01-introduction.xml 26 KB

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  1. <?xml version="1.0" standalone="no"?>
  2. <!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
  3. "http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd" [
  4. ]>
  5. <section id="vorbis-spec-intro">
  6. <sectioninfo>
  7. <releaseinfo>
  8. $Id$
  9. </releaseinfo>
  10. </sectioninfo>
  11. <title>Introduction and Description</title>
  12. <section>
  13. <title>Overview</title>
  14. <para>
  15. This document provides a high level description of the Vorbis codec's
  16. construction. A bit-by-bit specification appears beginning in
  17. <xref linkend="vorbis-spec-codec"/>.
  18. The later sections assume a high-level
  19. understanding of the Vorbis decode process, which is
  20. provided here.</para>
  21. <section>
  22. <title>Application</title>
  23. <para>
  24. Vorbis is a general purpose perceptual audio CODEC intended to allow
  25. maximum encoder flexibility, thus allowing it to scale competitively
  26. over an exceptionally wide range of bitrates. At the high
  27. quality/bitrate end of the scale (CD or DAT rate stereo, 16/24 bits)
  28. it is in the same league as MPEG-2 and MPC. Similarly, the 1.0
  29. encoder can encode high-quality CD and DAT rate stereo at below 48kbps
  30. without resampling to a lower rate. Vorbis is also intended for
  31. lower and higher sample rates (from 8kHz telephony to 192kHz digital
  32. masters) and a range of channel representations (monaural,
  33. polyphonic, stereo, quadraphonic, 5.1, ambisonic, or up to 255
  34. discrete channels).
  35. </para>
  36. </section>
  37. <section>
  38. <title>Classification</title>
  39. <para>
  40. Vorbis I is a forward-adaptive monolithic transform CODEC based on the
  41. Modified Discrete Cosine Transform. The codec is structured to allow
  42. addition of a hybrid wavelet filterbank in Vorbis II to offer better
  43. transient response and reproduction using a transform better suited to
  44. localized time events.
  45. </para>
  46. </section>
  47. <section>
  48. <title>Assumptions</title>
  49. <para>
  50. The Vorbis CODEC design assumes a complex, psychoacoustically-aware
  51. encoder and simple, low-complexity decoder. Vorbis decode is
  52. computationally simpler than mp3, although it does require more
  53. working memory as Vorbis has no static probability model; the vector
  54. codebooks used in the first stage of decoding from the bitstream are
  55. packed in their entirety into the Vorbis bitstream headers. In
  56. packed form, these codebooks occupy only a few kilobytes; the extent
  57. to which they are pre-decoded into a cache is the dominant factor in
  58. decoder memory usage.
  59. </para>
  60. <para>
  61. Vorbis provides none of its own framing, synchronization or protection
  62. against errors; it is solely a method of accepting input audio,
  63. dividing it into individual frames and compressing these frames into
  64. raw, unformatted 'packets'. The decoder then accepts these raw
  65. packets in sequence, decodes them, synthesizes audio frames from
  66. them, and reassembles the frames into a facsimile of the original
  67. audio stream. Vorbis is a free-form variable bit rate (VBR) codec and packets have no
  68. minimum size, maximum size, or fixed/expected size. Packets
  69. are designed that they may be truncated (or padded) and remain
  70. decodable; this is not to be considered an error condition and is used
  71. extensively in bitrate management in peeling. Both the transport
  72. mechanism and decoder must allow that a packet may be any size, or
  73. end before or after packet decode expects.</para>
  74. <para>
  75. Vorbis packets are thus intended to be used with a transport mechanism
  76. that provides free-form framing, sync, positioning and error correction
  77. in accordance with these design assumptions, such as Ogg (for file
  78. transport) or RTP (for network multicast). For purposes of a few
  79. examples in this document, we will assume that Vorbis is to be
  80. embedded in an Ogg stream specifically, although this is by no means a
  81. requirement or fundamental assumption in the Vorbis design.</para>
  82. <para>
  83. The specification for embedding Vorbis into
  84. an Ogg transport stream is in <xref linkend="vorbis-over-ogg"/>.
  85. </para>
  86. </section>
  87. <section>
  88. <title>Codec Setup and Probability Model</title>
  89. <para>
  90. Vorbis' heritage is as a research CODEC and its current design
  91. reflects a desire to allow multiple decades of continuous encoder
  92. improvement before running out of room within the codec specification.
  93. For these reasons, configurable aspects of codec setup intentionally
  94. lean toward the extreme of forward adaptive.</para>
  95. <para>
  96. The single most controversial design decision in Vorbis (and the most
  97. unusual for a Vorbis developer to keep in mind) is that the entire
  98. probability model of the codec, the Huffman and VQ codebooks, is
  99. packed into the bitstream header along with extensive CODEC setup
  100. parameters (often several hundred fields). This makes it impossible,
  101. as it would be with MPEG audio layers, to embed a simple frame type
  102. flag in each audio packet, or begin decode at any frame in the stream
  103. without having previously fetched the codec setup header.
  104. </para>
  105. <note><para>
  106. Vorbis <emphasis>can</emphasis> initiate decode at any arbitrary packet within a
  107. bitstream so long as the codec has been initialized/setup with the
  108. setup headers.</para></note>
  109. <para>
  110. Thus, Vorbis headers are both required for decode to begin and
  111. relatively large as bitstream headers go. The header size is
  112. unbounded, although for streaming a rule-of-thumb of 4kB or less is
  113. recommended (and Xiph.Org's Vorbis encoder follows this suggestion).</para>
  114. <para>
  115. Our own design work indicates the primary liability of the
  116. required header is in mindshare; it is an unusual design and thus
  117. causes some amount of complaint among engineers as this runs against
  118. current design trends (and also points out limitations in some
  119. existing software/interface designs, such as Windows' ACM codec
  120. framework). However, we find that it does not fundamentally limit
  121. Vorbis' suitable application space.</para>
  122. </section>
  123. <section><title>Format Specification</title>
  124. <para>
  125. The Vorbis format is well-defined by its decode specification; any
  126. encoder that produces packets that are correctly decoded by the
  127. reference Vorbis decoder described below may be considered a proper
  128. Vorbis encoder. A decoder must faithfully and completely implement
  129. the specification defined below (except where noted) to be considered
  130. a proper Vorbis decoder.</para>
  131. </section>
  132. <section><title>Hardware Profile</title>
  133. <para>
  134. Although Vorbis decode is computationally simple, it may still run
  135. into specific limitations of an embedded design. For this reason,
  136. embedded designs are allowed to deviate in limited ways from the
  137. 'full' decode specification yet still be certified compliant. These
  138. optional omissions are labelled in the spec where relevant.</para>
  139. </section>
  140. </section>
  141. <section>
  142. <title>Decoder Configuration</title>
  143. <para>
  144. Decoder setup consists of configuration of multiple, self-contained
  145. component abstractions that perform specific functions in the decode
  146. pipeline. Each different component instance of a specific type is
  147. semantically interchangeable; decoder configuration consists both of
  148. internal component configuration, as well as arrangement of specific
  149. instances into a decode pipeline. Componentry arrangement is roughly
  150. as follows:</para>
  151. <mediaobject>
  152. <imageobject>
  153. <imagedata fileref="components.png" format="PNG"/>
  154. </imageobject>
  155. <textobject>
  156. <phrase>decoder pipeline configuration</phrase>
  157. </textobject>
  158. </mediaobject>
  159. <section><title>Global Config</title>
  160. <para>
  161. Global codec configuration consists of a few audio related fields
  162. (sample rate, channels), Vorbis version (always '0' in Vorbis I),
  163. bitrate hints, and the lists of component instances. All other
  164. configuration is in the context of specific components.</para>
  165. </section>
  166. <section><title>Mode</title>
  167. <para>
  168. Each Vorbis frame is coded according to a master 'mode'. A bitstream
  169. may use one or many modes.</para>
  170. <para>
  171. The mode mechanism is used to encode a frame according to one of
  172. multiple possible methods with the intention of choosing a method best
  173. suited to that frame. Different modes are, e.g. how frame size
  174. is changed from frame to frame. The mode number of a frame serves as a
  175. top level configuration switch for all other specific aspects of frame
  176. decode.</para>
  177. <para>
  178. A 'mode' configuration consists of a frame size setting, window type
  179. (always 0, the Vorbis window, in Vorbis I), transform type (always
  180. type 0, the MDCT, in Vorbis I) and a mapping number. The mapping
  181. number specifies which mapping configuration instance to use for
  182. low-level packet decode and synthesis.</para>
  183. </section>
  184. <section><title>Mapping</title>
  185. <para>
  186. A mapping contains a channel coupling description and a list of
  187. 'submaps' that bundle sets of channel vectors together for grouped
  188. encoding and decoding. These submaps are not references to external
  189. components; the submap list is internal and specific to a mapping.</para>
  190. <para>
  191. A 'submap' is a configuration/grouping that applies to a subset of
  192. floor and residue vectors within a mapping. The submap functions as a
  193. last layer of indirection such that specific special floor or residue
  194. settings can be applied not only to all the vectors in a given mode,
  195. but also specific vectors in a specific mode. Each submap specifies
  196. the proper floor and residue instance number to use for decoding that
  197. submap's spectral floor and spectral residue vectors.</para>
  198. <para>
  199. As an example:</para>
  200. <para>
  201. Assume a Vorbis stream that contains six channels in the standard 5.1
  202. format. The sixth channel, as is normal in 5.1, is bass only.
  203. Therefore it would be wasteful to encode a full-spectrum version of it
  204. as with the other channels. The submapping mechanism can be used to
  205. apply a full range floor and residue encoding to channels 0 through 4,
  206. and a bass-only representation to the bass channel, thus saving space.
  207. In this example, channels 0-4 belong to submap 0 (which indicates use
  208. of a full-range floor) and channel 5 belongs to submap 1, which uses a
  209. bass-only representation.</para>
  210. </section>
  211. <section><title>Floor</title>
  212. <para>
  213. Vorbis encodes a spectral 'floor' vector for each PCM channel. This
  214. vector is a low-resolution representation of the audio spectrum for
  215. the given channel in the current frame, generally used akin to a
  216. whitening filter. It is named a 'floor' because the Xiph.Org
  217. reference encoder has historically used it as a unit-baseline for
  218. spectral resolution.</para>
  219. <para>
  220. A floor encoding may be of two types. Floor 0 uses a packed LSP
  221. representation on a dB amplitude scale and Bark frequency scale.
  222. Floor 1 represents the curve as a piecewise linear interpolated
  223. representation on a dB amplitude scale and linear frequency scale.
  224. The two floors are semantically interchangeable in
  225. encoding/decoding. However, floor type 1 provides more stable
  226. inter-frame behavior, and so is the preferred choice in all
  227. coupled-stereo and high bitrate modes. Floor 1 is also considerably
  228. less expensive to decode than floor 0.</para>
  229. <para>
  230. Floor 0 is not to be considered deprecated, but it is of limited
  231. modern use. No known Vorbis encoder past Xiph.org's own beta 4 makes
  232. use of floor 0.</para>
  233. <para>
  234. The values coded/decoded by a floor are both compactly formatted and
  235. make use of entropy coding to save space. For this reason, a floor
  236. configuration generally refers to multiple codebooks in the codebook
  237. component list. Entropy coding is thus provided as an abstraction,
  238. and each floor instance may choose from any and all available
  239. codebooks when coding/decoding.</para>
  240. </section>
  241. <section><title>Residue</title>
  242. <para>
  243. The spectral residue is the fine structure of the audio spectrum
  244. once the floor curve has been subtracted out. In simplest terms, it
  245. is coded in the bitstream using cascaded (multi-pass) vector
  246. quantization according to one of three specific packing/coding
  247. algorithms numbered 0 through 2. The packing algorithm details are
  248. configured by residue instance. As with the floor components, the
  249. final VQ/entropy encoding is provided by external codebook instances
  250. and each residue instance may choose from any and all available
  251. codebooks.</para>
  252. </section>
  253. <section><title>Codebooks</title>
  254. <para>
  255. Codebooks are a self-contained abstraction that perform entropy
  256. decoding and, optionally, use the entropy-decoded integer value as an
  257. offset into an index of output value vectors, returning the indicated
  258. vector of values.</para>
  259. <para>
  260. The entropy coding in a Vorbis I codebook is provided by a standard
  261. Huffman binary tree representation. This tree is tightly packed using
  262. one of several methods, depending on whether codeword lengths are
  263. ordered or unordered, or the tree is sparse.</para>
  264. <para>
  265. The codebook vector index is similarly packed according to index
  266. characteristic. Most commonly, the vector index is encoded as a
  267. single list of values of possible values that are then permuted into
  268. a list of n-dimensional rows (lattice VQ).</para>
  269. </section>
  270. </section>
  271. <section>
  272. <title>High-level Decode Process</title>
  273. <section>
  274. <title>Decode Setup</title>
  275. <para>
  276. Before decoding can begin, a decoder must initialize using the
  277. bitstream headers matching the stream to be decoded. Vorbis uses
  278. three header packets; all are required, in-order, by this
  279. specification. Once set up, decode may begin at any audio packet
  280. belonging to the Vorbis stream. In Vorbis I, all packets after the
  281. three initial headers are audio packets. </para>
  282. <para>
  283. The header packets are, in order, the identification
  284. header, the comments header, and the setup header.</para>
  285. <section><title>Identification Header</title>
  286. <para>
  287. The identification header identifies the bitstream as Vorbis, Vorbis
  288. version, and the simple audio characteristics of the stream such as
  289. sample rate and number of channels.</para>
  290. </section>
  291. <section><title>Comment Header</title>
  292. <para>
  293. The comment header includes user text comments ("tags") and a vendor
  294. string for the application/library that produced the bitstream. The
  295. encoding and proper use of the comment header is described in
  296. <xref linkend="vorbis-spec-comment"/>.</para>
  297. </section>
  298. <section><title>Setup Header</title>
  299. <para>
  300. The setup header includes extensive CODEC setup information as well as
  301. the complete VQ and Huffman codebooks needed for decode.</para>
  302. </section>
  303. </section>
  304. <section><title>Decode Procedure</title>
  305. <highlights>
  306. <para>
  307. The decoding and synthesis procedure for all audio packets is
  308. fundamentally the same.
  309. <orderedlist>
  310. <listitem><simpara>decode packet type flag</simpara></listitem>
  311. <listitem><simpara>decode mode number</simpara></listitem>
  312. <listitem><simpara>decode window shape (long windows only)</simpara></listitem>
  313. <listitem><simpara>decode floor</simpara></listitem>
  314. <listitem><simpara>decode residue into residue vectors</simpara></listitem>
  315. <listitem><simpara>inverse channel coupling of residue vectors</simpara></listitem>
  316. <listitem><simpara>generate floor curve from decoded floor data</simpara></listitem>
  317. <listitem><simpara>compute dot product of floor and residue, producing audio spectrum vector</simpara></listitem>
  318. <listitem><simpara>inverse monolithic transform of audio spectrum vector, always an MDCT in Vorbis I</simpara></listitem>
  319. <listitem><simpara>overlap/add left-hand output of transform with right-hand output of previous frame</simpara></listitem>
  320. <listitem><simpara>store right hand-data from transform of current frame for future lapping</simpara></listitem>
  321. <listitem><simpara>if not first frame, return results of overlap/add as audio result of current frame</simpara></listitem>
  322. </orderedlist>
  323. </para>
  324. </highlights>
  325. <para>
  326. Note that clever rearrangement of the synthesis arithmetic is
  327. possible; as an example, one can take advantage of symmetries in the
  328. MDCT to store the right-hand transform data of a partial MDCT for a
  329. 50% inter-frame buffer space savings, and then complete the transform
  330. later before overlap/add with the next frame. This optimization
  331. produces entirely equivalent output and is naturally perfectly legal.
  332. The decoder must be <emphasis>entirely mathematically equivalent</emphasis> to the
  333. specification, it need not be a literal semantic implementation.</para>
  334. <section><title>Packet type decode</title>
  335. <para>
  336. Vorbis I uses four packet types. The first three packet types mark each
  337. of the three Vorbis headers described above. The fourth packet type
  338. marks an audio packet. All other packet types are reserved; packets
  339. marked with a reserved type should be ignored.</para>
  340. <para>
  341. Following the three header packets, all packets in a Vorbis I stream
  342. are audio. The first step of audio packet decode is to read and
  343. verify the packet type; <emphasis>a non-audio packet when audio is expected
  344. indicates stream corruption or a non-compliant stream. The decoder
  345. must ignore the packet and not attempt decoding it to
  346. audio</emphasis>.</para>
  347. </section>
  348. <section><title>Mode decode</title>
  349. <para>
  350. Vorbis allows an encoder to set up multiple, numbered packet 'modes',
  351. as described earlier, all of which may be used in a given Vorbis
  352. stream. The mode is encoded as an integer used as a direct offset into
  353. the mode instance index. </para>
  354. </section>
  355. <section id="vorbis-spec-window">
  356. <title>Window shape decode (long windows only)</title>
  357. <para>
  358. Vorbis frames may be one of two PCM sample sizes specified during
  359. codec setup. In Vorbis I, legal frame sizes are powers of two from 64
  360. to 8192 samples. Aside from coupling, Vorbis handles channels as
  361. independent vectors and these frame sizes are in samples per channel.</para>
  362. <para>
  363. Vorbis uses an overlapping transform, namely the MDCT, to blend one
  364. frame into the next, avoiding most inter-frame block boundary
  365. artifacts. The MDCT output of one frame is windowed according to MDCT
  366. requirements, overlapped 50% with the output of the previous frame and
  367. added. The window shape assures seamless reconstruction. </para>
  368. <para>
  369. This is easy to visualize in the case of equal sized-windows:</para>
  370. <mediaobject>
  371. <imageobject>
  372. <imagedata fileref="window1.png" format="PNG"/>
  373. </imageobject>
  374. <textobject>
  375. <phrase>overlap of two equal-sized windows</phrase>
  376. </textobject>
  377. </mediaobject>
  378. <para>
  379. And slightly more complex in the case of overlapping unequal sized
  380. windows:</para>
  381. <mediaobject>
  382. <imageobject>
  383. <imagedata fileref="window2.png" format="PNG"/>
  384. </imageobject>
  385. <textobject>
  386. <phrase>overlap of a long and a short window</phrase>
  387. </textobject>
  388. </mediaobject>
  389. <para>
  390. In the unequal-sized window case, the window shape of the long window
  391. must be modified for seamless lapping as above. It is possible to
  392. correctly infer window shape to be applied to the current window from
  393. knowing the sizes of the current, previous and next window. It is
  394. legal for a decoder to use this method. However, in the case of a long
  395. window (short windows require no modification), Vorbis also codes two
  396. flag bits to specify pre- and post- window shape. Although not
  397. strictly necessary for function, this minor redundancy allows a packet
  398. to be fully decoded to the point of lapping entirely independently of
  399. any other packet, allowing easier abstraction of decode layers as well
  400. as allowing a greater level of easy parallelism in encode and
  401. decode.</para>
  402. <para>
  403. A description of valid window functions for use with an inverse MDCT
  404. can be found in the paper
  405. <citetitle pubwork="article">
  406. <ulink url="http://www.iocon.com/resource/docs/ps/eusipco_corrected.ps">
  407. The use of multirate filter banks for coding of high quality digital
  408. audio</ulink></citetitle>, by T. Sporer, K. Brandenburg and B. Edler. Vorbis windows
  409. all use the slope function
  410. <inlineequation>
  411. <alt>y=sin(.5*PI*sin^2((x+.5)/n*pi))</alt>
  412. <inlinemediaobject>
  413. <textobject>
  414. <phrase>$y = \sin(.5*\pi \, \sin^2((x+.5)/n*\pi))$</phrase>
  415. </textobject>
  416. </inlinemediaobject>
  417. </inlineequation>.
  418. </para>
  419. </section>
  420. <section><title>floor decode</title>
  421. <para>
  422. Each floor is encoded/decoded in channel order, however each floor
  423. belongs to a 'submap' that specifies which floor configuration to
  424. use. All floors are decoded before residue decode begins.</para>
  425. </section>
  426. <section><title>residue decode</title>
  427. <para>
  428. Although the number of residue vectors equals the number of channels,
  429. channel coupling may mean that the raw residue vectors extracted
  430. during decode do not map directly to specific channels. When channel
  431. coupling is in use, some vectors will correspond to coupled magnitude
  432. or angle. The coupling relationships are described in the codec setup
  433. and may differ from frame to frame, due to different mode numbers.</para>
  434. <para>
  435. Vorbis codes residue vectors in groups by submap; the coding is done
  436. in submap order from submap 0 through n-1. This differs from floors
  437. which are coded using a configuration provided by submap number, but
  438. are coded individually in channel order.</para>
  439. </section>
  440. <section><title>inverse channel coupling</title>
  441. <para>
  442. A detailed discussion of stereo in the Vorbis codec can be found in
  443. the document <ulink url="stereo.html"><citetitle>Stereo Channel Coupling in the
  444. Vorbis CODEC</citetitle></ulink>. Vorbis is not limited to only stereo coupling, but
  445. the stereo document also gives a good overview of the generic coupling
  446. mechanism.</para>
  447. <para>
  448. Vorbis coupling applies to pairs of residue vectors at a time;
  449. decoupling is done in-place a pair at a time in the order and using
  450. the vectors specified in the current mapping configuration. The
  451. decoupling operation is the same for all pairs, converting square
  452. polar representation (where one vector is magnitude and the second
  453. angle) back to Cartesian representation.</para>
  454. <para>
  455. After decoupling, in order, each pair of vectors on the coupling list,
  456. the resulting residue vectors represent the fine spectral detail
  457. of each output channel.</para>
  458. </section>
  459. <section><title>generate floor curve</title>
  460. <para>
  461. The decoder may choose to generate the floor curve at any appropriate
  462. time. It is reasonable to generate the output curve when the floor
  463. data is decoded from the raw packet, or it can be generated after
  464. inverse coupling and applied to the spectral residue directly,
  465. combining generation and the dot product into one step and eliminating
  466. some working space.</para>
  467. <para>
  468. Both floor 0 and floor 1 generate a linear-range, linear-domain output
  469. vector to be multiplied (dot product) by the linear-range,
  470. linear-domain spectral residue.</para>
  471. </section>
  472. <section><title>compute floor/residue dot product</title>
  473. <para>
  474. This step is straightforward; for each output channel, the decoder
  475. multiplies the floor curve and residue vectors element by element,
  476. producing the finished audio spectrum of each channel.</para>
  477. <para>
  478. One point is worth mentioning about this dot product; a common mistake
  479. in a fixed point implementation might be to assume that a 32 bit
  480. fixed-point representation for floor and residue and direct
  481. multiplication of the vectors is sufficient for acceptable spectral
  482. depth in all cases because it happens to mostly work with the current
  483. Xiph.Org reference encoder.</para>
  484. <para>
  485. However, floor vector values can span ~140dB (~24 bits unsigned), and
  486. the audio spectrum vector should represent a minimum of 120dB (~21
  487. bits with sign), even when output is to a 16 bit PCM device. For the
  488. residue vector to represent full scale if the floor is nailed to
  489. -140dB, it must be able to span 0 to +140dB. For the residue vector
  490. to reach full scale if the floor is nailed at 0dB, it must be able to
  491. represent -140dB to +0dB. Thus, in order to handle full range
  492. dynamics, a residue vector may span -140dB to +140dB entirely within
  493. spec. A 280dB range is approximately 48 bits with sign; thus the
  494. residue vector must be able to represent a 48 bit range and the dot
  495. product must be able to handle an effective 48 bit times 24 bit
  496. multiplication. This range may be achieved using large (64 bit or
  497. larger) integers, or implementing a movable binary point
  498. representation.</para>
  499. </section>
  500. <section><title>inverse monolithic transform (MDCT)</title>
  501. <para>
  502. The audio spectrum is converted back into time domain PCM audio via an
  503. inverse Modified Discrete Cosine Transform (MDCT). A detailed
  504. description of the MDCT is available in the paper <ulink
  505. url="http://www.iocon.com/resource/docs/ps/eusipco_corrected.ps"><citetitle pubwork="article">The use of multirate filter banks for coding of high quality digital
  506. audio</citetitle></ulink>, by T. Sporer, K. Brandenburg and B. Edler.</para>
  507. <para>
  508. Note that the PCM produced directly from the MDCT is not yet finished
  509. audio; it must be lapped with surrounding frames using an appropriate
  510. window (such as the Vorbis window) before the MDCT can be considered
  511. orthogonal.</para>
  512. </section>
  513. <section><title>overlap/add data</title>
  514. <para>
  515. Windowed MDCT output is overlapped and added with the right hand data
  516. of the previous window such that the 3/4 point of the previous window
  517. is aligned with the 1/4 point of the current window (as illustrated in
  518. the window overlap diagram). At this point, the audio data between the
  519. center of the previous frame and the center of the current frame is
  520. now finished and ready to be returned. </para>
  521. </section>
  522. <section><title>cache right hand data</title>
  523. <para>
  524. The decoder must cache the right hand portion of the current frame to
  525. be lapped with the left hand portion of the next frame.
  526. </para>
  527. </section>
  528. <section><title>return finished audio data</title>
  529. <para>
  530. The overlapped portion produced from overlapping the previous and
  531. current frame data is finished data to be returned by the decoder.
  532. This data spans from the center of the previous window to the center
  533. of the current window. In the case of same-sized windows, the amount
  534. of data to return is one-half block consisting of and only of the
  535. overlapped portions. When overlapping a short and long window, much of
  536. the returned range is not actually overlap. This does not damage
  537. transform orthogonality. Pay attention however to returning the
  538. correct data range; the amount of data to be returned is:
  539. <programlisting>
  540. window_blocksize(previous_window)/4+window_blocksize(current_window)/4
  541. </programlisting>
  542. from the center of the previous window to the center of the current
  543. window.</para>
  544. <para>
  545. Data is not returned from the first frame; it must be used to 'prime'
  546. the decode engine. The encoder accounts for this priming when
  547. calculating PCM offsets; after the first frame, the proper PCM output
  548. offset is '0' (as no data has been returned yet).</para>
  549. </section>
  550. </section>
  551. </section>
  552. </section>
  553. <!-- end Vorbis I specification introduction and description -->