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Ogg Vorbis Gaining Industry Support
Posted by
kdawson
on Tue Feb 06, 2007 08:51 PM
from the chicken-or-the-ogg dept.
from the chicken-or-the-ogg dept.
An anonymous reader writes "While Ogg Vorbis format has not gained much adoption in music sales and portable players, it is not an unsupported format in the industry. Toy manufacturers (e.g. speaking dolls), voice warning systems, and reactive audio devices exploit Ogg Vorbis for its good quality at small bit-rates. As a sign of this, VLSI Solution Oy has just announced VS1000, the first 16 bits DSP device for playing Ogg Vorbis on low-power and high-volume products. Earlier Ogg Vorbis chips use 32 bits for decoding, which consumes more energy than a 16-bit device does. See the Xiph wiki page for a list of Ogg Vorbis chips."
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Informal poll (Score:5, Funny)
o An invading species
o The best audio format
o Can be bought at Ikea
Re:Informal poll (Score:5, Funny)
No wonder it's not used in many audio players!
Run away! Run away!!!!
Re:Informal poll (Score:4, Funny)
Branding: "Ogg" vs. "Vorbis" (Score:5, Informative)
Well, the problem is that you don't understand what "Ogg" and "Vorbis" (and "Theora") actually are. There's actually two different things here: codecs and container formats. "Ogg" refers to the container format; it's comparable to Quicktime, AVI, or Matroska. "Vorbis" and "Theora" refer to codecs (audio and video respectively); Vorbis is comparable to MPEG 1 layer 3 (aka MP3) or Advanced Audio Codec (AAC) and Theora is comparable to MPEG 2, DivX or H.264.
So, when people say "Ogg Vorbis" what they're actually referring to is a Vorbis audio stream inside an Ogg container. Presumably, it's possible to have a file with a raw Vorbis bitstream (without the Ogg container), and it's certainly possible to have an Ogg container without a Vorbis bitstream. This is also why Ogg Theora files have an .ogg extension; they're actually files with a Theora video stream and (probably) Vorbis audio stream, inside an Ogg container.
Re:Branding: "Ogg" vs. "Vorbis" (Score:5, Insightful)
Of course, I think most people would be more comfortable giving their Ogg Vorbis files the extension ".mp3", since that's commonly and unambiguously used for files containing only audio.
AVI does the same thing. (Score:5, Insightful)
Why is this a problem for Ogg but not AVI?
Re:Branding: "Ogg" vs. "Vorbis" (Score:4, Insightful)
Re:Informal poll (Score:5, Informative)
...when we're talking about the file format, that is. In this case, however, we're talking about chips designed specifically to decode the Vorbis audio stream, so "Vorbis" (without Ogg, unless the chip is capable of understanding the container format too) is the appropriate name to use in this thread.
Re:Informal poll (Score:5, Funny)
MP3 License (Score:5, Interesting)
Wasn't the point of Ogg Vorbis to have a codec free of licensing?
Re:MP3 License (Score:5, Insightful)
I think this is the whole reason. If someone is looking for a chip that does Ogg, they can choose this one. If they are looking for a chip that does MP3, they can choose this one.
Business wise, which is better? Selling an MP3 decoder chip for $0.10 each (just a guess), or selling an MP3/Ogg decoder chip for $0.10 each? Since there are no patents, adding Ogg support is free, but adds value. Lots of people may want chips that can play MP3s (GPS, Cell Phones, MP3 players, calculators, EVERYTHING plays MP3s), but how many would buy a chip that only did Ogg? I doubt that market is nearly as large. Added value.
That's my guess. Your product (possibly with a little bit of extra programming) could even use both. MP3 for things you want at a higher quality, Ogg for things less important. Maybe you are upgrading your old product. You can keep all the old samples MP3 and just add the new samples as Ogg. Who knows.
Re:MP3 License (Score:5, Informative)
You've got that backwards. Vorbis is a better codec (in terms of sound quality at a given level of compression) than MP3.
Re:MP3 License (Score:5, Interesting)
Unless I'm mistaken, just about everything (e.g. Windows Media Audio, AAC, Vorbis) is better than MP3. What's debatable is how the former three compare to each other.
That makes sense, since even if the user has heard of Vorbis he doesn't necessarily want to re-encode (and certainly doesn't want to transcode, as the resulting file would sound worse because the previous encoding to MP3 would have thrown away information that Vorbis would need).
Re:MP3 License (Score:5, Interesting)
If you believe the folks on hydrogen audio, when strong music fidelity is a concern, WMA has unpleasant artifacts at most bitrates, save the very high where even still mp3 is probably your best bet for transparent lossy compression. Well, maybe wavepack if you're really hardcore, but mp3 seems "good enough" for most ears, while wma does not.
At lower bitrates (128kbs down to 40kbps or so) mp3 isn't as competitive, and the winners at different bitrates seem to be AAC and Vorbis AoTuV. This is really impressive for Vorbis because it is a _much_ simpler format, without various special tweaks and features to help out at certain format ranges. The specialized features of AAC help it hit certain windows, but also cost overall in format complexity, which has a minor effect on size overall, and a major effect on implementability. Vorbis by contrast is much simpler and therefore re-implementable, although market forces have not pushed as hard for tuned implementations.
Once you start heading south of 40kbps, you probably aren't really so interested in music anymore, and other more focused audio codecs, probably for speech, are what you'll want to look at.
But the point is mp3 still has some application domains (~200-300kbps, full spectrum music) where it is probably the best format in terms of fidelity and certainly implementatability, primarily because of the maturity of the encoder sourcebase. Surprising, but true.
Personally, for portable music replay, I use Vorbis AoTuV at around 160kbps, because while in testing on my portable player I could often tell the difference, the differences were never offensive. It's possible that some form of aac encoder could achieve this as well for me, but FAAC could not, and I am not willing to pirate and run windows or mac binaries just to encode music in formats that aren't broadly supported anyway on current devices (especially mine). WMA had an unpalatable flat quality at all rates I tested. Maybe it's improved but I was really testing for novelty. That format is even worse than AAC, which at least has an open specification.
OGG is the Game Industry's Favorite Format (Score:5, Interesting)
That said, I've used Vorbis playback in an audio library I wrote, and thought it was probably the easiest part of the whole project.
Re:OGG is the Game Industry's Favorite Format (Score:5, Interesting)
Re:OGG is the Game Industry's Favorite Format (Score:5, Informative)
Re:OGG is the Game Industry's Favorite Format (Score:5, Informative)
Our company is switching from mp3 to vorbis for our upcoming projects - it's definitely a better format for a closed system such as games. As is oft-mentioned here, it's a better-sounding codec at lower bitrates, which is important for MMOs, since occasional updates are expected - and saving bandwidth wherever possible certainly matters. And, it has a few technical benefits such as sample-accurate decoding (MP3 decodes in blocks, so you have to write additional kludges to get around this), which is helpful for loops.
It's nice to hear the format is picking up a bit of steam. I've had my eye on it for a long time, and have been impressed with the steady progress that has been made.
Re:OGG is the Game Industry's Favorite Format (Score:5, Interesting)
Apparently, you can't take apart an MP3 in a deterministic way. That is, if you hand a compressed block to the MP3 decoder, you could get back an uncompressed block of any size, and it's not possible to determine this size ahead of time. You can partially decode blocks ("Decompress in to this buffer up to a maximum of N bytes,"), but then you can't restart the decoder from exactly where you left off. This means you have to either re-decode the entire block and throw away what you've already used, or blindly move on to the next block and hope no one notices the pop. This sort of sloppiness is generally frowned upon in game programming circles.
Vorbis apparently doesn't suffer from these shortcomings. And it sounds better.
This imparted to me by an experienced console game programmer, as relayed through my highly imperfect memory.
Schwab
Re:OGG is the Game Industry's Favorite Format (Score:5, Informative)
The MP3 problem you might be thinking of is the bit reservoir: Constant bitrate MP3 only pretends to be constant bitrate. If you look at the spacing between MP3 frame headers it looks like each frame is exactly the same size. But they're really not: frames can borrow bits from nearby frames, so the compressed data at one place in the stream doesn't necessarily decode to the decompressed samples that nominally correspond with that frame. Thus it's tricky to determine where you have to start decoding if you want to seek to a given sample number, and the naive seeking method could be off by about +/- 0.25 seconds.
That problem is specific to MP3; I don't know of any other audio format that suffers from it. All Vorbis had to do to fix it was be logical and put each bit in the frame it's supposed to be in, not in some random other frame.
Storage vs processing vs quality (Score:5, Informative)
Many voice mail systems only use 32kbps sampling and achieve fine results for that purpose, and the algorithms are easy enough to render on a 8-bit micro costing 50c.
When it comes to medium quality sound then there are basically two routes you can take: 8 bit micro (or even some dumb logic)running less fancy algorithms and a bit more flash/rom to store more verbose sound data; or more compressed sound and a flashier micro to run a heavier algorithm. You can now get 32-bit ARM micros for less than $1 making the second option reasonably feasible at low cost.
However flash is very cheap. NAND flash only costs approx 2c per MB (for multi-MB chips, so small chips are going to cost more per MB). You can fit a lot of "mama" phrases in a couple of MB. As a result you don't want to spend too much money on micros to save on flash.
money talks (Score:5, Insightful)
Re:money talks (Score:5, Insightful)
http://www.mp3licensing.com/royalty/hardware.html [mp3licensing.com]
At the bottom of the page is tha item that unless you buy chips with the license, the minimum for doing it yourself is $15,000 USD. If you are making a limited quanity of an item, the minimum can be a showstopper unless you buy chips from someone else, which may also be a little expensive. Dropping MP3 can save a chunk of change since a free alternative exists.
It's the PNG/GIF thing all over again.
No, Worse because M$ Squished it. (Score:5, Interesting)
It's the PNG/GIF thing all over again.
Except in this case M$ gave music player makers a choice: our way or the highway. The Janus DRM license actually forbade the use of ogg. Though this was shot down by the EU [theregister.co.uk], you might imagine the pressure is still there. Well, it was until M$ hosed every one of them over by dumping the former "Plays for Sure" for whatever their new "service" is. You would think they would revolt given they can't win in the M$ world.
Openness == Interoperability (Score:4, Insightful)