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QOA, the Quite OK Audio Format

phoboslab.org

11–20 of 83 posts

Re: QOA, the Quite OK Audio Format

#11

QOI caused a huge burst in interest for image formats. Audio is a little harder to work with and understanding so I can imagine less impact for QOA (still good though). What I'm really looking forward to is QOV (video).

QOI is only 8-bit depth (per channel) so it's a no-go for me. But interesting, yes.

Out of curiosity, what for?

Re: QOA, the Quite OK Audio Format

#14
post #3

Quite OK article :) A few years ago, a guy made his own video compression format, but I can't find it anymore, is it still available online?

Are you looking for this? https://blog.tempus-ex.com/hello-video-codec/

I remember this post, so probably right.

Re: QOA, the Quite OK Audio Format

#15

"The first lossless audio format to gain widespread adoption (FLAC) was released 6 years after MP3." AIFF and WAV say what?

From context they mean lossless compression audio format, and standard AIFF and WAV are uncompressed PCM.

On the other hand, AIFF does have a compressed variant ("AIFF-C") spec'd in 1991 [1], which I suspect the author wasn't aware of.

[1] https://www.mmsp.ece.mcgill.ca/Documents/AudioFormats/AIFF/A...

Re: QOA, the Quite OK Audio Format

#16
post #5

> Most GameCube games used their own 8-bit ADPCM format Minor quibble but, at least for music, most GC games used a native 4-bit ADPCM ("DSP", decoded by the DSP, or the ADP/DTK format, like CD-XA ADPCM and also handled in hardware), and the most common cross-console audio middleware (CRI) also generally used 4-bit ADX ADPCM. In this old list, everything marked ADP, ADX, DSP is using 4-bit (and others are usually jus…

Yeah, I don't understand the disparaging of 4-bit ADPCM as being terrible quality when this is effectively a 3-bit ADPCM. Most ADPCM codecs I've seen shipped have a similar table based system with a frame header with coefficients for your two history samples rather than the weight update scheme here, and it works quite well.

Re: QOA, the Quite OK Audio Format

#17
post #11

Earlier quoted context omitted.

QOI is only 8-bit depth (per channel) so it's a no-go for me. But interesting, yes.

Out of curiosity, what for?

Not the OP but as an example, the difference between 8-bit and 10-bit on visual complexities like gradients are very noticeable.

Re: QOA, the Quite OK Audio Format

#18
It's not clear to me why Opus doesn't meet their needs. They write it off for not being simple, but is the problem that it's too slow for their application? Are they doing something where they need a very small compiled size [1]? Aesthetically prefer things that are simpler?

[1] I ship an Opus encoder and decoder to the browser to support https://www.jefftk.com/p/bucket-brigade-singing and it's just 310KB for compression and 470KB for decompression, which are small enough that I don't even minify them.

Re: QOA, the Quite OK Audio Format

#19
post #11

Earlier quoted context omitted.

QOI is only 8-bit depth (per channel) so it's a no-go for me. But interesting, yes.

Out of curiosity, what for?

I have a pipeline for scanning of analog sources like film. Since these are meant to be edited after scanning, 8-bit range is much to limited.

Re: QOA, the Quite OK Audio Format

#20
post #3

Quite OK article :) A few years ago, a guy made his own video compression format, but I can't find it anymore, is it still available online?

Are you looking for this? https://blog.tempus-ex.com/hello-video-codec/

I think the style is similar, but it was more complex. He was also showing off the codec on his face, probably this is a newer version.

Anyway, I'm grateful.

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