AnalogWhole, an Alternative To FairUse4WM
Squidmarks writes, "AnalogWhole is a free application that allows any file that can be played in Windows Media Player to be transferred to iTunes as an MP3. It uses, you guessed it, the 'analog hole' to re-record any DRM'ed song as an MP3. Because the analog signal doesn't actually leave the computer, but is simply looped back in the sound card, sound quality of the re-recording is excellent. All meta data is transferred as well. The MP3 file is automagically added to iTunes. Just show it where you store your DRM music and walk away."
It is still looped through the sound card, so while quality may still be "excellent", there is still loss. I would rather use a program such as QTFairUse which doesn't lose any sound quality.
Look at http://www.highcriteria.com/ Total recorder when I was more windows centric I used it and I was happy.
Very high. Windows Millennium Edition and Windows XP operating systems already support the Secure Audio Path, which places the (WHQL logo approved) decrypter, (WHQL logo approved) decoder, and (WHQL logo approved) audio output driver in kernel space. Part of the WHQL logo requirement is that no driver may mix Secure Audio Path audio into any cleartext digital output, and no driver without a logo is a valid Secure Audio Path playback device. However, few if any WMA files that require the Secure Audio Path are in the wild yet. However, record labels will begin to change their requirements as WMA stores' customers replace their computers that came with Windows 98 or Windows 2000 with newer computers that come with Windows Vista.
For WMA files that use Secure Audio Path, you'll need a $5 audio cable and Audacity.
http://en.wikipedia.org/wiki/Apple_Lossless
noob.
Well seeing as we've been told it's using the 'analog hole' I think it's a fair assumption that that's how it works.
Seems the analogue in can capture the analogue out before it leaves the card, presumably bypassing whatever DRM enforcement happens in the lower level Windows Media layers:
"Windows Media Player does the tough job of converting the 1's and 0's particular to that codec the music was stored as into an analog output that is played through the sound card. While the song is playing, AnalogWhole re-routes this analog signal back into the recording input of the sound card. "
Most people who say this are used to mp3s being low quality. I too can easily tell the difference when quality is that low.
But for "LAME --preset insane" quality files, which tend to be about 2x the filesize, I've done my own blind tests on high end equipment: i.e.:
Winamp
->Audiophile24/96 sound card
-> Benchmark DAC1
-> Decware Zen Triode Integrated Amplifier
-> Gallo Nucleus Reference II speakers
Or replace the DAC and amp with a Denon AVC-A1SE amplifier (that's a ref. quality $5000 a/v amp)
I've also listened with Sony MDR D77 headphones, and Shure E3 studio monitor earphones with both of these amps.
In my own conclusion I couldn't tell the difference.
I coded the files back to WAV, a mix of high quality recordings of classical, rock, techno and Clapton, and invited a self-professed bunch of audiophiles to volunteer their opinion on which were the true WAVs and which had gone through the mp3 coding process. Nobody volunteered an opinion.
Since then I always code my music to mp3 using that setting. I've DJd using that quality of file with Virtual DJ with no pitch correction (important, this affects quality a lot) and had other DJs tell me they couldn't believe I was not using Vinyl.
I wish I still had the files I prepared, I would post them here for your enjoyment, but I don't doubt some slashdot genius would come back with the correct answers by examining the files digitally.
j'ai découvert une démonstration vraiment admirable (de ce théorème général) que cette si
There is also a purely software-based solution that doesn't lose quality: QEMU. Install this emulator, instal Windows inside there, install drivers for the emulated SB PCI sound card (they already have the needed signature), and redirect the emulated sound output to a wav file. You'll get a bit-precise copy of the sound.