Today we are going to be taking a look into the hip hop design world and find some of the top website and myspace designs on the web. In this article, you’ll be able to see that some artists actually take their website presence serious, while others (not listed in this article) tend to just throw something up and hope that it works (it doesn’t). Hiphop websites with creative designs A website is something that the majority of us know is the #1 priority in our businesses and in our promotional efforts. However, one thing I noticed is that a lot of hip hop artists are lacking in the quality of their websites (or even having a website). Below though are some of the top designs I found while browsing the web. Free & premium responsive html music website templates for creating music site or entertainment blog and specially designed for singers, bands, musicians, DJs, music schools, etc. In this collection, we are going to show you professional responsive music both free and premium version. If you are finding templates for creating website in the music industry such DJs, music and Bands, Singers, Music portals, Recording Studio, Music Band & Party animals for online music, This high quality band music website templates will be the best choose that suitable for website purpose. When you see, we continue to produce stylish black free music website templates, and this time is the third huge collection music templates. Assuming that visually appealing layout Apart Thank you kindly also features a gallery with jQuery to present all of the photos and the cooling in the header of the main jQuery page. Thought-out structure of a stylish design element runs plus a good starting point for music project template. • • • Go to Blast Blast is a responsive HTML Template for music sites, template has user-friendly modern design, build with HTML, CSS and JS. It is perfect choice for your recording studio, record label and also creative and personal websites. Components are well organized, which contributes to an easy customization. FreeSpirit FreeSpirit is a Unique stand out HTML template aesthetically designed and crafted for music festivals and events.its feature rich styling makes it perfect for party, concerts, night clubs and music industry.The Design comes with custom crafted clean menu styles and layouts makes it’s presence loud and clear among the rest. Beats Beats is a Responsive Music html Template, build with latest version of bootstrap framework. You can use it for any kind music, radio, band, musical blog, musical shop, entertainment, related website. Duotone Duotone is a Spotify Inspired One Page Responsive Parallax music website Template for bands and musicians. Duotone is a feature packed carefully crafted responsive website template for music, musicians and bands. The colorful & lively design is inspired from Spotify Design. Premix Premix is an excellent template for music events, artists, groups and night clubs. The unique design will help you stand out from the crowd. It’s features have 2 home pages, integrated with font awesome icons, fully responsive and mobile friendly, and free psd files. Musician The musician is a music website template adapted to the music web site, music website, music website and music site. If you are a DJ, a music group, a musician or a music blogger, look no further, it is a music website template for you. The musician is equipped with excellent options, such as Soundcloud widgets so that you can easily link your music website with your Souncloud account, complete discography preview elements where you can use links to connect to iTunes, which Is an exceptional feature for bands, musicians and DJs. Country Music HTML Share your love with high quality creations with the music site template, which can be used to educate talented musicians, their album releases, long-awaited performances and other important events. With a range of pre-made HTML pages, you can hire brilliant artists, tell the story of representatives from different musical directions, describe in detail the premise of your favorite genre. Still haven't found any decent layouts for your music related website? Try this template for artist, band, dj, music studio, musician, art and culture. With a well-woven structure, the template features versatile configurations that you can configure with Novi Builder to meet your individual needs and preferences. Based on the Bootstrap 4 grid, the design will quickly adapt to several screen sizes and will be flawless to navigate on different devices. ![]() Give visitors the opportunity to enjoy their favorite music and embed the audio on your site. By completing subscribers to the newsletter, fans will never miss an important event or new industry updates. Visitors will be able to register on your site on the fly with a login form. ![]() With a contact form, users can request additional information and know the founders of your organization. Ganpoka MixMusic Mixmusic is a modern and stylish responsive music/HTML5 DJ template, help you manage audio, albums, genres, artist and sell audio files to your customer. This musical template is easy to navigate, customization, easy to understand. In my opinion, this will help your customers and fans to learn more about you and your music. ON AIR 2 This HTML template is perfect for a radio station site, in fact it includes an MP3 Stream Radio Player working, compatible with any web radio with an available mp3 stream available. UNTOLD TheBand TheBand is a html template specially designed for music band websites. It is easy to use, easy to customize and most important. Theme is fully responsive Design, Easy to change Color skins with custom colors. This template comes with a lot of features, Albums Player, Albums list, Play Album Video Playlist, Music Audio Playlist, Artist Styles and more. Mizer Mizer is an awesome HTML template for musicians, deejays, singers, bands. Our product has a modern design and is very flexible allowing you to customize it to your needs. MusicBase MusicBase is an ideal choice for customers who want to design an incredible music site. It offers a clean, modern design that never fails to impress. This template can be used to improve a music Web page. MusiX Musix is a modern and minimalist music html template and specifically designed for artists, bands, musicians or anyone working in the music industry and more. This is built with modern technologies like HTML5, CSS3, jQuery, Bootstrap3.x, Font Awesome 4.x, LESS, Gulp, modernizer, CSS3 Animation, Owl Slider and more. SONIK SONIK is an effective and impressive music website for any Producer, DJ, band with the new Sonik HTML One Page template. Playbit Playbit is responsive and professionally designed ready to use web template for the music industry. Playbit is suitable for bands, DJs, musicians, music producer, music event or other related music festival. Although you can make a creative portfolio showcase with it. It is very easy to customize both expert and novice users. Harmony Harmony is a responsive music html5 template, you can manage audio, album, genre, artist and sell audio files to your client. This customizable easy musical style, easy to navigate and understand. I think it will help your customers and fans to learn more about you and your music. Pulse Pulse is an html template designed for web music, audio, radio. T is easy to use and customize. This template comes with dark gray, light themes, black, also site template of the application and of the landing page. MusicBeat Soundcast Nava Nava is a clean and modern HTML template that is perfect for all music and creative agencies, freelancers and those who need to showcase their work. Also all colors are easily changeable so you can easily change it to any variation you want. Y.U.N.G STUDIO YUNG is a creative and fresh-looking template made for music producers, music tags and tape websites. It has several pages, lots of demos, and Revolution Slider included. It includes detailed documentation and e-mail support. Custom animations using GSAP, which makes YUNG even more attractive, and add a more professional look. Muziq Muziq is a template for music bands, professional deejays, singers and for any artist related to the music industry who want to show off his talent and sounds to the world. AQURA ACURA is a complete, dynamic story and the story can be a fun and fascinating way of easy HTML template for Music, Bands and DJ to use. The full all weekend and needed to run the site! Down menu, just a few clicks on the video, music, street sections and galleries – all in a single integrated interface! Full-screen images and precise typography animations and parallax scrolling mixed high performance, incredible experience to visitors browsing experience. Musik MUSIK Music Band, a professional DJ, sound artist wants to show the world his talent for music industry artists associated with the template. The Synthetic Noise The Synthetic is designed specifically respond horizontal HTML5 template for the music band. Show your best photos of the show at the gallery and wonderful fans and sponsors and keep in touch, the music streaming service right from SoundCloud, add a countdown to the next show, you can share the news with fans. TheArtist HTML Music Template TheArtist is a modern HTML music template that focuses on the music industry. It can be used for the websites of deejays, music bands, radio websites, and vocal performers. It looks great on all devices, both mobile and desktop. Instrument We want to present to you a professional and wonderful HTML music template for music, DJs, singers and bands site. Our product has a contemporary design and is very flexible so you can customize to fit your needs. If you are a beginner or a professional developer, you may find you just need to create a website to build your online presence WeMusic WeMusic HTML Template was built dedicatedly for Music Band, Music Event organizers, Albums, Night club/ DJ Performers, Festival websites and so on. All premium features of Music Band and Event website now can be found in this HTML music website template version. WeMusic will absolutely give you unexpected experience while using it with many powerful features, especially 100% Responsive Layout, 2 Versions, 4 Homepage Styles, HTML form included, Built-in Shop page, Easy Customization, Google Fonts intergrated and many more. If you are looking for trendy and modern web design for Music Band, Event and Music Festivals, WeMusic will be the best choice for you. Recording Studio Website Template Rockit 2.0 Music Band Html Template Rockit 2.0 is an html template specially designed for Bands and music websites. This template is easy to modify and ready to be up and running out of the box. Template is fully Responsive Design, Easy to changeable Color skins with custom graphics. Rockit2.0 is Compatible with all new browsers. Well defined Documentation Included with in the package. Quality source Code nicely formatted and commented to make editing this template as easy as possible. This template comes in some premade color variations: yellow, blue, and gray, white but it will only take one minute to create your desired color schemes. Music Portal Website Template Poison Poison is a responsive HTML template based on bootstrap 3. It is best for music bands, clubs and events. Music Page Website Template You play in a band and want to introduce it to a wider audience? You are going to need a website for that. But a professionally designed site may cost you an arm and a leg. Things are different with this music band web template. It was specially created so you could build a compelling looking portal for your group all by yourself. The template is launched with an assortment of cool effects that ensure a hot style and advanced usability. SOUNDMASTER Music template for bands, dj’s, singers, radio, events and entertainment websites. This music website template is universal so it can be used for any site also. Vera Burton This singer web template was created for an actor’s website. The most beautiful shots are showcased in an image-based slider. Welcome section is placed on a black text block under it. Latest news are above the embedded fresh videos. Three more content areas cover the most important events from actor’s professional life. Simple contact form lets the viewer quickly write a message to the site owner. Big colored social media buttons above the footer let the users follow the actor on their social media profiles. Groovy Groovy is a music website template for online music app. Built using AngularJs and Bootstrap it provides a fully usable music app with user’s playlist functionality, Albums, Artists, users profile pages, sign in pages, front page and a lot more. Groovy is built to be adapted to your needs and data is fetched already using HTTP request simulating a cloud based environment, all you need to change is the endpoint for where to get the data from. Just point to your server and your done! Singer’s Portfolio Website Template This responsive singer website template is here to help creative professionals improve their online presence. Its appearance is notable for an impressive contrast of light and dark backgrounds that is skillfully accentuated with red UI elements. The template is designed in a way to help you bring a lot of details to visitors’ attention, from upcoming performances to the latest songs. Moreover, parallax effect will let you tell your story in a more dynamic manner. As for the functional aspect of the template, it is supplied with SuperFish, ScrollPane and Fancybox plugins that will contribute to the effectiveness of your web resource. TARDO TARDO – is a responsive music website template, retina ready and modern template created firstly for DJs and Producers. Present yourself in a fashion way without any limitation. Everything will look pixel perfect on any device, on any aspect ratio as it is developed with SVG and mobile first approach. The code is easy to read, easy to maintain and fully valid CSS3 / HTML5. The whole styling is SASS generated for even easier maintaince. Video & parallax available, among other features. Music Band Website Template Sura – Music Web App HTML Template Sura Music Web Template. You’d like to start selling your music on a platform, but you can’t. You’d like to sell others’ songs, perhaps make a full-fledged Spotify, Pandora, Rdio like site, since you’re that awesome – but don’t have the tools. FLANGER Jukebox Jukebox is Responsive Modern Music and Band template, With useful features make jukebox the perfect templates for your band or your music group. SoundPro SoundPro is a music website template for singers, artists, music bands or musical events. It isn’t just a template, it’s complete website solution for multiple music lovers that will always looks beautiful and unique TechMusic Musik MusicHub Calendo Calendo is a music oriented responsive html template, perfect for a band, a label, or a webzine. A lot of modern pages templates are created special form you. This template is the best way to build a realy awesome music web site. Rockon Rockon is a multi page music website template with very Modern and Clean Design built with HTML5 and CSS3 JS. It is perfect Choice for your Night Club, Club, Rocking Band, Rock Star Portffolios, Events, Dance and Party Organisation and Also Creative and personal websites.It can be customized easily to suit your wishes. Soprano Soprano is a beautiful html music template which includes many page templates for albums showcase, artists showcase, blog and much more. Sonorama – Onepage Music Template Sonorama is a template for music bands, profesional deejays, singers and for any artist related with the music industry that want to show his talent and sounds to the world MusicVent MUSICVENT is Clean & Responsive HTML5 Template for Music & Event related Personalities/Agencies. Clean Lines & Minimal Design Approach Highlights your Work. WeRock MUSICFLOW MUSICFLOW is complete entertainment template. It comes with a lot of features. It can be used for any site. Awaaz Awaaz is a powerful and responsive Music & Band HTML5 Template with pretty advanced features to display Artists, Albums, Photo Galleries, Video Galleries and Events. Beat Beat it’s a unique one-page HTML5 Template, especially designed & developed for bands, music events and any kind of performers linked to the music and dance industry like DJ’s, singers, musicians and dance groups.This template offers a lot of useful features that will help your work stand out from the crowd. Remix Remix is a Music & Band HTML5 and CSS3 template. Modern and creative. Retina ready with 660 retina icon. Bootstrap framework grid system. Light and dark version + modern with unlimited colors, 5 blog page, 3 awesome CSS3 Gallery. CSS3 great portfolio. +10 Layered PSD +52 HTML5 file included. Muzak Meet Muzak. A html5 music template for bands, musicians, djs and everyone involved in the music business. Muzak contains all these templates that you need to create your perfect music site. Soundrock Soundrock is an html music template specially designed for Bands and music websites. This template is easy to modify and ready to be up and running out of the box. The PSD file included have been customized to allow fast skinning. Stereo Stereo Squared is a responsive HTML5 music site template created for people in the music industry. DJs, Bands, Singers, Music portals & Party animals! Music Pro – Music Oriented HTML Music Pro is a music oriented html template, perfect for a band, a label, or a webzine. It is fully customizable and well documented. It can be used for any other purpose as well. IronBand – Music Band & DJ template IronBand is the perfect template for bands, musicians and DJs. Everything is in the details. The design is unique and comes with layered PSD. The template includes all major features a garage band or international DJ will ask: Events & Gigs, HTML5 audio Player, YouTube Videos, News, Discography, Photos and Biography and even a Booking section. Monkey-Music Band Responsive Template Monkey is a html template specially designed for Bands and Music websites. This template is easy to modify and ready to be up and running out of the box. Rock4Life- Responsive Template for Bands/Musicians Audiofolio Vol2 – Music Site Template Sound animal – entertainment html template Sound animal is entertainment html template. It comes with a lot of features. It can be used for any site. It is perfect for any entertainment websites. Mp3Plus – Responsive Music HTML template Mp3Pl+s is the perfect template for a music website. It is suitable for a music artist, as well as for a music portal in general.
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Despite the enormous possibilities for church websites, many of them are ineffective. With that in mind let’s take a detailed look at the subject of church websites, what makes them effective, and showcase some of the best examples of church website designs. Characteristics of Effective Church Websites: If you are designing a church website there are some specific things that you will need to keep in mind in order to maximize the effectiveness of the site. Here is a quick look at some of the most important elements of church websites. We build stunning church websites! Looking for a youth ministry website template? Join Sharefaith today and get access to 38,000 Christian graphics plus your very own. Communicating to the Right Audience There are two primary audiences for most church websites, and these audiences have very different needs. The first audience consists of church members and regular attendees, and the second audience is people who are looking for information about the church. Members and attendees will typically visit the site to look for information on upcoming events or specific ministries of the church. People who are considering visiting the church will likely be looking for things like the location (address or directions) service times, and what the church believes or practices. In order for a church website to be effective it must address the needs of both of these audiences and make it easy for them to find what they are looking for. In recent years a number of churches have been moving to platforms like for managing the needs of the church body, which leaves the church website to primarily serve people who are new to the church. Presents the Church Effectively Each church has its own culture, style, and practices. Website visitors who are looking for a church will typically want to have an idea of what they should expect if they are to visit for a worship service. Will it be traditional and formal, or more contemporary and informal? Websites can and should do an effective job of communicating the churches style and culture for those who have never attended. Service Information and Directions The website should clearly list the schedule of services (dates and times) as well as the address or location. Make it easy for website visitors to know when and where they should be if they want to visit the church. If the church has multiple services or multiple locations, provide plenty of information to explain the situation to those who have never attended a service. This information should be no more than 1 or 2 clicks from the homepage, and it should be extremely easy to find. Presentation of Ministries Some websites visitors will want to be able to find out what ministries the church provides. Church members and attendees could be interested in this information to find opportunities to get involved, and those who are new to the church may want to see what a church has to offer, or they may be looking for a specific program or ministry. ![]() ![]() ![]() ![]() ![]() The website should provide at least basic information on the various ministries of the church, and ideally contact information for someone involved or in charge of the ministry. Church Contact Information Some of the website visitors will be arriving to find contact information, like a phone number or email address. Every church website should include at least a phone number for the office and a contact form that can be filled out. Many churches also include contact information for pastors and staff. Attractive Design Like any type of website, visual appearance counts. While the design is not as critical as the content and information, making a positive first impression requires an effective design. In today’s world it is also helpful to have a responsive design in order to preset the site effectively to visitors on smartphones and tablets. Showcase of Beautiful Church Websites Now let’s dive in and take a look at some well-design church sites and see what makes them stand out. Why it works: • Classic colors and a simple clean layout give this template design a very sophisticated and versatile look. • The navigation gives churches a lot of options for what to include on their website including sermons, events, and–my personal favorite–a page to post families who are members of that church. • This template is fully responsive and completely customizable. • And it’s FREE! Why it works: • The bright cheery colors used in this site’s design are visually inviting. • This website is a one-page website, but the clean, simple design organizes the wealth of information in a way so as it doesn’t look at all cluttered. • This template is another fully responsive template so it will look great on mobile, tablet or desktop. • And the best part. Why it works: • The design of this site uses a fairly simple style, but it looks great and is user friendly. • The navigation has been thought out very out. The “Times & Locations” link in the header stands out, making it easy to find. Other navigation links like “I’m New”, “Next Steps”, and “Get Help” make it easy for website visitors to find what they need. • The “My Long Hollow” link in the header allows church members and attendees to login and access relevant content. Why it works: • This site has a very un-cookie-cutter-like look and feel that makes it stand out. From the large image on the homepage, to the bold typography and colors, it is a unique design. • Right in the middle of the homepage you’ll find links for driving directions, service times, and contact information. All of these are important elements and this design gives them the priority that they need. • The sticky header is a nice touch that makes navigation a little bit easier. • This design and layout is also responsive, so it works well on any device. Why it works: • The design uses a nice subtle textured background that has an impact without being overpowering. • The “Who We Are” and “Next Steps” links in the navigation menu provide easy-to-find information for anyone who is new to the church. • The “Locations & Services” link at the top of the page is easy to find. • Social media is also incorporated into the website. Why it works: • The “I’m New” link in the main navigation gives first-time visitors the information that they need. • The color scheme of this site helps to make the design look great. • Below the slider you’ll find graphics and links for “Get Connected”, “Give Online”, and “Prayer”. These graphics look great and they also help with making the site easy to use and navigate. • The “Calendar” link in the site’s header makes it easy for church members and attendees to find the details of upcoming events. Why it works: • The overall design of the site looks highly professional and presents a positive first impression. • This is a multi-location church, and in the header you can use the dropdown to get information about all three of their locations. • Service times are easy to find thanks to the button in the header. • The homepage includes an “Our Mission” sections with a link to more information. This is the type of content that many first-time visitors will want to find. Why it works: • The homepage uses a color scheme that gets attention. • The design and layout is responsive and looks great on large or small screens. • Locations and service times can be easily accessed from the navigation menu. • The “About” section, the dropdown links listed under “About”, provides relevant information for anyone who has never visited the church. Why it works: • The full-screen slider on the homepage presents a powerful visual impact for website visitors. The slider uses quality photographs and looks great. Why it works: • The site uses a clean layout that presents information effectively and makes navigation logical, • The color scheme is attractive. The green color is strong, but since it is used sparingly it is not overpowering, and it helps to cause specific elements in the design to stand out. • There is a lot of information on the site and many pages, but it is well organized and the drop down navigation makes it pretty easy to find something. • The “online visitor center” (linked just below the slider) provides all the information that first-time visitors would need. Why it works: • The overall design of the site looks great, including the slider on the homepage. • Service times and directions are very easy to find, with a link at the top of the site. • Major sections of the site are easy to find with clear navigation. The area below the slider includes links to “online services” and “I’m new here”, which are likely to be among the most important areas of the site. • Social icons in the header make it easy for visitors to connect via their favorite social media site. Why it works: • The large homepage image helps to make a strong visual impact • The main navigation links are clearly communicated and make navigating the site pretty easy. Why it works: • The “I’m New” and “Who We Are” links, the first two in the navigation menu, make it very easy for people who are new to the church to find the content and information that they need. • Other important items like service times and directions are also easy to find. • The homepage slider makes a strong visual impact. Why it works: • The full-screen slider on the home page makes a strong visual impact and allows the church to promote certain events and ministries. • The “Plan a Visit” link in the main navigation provides first-time visitors with the information they will need for their first visit to the church. • The design and layout is responsive, so it works well on tablets and smartphones. Why it works: • The huge slider on the homepage gives this site a memorable appearance. • Below the slider are links which are helpful for finding some of the more important content on the site. • The design and layout of the site is responsive Why it works: • The “Start Here” link on the homepage can’t be missed. From there you can get information for a first visit, learn about becoming a church member, learn about the ministries of the church, find a place to serve, and more. • The full-screen slide makes a strong impression, and the photos and graphics used in the slider look great. • Service times are listed clearly in the header. • The design is responsive. Why it works: • The navigation menu items (I am New, Ministries, Serve, Media, Calendar, and About Us) make the site logical and easy to navigate. • The color scheme is appealing. • The responsive layout looks good on a desktop, tablet, or smartphone. • The homepage slide gives information about service times, and that information can also be found below the slider. Why it works: • The design and layout are very clean and professional-looking. • Service times and locations are extremely easy to find • The dropdown navigation under “Who We Are” and “Connect” make it easy to find specific information. Why it works: • Service times and locations are very easy to find right from the homepage. • Facebook and Twitter links make it easy for visitors to connect on social media. • The buttons on the homepage for “I’m New Here”, “Connect”, “Go”, and “Media & Resources” make it easy for visitors to find important information. Why it works: • Overall the site is easy to navigate and well designed. Why it works: • The site uses a nice design with a wood background, attractive header, and clean content area. • The “Visit” link (first link in the navigation menu) provides all of the information needed by those who are new to the church. • The dropdown menu links help to make the site easy to navigate. • The most recent sermon audio file can be easily found on the homepage. This is something that many attendees will look for when they miss a service. Why it works: • There is a lot going on at the homepage with a lot of different graphics, but the links in the main navigation give the site a clear structure. Those who are new can get the information they need from the “Visit” link. • The site’s design and color scheme is rather simple, which allows the photos and graphics to stand out. • The layout is responsive, so it provides a good user experience on any device. Why it works: • The clean design style looks great and present the content effectively. • On the homepage, right below the main image, the service times are listed along with the address of the church. • The design is responsive and adapts well to any size screen. Why it works: • The design of this site is very clean and professional-looking. • The “New to Glad Tidings?” page (included in the main navigation menu) provides all of the relevant information for anyone who is new to the church. • The design is responsive and looks great on devices of any size. Why it works: • Although the design and layout is pretty simple, it does look professional and presents a positive first impression. • The main navigation is logical and the most relevant information can be found pretty easily. • The “visitors” page includes information relevant to those who are new to the church, and the graphic and link for guest information below the slider make it easy to find. • The homepage also includes a few recent sermon audio files, a list of upcoming events, and service times. Why it works: • This site uses a clean, but appealing, design. • The About page, the first link in the main navigation, includes all of the information for those who are new to the church. • Sermon media can be easily accessed from the homepage, and ministry information can be found through the main navigation. Free and premium apparel and fashion ecommerce website templates that you can use for your online store. 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Unlimited Use, Source files & PSD included, you can help & support us (W3Layouts, a Non-Profit) by donations or you should keep link to our website. • Download in an easy-to-edit Word document, or let us completely customize one for you. • Includes provisions for the US, UK, EU, Australia, and Canada. • Take control of your user's behavior, protect your intellectual property, and choose the choice of law in case of legal disputes. Protect yourself against website errors and problems. • Drafted by an attorney and Certified Information Privacy Professional. • Includes easy instructions for placing this terms and conditions on your website, and how to enforce it. Free technical support is available. • Works with all types of websites: E-commerce, blogs, coaching, health, fitness, consulting, dating, social, and many others. ![]() Download professionally drafted website Terms and Conditions for your Service providing website. Get your free terms & conditions policy for your web store with our policy generator. While you're at it, check out SeoToaster free & open source e-commerce website builder. Ecommerce terms and conditions. Ecommerce takes many forms. It is the sale and purchase of products and services via electronic systems. In some case the product or service may also be delivered via an electronic system, whereas in other cases the product or service will be delivered offline. Ecommerce may be be. Ecommerce terms and conditions. You will be taken to the relevant page on the relevant ecommerce website. Takeaway Food Terms and Conditions: This template. Create your own Ecommerce Website Terms & Conditions, Website T & C's, Ecommerce T&C's by e-termsandconditions.com. ![]() ![]() Music Website Templates Templates.com presents a great collection of stylish and eye-catching Music Website Templates. These web templates can serve as a good basis for the high quality websites for music bands, music portals, DJ personal pages, musical colleges, music stores, sound recording studios and much more. They are designed with the advantages of friendly navigation, high quality images and elaborate layout. All our web templates can be easily customized to meet your requirements and wishes.You only need to select a template you like, then place your own logotype, add your content, change the site title and get the ready website. Browse the full collection of to find the perfect solution for your web site! ![]() ![]() Learn how to use one of our website templates for bands and musicians, and customize it to build a beautiful website that reflects your music. Learn about the features that each of our templates offer, and find real examples that you can take inspiration from when building your own music website. Professional Band Website Templates Sign Up! “We love music and we love playing background music even more! Allow ShoBands professional band website templates to be. For a list of the OOTB Site Definitions with screen-shots see Before creating your own Site Definition consider if what you really need is instead a WebTemplate (The main advantages being supports updating. Cloud and local availability, the main disadvantage being not supporting Feature Stapling). For a description of both Site Definitions and WebTemplates including comparison and instructions on how to create them see MSDN article (nothing changed in this area for SP2013 so the SP2010 article is still 100% relevant). In SharePoint 2013 Sites are Saved as Template in the same way as in earlier versions but there are some steps that you need to consider before moving forward. Important things to know about Saving Sites as Template – • In SharePoint 2013, by default, you Cannot Save a Publishing Site (or a Site with Publishing feature activated) as a Site Template.This however Can be done using a workaround (i.e. Using _layouts/savetmpl.aspx url). See this detailed post on • As in SharePoint 2010 Saving Sites as Template does not generate a.stp file, it gets saved as a.wsp in Solutions gallery. • When Saving a Site as Template the WSP generated is temporarily saved in the c: temp or in c: windows temp folder and later in the solution gallery on SharePoint. Make sure that the App pool account has Full permissions to c: temp and c: windows temp folder. • You Cannot Create a Subsite based on a Site Template that was Created in SharePoint 2010. You will need to recreate the site template in the 2013. So here is the Step-by-Step process to Save a Site as Template in SharePoint 2013. Open a Team Site that you need to Save as Template and Navigate to Site Settings ->Under “Site Actions” select “Save Site as Template”. ![]() If you do not see Save Site as Template and you get “The “Save site as template” action is not supported on this site.” See this post 2. Next in the Save as Template Page enter Template Name and Description.Click Ok. Next, you would see a Operation Successful message with a link to “solutions gallery”. Set up an Office 365 Developer Site for SharePoint Add-ins. Create a developer site on an existing Office 365 subscription. SharePoint Admin Center new site. When you save a SharePoint site as a template. And then in the Add a Document or Add a Solution dialog box. In the New SharePoint Site dialog. Can we create a SharePoint site collection using custom site template from. Using custom site template SharePoint. A template to base the new site. Step 5: Create a SharePoint Project Site that we will customize. So now we come to the point where we are ready to create/customize our first site. A good starting point is one of the existing templates that existing in SharePoint. To Create a new site, follow these instructions: Click on Site Contents > New. If you Navigate to the solutions gallery you can see that the CustomTemplate is added to the library.Next we will create a site using this Template. To Create a Site Subsite from a Template Navigate to “Site Contents” -> new subsite (towards the bottom). Related Post – Written by Categorized. ![]() ![]() ![]() In Wordpress / Retail / Travel High Resolution: Yes, Widget Ready: Yes, Compatible Browsers: IE11, Firefox, Safari, Opera, Chrome, Compatible With: WPML, WooCommerce 3.0.x, WooCommerce 2.6.x, WooCommerce 2.5, WooCommerce 2.4.x, Visual Composer 5.1.x, Visual Composer 4.12.x, Visual Composer 4.11.2.1, Visual Composer 4.11.x, Visual Composer 4.10.x, Visual Composer 4.9.x, Visual Composer 4.9, Visual Composer 4.8.x, Visual Composer 4.7.4, Bootstrap 3.x, Framework: Underscores, Software Version: WordPress 4.8.x, Columns: 4+. ![]() ![]() ![]() ![]() ![]() Business templates encompass a huge array of template styles and template types. There are diverse categories which range from IT, Environmental, Law, Auction, and. Contents • • • • • • • • • • • • • [] Syntax template function-declaration (1) template requires constraint function-declaration (2) (since C++20) function-declaration-with-placeholders (3) (concepts TS) export template function-declaration (4) (until C++11) [] Explanation parameter-list - a non-empty comma-separated list of the, each of which is either, a, a, or a of any of those. As with any template, parameters may be (since C++20) function-declaration - a. The function name declared becomes a template name. Constraint (C++20) - a which restricts the template parameters accepted by this function template function-declaration-with-placeholders (concepts TS) - a where the type of at least one parameter uses the placeholder or a specifier: the template parameter list will have one invented parameter for each placeholder. Template monster has got the best wordpress template in the. Choose Your Template We are sure you’ll find a perfect template for your business among over. Template to use to write a reference letter for employment or academics, with tips for what to include and how to write a reference letter. Getting Started. Coding an HTML email isn't much different than coding a website was back in the late '90s. The same design tools are used to produce your final result. And the same general design principles are still in play: contrast, repetition, proximity, and alignment are all important. In this section, we'll go over some. ![]() Export was an optional modifier which declared the template as exported (when used with a class template, it declared all of its members exported as well). Files that instantiated exported templates did not need to include their definitions: the declaration was sufficient. Implementations of export were rare and disagreed with each other on details. (until C++11) When placeholders (either auto or placeholders) appear in the parameter list of a function declaration or of a function template declaration, one invented template parameter for each placeholder is appended to the template parameter list. Void f ( auto (auto:: * ) ( auto ) ); // #1 template void f (T (U:: * ) (V ) ); // same as #1 template void f (Array * ); // #2 (assuming Array is a class template) template void f (Array * ); // same as #2 void g1 ( const C1 *, C2 & ); // #3 (assuming C1 and C2 are concepts) template void g1 ( const T *, U & ); // same as #3 (concepts TS) [] Function template instantiation A function template by itself is not a type, or a function, or any other entity. No code is generated from a source file that contains only template definitions. In order for any code to appear, a template must be instantiated: the template arguments must be determined so that the compiler can generate an actual function (or class, from a class template). [] Explicit instantiation template return-type name ( parameter-list ); (1) template return-type name ( parameter-list ); (2) extern template return-type name ( parameter-list ); (3) (since C++11) extern template return-type name ( parameter-list ); (4) (since C++11). ![]() ![]() 4) Explicit instantiation declaration with template argument deduction for all parameters An explicit instantiation definition forces instantiation of the function or member function they refer to. It may appear in the program anywhere after the template definition, and for a given argument-list, is only allowed to appear once in the program. An explicit instantiation declaration (an extern template) prevents implicit instantiations: the code that would otherwise cause an implicit instantiation has to use the explicit instantiation definition provided somewhere else in the program. A trailing template-argument can be left unspecified in an explicit instantiation of a function template specialization or of a member function template specialization if it can be from the function parameter. ![]() Template A f (A, A ); // overload #1 template A f (A, A ); // same as #1 template A f (A, A ); // overload #2 Two expressions involving template parameters are called equivalent if two function definitions that contain these expressions would be the same under, that is, the two expressions contain the same sequence of tokens whose names are resolved to same entities via name lookup, except template parameters may be differently named. Two are never equivalent. (since C++20). Template void f (Args. Args ); // #1 template void f (T1 a1, Args. Args ); // #2 template void f (T1 a1, T2 a2 ); // #3 f ( ); // calls #1 f ( 1, 2, 3 ); // calls #2 f ( 1, 2 ); // calls #3; non-variadic template #3 is more // specialized than the variadic templates #1 and #2 During template argument deduction within the partial ordering process, template parameters don't require to be matched with arguments, if the argument is not used in any of the types considered for partial ordering. Template void f (T ); // #1: template overload template void f (T * ); // #2: template overload void f ( double ); // #3: nontemplate overload template void f ( int ); // #4: specialization of #1 f ( 'a' ); // calls #1 f (new int ( 1 ) ); // calls #2 f ( 1.0 ); // calls #3 f ( 1 ); // calls #4 [] Function overloads vs function specializations Note that only non-template and primary template overloads participate in overload resolution. The specializations are not overloads and are not considered. Only after the overload resolution selects the best-matching primary function template, its specializations are examined to see if one is a better match. Template void f (T ); // #1: overload for all types template void f ( int * ); // #2: specialization of #1 for pointers to int template void f (T * ); // #3: overload for all pointer types f (new int ( 1 ) ); // calls #3, even though specialization of #1 would be a perfect match It is important to remember this rule while ordering the header files of a translation unit. For more examples of the interplay between function overloads and function specializations, expand below: Consider first some scenarios where the argument-dependent lookup is not employed. For that, we use the call (f ) (t ). As described in, wrapping the function name in parentheses is suppressing the argument-dependent lookup. • Multiple overloads of f ( ) declared before the point-of-reference (POR) in g ( ). #3 Whenever the arguments are some C++ basic types, there are no ADL-associated namespaces. Hence, those scenarios are identical with the non-ADL examples above. For detailed rules on overload resolution, see [] Function template specialization This section is incomplete Reason: 14.8[temp.fct.spec] (note that 14.8.1[temp.arg.explicit] is already in full specialization article: either function specifics go here: lack of partials, interaction with function overloads, or just refer to that [] Defect reports The following behavior-changing defect reports were applied retroactively to previously published C++ standards. DR Applied to Behavior as published Correct behavior C++14 deduction failed when A was from a pack, and there was no empty pack tie-breaker deduction allowed, tie-breaker added [] See Also • •. ![]() ![]() ![]() Work health and safety (WHS) is a key management responsibility for every business. As a business owner and operator you are responsible for: • making your business safe • ensuring WHS is part of your business planning. Better WHS outcomes also improve your bottom line and help make your business more successful. As a starting point, follow our simple steps to consider WHS in your workplace and how it can be improved. Free printed copies can be ordered from our. A written WHS Policy that's simple and developed by you, in consultation with your workers, goes a long way towards fostering everyone's commitment to making your workplace as safe as it can be. • • • • • • •. Safety Induction Training. Contractor has undergone General OHS Induction Training (White Card). Contractor has undergone UTS-wide Construction Worker Site Induction. (available online at www.elearn.com.au/uts Username: uts Password: safety). Site Specific Induction run by UTS Project Manager/Supervisor. Sample Site Induction Checklist - This checklist is to assist employers (including sub-contractors) familiarise workers with the OHS rules and procedures of the site before they commence work. Contractor WHS Induction Checklist 2016 July. UOW SAFE@WORK. CONTRACTOR WHS INDUCTION CHECKLIST. Contract Details. Contract Name (if applicable). Contract/Works Duration Dates: / / to. Company Name: UOW Representative: Contractor Representative: Site to be Inducted: 2. Blind tests have many flaws and errors. I did participate in blind test btw. I think we will never agree, but that doesnt mean we cant live in peace. You want compressed audio. I hope you will have it. I want lossless audio and high quality sound effects. I have 2 terrabytes of free space, so i dont care if it requires some extra hdd space. In case the core game won't feature it, i hope the marketplace will. Cheers.Let's stay focused, guys. What do you think about the following: * 24-bit mix * Dynamic range templates * Resample sound stream based on OS settings * Surround (5.1) music mix * Environmental Effects (a la EAX) * Lossless music * Lossless voice / weapon / environmental sounds * Default bit-depth/sample rate/codec for samples? * Audio library? * WASAPI support (Windows) / Kernel streaming? I'll start: * 24-bit mix: Yes, this should prove beneficial on large-scale battles with many sound channels (think 64 projectiles mixed in 24-bit) * Dynamic range templates: Should include one for Headphones that will automatically trigger HRTF, one for low-end speakers, and one for high-end systems. * Resample sound stream based on OS settings: Most sound cards these days have very low-quality resamplers, we could use libsamplerate or SoX to make a high quality resample to the native sample rate used. * Surround (5.1) music mix: This would be nice to have. Alternatively, we can utilize an upmixer (we'll have to find a free one, though) to upmix stereo to surround in realtime (the best one right now is DTS Neural Upmix, but it's not free). * Environmental Effects: I loved the EAX effects patch UT had, where some spaces had extra reverb, that was extremely immersive. I think we should bring that back. * Lossless music: Worth the extra space. * Lossless voice / weapon / environmental sounds: Debatable, but I won't mind an extra 1-2GB for lossless Redeemer/Ion Cannon explosions. * Default bit-depth/sample rate/codec for samples? I'd go with 24/96, even if lossy. * Audio library? ![]() Web Admin [email protected]. Game Admin Waterkater@unreal. Golden is a modern and clean one page web template. Free download gaming tournament template Files at Software Informer. Great effects and graphics for this first person shooter. Unreal Tournament 3 2.1. ![]() ![]() I'd stay out of this one as I don't have enough knowledge on the matter. * WASAPI support (Windows) / Kernel streaming? Having support for this in the engine would be very nice to have, but it's not critical. * Resample sound stream based on OS settings: Most sound cards these days have very low-quality resamplers, we could use libsamplerate or SoX to make a high quality resample to the native sample rate used.If I understand the issue correctly, this isn't quite as clear-cut. Now ideally, you wouldn't have to resample anything ever. All samples at the same rate, the game passes sounds to the OS as is, the OS passes the sounds to the sound card as is. Of course, good luck making all modders use the same sampling rate. In that case there are two options (correct me if I'm wrong): either pass the sounds through to the OS and hope it figures out what to do with all that, or resample the sounds to a predefined format and pass it to the OS. Both approaches can have best and worst case scenarios. With the first approach, the worst scenario is that the OS decides to use a bad resampling algorithm and completely butchers the audio. The best scenario is that the OS decides to use the most optimised and fitting the user resampling algorithm to give the best sound quality with the least amount of resources. With the second approach, the best scenario is that the OS doesn't have to use any resampling and passes through the sound to the sound card unchanged. The worst scenario is that the OS resamples it all over again (and does it horribly and butchers the audio). If there is a way to uniformly get what the OS considers to be a 'native' sample rate (without any omissions), then the second approach worst case scenario should never happen. However, the second approach has overhead in that the game will never know what's best for the device it's running on the same way as the OS – that is, we'll never get the best case scenario in approach #1. Libsamplerate, for instance, is really slow compared to speex, although it does result in better quality. Yet if the game is to be scalable, then letting the OS handle resampling would use up less of the system resources. So perhaps a configuration option to toggle built-in resampling? By the way, while doing research about this topic, I scanned my audio library. It turns out the absolute majority of the music files I have are 44100 Hz, then 72 files with 32000 Hz (music from old Westwood games), 34 files with 22050 Hz (music from even older Westwood games), 27 files with 48000 Hz and 3 files with 12000 Hz (I know right?). PulseAudio allows configuring two native sample rates, so putting the primary to 44100 Hz and alternate to 96000 Hz should work well for all of these, if I'm thinking correctly here. * WASAPI support (Windows) / Kernel streaming? Having support for this in the engine would be very nice to have, but it's not critical.On the Linux side, using OpenAL Soft allows switching the backends through configuration files. Those who use PulseAudio get everything natively through PulseAudio, those who use ALSA get ALSA. Those who use JACK are a bit left out, but there are experimental builds with native JACK support as well. If not using OpenAL Soft, then you'd get into a bit of a problem. PulseAudio support is a must, though, as that's the default in most distributions. Although ALSA is sort of the kitchen sink, everything supports it (just with varying degrees of quality and with hacks). 24-bit mix: What do you mean by that? Isn't mixing generally done in floating Point 32bit?, that is at least how windows 7 does it in shared mode. It would be hard to believe audio libraries deviate from that. Dynamic range templates: I would find them useful: low dynamic range in case of high background noise and/or if you have to play at low volume. Resample sound stream based on OS settings: only few old sound cards had intransparent resampling (creative audigy series) with the X-FI series hardware resampling was not a problem anymore. Also with windows 8 or Windows 7 with the fix KB2653312 applied OS-resampling is not a problem. Surround (5.1) music mix: Its nice to have, but I don't mind Stereo only music. To compress the Surround music you need a newer codec than MP3: Vorbis and OPUS have surround sound support. Stereo to 5 Surround Upmixing is too complicated: If its realtime, It probably has artefacts, or no channel separation at all (I spend a lot of time developing an algorithm that has acceptable quality, but its not running realtime). A simple copy of the Stereo to the back speakers for stereo sources should be sufficient, because you are distracted by other things in the game. Environmental Effects: They are really important for immersion. In audio, Reverberation 'connects' sounds with the environment much like how in graphics, dynamic shadows 'connects' objects with the rest of the scene. Lossless music: Lossy compression on music is fine. Its not Napster-times anymore, today even traditional MP3 with Lame VBR V0 (~320kbit/s) is enough. Ut2004 used Vorbis, unfortunately the codec was new and untuned at the time and was not transparent with the bitrates used (~80kbit/s). OPUS is new and more efficient on low bitrates than Vorbis/MP3 but UT4 should use Vorbis/MP3, because it is probably more widespread. Vorbis with a quality setting of '6.0' (~192kbit/s) should be enough even in critical listening outside the game. Lossless voice / weapon / environmental sounds: For game sounds no lossy compression should be used, because the assumptions codecs make on how the file is played don't hold: The playback speed can vary for doppler effect simulation (btw. Ut99 had awesome ripper disc sound effects because of doppler), and lots of filters could be applied that are needed for reverberation and occlusion. If a lossy encoding is post-processed you are at risk of exposing artifacts that would otherwise be well hidden(like increasing the brightness of a dark jpeg). With the short length (compared to a whole music track) of environmental/weapon samples, simple.WAV will not be too large, certainly much less than a gigabyte for a weapon, more like 100MB for all non music sounds. At 96kHz sample rate and 24bit/sample thats about 6 minutes of Mono audio. Default bit-depth/sample rate/codec for samples? 16/48: High audio sample rates (96kHz) are not harmful, but you have to get really creative to find a reason why you need them: I could imagine that in situations there playback speed is lowered, slow motion effects for example, high sample rate files would sound clearly different to standard sample rates (48kHz). Looking at Bit-depths the differences between 24bit/sample and 16bit/sample are even more situational. Keep in mind that high bit-depth and high sample rate started in studios only because it was necessary for audio processing: to reduce accumulated roundoff errors of chained filters/effects. If you have a finished 'baked' audio file 48kHz rate and 16bit/sample are enough. Audio library: I don't now enough of the programming side of audio, but from general technical view point 'rapture-3d' might be useful: It calculates the HRTF so localization on headphones will be more accurate. Someone on youtube made a rapture-3d demonstration with UT3 that I found impressive. Another neat thing seams to be It calculates sound propagation with rays. WASAPI support (Windows) / Kernel streaming?: I know that in a studio setting, you want to minimize latencies to match the behavior of analog instruments, but games probably don't require such a tight audio interaction feedback loop. Or do you propose them for other features? Surround (5.1) music mix: Its nice to have, but I don't mind Stereo only music. To compress the Surround music you need a newer codec than MP3: Vorbis and OPUS have surround sound support. Stereo to 5 Surround Upmixing is too complicated: If its realtime, It probably has artefacts, or no channel separation at all (I spend a lot of time developing an algorithm that has acceptable quality, but its not running realtime). A simple copy of the Stereo to the back speakers for stereo sources should be sufficient, because you are distracted by other things in the game.DTS Neural Upmix works in realtime, and has extremely good results. But I agree with copying the channels, that's okay too (a little less impressive, though). I do think that the game should at least support 5.1 (or even 7.1) music tracks. Lossless voice / weapon / environmental sounds: For game sounds no lossy compression should be used, because the assumptions codecs make on how the file is played don't hold: The playback speed can vary for doppler effect simulation (btw. Ut99 had awesome ripper disc sound effects because of doppler), and lots of filters could be applied that are needed for reverberation and occlusion. If a lossy encoding is post-processed you are at risk of exposing artifacts that would otherwise be well hidden(like increasing the brightness of a dark jpeg). With the short length (compared to a whole music track) of environmental/weapon samples, simple.WAV will not be too large, certainly much less than a gigabyte for a weapon, more like 100MB for all non music sounds. At 96kHz sample rate and 24bit/sample thats about 6 minutes of Mono audio. Lossless tracks really show their edge when you pass them through a huge DSP chain. 32bit FLT is indeed the default OS mixing format, mixing in 32 FLT in the game engine then sending to OS as 24 INT or 32 FLT makes perfect sense. 24bit INT for mixing is probably harder than 32 FLT, as you dramatically increase the overhead for the programmer. I have a feeling Unreal4 engine does 32bit FLT internally already, it's pretty bog standard and requires nothing more than toggling the floating value to account for dynamic range issues before output. INT mixing needs to be checked for boundary conditions every mixing step/stage. So you usually only see that in custom DSP & ASICS (motorola's older chips & fpga's etc) where there's a specific need or limitation at work. GreatEmerald is correct that passing things to the soundcard unchanged is ideal, to achieve this you need to do TWO things. Insure all assets and game audio are handled at a standardized samplerate (or fractional powers of 2 from that, say 22.050 for 44.1 output) and that the client's machine is actually SET to that samplerate. So with that in mind if you keep the game's native SR (samplerate) the same as all assets at 44.1khz (as has been historically the case), then sadly most OS codecs on the 'windoze' side (and often OSX depending on soundcard) work at 96khz and have SR conversion always on, which means the user needs to know where to go to specify 44.1 (16 or 24bit options for realtek etc). The OS's native SR actually adds a tad bit of overhead time-wise, especially with voice chat active as well. So getting 44.1 to be 'standard' across the board from the game to soundcard etc will require having a guide to help users get everything dialed in on their end, as well as game/engine support. -------------- I disagree that sounds should be lossless on disk though. A fully 'mixed' piece of music might have enough going to justify that to a VERY small% of users, but keep in mind that once the game is running and you turn down the music enough to hear rockets loading in the next room properly you won't care if there's some dynamic range or etc lost in the in-game playback versus a 'listening' session of UT2014 OST FLAC files.and anyway this is all being mixed (again) in realtime. So Ogg & OPUS are sufficient imo and have the added benefit that reading them from disk is a very fast activity when compressed (they are decompressed into ram on loading I would guess, not at playback time). Also lossy compression need NOT be a bad thing for audibility: One thing that's not often understood about lossy audio codecs is that removing unnecessary information from a sound being mixed can often INCREASE the fidelity and power of a mix. At the very least highpass & lowpass filtering benefits a professional mixing engineer tremendously, as does LOSING dynamic range on specific sounds (via dynamic compression, not data-compression). And since you don't tend to get 'aliasing' and other truly obnoxious lossy issues until the bitrate is very low (or the piece being compressed is too complex), I think using slightly aggressive compression settings for certain sounds can actually HELP remove frequency data (bandwidth) that isn't needed, keeping only the more 'important' parts for the ear to pick up on. This is common knowledge for mix engineers.and again I'm not recommending 8bit 12kbit levels of encoding, just giving something to think on that goes against the 'lossless is better' discussion here. * 24-bit mix I think 16 bit is sufficient. Most people aren't able to notice a difference even if you show them. * Dynamic range templates Yes 2-3 settings would be enough * Resample sound stream based on OS settings What ever is cheaper in resources * Surround (5.1) music mix No. Please note 5.1 players will have a massive advantage over players with only stereo sources. For single player games it is great, but for an arena shooter i don't think it plays well. * Environmental Effects (a la EAX) Yes * Lossless music Whatever is cheaper processing wise - i don't care because i play without music * Lossless voice / weapon / environmental sounds Yes Especially weapons and voices - everything that is relevant for gaming decissions * Default bit-depth/sample rate/codec for samples? 16 / 48 As i said most people cant hear a difference between 16 and 24. In the end you could also stream the 32bit float masters. 48 kHz is sufficient because there are even less people that can hear above 20 khz, additionally 96 kHz requires double processing power which i see as a total waste of resources * Audio library? I leave it up to the developers to pick or develop the right one * WASAPI support (Windows) / Kernel streaming? Is this really needed? In the end we end up using ASIO;-). Hey guys, I thought I'd chime in from an Audio Engineer perspective. In it's purest state, the higher bit rate and sample rate the better, but consider this. 16bit vs 24 bit has to do with dynamic range. As in with 24 bit samples you are able to playback audio quieter than 16 bit audio before hitting the digital noise floor. For music that doesn't take advantage of all of this which is almost all of the commercial music out there you will not hear a difference. It's like sipping taking two gulps of water a glass of water that is very big tall verses a short one. You are only taking two gulps, the amount of water you consume is the same no matter how big or small the cup is. Also consider this. The sound effects used (or samples used from a DAW to create music) could be fixed at 16 bit 48k or 24 bit 48k. Not all SFX libraries out there are recorded at 96k or higher. So even if you play back the music or sound at 96k, you will not hear the difference because the original source is not that high. Personally I use sounds that is a mish match of 24 and 16 bit with 48, 96k samples. I use what sounds good in the final product. A game like UT is going to be loud. Between the driving music, the hard hitting SFX there is not going to be a quiet moment that will take advantage of the 24bit offers. However, perhaps if reverb in the UE plays back 24 bit the verb tail will be nice and crisp, but there are going to be a lot of louder sounds that would mask that anyway. The file size will be bigger, the Engine will have to work harder to process a higher sample and thus bogging down performance. I appreciate the enthusiasm for higher quality audio I am all for it as well, but don't be fooled by the higher numbers just because it's there. Unless you have control over the source (the samples these SFX or music will be made from) to have a higher sample rate all around it's not worth it. Finally consider how content in audio (SFX, music) are going to be coming from the community, I wager that people will more likely send in 16bit sounds over 24 bit sounds. My two cents. Bumping this again. MaxCarnage, while I agree with your perspective, I think there shouldn't be any harm by utilizing a 24/96 mix before handing it over to the OS / sound card API. Let's just call it ' Audio Quality: Epic', and let the user decide. For a mid-range CPU these days, the absolute-highest-quality resampling (that's SoX or libsamplerate on Ultra mode) and bitdepth conversion from 16/48 to 24/96 adds around 6% of CPU utilization. And that's for 6-channel sources. We can also consider upsampling in advance. Perhaps we'd be surprised by the results. Perhaps the new noise floor could lead to a more exciting and well-defined sound signature, especially when we throw tens (or even hundreds?) of samples into the mix. And a game advertising 'Lossless HD Sound' might earn us some extra coverage. Just an FYI, the current undisputed master of video-game sound engineering is Crysis 2 (and, to a somewhat lesser extent, Crysis 3). Let's not forget the other matters that have to be addressed, such as dynamic range templates, 7.1 surround sound support and so on. Bumping this again. MaxCarnage, while I agree with your perspective, I think there shouldn't be any harm by utilizing a 24/96 mix before handing it over to the OS / sound card API. Let's just call it ' Audio Quality: Epic', and let the user decide. For a mid-range CPU these days, the absolute-highest-quality resampling (that's SoX or libsamplerate on Ultra mode) and bitdepth conversion from 16/48 to 24/96 adds around 6% of CPU utilization. And that's for 6-channel sources. We can also consider upsampling in advance. Perhaps we'd be surprised by the results. Perhaps the new noise floor could lead to a more exciting and well-defined sound signature, especially when we throw tens (or even hundreds?) of samples into the mix. And a game advertising 'Lossless HD Sound' might earn us some extra coverage. Just an FYI, the current undisputed master of video-game sound engineering is Crysis 2 (and, to a somewhat lesser extent, Crysis 3). Let's not forget the other matters that have to be addressed, such as dynamic range templates, 7.1 surround sound support and so on.Thanks for bumping this DDR! I like the idea of letting the users decide and having the option to switch quality like they do in graphics. Perhaps there would be a separate and optional download (HD sound pack), so people are not stuck waiting to play because they have to download a terabyte of sound (96k files with 24 bit on each sound element with music? Its going to be huge!) When you say bit depth conversion and up-sampling, are you referring to the process of using the client PC to convert existing 16 bit 48k samples to 24 bit 96k samples? If so, I can't stress enough how much of a wasted CPU power that would be. I have read a lot of the audio cards that claim it can 'convert to studio quality sounds.' It can generate the numbers, it will convert existing 48k to 96k files, but it won't re-create what that sound would sound like if it was created from a 96k source (as in recorded at 96k). At best it is an approximation. It's similar to taking a.mp3 and converting it to a wave file. The file extension is indeed wave file, but it is still the same quality sonically as the mp3 file. The best case scenario would be to create all SFX and Music tracks as 24bit 96K from the source. Then, the game can take advantage of it. Thanks for bumping this DDR! I like the idea of letting the users decide and having the option to switch quality like they do in graphics. Perhaps there would be a separate and optional download (HD sound pack), so people are not stuck waiting to play because they have to download a terabyte of sound (96k files with 24 bit on each sound element with music? Its going to be huge!) When you say bit depth conversion and up-sampling, are you referring to the process of using the client PC to convert existing 16 bit 48k samples to 24 bit 96k samples? If so, I can't stress enough how much of a wasted CPU power that would be. I have read a lot of the audio cards that claim it can 'convert to studio quality sounds.' It can generate the numbers, it will convert existing 48k to 96k files, but it won't re-create what that sound would sound like if it was created from a 96k source (as in recorded at 96k). At best it is an approximation. It's similar to taking a.mp3 and converting it to a wave file. The file extension is indeed wave file, but it is still the same quality sonically as the mp3 file. The best case scenario would be to create all SFX and Music tracks as 24bit 96K from the source. Then, the game can take advantage of it.Well, it wouldn't amount to 1TB of data, probably around a gig or two at most (a 6-minute high-quality 24/96 stereo track is 130MB in FLAC). These are all short samples and music tracks, so even if we were to compress them with a lossless codec, it still won't take that much space. When talking about 24/96, I meant that I want the game to internally utilize a 24-bit wide mix with a 96KHz sampling rate. However, if lower-quality samples are present, they'd have to be upsampled. I'd rather have some high-quality samples than none (if the game would run at 16/48 there'd be no point in having 24/96 samples). I did some research, currently UE4 does not support any audio format but Wav and it only supports 16 bit. So, if this would be at all possible it seems like it would have to be a feature added on UE4 rather than UT itself. But I do agree, I would love to see this feature implemented in the future. Fingers crossed Epic! Now, given that it only accepts WAV (for now) An hour (in stereo) is about 2 gigs (). I did a quick search on Youtube and found a full soundtrack of UT 2004 () and it was three hours long. So, IF we had as many songs in UT2004, we are already looking at 6 gigs. Without SFX and dialogue. This example is a bit unfair, though. Given that the game is modular, people will be downloading content over time they may not get hit with this large of a download at once. Those who come in later are less fortunate. Also consider this, Dialogue lines: However many races or teams, or characters we have, they each have various effort sounds (jump, slide, impact, death,) not to mention the ever growing list of taunts. Then take that number and multiply it by however many countries we want to translate the taunts to. They will quickly add up. Now Consider SFX: This isn't just weapon sounds and pickup sounds (even they have multiple elements, to make up one action.), ambience, effort sounds (foley) and other game cues. At the moment I am making weapon and pickup sounds in mono so the footprint will be cut in half. There is a surprising amount of audio goes into games unfortunately often over looked. Given that this is a PC release file size may not be as big of an issue as to consoles. We are fortunate to have relatively fast and reliable internet connections so we can download massive amounts of data without much thought, but not everyone is fortunate. Having said all of that. If there is a clever way to bring the footprint down I would love to blast that game in 96k and hear all of the high frequency details it has to offer. If the frequencies were there in the first place. I am on your side DDR, I really am. I would like this game to be accessible to as many people as we can and unfortunately file size is a consideration for people. |
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May 2018
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