Бинк видео

Sony PLAYSTATION ® 3 Console

  • Available as a static library.
  • Uses the SPUs for background decompression — decompress up to ten 1280×720 or
    thirty-six 640×480 in the background without any PPU overhead!
  • Bink 1 supports SPU-threads, RAW, and SPURS tasks for SPU decompression.
    Bink 2 supports running across two PPU-threads.
  • Works with the default PS/3 toolchain (GCC and SN Systems).
  • Supports 7.1 audio output using LibAudio — PS/3 has terrific sound and Bink can
    maximize it!
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 242 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Audio settings:

Convert Audio: Check this box to convert the audio from the input file. If you are converting just audio, then the output file will be a wave file. If you are converting video and audio, then the output file will be an AVI file.

Input Options:

  • Loop input audio: This option tells Bink to loop the audio throughout the entire Bink movie.
  • Input from track: This option tells the RAD Converter what track to read the audio from. It supports both Video for Windows and QuickTime formats.
  • Start input at (ms): This switch, in combination with the following «End input» are the tools you need for mixing a specific sub-section of audio data out of a larger sound file. This is the start point of your range — it is specified in milliseconds.
  • End input at (ms): This switch defines the end point of a specific sub-section of audio data out of a larger sound file. This value is specified in milliseconds.
  • Skip into (bytes): This field tells the RAD Converter to skip into the specified sound file before beginning the mixing process. It is usually used with the «Override input format» fields to skip over an unsupported sound format header.

Convert output format: These fields allow you to convert to another sound format during compression. They are there for your convenience, but for maximum quality, you should always start with original high-quality recordings. The RAD Converter can convert a 22 Khz file up to a 44 Khz file, but it can’t make it magically sound any better that the original 22 Khz.

Override input format: These fields force a input new format — they don’t convert! This is usually only used with RAW sound files that have no header information to identify their sound format.

Внешние ссылки [ править ]

vте Сжатие мультимедиа и форматы контейнеров
Сжатие видео
ISO , IEC , MPEG
ITU-T , VCEG
  • H.120
  • DCT

    • H.261
    • H.262
    • H.263
    • H.264 / AVC
    • H.265 / HEVC
    • H.266 / VVC
    • DV
SMPTE
  • ВК-1
  • ВК-2
  • ВК-3
  • ВК-5
  • ВК-6
TrueMotion
  • DCT

    • VP3
    • VP6
    • VP7
    • VP8
    • VP9
    • AV1
Другие
  • Apple видео
  • AVS
  • Cinepak
  • Даала
  • DVI
  • FFV1
  • Huffyuv
  • Indeo
  • Лагариф
  • Microsoft видео 1
  • МГУ без потерь
  • OMS видео
  • Pixlet
  • ProRes 422
  • ProRes 4444
  • QuickTime
    • Анимация
    • Графика
  • RealVideo
  • RTVideo
  • SheerVideo
  • Smacker
  • Соренсон Видео / Спарк
  • Теора
  • Тор
  • WMV
  • XEB
  • ЮЛС
Аудио сжатие
ISO , IEC , MPEG
  • MPEG-1 Layer II

    Многоканальный

  • MPEG-1 Layer I
  • MPEG-1 Layer III (MP3)
  • AAC

    • HE-AAC
    • AAC-LD
  • MPEG Surround
  • MPEG-4 ALS
  • MPEG-4 SLS
  • MPEG-4 HVXC
  • MPEG-4 CELP
  • MPEG-D USAC
  • MPEG-H 3D аудио
ITU-T
  • G.711

    • Закон
    • µ-закон
  • G.718
  • G.719
  • G.722
  • G.722.1
  • G.722.2
  • G.723
  • G.723.1
  • G.726
  • G.728
  • G.729
  • G.729.1
IETF
  • Opus
  • iLBC
  • Speex
  • Vorbis
3GPP
  • AMR
  • AMR-WB
  • AMR-WB +
  • EVRC
  • EVRC-B
  • EVS
  • GSM-HR
  • GSM-FR
  • GSM-EFR
ETSI
  • AC-3
  • AC-4
  • DTS
Другие
  • ACELP
  • ALAC
  • Асао
  • ATRAC
  • AVS
  • CELT
  • Кодек 2
  • ДРА
  • FLAC
  • iSAC
  • MELP
  • Аудио Обезьяны
  • MT9
  • Musepack
  • OptimFROG
  • OSQ
  • QCELP
  • RCELP
  • RealAudio
  • RTAudio
  • SHN
  • ШЕЛК
  • Сирена
  • SMV
  • SVOPC
  • TTA

    Истинный звук

  • TwinVQ
  • VMR-WB
  • ВСЕЛП
  • WavPack
  • WMA
  • MQA
  • aptX
  • LDAC
  • LHDC
Сжатие изображения
IEC , ISO , IETF , W3C , ITU-T , JPEG
  • CCITT Группа 4
  • DCT

    • HEIC
    • JPEG
    • JPEG XL
    • JPEG XR
    • JPEG XT
    • TIFF / EP
  • Арифметика

    • JBIG
    • JBIG2
  • JPEG-LS
  • JPEG 2000
  • LZ

    • Гифка
    • PNG
  • TIFF
  • TIFF / IT
Другие
  • APNG
  • БПГ
  • DjVu
  • EXR
  • FLIF
  • ICER
  • MNG
  • PGF
  • QTVR
  • WBMP
  • WebP
Контейнеры
ISO , IEC
  • MPEG-ES

    MPEG-PES

  • MPEG-PS
  • MPEG-TS
  • Базовый формат медиафайлов ISO / IEC
  • MPEG-4, часть 14 (MP4)
  • Motion JPEG 2000
  • MPEG-21, часть 9
  • Транспорт мультимедиа MPEG
ITU-T
  • Т.802
IETF
  • RTP
  • Ogg
SMPTE
  • GXF
  • MXF
Другие
  • 3GP и 3G2
  • AMV
  • АЧС
  • AIFF
  • AVI
  • AU
  • БПГ
  • BMP
  • EVO
  • Flash видео
  • МКФ
  • M2TS
  • Матроска

    WebM

  • Формат файла QuickTime
  • RatDVD
  • RealMedia
  • РИФФ

    WAV

  • MOD и TOD
  • VOB, IFO и BUP
Сотрудничество
  • NETVC
  • MPEG LA
  • HEVC Advance
Методы
  • Дискретное косинусное преобразование

    • DCT
    • MDCT
  • Энтропия

    • Арифметика
    • Хаффман
    • Изменено
  • БПФ
  • LPC

    • ACELP
    • CELP
    • LSP
    • WLPC
  • Без потерь
  • Потерянный
  • LZ

    • ВЫПУСКАТЬ
    • LZW
  • PCM

    • Закон
    • µ-закон
    • ADPCM
    • DPCM
  • Преобразовать
  • Вейвлет

    • Добеши
    • DWT
    • Преобразовать
Списки
  • Сравнение форматов кодирования аудио
  • Сравнение видеокодеков
  • Список кодеков
См методы сжатия для техники и программного обеспечения сжатия для кодеков
Эта статья о мультимедийном программном обеспечении — незавершенная . Вы можете помочь Википедии, .

Nintendo 3DS™ Handheld

  • Bink 1 only.
  • Available as a static library.
  • Supports the Nintendo 3DS audio hardware directly.
  • Includes a complete API for blitting using the 3DS’s GPU register combiners that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 145 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions. By default, the Bink IO system uses all asynchronous background reading.

Presentation settings:

Screen position and scaling: This option lets you choose the offset and the width and height on the screen as well as a zoom setting. You can use a negative number to scale. For example, -2 would mean play back the movie twice as large. -1 means fill the entire the screen. Most video cards have video acceleration that makes zoomed video playback possible — if you don’t have hardware blitting or overlays, then the video will still zoom, it’s just going to be really slow.

Scaling: This option lets you force one of the Bink software scaling modes. Normally, you’ll just use whatever scaling compression that the movie was compressed with. You can override the file’s default with 2x height doubled, 2x height interlaced, 2x width doubled, 2x width and height doubled, 2 width and height interlaced, and a run-time only option: 1x interlaced. 1x interlaced is great for slow machines — the output is interlaced, but it will cut the blitting CPU time in half!

Win Style: This feature controls the style of the playback window — you can choose title bar and border, thick border / no title bar, or no title bar and border at all. You can also force the window to always remain on top.

Disable: This feature lets you turn off certain input keys during video playback.

Sony PlayStation 2 Console

  • Bink 1 only.
  • Available as a static library.
  • Works with both SN Systems and CodeWarrior (we use SN Systems internally).
  • Uses one of the two PCM output channels (one on each SPU) for sound output. Will run simultaneously with other sound systems perfectly.
  • Supplies massively optimized assembly YUV to RGB converters to 16-bit, and 32-bit RGB.
  • Can access the YUV bits directly (YUV12).
  • A standard Bink player will link in about 115 KB of code and data and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or a starting logic sector number, or you can completely overload all of the IO functions.
  • Bink supplies a sophisticated IOP-side streaming system that does perfect asynchronous streaming and can run simultaneously with any other system IO being performed at the same time (so you can play videos during level loads).

Some Reasons Why Folks Love Bink:

  • Bink videos look amazing! Bink 2 videos look absolutely perfect — we use a
    sophisticated deblocking algorithm, so your videos will look great even
    at super low data rates. Bink will always
    make the best possible video for your data rate.
  • Bink runs on most game engine middleware natively. We supply pre-written plugins for both Unreal 4
    and Unity for many platforms. For other platforms and engines, source to the Bink plugin can be used
    as a starting point.
  • Bink 2 has HDR support built right in! Compress and playback high color-depth videos in your HDR game!
  • Bink comes with simple integrated tools for compressing and viewing your videos. We also now include
    an Adobe Premiere and Adobe Media Encoder plugin for direct Bink exporting!
  • Bink 2’s SDK is simple and powerful. Your game is always in control — there are
    no callbacks or other difficult-to-debug constructs. Using Bink is
    like using a codec that you wrote yourself.
  • Bink 2 is completely self-contained — it needs no special system software, it needs
    no other audio codec, it needs no other surrounding architecture. Just one
    small library and you are good to go — there are no external installation or
    dependencies.
  • Bink 2 is super, super fast. In some cases, up to 10 times faster than other modern
    codecs. It’s fast enough to use for in-game videos, as well as cut-scene videos. Bink 2
    takes this speed to the next level — a video frame decode is 75% SIMD instructions,
    and we now have near perfect two core scaling for even more speed.
  • Using compute shaders on Windows, Linux, Sony PS5/PS4 and Xbox One, you can offload much of the Bink video decoding to the GPU! This
    is two to four times faster than CPU-only decode (and even more for 4K video). Decode
    4K video frames in 2.3ms on PS4/Xbox One, and 1.4 ms on a PC!
  • Since it’s so fast, Bink 2 can play 4K video (3840×2160) on PCs, Sony PS4 and Xbox One —
    using 4 cores, it can decode a 4K frame in 4 ms on PC, and 11 ms on PS4 or Xbox! Using
    compute shaders on the GPU, it can do 4K frames in 1.4 ms on PC, and 2.3 ms on PS4! Crazy fast!
  • Bink 2 is built for multi-core. By default, it slices the screen in half and decompresses
    each on a separate core. But you can also compress using 3 or 4 slices for more
    speed on consoles with a lot of cores, or when you are playing high resolution video (like 4K video)!
  • Bink uses as little memory as possible. In some cases, up to 16 MB to 120 MB less than
    other codecs! You don’t have to worry about a simple video codec hogging all your
    memory. Bink 2 uses the same total amount of memory as Bink 1 (except when doing GPU-based decoding
    which does use more memory).
  • Bink runs on every platform. You can use the same API and data files on
    16 different platforms.
  • Bink 2 has powerful alpha channel features for video sprites and compositing.
  • Bink 2 now uses a full range colorspace (from 0 to 255, instead of the more common 16 to 235). This makes a huge difference in gradients if you use RGB input files (make sure you don’t
    use input files that already use a crushed Y range colorspace)!
  • Bink has a VBR psycho-acoustic based audio codec capable up to 15:1 compression
    built-in. You don’t need to license another codec for your audio.
  • Bink can play many audio tracks at once — this allows the playback of 5.1 and
    7.1 sound tracks (on supported platforms) as well as optional language tracks
    where you can turn on and off a language based on the system setting.
  • Bink runs on every game platform
    and is customized to take advantage of each one.
  • Bink includes sound support for every platform it supports. We have 16
    different modules for sound playback on the various platforms.
  • Bink is super robust. The fact that it ships in so many games makes it
    better and better — it just doesn’t crash. Bink can also handle bad
    input data — it just keeps chugging along until the input data gets
    better again.
  • Game Developers love Bink so much that they voted it into the Game Developer Hall of Fame! Joins the Miles Sound System!

Think Bink!

Microsoft Xbox 360 Console

  • Bink 1 and Bink 2 support!
  • Available both as a static library and a static link time code generation library (LTCG libs are little faster at runtime and save about 20K, but they link much slower).
  • Works perfectly with Visual Studio.
  • Built-in support for background thread decompression — use any of the Xbox cores to
    do the Bink decompression.
  • Supports XAudio for sound output. Includes support for 5.1 movies (decodes 6 channels of audio and routes them to the proper mix bin).
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • Can access the YUV bits directly (YUY2 and YUV12) for fast copying to YUV
    textures.
  • The Bink libraries link to about 200 KB in your XBE image, and are contained in sections, so you can unload them when you aren’t using Bink.
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is
    much less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can open from a filename string, a file handle, or you can completely overload all of the IO functions. By default, the Bink IO system does all reading on a low-overhead background thread.
  • Includes examples of using pixel shaders, and alpha textures.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Bink has shipped in nearly all Xbox 360 titles since the summer 2006.

Playback settings:

Loop the playback (blank for infinite): This option tells Bink to loop the Bink movie over and over.
You can choose a specific number of loops or simply leave the count blank for infinite looping until you press escape.

Use this frame rate (blank for fast): This option tells Bink to use the specified frame rate to playback the movie. You will usually just leave the frame rate blank on this option, which tells Bink to play flat out as fast as it can.

Show a playback summary: This option tells Bink to display a summary window when playback is finished. This summary contains all kinds of handy info, including the number of skipped frames, the speed of the IO device, percentage of time spent in various parts of Bink, and more. This summary is crucial if you’re having playback problems — these stats will help you pinpoint the problem area.

Show runtime playback statistics: This is one of my favorite features in Bink. Use this switch to display runtime information about the playback at the top of the video window. It’s even cooler than the summary window because this data is constantly updated during playback — it’s a piece of cake to find playback problems, since you just watch the runtime info where the IO buffer full percentage is displayed. If the buffer empties, then Bink is going to start skipping frames. Bink displays: the frame number, the current frame rate, the IO buffer filled percentage, the decompress time, the blitting time, the reading time, and the last one second’s data rate.

Don’t skip frames: This option tells Bink to never skip frames. If the video starts lagging behind, then the audio will start to skip.

Auto-pause when focus is lost: This switch tells Bink to automatically pause the video, when you switch to another window. Note: some DirectDraw drivers don’t clip the window display correctly, so your video may bleed through.

Clear outside window to black: This option tells Bink to center the window with all black around the edges.

Planes: This pull-down tells Bink what color planes to display. You can
show «full-color» (the default), «force grayscale» (which is slightly faster),
«swap Y for alpha» (which draws the alpha plane in place of the luminance
plane), and «show alpha only» (which draws the alpha plane in monochrome mode).

Hide Windows mouse cursor in the Bink window:
If you use this switch, Bink will hide the mouse cursor when it is within the confines of the Bink window.

Full-screen: This pull-down allows you to use a full-screen mode. Note that not all screen modes and color depths are supported by all video cards and/or DirectDraw drivers. You can choose both the resolution and the color depth to use. Many video cards only support accelerated video playback in certain resolutions and color depths.

Blitting style: Use this pull-down to choose the blitting technology to display the video frames. Bink uses a colorspace called YUV (YCrCb to be perfectly accurate),
which needs to be converted to RGB before viewing. By default, Bink does this
conversion in software and draws the frames with DIBSections.

You can use Bink’s software YUV to RGB converters, but if you have a good video card, all of this processing can be handled by the video card. One catch, though — different video cards support different YUV formats (kind of like they support different 16-bit RGB formats — 565, 555, for example), so Bink supports conversion to three types of YUV surfaces: YV12, YUYV, and YUY2. Most video cards support at least one of these YUV formats with hardware.

Video cards use two different techniques for display of YUV data — overlays and blitting conversion.

Overlays seem like black magic — they are high color surfaces that float above the normal desktop (kind of like a hardware window). They can even display high-color data while in 256 color mode on some video cards! Overlays are the very best way to display Bink video, if your video card supports them. But watch out — overlays can sometimes have bugs that cause Bink movies to look odd — if you suspect this is happening, use the software blitter to see if there’s any improvement in the appearance of the video.

Blitting conversion means that the pixels are converted from YUV color to RGB format while the data is being copied to the screen. Almost all video cards (even old ones), support hardware blitting conversion, usually even with stretching and shrinking for free. Bink can still fall back to its internal software mode, if necessary.

Audio settings:

Compression level: This option controls how much audio compression Bink applies. Bink’s powerful audio codec is capable of up to 10 to 1 compression in perceptually lossless mode (which basically means you can save a ton of space in your audio tracks without hearing any compression artifacts). Quality level 4 is perceptually lossless on most files, and many files can even use a setting of 5 or 6. Settings of 9 and higher get pretty noisy.

Convert to rate/format: These settings let you convert the sound format as it is compressed into the Bink file. They are there for your convenience, but for maximum quality, you should always start with original high-quality recordings. The RAD Converter can convert a 22 Khz file up to a 44 Khz file, but it can’t make it magically sound any better that the original 22 Khz

Cross-Platform

In line with the theme of «maximum availability», Telemetry is a cross-platform performance visualization system. The best tools are those that are available when
you need them, and Telemetry supports multiple run-time platforms, including: Microsoft Windows, XBOX 360, and XBOX One; Sony PS3, PS4 and PS Vita;
Nintendo Switch and Wii-U; Apple MacOS and iOS; Google Android; Google Stadia; Linux (x86, x64, and ARM); and QNX (x86 and ARM), with more on the way! Not only that, but our tools are available for
Windows, Apple MacOS X, and Linux (x64). Use one performance visualization system on multiple
platforms!

Apple Macintosh

  • Bink 1 and Bink 2! Bink 2 requires x86 (no PPC support).
  • Available as both a PPC and x86 MachO shared library.
  • Supports the Sound Manager (and sits along side the Miles Sound System) for sound output.
  • Supplies fast assembly optimized YUV to RGB converters to 16-bit, and 32-bit RGB.
  • Access the YUV bits directly (YUV12).
  • The Bink libraries are about 204 KB and are completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer.
  • Can open from a filename string, an FSSpec pointer, or you can completely overload all of the IO functions. By default, the Bink IO system uses all asynchronous background reading on MacOS 9 and uses a low-overhead background thread on MacOS X.
  • Includes a full-featured blitting and buffering API on MacOS. This BinkBuffer API uses QuickDraw to gain direct access to the frame buffer on MacOS 8 to X. This API is compatible with the Windows version, so moving Bink playback between Windows and MacOS is painless.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.

Microsoft Xbox One Console

  • Bink 1 and Bink 2 support — love this hardware!
  • Available both as a static library and a static link time code generation library (LTCG libs are little faster at runtime and save about 20K, but they link much slower).
  • Works perfectly with Visual Studio.
  • Allows you to offload much of the video decoding onto the Xbox One GPU using compute shaders — this is up to four times
    faster than CPU-only decoding! 4K video uses 2.3 ms CPU and 2.4 ms GPU (times overlap, so 2.4 ms is the limit).
  • Includes a complete API for blitting using the Xbox GPU that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink libraries link to about 200 KB in your Xbox EXE.
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Nintendo Wii U™ Console

  • Currently Bink 1 only.
  • Available as a static library.
  • Works with the default Wii U toolchain.
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 290 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Nintendo Wii™ Console

  • Bink 1 only.
  • Available as a static library.
  • Works with the default Wii toolchain.
  • Includes a complete API for blitting using the Wii’s GPU register combiners that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 142 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Bink°Ў »з¶ы№ЮАє АМАЇ

  • Bink єсµрїАґВ И­БъАМ ¶ЩѕоііґПґЩ. µҐАМЕН ·№АМЖё¦ 1200 kps(1280 x 720 ЗИјїАЗ єсµрїА)єОЕН 75 kps(ґСЕЩµµ DSАЗ єсµрїА) №ьА§їЎј­ Б¶Б¤ЗТ јц АЦЅАґПґЩ. BinkґВ ЗцАзАЗ µҐАМЕН ·№АМЖ·О ГЦ°н З°БъАЗ єсµрїАё¦ ёёµй јц АЦЅАґПґЩ.
  • Bink’s SDKґВ ЅЙЗГЗП°н ЖДїцЗЗХґПґЩ. °ФАУА» ЗЧ»у Б¦ѕоЗПґВ °НАМ °ЎґЙЗП°н, ДЭ№йАМ №Я»эЗПґВ АПµµ, є№АвЗС µр№ц±Чё¦ ЅЗЅГЗТ ЗКїдµµ ѕшЅАґПґЩ. BinkґВ ё¶ДЎ °н°ґ АЪЅЕАМ ёёµз ДЪµ¦Гі·і ЖнЗП°Ф Б¶Б¤ЗТ јц АЦЅАґПґЩ.
  • BinkґВ ЗКїдЗС ёрµз °НА» °ГЯ°н АЦЅАґПґЩ. ЖЇє°ЗС ЅГЅєЕЫ јТЗБЖїюѕо, ґЩёҐ їАµрїА ДЪµ¦, ґЩёҐ БЦєЇ ѕЖЕ°ЕШГДґВ ЗКїд ѕшЅАґПґЩ. 1°іАЗ АЫАє ¶уАМєк·Їё°Ў АЦАёёй ГжєРЗХґПґЩ. ґЩёҐ јТЗБЖїюѕоё¦ јіДЎ ЗТ ЗКїдґВ ѕшЅАґПґЩ. ¶ЗЗС, ґЩёҐ јТЗБЖїюѕоїЎ АЗБёЗПБц ѕКЅАґПґЩ.
  • BinkґВ ёЕїм єьёЁґПґЩ. »уИІїЎ µы¶уј­ґВ, ґЩёҐ ГЦЅЕ ДЪµ¦їЎ єсЗШ, ГЦ°н 10№и ґх єьёЈ°Ф ГіёЗТ јц АЦЅАґПґЩ. АМ°НАє ДЖ ѕААЗ єсµрїА »УёёАМ ѕЖґП¶у, °ФАУі»АЗ єсµрїАїЎµµ ГжєРЗС јУµµАФґПґЩ.
  • BinkАЗ ёЮёрёБЎАЇ·ьАє ГЦјТЗСАФґПґЩ. »уИІїЎ µы¶уј­ ґЩёҐ ДЪµ¦їЎ єсЗШ, ГЦ°н 16MB АэѕаЗТ јц АЦЅАґПґЩ. єсµрїА ДЪµ¦ ЗПіЄ°Ў ёрµз ёЮёрёё¦ БЎАЇЗШ №цё± АПАє ѕшЅАґПґЩ.
  • BinkґВ ёрµз ЗГ·§ЖыїЎј­ АЫµїЗХґПґЩ. 14Бѕ·щАЗ ЗГ·§ЖыїЎј­, °°Ає API №Ч µҐАМЕН ЖДАПА» »зїлЗТ јц АЦЅАґПґЩ.
  • BinkґВ ґлєОєРАЗ °ФАУ їЈБш №Мµйїюѕо·О іЧАМЖјєк·Ој­ АЫµїЗХґПґЩ. ї№ё¦ µйѕо, EpicАє Unreal EngineїлАЗ Binkё¦ №Мё АЫјєЗШј­ Б¦°шЗП°н АЦЅАґПґЩ.
  • BinkїЎґВ, VBR »зАМДЪ ѕоДнѕоЅєЖЅїЎ ±Щ°ЕЗС їАµрїА ДЪµ¦АМ µйѕо°Ў АЦЅАґПґЩ. АМ°НАє ГЦґл·О15:1АЗ ѕРГаїЎ ґлААЗП°н АЦЅАґПґЩ. їАµрїАїлАё·О ДЪµ¦АЗ ¶уАМјѕЅєё¦ µы·О ГлµжЗТ ЗКїдґВ ѕшЅАґПґЩ.
  • BinkїЎј­ґВ, ЗС №шїЎ ї·Ї °іАЗ їАµрїА Ж·ўА» Аз»эЗТ јц АЦЅАґПґЩ. Бп, 5.1АЗ »зїоµе Ж·ў°ъ 7.1АЗ »зїоµе Ж·ўА» Аз»эЗШ(ЗГ·§ЖыїЎј­ БцїшµЗ°н АЦґВ °жїм), ±ЧїН µїЅГїЎ, ЅГЅєЕЫ јіБ¤їЎ µы¶у їЙјЗАЗ ѕрѕо Ж·ўАЗ їВ/їАЗБё¦ №ЩІЩѕо Аз»эЗТ јцµµ АЦЅАґПґЩ.
  • BinkґВ ёрµз °ФАУ ЗГ·§ЖыїЎј­ АЫµїЗШ, ±вґЙА» З·О И°їлЗПµµ·П ДїЅєЕНё¶АМБо µЗ°н АЦЅАґПґЩ. PS3їЎј­ґВ SPU, Xbox360їЎј­ґВ VMX, x86їЎј­ґВ SSE 2, ґСЕЩµµ DSїЎј­ґВ °нµµАЗ ѕојАєнё ГЦАыИ­ ±вґЙµоАМ »зїлµЛґПґЩ.
  • BinkґВ Бцїш ґл»уАЗ ёрµз ЗГ·§ЖыїЎј­ »зїоµеё¦ БцїшЗХґПґЩ. ґЩѕзЗС ЗГ·§ЖыїЎј­ »зїоµеё¦ Аз»эЗП±в А§ЗШј­, 16°іАЗ ёрµвАМ БШєсµЗѕо АЦЅАґПґЩ.
  • BinkґВ ёЕїм ѕИБ¤АыАФґПґЩ. ё№Ає °ФАУїЎј­ Г¤їлµЗ°н АЦ±в ¶§№їЎ, BinkґВ ЗЧ»у №ЯАьЗП°н АЦЅАґПґЩ. ґЩёҐ Б¦З°°ъ Гжµ№ЗПґВ №Б¦°Ў ѕшЅАґПґЩ. ¶ЗЗС, BinkґВ, Б¤ИДЎѕКАє АФ·В µҐАМЕН µµ ГіёЗТ јц АЦЅАґПґЩ. АФ·В µҐАМЕН°Ў Б¤»уАыАё·О µ№ѕЖїГ ¶§±оБц, Бѕ·бµЗБц ѕК°н °ијУ °ЎµїЗХґПґЩ.

BinkїЎ ґлЗШј­ ґх ѕЛ°нЅНАёЅГґЩёй, ЅЗБ¦·О »зїлЗШ єёЅЗ °НА» ±ЗЗХґПґЩ. RAD Video Toolsё¦ ґЩїо·ОµеЗШј­, ЖДАПА» Bink ЗьЅДАё·О ѕРГаЗШ єёЅКЅГїА. Жт°ЎЖЗАЗ SDKё¦ їшЗПЅГёй, АМ ёЮАП·О №АЗЗШ БЦЅКЅГїА.

ґЩёҐ °н°ґАЗ АЗ°ЯАМіЄ °ФАУ ЗГ·§Жы°ъ BinkАЗ »ујјµµ ѕЛѕЖ єёЅЗ јц АЦЅАґПґЩ.

№Б¦°Ў №Я»эЗЯА» °жїмґВ,АМёЮАП·О №АЗЗШ БЦЅГґВБц,BinkїН RAD Video ToolsїЎ °ьЗС FAQ ¶ЗґВRAD Video ToolsАЗ µµїтё»ё¦ АРѕо БЦЅКЅГїА. ¶ЗЗС, №цАь °нАЇАЗ ±вґЙїЎ ґлЗШј­ґВ,BinkАЗ №цАь АМ·ВА» ИАОЗШ БЦЅКЅГїА.

±ёјјґлАЗ ДЪµ¦АО Smacker АЗ ¶уАМјѕЅєё¦ ±ёАФЗТ јцµµ АЦЅАґПґЩ. SmackerґВ, їА·ЎµИ °ФАУАМіЄ ёЕїм АъјУАЗ CPU ИЇ°жїЎ ГЦАыИ­ µЗѕоАЦЅАґПґЩ.

Think Bink!

Android

  • Bink 1 and Bink 2! Bink 2 requires Neon.
  • Available as a static library.
  • Works with GCC toolchain.
  • The Bink library is about 164 KB at runtime and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Buffering settings:

Preload the entire file into memory: If checked, this will load all of the video data into memory. It allows you to save the read time completely.

Don’t use multi-threaded I/O: This option tells Bink not to do its file IO on a background thread. You should normally not have to mess with this option, but it you have an ancient CD-ROM driver and your video is skipping, then this is a good place to start experimenting.

Memory for read ahead buffer: This option controls how much memory Bink allocates to read ahead in the movie. The larger the buffer, the less chance of a frame being dropped due to slow IO. Bink uses one second of the toughest segment of frames in a video by default.

Don’t fill in open: This option tells Bink not to completely fill the read ahead buffer when the file is loaded. You can use this option to force Bink to start playing your movie immediately, but it is at the risk of skipping early in the movie.

Simulate this read speed: This setting tells Bink to simulate the entered playback rate. This is handy to test how your video will playback on a CD-ROM without having to go through the trouble of burning a CD-R disc. This value is in bytes per second (not kilobytes per second), so, to simulate a double-speed CD-ROM, use 300000.

Benchmark: Video Quality

Good video codec has many benefits.

  • If the file size is the same, the quality of the video is similar to the original one.
  • If the quality of the video is the same, it needs a lower bitrate.

See the below process to compare BINK video with the Bandicam Video Library MPEG1 codec.

Testing method

  1. Prepare a HD WMV video file.
  2. Choose Robotica 1080p as the test image (21 sec, 20MB)
  3. Bink Video(.bik) encoded by Rad Video Tools without sound.
  4. Bandicam Video encoded by Bandicam Video Converter without sound. The resulting file is as close as possible to the size of the BINK video file using a variable bitrate.
  5. Compare frame by frame with the PSNR analyzing tool.

Test Files

  • Original File: Robotica_1080.wmv
  • BINK file(low quality): Robotica_1080_bink_1700k.bik
  • BINK file(mid quality): Robotica_1080_bink_2500k.bik
  • BINK file(high quality): Robotica_1080_bink_4100k.bik
  • Bandicam Video file(MPEG1 low quality): Robotica_1080_mpeg1_1700k.avi
  • Bandicam Video file(MPEG1 mid quality): Robotica_1080_mpeg1_2500k.avi
  • Bandicam Video file(MPEG1 high quality): Robotica_1080_mpeg1_4100k.avi
  • Bandicam Video file(VP80 low quality): Robotica_1080_vp80_1700k.avi
  • Bandicam Video file(VP80 mid quality): Robotica_1080_vp80_2500k.avi
  • Bandicam Video file(VP80 high quality): Robotica_1080_vp80_4100k.avi

※ BINK(.bik) files are playable by installing Rad Video Tools.
※ Bandicam Video Files — AVI files that use the MPEG1 Video and MPEG1 layer 2 video — are playable by installing Bandicam MPEG1 decoder.
※ BINK uses Bytes for the video file size, on the other hand, Bandicam Video Library uses bits.

Image PSNR Comparison

See the graphs below. Every frame is decoded and compared with PSNR.
The higher the PSNR value, the better the video quality.

Low Quality Image Comparison

  • Robotica_1080_bink_1700k.bik: average 35.8db
  • Robotica_1080_mpeg1_1700k.avi: average 37.6db
  • Robotica_1080_vp80_1700k.avi: average 40.4db

Mid Quality Image Comparison

  • Robotica_1080_bink_2500k.bik: average 37.9db
  • Robotica_1080_mpeg1_2500k.avi: average 40.5db
  • Robotica_1080_vp80_2500k.avi: average 43.1db

High Quality Image Comparison

  • Robotica_1080_bink_4100k.bik: average 40.4db
  • Robotica_1080_mpeg1_4100k.avi: average 43.4db
  • Robotica_1080_vp80_4100k.avi: average 45.0db

Installation

  1. Select Edit > Plugins in the Editor, search for Bink, and enable the plugin. Restart Unreal Engine as required.

  1. Copy your Bink video files into the Contents/Movies directory in your Unreal Engine Project directory.

    You create Bink files using Bink 2 Encoder for Unreal found in the directory (Bink2ForUnreal.exe).
    Double-click the executable, then select your video file to convert and click Bink it! then Bink. For most use cases, the automatic settings work fine.

  2. Double-click on the file for your project, and a warning dialog appears and asks if you want to rebuild the project due to missing plugins. Confirm executing the rebuild, and Unreal Engine restarts with the project loaded up.

  3. You can now play the Bink files in your Content/Movies directory.

Mixing settings:

Sound compression level: The Sound compression level controls how much audio compression Bink applies. Bink’s powerful audio codec is capable of up to 10 to 1 compression in perceptually lossless mode (which basically means you can save a ton of space in your audio tracks without hearing any compression artifacts). Bink compresses 44Khz data the best, and because it compresses the data so well, you should just get used to leaving 11 and 22 Khz behind. Bink still supports 11 and 22 Khz, but the compression ratios are lower (3 to 1 and 5 to 1). Quality level 4 is perceptually lossless on most files, and many files can even use a setting of 5 or 6. Settings of 9 and higher get pretty noisy.

Mix into Bink track ID: This option lets you choose a specific track ID number to mix the audio into. Track ID numbers are completely under your control — you can use whatever number you like — they don’t have to be contiguous, monotonic, or even increasing. If you use a track ID that alreay exists in the file, then that track data is replaced with the new track data.

Start mixing at what frame number: Here is where you choose the frame number that you want the mixing to begin on. Actually, the mixing really always starts from the first frame, and this function pads the input data with enough silence to cause the sound track to begin exactly on your chosen frame number. You can also use a millisecond offset by entering a negative number. For example, 2000 would start the sound 2 seconds into the movie.

Force frame rate: Use this option to force a new frame rate on the output Bink file. You’ll need to set this option when you compress still images, because they have a default rate of 10 frames per second.

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