Archive for the ‘Bink’ Category

Encoding Bink Audio

Wednesday, October 11th, 2023

As I mentioned in the introduction post, Bink Audio is rather simple: you have audio frames overlapped by 1/16th of its size with the previous and the following frame, data is transformed either with RDFT (stereo mode) or DCT-II (per-channel mode), quantised and written out.

From what I can tell, there are about three revisions of the codec: version 'b' (and maybe 'd') was RDFT-only and first two coefficients were written as 32-bit floats. Later versions shaved three bits off exponents as the range for those coefficients is rather limited. Also while the initial version grouped output values by sixteen, later versions use grouping by eight values with possibility to code a run for the groups with the same bit width.

The coding is rather simple, just quantise bands (that more or less correspond to the critical bands for human ear), select bitwidth of the coefficients groups (that are fixed-width are not related to the band widths) and code them without any special tricks. The only trick is how to quantise the bands.

Since my previous attempts to write a proper psychoacoustic model for an encoder failed, I decided to keep it simple: the encoder simply tries all possible quantisers and selects the one with the lowest value of A log2 dist+λ bits. This may be slow but it works fast enough for my (un)practical purposes and the quality is not that bad either (as much as I can be trusted on judging it). And of course it allows to control bitrate in rather natural way.

There’s one other caveat though: Bink Audio frames are tied to Bink Video frames (unless it’s newer Bink Audio only container) and thus the codec should know the video framerate in order to match it. I worked around it by introducing yet another nihav-encoder hack to set audio timebase from the video so I don’t have to provide it by hand.

So that’s it. It was a nice experiment and I hope (but not expect) to think of something equally fun to do next.

Bink encoder: coefficients coding

Tuesday, October 10th, 2023

Somewhat unrelated update: I’ve managed to verify that the output of my decoder works in the Heroes of Might and Magic III properly even with sound after I fiddled with the container flags. The only annoyance is that because of DCT discrepancies sometimes there are artefacts in the form of white or black dots but who would care about that?

At last let’s talk about the one of the most original things in the Bink Video format (and considering the rest of the things it has, that’s saying something).
(more…)

Bink encoder: doing DCT

Monday, October 9th, 2023

Again, this should be laughably trivial for anybody familiar with that area but I since I lack mathematical skills to do it properly, here’s how I wrote forward DCT for inverse one.
(more…)

Bink video encoder tricks

Sunday, October 8th, 2023

As I mentioned in the introductory post, there are nine block coding modes and my encoder tries them all to see which is good (or good enough) to be used. What I have not mentioned is that some of those blocks have sixteen variations (quantisers for DCT-based blocks and scan patterns for RLE blocks), which makes search even longer.

First of all, I use the rather obvious approach to trying blocks: order them in a sequence, motion blocks types first, then simple ones (fill, two-colour pattern, RLE) with intra DCT and raw being the last. And if the block metric is low enough then the block is good enough and the rest of the modes should not be tried.

Second, there are two encoding modes: quality-based and bitrate-based. For bitrate-based mode I simply manipulate lambda ratio between block distortion and bits and that’s it. For quality mode I actually collected statistics on different files at different quality settings to see what block types are used more or less. I.e. on the highest quality setting intra blocks are not used at all while on low quality settings you don’t see lossless residue or raw blocks.

So I simply used the option to disable different block coding modes (introduced to make debugging other coding modes easier) and modified the list depending on quality setting.

Then I went even further and observed the statistics of the DCT block quantisers used depending on quality settings. As one could reasonably expect, low quality setting resulting in quantisers 12-15 (and rarely 11) while high quality setting used quantisers 0-10 the most. So limiting the quantisers depending on quality was the next logical step.

And here are some other tricks:

  • on lower quality levels I use non-zero threshold for RLE block so that e.g. a sequence 4, 3, 5, 4 will be treated as a run of fours;
  • in the previous version of the encoder I used Block Truncation Coding (probably the only possible application of it even if a bit unwise), now I’m simply calculating averages of the values above/below block mean value;
  • in rate-distortion metric I scale the bits value, doing otherwise often leads to the essentially free skip block being selected almost every time and blocky moving pictures are better than slightly less blocky still one.

Of course it is easy to come with more but it’s been enough for me.

Bink bitstream bundling

Saturday, October 7th, 2023

Bink Video organises frame data somewhat on per-row basis and separated into individual streams. That means that data is sent in portions in interleaved fashion: first it is block types, then it’s colour values for e.g. fill or pattern blocks, then it’s motion values and so on. Before each row decoding can start, decoder should check if it still has some data from that stream or read more. For example, in the beginning you may get just enough block types transmitted for one row, zero motion vectors and one DC value for a block somewhere in the middle of the stream; so for the second row you refill only block types, and DC values stream will be queried only after that single value in it has been used.

And to complicate the things further, there may be yet another kind of data stored in-between: RLE block information (scan index, copy/run bit and run lengths), DCT coefficients and lossless residue data.

It’s also worth noting that while version 'b' simply stored stream data in fixed-length bit-fields, the latter versions employed static codebooks to improve compression.

Anyway, how to write such streams correctly? My original encoder supported only several block types and was able to bundle all stream data together to transmit it once for the whole plane. But since I wanted to support all possible block types, I had to devise more flexible system. So I ended up with a structure that holds all data in per-row entries so when the plane data is gathered I can easily decide how many rows of data to send and when more data needs to be sent. Additional bitstream data is also stored there (in form of (code, length) pairs) and can be written for each row that has it.

Beside that I’ve introduced a structure to all stream data for one block. This makes it easy to calculate how many bits will be used to code it, output the data (just append its contents to the corresponding entries in the plane data) and even reconstruct the block from it (except for DCT-based ones). Actually I use three instances of it (one for the best block coding candidate, one for the current block coding and one for trying block coding variants if the mode permits it) but that’s a minor detail.

In either case, even if this approach to coding is not unique (TrueMotion codecs employed it as well, to give one example), it’s distinct enough from the other variants I’ve seen and was still quite fun to implement.

Bink encoding: format and encoder designs

Friday, October 6th, 2023

Here I’m going to give a brief review of how Bink formats (container, video and audio codecs) are designed and how it affected the overall encoder design in NihAV.
(more…)

Documenting failure(s) of a Bink encoder

Thursday, October 5th, 2023

Since I really had nothing better to do, I decided to try writing Bink-b encoder. Again. The previous version was a simple program to compress image sequence into a somewhat working video file, the new version supports all possible features: motion compensation, all block types including DCT-based ones, quality- and bitrate-oriented compression modes and even audio.

I worked on the encoders not because I have any real need but rather in order to both understand better how Bink codecs work and what tricks can be employed in the decoder. Bink video supports different block coding modes, from rather ordinary DCT to RLE using a custom scan order and special mode for coding motion residues. Bink audio is a simple perceptual codec that should still give me some possibilities for experimentation (of course I remember how I failed to write AAC encoder, but maybe with such simple format the outcome will be not too horrible?).

In the following posts I’ll try to describe how some things in Bink format work, what difficulties I had to overcome and what the results are.

Eventually I want to test my implementation against the original decoder (by creating a custom heroes3.vid or video.vid for HoMM3). Also it is rather easy to enhance my work to produce latter-version Bink videos but I’m not sure if it’s worth doing that as there’s a good free encoder for it already (probably a much better one than I can ever create) and Bink format is not a good candidate for normal videos as it was created for game cutscenes with the only options to keep or end playing, no option for rewinding back at random place to repeat scene you missed (or skip some boring part).

In either case, it’s still a nice experience. After all, NihAV is about experimenting and learning how stuff works and Bink offered a lot of new things to try.

A quick glance at Bink Audio

Tuesday, February 2nd, 2021

Since my attention was drawn to this format (and binary specification was provided as well) I’ve briefly looked at it—and a brief look should be enough.

From what I see it’s the same Bink Audio but in its own container instead of Bink. It has 24-byte header, a table of 16-bit audio block sizes and actual audio data (each frame may be prefixed with 0x99 0x99 but I’m not sure since I’ve not seen a single file in that format).

Frame header:

  • 1FCB magic;
  • one byte of version (version 2 groups audio frames together, previous one does not);
  • one byte with number of blocks per frame;
  • two-byte sampling rate;
  • four-byte variable, probably frame length in samples;
  • four-byte unknown variable, maybe suggested input buffer size?
  • four-byte unknown variable
  • four-byte variable, number of frames in seek table.

So as expected it’s nothing special.

Bink-b: Encoder

Friday, May 31st, 2019

Recently I’ve been contacted by some guy working on a mod campaign for Heroes of Might and Magic III. The question was about the encoder for videos there. And since the original one is not likely to exist, I just wrote a simple one that would take PGMYUV image sequence and encode it. Here’s the gzipped source.

It took a couple of evenings to do that mostly because I still have weak symptoms of creeping perfectionism (thankfully it’s treated with my laziness). BIKb does not have Huffman-coded bundles, so the simplest straightforward encoding would be: write block type bundle (13-bit size and 4-bit elements), write empty other bundles, write several bundles containing pixels and you’re done. There’s a proper approach: write a full-featured encoder that takes input in several formats and that encodes using all possible features selecting the best quality for the target bitrate. There’s a hacky approach—translate later versions of Bink into BIKb (and then you remember that it has different motion compensation scheme so this approach won’t work). I’ve chosen something simple yet with some effectiveness: write an encoder that employs only vector quantisation and motion compensation for non-overlapped blocks plus add a quality setting so users can play with output size/quality if they really need it.

So how does the block encoding work? Block truncation coding, the fast and good way to quantise block into two colours (many video codecs back in the day used it and only some dared to use vector quantisation for more than two different values per block). Essentially you just calculate average pixel value and select two values depending on how many pixels in the block are larger than average and by how much they deviate. And here’s where quality parameter comes into play: depending on it encoder sets the threshold above which block is coded as is (aka full mode) instead as two colours and pattern in which they occur (of course if it’s a solid-colour fill it’s always coded as such). As I said, it’s simple but quite effective. Motion compensation is currently lossless i.e. encoder will try to find only the block that matches exactly (again, it can be improved but that would only lead to longer implementation times and even longer debugging times). This makes me appreciate the work on Smacker and Bink 1 video codecs and encoders for them even more.

Overall, it was a nice diversion from implementing Duck decoders for NihAV but I should probably return to it. The sooner it’s done the sooner I can move to something more exciting like finally experimenting with vector quantisation, or trying to write a player, or something else entirely. I avoid making plans but there are many possibilities at hoof so I just need to pick one.

Bink2: some words about loop filter

Sunday, April 14th, 2019

Since obviously I have nothing better to do, here’s a description of loop filter in Bink2 as much as I understand it (i.e. not much really).

First, the loop filter makes decision on two factors: motion vector difference between adjacent blocks is greater than two or it selects filter strength depending on number of coefficients coded in the block (that one I don’t remember seeing before). The filter is the same in all cases (inter/intra, luma/chroma, edge/inside macroblock), only the number of pixels filtered varies between zero and two on each side (more on that later). This is nice and elegant design IMO.

Second, filtering is done after each macroblock, horizontal edges first, vertical edges after that—but not necessarily for all macroblocks. Since BIKi or BIKj encoder can signal “do not deblock macroblocks in these rows and columns” by transmitting set of flags for columns and rows.

Third, in addition to normal filtering decoder can do something that I still don’t understand but it looks like whole-block overlapping in both directions (and it is performed in actual decoding but I don’t know what happens with the result of it).

And the filter itself is not that interesting (assuming we filter buf[0] buf[1] | buf[2] buf[3]:

    diff0 = buf[2] - buf[1] + 8 >> 4;
    diff1 = diff0 * 4 + 8 >> 4;
    if (left_strength >= 2)
        buf[0] = clip8(buf[0] + diff0);
    if (left_strength >= 1)
        buf[1] = clip8(buf[1] + diff1);
    if (right_strength >= 1)
        buf[2] = clip8(buf[2] - diff1);
    if (right_strength >= 2)
        buf[3] = clip8(buf[3] - diff0);

Strength is determined like this: 0 — more than 8 coefficients coded, 1 – MV difference or 4-7 coefficients coded, 2 — 1-3 coefficients coded, 3 — no coefficients coded.

Overall, the loop filter is nice and simple if you ignore the existence of some additional filter functions and very optimised implementation that is not that much fun to untangle.

Update: the alternative function seems to be some kind of block reconstruction based on DCs. In case it’s intra block with less than four coefficients coded it will take all neighbouring DCs, select those not differing by more than a frame-defined threshold and smooth the differences. I still don’t understand its purpose in full though.