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71 | </div> |
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72 | |
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73 | <h1>Ogg Vorbis I format specification: helper equations</h1> |
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74 | |
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75 | <h1>Overview</h1> |
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76 | |
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77 | <p>The equations below are used in multiple places by the Vorbis codec |
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78 | specification. Rather than cluttering up the main specification |
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79 | documents, they are defined here and linked in the main documents |
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80 | where appropriate.</p> |
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81 | |
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82 | <h2><a name="log">ilog</a></h2> |
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83 | |
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84 | <p>The "ilog(x)" function returns the position number (1 through n) of the |
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85 | highest set bit in the two's complement integer value |
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86 | <tt>[x]</tt>. Values of <tt>[x]</tt> less than zero are defined to return zero.</p> |
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87 | |
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88 | <pre> |
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89 | 1) [return_value] = 0; |
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90 | 2) if ( [x] is greater than zero ){ |
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91 | |
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92 | 3) increment [return_value]; |
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93 | 4) logical shift [x] one bit to the right, padding the MSb with zero |
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94 | 5) repeat at step 2) |
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95 | |
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96 | } |
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97 | |
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98 | 6) done |
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99 | </pre> |
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100 | |
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101 | <p>Examples:</p> |
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102 | |
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103 | <ul> |
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104 | <li>ilog(0) = 0;</li> |
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105 | <li>ilog(1) = 1;</li> |
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106 | <li>ilog(2) = 2;</li> |
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107 | <li>ilog(3) = 2;</li> |
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108 | <li>ilog(4) = 3;</li> |
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109 | <li>ilog(7) = 3;</li> |
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110 | <li>ilog(negative number) = 0;</li> |
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111 | </ul> |
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112 | |
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113 | <h2><a name="float32_unpack">float32_unpack</a></h2> |
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114 | |
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115 | <p>"float32_unpack(x)" is intended to translate the packed binary |
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116 | representation of a Vorbis codebook float value into the |
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117 | representation used by the decoder for floating point numbers. For |
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118 | purposes of this example, we will unpack a Vorbis float32 into a |
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119 | host-native floating point number.</p> |
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120 | |
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121 | <pre> |
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122 | 1) [mantissa] = [x] bitwise AND 0x1fffff (unsigned result) |
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123 | 2) [sign] = [x] bitwise AND 0x80000000 (unsigned result) |
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124 | 3) [exponent] = ( [x] bitwise AND 0x7fe00000) shifted right 21 bits (unsigned result) |
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125 | 4) if ( [sign] is nonzero ) then negate [mantissa] |
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126 | 5) return [mantissa] * ( 2 ^ ( [exponent] - 788 ) ) |
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127 | </pre> |
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128 | |
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129 | <h2><a name="lookup1_values">lookup1_values</a></h2> |
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130 | |
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131 | <p>"lookup1_values(codebook_entries,codebook_dimensions)" is used to |
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132 | compute the correct length of the value index for a codebook VQ lookup |
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133 | table of lookup type 1. The values on this list are permuted to |
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134 | construct the VQ vector lookup table of size |
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135 | <tt>[codebook_entries]</tt>.</p> |
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136 | |
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137 | <p>The return value for this function is defined to be 'the greatest |
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138 | integer value for which <tt>[return_value] to the power of |
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139 | [codebook_dimensions] is less than or equal to |
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140 | [codebook_entries]</tt>'.</p> |
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141 | |
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142 | <h2><a name="low_neighbor">low_neighbor</a></h2> |
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143 | |
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144 | <p>"low_neighbor(v,x)" finds the position <i>n</i> in vector [v] of |
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145 | the greatest value scalar element for which <i>n</i> is less than |
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146 | <tt>[x]</tt> and <tt>vector [v] element <i>n</i> is less |
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147 | than vector [v] element [x]</tt>.</p> |
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148 | |
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149 | <h2><a name="high_neighbor">high_neighbor</a></h2> |
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150 | |
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151 | <p>"high_neighbor(v,x)" finds the position <i>n</i> in vector [v] of |
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152 | the lowest value scalar element for which <i>n</i> is less than |
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153 | <tt>[x]</tt> and <tt>vector [v] element <i>n</i> is greater |
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154 | than vector [v] element [x]</tt>.</p> |
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155 | |
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156 | <h2><a name="render_point">render_point</a></h2> |
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157 | |
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158 | <p>"render_point(x0,y0,x1,y1,X)" is used to find the Y value at point X |
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159 | along the line specified by x0, x1, y0 and y1. This function uses an |
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160 | integer algorithm to solve for the point directly without calculating |
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161 | intervening values along the line.</p> |
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162 | |
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163 | <pre> |
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164 | 1) [dy] = [y1] - [y0] |
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165 | 2) [adx] = [x1] - [x0] |
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166 | 3) [ady] = absolute value of [dy] |
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167 | 4) [err] = [ady] * ([X] - [x0]) |
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168 | 5) [off] = [err] / [adx] using integer division |
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169 | 6) if ( [dy] is less than zero ) { |
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170 | |
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171 | 7) [Y] = [y0] - [off] |
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172 | |
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173 | } else { |
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174 | |
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175 | 8) [Y] = [y0] + [off] |
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176 | |
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177 | } |
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178 | |
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179 | 9) done |
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180 | </pre> |
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181 | |
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182 | <h2><a name="render_line">render_line</a></h2> |
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183 | |
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184 | <p>Floor decode type one uses the integer line drawing algorithm of |
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185 | "render_line(x0, y0, x1, y1, v)" to construct an integer floor |
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186 | curve for contiguous piecewise line segments. Note that it has not |
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187 | been relevant elsewhere, but here we must define integer division as |
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188 | rounding division of both positive and negative numbers toward zero.</p> |
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189 | |
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190 | <pre> |
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191 | 1) [dy] = [y1] - [y0] |
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192 | 2) [adx] = [x1] - [x0] |
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193 | 3) [ady] = absolute value of [dy] |
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194 | 4) [base] = [dy] / [adx] using integer division |
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195 | 5) [x] = [x0] |
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196 | 6) [y] = [y0] |
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197 | 7) [err] = 0 |
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198 | |
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199 | 8) if ( [dy] is less than 0 ) { |
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200 | |
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201 | 9) [sy] = [base] - 1 |
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202 | |
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203 | } else { |
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204 | |
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205 | 10) [sy] = [base] + 1 |
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206 | |
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207 | } |
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208 | |
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209 | 11) [ady] = [ady] - (absolute value of [base]) * [adx] |
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210 | 12) vector [v] element [x] = [y] |
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211 | |
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212 | 13) iterate [x] over the range [x0]+1 ... [x1]-1 { |
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213 | |
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214 | 14) [err] = [err] + [ady]; |
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215 | 15) if ( [err] >= [adx] ) { |
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216 | |
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217 | 15) [err] = [err] - [adx] |
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218 | 16) [y] = [y] + [sy] |
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219 | |
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220 | } else { |
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221 | |
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222 | 17) [y] = [y] + [base] |
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223 | |
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224 | } |
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225 | |
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226 | 18) vector [v] element [x] = [y] |
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227 | |
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228 | } |
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229 | </pre> |
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230 | |
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231 | <div id="copyright"> |
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232 | The Xiph Fish Logo is a |
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233 | trademark (™) of Xiph.Org.<br/> |
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234 | |
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235 | These pages © 1994 - 2005 Xiph.Org. All rights reserved. |
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