Author Archives: Multimedia Mike

Size Discrepany in the ‘du’ Command

I had a problem today while using the common Unix command ‘du’. As a refresher, ‘du’ stands for disk usage and is a handy tool for understanding how much disk space is being occupied.

I think ‘du’ is probably doing the right thing. The problem might be that I’m getting strange (read: 1/2 the expected number) when running the tool against directories on vmhgfs, the VMware filesystem.

Science Project
On an Ubuntu Linux VMware session, my home directory is on the main file system, which is ext4. The directory /mnt/hgfs is reported by ‘mount’ to be of type vmhgfs and is shared with the host machine.

Create a directory in the home directory and generate a 10 MiB file:

mkdir /home/melanson/dir
dd if=/dev/urandom of=/home/melanson/dir/random-file bs=1048576 count=10

Create a directory on the shared drive and copy the same file:

mkdir /mnt/hgfs/vmshare/dir
cp /home/melanson/dir/random-file /mnt/hgfs/vmshare/dir

Run ‘du’ on each directory using the -k and -h options:

du -k /home/melanson/dir /mnt/hgfs/vmshare/dir
10244   /home/melanson/dir
5120    /mnt/hgfs/vmshare/dir

du -h /home/melanson/dir /mnt/hgfs/vmshare/dir
11M    /home/melanson/directory
5.0M   /mnt/hgfs/vmshare/directory

I noticed this discrepancy when I was trying to pack a set of files (akin to ‘tar’-ing) living in a directory in the shared location. I was going mad trying to understand why the original directory was only 2 MB as reported by ‘du’ but the final packed file was 4 MB.

To be fair, the man page for ‘du’ succinctly states that the tool’s purpose is merely to estimate file space usage”.

RAR Is Still A Contender

RAR (Roshal ARchive) is still a popular format in some corners of the internet. In fact, I procured a set of nearly 1500 RAR files that I want to use in a little project. But I didn’t want my program to have to operate directly on the RAR files which meant that I would need to recompress them to another format. Surely, one of the usual lossless compressors commonplace with Linux these days would perform better. Probably not gzip. Maybe not bzip2 either. Perhaps xz, though?

Conclusion
At first, I concluded that xz beat RAR on every single file in the corpus. But then I studied the comparison again and realized it wasn’t quite apples to apples. So I designed a new experiment.

New conclusion: RAR still beats xz on every sample in this corpus (for the record, the data could be described as executable program data mixed with reduced quality PCM audio samples).

Methodology
My experiment involved first reprocessing the archive files into a new resource archive file format and only compressing that file (rather than a set of files) using gzip, bzip2, xz, and rar at the maximum compression settings.

echo filesize,gzip,bzip2,xz,rar,filename > compressed-sizes.csv
for f in `ls /path/to/files/*`
do
  gzip -9 --stdout $f > out.gz
  bzip2 -9 --stdout $f > out.bz2
  xz -9 --stdout --check=crc32 $f > out.xz
  rar a -m5 out.rar $f
  stat --printf "%s," $f out.gz out.bz2 out.rar out.xz >> compressed-sizes.csv
  echo $f >> compressed-sizes.csv
  rm -f out.gz out.bz2 out.xz out.rar
done

Note that xz gets the option '--check=crc32' since I’m using the XZ Embedded library which requires it. It really doesn’t make a huge different in filesize.

Experimental Results
The preceding command line generates compressed-sizes.csv which goes into a Google Spreadsheet (export as CSV).

Here are the full results of the bake-off, graphed:



That’s not especially useful. Here are the top 2 contenders compared directly:



Action
Obviously, I’m unmoved by the data. There is no way I’m leaving these files in their RAR form for this project, marginal space and bandwidth savings be darned. There are other trade-offs in play here. I know there is free source code available for decompressing RAR files but the license wouldn’t mesh well with GPL source code libraries that form the core of the same project. Plus, the XZ Embedded code is already integrated and painstakingly debugged.

During this little exercise, I learned of a little site called Maximum Compression which takes experiments like the foregoing to their logical conclusion by comparing over 200 compression programs on a standard data corpus. According to the site’s summary page, there’s a library called PAQ8PX which posts the best overall scores.

Releasing GME Players and Tools

I just can’t stop living in the past. To that end, I’ve been playing around with the Game Music Emu (GME) library again. This is a software library that plays an impressive variety of special music files extracted from old video games.

I have just posted a series of GME tools and associated utilities up on Github.

Clone the repo and try them out. The repo includes a small test corpus since one of the most tedious parts about playing these files tends to be tracking them down in the first place.

Players
At first, I started with trying to write some simple command line audio output programs based on GME. GME has to be the simplest software library that it has ever been my pleasure to code against. All it took was a quick read through the gme.h header file and it was immediately obvious how to write a simple program.

First, I wrote a command line tool that output audio through PulseAudio on Linux. Then I made a second program that used ALSA. Guess what I learned through this exercise? PulseAudio is actually far easier to program than ALSA.

I also created an SDL player, seen in my last post regarding how to write an oscilloscope. I think I have the A/V sync correct now. It’s a little more fun to use than the command line tools. It also works on non-Linux platforms (tested at least on Mac OS X).

Utilities
I also wrote some utilities. I’m interested in exporting metadata from these rather opaque game music files in order to make them a bit more accessible. To that end, I wrote gme2json, a program that uses the GME library to fetch data from a game music file and then print it out in JSON format. This makes it trivial to extract the data from a large corpus of game music files and work with it in many higher level languages.

Finally, I wrote a few utilities that repack certain ad-hoc community-supported game music archives into… well, an ad-hoc game music archive of my own device. Perhaps it’s a bit NIH syndrome, but I don’t think certain of these ad-hoc community formats were very well thought-out, or perhaps made sense a decade or more ago. I guess I’m trying to bring a bit of innovation to this archival process.

Endgame
I haven’t given up on that SaltyGME idea (playing these game music files directly in a Google Chrome web browser via Google Chrome). All of this ancillary work is leading up to that goal.

Silly? Perhaps. But I still think it would be really neat to be able to easily browse and play these songs, and make them accessible to a broader audience.

How To Write An Oscilloscope

I’m trying to figure out how to write a software oscilloscope audio visualization. It’s made more frustrating by the knowledge that I am certain that I have accomplished this task before.

In this context, the oscilloscope is used to draw the time-domain samples of an audio wave form. I have written such a plugin as part of the xine project. However, for that project, I didn’t have to write the full playback pipeline– my plugin was just handed some PCM data and drew some graphical data in response. Now I’m trying to write the entire engine in a standalone program and I’m wondering how to get it just right.



This is an SDL-based oscilloscope visualizer and audio player for Game Music Emu library. My approach is to have an audio buffer that holds a second of audio (44100 stereo 16-bit samples). The player updates the visualization at 30 frames per second. The o-scope is 512 pixels wide. So, at every 1/30th second interval, the player dips into the audio buffer at position ((frame_number % 30) * 44100 / 30) and takes the first 512 stereo frames for plotting on the graph.

It seems to be working okay, I guess. The only problem is that the A/V sync seems to be slightly misaligned. I am just wondering if this is the correct approach. Perhaps the player should be performing some slightly more complicated calculation over those (44100/30) audio frames during each update in order to obtain a more accurate graph? I described my process to an electrical engineer friend of mine and he insisted that I needed to apply something called hysteresis to the output or I would never get accurate A/V sync in this scenario.

Further, I know that some schools of thought on these matters require that the dots in those graphs be connected, that the scattered points simply won’t do. I guess it’s a stylistic choice.

Still, I think I have a reasonable, workable approach here. I might just be starting the visualization 1/30th of a second too late.