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- <h1>Page Multiplexing and Ordering in a Physical Ogg Stream</h1>
- <p>The low-level mechanisms of an Ogg stream (as described in the Ogg
- Bitstream Overview) provide means for mixing multiple logical streams
- and media types into a single linear-chronological stream. This
- document specifies the high-level arrangement and use of page
- structure to multiplex multiple streams of mixed media type within a
- physical Ogg stream.</p>
- <h2>Design Elements</h2>
- <p>The design and arrangement of the Ogg container format is governed by
- several high-level design decisions that form the reasoning behind
- specific low-level design decisions.</p>
- <h3>Linear media</h3>
- <p>The Ogg bitstream is intended to encapsulate chronological,
- time-linear mixed media into a single delivery stream or file. The
- design is such that an application can always encode and/or decode a
- full-featured bitstream in one pass with no seeking and minimal
- buffering. Seeking to provide optimized encoding (such as two-pass
- encoding) or interactive decoding (such as scrubbing or instant
- replay) is not disallowed or discouraged, however no bitstream feature
- must require nonlinear operation on the bitstream.</p>
- <h3>Multiplexing</h3>
- <p>Ogg bitstreams multiplex multiple logical streams into a single
- physical stream at the page level. Each page contains an abstract
- time stamp (the Granule Position) that represents an absolute time
- landmark within the stream. After the pages representing stream
- headers (all logical stream headers occur at the beginning of a
- physical bitstream section before any logical stream data), logical
- stream data pages are arranged in a physical bitstream in strict
- non-decreasing order by chronological absolute time as
- specified by the granule position.</p>
- <p>The only exception to arranging pages in strictly ascending time order
- by granule position is those pages that do not set the granule
- position value. This is a special case when exceptionally large
- packets span multiple pages; the specifics of handling this special
- case are described later under 'Continuous and Discontinuous
- Streams'.</p>
- <h3>Seeking</h3>
- <p>Ogg is designed to use an interpolated bisection search to
- implement exact positional seeking. Interpolated bisection search is
- a spec-mandated mechanism.</p>
- <p><i>An index may improve objective performance, but it seldom
- improves subjective performance outside of a few high-latency use
- cases and adds no additional functionality as bisection search
- delivers the same functionality for both one- and two-pass stream
- types. For these reasons, use of indexes is discouraged, except in
- cases where an index provides demonstrable and noticeable performance
- improvement.</i></p>
- <p>Seek operations are by absolute time; a direct bisection search must
- find the exact time position requested. Information in the Ogg
- bitstream is arranged such that all information to be presented for
- playback from the desired seek point will occur at or after the
- desired seek point. Seek operations are neither 'fuzzy' nor
- heuristic.</p>
- <p><i>Although key frame handling in video appears to be an exception to
- "all needed playback information lies ahead of a given seek",
- key frames can still be handled directly within this indexless
- framework. Seeking to a key frame in video (as well as seeking in other
- media types with analogous restraints) is handled as two seeks; first
- a seek to the desired time which extracts state information that
- decodes to the time of the last key frame, followed by a second seek
- directly to the key frame. The location of the previous key frame is
- embedded as state information in the granulepos; this mechanism is
- described in more detail later.</i></p>
- <h3>Continuous and Discontinuous Streams</h3>
- <p>Logical streams within a physical Ogg stream belong to one of two
- categories, "Continuous" streams and "Discontinuous" streams.
- Although these are discussed in more detail later, the distinction is
- important to a high-level understanding of how to buffer an Ogg
- stream.</p>
- <p>A stream that provides a gapless, time-continuous media type with a
- fine-grained timebase is considered to be 'Continuous'. A continuous
- stream should never be starved of data. Clear examples of continuous
- data types include broadcast audio and video.</p>
- <p>A stream that delivers data in a potentially irregular pattern or with
- widely spaced timing gaps is considered to be 'Discontinuous'. A
- discontinuous stream may be best thought of as data representing
- scattered events; although they happen in order, they are typically
- unconnected data often located far apart. One possible example of a
- discontinuous stream types would be captioning. Although it's
- possible to design captions as a continuous stream type, it's most
- natural to think of captions as widely spaced pieces of text with
- little happening between.</p>
- <p>The fundamental design distinction between continuous and
- discontinuous streams concerns buffering.</p>
- <h3>Buffering</h3>
- <p>Because a continuous stream is, by definition, gapless, Ogg buffering
- is based on the simple premise of never allowing any active continuous
- stream to starve for data during decode; buffering proceeds ahead
- until all continuous streams in a physical stream have data ready to
- decode on demand.</p>
- <p>Discontinuous stream data may occur on a fairly regular basis, but the
- timing of, for example, a specific caption is impossible to predict
- with certainty in most captioning systems. Thus the buffering system
- should take discontinuous data 'as it comes' rather than working ahead
- (for a potentially unbounded period) to look for future discontinuous
- data. As such, discontinuous streams are ignored when managing
- buffering; their pages simply 'fall out' of the stream when continuous
- streams are handled properly.</p>
- <p>Buffering requirements need not be explicitly declared or managed for
- the encoded stream; the decoder simply reads as much data as is
- necessary to keep all continuous stream types gapless (also ensuring
- discontinuous data arrives in time) and no more, resulting in optimum
- implicit buffer usage for a given stream. Because all pages of all
- data types are stamped with absolute timing information within the
- stream, inter-stream synchronization timing is always explicitly
- maintained without the need for explicitly declared buffer-ahead
- hinting.</p>
- <p>Further details, mechanisms and reasons for the differing arrangement
- and behavior of continuous and discontinuous streams is discussed
- later.</p>
- <h3>Whole-stream navigation</h3>
- <p>Ogg is designed so that the simplest navigation operations treat the
- physical Ogg stream as a whole summary of its streams, rather than
- navigating each interleaved stream as a separate entity.</p>
- <p>First Example: seeking to a desired time position in a multiplexed (or
- unmultiplexed) Ogg stream can be accomplished through a bisection
- search on time position of all pages in the stream (as encoded in the
- granule position). More powerful searches (such as a key frame-aware
- seek within video) are also possible with additional search
- complexity, but similar computational complexity.</p>
- <p>Second Example: A bitstream section may consist of three multiplexed
- streams of differing lengths. The result of multiplexing these
- streams should be thought of as a single mixed stream with a length
- equal to the longest of the three component streams. Although it is
- also possible to think of the multiplexed results as three concurrent
- streams of different lengths and it is possible to recover the three
- original streams, it will also become obvious that once multiplexed,
- it isn't possible to find the internal lengths of the component
- streams without a linear search of the whole bitstream section.
- However, it is possible to find the length of the whole bitstream
- section easily (in near-constant time per section) just as it is for a
- single-media unmultiplexed stream.</p>
- <h2>Granule Position</h2>
- <h3>Description</h3>
- <p>The Granule Position is a signed 64 bit field appearing in the header
- of every Ogg page. Although the granule position represents absolute
- time within a logical stream, its value does not necessarily directly
- encode a simple timestamp. It may represent frames elapsed (as in
- Vorbis), a simple timestamp, or a more complex bit-division encoding
- (such as in Theora). The exact encoding of the granule position is up
- to a specific codec.</p>
- <p>The granule position is governed by the following rules:</p>
- <ul>
- <li>Granule Position must always increase forward or remain equal from
- page to page, be unset, or be zero for a header page. The absolute
- time to which any correct sequence of granule position maps must
- similarly always increase forward or remain equal. <i>(A codec may
- make use of data, such as a control sequence, that only affects codec
- working state without producing data and thus advancing granule
- position and time. Although the packet sequence number increases in
- this case, the granule position, and thus the time position, do
- not.)</i></li>
- <li>Granule position may only be unset if there no packet defining a
- time boundary on the page (that is, if no packet in a continuous
- stream ends on the page, or no packet in a discontinuous stream begins
- on the page. This will be discussed in more detail under Continuous
- and Discontinuous streams).</li>
- <li>A codec must be able to translate a given granule position value
- to a unique, deterministic absolute time value through direct
- calculation. A codec is not required to be able to translate an
- absolute time value into a unique granule position value.</li>
- <li>Codecs shall choose a granule position definition that allows that
- codec means to seek as directly as possible to an immediately
- decodable point, such as the bit-divided granule position encoding of
- Theora allows the codec to seek efficiently to key frame without using
- an index. That is, additional information other than absolute time
- may be encoded into a granule position value so long as the granule
- position obeys the above points.</li>
- </ul>
- <h4>Example: timestamp</h4>
- <p>In general, a codec/stream type should choose the simplest granule
- position encoding that addresses its requirements. The examples here
- are by no means exhaustive of the possibilities within Ogg.</p>
- <p>A simple granule position could encode a timestamp directly. For
- example, a granule position that encoded milliseconds from beginning
- of stream would allow a logical stream length of over 100,000,000,000
- days before beginning a new logical stream (to avoid the granule
- position wrapping).</p>
- <h4>Example: framestamp</h4>
- <p>A simple millisecond timestamp granule encoding might suit many stream
- types, but a millisecond resolution is inappropriate to, eg, most
- audio encodings where exact single-sample resolution is generally a
- requirement. A millisecond is both too large a granule and often does
- not represent an integer number of samples.</p>
- <p>In the event that audio frames are always encoded as the same number of
- samples, the granule position could simply be a linear count of frames
- since beginning of stream. This has the advantages of being exact and
- efficient. Position in time would simply be <tt>[granule_position] *
- [samples_per_frame] / [samples_per_second]</tt>.</p>
- <h4>Example: samplestamp (Vorbis)</h4>
- <p>Frame counting is insufficient in codecs such as Vorbis where an audio
- frame [packet] encodes a variable number of samples. In Vorbis's
- case, the granule position is a count of the number of raw samples
- from the beginning of stream; the absolute time of
- a granule position is <tt>[granule_position] /
- [samples_per_second]</tt>.</p>
-
- <h4>Example: bit-divided framestamp (Theora)</h4>
- <p>Some video codecs may be able to use the simple framestamp scheme for
- granule position. However, most modern video codecs introduce at
- least the following complications:</p>
- <ul>
- <li>video frames are relatively far apart compared to audio samples;
- for this reason, the point at which a video frame changes to the next
- frame is usually a strictly defined offset within the frame 'period'.
- That is, video at 50fps could just as easily define frame transitions
- <.015, .035, .055...> as at <.00, .02, .04...>.</li>
- <li>frame rates often include drop-frames, leap-frames or other
- rational-but-non-integer timings.</li>
- <li>Decode must begin at a 'key frame' or 'I frame'. Keyframes usually
- occur relatively seldom.</li>
- </ul>
- <p>The first two points can be handled straightforwardly via the fact
- that the codec has complete control mapping granule position to
- absolute time; non-integer frame rates and offsets can be set in the
- codec's initial header, and the rest is just arithmetic.</p>
- <p>The third point appears trickier at first glance, but it too can be
- handled through the granule position mapping mechanism. Here we
- arrange the granule position in such a way that granule positions of
- key frames are easy to find. Divide the granule position into two
- fields; the most-significant bits are an absolute frame counter, but
- it's only updated at each key frame. The least significant bits encode
- the number of frames since the last key frame. In this way, each
- granule position both encodes the absolute time of the current frame
- as well as the absolute time of the last key frame.</p>
- <p>Seeking to a most recent preceding key frame is then accomplished by
- first seeking to the original desired point, inspecting the granulepos
- of the resulting video page, extracting from that granulepos the
- absolute time of the desired key frame, and then seeking directly to
- that key frame's page. Of course, it's still possible for an
- application to ignore key frames and use a simpler seeking algorithm
- (decode would be unable to present decoded video until the next
- key frame). Surprisingly many player applications do choose the
- simpler approach.</p>
- <h3>granule position, packets and pages</h3>
- <p>Although each packet of data in a logical stream theoretically has a
- specific granule position, only one granule position is encoded
- per page. It is possible to encode a logical stream such that each
- page contains only a single packet (so that granule positions are
- preserved for each packet), however a one-to-one packet/page mapping
- is not intended to be the general case.</p>
- <p>Because Ogg functions at the page, not packet, level, this
- once-per-page time information provides Ogg with the finest-grained
- time information is can use. Ogg passes this granule positioning data
- to the codec (along with the packets extracted from a page); it is the
- responsibility of codecs to track timing information at granularities
- finer than a single page.</p>
- <h3>start-time and end-time positioning</h3>
- <p>A granule position represents the <em>instantaneous time location
- between two pages</em>. However, continuous streams and discontinuous
- streams differ on whether the granulepos represents the end-time of
- the data on a page or the start-time. Continuous streams are
- 'end-time' encoded; the granulepos represents the point in time
- immediately after the last data decoded from a page. Discontinuous
- streams are 'start-time' encoded; the granulepos represents the point
- in time of the first data decoded from the page.</p>
- <p>An Ogg stream type is declared continuous or discontinuous by its
- codec. A given codec may support both continuous and discontinuous
- operation so long as any given logical stream is continuous or
- discontinuous for its entirety and the codec is able to ascertain (and
- inform the Ogg layer) as to which after decoding the initial stream
- header. The majority of codecs will always be continuous (such as
- Vorbis) or discontinuous (such as Writ).</p>
- <p>Start- and end-time encoding do not affect multiplexing sort-order;
- pages are still sorted by the absolute time a given granulepos maps to
- regardless of whether that granulepos represents start- or
- end-time.</p>
- <h2>Multiplex/Demultiplex Division of Labor</h2>
- <p>The Ogg multiplex/demultiplex layer provides mechanisms for encoding
- raw packets into Ogg pages, decoding Ogg pages back into the original
- codec packets, determining the logical structure of an Ogg stream, and
- navigating through and synchronizing with an Ogg stream at a desired
- stream location. Strict multiplex/demultiplex operations are entirely
- in the Ogg domain and require no intervention from codecs.</p>
- <p>Implementation of more complex operations does require codec
- knowledge, however. Unlike other framing systems, Ogg maintains
- strict separation between framing and the framed bitstream data; Ogg
- does not replicate codec-specific information in the page/framing
- data, nor does Ogg blur the line between framing and stream
- data/metadata. Because Ogg is fully data-agnostic toward the data it
- frames, operations which require specifics of bitstream data (such as
- 'seek to key frame') also require interaction with the codec layer
- (because, in this example, the Ogg layer is not aware of the concept
- of key frames). This is different from systems that blur the
- separation between framing and stream data in order to simplify the
- separation of code. The Ogg system purposely keeps the distinction in
- data simple so that later codec innovations are not constrained by
- framing design.</p>
- <p>For this reason, however, complex seeking operations require
- interaction with the codecs in order to decode the granule position of
- a given stream type back to absolute time or in order to find
- 'decodable points' such as key frames in video.</p>
- <h2>Unsorted Discussion Points</h2>
- <p>flushes around key frames? RFC suggestion: repaginating or building a
- stream this way is nice but not required</p>
- <h2>Appendix A: multiplexing examples</h2>
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