You should be able to use these steps to enable automatic music downloads: Buy or download music from the iTunes Store in Music on Mac These steps include how to do this on the iOS devices, as shown below:

Recently had problems with my app crashing the second I would open it, couldn't play any music. Had to delete app redownload and clear chace, finally got the app to work but now 90% of the music that I had save is gone only some music is still there. Is there any way I could back up or restore what I had save before I had the chrashing issue. 4 years of music GONE


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@kdmshort Offline downloads are device-specific. This means you would need to download those tunes on your specific device in order to have them available for offline listening. Unfortunately, this is not an action that we can perform from our end.

I'm removing all my downloaded music. I noticed that while the songs no longer show that they're downloaded, my available storage hasn't increased. When I look at the Data & Storage screen Deezer Data still shows the 26GB used for downloads before I cleared them. Two questions:

Same here. Bought something on Amazon yesterday, and it didn't automatically download to my Samsung music app on my phone per usual. I've been looking for answers everywhere. Glad to see I'm not alone. Bookmarking hoping for some answer. Help!

Only luck I've had is to download Amazon music app to my laptop. Download the music from the app to the laptop. Plug my phone into the laptop and after MANY attempts of trial and error find the folder where the Amazon Music is stored and try to get it to copy over to my SD card. This is a MAJOR pain in the . I have been working on this since I made this post. I ordered The Essential Judas Priest album and it did not download from Amazon right to my SD card like the settings says it does. I can NOT find the downloaded music ANYWHERE on my phone. They only way I found was to do it with the instructions above. Good luck, it's very frustrating. And Amazon is going to lose a lot of money because I'm not going to order single songs or albums from them if I have to go through ALL this work to get the music on to my phone.

Agree, I'm done purchasing music from Amazon unless/until this gets resolved. I too was able to download the music onto my computer -- Microsoft Surface (Groove music app) -- but I have not gone through the steps of moving the file(s) to my phone.

I just tried this, and it didn't work for me. It doesn't appear that my Amazon mp3's are downloading at all into my Samsung Galaxy S10e phone, since I can't find the files anywhere in my phone's internal storage. The files seem to only "download" into the Amazon music app's download directory.

A gamerip is a collection of music that has been extracted directly from the game, and sometimes it has been tagged with correct song names and numbers, and the songs have been looped for a better listening experience. Some gamerips are so good, they function as soundtracks.

Some enjoy a game's music so much, that they want to create their own take on it. These are uploaded as either arrangements, remixes or unofficial soundtracks. Some arrangements are official, as they are done by the game's creators.

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This chart shows the five eras, which are defined by the music delivery format that produced the most revenue during the period. The first era was vinyl. Vinyl (actually shellac) recordings came out before the turn of the 20th century, but the industry really came into being in 1925 when vinyl disc speed became standardized at 78 rpm, making it possible to play discs from any label on any record player. In the late 1940s, 33 rpm LPs and 45 rpm singles came along, and vinyl began to replace shellac.

Next came the tape era. Eight-track tapes came along in the mid-1960s as a way of playing music on demand in cars. Then, in the early 1970s, cassettes became capable of good sound quality in a more convenient package. Not only did cassettes supersede 8-tracks in the car, they also became viable alternatives to vinyl in the home. But the innovation that really lifted cassettes' importance was the iconic Sony Walkman in 1979. This introduced the world to high-quality personal portable on-demand listening; by 1983, cassettes led the industry in revenue.

Music downloads appeared in the late 1990s, at the height of the CD era. Downloads took up no storage space at all (apart from that of a hard drive) and were easily portable and transferrable, even if the sound quality of MP3 files tended not to be as good.

But very few music downloads in the late '90s were legal. By that point, CDs had a run of 15 years of double-digit growth and nine years as the most lucrative recorded-music format; the record labels weren't interested in supporting anything that would disrupt that momentum. They were especially afraid of supporting a format that was so easy to copy without authorization. So instead of embracing downloads, the labels pushed back against them with lawsuits, overly onerous licensing deals with emerging music services, and DRM technology requirements.

It wasn't until 2004 that Steve Jobs was able to coax the major labels into backing a simple, attractive model for music downloads with iTunes. Download revenue started growing at the same steep rate as CDs had done during the 1980s. But the growth didn't last; revenue started leveling off in 2008.

Several factors contributed to the decline of downloads; one was the economic slowdown of 2008. But other factors were more important. One was the unprecedented ease of copying files and transporting them around the Internet. DRM technology was meant to inhibit that, but research on how effective it was has been very limited; my own research shows that the industry's 2009 shift to selling DRM-free downloads wasn't correlated with any significant changes in revenue.

Another factor that turned people away from commercial downloads was the growing sense that when you bought them, you didn't really "own" anything. The idea of building a "library" of digital files didn't turn out to be so appealing when you couldn't hold anything in your hands or point to shelves full of music, there wasn't anything special about owning things that could be copied so freely, and it became a hassle to keep all those files synced across all your devices.

Ultimately, interactive streaming services dispensed with the veneer of ownership entirely, replacing it with unlimited access to a massive library of music for as long as you kept your subscription active. Interactive streaming had been around since the early 2000s, but it took three later developments to make it popular: smartphones (2007), 3G wireless service (2007-2010), and the massive hype that accompanied Spotify's 2011 launch in the U.S. market. Accordingly, download revenue started to fall in 2012.

In fact, as the projections in the figure above show, download revenue should drop below CDs by next year. (It's already less than revenue from all physical products -- CDs plus vinyl.) After that, we should see an end to downloads as a commercially viable format. In fact, the industry is rife with rumors that Apple intends to stop selling music downloads sometime next year.

At the end of the day, neither the industry nor consumers have valued downloads very much. Downloads were a convenient stopgap during a time when Internet access was slow, not pervasive and not continuous; and the more complex streaming technology had yet to be fully developed. But as the figure above also shows, the download era of 2011-2015 coincided almost exactly with the worst period for total industry revenue (adjusted for inflation) since the RIAA began compiling data in 1973.

Downloads may have long-term appeal among certain tiny niches, such as collectors of obscure music that isn't available on the streaming services or that minority of audiophiles who like 96KHz/24-bit FLAC files and don't prefer vinyl. But otherwise, downloads should soon fall off the map, and few will miss them.

Articles last month revealed that musician Neil Young and Apple's Steve Jobs discussed offering digital music downloads of 'uncompromised studio quality'. Much of the press and user commentary was particularly enthusiastic about the prospect of uncompressed 24 bit 192kHz downloads. 24/192 featured prominently in my own conversations with Mr. Young's group several months ago.

There are a few real problems with the audio quality and 'experience' of digitally distributed music today. 24/192 solves none of them. While everyone fixates on 24/192 as a magic bullet, we're not going to see any actual improvement.

In the past few weeks, I've had conversations with intelligent, scientifically minded individuals who believe in 24/192 downloads and want to know how anyone could possibly disagree. They asked good questions that deserve detailed answers.

Young, healthy ears hear better than old or damaged ears. Some people are exceptionally well trained to hear nuances in sound and music most people don't even know exist. There was a time in the 1990s when I could identify every major mp3 encoder by sound (back when they were all pretty bad), and could demonstrate this reliably in double-blind testing [2].

ADCs and DACs didn't always transparently oversample. Thirty years ago, some recording consoles recorded at high sampling rates using only analog filters, and production and mastering simply used that high rate signal. The digital anti-aliasing and decimation steps (resampling to a lower rate for CDs or DAT) happened in the final stages of mastering. This may well be one of the early reasons 96kHz and 192kHz became associated with professional music production [8].

An engineer also requires more than 16 bits during mixing and mastering. Modern work flows may involve literally thousands of effects and operations. The quantization noise and noise floor of a 16 bit sample may be undetectable during playback, but multiplying that noise by a few thousand times eventually becomes noticeable. 24 bits keeps the accumulated noise at a very low level. Once the music is ready to distribute, there's no reason to keep more than 16 bits. 0852c4b9a8

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