Zero Latency Tracking

With the M-Track 2X2M, you can create flawless 24-bit/192kHz studio-quality recordings with an intuitive and easy-to-use audio interface. Boasting an elegant pro-grade metal chassis with a large central volume knob, the M-Track 2X2M features all-new transparent low-noise pre-amps and pristine A/D converters that deliver the highest audio performance in its class. The M-Track 2X2M enables you to record up to 2 channels at once with its dedicated XLR+ 1/4 ” balanced combo input, and an all-new
1/4 ” instrument input that has a specially designed gain and impedance stage to provide the most accurate representation of a guitar or bass plugged directly into the interface. 5-pin MIDI In and Out connections are included for connecting synths, sequencers and other external MIDI gear. The M-Track 2X2M connects to your Mac or PC via a standard USB or USB-C port using one of the two included cables. This premium Hi-Speed USB connection combined with the USB/Direct balance knob enables you to have zero-latency monitoring of your inputs, making the recording process easier than ever. The overall combination of professional audio performance, easy-to-use features, and the included software bundle that provides everything you need to start recording now makes the M-Track 2X2M the best and only choice for solo artists.
The only choice for solo artists who want studio-quality recordings!
With M-Audio’s C-Series Interfaces, high quality signal capture has never been easier courtesy of all-new, pro-grade Crystal Preamps(TM). Engineered from the ground up, Crystal Preamps provide musicians and producers with a transparent, low-noise solution that guarantees to get the best out of your microphone and capture your performance the way it was intended to be heard – plus, the inclusion of a +48v phantom power switch assures all microphone types are catered for, including the coveted sound of high-quality condenser mics.
The M-Track 2X2M fuses pristine A/D converters, tailor made to provide 24-bit resolution digital audio for exquisite dynamic range that captures every nuance and subtlety when combined with sample rates of up to 192kHz you can be sure your recordings are completely clear and true to the source audio. Whatever the occasion, be it demos or master recordings, the M-Track 2X2M provides the quality you demand in an ultra portable, user-friendly and robust package.
Combining a XLR+ 1/4 ” balanced combo input and an all-new
1/4 ” instrument input, the M-Track 2X2M allows you to record 2 channels simultaneously, all in studio grade 24-bit/192kHz resolution. The flexibility of a combo-input accommodates any source audio with a microphone or line-level output while a tailor made gain and impedance stage on the instrument input guarantees a pristine, accurate guitar or bass DI signal.
Connecting the M-Track 2X2M couldn’ install the drivers, connect it to your Mac or PC via standard USB or USB-C port and you’re set to record. With the M-Track 2X2M, the convenience of premium high-speed USB-C combines with a USB/Direct Balance knob, granting latency-free recording and monitoring that allows you to focus on what’s important – your performance!
Pro Tools | First, the industry standard for recording software, is now included with M-Track C-Series Audio/MIDI interfaces, as well as our renowned CTRL, Code, Oxygen, Hammer and Keystation USB/MIDI keyboard controllers.
This amazing audio recording software helps inspire any artist, traveling musician or singer-songwriter to create, record and share all of their ideas across the world at any time.
Pro Tools | First features Unlimited Busses, Elastic Time and Elastic Pitch, Offline Bounce and 1 GB of free cloud storage space for collaboration or accessing your projects from any computer anywhere that is connected to the internet.
This truly amazing software recording package is primed to get your ideas out of your imagination and amplified out into the world, enjoy!
Chop up and mix 2 gigs of samples ranging from deep ambient synth pad loops to vintage drum one shots.
These are all designed to inspire your music production and provide professional sounding samples that will shine in your mix.
Touch Loops perfectly captures the tone and intensity of each sample, so they enhance and complement any song, wherever you use them.
This incredible value can be found in your M-Audio account, ready to be downloaded and chopped to your liking!
20 world-class FX AU/VST plugins
as made famous by Pro Tools
Premium piano virtual instruments with
7 selectable piano models and room
simulation effects
Dynamic drum arranger with
world-class sample library and
hyper-realistic sound engine
Multitimberal virtual instrument
workstation with over 2500
instrument presets and parts
THE HEART OF YOUR STUDIO
24-bit/192kHz Resolution for Professional Recording and Monitoring
Professional studio-quality recording in a portable desktop form factor
Featuring All-New Crystal(TM) Preamps and Pristine D/A converters
Capture every nuance and subtlety of your performance
Elegant Pro-Grade Metal Chassis
Large central control for easy volume adjustment
Future-Proofed High-Speed, Zero Latency Recording
Includes standard USB and USB-C connection cables
2 Dedicated XLR+1/4” Combo Inputs for Mic/Line Sources
+48V phantom power switch to accommodate all microphone types
2 Dedicated 1/4” Instrument Inputs for Guitar or Bass
Tailor-made gain and impedance stage for a pristine, accurate DI signal
Stereo 1/4” Main O 1/4” Headphone Output
With independent level controls
5-PIN MIDI DIN Input and Outputs
Connect your synths, sequencers, or other external MIDI gear
General Specs
Power: USB-bus-power
Dimensions 6.0” x 2.8” x 7.8
15.2 cm x 7.1 cm x 19.8 cm
Weight 2.0 lbs.
General Specs
Mic Inputs 1-2 (balanced XLR)
Frequency Response: 20 Hz - 20 kHz (+0.1 dB)
Dynamic Range: 104 dB (A-weighted)
Signal-to-Noise Ratio: 104 dB (+1.0 dBu, A-weighted)
THD+N: 0.002%
Preamp EIN: -128 dBu (max gain, 150 Ω source, A-weighted)
Max Input Level: +1.5 dBu
Gain Range: 55 dB
Line Input 1-2 (balanced 1/4" [6.35 mm] TRS)
Frequency Response: 20 Hz - 20 kHz (+0.05 dB)
Signal-to-Noise Ratio: 101 dB (1 kHz, +4 dBu, A-weighted)
THD+N: 0.002%
Max Input Level: 16 dBu
Gain Range: 55 dB
Inst Input 1-2 (unbalanced 1/4" [6.35 mm] TS)
Frequency Response: 20 Hz - 20 kHz (+0.05 dB)
Dynamic Range: 100 dB (A-weighted)
Signal-to-Noise Ratio: 98 dB (+ 4 dBu, A-weighted)
THD+N: 0.005%
Max Input Level: 6 dBu
Input Impedance: 1 MΩ
Gain Range: 24 dB
Main Outputs, L and R (balanced 1/4" [6.35 mm] TRS)
Frequency Response: 20 Hz - 20 kHz (+0.05 dB)
Dynamic Range / Signal-to-Noise Ratio: 106 dB (A-weighted)
THD+N: 0.005%
Max Output Level: +13 dBu (1 kHz, -1 dBFS)
Headphone Output (1/4" [6.35 mm] TRS)
THD+N: 0.005%
Output Impedance: 10 Ω
Requirements
Minimum System Requirements:
Standard USB 2.0 or USB-C Port
Windows: 7 (32 or 64 bit) OSX: 10.8Onyx Blackjack USB Audio Interface - Mackie您所在位置: &
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Real-time Databases for Embedded Systems
Introduction
Real-time systems are now used in many application domains, including network infrastructure, telecommunications and financial markets. As real-time systems continue to evolve, their applications become more complex, and often require timely access to, and processing of, massive amounts of data. At the start of a real-time system development project, it is often assumed that a fast enough data processing engine, created specifically for the system and tightly integrated with its code, will meet real-time requirements. However, often the application’s input data must be correlated, merged, or compared across all data objects and across time, for filtering or analysis. In addition, the data must be shared by concurrent tasks that have different functions, time requirements and degrees of importance. These issues are better addressed by a proven database management system (DBMS). As a result, real-time systems increasingly feature a commercial, off-the shelf DBMS as a part of the architecture, to simplify design, streamline development and improve performance.
Real-time vs. Traditional Databases
Like traditional database systems, real-time database systems (RTDBSs) serve as repositories for data and rovide efficient storage, retrieval and manipulation of data. The main differences between conventional and real-time databases lie in temporal requirements of the managed data, timing constraints on transactions, and performance goals.
Temporal consistency of data requires the actual state of the external world and the state represented in the database to be close enough to remain within the limits of the application. The most common performance metric of all databases—whether real-time or not—is transaction response time. For traditional database systems this characteristic boils down to the number of transa this measurement is used heavily in optimizing average response time for “traditiona
正在加载中,请稍后...Building a Sensor for Low Latency VR
We want to kick off the New Year by sharing a few details on the Oculus sensor’s hardware and software that allow for immersive, low-latency head tracking. Parts of this update will dig in deep on technical aspects of the sensor, so strap in! For the game designers out there, remember that a thorough and passionate understanding of sensor fusion is not required to build great VR games with the Rift, although it certainly can’-).Every Millisecond CountsWhen it comes to latency, every millisecond counts in making the experience as immersive as possible. There’s little argument that perfect virtual reality requires zero latency, but minimizing latency (especially in the display hardware) continues to be a major challenge.Michael Abrash at Valve recently shared a fantastic engineering post on the technical challenges around latency for AR and VR: At Oculus, we’re constantly researching ways to reduce real and perceived latency in the Rift. This means evaluating the latest hardware and developing creative solutions in software. One source of latency we decided to tackle early on was our motion sensor.
The New Oculus SensorThe original Oculus Rift prototypes used a sensor that was readily available on the market, but ultimately we decided to develop our own sensor hardware to achieve an optimal experience. With the new Oculus sensor, we support sampling rates up to 1000hz, which minimizes the time between the player’s head movement and the game engine receiving the sensor data to roughly 2 milliseconds. The increased sampling rates also reduce orientation error by providing a denser dataset to integrate over, making the player’s real-world movements more in-sync with the game.
Sensor FusionThe Oculus sensor includes a gyroscope, accelerometer, and magnetometer. When the data from these devices is fused, we can determine the orientation of the player’s head in the real world and synchronize the player’s virtual perspective in real-time. The Rift’s orientation is reported as a set of rotations in a right-handed coordinate system, as follows:
The process of combining the sensor data from all three devices into something useful is called “sensor fusion.” For those of you interested in learning more, we recommend this Google tech talk:The gyroscope, which reports the rate of rotation (angular velocity) around X, Y and Z axes in radians/second, provides the most valuable data for head orientation tracking. By constantly accumulating angular velocity samples over time, the Oculus SDK can determine the direction of the Rift relative to where it began.
Although the gyroscope provides orientation relative to the starting point, it leaves us with two challenges: it can’t provide the original orientation of the headset and it’s subject to a small amount of drift over time (imagine re-orienting your head back to perfect center but in-game you’re now looking slightly left or right).These are obviously significant issues for any VR game with a fixed reference point (ie. a game with a cockpit, where your head’s orientation does not affect the position of whatever car/plane/mech you’re piloting). Nevertheless, we can leverage the accelerometer to estimate the “down” vector and our magnetometer to measure strength and direction of the magnetic field. Combined, these allow for correction of drift in all three axes.Making Developers' Lives Easy...If all of this drift correction and sensor fusion business seems like a lot of work, don’t worry! In addition to raw data, the Oculus SDK provides a SensorFusion class that takes care of the details, returning orientation data as either rotation matrices, quaternions, or Euler angles. The SDK also includes a complete C++ “Oculus Room” example that demonstrates many different player input schemes integrated with Oculus head tracking.
If you’re using Unreal or Unity, it'll be even easier, as you can enable Oculus head tracking right out-of-the-box. We’re also working on detailed documentation and tutorials to make the integration process into proprietary engines as painless as possible.So, did all those sensor fusion details get you excited? Good news...
We’re Hiring!
Oculus is looking for the best and brightest engineers to help build the future of virtual reality. If you have what it takes to help develop the next-generation of gaming, let us know!We’re located in sunny Irvine, California, just a few miles from Disneyland and the beach. You can always find an up to date list of available positions with detailed requirements at .
Here are a few of the Jedi we're looking for:Senior Software EngineerAs a senior engineer, you will lead and contribute to a range of Oculus projects, including the Oculus SDK, our game engine integrations (Unreal, Unity), VR gameplay samples, internal and end-user facing tools, 3D authoring tool integrations (Maya, Max, CAD), 3D video playback, firmware and multi-platform driver development. We’re also researching positional tracking (optical and otherwise), kinematics, and alternative controller input, so there’s plenty of challenges to dig into.
Great experience would include multi-threading, multi-platform development, device drivers, 3D graphics, GPU programming, game engines, algorithm development, sensors and filters, computer vision, and a passion for VR.Senior Mechanical EngineerAs a mechanical engineer at Oculus, your designs will leave a footprint in VR history! You’ll help lead the design and engineering of Oculus products, including the Rift. You’ll also be responsible for building and testing mechanical models and translating industrial design into tooling drawings ready for manufacturing. An ideal hire for this position has previous experience designing, building, and shipping a successful consumer electronics device (bonus points if it’s video game related!).Senior Hardware Design and RTL EngineerAs a senior hardware design and RTL engineer at Oculus, you’ll be creating the next-generation of hardware designed specifically for virtual reality. You’ll be developing custom virtual reality focused designs on FPGAs, including display controllers and low-latency stereo camera interfaces. You’ll also work with the engineering team to identify and bring to life practical solutions to virtual reality problems. We love to see candidates with experience designing, implementing, and synthesizing high speed SerDes blocks for LVDS, TMDS, and similar interfaces using Verilog or VHDL. Hardware hackers wanted! We’re always interested in seeing cool FPGA projects.You can apply for these positions and many others by visiting
or emailing us at .See you in the game!-- Palmer and the Oculus team
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