[www] r916 - trunk/www.matroska.org/data/technical/specs
| Newsgroups | gmane.comp.multimedia.matroska.cvs |
|---|---|
| Message-ID | <[email protected]> |
Author: robux4 Date: 2005-04-05 15:43:01 +0400 (Tue, 05 Apr 2005) New Revision: 916 Modified: trunk/www.matroska.org/data/technical/specs/notes.html Log: content: some precisions on segment linking Modified: trunk/www.matroska.org/data/technical/specs/notes.html =================================================================== --- trunk/www.matroska.org/data/technical/specs/notes.html 2005-04-05 09:51:06 UTC (rev 915) +++ trunk/www.matroska.org/data/technical/specs/notes.html 2005-04-05 11:43:01 UTC (rev 916) @@ -263,6 +263,17 @@ <p>Thanks to the PixelCropXXX elements, it's possible to crop the image before being resized. That means the image size follows this path :</p> <p>PixelXXX (size of the coded image) -> PixelCropXXX (size of the image to keep) -> DisplayXXX (resized cropped image)</p> +<h3 id="Segment_Linking">Segment linking</h3> + +<h4>Hard linking</h4> +<p>This linking can also be called splitting. It's the operation of cutting one segment in several parts. The resulting parts should play as if it was just one part (the original segment). That means the timecode of each part follows the ones from the previous parts. The track numbers are the same. The chapters only match the current segment (unless the edition is ordered, where all parts should be in each segment). And most important, the NextUID and PrevUID points the respective segment UIDs.</p> + +<h4>Soft linking</h4> +<p>Medium linking is used by codec chapters. They can reference another segment and jump on that Segment. The way the segments are described are internal to the chapter codec and unknown to the matroska level. But there are elements in the Segment Information (ChapterTranslate) that can translate a value representing a segment in the chapter codec and to the current Segment UID. All segments that could be used in a file/segment this way should be marked as members of the same family (SegmentFamily), so that the player can quickly switch from one to the other.</p> + +<h4>Medium linking</h4> +<p>This kind of linking is a mix between hard and soft linking. Each segment linked is independant from the other (standalone, unlike hard linked ones). But it should be treated as a hard-link by the player. Medium linking is done through chapters using the ChapterSegmentUID element and only makes sense for ordered editions. The Segment matching the UID should be played as if it was part of the original segment (segment it's linked from) and then resume playback in the original segment. That means the timecodes of the following content should be shifted by the duration of the linked segment. As for hard-linking, the resulting segment edition should be played and considered as one.</p> + </div> <!--#include virtual="/include/page-tail.html" -->