Bit Rate Reduction
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Bit Rate Reduction
Bit Rate Reduction, or BRR, also called Bit Rate Reduced, is a name given to an audio data compression, audio compression method used on the SPC700 sound coprocessor used in the Super Nintendo Entertainment System, SNES, as well as the audio processors of the Philips CD-i, the PlayStation (console), PlayStation, and the Apple Inc., Apple Macintosh Quadra series. The method is a form of ADPCM. BRR compresses each consecutive sequence of sixteen 16-bit pulse-code modulation, PCM samples into a block of 9 bytes. From most to least significant, the first byte of each block consists of four bits indicating the ''range'' of the block (see below) which controls the size of steps between the 16 possible values such that minute changes can be recorded if the 16 values are closer together but minute changes are lost if the 16 values are far apart, two bits indicating the ''filter'' (see below), and two bits of control information for the SPC700. The remaining eight bytes consist of 16 sign ...
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Audio Data Compression
In information theory, data compression, source coding, or bit-rate reduction is the process of encoding information using fewer bits than the original representation. Any particular compression is either lossy or lossless. Lossless compression reduces bits by identifying and eliminating statistical redundancy. No information is lost in lossless compression. Lossy compression reduces bits by removing unnecessary or less important information. Typically, a device that performs data compression is referred to as an encoder, and one that performs the reversal of the process (decompression) as a decoder. The process of reducing the size of a data file is often referred to as data compression. In the context of data transmission, it is called source coding; encoding done at the source of the data before it is stored or transmitted. Source coding should not be confused with channel coding, for error detection and correction or line coding, the means for mapping data onto a signal. C ...
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Linear Prediction
Linear prediction is a mathematical operation where future values of a discrete-time signal are estimated as a linear function of previous samples. In digital signal processing, linear prediction is often called linear predictive coding (LPC) and can thus be viewed as a subset of filter theory. In system analysis, a subfield of mathematics, linear prediction can be viewed as a part of mathematical modelling or optimization. The prediction model The most common representation is :\widehat(n) = \sum_^p a_i x(n-i)\, where \widehat(n) is the predicted signal value, x(n-i) the previous observed values, with p \leq n , and a_i the predictor coefficients. The error generated by this estimate is :e(n) = x(n) - \widehat(n)\, where x(n) is the true signal value. These equations are valid for all types of (one-dimensional) linear prediction. The differences are found in the way the predictor coefficients a_i are chosen. For multi-dimensional signals the error metric is often defined ...
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Sony
, commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional electronic products, the largest video game console company and the largest video game publisher. Through Sony Entertainment Inc, it is one of the largest music companies (largest music publisher and second largest record label) and the third largest film studio, making it one of the most comprehensive media companies. It is the largest technology and media conglomerate in Japan. It is also recognized as the most cash-rich Japanese company, with net cash reserves of ¥2 trillion. Sony, with its 55 percent market share in the image sensor market, is the largest manufacturer of image sensors, the second largest camera manufacturer, and is among the semiconductor sales leaders. It is the world's largest player in the premium TV market for ...
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PlayStation
is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a division of Sony; the first PlayStation console was released in Japan in December 1994, and worldwide the following year. The original console in the series was the first console of any type to ship over 100 million units, doing so in under a decade. Its successor, the PlayStation 2, was released in 2000. The PlayStation 2 is the best-selling home console to date, having reached over 155 million units sold by the end of 2012. Sony's next console, the PlayStation 3, was released in 2006, selling over 87.4 million units by March 2017. Sony's next console, the PlayStation 4, was released in 2013, selling a million units within a day, becoming the fastest selling console in history. The latest console in the series, the PlayStation 5, was releas ...
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SNES
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into the n ...
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MiniDisc
MiniDisc (MD) is an erasable magneto-optical disc-based data storage format offering a capacity of 60, 74, and later, 80 minutes of digitized audio. Sony announced the MiniDisc in September 1992 and released it in November of that year for sale in Japan and in December in Europe, North America, and other countries. The music format was based on ATRAC audio data compression, Sony's own proprietary compression code. Its successor, Hi-MD, would later introduce the option of linear PCM digital recording to meet audio quality comparable to that of a compact disc. MiniDiscs were very popular in Japan and found moderate success in Europe; although it was designed to be the successor of the cassette tape, it did not manage to mass replace it globally. By March 2011 Sony had sold 22 million MD players. Sony has ceased development of MD devices, with the last of the players sold by March 2013. Market history In 1983, just a year after the introduction of the Compact Disc, Kees ...
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CD-ROM
A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both computer data and audio with the latter capable of being played on a CD player, while data (such as software or digital video) is only usable on a computer (such as ISO 9660 format PC CD-ROMs). During the 1990s and early 2000s, CD-ROMs were popularly used to distribute software and data for computers and fifth generation video game consoles. DVD started to replace it in these roles starting in the early 2000s. History The earliest theoretical work on optical disc storage was done by independent researchers in the United States including David Paul Gregg (1958) and James Russel (1965–1975). In particular, Gregg's patents were used as the basis of the LaserDisc specification that was co-developed between MCA and Philips after MCA purchased ...
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Green Book (CD Standard)
The Compact Disc-Interactive (CD-I, later CD-i) is a Digital media, digital optical disc data storage device, data storage format that was mostly developed and marketed by Dutch company Philips. It was created as an extension of Compact Disc Digital Audio, CDDA and CD-ROM and specified in the ''Rainbow Books, Green Book'', co-developed by Philips and Sony, to combine audio, text and graphics. The two companies initially expected to impact the education/training, point of sale, and home entertainment industries, but CD-i eventually became best known for its video games. CD-i media physically have the same dimensions as CD, but with up to of digital data storage, including up to 72 minutes of full motion video. CD-i players were usually standalone boxes that connect to a standard television; some less common setups included integrated CD-i television sets and expansion modules for personal computers. Most players were created by Philips; the format was licensed by Philips and Mi ...
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Fixed-point Arithmetic
In computing, fixed-point is a method of representing fractional (non-integer) numbers by storing a fixed number of digits of their fractional part. Dollar amounts, for example, are often stored with exactly two fractional digits, representing the cents (1/100 of dollar). More generally, the term may refer to representing fractional values as integer multiples of some fixed small unit, e.g. a fractional amount of hours as an integer multiple of ten-minute intervals. Fixed-point number representation is often contrasted to the more complicated and computationally demanding floating-point representation. In the fixed-point representation, the fraction is often expressed in the same number base as the integer part, but using negative powers of the base ''b''. The most common variants are decimal (base 10) and binary (base 2). The latter is commonly known also as binary scaling. Thus, if ''n'' fraction digits are stored, the value will always be an integer multiple of ''b' ...
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Infinite Impulse Response
Infinite impulse response (IIR) is a property applying to many linear time-invariant systems that are distinguished by having an impulse response h(t) which does not become exactly zero past a certain point, but continues indefinitely. This is in contrast to a finite impulse response (FIR) system in which the impulse response ''does'' become exactly zero at times t>T for some finite T, thus being of finite duration. Common examples of linear time-invariant systems are most electronic and digital filters. Systems with this property are known as ''IIR systems'' or ''IIR filters''. In practice, the impulse response, even of IIR systems, usually approaches zero and can be neglected past a certain point. However the physical systems which give rise to IIR or FIR responses are dissimilar, and therein lies the importance of the distinction. For instance, analog electronic filters composed of resistors, capacitors, and/or inductors (and perhaps linear amplifiers) are generally IIR filter ...
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Endianness
In computing, endianness, also known as byte sex, is the order or sequence of bytes of a word of digital data in computer memory. Endianness is primarily expressed as big-endian (BE) or little-endian (LE). A big-endian system stores the most significant byte of a word at the smallest memory address and the least significant byte at the largest. A little-endian system, in contrast, stores the least-significant byte at the smallest address. Bi-endianness is a feature supported by numerous computer architectures that feature switchable endianness in data fetches and stores or for instruction fetches. Other orderings are generically called middle-endian or mixed-endian. Endianness may also be used to describe the order in which the bits are transmitted over a communication channel, e.g., big-endian in a communications channel transmits the most significant bits first. Bit-endianness is seldom used in other contexts. Etymology Danny Cohen introduced the terms ''big-endian'' a ...
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SPC700
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into t ...
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