01-introduction.tex 23 KB

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  1. % -*- mode: latex; TeX-master: "Vorbis_I_spec"; -*-
  2. %!TEX root = Vorbis_I_spec.tex
  3. % $Id$
  4. \section{Introduction and Description} \label{vorbis:spec:intro}
  5. \subsection{Overview}
  6. This document provides a high level description of the Vorbis codec's
  7. construction. A bit-by-bit specification appears beginning in
  8. \xref{vorbis:spec:codec}.
  9. The later sections assume a high-level
  10. understanding of the Vorbis decode process, which is
  11. provided here.
  12. \subsubsection{Application}
  13. Vorbis is a general purpose perceptual audio CODEC intended to allow
  14. maximum encoder flexibility, thus allowing it to scale competitively
  15. over an exceptionally wide range of bitrates. At the high
  16. quality/bitrate end of the scale (CD or DAT rate stereo, 16/24 bits)
  17. it is in the same league as MPEG-2 and MPC. Similarly, the 1.0
  18. encoder can encode high-quality CD and DAT rate stereo at below 48kbps
  19. without resampling to a lower rate. Vorbis is also intended for
  20. lower and higher sample rates (from 8kHz telephony to 192kHz digital
  21. masters) and a range of channel representations (monaural,
  22. polyphonic, stereo, quadraphonic, 5.1, ambisonic, or up to 255
  23. discrete channels).
  24. \subsubsection{Classification}
  25. Vorbis I is a forward-adaptive monolithic transform CODEC based on the
  26. Modified Discrete Cosine Transform. The codec is structured to allow
  27. addition of a hybrid wavelet filterbank in Vorbis II to offer better
  28. transient response and reproduction using a transform better suited to
  29. localized time events.
  30. \subsubsection{Assumptions}
  31. The Vorbis CODEC design assumes a complex, psychoacoustically-aware
  32. encoder and simple, low-complexity decoder. Vorbis decode is
  33. computationally simpler than mp3, although it does require more
  34. working memory as Vorbis has no static probability model; the vector
  35. codebooks used in the first stage of decoding from the bitstream are
  36. packed in their entirety into the Vorbis bitstream headers. In
  37. packed form, these codebooks occupy only a few kilobytes; the extent
  38. to which they are pre-decoded into a cache is the dominant factor in
  39. decoder memory usage.
  40. Vorbis provides none of its own framing, synchronization or protection
  41. against errors; it is solely a method of accepting input audio,
  42. dividing it into individual frames and compressing these frames into
  43. raw, unformatted 'packets'. The decoder then accepts these raw
  44. packets in sequence, decodes them, synthesizes audio frames from
  45. them, and reassembles the frames into a facsimile of the original
  46. audio stream. Vorbis is a free-form variable bit rate (VBR) codec and packets have no
  47. minimum size, maximum size, or fixed/expected size. Packets
  48. are designed that they may be truncated (or padded) and remain
  49. decodable; this is not to be considered an error condition and is used
  50. extensively in bitrate management in peeling. Both the transport
  51. mechanism and decoder must allow that a packet may be any size, or
  52. end before or after packet decode expects.
  53. Vorbis packets are thus intended to be used with a transport mechanism
  54. that provides free-form framing, sync, positioning and error correction
  55. in accordance with these design assumptions, such as Ogg (for file
  56. transport) or RTP (for network multicast). For purposes of a few
  57. examples in this document, we will assume that Vorbis is to be
  58. embedded in an Ogg stream specifically, although this is by no means a
  59. requirement or fundamental assumption in the Vorbis design.
  60. The specification for embedding Vorbis into
  61. an Ogg transport stream is in \xref{vorbis:over:ogg}.
  62. \subsubsection{Codec Setup and Probability Model}
  63. Vorbis' heritage is as a research CODEC and its current design
  64. reflects a desire to allow multiple decades of continuous encoder
  65. improvement before running out of room within the codec specification.
  66. For these reasons, configurable aspects of codec setup intentionally
  67. lean toward the extreme of forward adaptive.
  68. The single most controversial design decision in Vorbis (and the most
  69. unusual for a Vorbis developer to keep in mind) is that the entire
  70. probability model of the codec, the Huffman and VQ codebooks, is
  71. packed into the bitstream header along with extensive CODEC setup
  72. parameters (often several hundred fields). This makes it impossible,
  73. as it would be with MPEG audio layers, to embed a simple frame type
  74. flag in each audio packet, or begin decode at any frame in the stream
  75. without having previously fetched the codec setup header.
  76. \begin{note}
  77. Vorbis \emph{can} initiate decode at any arbitrary packet within a
  78. bitstream so long as the codec has been initialized/setup with the
  79. setup headers.
  80. \end{note}
  81. Thus, Vorbis headers are both required for decode to begin and
  82. relatively large as bitstream headers go. The header size is
  83. unbounded, although for streaming a rule-of-thumb of 4kB or less is
  84. recommended (and Xiph.Org's Vorbis encoder follows this suggestion).
  85. Our own design work indicates the primary liability of the
  86. required header is in mindshare; it is an unusual design and thus
  87. causes some amount of complaint among engineers as this runs against
  88. current design trends (and also points out limitations in some
  89. existing software/interface designs, such as Windows' ACM codec
  90. framework). However, we find that it does not fundamentally limit
  91. Vorbis' suitable application space.
  92. \subsubsection{Format Specification}
  93. The Vorbis format is well-defined by its decode specification; any
  94. encoder that produces packets that are correctly decoded by the
  95. reference Vorbis decoder described below may be considered a proper
  96. Vorbis encoder. A decoder must faithfully and completely implement
  97. the specification defined below (except where noted) to be considered
  98. a proper Vorbis decoder.
  99. \subsubsection{Hardware Profile}
  100. Although Vorbis decode is computationally simple, it may still run
  101. into specific limitations of an embedded design. For this reason,
  102. embedded designs are allowed to deviate in limited ways from the
  103. `full' decode specification yet still be certified compliant. These
  104. optional omissions are labelled in the spec where relevant.
  105. \subsection{Decoder Configuration}
  106. Decoder setup consists of configuration of multiple, self-contained
  107. component abstractions that perform specific functions in the decode
  108. pipeline. Each different component instance of a specific type is
  109. semantically interchangeable; decoder configuration consists both of
  110. internal component configuration, as well as arrangement of specific
  111. instances into a decode pipeline. Componentry arrangement is roughly
  112. as follows:
  113. \begin{center}
  114. \includegraphics[width=\textwidth]{components}
  115. \captionof{figure}{decoder pipeline configuration}
  116. \end{center}
  117. \subsubsection{Global Config}
  118. Global codec configuration consists of a few audio related fields
  119. (sample rate, channels), Vorbis version (always '0' in Vorbis I),
  120. bitrate hints, and the lists of component instances. All other
  121. configuration is in the context of specific components.
  122. \subsubsection{Mode}
  123. Each Vorbis frame is coded according to a master 'mode'. A bitstream
  124. may use one or many modes.
  125. The mode mechanism is used to encode a frame according to one of
  126. multiple possible methods with the intention of choosing a method best
  127. suited to that frame. Different modes are, e.g. how frame size
  128. is changed from frame to frame. The mode number of a frame serves as a
  129. top level configuration switch for all other specific aspects of frame
  130. decode.
  131. A 'mode' configuration consists of a frame size setting, window type
  132. (always 0, the Vorbis window, in Vorbis I), transform type (always
  133. type 0, the MDCT, in Vorbis I) and a mapping number. The mapping
  134. number specifies which mapping configuration instance to use for
  135. low-level packet decode and synthesis.
  136. \subsubsection{Mapping}
  137. A mapping contains a channel coupling description and a list of
  138. 'submaps' that bundle sets of channel vectors together for grouped
  139. encoding and decoding. These submaps are not references to external
  140. components; the submap list is internal and specific to a mapping.
  141. A 'submap' is a configuration/grouping that applies to a subset of
  142. floor and residue vectors within a mapping. The submap functions as a
  143. last layer of indirection such that specific special floor or residue
  144. settings can be applied not only to all the vectors in a given mode,
  145. but also specific vectors in a specific mode. Each submap specifies
  146. the proper floor and residue instance number to use for decoding that
  147. submap's spectral floor and spectral residue vectors.
  148. As an example:
  149. Assume a Vorbis stream that contains six channels in the standard 5.1
  150. format. The sixth channel, as is normal in 5.1, is bass only.
  151. Therefore it would be wasteful to encode a full-spectrum version of it
  152. as with the other channels. The submapping mechanism can be used to
  153. apply a full range floor and residue encoding to channels 0 through 4,
  154. and a bass-only representation to the bass channel, thus saving space.
  155. In this example, channels 0-4 belong to submap 0 (which indicates use
  156. of a full-range floor) and channel 5 belongs to submap 1, which uses a
  157. bass-only representation.
  158. \subsubsection{Floor}
  159. Vorbis encodes a spectral 'floor' vector for each PCM channel. This
  160. vector is a low-resolution representation of the audio spectrum for
  161. the given channel in the current frame, generally used akin to a
  162. whitening filter. It is named a 'floor' because the Xiph.Org
  163. reference encoder has historically used it as a unit-baseline for
  164. spectral resolution.
  165. A floor encoding may be of two types. Floor 0 uses a packed LSP
  166. representation on a dB amplitude scale and Bark frequency scale.
  167. Floor 1 represents the curve as a piecewise linear interpolated
  168. representation on a dB amplitude scale and linear frequency scale.
  169. The two floors are semantically interchangeable in
  170. encoding/decoding. However, floor type 1 provides more stable
  171. inter-frame behavior, and so is the preferred choice in all
  172. coupled-stereo and high bitrate modes. Floor 1 is also considerably
  173. less expensive to decode than floor 0.
  174. Floor 0 is not to be considered deprecated, but it is of limited
  175. modern use. No known Vorbis encoder past Xiph.org's own beta 4 makes
  176. use of floor 0.
  177. The values coded/decoded by a floor are both compactly formatted and
  178. make use of entropy coding to save space. For this reason, a floor
  179. configuration generally refers to multiple codebooks in the codebook
  180. component list. Entropy coding is thus provided as an abstraction,
  181. and each floor instance may choose from any and all available
  182. codebooks when coding/decoding.
  183. \subsubsection{Residue}
  184. The spectral residue is the fine structure of the audio spectrum
  185. once the floor curve has been subtracted out. In simplest terms, it
  186. is coded in the bitstream using cascaded (multi-pass) vector
  187. quantization according to one of three specific packing/coding
  188. algorithms numbered 0 through 2. The packing algorithm details are
  189. configured by residue instance. As with the floor components, the
  190. final VQ/entropy encoding is provided by external codebook instances
  191. and each residue instance may choose from any and all available
  192. codebooks.
  193. \subsubsection{Codebooks}
  194. Codebooks are a self-contained abstraction that perform entropy
  195. decoding and, optionally, use the entropy-decoded integer value as an
  196. offset into an index of output value vectors, returning the indicated
  197. vector of values.
  198. The entropy coding in a Vorbis I codebook is provided by a standard
  199. Huffman binary tree representation. This tree is tightly packed using
  200. one of several methods, depending on whether codeword lengths are
  201. ordered or unordered, or the tree is sparse.
  202. The codebook vector index is similarly packed according to index
  203. characteristic. Most commonly, the vector index is encoded as a
  204. single list of values of possible values that are then permuted into
  205. a list of n-dimensional rows (lattice VQ).
  206. \subsection{High-level Decode Process}
  207. \subsubsection{Decode Setup}
  208. Before decoding can begin, a decoder must initialize using the
  209. bitstream headers matching the stream to be decoded. Vorbis uses
  210. three header packets; all are required, in-order, by this
  211. specification. Once set up, decode may begin at any audio packet
  212. belonging to the Vorbis stream. In Vorbis I, all packets after the
  213. three initial headers are audio packets.
  214. The header packets are, in order, the identification
  215. header, the comments header, and the setup header.
  216. \paragraph{Identification Header}
  217. The identification header identifies the bitstream as Vorbis, Vorbis
  218. version, and the simple audio characteristics of the stream such as
  219. sample rate and number of channels.
  220. \paragraph{Comment Header}
  221. The comment header includes user text comments (``tags'') and a vendor
  222. string for the application/library that produced the bitstream. The
  223. encoding and proper use of the comment header is described in \xref{vorbis:spec:comment}.
  224. \paragraph{Setup Header}
  225. The setup header includes extensive CODEC setup information as well as
  226. the complete VQ and Huffman codebooks needed for decode.
  227. \subsubsection{Decode Procedure}
  228. The decoding and synthesis procedure for all audio packets is
  229. fundamentally the same.
  230. \begin{enumerate}
  231. \item decode packet type flag
  232. \item decode mode number
  233. \item decode window shape (long windows only)
  234. \item decode floor
  235. \item decode residue into residue vectors
  236. \item inverse channel coupling of residue vectors
  237. \item generate floor curve from decoded floor data
  238. \item compute dot product of floor and residue, producing audio spectrum vector
  239. \item inverse monolithic transform of audio spectrum vector, always an MDCT in Vorbis I
  240. \item overlap/add left-hand output of transform with right-hand output of previous frame
  241. \item store right hand-data from transform of current frame for future lapping
  242. \item if not first frame, return results of overlap/add as audio result of current frame
  243. \end{enumerate}
  244. Note that clever rearrangement of the synthesis arithmetic is
  245. possible; as an example, one can take advantage of symmetries in the
  246. MDCT to store the right-hand transform data of a partial MDCT for a
  247. 50\% inter-frame buffer space savings, and then complete the transform
  248. later before overlap/add with the next frame. This optimization
  249. produces entirely equivalent output and is naturally perfectly legal.
  250. The decoder must be \emph{entirely mathematically equivalent} to the
  251. specification, it need not be a literal semantic implementation.
  252. \paragraph{Packet type decode}
  253. Vorbis I uses four packet types. The first three packet types mark each
  254. of the three Vorbis headers described above. The fourth packet type
  255. marks an audio packet. All other packet types are reserved; packets
  256. marked with a reserved type should be ignored.
  257. Following the three header packets, all packets in a Vorbis I stream
  258. are audio. The first step of audio packet decode is to read and
  259. verify the packet type; \emph{a non-audio packet when audio is expected
  260. indicates stream corruption or a non-compliant stream. The decoder
  261. must ignore the packet and not attempt decoding it to
  262. audio}.
  263. \paragraph{Mode decode}
  264. Vorbis allows an encoder to set up multiple, numbered packet 'modes',
  265. as described earlier, all of which may be used in a given Vorbis
  266. stream. The mode is encoded as an integer used as a direct offset into
  267. the mode instance index.
  268. \paragraph{Window shape decode (long windows only)} \label{vorbis:spec:window}
  269. Vorbis frames may be one of two PCM sample sizes specified during
  270. codec setup. In Vorbis I, legal frame sizes are powers of two from 64
  271. to 8192 samples. Aside from coupling, Vorbis handles channels as
  272. independent vectors and these frame sizes are in samples per channel.
  273. Vorbis uses an overlapping transform, namely the MDCT, to blend one
  274. frame into the next, avoiding most inter-frame block boundary
  275. artifacts. The MDCT output of one frame is windowed according to MDCT
  276. requirements, overlapped 50\% with the output of the previous frame and
  277. added. The window shape assures seamless reconstruction.
  278. This is easy to visualize in the case of equal sized-windows:
  279. \begin{center}
  280. \includegraphics[width=\textwidth]{window1}
  281. \captionof{figure}{overlap of two equal-sized windows}
  282. \end{center}
  283. And slightly more complex in the case of overlapping unequal sized
  284. windows:
  285. \begin{center}
  286. \includegraphics[width=\textwidth]{window2}
  287. \captionof{figure}{overlap of a long and a short window}
  288. \end{center}
  289. In the unequal-sized window case, the window shape of the long window
  290. must be modified for seamless lapping as above. It is possible to
  291. correctly infer window shape to be applied to the current window from
  292. knowing the sizes of the current, previous and next window. It is
  293. legal for a decoder to use this method. However, in the case of a long
  294. window (short windows require no modification), Vorbis also codes two
  295. flag bits to specify pre- and post- window shape. Although not
  296. strictly necessary for function, this minor redundancy allows a packet
  297. to be fully decoded to the point of lapping entirely independently of
  298. any other packet, allowing easier abstraction of decode layers as well
  299. as allowing a greater level of easy parallelism in encode and
  300. decode.
  301. A description of valid window functions for use with an inverse MDCT
  302. can be found in \cite{Sporer/Brandenburg/Edler}. Vorbis windows
  303. all use the slope function
  304. \[ y = \sin(.5*\pi \, \sin^2((x+.5)/n*\pi)) . \]
  305. \paragraph{floor decode}
  306. Each floor is encoded/decoded in channel order, however each floor
  307. belongs to a 'submap' that specifies which floor configuration to
  308. use. All floors are decoded before residue decode begins.
  309. \paragraph{residue decode}
  310. Although the number of residue vectors equals the number of channels,
  311. channel coupling may mean that the raw residue vectors extracted
  312. during decode do not map directly to specific channels. When channel
  313. coupling is in use, some vectors will correspond to coupled magnitude
  314. or angle. The coupling relationships are described in the codec setup
  315. and may differ from frame to frame, due to different mode numbers.
  316. Vorbis codes residue vectors in groups by submap; the coding is done
  317. in submap order from submap 0 through n-1. This differs from floors
  318. which are coded using a configuration provided by submap number, but
  319. are coded individually in channel order.
  320. \paragraph{inverse channel coupling}
  321. A detailed discussion of stereo in the Vorbis codec can be found in
  322. the document \href{stereo.html}{Stereo Channel Coupling in the
  323. Vorbis CODEC}. Vorbis is not limited to only stereo coupling, but
  324. the stereo document also gives a good overview of the generic coupling
  325. mechanism.
  326. Vorbis coupling applies to pairs of residue vectors at a time;
  327. decoupling is done in-place a pair at a time in the order and using
  328. the vectors specified in the current mapping configuration. The
  329. decoupling operation is the same for all pairs, converting square
  330. polar representation (where one vector is magnitude and the second
  331. angle) back to Cartesian representation.
  332. After decoupling, in order, each pair of vectors on the coupling list,
  333. the resulting residue vectors represent the fine spectral detail
  334. of each output channel.
  335. \paragraph{generate floor curve}
  336. The decoder may choose to generate the floor curve at any appropriate
  337. time. It is reasonable to generate the output curve when the floor
  338. data is decoded from the raw packet, or it can be generated after
  339. inverse coupling and applied to the spectral residue directly,
  340. combining generation and the dot product into one step and eliminating
  341. some working space.
  342. Both floor 0 and floor 1 generate a linear-range, linear-domain output
  343. vector to be multiplied (dot product) by the linear-range,
  344. linear-domain spectral residue.
  345. \paragraph{compute floor/residue dot product}
  346. This step is straightforward; for each output channel, the decoder
  347. multiplies the floor curve and residue vectors element by element,
  348. producing the finished audio spectrum of each channel.
  349. % TODO/FIXME: The following two paragraphs have identical twins
  350. % in section 4 (under "dot product")
  351. One point is worth mentioning about this dot product; a common mistake
  352. in a fixed point implementation might be to assume that a 32 bit
  353. fixed-point representation for floor and residue and direct
  354. multiplication of the vectors is sufficient for acceptable spectral
  355. depth in all cases because it happens to mostly work with the current
  356. Xiph.Org reference encoder.
  357. However, floor vector values can span \~{}140dB (\~{}24 bits unsigned), and
  358. the audio spectrum vector should represent a minimum of 120dB (\~{}21
  359. bits with sign), even when output is to a 16 bit PCM device. For the
  360. residue vector to represent full scale if the floor is nailed to
  361. $-140$dB, it must be able to span 0 to $+140$dB. For the residue vector
  362. to reach full scale if the floor is nailed at 0dB, it must be able to
  363. represent $-140$dB to $+0$dB. Thus, in order to handle full range
  364. dynamics, a residue vector may span $-140$dB to $+140$dB entirely within
  365. spec. A 280dB range is approximately 48 bits with sign; thus the
  366. residue vector must be able to represent a 48 bit range and the dot
  367. product must be able to handle an effective 48 bit times 24 bit
  368. multiplication. This range may be achieved using large (64 bit or
  369. larger) integers, or implementing a movable binary point
  370. representation.
  371. \paragraph{inverse monolithic transform (MDCT)}
  372. The audio spectrum is converted back into time domain PCM audio via an
  373. inverse Modified Discrete Cosine Transform (MDCT). A detailed
  374. description of the MDCT is available in \cite{Sporer/Brandenburg/Edler}.
  375. Note that the PCM produced directly from the MDCT is not yet finished
  376. audio; it must be lapped with surrounding frames using an appropriate
  377. window (such as the Vorbis window) before the MDCT can be considered
  378. orthogonal.
  379. \paragraph{overlap/add data}
  380. Windowed MDCT output is overlapped and added with the right hand data
  381. of the previous window such that the 3/4 point of the previous window
  382. is aligned with the 1/4 point of the current window (as illustrated in
  383. the window overlap diagram). At this point, the audio data between the
  384. center of the previous frame and the center of the current frame is
  385. now finished and ready to be returned.
  386. \paragraph{cache right hand data}
  387. The decoder must cache the right hand portion of the current frame to
  388. be lapped with the left hand portion of the next frame.
  389. \paragraph{return finished audio data}
  390. The overlapped portion produced from overlapping the previous and
  391. current frame data is finished data to be returned by the decoder.
  392. This data spans from the center of the previous window to the center
  393. of the current window. In the case of same-sized windows, the amount
  394. of data to return is one-half block consisting of and only of the
  395. overlapped portions. When overlapping a short and long window, much of
  396. the returned range is not actually overlap. This does not damage
  397. transform orthogonality. Pay attention however to returning the
  398. correct data range; the amount of data to be returned is:
  399. \begin{Verbatim}[commandchars=\\\{\}]
  400. window_blocksize(previous_window)/4+window_blocksize(current_window)/4
  401. \end{Verbatim}
  402. from the center of the previous window to the center of the current
  403. window.
  404. Data is not returned from the first frame; it must be used to 'prime'
  405. the decode engine. The encoder accounts for this priming when
  406. calculating PCM offsets; after the first frame, the proper PCM output
  407. offset is '0' (as no data has been returned yet).