<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-15"/> <title>Ogg Vorbis Documentation</title> <style type="text/css"> body { margin: 0 18px 0 18px; padding-bottom: 30px; font-family: Verdana, Arial, Helvetica, sans-serif; color: #333333; font-size: .8em; } a { color: #3366cc; } img { border: 0; } #xiphlogo { margin: 30px 0 16px 0; } #content p { line-height: 1.4; } h1, h1 a, h2, h2 a, h3, h3 a { font-weight: bold; color: #ff9900; margin: 1.3em 0 8px 0; } h1 { font-size: 1.3em; } h2 { font-size: 1.2em; } h3 { font-size: 1.1em; } li { line-height: 1.4; } #copyright { margin-top: 30px; line-height: 1.5em; text-align: center; font-size: .8em; color: #888888; clear: both; } </style> </head> <body> <div id="xiphlogo"> <a href="http://www.xiph.org/"><img src="fish_xiph_org.png" alt="Fish Logo and Xiph.org"/></a> </div> <h1>Ogg Vorbis encoding format documentation</h1> <p><img src="wait.png" alt="wait"/>As of writing, not all the below document links are live. They will be populated as we complete the documents.</p> <h2>Documents</h2> <ul> <li><a href="packet.html">Vorbis packet structure</a></li> <li><a href="envelope.html">Temporal envelope shaping and blocksize</a></li> <li><a href="mdct.html">Time domain segmentation and MDCT transform</a></li> <li><a href="resolution.html">The resolution floor</a></li> <li><a href="residuals.html">MDCT-domain fine structure</a></li> </ul> <ul> <li><a href="probmodel.html">The Vorbis probability model</a></li> <li><a href="bitpack.html">The Vorbis bitpacker</a></li> </ul> <ul> <li><a href="oggstream.html">Ogg bitstream overview</a></li> <li><a href="framing.html">Ogg logical bitstream and framing spec</a></li> <li><a href="vorbis-stream.html">Vorbis packet->Ogg bitstream mapping</a></li> </ul> <ul> <li><a href="programming.html">Programming with libvorbis</a></li> </ul> <h2>Description</h2> <p>Ogg Vorbis is a general purpose compressed audio format for high quality (44.1-48.0kHz, 16+ bit, polyphonic) audio and music at moderate fixed and variable bitrates (40-80 kb/s/channel). This places Vorbis in the same class as audio representations including MPEG-1 audio layer 3, MPEG-4 audio (AAC and TwinVQ), and PAC.</p> <p>Vorbis is the first of a planned family of Ogg multimedia coding formats being developed as part of the Xiph.org Foundation's Ogg multimedia project. See <a href="http://www.xiph.org/">http://www.xiph.org/</a> for more information.</p> <h2>Vorbis technical documents</h2> <p>A Vorbis encoder takes in overlapping (but contiguous) short-time segments of audio data. The encoder analyzes the content of the audio to determine an optimal compact representation; this phase of encoding is known as <em>analysis</em>. For each short-time block of sound, the encoder then packs an efficient representation of the signal, as determined by analysis, into a raw packet much smaller than the size required by the original signal; this phase is <em>coding</em>. Lastly, in a streaming environment, the raw packets are then structured into a continuous stream of octets; this last phase is <em>streaming</em>. Note that the stream of octets is referred to both as a 'byte-' and 'bit-'stream; the latter usage is acceptible as the stream of octets is a physical representation of a true logical bit-by-bit stream.</p> <p>A Vorbis decoder performs a mirror image process of extracting the original sequence of raw packets from an Ogg stream (<em>stream decomposition</em>), reconstructing the signal representation from the raw data in the packet (<em>decoding</em>) and them reconstituting an audio signal from the decoded representation (<em>synthesis</em>).</p> <p>The <a href="programming.html">Programming with libvorbis</a> documents discuss use of the reference Vorbis codec library (libvorbis) produced by the Xiph.org Foundation.</p> <p>The data representations and algorithms necessary at each step to encode and decode Ogg Vorbis bitstreams are described by the below documents in sufficient detail to construct a complete Vorbis codec. Note that at the time of writing, Vorbis is still in a 'Request For Comments' stage of development; despite being in advanced stages of development, input from the multimedia community is welcome.</p> <h3>Vorbis analysis and synthesis</h3> <p>Analysis begins by seperating an input audio stream into individual, overlapping short-time segments of audio data. These segments are then transformed into an alternate representation, seeking to represent the original signal in a more efficient form that codes into a smaller number of bytes. The analysis and transformation stage is the most complex element of producing a Vorbis bitstream.</p> <p>The corresponding synthesis step in the decoder is simpler; there is no analysis to perform, merely a mechanical, deterministic reconstruction of the original audio data from the transform-domain representation.</p> <ul> <li><a href="packet.html">Vorbis packet structure</a>: Describes the basic analysis components necessary to produce Vorbis packets and the structure of the packet itself.</li> <li><a href="envelope.html">Temporal envelope shaping and blocksize</a>: Use of temporal envelope shaping and variable blocksize to minimize time-domain energy leakage during wide dynamic range and spectral energy swings. Also discusses time-related principles of psychoacoustics.</li> <li><a href="mdct.html">Time domain segmentation and MDCT transform</a>: Division of time domain data into individual overlapped, windowed short-time vectors and transformation using the MDCT</li> <li><a href="resolution.html">The resolution floor</a>: Use of frequency doamin psychoacoustics, and the MDCT-domain noise, masking and resolution floors</li> <li><a href="residuals.html">MDCT-domain fine structure</a>: Production, quantization and massaging of MDCT-spectrum fine structure</li> </ul> <h3>Vorbis coding and decoding</h3> <p>Coding and decoding converts the transform-domain representation of the original audio produced by analysis to and from a bitwise packed raw data packet. Coding and decoding consist of two logically orthogonal concepts, <em>back-end coding</em> and <em>bitpacking</em>.</p> <p><em>Back-end coding</em> uses a probability model to represent the raw numbers of the audio representation in as few physical bits as possible; familiar examples of back-end coding include Huffman coding and Vector Quantization.</p> <p><em>Bitpacking</em> arranges the variable sized words of the back-end coding into a vector of octets without wasting space. The octets produced by coding a single short-time audio segment is one raw Vorbis packet.</p> <ul> <li><a href="probmodel.html">The Vorbis probability model</a></li> <li><a href="bitpack.html">The Vorbis bitpacker</a>: Arrangement of variable bit-length words into an octet-aligned packet.</li> </ul> <h3>Vorbis streaming and stream decomposition</h3> <p>Vorbis packets contain the raw, bitwise-compressed representation of a snippet of audio. These packets contain no structure and cannot be strung together directly into a stream; for streamed transmission and storage, Vorbis packets are encoded into an Ogg bitstream.</p> <ul> <li><a href="oggstream.html">Ogg bitstream overview</a>: High-level description of Ogg logical bitstreams, how logical bitstreams (of mixed media types) can be combined into physical bitstreams, and restrictions on logical-to-physical mapping. Note that this document is not specific only to Ogg Vorbis.</li> <li><a href="framing.html">Ogg logical bitstream and framing spec</a>: Low level, complete specification of Ogg logical bitstream pages. Note that this document is not specific only to Ogg Vorbis.</li> <li><a href="vorbis-stream.html">Vorbis bitstream mapping</a>: Specifically describes mapping Vorbis data into an Ogg physical bitstream.</li> </ul> <div id="copyright"> The Xiph Fish Logo is a trademark (™) of Xiph.Org.<br/> These pages © 1994 - 2005 Xiph.Org. 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