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Overarching information on heavy media files (audio and video)
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MEDIA ENCODING
Why and how audio and video are encoded
Media encoding overview
Encoding media
Encoding refers to the conversion of media files from one form to another (compression)
Encoding is performed for the following purposes Compressing a file to a smaller size (data / frame
size) Making it usable on a particular device / software
player
Practically all audio and video is encoded and compressed for distribution
Uncompressed audio and video are retained for archiving and re-use / re-encoding
Encoding > Decoding flow
Data
File
Stream Stream
WebcamMicrophoneOB Unit / Studio Control room
Uncompressed VideoUncompressed audio
Compressed data file
Compressed stream
Local Storage
TransportNetwork (www)
Data
File
En
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ing
En
gin
eEn
cod
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En
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Transcoding
The techniques used for transcoding are the same as for encoding
The goal of transcoding is not to get a file down to a small size (compression)
Transcoding can be seen as ‘translating’ from one form to another maintaining maximum quality
Example: some editing systems may not be capable of processing a particular type of video – footage is transcoded to a form that can be used
Digital Media Files
Containers (Wrappers) Encoded media is stored within container formats Containers ‘store’ encoded audio and / or audio ‘streams’ Containers also contain metadata needed for the player
to make ‘sense’ of the enclosed media formats Container formats include Quicktime (MOV), RealMedia
(RM), MPEG and OGG (open source format)
IMPORTANT: Container formats do not describe the manner in which a file has been encoded A QT file might not play in QuickTime on a particular machine The software requires the appropriate Codec to be
installed >>>
Digital Media Files - CoDecs
Whether or not a file will play depends on its codec
Codec refers to the particular encoding method (algorithm) used to compress and decompress a piece of media (COmpress – DECompress)
Codecs specifically describe the type of video or audio compression used
Certain codecs play almost universally (MPEG4)
Some codecs may require plugins to be installed for playback (Vorbis (OGG), VP3 (Theora))
Encoding applications
Encoding is done at the following points A\V production applications (from the timeline)
Final Cut Pro (native & via compressor) Protools
Within bespoke compression applications Adobe medi Encoder (PC / MAC) Compressor (Apple) MediaCoder (open source)
As import / export options on media players iTunes (import) QuickTime Pro (export options)
On websites such as YouTube (FFMPEG server side encoder)
Some encoding applications offer more control than others
Lossless and lossy compressionLossless Refers to any file type that is a true (verbatim) copy of
the original No quality has been lost in saving a file in the following
formats Lossless Audio – Flac, WavPac, Monkey’s Audio, ALAC Lossless Video – Animation Codec, Huffyuv, Uncompressed Lossless Graphics – Gif, PNG, Tiff
A basic example of lossless compression methods include RLE (Run Length Encoding)
Using the following as an abstraction of the data used to store a segment of audio – [AAAAABBCCCCCDEEEEEEE]= 20bytes
RLE would look at the ‘run lengths’ or repeated adjacent runs of data and summarise them as A5B2C5D1E7 = 10bytes
Lossless and lossy compressionLossy File formats and codecs where a file may look or sound acceptable
or as good as the original but is in fact a degraded copy Lossy file formats include
Lossy Audio – AAC, Mp3, Vorbis Lossy video – M2V, H.264, Lossy Graphics – Jpeg,
Lossy compression approximates data in order to make easily represented sequences of data
A (very) basic example is to use a similar scenario as before AAAAABAAAAA represents a signal or series of pixels (11
bytes) The compression could represent it as A5B1A5 (6 bytes lossless) Lossy compression decides that the discrepancy is not significant
enough to record so instead approximates it back to A (A11 = 2 bytes)
Redundancy
File compression uses systems based around redundancy Redundant elements are parts of the sound or image that are not
required to be recorded (written) as data in the compressed file Audio uses psychoacoustic principles to determine which
sounds can be omitted without adversely affecting the overall quality (low / high frequencies, hiss, overlapping sounds)
Video uses pixel colour data to determine redundancies (see next slides)
Different codecs and encoders view and process these redundancies in different ways (algorithms) with different results
Redundancy can be broken into two categories Objective redundancy Subjective redundancy
Objective redundancy in imagery
• An area of pure black is detected (area spans 15,300 pixels all black)• The area is mapped between 4 points (corners of green rectangle)• 15,300 pieces of information can be reduced to 5 pieces of information• That information can then be decoded in the player and rendered
exactly as it was
Subjective redundancy in imagery
• An area is detected where the pixels are similar in colour (all black / dark grey)
• The encoder decides that the difference is negligible (won’t be noticed)• The area is mapped similarly to before using 1 colour value• Information has been discarded and the quality of the compresses file
is less than the original
Compressing
The goal of compression is to get the smallest file size while retaining maximum ‘meaningful’ information (fidelity / clarity)
Compression is always a trade-off between quality and file size
The same principle applies to audio / video as to graphics Always work from a high quality source Never compress already compressed media
(generation loss) Always retain (archive) a high quality original for
future work