How can I determine the length of an mp3 file's header? - c#

I am writing a program to diff, and copy entire files or segments based on changes on either end (Rsync-esque... but more like Unison). The main idea is to keep my music folder (all mp3s) up to date over multiple locations.
I'd like to send segmented updates if only small portions of the file have changed, as opposed to copying the entire file. For this, I need a way to diff segments of the file.
I initially tried generating hashes for blocks of every file (Every n bytes I'd hash the segment). I noticed that when I changed one attribute (id3v2 tag on an mp3) all the hashed blocks would change. This makes sense, as I would guess the header is growing as it acquired new information.
This leads me to my actual question. I would like to know how to determine the length of an mp3's header, so I could create 2 comparable hashes.
1) The meta info of the file (header)
2) The actual mpeg stream with audio (This hash should remain unchanged if all I do is alter tag info)
Am I missing anything else?
Thanks!
Ty

If all you want to check the length of is id3v2 tags, then you can find out information about its structure at http://www.id3.org/id3v2.4.0-structure.
If you read the first 3 bytes, and they are equal to "ID3", then skip to the 7th byte, then read the header size. Be careful though, because the size is stored as a "synchsafe integer".

If you want to determine the header information, you'll either:
a) need to use a mp3 library that can do the parsing for you, or
b) go to the mp3 specification and parse it out as needed.

I wound up using TagLibSharp. developer.novell.com/wiki/index.php/TagLib_Sharp

Related

good way to keep file differenciation in memory

I have 12 media files with some short music. These files are some how distinguish, as having all (I mean one file content from beginning to end) same content or different contents.
File names are:
a1_same.wav // from beginning to end it contains the same content
a2_diff.wav // from beginning to end it contains the different content
a3_diff.wav
a4_diff.wav
a5_same.wav
......
till 12.
Now I read all these files and iterate through the file name to distinguish
if the contents are same or diff
// just a pseudo code - syntax may be wrong
foreach(var file in abcCollection)
{
if(file.FilePath.Contains("Same"))
{
// then same
}
else
{
// different
}
}
But I am not satisfied with this kind of check with (checking with file name string for same or different).
Is there any other way to do the same? I mean keeping some say primary key in memory or maintaining some in memory dictionary or list etc...honestly I do not have any clue :-(
If you have any idea then please share.
You could use a hashing function such as MD5 to quickly find if the files physical contents are the same.
The hashing function takes a piece of input data (the file contents) and runs it through a repeatable algorithm that will always return the same value given the same input data, but will return a different value if the input data is in any way different.
This technique is commonly used by download sites and content distributors to help the downloader verify that a file has not been corrupted or tampered with, as they can compare the hash value of the received file against the published hash value provided by the file host.
EDIT: Note that this relies on the files being binary equal, it is not an audio comparison and will not work for files which contain the same audio clip but have different amounts of silent lead-in or lead-out at the start and end of the clips, or if they were different bit rates or had different meta data (MP3 tags etc.) in the file.
MD5 - Wikipedia, the free encyclopedia

How to find byte-offset in .mp4-file from timecode or framenumber?

I'm reading an .mp4-file in chunks and feeding them over network to a client/player.
If the client skips to a part of the video that it hasn't received yet, it'll send either time or frame# back to the server, and I want to start reading from that part of the file.
I've been reading quite a bit and looking at BmffViewer, as well as the source for BmffViewer, but how to find the offsets eludes me still.
The contents of the files will all be in the same format (h.264 vid, aac sound). The mdat is at the end of the files it looks like, but they still seem to start playing instantaneously.
Here's a pic of the ftyp and file structure from BmffViewer:
Here's a pic from MediaInfo:
Can anyone provide some sample code or at least point me in the right direction? It's too early to start reading ISO-specifications...
Thanks
As you may be aware of, isom files are built out of atoms. Generally these are constructed
length (4 bytes), type (4 bytes), *body*
To get information about your encoded stream, you will need to parse the atoms containing the information you require. For the frame information, you will have to focus on the stbl. A great (shorter) introduction can be found in the quicktime format. The isom format has a few changes, but the general stuff (like frame information) is the same and it's freely available. More info here: quicktime file format
A short explanation: the stbl contains all sample information. The samples are grouped in chunks and stored in the mdat. One chunk could be a sample, but it could also be a group of samples (defined in the stsc). Each chunk has an offset regarding to the file start (defined in stco) and each sample has a size (defined in stsz). For sample timestamps, you can use the sample durations (defined in stts). To know which samples are keyframes, you can use the stss which lists the numbers of the samples which are key samples.
So if you bring this all together: if you have a frame number and want to find the offset, look in the stsc to find the chunk which you need, look at the stco to find the offset of that chunk and add the sizes found in the stsz for the samples which are before the sample you need.

"Where are my bytes?" or Investigation of file length traits

This is a continuation of my question about downloading files in chunks. The explanation will be quite big, so I'll try to divide it to several parts.
1) What I tried to do?
I was creating a download manager for a Window-Phone application. First, I tried to solve the problem of downloading
large files (the explanation is in the previous question). No I want to add "resumable download" feature.
2) What I've already done.
At the current moment I have a well-working download manager, that allows to outflank the Windows Phone RAM limit.
The plot of this manager, is that it allows to download small chunks of file consequently, using HTTP Range header.
A fast explanation of how it works:
The file is downloaded in chunks of constant size. Let's call this size "delta". After the file chunk was downloaded,
it is saved to local storage (hard disk, on WP it's called Isolated Storage) in Append mode (so, the downloaded byte array is
always added to the end of the file). After downloading a single chunk the statement
if (mediaFileLength >= delta) // mediaFileLength is a length of downloaded chunk
is checked. If it's true, that
means, there's something left for download and this method is invoked recursively. Otherwise it means, that this chunk
was last, and there's nothing left to download.
3) What's the problem?
Until I used this logic at one-time downloads (By one-time I mean, when you start downloading file and wait until the download is finished)
that worked well. However, I decided, that I need "resume download" feature. So, the facts:
3.1) I know, that the file chunk size is a constant.
3.2) I know, when the file is completely downloaded or not. (that's a indirect result of my app logic,
won't weary you by explanation, just suppose, that this is a fact)
On the assumption of these two statements I can prove, that the number of downloaded chunks is equal to
(CurrentFileLength)/delta. Where CurrentFileLenght is a size of already downloaded file in bytes.
To resume downloading file I should simply set the required headers and invoke download method. That seems logic, isn't it? And I tried to implement it:
// Check file size
using (IsolatedStorageFileStream fileStream = isolatedStorageFile.OpenFile("SomewhereInTheIsolatedStorage", FileMode.Open, FileAccess.Read))
{
int currentFileSize = Convert.ToInt32(fileStream.Length);
int currentFileChunkIterator = currentFileSize / delta;
}
And what I see as a result? The downloaded file length is equal to 2432000 bytes (delta is 304160, Total file size is about 4,5 MB, we've downloaded only half of it). So the result is
approximately 7,995. (it's actually has long/int type, so it's 7 and should be 8 instead!) Why is this happening?
Simple math tells us, that the file length should be 2433280, so the given value is very close, but not equal.
Further investigations showed, that all values, given from the fileStream.Length are not accurate, but all are close.
Why is this happening? I don't know precisely, but perhaps, the .Length value is taken somewhere from file metadata.
Perhaps, such rounding is normal for this method. Perhaps, when the download was interrupted, the file wasn't saved totally...(no, that's real fantastic, it can't be)
So the problem is set - it's "How to determine number of the chunks downloaded". Question is how to solve it.
4) My thoughts about solving the problem.
My first thought was about using maths here. Set some epsilon-neiborhood and use it in currentFileChunkIterator = currentFileSize / delta; statement.
But that will demand us to remember about type I and type II errors (or false alarm and miss, if you don't like the statistics terms.) Perhaps, there's nothing left to download.
Also, I didn't checked, if the difference of the provided value and the true value is supposed to grow permanently
or there will be cyclical fluctuations. With the small sizes (about 4-5 MB) I've seen only growth, but that doesn't prove anything.
So, I'm asking for help here, as I don't like my solution.
5) What I would like to hear as answer:
What causes the difference between real value and received value?
Is there a way to receive a true value?
If not, is my solution good for this problem?
Are there other better solutions?
P.S. I won't set a Windows-Phone tag, because I'm not sure that this problem is OS-related. I used the Isolated Storage Tool
to check the size of downloaded file, and it showed me the same as the received value(I'm sorry about Russian language at screenshot):
I'm answering to your update:
This is my understanding so far: The length actually written to the file is more (rounded up to the next 1KiB) than you actually wrote to it. This causes your assumption of "file.Length == amount downloaded" to be wrong.
One solution would be to track this information separately. Create some meta-data structure (which can be persisted using the same storage mechanism) to accurately track which blocks have been downloaded, as well as the entire size of the file:
[DataContract] //< I forgot how serialization on the phone works, please forgive me if the tags differ
struct Metadata
{
[DataMember]
public int Length;
[DataMember]
public int NumBlocksDownloaded;
}
This would be enough to reconstruct which blocks have been downloaded and which have not, assuming that you keep downloading them in a consecutive fashion.
edit
Of course you would have to change your code from a simple append to moving the position of the stream to the correct block, before writing the data to the stream:
file.Position = currentBlock * delta;
file.Write(block, 0, block.Length);
Just as a possible bug. Dont forget to verify if the file was modified during requests. Specialy during long time between ones, that can occor on pause/resume.
The error could be big, like the file being modified to small size and your count getting "erronic", and the file being the same size but with modified contents, this will leave a corrupted file.
Have you heard an anecdote about a noob-programmer and 10 guru-programmers? Guru programmers were trying to find an error in his solution, and noob had already found it, but didn't tell about it, as it was something that stupid, we was afraid to be laughed at.
Why I remembered this? Because the situation is similar.
The explanation of my question was very heavy, and I decided not to mention some small aspects, that I was sure, worked correctly. (And they really worked correctly)
One of this small aspects, was the fact, that the downloaded file was encrypted via AES PKCS7 padding. Well, the decryption worked correctly, I knew it, so why should I mention it? And I didn't.
So, then I tried to find out, what exactly causes the error with the last chunk. The most credible version was about problems with buffering, and I tried to find, where am I leaving the missing bytes. I tested again and again, but I couldn't find them, as every chunk was saving without any losses. And one day I comprehended:
There is no spoon
There is no error.
What's the point of AES PKCS7? Well, the primary one is that it makes the decrypted file smaller. Not much, only at 16 bytes. And it was considered in my decryption method and download method, so there should be no problem, right?
But what happens, when the download process interrupts? The last chunk will save correctly, there will be no errors with buffering or other ones. And then we want to continue download. The number of the downloaded chunks will be equal to currentFileChunkIterator = currentFileSize / delta;
And here I should ask myself: "Why are you trying to do something THAT stupid?"
"Your downloaded one chunk size is not delta. Actually, it's less than delta". (the decryption makes chunk smaller to 16 bytes, remember?)
The delta itself consists of 10 equal parts, that are being decrypted. So we should divide not by delta, but by (delta - 16 * 10) which is (304160 - 160) = 304000.
I sense a rat here. Let's try to find out the number of the downloaded chunks:
2432000 / 304000 = 8. Wait... OH SHI~
So, that's the end of story.
The whole solution logic was right.
The only reason it failed, was my thought, that, for some reason, the downloaded decrypted file size should be the same as the sum of downloaded encrypted chunks.
And, of course, as I didn't mention about the decryption(it's mentioned only in previous question, which is only linked), none of you could give me a correct answer. I'm terribly sorry about that.
In continue to my comment..
The original file size as I understand from your description is 2432000 bytes.
The Chunk size is set to 304160 bytes (or 304160 per "delta").
So, the machine which send the file was able to fill 7 chunks and sent them.
The receiving machine now has 7 x 304160 bytes = 2129120 bytes.
The last chunk will not be filled to the end as there is not enough bytes left to fill to it.. so it will contain: 2432000 - 2129120 = 302880 which is less than 304160
If you add the numbers you will get 7x304160 + 1x302880 = 2432000 bytes
So according to that the original file transferred in full to the destination.
The problem is that you are calculating 8x304160 = 2433280 insisting that even the last chunk must be filled completely - but with what?? and why??
In humble.. are you locked in some kind of math confusion or did I misunderstand your problem?
Please answer, What is the original file size and what size is being received at the other end? (totals!)

How to read/write a specific number of bytes to file

I am looking to create a file by structuring it in size blocks. Essentially I am looking to create a rudimentary file system.
I need to write a header, and then an "infinite" possible number of entries of the same size/structure. The important parts are:
Each block of data needs to be read/writable individually
Header needs to be readable/writable as its own entity
Need a way to store this data and be able to determine its location in the file quickly
The would imagine the file would resemble something like:
[HEADER][DATA1][DATA2][DATA3][...]
What is the proper way to handle something like this? Lets say I want to read DATA3 from the file, how do I know where that data chunk starts?
If I understand you correctly and you need a way to assign a kind of names/IDs to your DATA chunks, you can try to introduce yet another type of chunk.
Let's call it TOC (table of contents).
So, the file structure will look like [HEADER][TOC1][DATA1][DATA2][DATA3][TOC2][...].
TOC chunk will contain names/IDs and references to multiple DATA chunks. Also, it will contain some internal data such as pointer to the next TOC chunk (so, you might consider each TOC chunk as a linked-list node).
At runtime all TOC chunks could be represented as a kind of HashMap, where key is a name/ID of the DATA chunk and value is its location in the file.
We can store in the header the size of chunk. If the size of chunks are variable, you can store pointers which points to actual chunk. An interesting design for variable size is in postgres heap file page. http://doxygen.postgresql.org/bufpage_8h_source.html
I am working in reverse but this may help.
I write decompilers for binary files. Generally there is a fixed header of a known number of bytes. This contains specific file identification so we can recognize the file type we are dealing with.
Following that will be a fixed number of bytes containing the number of sections (groups of data) This number then tells us how many data pointers there will be. Each data pointer may be four bytes (or whatever you need) representing the start of the data block. From this we can work out the size of each block. The decompiler then reads the blocks one at a time to get the size and location in the file of each data block. The job then is to extract that block of bytes and do whatever is needed.
We step through the file one block at a time. The size of the last block is the start pointer to the end of the file.

How to write a file format handler

Today i'm cutting video at work (yea me!), and I came across a strange video format, an MOD file format with an companion MOI file.
I found this article online from the wiki, and I wanted to write a file format handler, but I'm not sure how to begin.
I want to write a file format handler to read the information files, has anyone ever done this and how would I begin?
Edit:
Thanks for all the suggestions, I'm going to attempt this tonight, and I'll let you know. The MOI files are not very large, maybe 5KB in size at most (I don't have them in front of me).
You're in luck in that the MOI format at least spells out the file definition. All you need to do is read in the file and interpret the results based on the file definition.
Following the definition, you should be able to create a class that could read and interpret a file which returns all of the file format definitions as properties in their respective types.
Reading the file requires opening the file and generally reading it on a byte-by-byte progression, such as:
using(FileStream fs = File.OpenRead(path-to-your-file)) {
while(true) {
int b = fs.ReadByte();
if(b == -1) {
break;
}
//Interpret byte or bytes here....
}
}
Per the wiki article's referenced PDF, it looks like someone already reverse engineered the format. From the PDF, here's the first entry in the format:
Hex-Address: 0x00
Data Type: 2 Byte ASCII
Value (Hex): "V6"
Meaning: Version
So, a simplistic implementation could pull the first 2 bytes of data from the file stream and convert to ASCII, which would provide a property value for the Version.
Next entry in the format definition:
Hex-Address: 0x02
Data Type: 4 Byte Unsigned Integer
Value (Hex):
Meaning: Total size of MOI-file
Interpreting the next 4 bytes and converting to an unsigned int would provide a property value for the MOI file size.
Hope this helps.
If the files are very large and just need to be streamed in, I would create a new reader object that uses an unmanagedmemorystream to read the information in.
I've done a lot of different file format processing like this. More recently, I've taken to making a lot of my readers more functional where reading tends to use 'yield return' to return read only objects from the file.
However, it all depends on what you want to do. If you are trying to create a general purpose format for use in other applications or create an API, you probably want to conform to an existing standard. If however you just want to get data into your own application, you are free to do it however you want. You could use a binaryreader on the stream and construct the information you need within your app, or get the reader to return objects representing the contents of the file.
The one thing I would recommend. Make sure it implements IDisposable and you wrap it in a using!

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