DEC has invented its own with a different magic
-		 number	 and word order.  The .au handler can read these files
-		 but will not write them.  Some .au files have valid AU	 head-
-		 ers and some do not.  The latter are probably original SUN u-
-		 law 8000 hz samples.  These can be dealt with using  the  .ul
-		 format (see below).
-
-       .avr	 Audio Visual Research
-		 The AVR format is produced by a number of commercial packages
-		 on the Mac.
-
-       .cdr	 CD-R
-		 CD-R files are used in mastering music on Compact Disks.  The
-		 audio	data  on a CD-R disk is a raw audio file with a format
-		 of stereo 16-bit signed  samples  at  a  44khz	 sample	 rate.
-		 There	is a special blocking/padding oddity at the end of the
-		 audio file and is why it needs its own handler.
-
-       .cvs	 Continuously Variable Slope Delta modulation
-		 Used to compress speech audio for applications such as	 voice
-		 mail.
-
-       .dat	 Text Data files
-		 These	files  contain	a textual representation of the sample
-		 data.	There is one line at the beginning that	 contains  the
-		 sample	 rate.	 Subsequent  lines  contain  two  numeric data
-		 items: the time since the beginning of the first  sample  and
-		 the  sample value.  Values are normalized so that the maximum
-		 and minimum are 1.00 and -1.00.  This file format can be used
-		 to  create  data files for external programs such as FFT ana-
-		 lyzers or graph routines.  SoX can also  convert  a  file  in
-		 this format back into one of the other file formats.
-
-       .gsm	 GSM 06.10 Lossy Speech Compression
-		 A standard for compressing speech which is used in the Global
-		 Standard for Mobil telecommunications (GSM).	Its  good  for
-		 its purpose, shrinking audio data size, but it will introduce
-		 lots of noise when  a	given  sound  sample  is  encoded  and
-		 decoded  multiple  times.   This format is used by some voice
-		 mail applications.  It is rather CPU intensive.
-		 GSM in SoX is optional and requires access to an external GSM
-		 library.   To	see if there is support for gsm run sox -h and
-		 look for it under the list of supported file formats.
-
-       .hcom	 Macintosh HCOM files.	These are (apparently) Mac FSSD	 files
-		 with  some variant of Huffman compression.  The Macintosh has
-		 wacky file formats and this format handler apparently doesn’t
-		 handle	 all  the  ones	 it  should.  Mac users will need your
-		 usual arsenal of file converters to deal with	an  HCOM  file
-		 under Unix or DOS.
-
-       .maud	 An Amiga format
-		 An  IFF-conform sound file type, registered by MS MacroSystem
-		 Computer GmbH, published along with the "Toccata"  sound-card
-		 on the Amiga.	Allows 8bit linear, 16bit linear, A-Law, u-law
-		 in mono and stereo.
-
-       .mp3	 MP3 Compressed Audio
-		 MP3 audio files come from the MPEG standards  for  audio  and
-		 video	compression.  They are a lossy compression format that
-		 achieves good compression rates  with	a  minimum  amount  of
-		 quality loss.	Also see Ogg Vorbis for a similar format.  MP3
-		 support in SoX is optional and requires access to  either  or
-		 both the external libmad and libmp3lame libraries.  To see if
-		 there is support for Mp3 run sox -h and look for it under the
-		 list of supported file formats as "mp3".
-
-
-       .nul	 Null file handler.  This is a fake file hander that act as if
-		 its reading a stream of 0’s from a while or fake writing out-
-		 put  to  a  file.   This is not a very useful file handler in
-		 most cases.  It might be useful in some scripts were  you  do
-		 not  want to read or write from a real file but would like to
-		 specify a filename for consistency.
-
-       .ogg	 Ogg Vorbis Compressed Audio.
-		 Ogg Vorbis is a open, patent-free  CODEC  designed  for  com-
-		 pressing  music  and  streaming audio.	 It is similar to MP3,
-		 VQF, AAC, and other lossy formats.  SoX can decode all	 types
-		 of Ogg Vorbis files, but can only encode at 128 kbps.	Decod-
-		 ing is somewhat CPU intensive and encoding is very CPU inten-
-		 sive.
-		 Ogg Vorbis in SoX is optional and requires access to external
-		 Ogg Vorbis libraries.	To see if there	 is  support  for  Ogg
-		 Vorbis run sox -h and look for it under the list of supported
-		 file formats as "vorbis".
-
-       ossdsp	 OSS /dev/dsp device driver
-		 This is a pseudo-file type and	 can  be  optionally  compiled
-		 into  SoX.   Run  sox	-h to see if you have support for this
-		 file type.  When this driver is used it allows you to open up
-		 the  OSS  /dev/dsp file and configure it to use the same data
-		 format as passed in to SoX.  It works for  both  playing  and
-		 recording   sound  samples.   When  playing  sound  files  it
-		 attempts to set up the OSS driver to use the same  format  as
-		 the  input file.  It is suggested to always override the out-
-		 put values to use the highest quality samples your sound card
-		 can handle.  Example: sox infile -t ossdsp -w -s /dev/dsp
-
-       .prc	 Psion record.app
-		 Used in some Psion devices for System alarms.	This format is
-		 newer then the	 .wve  format  that  is	 used  in  some	 Psion
-		 devices.
-
-       .sf	 IRCAM Sound Files.
-		 Sound	Files  are used by academic music software such as the
-		 CSound package, and the MixView sound sample editor.
-
-       .sph
-		 SPHERE (SPeech HEader Resources) is a file format defined  by
-		 NIST  (National Institute of Standards and Technology) and is
-		 used with speech audio.  SoX can read these files  when  they
-		 contain u-law and PCM data.  It will ignore any header infor-
-		 mation that says the data is compressed  using	 shorten  com-
-		 pression  and	will  treat  the  data as either u-law or PCM.
-		 This will allow SoX and the command line shorten  program  to
-		 be  ran  together using pipes to uncompress the data and then
-		 pass the result to SoX for processing.
-
-       .smp	 Turtle Beach SampleVision files.
-		 SMP files are for use with the PC-DOS package SampleVision by
-		 Turtle	 Beach Softworks. This package is for communication to
-		 several MIDI samplers. All sample rates are supported by  the
-		 package, although not all are supported by the samplers them-
-		 selves. Currently loop points are ignored.
-
-       .snd
-		 Under DOS this file format is the same as the	.sndt  format.
-		 Under all other platforms it is the same as the .au format.
-
-       .sndt	 SoundTool files.
-		 This is an older DOS file format.
-
-       sunau	 Sun /dev/audio device driver
-		 This  is  a  pseudo-file  type and can be optionally compiled
-		 into SoX.  Run sox -h to see if you  have  support  for  this
-		 file type.  When this driver is used it allows you to open up
-		 a Sun /dev/audio file and configure it to use the  same  data
-		 type  as  passed  in  to  SoX.	 It works for both playing and
-		 recording  sound  samples.   When  playing  sound  files   it
-		 attempts to set up the audio driver to use the same format as
-		 the input file.  It is suggested to always override the  out-
-		 put  values  to use the highest quality samples your hardware
-		 can handle.  Example: sox infile -t sunau -w -s /dev/audio or
-		 sox  infile  -t sunau -U -c 1 /dev/audio for older sun equip-
-		 ment.
-
-       .txw	 Yamaha TX-16W sampler.
-		 A file format from a Yamaha  sampling	keyboard  which	 wrote
-		 IBM-PC	 format 3.5" floppies.	Handles reading of files which
-		 do not have the sample rate field set to one of the  expected
-		 by  looking  at  some	other  bytes in the attack/loop length
-		 fields, and defaulting to 33kHz if the sample rate  is	 still
-		 unknown.
-
-       .vms	 More info to come.
-		 Used  to compress speech audio for applications such as voice
-		 mail.
-
-       .voc	 Sound Blaster VOC files.
-		 VOC files are multi-part and contain silence parts,  looping,
-		 and  different	 sample rates for different chunks.  On input,
-		 the silence parts are filled out,  loops  are	rejected,  and
-		 sample data with a new sample rate is rejected.  Silence with
-		 a different sample rate is generated appropriately.  On  out-
-		 put,  silence	is  not	 detected,  nor	 are impossible sample
-		 rates.	 Note, this version now	 supports  playing  VOC	 files
-		 with multiple blocks and supports playing files containing u-
-		 law and A-law samples.
-
-       vorbis	 See .ogg format.
-
-       .vox	 A headerless file of Dialogic/OKI ADPCM audio	data  commonly
-		 comes	with  the  extension .vox.  This ADPCM data has 12-bit
-		 precision packed into only 4-bits.
-
-       .wav	 Microsoft .WAV RIFF files.
-		 These appear to be very similar to IFF	 files,	 but  not  the
-		 same.	 They  are  the	 native	 sound file format of Windows.
-		 (Obviously, Windows was of such incredible importance to  the
-		 computer industry that it just had to have its own sound file
-		 format.)
-		 Normally .wav files have all formatting information in	 their
-		 headers,  and so do not need any format options specified for
-		 an input file. If  any	 are,  they  will  override  the  file
-		 header,  and you will be warned to this effect.  You had bet-
-		 ter know what you are doing! Output format options will cause
-		 a format conversion, and the .wav will written appropriately.
-		 SoX currently can read PCM, ULAW, ALAW, MS ADPCM, and IMA (or
-		 DVI)  ADPCM.  It can write all of these formats including the
-		 ADPCM encoding.  Big endian versions of  RIFF	files,	called
-		 RIFX,	can  also  be read and written.	 To write a RIFX file,
-		 use the -x option with the output file options.
-
-       .wve	 Psion 8-bit A-law
-		 These are 8-bit A-law 8khz sound  files  used	on  the	 Psion
-		 palmtop portable computer.
-
-       .raw	 Raw files (no header).
-		 The  sample  rate,  size  (byte,  word,  etc),	 and  encoding
-		 (signed, unsigned, etc.)  of the sample file must  be	given.
-		 The number of channels defaults to 1.
-
-       .ub, .sb, .uw, .sw, .ul, .al, .lu, .la, .sl
-		 These are several suffices which serve as a shorthand for raw
-		 files with a given size and encoding.	Thus, ub, sb, uw,  sw,
-		 ul,  al, lu, la and sl correspond to "unsigned byte", "signed
-		 byte", "unsigned word", "signed word",	 "u-law"  (byte),  "A-
-		 law" (byte), inverse bit order "u-law", inverse bit order "A-
-		 law", and "signed long".  The sample rate defaults to 8000 hz
-		 if not explicitly set, and the number of channels defaults to
-		 1.  There are lots of Sparc samples floating around in	 u-law
-		 format	 with no header and fixed at a sample rate of 8000 hz.
-		 (Certain sound management  software  cheerfully  ignores  the
-		 headers.)   Similarly,	 most  Mac sound files are in unsigned
-		 byte format with a sample rate of 11025 or 22050 hz.
-
-       .auto	 This is a ‘‘meta-type’’ and is the default file type  if  the
-		 user  does  not specify one. This file type attempts to guess
-		 the real type by looking for magic words in  the  header.  If
-		 the  type  can’t  be guessed, the program exits with an error
-		 message.  The input must be a plain file, not a  pipe.	  This
-		 type can’t be used for output files.
-
-EFFECTS
-       Multiple	 effects  may  be applied to the audio data by specifying them
-       one after another at the end of the command line.
-
-       avg [ -l | -r | -f | -b | -1 | -2 | -3 | -4 | n,n,...,n ]
-		 Reduce the number of channels by averaging  the  samples,  or
-		 duplicate  channels to increase the number of channels.  This
-		 effect is automatically used when the number of  input	 chan-
-		 nels  differ from the number of output channels.  When reduc-
-		 ing the number of channels it is possible to manually specify
-		 the  avg  effect  and use the -l, -r, -f, -b, -1, -2, -3, -4,
-		 options to select only the left,  right,  front,  back	 chan-
-		 nel(s)	 or specific channel for the output instead of averag-
-		 ing the channels.  The -l, and -r options will	 do  averaging
-		 in  quad-channel files so select the exact channel to prevent
-		 this.
-
-		 The avg effect can also be invoked with up to 16  double-pre-
-		 cision	 numbers,  seperated by commas, which specify the pro-
-		 portion (0.0 = 0% and 1.0 = 100%) of each input channel  that
-		 is  to	 be  mixed  into  each output channel.	In two-channel
-		 mode, 4 numbers  are  given:  l->l,  l->r,  r->l,  and	 r->r,
-		 respectively.	In four-channel mode, the first 4 numbers give
-		 the proportions for the left-front output  channel,  as  fol-
-		 lows:	lf->lf,	 rf->lf,  lb->lf, and rb->rf.  The next 4 give
-		 the right-front output in the same order, then left-back  and
-		 right-back.
-
-		 It is also possible to use the 16 numbers to expand or reduce
-		 the channel count; just specify 0 for unused channels.
-
-		 Finally,  certain  reduced  combination  of  numbers  can  be
-		 specified for certain input/output channel combinations.
-
-
-		 In Ch	Out Ch Num Mappings
-		 _____	______ ___ _____________________________
-		   2	  1	2   l->l, r->l
-		   2	  2	1   adjust balance
-		   4	  1	4   lf->l, rf->l, lb->l, rb-l
-		   4	  2	2   lf->l&rf->r, lb->l&rb->r
-		   4	  4	1   adjust balance
-		   4	  4	2   front balance, back balance
-
-
-       band [ -n ] center [ width ]
-		 Apply a band-pass filter.  The frequency response drops loga-
-		 rithmically around the center frequency.  The width gives the
-		 slope	of  the	 drop.	 The frequencies at center + width and
-		 center - width will be half  of  their	 original  amplitudes.
-		 Band  defaults	 to  a	mode oriented to pitched signals, i.e.
-		 voice, singing, or instrumental music.	 The  -n  (for	noise)
-		 option uses the alternate mode for un-pitched signals.	 Warn-
-		 ing: -n introduces a power-gain of about 11dB in the  filter,
-		 so  beware  of output clipping.  Band introduces noise in the
-		 shape of the filter, i.e. peaking at the center frequency and
-		 settling  around  it.	 See filter for a bandpass effect with
-		 steeper shoulders.
-
-       bandpass frequency bandwidth
-		 Butterworth bandpass filter. Description coming soon!
-
-       bandreject frequency bandwidth
-		 Butterworth bandreject filter.	 Description coming soon!
-
-       chorus gain-in gain-out delay decay speed depth
-
-	      -s | -t [ delay decay speed depth -s | -t ... ]
-		 Add  a	 chorus	  to   a   sound   sample.    Each   quadtuple
-		 delay/decay/speed/depth  gives	 the delay in milliseconds and
-		 the decay (relative to gain-in) with a modulation speed in Hz
-		 using	depth in milliseconds.	The modulation is either sinu-
-		 soidal (-s) or triangular (-t).  Gain-out is  the  volume  of
-		 the output.
-
-       compand attack1,decay1[,attack2,decay2...]
-
-	       in-dB1,out-dB1[,in-dB2,out-dB2...]
-
-	       [gain [initial-volume [delay ] ] ]
-		 Compand  (compress  or expand) the dynamic range of a sample.
-		 The attack and decay time specify the integration  time  over
-		 which the absolute value of the input signal is integrated to
-		 determine its volume; attacks refer to	 increases  in	volume
-		 and  decays  refer to decreases.  Where more than one pair of
-		 attack/decay  parameters  are	specified,  each  channel   is
-		 treated  separately  and  the number of pairs must agree with
-		 the number of input channels.	The second parameter is a list
-		 of  points  on the compander’s transfer function specified in
-		 dB relative to the maximum possible  signal  amplitude.   The
-		 input	values	must be in a strictly increasing order but the
-		 transfer function does not have to be	monotonically  rising.
-		 The special value -inf may be used to indicate that the input
-		 volume	 should	 be  associated	 output	 volume.   The	points
-		 -inf,-inf  and 0,0 are assumed; the latter may be overridden,
-		 but the former may not.
-
-		 The third (optional) parameter is a post-processing  gain  in
-		 dB  which  is	applied after the compression has taken place;
-		 the fourth (optional) parameter is an initial	volume	to  be
-		 assumed  for  each channel when the effect starts.  This per-
-		 mits the user to supply a nominal level initially,  so	 that,
-		 for example, a very large gain is not applied to initial sig-
-		 nal levels before the companding action has begun to operate:
-		 it  is quite probable that in such an event, the output would
-		 be severely clipped while the compander gain properly adjusts
-		 itself.
-
-		 The  fifth  (optional)	 parameter is a delay in seconds.  The
-		 input signal is analyzed immediately to control  the  compan-
-		 der,  but  it	is  delayed  before  being  fed	 to the volume
-		 adjuster.  Specifying a  delay	 approximately	equal  to  the
-		 attack/decay  times allows the compander to effectively oper-
-		 ate in a "predictive" rather than a reactive mode.
-
-       copy	 Copy the input file to the output file.  This is the  default
-		 effect if both files have the same sampling rate.
-
-       dcshift shift [ limitergain ]
-		 DC Shift the audio data, with basic linear amplitude formula.
-		 This is most useful if your audio data tends to not  be  cen-
-		 tered	around	a value of 0.  Shifting it back will allow you
-		 to get the most volume	 adjustments  without  clipping	 audio
-		 data.
-		 The  first  option  is	 the  dcshift value.  It is a floating
-		 point number that indicates the amount to shift.
-		 An option limtergain value can	 be  specified	as  well.   It
-		 should	 have  a  value much less then 1.0 and is used only on
-		 peaks to prevent clipping.
-
-       deemph	 Apply a treble attenuation  shelving  filter  to  samples  in
-		 audio	cd  format.   The frequency response of pre-emphasized
-		 recordings is rectified.  The filtering  is  defined  in  the
-		 standard document ISO 908.
-
-       earwax	 Makes	sound  easier to listen to on headphones.  Adds audio-
-		 cues to samples in audio cd format so that when  listened  to
-		 on headphones the stereo image is moved from inside your head
-		 (standard for headphones) to outside and in front of the lis-
-		 tener (standard for speakers). See
-		 www.geocities.com/beinges for a full explanation.
-
-       echo gain-in gain-out delay decay [ delay decay ... ]
-		 Add  echoing  to a sound sample.  Each delay/decay part gives
-		 the delay in milliseconds and the decay (relative to gain-in)
-		 of that echo.	Gain-out is the volume of the output.
-
-       echos gain-in gain-out delay decay [ delay decay ... ]
-		 Add  a sequence of echos to a sound sample.  Each delay/decay
-		 part gives the delay in milliseconds and the decay  (relative
-		 to gain-in) of that echo.  Gain-out is the volume of the out-
-		 put.
-
-       fade [ type ] fade-in-length
-
-	    [ stop-time [ fade-out-length ] ]
-		 Add a fade effect to the beginning, end, or both of the audio
-		 data.
-
-		 For fade-ins, this starts from the first sample and ramps the
-		 volume of the audio from 0 to full volume over fade-in-length
-		 seconds.  Specify 0 seconds if no fade-in is wanted.
-
-		 For  fade-outs, the audio data will be truncated at the stop-
-		 time and the volume will be ramped from full volume down to 0
-		 starting at fade-out-length seconds before the stop-time.  If
-		 fade-out-length is not specified, it  defaults	 to  the  same
-		 value	as  fade-in-length.   No  fade-out is performed if the
-		 stop-time is not specified.
-		 All times can be specified in either periods of time or  sam-
-		 ple   counts.	  To  specify  time  periods  use  the	format
-		 hh:mm:ss.frac format.	To specify using sample counts,	 spec-
-		 ify  the  number  of samples and append the letter ’s’ to the
-		 sample count (for example 8000s).
-		 An optional type can be specified to change the type of enve-
-		 lope.	 Choices are q for quarter of a sinewave, h for half a
-		 sinewave, t for linear slope, l for logarithmic,  and	p  for
-		 inverted parabola.  The default is a linear slope.
-
-       filter [ low ]-[ high ] [ window-len [ beta ] ]
-		 Apply	a  Sinc-windowed lowpass, highpass, or bandpass filter
-		 of given window length to the signal.	low refers to the fre-
-		 quency of the lower 6dB corner of the filter.	high refers to
-		 the frequency of the upper 6dB corner of the filter.
-
-		 A lowpass filter is obtained by leaving low  unspecified,  or
-		 0.   A	 highpass  filter is obtained by leaving high unspeci-
-		 fied, or 0, or greater than or	 equal	to  the	 Nyquist  fre-
-		 quency.
-
-		 The window-len, if unspecified, defaults to 128.  Longer win-
-		 dows give a sharper cutoff, smaller windows  a	 more  gradual
-		 cutoff.
-
-		 The  beta,  if	 unspecified,  defaults to 16.	This selects a
-		 Kaiser window.	 You can select a Nuttall window by specifying
-		 anything  <=  2.0  here.   For	 more discussion of beta, look
-		 under the resample effect.
-
-
-       flanger gain-in gain-out delay decay speed < -s | -t >
-		 Add   a   flanger   to	  a   sound   sample.	 Each	triple
-		 delay/decay/speed  gives  the	delay  in milliseconds and the
-		 decay (relative to gain-in) with a modulation	speed  in  Hz.
-		 The  modulation  is  either sinodial (-s) or triangular (-t).
-		 Gain-out is the volume of the output.
-
-       highp frequency
-		 Apply a single pole recursive	high-pass  filter.   The  fre-
-		 quency response drops logarithmically with I frequency in the
-		 middle of the drop.  The slope of the filter is quite gentle.
-		 See filter for a highpass effect with sharper cutoff.
-
-       highpass frequency
-		 Butterworth highpass filter.  Description coming soon!
-
-       lowp frequency
-		 Apply a single pole recursive low-pass filter.	 The frequency
-		 response drops logarithmically with frequency in  the	middle
-		 of  the  drop.	 The slope of the filter is quite gentle.  See
-		 filter for a lowpass effect with sharper cutoff.
-
-       lowpass frequency
-		 Butterworth lowpass filter.  Description coming soon!
-
-       mask	 Add "masking noise" to signal.	 This effect deliberately adds
-		 white noise to a sound in order to mask quantization effects,
-		 created by the process of  playing  a	sound  digitally.   It
-		 tends	to  mask buzzing voices, for example.  It adds 1/2 bit
-		 of noise to the sound file at the output bit depth.
-
-       mcompand "attack1,decay1[,attack2,decay2...]
-
-		in-dB1,out-dB1[,in-dB2,out-dB2...]
-
-		[gain [initial-volume [delay ] ] ]" xover_freq
-
-		 Multi-band compander is similar to the single band  compander
-		 but  the  audio  file is first divided up into bands and then
-		 the compander is ran on each band.  See  the  compand	effect
-		 for definition of its options.	 Compand options are specified
-		 between double quotes and the crossover  frequency  for  that
-		 band  is  specefied  seperately  with xover_fre.  This can be
-		 repeated multiple times to create multiple bands.
-
-       noiseprof [profile-file]
-
-       noisered profile-file [threshold]
-		 Noise reduction filter with profiling. This filter is	moder-
-		 ately	effective at removing consistent background noise such
-		 as hiss or hum. To use it, first run the noiseprof effect  on
-		 a section of silence (that is, a section which contains noth-
-		 ing but noise). The noiseprof effect will print a noise  pro-
-		 file  to  profile-file,  or  to  stdout if no profile-file is
-		 specified.  If there is sound output on stdout then the  pro-
-		 file will instead be directed to stderr.
-
-		 To actually remove the noise, run SoX again with the noisered
-		 filter. The filter needs one  argument,  profile-file,	 which
-		 contains  the	noise profile from noiseprof. thershold speci-
-		 fies how much noise should be removed, and may be  between  0
-		 and  1	 with a default of 0.5. Higher values will remove more
-		 noise but present a greater  possibility  of  distorting  the
-		 desired  audio	 signal.   Experiment with different threshold
-		 values to find the optimal one for your sample.
-
-       pan direction
-		 Pan the sound of an audio file from one channel  to  another.
-		 This  is done by changing the volume of the input channels so
-		 that it fades out on one channel and fades-in on another.  If
-		 the  number of input channels is different then the number of
-		 output channels then this effect tries to intelligently  han-
-		 dle  this.  For instance, if the input contains 1 channel and
-		 the output contains 2 channels, then it will create the miss-
-		 ing  channel  itself.	 The direction is a value from -1.0 to
-		 1.0.  -1.0 represents far left and 1.0 represents far	right.
-		 Numbers  in between will start the pan effect without totally
-		 muting the opposite channel.
-
-       phaser gain-in gain-out delay decay speed < -s | -t >
-		 Add   a   phaser   to	 a   sound   sample.	Each	triple
-		 delay/decay/speed  gives  the	delay  in milliseconds and the
-		 decay (relative to gain-in) with a modulation	speed  in  Hz.
-		 The  modulation  is  either sinodial (-s) or triangular (-t).
-		 The decay should be less than 0.5 to avoid  feedback.	 Gain-
-		 out is the volume of the output.
-
-       pick [ -1 | -2 | -3 | -4 | -l | -r | -f | -b ]
-		 Pick  a subset of channels to be copied into the output file.
-		 This effect is just an alias of the "avg" effect but is  left
-		 here for historical reasons.
-
-       pitch shift [ width interpole fade ]
-		 Change	 the  pitch  of file without affecting its duration by
-		 cross-fading shifted samples.	shift is given in cents. Use a
-		 positive value to shift to treble, negative value to shift to
-		 bass.	Default shift is 0.  width of window is in ms. Default
-		 width	is  20ms.  Try	30ms to lower pitch, and 10ms to raise
-		 pitch.	 interpole option, can be "cubic" or "linear". Default
-		 is  "cubic".  The fade option, can be "cos", "hamming", "lin-
-		 ear" or "trapezoid".  Default is "cos".
-
-       polyphase [ -w < nut / ham > ]
-
-		 [  -width <  long  / short  / # > ]
-
-		 [ -cutoff #  ]
-		 Translate input sampling rate to  output  sampling  rate  via
-		 polyphase  interpolation,  a  DSP  algorithm.	This method is
-		 slow and uses lots of RAM, but gives much better results than
-		 rate.
-
-		 -w  <	nut / ham > : select either a Nuttal (~90 dB stopband)
-		 or Hamming (~43 dB stopband) window.  Default is nut.
-
-		 -width long / short / # : specify the (approximate) width  of
-		 the  filter.	long  is  1024	samples; short is 128 samples.
-		 Alternatively, an exact number can be used.  Default is long.
-		 The  short  option  is	 not  recommended, as it produces poor
-		 quality results.
-
-		 -cutoff # : specify the filter cutoff frequency in  terms  of
-		 fraction  of  frequency  bandwidth,  also know as the Nyquist
-		 frequency.  Please see the resample effect for further infor-
-		 mation on Nyquist frequency.  If upsampling, then this is the
-		 fraction of the original signal that should go	 through.   If
-		 downsampling,	this  is the fraction of the signal left after
-		 downsampling.	Default is 0.95.   Remember  that  this	 is  a
-		 float.
-
-
-       rate	 Translate  input  sampling  rate  to output sampling rate via
-		 linear interpolation to the Least Common Multiple of the  two
-		 sampling  rates.  This is the default effect if the two files
-		 have different sampling rates and  the	 preview  options  was
-		 specified.  This is fast but noisy: the spectrum of the orig-
-		 inal sound will be shifted  upwards  and  duplicated  faintly
-		 when up-translating by a multiple.
-
-		 Lerp-ing  is  acceptable  for cheap 8-bit sound hardware, but
-		 for CD-quality sound you should instead use  either  resample
-		 or  polyphase.	  If  you  are	wondering  which rate changing
-		 effects to use, you will want to read a detailed analysis  of
-		 all of them at http://leute.server.de/wilde/resample.html
-
-       repeat count
-		 Repeats  the  audio data count times.	Requires disk space to
-		 store the data to be repeated.
-
-       resample [ -qs | -q | -ql ] [ rolloff [ beta ] ]
-		 Translate input sampling rate to  output  sampling  rate  via
-		 simulated  analog  filtration.	  This	method	is slower than
-		 rate, but gives much better results.
-
-		 By default, linear interpolation is used, with a window width
-		 about 45 samples at the lower of the two rate.	 This gives an
-		 accuracy of about 16 bits, but insufficient  stopband	rejec-
-		 tion  in  the case that you want to have rolloff greater than
-		 about 0.80 of the Nyquist frequency.
-
-		 The -q* options will change the default  values  for  rolloff
-		 and  beta  as	well  as use quadratic interpolation of filter
-		 coefficients, resulting in about 24 bits precision.  The -qs,
-		 -q,  or -ql options specify increased accuracy at the cost of
-		 lower execution speed.	 It is optional to specify rolloff and
-		 beta parameters when using the -q* options.
-
-		 Following  is	a  table  of the reasonable defaults which are
-		 built-in to SoX:
-
-		    Option  Window rolloff beta interpolation
-		    ------  ------ ------- ---- -------------
-		    (none)    45    0.80    16	   linear
-		      -qs     45    0.80    16	  quadratic
-		      -q      75    0.875   16	  quadratic
-		      -ql    149    0.94    16	  quadratic
-		    ------  ------ ------- ---- -------------
-
-		 -qs, -q, or -ql use window lengths of 45, 75, or 149 samples,
-		 respectively,	at  the	 lower	sample-rate  of the two files.
-		 This means progressively sharper stop-band rejection, at pro-
-		 portionally slower execution times.
-
-		 rolloff  refers to the cut-off frequency of the low pass fil-
-		 ter and is given in terms of the Nyquist  frequency  for  the
-		 lower	sample	rate.	rolloff	 therefore should be something
-		 between 0.0 and 1.0, in practice 0.8-0.95.  The defaults  are
-		 indicated above.
-
-		 The  Nyquist  frequency is equal to (sample rate / 2).	 Logi-
-		 cally, this is because the A/D converter  needs  at  least  2
-		 samples to detect 1 cycle at the Nyquist frequency.  Frequen-
-		 cies higher then the Nyquist will actually  appear  as	 lower
-		 frequencies  to  the  A/D  converter  and is called aliasing.
-		 Normally, A/D converts run the signal through a highpass fil-
-		 ter first to avoid these problems.
-
-		 Similar  problems  will  happen in software when reducing the
-		 sample rate of an  audio  file	 (frequencies  above  the  new
-		 Nyquist  frequency  can  be  aliased  to  lower frequencies).
-		 Therefore, a good resample effect will remove	all  frequency
-		 information above the new Nyquist frequency.
-
-		 The rolloff refers to how close to the Nyquist frequency this
-		 cutoff is, with closer being  better.	 When  increasing  the
-		 sample rate of an audio file you would not expect to have any
-		 frequencies exist that are past  the  original	 Nyquist  fre-
-		 quency.   Because  of	resampling properties, it is common to
-		 have aliasing data created that is above the old Nyquist fre-
-		 quency.   In that case the rolloff refers to how close to the
-		 original Nyquist frequency to use a highpass filter to remove
-		 this false data, with closer also being better.
-
-		 The beta parameter determines the type of filter window used.
-		 Any value greater than 2.0 is the beta for a  Kaiser  window.
-		 Beta  <=  2.0	selects a Nuttall window.  If unspecified, the
-		 default is a Kaiser window with beta 16.
-
-		 In the case of Kaiser window (beta > 2.0), lower  betas  pro-
-		 duce  a somewhat faster transition from passband to stopband,
-		 at the cost of noticeable artifacts.  A beta  of  16  is  the
-		 default, beta less than 10 is not recommended.	 If you want a
-		 sharper cutoff, don’t use low beta’s,	use  a	longer	sample
-		 window.   A  Nuttall  window  is  selected  by specifying any
-		 ’beta’ <= 2, and the Nuttall window has somewhat steeper cut-
-		 off  than  the	 default Kaiser window.	 You will probably not
-		 need to use the beta parameter at all, unless	you  are  just
-		 curious  about	 comparing  the	 effects of Nuttall vs. Kaiser
-		 windows.
-
-		 This is the default effect if the two	files  have  different
-		 sampling  rates.  Default parameters are, as indicated above,
-		 Kaiser window of length 45, rolloff  0.80,  beta  16,	linear
-		 interpolation.
-
-		 NOTE:	-qs  is	 only  slightly	 slower, but more accurate for
-		 16-bit or higher precision.
-
-		 NOTE: In many	cases  of  up-sampling,	 no  interpolation  is
-		 needed,  as  exact  filter  coefficients can be computed in a
-		 reasonable amount of space.  To be precise, this is done when
-
-			    input_rate < output_rate
-				       &&
-		   output_rate/gcd(input_rate,output_rate) <= 511
-
-       reverb gain-out reverbe-time delay [ delay ... ]
-		 Add  reverberation to a sound sample.	Each delay is given in
-		 milliseconds and its feedback is depending on the reverb-time
-		 in  milliseconds.   Each delay should be in the range of half
-		 to quarter of reverb-time to get a  realistic	reverberation.
-		 Gain-out is the volume of the output.
-
-       reverse	 Reverse  the  sound  sample completely.  Included for finding
-		 Satanic subliminals.
-
-       silence above_periods [ duration threshold[ d | % ]
-
-	       [ below_periods duration
-
-		 threshold[ d | % ]]
-		 Removes silence from the beginning, middle, or end of a sound
-		 file.	Silence is anything below a specified threshold.
-
-		 The  above_periods  value is used to indicate if sound should
-		 be trimmed at the beginning of the audio file.	  A  value  of
-		 zero  indicates  no silence should be trimmed from the begin-
-		 ning.	When specifing an  non-zero  above_periods,  it	 trims
-		 audio up until it finds non-silence.  Normally, when trimming
-		 silence from beginning of audio the above_periods will	 be  1
-		 but  it can be increased to higher values to trim all data up
-		 to a specific count of non-silence periods.  For example,  if
-		 you  had  an  audio file with two songs that each contained 2
-		 seconds of silence before the	song,  you  could  specify  an
-		 above_period  of  2 to strip out both silence periods and the
-		 first song.
-
-		 When above_periods is non-zero, you must also specify a dura-
-		 tion  and threshold.  Duration indications the amount of time
-		 that non-silence must be detected before  it  stops  trimming
-		 data.	 By  increasing	 the  duration,	 burst of noise can be
-		 treated as silence and trimmed off.
-
-		 Threshold is used to indicate what sample  value  you	should
-		 treat	as  silence.   For  digital audio, a value of 0 may be
-		 fine but for audio recorded from  analog,  you	 may  wish  to
-		 increase ths value to account for background noise.
-
-		 When  optionally  trimming  silence  from  the end of a sound
-		 file, you specify  a  below_periods  count.   In  this	 case,
-		 below_period  means to remove all audio data after silence is
-		 detected.  Normally, this will be a value 1 of but it can  be
-		 increased  to	skip  over periods of silence that are wanted.
-		 For example, if you have a song with 2 seconds of silence  in
-		 the   middle	and  2	second	at  the	 end,  you  could  set
-		 below_period to a value of 2 to skip over the silence in  the
-		 middle of the audio file.
-
-		 For  below_periods,  duration	specifies  a period of silence
-		 that must exist before data is not copied any more.  By spec-
-		 ifying	 a higher duration, silence that is wanted can be left
-		 in the audio.	For example,  if  you  have  a	song  with  an
-		 expected  1  second of silence in the middle and 2 seconds of
-		 silence at the end, a duration of 2 seconds could be used  to
-		 skip over the middle silence.
-
-		 Unfortunetly,	you must know the length of the silence at the
-		 end of your audio file to trim off silence reliably.  A  work
-		 around	 is  to use the silence effect in combination with the
-		 reverse effect.  By first reversing the audio,	 you  can  use
-		 the  above_periods to reliably trim all audio from what looks
-		 like the front of the file.  Then reverse the file  again  to
-		 get back to normal.
-
-		 To  remove  silence  from  the	 middle	 of  a file, specify a
-		 below_periods that is negative.  This value is	 then  treated
-		 as  a	positive value and is also used to indicate the effect
-		 should restart processing as specified by the	above_periods,
-		 making	 it  suitable  for  removing periods of silence in the
-		 middle of the sound file.
-
-		 The period counts are in units of samples.   Duration	counts
-		 may  be in the format of hh:mm:ss.frac, or the exact count of
-		 samples.  Threshold numbers may be suffixed iwth d, or	 %  to
-		 indicate  the value is in decibels or a percentage of maximum
-		 value	of  the	 sample	 value	(0%  specifies	pure   digital
-		 silence).
-
-       speed [ -c ] factor
-		 Speed	up  or down the sound, as a magnetic tape with a speed
-		 control.  It affects both pitch and time.  A  factor  of  1.0
-		 means no change, and is the default.  2.0 doubles speed, thus
-		 time length is cut by a half and pitch is one octave  higher.
-		 0.5  halves  speed  thus time length doubles and pitch is one
-		 octave lower.	If the optional -c parameter is used then  the
-		 factor is specified in "cents".
-
-       stat [ -s n ] [-rms ] [ -v ] [ -d ]
-		 Do  a	statistical check on the input file, and print results
-		 on the standard error file.  Audio data is passed  unmodified
-		 from  input  to  output  file	unless	used along with the -e
-		 option.
-
-		 The "Volume Adjustment:" field in the	statistics  gives  you
-		 the  argument	to the -v number which will make the sample as
-		 loud as possible without clipping.
-
-		 The option -v will print out the "Volume Adjustment:" field’s
-		 value	only  and  return.  This could be of use in scripts to
-		 auto convert the volume.
-
-		 The -s n option is used to scale the input data  by  a	 given
-		 factor.   The default value of n is the max value of a signed
-		 long variable (0x7fffffff).   Internal	 effects  always  work
-		 with  signed  long PCM data and so the value should relate to
-		 this fact.
-
-		 The -rms option will convert all  output  average  values  to
-		 root mean square format.
-
-		 There	is also an optional parameter -d that will print out a
-		 hex dump of the sound file from the internal buffer  that  is
-		 in  32-bit  signed  PCM  data.	 This is mainly only of use in
-		 tracking down endian problems that creep in to SoX on	cross-
-		 platform versions.
-
-
-       stretch factor [window fade shift fading]
-		 Time  stretch file by a given factor. Change duration without
-		 affecting the pitch.  factor of  stretching:  >1.0  lengthen,
-		 <1.0  shorten	duration.   window  size  is in ms. Default is
-		 20ms. The fade option, can be "lin".  shift  ratio,  in  [0.0
-		 1.0].	Default depends on stretch factor. 1.0 to shorten, 0.8
-		 to lengthen.  The fading ratio, in [0.0 0.5]. The amount of a
-		 fade’s default depends on factor and shift.
-
-       swap [ 1 2 | 1 2 3 4 ]
-		 Swap  channels in multi-channel sound files.  Optionally, you
-		 may specify the channel order you would like the  output  in.
-		 This  defaults	 to output channel 2 and then 1 for stereo and
-		 2, 1, 4, 3 for quad-channels.	An interesting feature is that
-		 you  may  duplicate  a	 given channel by overwriting another.
-		 This is done by repeating an output channel  on  the  command
-		 line.	 For  example,	swap 2 2 will overwrite channel 1 with
-		 channel 2’s data; creating a stereo file with	both  channels
-		 containing the same audio data.
-
-       synth [ length ] type mix [ freq [ -freq2 ]
-
-	     [ off ] [ ph ] [ p1 ] [ p2 ] [ p3 ]
-		 The  synth  effect will generate various types of audio data.
-		 Although this effect is used to generate audio data, an input
-		 file  must  be specified.  The length of the input audio file
-		 determines the length of the output audio file.
-		 <length>  length  in  sec  or	hh:mm:ss.frac,	0=inputlength,
-		 default=0
-		 <type>	 is  sine,  square,  triangle, sawtooth, trapetz, exp,
-		 whitenoise, pinknoise, brownnoise, default=sine
-		 <mix> is create, mix, amod, default=create
-		 <freq> frequency at beginning in Hz, not used	for noise..
-		 <freq2>  frequency  at	 end  in  Hz,  not  used  for  noise..
-		 <freq/2> can be given as %%n, where ’n’ is the number of half
-		 notes in respect to A (440Hz)
-		 <off> Bias (DC-offset)	 of signal in percent, default=0
-		 <ph> phase shift 0..100 shift phase  0..2*Pi,	not  used  for
-		 noise..
-		 <p1>  square:	Ton/Toff,  triangle+trapetz: rising slope time
-		 (0..100)
-		 <p2> trapetz: ON time (0..100)
-		 <p3> trapetz: falling slope position (0..100)
-
-       trim start [ length ]
-		 Trim can trim off unwanted audio data from the beginning  and
-		 end  of  the  audio  file.  Audio samples are not sent to the
-		 output stream until the start location is reached.
-		 The optional length parameter tells the number of samples  to
-		 output	 after	the  start  sample and is used to trim off the
-		 back side of the audio data.  Using a	value  of  0  for  the
-		 start parameter will allow trimming off the back side only.
-		 Both  options can be specified using either an amount of time
-		 and an exact count of samples.	  The  format  for  specifying
-		 lengths  in  time  is hh:mm:ss.frac.  A start value of 1:30.5
-		 will not start until 1 minute, thirty and  1/2	 seconds  into
-		 the  audio  data.  The format for specifying sample counts is
-		 the number of samples with the letter ’s’ appended to it.   A
-		 value	of  8000s will wait until 8000 samples are read before
-		 starting to process audio data.
-
-       vibro speed  [ depth ]
-		 Add the world-famous Fender Vibro-Champ  sound	 effect	 to  a
-		 sound	sample by using a sine wave as the volume knob.	 Speed
-		 gives the Hertz value of the wave.  This must	be  under  30.
-		 Depth	gives  the  amount  the volume is cut into by the sine
-		 wave, ranging 0.0 to 1.0 and defaulting to 0.5.
-
-       vol gain [ type [ limitergain ] ]
-		 The vol effect is much like the command line option  -v.   It
-		 allows	 you  to adjust the volume of an input file and allows
-		 you to specify	 the  adjustment  in  relation	to  amplitude,
-		 power,	 or  dB.  If type is not specified then it defaults to
-		 amplitude.
-		 When type is amplitude then a linear change of the  amplitude
-		 is  performed	based  on the gain.  Therefore, a value of 1.0
-		 will keep the volume the same, 0.0 to < 1.0  will  cause  the
-		 volume	 to decrease and values of > 1.0 will cause the volume
-		 to increase.  Beware of clipping audio data when the gain  is
-		 greater then 1.0.  A negative value performs the same adjust-
-		 ment while also changing the phase.
-		 When type is power then a value of 1.0 also means  no	change
-		 in volume.
-		 When  type  is	 dB  the amplitude is changed logarithmically.
-		 0.0 is constant while +6 doubles the amplitude.
-		 An optional limitergain value can be specified and should  be
-		 a value much less then 1.0 (ie 0.05 or 0.02) and is used only
-		 on peaks to prevent clipping.	Not specifying this  parameter
-		 will  cause  no  limiter  to  be used.	 In verbose mode, this
-		 effect will display the percentage of audio data that	needed
-		 to be limited.
-
-BUGS
-       Please  report any bugs found in this version of SoX mailing list (sox-
-       [email protected])
-
-SEE ALSO
-       play(1), rec(1), soxexam(1)
-
-       The SoX web page at http://sox.sourceforge.net/
-
-LICENSE
-       Copyright 2006 by Chris Bagwell
-
-       This program is free software; you can redistribute it and/or modify it
-       under  the  terms of the GNU General Public License as published by the
-       Free Software Foundation; either version 2, or  (at  your  option)  any
-       later version.
-
-       This  program  is  distributed  in the hope that it will be useful, but
-       WITHOUT ANY  WARRANTY;  without	even  the  implied  warranty  of  MER-
-       CHANTABILITY  or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General
-       Public License for more details.
-
-AUTHORS
-       Chris Bagwell ([email protected]).
-
-       Additional Authors and contributors are listed in  the  Changelog  file
-       that is distributed with the source code.
-
-
-
-sox			       December 11, 2001			SoX(1)
--- a/soxexam.txt
+++ /dev/null
@@ -1,495 +1,0 @@
-SoX(1)									SoX(1)
-
-
-
-NAME
-       soxexam - SoX Examples (CHEAT SHEET)
-
-CONVERSIONS
-       Introduction
-
-       In  general,  SoX  will	attempt to take an input sound file format and
-       convert it into a new file format using a similar data type and	sample
-       rate.   For  instance, "sox monkey.au monkey.wav" would try and convert
-       the mono 8000Hz u-law sample .au file that comes with SoX to  a	8000Hz
-       u-law .wav file.
-
-       If  an  output  format  doesn’t support the same data type as the input
-       file then SoX will generally select a default data type to save it  in.
-       You  can override the default data type selection by using command line
-       options.	 This is also useful for producing an output file with	higher
-       or lower precision data and/or sample rate.
-
-       Most  file  formats  that contain headers can automatically be read in.
-       When working with header-less file formats then a  user	must  manually
-       tell SoX the data type and sample rate using command line options.
-
-       When working with header-less files (raw files), you may take advantage
-       of the pseudo-file types of .ub, .uw, .sb, .sw, .ul, and .sl.  By using
-       these  extensions  on  your  filenames you will not have to specify the
-       corresponding options on the command line.
-
-       Precision
-
-       The following data types and formats can be represented by their	 total
-       uncompressed  bit  precision.   When  converting	 from one data type to
-       another care must be taken to insure it has an equal or greater	preci-
-       sion.   If  not	then  the audio quality will be degraded.  This is not
-       always a bad thing when your working with things such  as  voice	 audio
-       and are concerned about disk space or bandwidth of the audio data.
-
-	       Data Format    Precision
-	       ___________    _________
-	       unsigned byte	8-bit
-	       signed byte	8-bit
-	       u-law	       14-bit
-	       A-law	       13-bit
-	       unsigned word   16-bit
-	       signed word     16-bit
-	       ADPCM	       16-bit
-	       GSM	       16-bit
-	       unsigned long   32-bit
-	       signed long     32-bit
-	       ___________    _________
-
-       Examples
-
-       Use  the ’-V’ option on all your command lines.	It makes SoX print out
-       its idea of what is going on.  ’-V’ is your friend.
-
-       To convert from unsigned bytes at 8000 Hz to signed words at 8000 Hz:
-
-	 sox -r 8000 -c 1 filename.ub newfile.sw
-
-       To convert from Apple’s AIFF format to Microsoft’s WAV format:
-
-	 sox filename.aiff filename.wav
-
-       To convert from mono raw 8000 Hz 8-bit unsigned PCM data to a WAV file:
-
-	 sox -r 8000 -u -b -c 1 filename.raw filename.wav
-
-       SoX  may	 even  be  used	 to convert sample rates.  Downconverting will
-       reduce the bandwidth of a sample, but will reduce storage space on your
-       disk.   All  such  conversions are lossy and will introduce some noise.
-       You should really pass your sample through a low pass filter  prior  to
-       downconverting  as  this	 will prevent alias signals (which would sound
-       like additional noise).	For example to convert from a sample  recorded
-       at 11025 Hz to a u-law file at 8000 Hz sample rate:
-
-	 sox infile.wav -t au -r 8000 -U -b -c 1 outputfile.au
-
-       To  add	a  low-pass filter (note use of stdout for output of the first
-       stage and stdin for input on the second stage):
-
-	 sox infile.wav -t raw -s -w -c 1 - lowpass 3700  |
-	   sox -t raw -r 11025 -s -w -c 1 - -t au -r 8000 -U -b -c 1 ofile.au
-
-       If you hear some clicks and pops when converting	 to  u-law  or	A-law,
-       reduce  the output level slightly, for example this will decrease it by
-       20%:
-
-	 sox infile.wav -t au -r 8000 -U -b -c 1 -v .8 outputfile.au
-
-
-       SoX is great to use along with other command line programs  by  passing
-       data  between the programs using pipelines.  The most common example is
-       to use mpg123 to convert mp3 files in to wav files.  The following com-
-       mand line will do this:
-
-	 mpg123	 -b  10000  -s filename.mp3 | sox -t raw -r 44100 -s -w -c 2 -
-       filename.wav
-
-       When working with totally unknown audio data then the "auto" file  for-
-       mat may be of use.  It attempts to guess what the file type is and then
-       you may save it into a known audio format.
-
-	 sox -V -t auto filename.snd filename.wav
-
-       It is important to understand how the internals of SoX work  with  com-
-       pressed	audio  including  u-law,  A-law, ADPCM, or GSM.	 SoX takes ALL
-       input data types and converts them to uncompressed 32-bit signed	 data.
-       It  will	 then  convert this internal version into the requested output
-       format.	This means additional noise can be introduced from decompress-
-       ing data and then recompressing.	 If applying multiple effects to audio
-       data, it is best to save the intermediate data as PCM data.  After  the
-       final effect is performed, then you can specify it as a compressed out-
-       put format.  This will keep noise introduction to a minimum.
-
-       The following example applies various effects to an 8000 Hz ADPCM input
-       file and then end up with the final file as 44100 Hz ADPCM.
-
-	 sox firstfile.wav -r 44100 -s -w secondfile.wav
-	 sox secondfile.wav thirdfile.wav swap
-	 sox thirdfile.wav -a -b finalfile.wav mask
-
-       Under a DOS shell, you can convert several audio files to an new output
-       format using something similar to the following command line:
-
-	 FOR %X IN (*.RAW) DO sox -r 11025 -w -s -t raw $X $X.wav
-
-EFFECTS
-       Special thanks goes to Juergen Mueller ([email protected]) for this
-       write up on effects.
-
-       Introduction:
-
-       The  core  problem is that you need some experience in using effects in
-       order to say "that any old sound file sounds  with  effects  absolutely
-       hip". There isn’t any rule-based system which tell you the correct set-
-       ting of all the parameters for every effect.  But after some  time  you
-       will become an expert in using effects.
-
-       Here are some examples which can be used with any music sample.	(For a
-       sample where only a single instrument  is  playing,  extreme  parameter
-       setting	may  make  well-known "typically" or "classical" sounds. Like-
-       wise, for drums, vocals or guitars.)
-
-       Single effects will be explained and some given parameter settings that
-       can  be	used  to  understand the theory by listening to the sound file
-       with the added effect.
-
-       Using multiple effects in parallel or in series can result either in  a
-       very  nice sound or (mostly) in a dramatic overloading in variations of
-       sounds such that your ear may follow the sound but you will feel unsat-
-       isfied.	Hence, for the first time using effects try to compose them as
-       minimally as possible. We don’t regard the composition  of  effects  in
-       the  examples because too many combinations are possible and you really
-       need a very fast machine and a lot of memory to play them in real-time.
-
-       However,	 real-time  playing  of	 sounds will greatly speed up learning
-       and/or tuning the parameter settings for your sounds in	order  to  get
-       that "perfect" effect.
-
-       Basically,  we  will use the "play" front-end of SoX since it is easier
-       to listen sounds coming out of the speaker or earphone instead of look-
-       ing at cryptic data in sound files.
-
-       For easy listening of file.xxx ("xxx" is any sound format):
-
-	     play file.xxx effect-name effect-parameters
-
-       Or more SoX-like (for "dsp" output on a UNIX/Linux computer):
-
-	      sox file.xxx -t ossdsp -w -s /dev/dsp effect-name effect-parame-
-       ters
-
-       or (for "au" output):
-
-	     sox file.xxx -t sunau -w -s /dev/audio effect-name effect-parame-
-       ters
-
-       And for date freaks:
-
-	     sox file.xxx file.yyy effect-name effect-parameters
-
-       Additional  options  can	 be used. However, in this case, for real-time
-       playing you’ll need a very fast machine.
-
-       Notes:
-
-       I played all examples in real-time on a Pentium	100  with  32  MB  and
-       Linux 2.0.30 using a self-recorded sample ( 3:15 min long in "wav" for-
-       mat with 44.1 kHz sample rate and stereo 16 bit ).  The	sample	should
-       not contain any of the effects. However, if you take any recording of a
-       sound track from radio or tape or CD, and it sounds like a live concert
-       or  ten	people	are playing the same rhythm with their drums or funky-
-       grooves, then take any other sample.  (Typically, less then  four  dif-
-       ferent  instruments and no synthesizer in the sample is suitable. Like-
-       wise, the combination vocal, drums, bass and guitar.)
-
-       Effects:
-
-       Echo
-
-       An echo effect can be naturally found in the mountains, standing	 some-
-       where  on  a  mountain and shouting a single word will result in one or
-       more repetitions of the word (if not, turn a bit around and try	again,
-       or climb to the next mountain).
-
-       However,	 the  time  difference	between	 shouting and repeating is the
-       delay (time), its loudness is the decay. Multiple echos can  have  dif-
-       ferent delays and decays.
-
-       It  is  very  popular  to  use  echos to play an instrument with itself
-       together, like some guitar players (Brain May from Queen) or  vocalists
-       are  doing.  For music samples of more than one instrument, echo can be
-       used to add a second sample shortly after the original one.
-
-       This will sound as if you are doubling the number of instruments	 play-
-       ing in the same sample:
-
-	     play file.xxx echo 0.8 0.88 60.0 0.4
-
-       If the delay is very short, then it sound like a (metallic) robot play-
-       ing music:
-
-	     play file.xxx echo 0.8 0.88 6.0 0.4
-
-       Longer delay will sound like an open air concert in the mountains:
-
-	     play file.xxx echo 0.8 0.9 1000.0 0.3
-
-       One mountain more, and:
-
-	     play file.xxx echo 0.8 0.9 1000.0 0.3 1800.0 0.25
-
-       Echos
-
-       Like the echo effect, echos stand for "ECHO in  Sequel",	 that  is  the
-       first  echos takes the input, the second the input and the first echos,
-       the third the input and the first and the second echos, ... and so  on.
-       Care  should  be	 taken	using  many echos (see introduction); a single
-       echos has the same effect as a single echo.
-
-       The sample will be bounced twice in symmetric echos:
-
-	     play file.xxx echos 0.8 0.7 700.0 0.25 700.0 0.3
-
-       The sample will be bounced twice in asymmetric echos:
-
-	     play file.xxx echos 0.8 0.7 700.0 0.25 900.0 0.3
-
-       The sample will sound as if played in a garage:
-
-	     play file.xxx echos 0.8 0.7 40.0 0.25 63.0 0.3
-
-       Chorus
-
-       The chorus effect has its name because it will often be used to make  a
-       single  vocal  sound  like  a  chorus.  But  it can be applied to other
-       instrument samples too.
-
-       It works like the echo effect with a short delay, but the  delay	 isn’t
-       constant.  The delay is varied using a sinusoidal or triangular modula-
-       tion. The modulation depth defines the range  the  modulated  delay  is
-       played  before  or  after the delay. Hence the delayed sound will sound
-       slower or faster, that is the delayed sound tuned around	 the  original
-       one, like in a chorus where some vocals are a bit out of tune.
-
-       The  typical  delay is around 40ms to 60ms, the speed of the modulation
-       is best near 0.25Hz and the modulation depth around 2ms.
-
-       A single delay will make the sample more overloaded:
-
-	     play file.xxx chorus 0.7 0.9 55.0 0.4 0.25 2.0 -t
-
-       Two delays of the original samples sound like this:
-
-	     play file.xxx chorus 0.6 0.9 50.0 0.4 0.25 2.0 -t 60.0  0.32  0.4
-       1.3 -s
-
-       A big chorus of the sample is (three additional samples):
-
-	      play  file.xxx chorus 0.5 0.9 50.0 0.4 0.25 2.0 -t 60.0 0.32 0.4
-       2.3 -t	      40.0 0.3 0.3 1.3 -s
-
-       Flanger
-
-       The flanger effect is like the chorus  effect,  but  the	 delay	varies
-       between	0ms  and  maximal  5ms.	 It sound like wind blowing, sometimes
-       faster or slower including changes of the speed.
-
-       The flanger effect is widely used in funk and  soul  music,  where  the
-       guitar sound varies frequently slow or a bit faster.
-
-       The  typical delay is around 3ms to 5ms, the speed of the modulation is
-       best near 0.5Hz.
-
-       Now, let’s groove the sample:
-
-	     play file.xxx flanger 0.6 0.87 3.0 0.9 0.5 -s
-
-       listen carefully between the difference of  sinusoidal  and  triangular
-       modulation:
-
-	     play file.xxx flanger 0.6 0.87 3.0 0.9 0.5 -t
-
-       If the decay is a bit lower, than the effect sounds more popular:
-
-	     play file.xxx flanger 0.8 0.88 3.0 0.4 0.5 -t
-
-       The drunken loudspeaker system:
-
-	     play file.xxx flanger 0.9 0.9 4.0 0.23 1.3 -s
-
-       Reverb
-
-       The  reverb effect is often used in audience hall which are to small or
-       contain too many many visitors which disturb (dampen) the reflection of
-       sound  at  the walls.  Reverb will make the sound be perceived as if it
-       were in a large hall.  You can try the reverb effect in	your  bathroom
-       or  garage  or sport halls by shouting loud some words. You’ll hear the
-       words reflected from the walls.
-
-       The biggest problem in using the reverb effect is the  correct  setting
-       of the (wall) delays such that the sound is realistic and doesn’t sound
-       like music playing in a	tin  can  or  has  overloaded  feedback	 which
-       destroys	 any  illusion	of  playing in a big hall.  To help you obtain
-       realistic reverb effects, you should decide first how long  the	reverb
-       should  take place until it is not loud enough to be registered by your
-       ears. This is be done by varying the  reverb  time  "t".	  To  simulate
-       small halls, use 200ms.	To simulate large halls, use 1000ms.  Clearly,
-       the walls of such a hall aren’t far away, so you should define its set-
-       ting  be	 given	every wall its delay time.  However, if the wall is to
-       far away for the reverb time, you won’t hear the reverb, so the nearest
-       wall will be best at "t/4" delay and the farthest at "t/2". You can try
-       other distances as well, but it won’t sound very realistic.  The	 walls
-       shouldn’t  stand	 to  close to each other and not in a multiple integer
-       distance to each other ( so avoid wall like: 200.0 and 202.0, or	 some-
-       thing like 100.0 and 200.0 ).
-
-       Since  audience	halls  do have a lot of walls, we will start designing
-       one beginning with one wall:
-
-	     play file.xxx reverb 1.0 600.0 180.0
-
-       One wall more:
-
-	     play file.xxx reverb 1.0 600.0 180.0 200.0
-
-       Next two walls:
-
-	     play file.xxx reverb 1.0 600.0 180.0 200.0 220.0 240.0
-
-       Now, why not a futuristic hall with six walls:
-
-	     play file.xxx reverb 1.0 600.0  180.0  200.0  220.0  240.0	 280.0
-       300.0
-
-       If  you	run out of machine power or memory, then stop as many applica-
-       tions as possible (every interrupt will consume a lot of CPU time which
-       for bigger halls is absolutely necessary).
-
-       Phaser
-
-       The  phaser  effect  is	like  the flanger effect, but it uses a reverb
-       instead of an echo and does phase shifting. You’ll hear the  difference
-       in the examples comparing both effects (simply change the effect name).
-       The delay modulation can be sinusoidal or triangular, preferable is the
-       later for multiple instruments. For single instrument sounds, the sinu-
-       soidal phaser effect will give a sharper	 phasing  effect.   The	 decay
-       shouldn’t  be  to  close	 to 1.0 which will cause dramatic feedback.  A
-       good range is about 0.5 to 0.1 for the decay.
-
-       We will take a parameter setting as for the flanger before (gain-out is
-       lower since feedback can raise the output dramatically):
-
-	     play file.xxx phaser 0.8 0.74 3.0 0.4 0.5 -t
-
-       The drunken loudspeaker system (now less alcohol):
-
-	     play file.xxx phaser 0.9 0.85 4.0 0.23 1.3 -s
-
-       A popular sound of the sample is as follows:
-
-	     play file.xxx phaser 0.89 0.85 1.0 0.24 2.0 -t
-
-       The sample sounds if ten springs are in your ears:
-
-	     play file.xxx phaser 0.6 0.66 3.0 0.6 2.0 -t
-
-       Compander
-
-       The  compander  effect  allows the dynamic range of a signal to be com-
-       pressed or expanded.  For most situations, the attack time (response to
-       the music getting louder) should be shorter than the decay time because
-       our ears are more sensitive to suddenly loud  music  than  to  suddenly
-       soft music.
-
-       For  example,  suppose  you  are	 listening  to	Strauss’  "Also Sprach
-       Zarathustra" in a noisy environment such as a car.  If you turn up  the
-       volume  enough  to hear the soft passages over the road noise, the loud
-       sections will be too loud.  You could try this:
-
-	     play file.xxx compand 0.3,1 -90,-90,-70,-70,-60,-20,0,0 -5 0 0.2
-
-       The transfer function ("-90,...") says that very	 soft  sounds  between
-       -90  and	 -70 decibels (-90 is about the limit of 16-bit encoding) will
-       remain unchanged.  That keeps the compander from boosting the volume on
-       "silent"	 passages  such	 as between movements.	However, sounds in the
-       range -60 decibels to 0 decibels (maximum volume) will  be  boosted  so
-       that  the  60-dB dynamic range of the original music will be compressed
-       3-to-1 into a 20-dB range, which is wide enough to enjoy the music  but
-       narrow  enough  to get around the road noise.  The -5 dB output gain is
-       needed to avoid clipping (the number is inexact,	 and  was  derived  by
-       experimentation).   The	0  for the initial volume will work fine for a
-       clip that starts with a bit of silence, and the delay of	 0.2  has  the
-       effect  of  causing the compander to react a bit more quickly to sudden
-       volume changes.
-
-       Changing the Rate of Playback
-
-       You can use stretch to change the rate of playback of an	 audio	sample
-       while preserving the pitch.  For example to play at 1/2 the speed:
-
-	     play file.wav stretch 2
-
-       To play a file at twice the speed:
-
-	     play file.wav stretch .5
-
-       Other  related  options	are  "speed"  to change the speed of play (and
-       changing the pitch accordingly), and pitch, to alter  the  pitch	 of  a
-       sample.	For example to speed a sample so it plays in 1/2 the time (for
-       those Mickey Mouse voices):
-
-	     play file.wav speed 2
-
-       To raise the pitch of a sample 1 while note (100 cents):
-
-	     play file.wav pitch 100
-
-
-
-       Reducing noise in a recording
-
-       First find a period of silence in your recording, such as the beginning
-       or  end	of  a  piece.  If  the	first 1.5 seconds of the recording are
-       silent, do
-
-
-	       sox file.wav -t nul /dev/null trim 0 1.5 noiseprof /tmp/profile
-
-       Next, use the noisered effect to actually reduce the noise:
-
-
-	       play file.wav noisered /tmp/profile
-
-
-
-       Other effects (copy, rate, avg, stat, vibro, lowp, highp, band, reverb)
-
-       The other effects are simple to use. However, an "easy to  use  manual"
-       should be given here.
-
-       More effects (to do !)
-
-       There  are  a lot of effects around like noise gates, compressors, waw-
-       waw, stereo effects and so on. They should be implemented,  making  SoX
-       more  useful  in	 sound	mixing techniques coming together with a great
-       variety of different sound effects.
-
-       Combining effects by using them in parallel or  serially	 on  different
-       channels	 needs	some  easy  mechanism which is stable for use in real-
-       time.
-
-       Really missing are the  the  changing  of  the  parameters  and	start-
-       ing/stopping of effects while playing samples in real-time!
-
-       Good luck and have fun with all the effects!
-
-	    Juergen Mueller	     ([email protected])
-
-
-SEE ALSO
-       sox(1), play(1), rec(1)
-
-AUTHOR
-       Juergen Mueller	   ([email protected])
-
-       Updates by Anonymous.
-
-
-
-			       December 11, 2001			SoX(1)