USER GUIDE SONIC ™ SCENARIST ®
© Copyright 2000–2002 Sonic Solutions. All rights reserved. Scenarist User Guide — Sonic Part Number 800177 Rev B (12/02) This manual, as well as the software described in it, is furnished under license and may only be used or copied in accordance with the terms of such license. The information in this manual is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Sonic Solutions.
Contents 1 Introduction About the Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Sonic on the Web . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2 Installation System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Hard Drive Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
iv Contents Dockable Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Simulation Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Edit Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Simulation Window Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Contents Creating Slide and Still Show Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Showing and Hiding Track Streams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Using Track Stream Defaults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 8 Adding Subtitles and Closed Captioning Subtitles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
vi Contents 12 PGC Links and Jump Commands PGC Link Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Jump Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195 Showing and Hiding PGC and Command Links . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 13 Navigation Commands About Navigation Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Contents A The Template Wizard About the Template Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 The Loop Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260 The Branch Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263 B AC-3 Encoding What is Dolby Digital Audio? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
viii Contents
1 Introduction Welcome to Sonic Scenarist, the standard for professional DVD production. Scenarist’s powerful interface gives you full access to the DVD specification for high-end feature film and commercial DVD production. In addition to power, Scenarist provides speed and efficiency. Reusable project templates and flexible architecture ensure maximum throughput for your facility. Scenarist’s flexibility can save valuable time and money on every project.
2 Chapter 1, Introduction About the Doc u me n t a t i o n Sonic Scenarist includes the following documentation: Scenarist User Guide Documents how to install and configure the Scenarist software and hardware, as well as how to use Scenarist to author DVD discs. The guide includes project planning, asset preparation and importing, building and authoring projects, proofing, and writing to disc.
2 Installation This chapter documents system requirements and installation for Scenarist. It includes the following topics: • “System Requirements” on page 4 • “Hard Drive Requirements” on page 4 • “Installing the CineMaster C3.
4 Chapter 2, Installation System R equir e me n t s To use Scenarist, you must have a compatible computer with the appropriate peripherals. For the latest list of recommended CPUs and peripherals, refer to the Scenarist Configuration Guide, available from the Sonic Web site at: http://www.sonic.com/products/scenarist/config.asp Hard Drive Req u i r e me n t s Storage requirements for a DVD project are a minimum of twice the size of the disc image plus an additional 4.
Installing the CineMaster C3.0 Card As seen in Table 1, the required hard drive space is even larger when the DVD Root and Mux directories are not deleted after writing the disc image. These directories each require the same amount of disk space as the disc image. You may want to retain the Mux directory to allow for faster subsequent disc image writes; and you may want to retain the DVD Root directory if you want to the proof those files in an application that supports playing DVD volumes.
6 Chapter 2, Installation 4 Install the CineMaster card (handle the card by its edges; don’t touch the gold connectors or on-board components). Align the card’s connector fingers with the PCI slot and press down until the card is seated properly. 5 Secure the card with the slot cover screw. 6 Close the computer and attach the power cord. 7 Power up the computer. The first time you restart after installing the CineMaster card, the Windows Hardware Installation wizard launches to install the native drivers.
Installing the Dongle Installing th e Do n g l e The included dongle supplies preset algorithms in response to requests from Scenarist. Scenarist must receive these algorithms from the dongle or it will not run. To install the dongle: 1 Power down your computer. 2 Remove the printer cable (if applicable) from the parallel port. 3 Attach the dongle to the parallel port and attach the printer cable (if applicable) to the dongle. 4 Turn on your computer.
8 Chapter 2, Installation Logging On in Administrator Mode The first step is to log on to your Windows computer with a User name that is a member of your computer’s local Administrators group. To log on to your computer in Administrator mode: 1 Open the Windows Logon Information window and enter “Administrator” for the User name. 2 Enter your Password and select your Domain name (the name of your local computer). 3 Click OK to log on to your computer.
Installing the Software Installing and Activating Scenarist If upgrading from an earlier version of Scenarist, make sure to complete the steps in “Uninstalling an Earlier Version of Scenarist” on page 8, then proceed to the following steps. To install and activate Scenarist: 1 Insert the Scenarist Installation disc and run the Setup program. 2 Follow the on-screen instructions. 3 When prompted, restart your computer. 4 From the Windows Start menu, choose Programs > Sonic > Scenarist > Scenarist.
10 Chapter 2, Installation
3 Workflow and Work Areas This chapter documents the basic workflow for authoring DVD-Video discs in Scenarist and provides an overview of the different work areas in Scenarist.
12 Chapter 3, Workflow and Work Areas Authoring Wo r k fl o w The workflow for authoring a DVD-Video disc in Scenarist mirrors the layout of work areas in Scenarist (Data Editor, Track Editor, Scenario Editor, and Layout Editor). This workflow involves registering prepared assets, assembling the assets into tracks, constructing a scenario with PGCs and navigation commands, and laying out the project for output to disc.
Scenarist Data Hierarchy 7 Add navigation commands to set playback order, loop menus, and link menu buttons. 8 Proof the project in the Simulation window. Check the playback order for the project’s content, test remote control interaction, navigate each of the button highlights, and verify link destinations. 9 Add copy protection and parental and region management; enter the PVD and Disc Settings; and, if creating a dual-layer disc, set the Layer Break. 10 Output the disc image to DVD-R or DLT tape.
14 Chapter 3, Workflow and Work Areas The data hierarchy in Scenarist requires that objects referenced by other objects remain intact. For example, Scenarist will not let you delete an asset that is being used by a track. Note: If you rename, move, or delete media files referenced by assets, you will not be able to simulate or build the project. However, as long as the file still exists, you can redefine the asset’s assigned file in the Property Browser (in the File field).
The Scenarist Main Window The Data Editor The Data Editor displays the scenario’s assets and place holders. The Data Editor is comprised of two sections: the directory area on the left (which can be sorted by type or name), and the work area on the right. To manage large scenarios with many assets, you can use asset folders (which can be collapsed and expanded) to organize the assets.
16 Chapter 3, Workflow and Work Areas To sort the Data Editor directory area: • To sort the contents of an asset folder by file type, Right-click the folder in the directory area and choose Sort By Type from the pop-up menu. • To sort the contents of an asset folder by file name, Right-click the folder in the directory area and choose Sort By Name from the pop-up menu. To view the Data Editor work area as a list with details: 1 Select View > Details.
The Scenarist Main Window Data Editor Tools The following tools are active when the Data Editor is selected: Simulation Window Property Browser Asset Manager New Folder Default Settings Erase Information Window Encode Multi-File Data New Data Project Settings Replace Place Holder Encode List New Place Holder Tools Bar, Data Editor Erase Erases the selected asset folder, asset, or place holder. Default Settings Opens the Default Settings dialog.
18 Chapter 3, Workflow and Work Areas The Track Editor The Track Editor is where you create and edit title tracks and menu tracks. The Track Editor is comprised of two sections: the directory area on the left (which can be sorted by type or name), and the work area on the right. To manage large scenarios with many tracks, you can use track folders (which can be collapsed and expanded) to organize the tracks.
The Scenarist Main Window To sort the Track Editor directory area: • To sort the contents of a track folder by file type, Right-click the folder in the directory area and choose Sort By Type from the pop-up menu. • To sort the contents of a track folder by file name, Right-click the folder in the directory area and choose Sort By Name from the pop-up menu. To zoom the Track Editor timeline to any of 10 zoom levels: • To zoom in, choose View > Zoom In, or click the Zoom In button in the Tools Bar.
20 Chapter 3, Workflow and Work Areas Time Code Displays the current location of the Timeline indicator. You can change the location of the Timeline indicator by entering a new location in the Time Code field or by clicking its Up/Down arrows. Zoom In Zooms the timeline display to any of 10 zoom levels. Zoom Out Zooms out the timeline display to any of 10 zoom levels. New Folder Adds a new track folder. New Scene Adds a new scene to the selected track at the Timeline indicator location.
The Scenarist Main Window The Scenario Editor The Scenario Editor is where you assemble the disc’s structure and navigational elements, determining how the content will be presented and how the viewer will interact with it. The Scenario Editor is comprised of two sections: the directory area on the left and the authoring area on the right (which can be zoomed).
22 Chapter 3, Workflow and Work Areas To zoom the Scenario Editor authoring area to one of two zoom levels: • To zoom in, choose View > Zoom In, or click the Zoom In button in the Tools Bar. • To zoom out, choose View > Zoom Out, or click the Zoom Out button in the Tools Bar.
The Scenarist Main Window Next PGC Link Creates a link that advances play to a PGC that plays immediately after the source PGC. The Next PGC link is executed when the viewer presses NEXT on the remote control. Go Up PGC Link Creates a link that returns play to an earlier PGC, usually at the beginning of the sequence or at the top of the current major branch.
24 Chapter 3, Workflow and Work Areas The Layout Editor The Layout Editor is where you lay out a disc image and premaster it to a DVD-R disc, DLT tape, or Exabyte tape. The Layout Editor is comprised of two sections: a directory area on the left that contains Project Information folders, and a work area on the right that contains three sections, where you choose the disc format, set the Target directories, and specify the output options. For more information, see “Using the Layout Editor” on page 248.
The Asset Manager The Asset M a n a g e r The Asset Manager, which can be docked in the main window or displayed as a separate window, displays the project’s data assets and tracks. It has two tabs for displaying either the data assets from the Data Editor or the tracks from the Track Editor. Folders and tracks in the Asset Manager can be collapsed or expanded by clicking their Plus (+) or Minus (–) symbols. Assets can be dragged from the Asset Manager to the Track Editor to create tracks or add streams.
26 Chapter 3, Workflow and Work Areas The Informatio n W i n d o w The Information window, which can be docked in the main window or displayed as a separate window, displays status and error messages for a wide range of Scenarist operations. There are five tabs in the Information window for displaying the following message types: General Displays messages about startup, asset registration, and authoring. Build Displays messages about multiplexing and layout operations.
The Property Browser To hide the Information window, do one of the following: • Deselect View > Information Window. • Click the Information Window button in the Tools Bar (so it becomes deselected). • Right-click in the Information window and choose Hide from the pop-up menu.
28 Chapter 3, Workflow and Work Areas To hide the Property Browser, do one of the following: • Deselect View > Property Browser. • Click the Property Browser button in the Tools Bar (so it becomes deselected). • Right-click in the Property Browser and choose Hide from the pop-up menu. To lock the Property Browser: 1 Click the Pushpin button in the upper left of the window, so it becomes selected. The window becomes locked and will not change its display when a new object is selected.
Dockable Windows Dockable W i n d o w s The Asset Manager, Property Browser, Information window, and Tools Bar can be docked in the main Scenarist window, or they can be undocked and placed anywhere on-screen as a separate window. The Simulation window’s dockable windows include the Edit window and all of the tools.
30 Chapter 3, Workflow and Work Areas Undocking a Window To undock a window, do one of the following: • Right-click in the window you want to undock and deselect Allow Docking from the pop-up menu. The window becomes undocked and can be placed anywhere on-screen. Note: You can also undock a window by double-clicking its titlebar or by dragging the window, by its grab handle, from the parent window.
The Simulation Window The Simula t i o n W i n d o w The Simulation window is where you can play individual tracks to audition audio and video assets and tracks, or play the entire project to check navigation and project flow. Simulation mode can use either software or hardware emulation to play projects. Software simulation performance depends on the CPU speed of your computer. Real-time hardware simulation requires a supported decoder card.
32 Chapter 3, Workflow and Work Areas In Simulation mode, tracks play back in the Simulation window’s preview area, which can be set displayed at Half Size or normal size. In Design mode, the preview area serves as a workspace for adding and editing button highlights, button links, subpicture effects, subtitle text, and navigation commands.
The Edit Window The Edit W in d o w The Edit window, which can be docked in the Simulation window or displayed as a separate window, displays information and editable properties for the currently selected asset, track, stream, PGC, language or title folder. The available properties, which vary depending on the selected item, can be navigated by clicking the appropriate tab at the top of the Edit window.
34 Chapter 3, Workflow and Work Areas Simulation W i n d o w To o l s The Simulation window tools are documented in the following sections: • “Mode Tools” on page 34 • “Player Settings” on page 36 • “Design Tools in Design Mode (Display Color)” on page 37 • “Design Tools in Design Mode (Edit Subtitle Text)” on page 38 • “Design Tools in Simulation Mode” on page 38 • “Clock Tools” on page 39 • “Alignment Tools” on page 40 Mode Tools The Mode tools set various display options and modes for the Simulation w
Simulation Window Tools Erase Erases the selected item. Always On Top Keeps the Simulation window on top and visible, even when working in other applications. Half Size Sets the Simulation window preview area to Half Size. Design Mode Mode for creating and editing button highlights, button links, subpicture effects, subtitle text, and navigation commands. Software Simulation Provides playback of assets, tracks, or the entire project, with software emulation, using your computer’s CPU.
36 Chapter 3, Workflow and Work Areas Player Settings The Player Settings control the display and adjustment of angle, audio, and subpicture streams. Increase Volume Mute Audio Subpicture On/Off Next Audio Next Angle Next Subpicture Decrease Volume Player Settings Next Angle Switches to the next video angle if the track contains multiple video angles. Mute Audio Mutes and unmutes the current audio stream. Next Audio Switches to the next audio stream if the track contains multiple audio streams.
Simulation Window Tools Design Tools The Design Tools change depending on the current mode for the Simulation window. Design Tools in Design Mode (Display Color) In Design mode, with the Display Color option selected, the Design Tools let you create and edit button highlights and button links, and identify subpicture colors.
38 Chapter 3, Workflow and Work Areas Design Tools in Design Mode (Edit Subtitle Text) In Design mode, with the Edit Subtitle Text option selected, the Design Tools let you enter and edit subtitle text. For more information, see “Creating Subtitles in Scenarist” on page 116.
Simulation Window Tools Clock Tools The Clock tools are used when inserting and editing subtitles, or when scrolling to subpictures. Data Time Code Track Time Code Previous Subpicture Time Code Next Subpicture Clock Bar Track Time Code When selected, time code locations are displayed so that the beginning of the track corresponds to 00:00:00:00. Data Time Code When selected, time code locations are displayed based on the track’s embedded time code.
40 Chapter 3, Workflow and Work Areas Alignment Tools The Alignment tools are used to align and resize button highlights. For more information, see “Button Highlights” on page 132.
4 Preparing Assets Before they can be used in Scenarist, video and audio assets must be encoded using DVDcompliant parameters, and still image assets must be saved in the proper file formats. This chapter documents the encoding and file requirements for video, audio, and still image assets.
42 Chapter 4, Preparing Assets Preparing Vide o As s e t s After the number and format of audio tracks is known, it is possible to determine how much bandwidth is left for video (see “The Bit Budget” on page 53). Depending on the length of the video material and the capacity of the disc (for example, 4.7 GB for a single-side singlelayer disc), the video bit rate is generally set as high as possible without exceeding the remaining available bandwidth.
Preparing Video Assets Preparing Assets for Multi-Angle Play When preparing video assets that will be used for multi-angle play, the following requirements must be observed: • Each video angle must have the same duration. • Each video angle must contain the same GOP structure (same number of fields, frames, and pattern of I, B and P-frames). • Each video angle must contain the same number of GOPs. • Each video angle must be encoded at the same bit rate.
44 Chapter 4, Preparing Assets Preparing Au d i o As s e t s Supported audio formats in Scenarist include PCM (WAV and AIFF), MPEG-1 Layer 2 (PAL titles only), Dolby Digital (AC-3), and DTS (Digital Theater System). When preparing audio for DVD-Video titles, you must balance the disc space and audio bandwidth against the video quality and play time. Table 3 lists the encoding requirements for the supported audio formats.
Preparing Audio Assets A brief description of the supported audio formats is include below: PCM Audio Uncompressed audio format, from one to eight channels, recorded with Pulse Code Modulation. The DVD Specification supports PCM sample rates of 48 kHz and 96 kHz with resolutions of 16, 20, or 24 bits. While PCM audio yields higher fidelity than other formats, its higher bit rates (see Table 3 on page 44) leave less available bandwidth for video.
46 Chapter 4, Preparing Assets Preparing S ti l l I ma g e As s e t s Scenarist supports the following still image file formats and sizes, which can be used for still menus, still and slide shows, subpictures, and subtitles. File Formats BMP, GIF, JPEG, PICT, PCD (Photo CD), PSD (Photoshop), SGI, TGA (Targa), TIFF, and YUV NTSC Image Sizes 720 x 480, 704 x 480, 352 x 240 PAL Image Sizes 720 x 576, 704 x 576, 352 x 288 Note: Multi-layer Photoshop files are imported as a single, flattened image.
Preparing Still Image Assets Still Images for 16:9 Widescreen When creating still images for a 16:9 Widescreen project, special steps are required to ensure that the images are displayed correctly. You should create the images initially at a resolution of 960 x 480 for NTSC and 960 x 576 for PAL. Then, just before importing the image into Scenarist, resize the image to 720 x 480 for NTSC and 720 x 576 for PAL, therefore recreating the anamorphic squeezing effect that is performed on widescreen video.
48 Chapter 4, Preparing Assets Preparing S ub p i c t u r e As s e t s A menu consists of a motion or still video background image with a subpicture and highlight layer. When creating a menu subpicture, the following guidelines must be observed: • Create subtitle images in a graphics program such as Photoshop. • Use a maximum of four colors. • Disable anti-aliasing. • Create subpicture lettering in pure black, red, or blue, where the RGB values are set 255. The background color should be white.
Preparing Subtitle Assets Preparing S u b t i t l e As s e t s A subtitle stream is a sequence of subpicture overlays that play over a background video or still image. Subtitles can utilize several digital effects such as fade in, fade out, scroll, and wipe. There are two ways to handle subtitles in Scenarist, either by creating them with Scenarist’s built-in Subtitle Editor, or by preparing them in an another application and then importing them to a scenario.
50 Chapter 4, Preparing Assets Naming Subtitle Images Subtitle names identify the image, its location within the subtitle sequence, and the type of image it is. Use the following convention for naming subtitle images: ImageName.subpicture#.ImageFormat For example, if a motion video clip with the filename Twilight has one subpicture stream, a series of 150 subtitles, and the images have been saved in the TIFF image format, the subtitles would be named: Twilight.1.tif Twilight.2.tif Twilight.3.
Preparing Subtitle Assets Creating a Subtitle Script File To determine which subtitle settings to use for a particular sequence of subtitle images, Scenarist looks at a subtitle script file (.sst). You can create the script in any text editor. A typical subtitle script file is shown in Figure 1. Figure 1: Subtitle script file format Below are the definitions for the script file settings: st_format The Identifying number of the subtitle data stream.
52 Chapter 4, Preparing Assets Pixel_Area The size of the background area for the subtitle image. For NTSC, set to (2 479). For PAL, set to (2 574). Display_Area The location of the subtitle image within the background area. For NTSC, set to (0 2 719 479). For PAL, set to (0 2 719 574). Color Color codes for the four colors available for subtitle images. The numbers range from 1–16 and reference the color number in the current color palette (SEE “Subpicture Color Palettes” on page 151).
The Bit Budget The Bit Bud g e t To determine the bit rates you will use when encoding video and audio, you can calculate the Bit Budget. There are two factors that constrain your choice of bit rates. One factor is the type of disc you will use and, therefore, how many bits are available for each second of the content. The other factor is the maximum bit rate allowed by the DVD-Video format. This is 9.8 MBps (millions of bits per second), which must be divided between the video and audio streams.
54 Chapter 4, Preparing Assets To calculate the bit budget: 1 Calculate the combined average bit rate for video and audio (see “Media Capacities” on page 55 for DVD disc sizes): Disc size: __________ Mbits ÷ Total length of presentation: _________ seconds Average bit rate = __________ Mbps Note: If you are creating a hybrid DVD, you must reduce the Disc size by the size of the ROM content.
The Bit Budget Media Capacities Scenarist can output projects to a wide variety of media. The choice of media is driven by the project’s purpose, length, and budget. Table 4 on page 56 lists the available media and explains how to best use each type. Refer to the Disc Size in Mbps column when calculating encoding bit rates. When calculating how much data will fit on a DVD-ROM, refer to the Computer Disc Size column.
56 Chapter 4, Preparing Assets Table 4: Media capacities Media Actual Disc Size Computer Disc Size Disc Size in Mbps (less 4% for headroom) Typical Program Length Usage Notes DVD-R 3.95 GB 4.7 GB 3.68 GB 4.38 GB 30,336 Mbits 36,096 Mbits 100 min. 120 min. Good for small production runs, test and demo discs. The discs work with most settop players and DVD-ROM drives. Some replication plants can accept DVD masters on DVD-R discs. 3.
The Bit Budget Sample Bit Budget Calculation If you have a 100-minute (6000-second) presentation with Dolby Digital stereo audio, and you want to write it to a DVD-5 disc, here’s how you determine the bit budget: 1 Calculate the average bit rate for both video and audio: Disc size: 36096 Mbits ÷ Total length of presentation: Average bit rate = 6.0 6000 seconds Mbps 2 Calculate the average video bit rate by subtracting the audio requirements: Average bit rate: 6.
58 Chapter 4, Preparing Assets
5 Creating Scenarios This chapter documents how to create, manage, import and export scenarios.
60 Chapter 5, Creating Scenarios About S cenar i o s Scenarist projects are saved in documents called scenarios (.scn). Scenarios contain information about the project’s assets (video, still images, audio, and subtitles), menu and track properties, project layout (PGCs, links, and navigation commands), and disc information and disc layout. The default directory for saving scenarios is the My Scenarios folder, which is created on the system hard drive when installing the Scenarist software.
The Project Manager The Project M a n a g e r The Project Manager lets you conveniently open recent scenarios, create new scenarios, and import scenarios from a script. You can specify whether the Project Manager opens by default when Scenarist is launched. To specify whether the Project Manager opens when launching Scenarist: 1 Choose Settings > Preference. The Preference dialog opens.
62 Chapter 5, Creating Scenarios To open a scenario with the Project Manager: 1 Choose File > Project Manager. The Project Manager opens displaying a list of the 16 most recent scenarios. 2 To open a recent scenario, select it and click Open. 3 To open a scenario not listed in the Project Manager, click the Browse button and locate the scenario, then click Open. 4 To create a new scenario with the Project Wizard, click New. 5 To import a scenario from a script file or DLT tape, click New From Script.
Creating Scenarios with the Project Wizard Creating Sce n a r i o s w i t h t h e Pr o j e c t W i z a r d The Project Wizard guides you through a series screens when creating a new scenario. Each screen asks for setup information for the new scenario and also provides a brief explanation of the various options. If you change your mind about any setup options while using the Project Wizard, click Back to scroll to the screen where you want to make the changes, then click Next to continue forward.
64 Chapter 5, Creating Scenarios Project Wizard Introduction To create a new scenario with the Project Wizard: 1 Do one of the following: • From within the Project Manager, click New. • With in an existing scenario open, choose File > New. 2 When prompted with the Project Wizard Introduction screen, click Next.
Creating Scenarios with the Project Wizard Project Wizard Step 1 – Scenario Name 1 Click the Browse button and enter a scenario name and location, then click Open. 2 Click Next.
66 Chapter 5, Creating Scenarios Project Wizard Step 2 – DVD Application Type • Select one of the following DVD Application Types, then click Next. DVD-Video Creates a disc containing DVD-Video data that can be played on a set-top DVD player or a computer with a DVD-ROM drive and DVD player software. DVD-ROM Creates a disc containing PC files that can be read by a computer DVD-ROM drive.
Creating Scenarios with the Project Wizard Project Wizard Step 3 – DVD Disc Information 1 Select whether the project will be written to a single- or dual-layer disc: • For projects smaller than 4.7 GB, select Single Layer Disc. • For projects larger than 4.6 GB (up to 8.5 GB), select Dual Layer Disc. 2 If using the Dual Layer Disc option, select whether the Track Path is Parallel or Opposite. For more information about Track Path options, see “Dual-Layer Discs” on page 245. 3 Click Next.
68 Chapter 5, Creating Scenarios Project Wizard Step 4 – Encoding Parameters 1 Configure the Encoding Parameters that will be used for the project’s still images: • Set the Resolution to either NTSC or PAL. These broadcast standards determine the number of vertical and horizontal pixels used for still images. • Set the Aspect Ratio to 4:3, Pan-Scan, or 16:9. These options determine the aspect ratio used for displaying still images. 2 Click Next.
Creating Scenarios with the Project Wizard Project Wizard Step 5 – Subpicture Conversion Color 1 Specify the subpicture (original) colors that will be mapped to the button highlight colors. To change a color, click the color you want to change. In the Color dialog, select a basic color, or add a custom color and select it, then click OK. These subpicture (original) colors will be the default for each subpicture in the project. For more information, see “Subpicture Color Mapping” on page 146. 2 Click Next.
70 Chapter 5, Creating Scenarios Project Wizard Step 6 – Default Palette 1 Specify the 16 colors for the Default Palette that will be used for displaying subpictures and button highlights. To change a color, click the color you want to change. In the Color dialog, select a basic color, or add a custom color and select it, then click OK. This will be the Default Palette for subpictures and subtitles.
Creating Scenarios with the Project Wizard Project Wizard Step 7 – Subpicture Color and Contrast 1 Select the color and contrast values to which the original subpicture colors will be mapped. This will determine how button highlights will appear when displayed normally (not selected and not activated). • To map a subpicture color, click the color you want to map (E2, E1, P, or Bg) and select the new color from the menu of Default Palette colors.
72 Chapter 5, Creating Scenarios Project Wizard Step 8 – Button Color and Contrast 1 Select the color and contrast values that will be used to display button highlights when they are selected and activated. • To set a Selection or Action color, click the color you want to change (E2, E1, P, or Bg) and select the new color from the menu of Default Palette colors. • To set a Selection or Action contrast (its transparency), drag its horizontal slider to the percentage of contrast you want.
Creating Scenarios with the Project Wizard Project Wizard Step 9 – Video Title Sets 1 Enter the number of VTS folders that the new scenario will contain. Each scenario must contain at least one VTS and no more than 99 VTSs. You can later add (or delete) additional VTSs. For more information, see “Adding VTS Folders” on page 167. 2 Click Next.
74 Chapter 5, Creating Scenarios Project Wizard Step 10 – Directories • Specify the Target Directories that will be used when outputting the project. For each directory, click the Browse button and select a folder, then click Next. You can skip this step if you want and specify the Target directories later in the Layout Editor. For more information, see “Step 2 – Choosing the Target Directories” on page 251. Target Destination for the disc image file (created from the files in the DVD Root directory).
Creating Scenarios with the Project Wizard Multiplex Destination for the files created when multiplexing the project. This directory is only written to when working with a DVD-Video or Enhanced DVD project. PC Files Contains the project’s ROM files, when writing a DVD-ROM or Enhanced DVD disc. Note: For details on the required hard drive space for the Target directories, see “Hard Drive Requirements” on page 4.
76 Chapter 5, Creating Scenarios Project Wizard – Finished 1 In the last Project Wizard screen, review the setup information for the new scenario and do the following: • If after reviewing the setup information you need to make changes, click Back to scroll to the screen where you want to make the changes, then click Next to continue forward. • If you are happy with the setup information, click Finish to open the new scenario and begin working with it.
Project Templates Project Temp l a t e s If you have a scenario that you want to use as a starting point for other scenarios, you can save it as a project template. This eliminates the need to use the Project Manager when creating new scenarios. In addition to basic setup information such as DVD type, disc information, encoding parameters, and color palettes, project templates also recall assets, place holders, tracks, PGCs, and navigation data.
78 Chapter 5, Creating Scenarios Exporting S cen a r i o s You can export scenarios to scripts and archives with the Export command. A script is a text file that contains the scenario database information, including playback, link, and sync data; asset and properties information; program playback control data; and project-specific preferences. An archive, whether saved to a local hard drive or to tape, is a TAR archive file that contains the scenario script and all assets used in the scenario.
Exporting Scenarios 3 Click the Script File Browse button. In the Select File dialog, set the File Type to Scripts (.scp), enter a filename and location for the script, and click Open. 4 Click OK. The scenario is exported and saved as a script file. Exporting to an Archive To export a scenario to an archive: 1 Choose File > Export. The Export Scenario to Script dialog opens. 2 Select the Export to Archive option. 3 Click the Tar File Browse button.
80 Chapter 5, Creating Scenarios Exporting to Tape To export a scenario to a DLT or Exabyte tape: 1 Choose File > Export. The Export Scenario to Script dialog opens. 2 Select the Export to Tape option. 3 Make sure the destination tape drive is selected in the Tape Drive menu. 4 Click OK. The scenario and all of its assets are exported to a TAR archive and saved to tape. Note: Only a single archive can be written to each tape.
Importing Scenarios This section includes the following topics: • “Importing from a Script” on page 81 • “Importing from an Archive” on page 82 • “Importing from Tape” on page 83 Importing from a Script To import a scenario from a script: 1 Choose File > Import (or from within the Project Manager, click New from Script). The Create New Scenario from Script dialog opens. 2 Select the Import From Script option. 3 Click the Script File Browse button.
82 Chapter 5, Creating Scenarios Importing from an Archive To import a scenario from an archive: 1 Choose File > Import (or from within the Project Manager, click New from Script). The Create New Scenario from Script dialog opens. 2 Select the Import From Archive option. 3 If importing a Scenarist SGI archive, select the From Scenarist SGI option. 4 Click the Script File Browse button. In the Select File dialog, set the File Type to Script with Assets (.
Importing Scenarios Importing from Tape To import a scenario from a DLT or Exabyte tape: 1 Choose File > Import (or from within the Project Manager, click New from Script). The Create New Scenario from Script dialog opens. 2 Select the Import From Tape option. 3 If importing a Scenarist SGI archive, select the From Scenarist SGI option. 4 If importing an archive from a Unix tape device, specify the Block Size for the device. If using a Windows tape device, leave the Block Size set to its default of 64.
84 Chapter 5, Creating Scenarios
6 Registering Assets After assets have been prepared, they are registered in Scenarist so you can begin building tracks from them.
86 Chapter 6, Registering Assets Creating Asset F o l d e r s Because projects can contain many assets, as well as a variety of different types of assets, it is usually a good idea to organize them with folders. Asset folders can be created based on asset type (Video, Audio, Menus, Slides, Subpictures, etc.), or they can be based on the tracks and PGCs that will reference the assets (VMG Menu, Title Menu, Main Movie, Slide Show, etc.).
Registering Assets in the Data Editor Registering As s e t s i n t h e Da t a E d i t o r Assets can be registered in the Data Editor with the New Data command, the New Multi-File Data command, or by simply dragging from Windows Explorer to an asset folder. When registering assets, they are not moved from their original hard drive location, nor are they copied; assets in Scenarist are merely pointers to the original media.
88 Chapter 6, Registering Assets 2 Drag one or more assets from Windows Explorer to an asset folder in the Data Editor directory area or work area.
Registering Assets in the Data Editor Still Image Registers a still image asset that can be used as a still menu or as an image in a still show or slide show. Subpicture with Forced Start Registers a subpicture asset that cannot be turned off by the viewer. Select this option if you are registering menu subpictures. Subpicture without Forced Start Registers a subpicture asset that can be turned off by the viewer. Select this option if you are registering subtitles.
90 Chapter 6, Registering Assets 4 To view only files of a certain type in the Open dialog, set the File Of Type menu to the file type you want to display. 5 Select the asset you want to register and click OK. 6 If registering still images, select the type of object you want to create (for details, see “Registering Assets by Dragging to the Data Editor” on page 87). 7 If registering multiple still images that will be the same type, select Apply To All. 8 Click OK.
Registering Assets in the Data Editor Registering Assets with the New Multi-File Data Command The New Multi-File Data command can register multiple, separate video assets as a single, joined video stream. To register video assets with the New Multi-File Data command: 1 Click the Data Editor tab to display the Data Editor. 2 In the Data Editor directory area, select the asset folder to which you will add the multifile video asset.
92 Chapter 6, Registering Assets Registering A s s e t s i n t h e Tr a c k a n d Sc e n a r i o E d i t o r s It is possible to register some assets by dragging them from Windows Explorer directly to the Track Editor and Scenario Editor. When dragging to a track folder in the Track Editor, a track and scene are created with the asset automatically being registered.
Objects Created When Registering Assets Objects C re a t e d W h e n Re g i s t e r i n g As s e t s This section documents the type of objects created when dragging assets to the Data Editor, Track Editor, and Scenario Editor.
94 Chapter 6, Registering Assets Objects Created When Registering Still Image Assets Still image assets can be registered by dragging them from Windows Explorer to the Scenario Editor, Layout Editor, or Data Editor. The type of objects created depends on the destination to which the asset is dragged.
Using Place Holders Objects Created When Registering Audio Assets Audio assets can be registered by dragging them from Windows Explorer to the Data Editor or to a track timeline in the Track Editor. Audio assets cannot be registered by dragging to the Scenario Editor.
96 Chapter 6, Registering Assets 2 Choose New > Place Holder or click the New Place Holder button in the Tools Bar. 3 When prompted, select the type of place holder you want to create and click OK. 4 In the Save As dialog, do one of the following: • Enter a name for a blank place holder and click Save. The place holder is added to the asset folder and appears in the Data Editor work area. • Select an existing asset that will serve as a dummy asset and click Save.
Using Place Holders Replacing Scenario Assets with Place Holders Place holders are extremely useful if you have an existing scenario that you want to use as a template. You can retain the scenario’s tracks, PGCs, and navigation data while replacing the assets with place holders. When you’re ready to start a new scenario, simply open the template and replace the place holders with new assets.
98 Chapter 6, Registering Assets Creating an Encode List An encode list is a text file that describes the encoding parameters for the place holders in a project. This is useful for encoding and preparing assets so that their parameters will precisely match the place holders they will replace. To create an encode list: 1 In the Data Editor, choose Tools > Encode List or click the Encode List button in the Tools Bar. 2 When prompted, select the type of encode list you will generate and click OK.
Using Place Holders Replacing Place Holders with Assets Once the assets for which you have created place holders are finally prepared and encoded, they can replace the place holders. To replace place holders with prepared assets: 1 In the Data Editor, select the place holder you want to replace. 2 In the Property Browser, click the Browse button for the File field, select the asset that will replace the place holder, and click Save. 3 Repeat the previous steps for each place holder you want to replace.
100 Chapter 6, Registering Assets
7 Creating Video and Still Tracks This chapter documents how to create video and still tracks.
102 Chapter 7, Creating Video and StillTracks Creating Track F o l d e r s If your project contains many tracks, they can be organized in the Track Editor with folders. Track folders can be based on the different track types (video, slide and still show, menu, etc.), or they can be based on the different languages or attributes (such as Aspect Ratio) contained in the project. To create a track folder: 1 Click the Track Editor tab to display the Track Editor.
Creating Video Tracks 103 Creating Vi d e o Tr a c k s Video tracks can be created in the Track Editor by dragging a video asset to a track folder, from either the Asset Manager or Windows Explorer. Once the video track is created, audio, angle, and subpicture streams can be added by dragging to its timeline. To create a video track: 1 Click the Track Editor tab to display the Track Editor.
104 Chapter 7, Creating Video and StillTracks 3 In the Track Editor directory area, select the new video track. The timeline displays the track’s video and scenes streams. 4 To add an audio stream, drag an audio asset from the Asset Manager, or Windows Explorer, to the timeline, just below the video stream. The audio asset should have the same start time and duration as the video asset in the video stream.
Adding Scenes to Video Tracks 105 To add a scene to a video track: 1 In the Track Editor directory, select the track to which you will add the scene. The track’s video stream is displayed in the timeline. 2 Do one of the following: • In the Time Code field in the Tools Bar, type the location where you want to insert the scene and press Enter. The Timeline indicator updates to the entered location. • In the scene stream, drag the Timeline indicator to the location where you want to insert the scene.
106 Chapter 7, Creating Video and StillTracks Adding Angle s t o Vi d e o Tr a c k s The DVD Specification supports up to nine angle views for video tracks. Angles can share the same audio and subpicture streams (providing seamless playback when switching angles), or they can each have their own audio and subpicture streams (providing nonseamless playback when switching angles). To add an angle to a video track: 1 In the Track Editor directory area, select the track to which you will add the angle.
Creating Slide and Still Show Tracks 107 4 Drag a video asset from the Asset Manager, or Windows Explorer, to the Angle 1 stream in the Track Editor timeline. This video asset should have the same start time and duration as the assets in the main video stream and audio stream. 5 If creating a non-seamless angle, add an audio stream to it by doing the following: • Select the new angle stream in the Track Editor timeline.
108 Chapter 7, Creating Video and StillTracks Creating Slide Show Tracks To create a slide show track: 1 Click the Track Editor tab to display the Track Editor. 2 Drag a still image asset from the Asset Manager, or Windows Explorer, to a track folder in the Track Editor directory area. This will be the first slide in the track. 3 When prompted, select Slide Show and click OK. A slide show track is added to the folder and the still image asset (if dragged from Explorer) is registered.
Creating Slide and Still Show Tracks 109 4 In the Track Editor directory, select the new slide show track. The timeline displays the first slide image at the beginning of the track. The default duration for new slides is 10 seconds. 5 To change the duration for the slide, click the slide image in the Track Editor timeline and do one of the following: • In the Property Browser, enter the new duration in the Duration field. • In the timeline, drag the right edge of the slide image to the new end point.
110 Chapter 7, Creating Video and StillTracks Creating Still Show Tracks To create a still show track: 1 Click the Track Editor tab to display the Track Editor. 2 Drag a still image asset from the Asset Manager, or Windows Explorer, to a track folder in the Track Editor directory area. This will be the first slide in the track. 3 When prompted, select Still Show and click OK. A still show track is added to the track folder.
Creating Slide and Still Show Tracks 111 4 In the Track Editor directory, select the new still show track. The timeline displays the first still image at the beginning of the track. 5 Add additional slides by dragging still image assets from the Asset Manager, or Windows Explorer, to the Track Editor timeline, just to the right of the existing slide image.
112 Chapter 7, Creating Video and StillTracks Showing and Hi d i n g Tr a c k St r e a ms The Track Editor timeline can become crowded when displaying tracks that contain multiple streams of angles, audio, and subpictures. To avoid scrolling through these streams when working in the timeline, you can hide any of the different stream types. To hide streams in the Track Editor timeline: • In the Track Editor Tools Bar, click the button (so it becomes selected) for the streams you want to hide.
Using Track Stream Defaults 113 Using Track St r e a m De f a u l t s You can use the Track Stream Settings dialog to set default assignments for audio and subpicture languages. The stream defaults can then be applied to one or more tracks with a single command. This is useful if you want to localize a previously created scenario for another country or region.
114 Chapter 7, Creating Video and StillTracks Using Existing Track Stream Settings as Defaults To use existing track settings as defaults: 1 In the Track Editor directory area, select the track with the stream settings you want to use. 2 Choose Settings > Track Stream Settings. The Track Stream Settings dialog opens. 3 Set the Source menu to Selected Tracks. 4 Click Set As Default and then close the Track Stream Settings window.
8 Adding Subtitles and Closed Captioning This chapter documents how to add subtitles and closed captioning to a project.
116 Chapter 8, Adding Subtitles and Closed Captioning Subtitles A subtitle is a text version of an audio program that is overlaid along the bottom of the picture. Subtitles are used most often to provide movie dialog in an alternate language. They can also be used for viewing by the hearing-impaired, or in noisy environments. Subtitles are a series of subpictures embedded in a video object. The viewer can select from up to 32 alternate language subtitle streams and switch subtitles on and off as needed.
Subtitles 117 3 To enter subtitles, the Simulation window must be set to normal size. Deselect Mode > Half Size, or deselect the Half Size button in the Mode palette. 4 Click the Edit Subtitle Text button in the Mode palette, so it becomes selected. The Design Tools for entering subtitles appear. 5 Advance the clock to the location where you want the subtitle to appear by clicking the Up and Down arrows, or by entering a time code value in the field and pressing Enter.
118 Chapter 8, Adding Subtitles and Closed Captioning 10 To edit an existing subtitle, click the Previous or Next Subpicture buttons to scroll to the subpicture you want to edit (make sure that Edit Subtitle Text mode is still enabled): • To adjust the placement of the subtitle, drag the text box to the new location. • To add or change the subtitle text, click in the text box and enter the new text. If necessary, resize the text box by dragging any edge of the text box.
Subtitles 119 Importing Subtitles Scenarist can import subtitle script files that reference subtitle assets created in another program. For information on preparing subtitle assets, see “Preparing Subtitle Assets” on page 49. To import subtitles with a script file: 1 In the Track Editor directory area, select the track to which you will import the subtitles. 2 Choose Tools > Import Subtitle, or click the Import Subtitle button in the Tools Bar. The Subtitle Import dialog opens.
120 Chapter 8, Adding Subtitles and Closed Captioning Locating Missing Subtitles on Import During the import process, an error message may appear in the Subtitle Import Message window, stating: Can’t open first Subpicture image File [path]. The path shown in the error message, which is the same as the path in the subtitle command script file, does not match the location of the subtitle assets.
Closed Captioning 121 Closed-Captioning Script Files Figure 2 illustrates a closed-captioning script that you would typically receive from a closedcaptioning bureau. The script contains caption text encoded in hexadecimal code, as well as the time code location for each caption.
122 Chapter 8, Adding Subtitles and Closed Captioning Importing Closed Captioning To import closed captioning to a video track: 1 In the Track Editor directory area, select the video track to which you will add captioning. The track’s streams are displayed in the timeline. 2 Select the track’s video stream in the timeline. 3 In the Property Browser, double-click the Data field and scroll down to the bottom of the Property Browser.
9 Creating Menu Tracks A menu is a still or video image that includes one or more buttons (up to 36). Menus provide interactivity and can be used to navigate the disc’s content or make decisions about how the content plays.
124 Chapter 9, Creating MenuTracks About Menus Background layer Subpicture overlay layer Menu items Button highlights layer Button highlights Menu layers Menus are comprised of the following three layers: Background Visible background image displayed during playback, which can be either a video file for motion menus or a 24-bit color file for still menus. Subpicture Overlay 2-bit still image, containing shapes and text for buttons, displayed over the background image.
About Menus 125 Menu Types System menus, which are accessed from buttons on the remote control, include: • The Title menu, which is accessed by the TITLE key on the remote control, resides in the Video Manager (VMG) and provides access to all video title set menus and titles on the disc. The Title menu is created by adding a menu track to a language folder in the VMG.
126 Chapter 9, Creating MenuTracks Creating Men u Tr a c k s Menu tracks are created in the Track Editor by dragging a background asset (still image or video) to a track folder, from either the Asset Manager or Windows Explorer. Once the menu track is created, a subpicture stream can be added by dragging to its timeline; after which, button highlights are defined in the Simulation window.
Creating Menu Tracks 127 3 When prompted to specify the track type you want to create, select Still Menu and click OK. A still menu track is added to the folder and the background asset (if dragged from Explorer) is registered. 4 In the Track Editor directory area, select the new still menu track. The timeline displays the track’s still and scenes streams. 5 Drag a still image subpicture asset from the Asset Manager, or Windows Explorer, to the timeline, just below the still stream.
128 Chapter 9, Creating MenuTracks 6 Additional steps to complete the still menu track, some of which may occur later in the authoring process after the track is turned into a PGC, include the following: • Create button highlights around subpicture shapes and text (see “Button Highlights” on page 132). • Set the subpicture colors that will be displayed for the three button states: display, selection, and action (see “Subpicture Color Mapping” on page 146).
Creating Menu Tracks 129 4 Drag a still image subpicture asset from the Asset Manager, or Windows Explorer, to the timeline, just below the still stream. Subpicture and highlight streams are added to the track and the subpicture asset (if dragged from Explorer) is registered. Note: When subpicture assets are dragged from Windows Explorer to the Track Editor timeline, they are automatically registered with Forced Start enabled.
130 Chapter 9, Creating MenuTracks 16:9 Menu Tra c k s When 16:9 Widescreen content is played, DVD players automatically resize them for viewing on standard 4:3 televisions. In doing so, black bars are added at the top and bottom of the screen, so the image’s aspect ratio is retained. This display mode is called Letterbox. However, subpicture layers are not automatically resized for 4:3 display during playback, which would likely cause the subpicture text to lose its clarity when scaled.
16:9 Menu Tracks 131 To create a 16:9 menu track: 1 Click the Track Editor tab to display the Track Editor and do one of the following: • To create a still menu track, drag a still image background asset to a track folder in the Track Editor directory area. When prompted to specify the track type you want to create, select Still Menu and click OK. A still menu track is added to the folder. • To create a motion menu track, drag a video background asset to a track folder in the Track Editor directory area.
132 Chapter 9, Creating MenuTracks 5 If the Simulation window is not visible, select View > Simulation Window. 6 In the Mode palette, click the Wide button to display the wide subpicture. 7 Add button highlights and button links for the wide subpicture. For more information, see “Button Highlights” on page 132 and “Button Links” on page 137. 8 In the Mode palette, click the Letterbox button to display the Letterbox subpicture.
Button Highlights 133 Creating and Editing Button Highlights Button highlights are created in the Simulation window by drawing a rectangle around the button shapes or text in the subpicture overlay. To create button highlights: 1 In the Track Editor directory area, select the menu track to which you will add the button highlights. 2 If the Simulation window is not visible, select View > Simulation Window.
134 Chapter 9, Creating MenuTracks 7 Create button highlights by dragging a rectangle around any button items in the subpicture. Make sure the highlights completely contain the clickable area for the button (but do not overlap other buttons). The first highlight created is Button 1 and will be the default button selected when first entering the menu. 8 If necessary, adjust the size and position of the button highlights. From the Design Tools palette, select the Select Button tool.
Button Highlights 135 Making Button Highlights the Same Size If you need to make button highlights uniform in size, you can use the Make Same Height and Make Same Width commands. Buttons with different heights... 1 2 3 Buttons after Make Same Height command... 1 2 3 Making button highlights the same height To resize button highlights to the same width or height: 1 In the Track Editor directory area, select the menu track that contains the button highlights you want to resize.
136 Chapter 9, Creating MenuTracks Aligning Button Highlights To ensure that button highlights are positioned neatly, you can align their top, bottom, left, or right edges with the Alignment commands. Buttons unaligned... 2 3 1 Buttons after Align Top command... 1 2 3 Aligning the tops of button highlights To align button highlights: 1 In the Track Editor directory area, select the menu track that contains the button highlights you want to align.
Button Links 137 Align Bottom Aligns the bottom edge of buttons to the bottom-most button in the selection. Left Alignment Top Alignment Right Alignment Bottom Alignment Button Link s Button links determine how menu buttons are navigated and selected by the viewer with the remote control.
138 Chapter 9, Creating MenuTracks Adding Button Links with Auto Route You can automatically add button links with the Auto Route command. The direction of the links is determined by the assigned button numbers, so you may want to first arrange the buttons numerically, starting with button 1 and proceeding from left to right and then top to bottom.
Button Links 139 2 If the Simulation window is not visible, select View > Simulation Window. 3 In the Design Tools palette in the Simulation window, select the Link tool for the type of link you want to add: Link Left Link Up Link Right Horizontal Links Link Down Vertical Links 4 Drag from the source button highlight to the destination button highlight.
140 Chapter 9, Creating MenuTracks Showing and Hiding Button Links When you add a button link, an arrow connects the linked items in the Simulation window. The color of the arrow indicates the direction of the button link (red for Left link, yellow for Right link, green for Up link, and purple for Down link). A menu with many buttons can become visually confusing, making it difficult to determine whether you have added all of the necessary links.
Button Links 141 Removing Button Links If necessary, you can remove button links. All button links for all buttons can be removed from a highlight stream, or you can selectively remove button links from individual buttons. To remove all button links from a highlight stream: 1 In the Track Editor directory area, select the menu track that contains the highlight stream from which you will remove the button links.
142 Chapter 9, Creating MenuTracks Auto Action Normally, when navigating to a menu button with the remote control, the button becomes selected and the viewer must then press ENTER on the remote control to activate the button’s function. You can provide easier navigation for the viewer by setting some buttons to Auto Action, which allows the buttons to automatically perform their function when selected.
Forced Selected 143 Forced S elec t e d The Forced Selected button is automatically selected when arriving at a menu, thereby making it easier for the viewer to navigate the menu buttons. However, when dealing with menus that loop, you may not want to have a Forced Selected button, so the button selection is not reset when the menu loops back to the beginning.
144 Chapter 9, Creating MenuTracks Forced Activa t e d The Forced Activated button is automatically activated when the menu times out, even if the viewer has not pressed any buttons on the remote control. This is useful if you want to jump to a different menu after a certain time elapses. The Forced Activated button never becomes activated if the track is set to loop (in the Scenario Editor).
10 Subpicture Colors and Effects This chapter documents how to map subpicture colors and add subpicture effects and stops.
146 Chapter 10, Subpicture Colors and Effects Subpicture Co l o r M a p p i n g Each of the (original) four colors in a subpicture can be mapped to another color and contrast value for each of the three menu button states: display, selection, and action.
Subpicture Color Mapping 147 Figure 3 illustrates how button colors, as defined in the Colors page in the Simulation window, are mapped from their original colors to those for each of the three button states. When a button is not selected, the normal Display Colors are used. When the viewer navigates to and selects a button with the ARROW keys on the remote control, the Selection Colors are used.
148 Chapter 10, Subpicture Colors and Effects Note: The subpicture Original Colors in Scenarist default to blue (E2), red (E1), black (P), and white (Bg). If your subpictures were prepared with these colors, the following procedures are not required. To identify the subpicture Original Colors with the Eyedropper: 1 In the Track Editor directory area, select the track containing the subpicture for which you will identify the Original Colors.
Subpicture Color Mapping 149 To identify the subpicture Original Colors manually: 1 In the Track Editor directory area, select the track containing the subpicture for which you will identify the Original Colors. 2 If the Simulation window is not visible, select View > Simulation Window. 3 In the Simulation window, click the Subpicture and Highlight tab, then scroll to the Colors page with the Left-Right arrows (on the right side of the tab).
150 Chapter 10, Subpicture Colors and Effects Mapping Subpicture Colors Once a subpicture’s Original Colors have been identified, they can be mapped to any other color and contrast value for each of the three button states. This will determine how the button highlights will appear when displayed normally, selected, and activated. To map the subpicture colors: 1 In the Track Editor directory area, select the track containing the subpicture for which you will map colors.
Subpicture Color Palettes 151 4 To preview the new Display Colors, select Mode > Display Color. 5 For the four Selection Colors (E2, E1, P, Bg), do the following: • Click the color swatch and select from the pop-up color palette the color to which the Original Color will be mapped. • Set the Contrast value by clicking the Up and Down arrows to the right of the color swatch. This determines the transparency of the mapped color. 6 To preview the new Selection Colors, select Mode > Selection Color.
152 Chapter 10, Subpicture Colors and Effects Choosing a Color Palette Subpictures and subtitles can use the default palette or any custom palettes you may have created. To choose the Color Palette for a subpicture: 1 In the Track Editor directory area, select the track containing the subpicture for which you will choose the color palette. 2 Choose Tools > Choose Color Palette. The Color Palette Editor opens. 3 Select an existing Palette Name and click OK. – or – 4 Create a new palette.
Subpicture Color Palettes 153 Editing a Color Palette Color palettes can be edited by choosing colors from the Basic system colors, or by defining new Custom colors. To edit a color palette: 1 In the Color Palette Editor, select the Palette Name you want to edit. 2 To edit a color, double-click it. The Color dialog opens. Double-click to edit color 3 Select one of the Basic or Custom colors and click OK. The new color appears in the color palette.
154 Chapter 10, Subpicture Colors and Effects 4 Define a new Custom color. Click Define Custom Color to expand the Color dialog and do the following: Luminance control • Click in the color rainbow to choose the new color (drag the Luminance control on the right side of the dialog to make any necessary adjustments). You can also enter numeric values in the fields for Hue, Saturation, and Luminance and Red, Green, and Blue. • Click “Add to Custom Colors” to add the new color to the Custom Colors.
Subpicture Effects 155 Adding a Subpicture Fade With the fade effect you can cause any of the four subpicture colors to become more transparent or opaque over a specified duration, so that the subpicture appears to fade in or fade out. Note: When applying a fade-in to subpictures, make sure the subpicture’s Display Color Contrast (for the colors being faded) are fully transparent (0%), so the subpicture does not flash before the fade starts.
156 Chapter 10, Subpicture Colors and Effects 8 Enter the Start and Stop Contrast values for any of the four colors (E2, E1, P, and Bg). For example, if you set a Start Contrast of 0% and a Stop Contrast of 100%, the color will go from invisible to fully visible over the duration of the fade. To test a subpicture fade: 1 To encode the subpicture with the new fade effect, choose Tools > Encode, or click the Encode button in the Mode palette.
Subpicture Effects 157 4 With the Scroll tool, drag in the green timeline from left to right to insert the scroll effect. A dark green scroll block appears in the timeline. 5 To adjust the placement of the scroll, drag the scroll block left or right. 6 To adjust the start time of the scroll, click the scroll block and drag the left edge of the block, or enter a new time in the Start Time To Video field.
158 Chapter 10, Subpicture Colors and Effects Adding a Subpicture Wipe The wipe effect removes portions of the subpicture layer gradually, from left to right or right to left, so that the image appears to be wiped from the screen. To add a subpicture wipe: 1 In the Track Editor directory area, select the track to which you will add the wipe effect. 2 If the Simulation window is not visible, select View > Simulation Window.
Subpicture Stops 159 9 Click the wipe block and set the Initial Color and Initial Contrast for E1, E2, and P, and Bg. This determines how the subpicture will appear at the beginning of the wipe. 10 Click the wipe block and set the Change Color and Initial Contrast for E1, E2, and P, and Bg. This determines how the subpicture will appear at the end of the wipe.
160 Chapter 10, Subpicture Colors and Effects 3 In the Simulation window, click the Subpicture and Highlight tab, then scroll to the Advanced Effects page with the Left-Right arrows (on the right side of the tab). The Effects tools and Effects timeline appear. Select Fade Scroll Wipe Stop 4 With the Stop tool, drag in the green timeline from left to right to insert the stop. A dark green wipe block appears in the timeline. 5 To adjust the placement of the stop, drag the stop block left or right.
11 Authoring in the Scenario Editor This chapter documents how to build a scenario by dragging tracks to the Scenario Editor.
162 Chapter 11, Authoring in the Scenario Editor Authoring in th e Sc e n a r i o E d i t o r The Scenario Editor is where you define how the disc’s content will be presented to the viewer. PGCs are created by dragging video, still, and menu tracks from the Asset Manager to domain folders in the authoring area, where they can be arranged and linked in storyboard fashion. PGCs are represented by a vertical string of icons in the Scenario Editor authoring area.
Authoring in the Scenario Editor 163 Domain Folders Information on a DVD-Video disc is comprised of four domains: Video Manager Menu (VMGM_DOM), First Play (FP_DOM), Video Title Set Menu (VTSM_DOM), and Title (TT_DOM). System Space Menu Space VMGM_DOM VTSM_DOM FP_DOM VMG Space TT_DOM VTS Space VTS Space VTS Space Domain and system spaces Domains affect how a project is authored, such as where PGCs are placed, how they can be accessed, and what type of navigation commands can be used to link them.
164 Chapter 11, Authoring in the Scenario Editor The folders in the Scenario Editor correspond to the domains and spaces on the disc.
Authoring in the Scenario Editor 165 PGCs Program chains (PGCs) contain the playback characteristics and navigation information for the disc’s content, determining the order in which tracks are played and how menus are linked to other menus and tracks. A PGC is required for each menu, video, and still track in the scenario. All PGCs within the VMG or a VTS must conform to the parameters specified for that VMG or VTS, such as the video format (NTSC or PAL), type of encoding, and bit rate.
166 Chapter 11, Authoring in the Scenario Editor Note: You can double-click the flags on any of the PGC icons to automatically open the Simulation window with the related Editing tab automatically displayed. For example, double-clicking the Btns flag automatically opens the Simulation window with the Button Commands tab displayed.
VTS and Title Folders 167 VTS and Tit l e F o l d e r s The number of VTSs you will need for a project depends on several factors. If the project consists of a single large title or several related titles, one VTS may be sufficient. However, if the project includes several groups of titles, or contains titles authored in a different format or aspect ratio, multiple VTSs may be required. Another consideration is how the viewer will interact with the DVD.
168 Chapter 11, Authoring in the Scenario Editor 3 When prompted, enter a name for the new VTS and click OK. A new VTS folder, along with one default title folder, is added to the scenario and appears in authoring area. To delete a VTS folder: 1 In the Scenario Editor authoring area, do one of the following: • Right-click the VTS you want to delete and choose Clear from the pop-up menu. • Select the VTS you want to delete and choose Edit > Clear.
VTS and Title Folders 169 Adding Title Folders When a VTS folder is added to a scenario, it contains one default title folder. However, a VTS can contain many title folders, each containing title tracks (the total number of VTSs and titles in a scenario cannot exceed 99). Content is added to title folders by dragging tracks to them (which creates a PGC for the track).
170 Chapter 11, Authoring in the Scenario Editor To delete a title folder: 1 In the Scenario Editor, do one of the following: • Right-click the title folder you want to delete and choose Clear from the pop-up menu. • Select the title folder you want to delete and choose Edit > Clear. • Select the title folder you want to delete and press Control+K or Delete. 2 When prompted to confirm that you want to remove the object, click Yes. The title folder and its contents, including any links, are deleted.
Title PGCs 171 Creating Title PGCs To create a title PGC: 1 In the Asset Manager, click the Track tab to display the project’s tracks. 2 Locate a video or still track in the Asset Manager and drag it to a title folder in the Scenario Editor authoring area. A PGC is added to the title folder and appears in the Scenario Editor. The PGC contains a program and cell for each scene in the track. The first PGC added to a title folder is defined as the Title Entry and contains an Entry flag on its icon.
172 Chapter 11, Authoring in the Scenario Editor Parts of Title (PTTs) When a video track that contains multiple scenes is added to a title folder, a program and cell is added for each scene. Title folders can also contain multiple title PGCs, with each containing their own program and cell. In both instances the title is divided into parts, which can be arranged in a particular order, individually linked, and searched for by the viewer with the remote control.
Title PGCs 173 Rearranging Chapters You can rearrange a title’s chapters to affect their playback order. You can also delete chapters from the chapter list, thereby removing their PTT flag. Note: Chapters for Title Entry PGCs cannot be moved to a different chapter location. The Title Entry chapter always plays first. To have another chapter play first, you must define its PGC as the Title Entry in the Property Browser.
174 Chapter 11, Authoring in the Scenario Editor 3 To display the title’s Chapter List on the right, click the title folder’s Plus (+) symbol. 4 To change a chapter number, drag it within the Chapter List to a new location (the Title Entry chapter at the top of the list cannot be moved). The surrounding chapters are renumbered. 5 To remove a chapter from the Chapter List, select it and click Remove (the Title Entry chapter at the top of the list cannot be removed).
Title PGCs 175 Cells from different tracks that reside within the same PGC are set to play non-seamlessly by default. You can however set them to play seamlessly. To play seamlessly between cells from different tracks: 1 Drag a video track from the Asset Manager to a title folder in the Scenario Editor authoring area. A Title Entry PGC containing a program and cell is added to the title folder. 2 Drag another video track to the Title Entry PGC. A second program and cell are added to the Title Entry.
176 Chapter 11, Authoring in the Scenario Editor Language Fold e r s Language folders contain the project’s system menus and reside in the VMG folder and VTS folders. VMG language folders contain the title menu. VTS language folders contain the root menu and submenus for the VTS. The language folders in a project determine the available languages that can be played on a DVD player.
Menu PGCs 177 To change the language for a language folder: 1 In the Scenario Editor authoring area, select the language folder for which you will change the language. 2 In the Property Browser, set the Language Name to the language you want to use. To delete a language folder: 1 In the Scenario Editor, do one of the following: • Right-click the language folder you want to delete and choose Clear from the pop-up menu. • Select the language folder you want to delete and choose Edit > Clear.
178 Chapter 11, Authoring in the Scenario Editor Creating Title Menu PGCs Title menus reside in VMG language folders and serve as a top-level menu through which the viewer can access the root menu, submenus, and titles within VTSs. A title menu is required for each language in the project. To create a title menu PGC: 1 In the Asset Manager, click the Track tab to display the project’s tracks.
Menu PGCs 179 Creating Root Menu PGCs Root menus reside in VTS language folders and provide access to submenus and titles within the same VTS. Root menus, for each VTS, are required for each language in the project. To create a root menu PGC: 1 In the Asset Manager, click the Track tab to display the project’s tracks. 2 Locate a menu track in the Asset Manager and drag it to a VTS language folder in the Scenario Editor authoring area.
180 Chapter 11, Authoring in the Scenario Editor Creating Submenu PGCs The first menu added to a VTS language folder is automatically defined as the root menu. When adding additional menus, or submenus, to a VTS language folder, you must specify the menu type for the PGC (subpicture, audio, angle, or PTT). This ensures that the menu can be selected by the viewer from remote controls with the appropriate submenu button.
The First PGC 181 Audio Menu Allows the viewer to switch the audio tracks, for example, from PCM to Dolby Digital 5.1. Angle Menu Allows the viewer to switch the video angle, for example, from wide-angle to zoomed. PTT Menu Allows the viewer to jump to any chapter point in the title. Note: The DVD Specification does not define the specific use for the different submenus and they can be used to control any aspect of playback or for any navigation purpose.
182 Chapter 11, Authoring in the Scenario Editor To define the First PGC link: 1 In the Scenario Editor Tools Bar, select the Select tool. 2 If the Scenario Editor is not zoomed, choose View > Zoom In, or click the Zoom In button in the Tools Bar.
Organizing the Authoring Area 183 Organiz ing t h e Au t h o r i n g Ar e a When the Scenario Editor authoring area becomes crowded with PGC icons and links, it can become difficult to navigate and work with the material. This section documents how to organize and more easily work within the authoring area.
184 Chapter 11, Authoring in the Scenario Editor Aligning PGC Icons You can use the Align command to neatly align PGC icons with its contents. To align a PGC icon with its contents: 1 In the Scenario Editor, Right-click the PGC icon you want to align. 2 From the pop-up menu that appears, choose Align. The PGC icon and its contents are aligned in a closely-spaced, vertical line.
Organizing the Authoring Area 185 To collapse a PGC icon and hide its contents: 1 In the Scenario Editor authoring area, double-click the PGC icon you want to collapse. The icons below it are hidden and an ellipses (...) is appended to the named of the collapsed item. Collapsed Expanded 2 Double-click the PGC icon again to expand it. Locating PGCs For large projects, the Scenario Editor authoring area may become so crowded that you can’t easily locate PGCs.
186 Chapter 11, Authoring in the Scenario Editor Bringing to Top The Bring to Top command displays in the authoring area only the contents for a selected icon. For example, you could use the Bring to Top command to display only the contents of a selected language folder, or the program, cell, and menu icon for a PGC, while temporarily removing the surrounding clutter.
Organizing the Authoring Area 187 Displaying PGC Icons as Thumbnails You can display PGC and program icons as thumbnails, using the first frame of the video asset. Cell and menu icons are always display as thumbnails. To display PGC and program icons as thumbnails: 1 In the Scenario Editor, select View > Use Movie Image. 2 To display PGC and program icons without thumbnails, deselect View > Use Movie Image.
188 Chapter 11, Authoring in the Scenario Editor
12 PGC Links and Jump Commands This chapter documents how to add basic navigation commands in the Scenario Editor and includes the following topics: • “PGC Link Commands” on page 190 • “Jump Commands” on page 195 • “Showing and Hiding PGC and Command Links” on page 202 For an in-depth explanation of navigation commands and their capabilities, see Chapter 13, “Navigation Commands.
190 Chapter 12, PGC Links and Jump Commands PGC Link C om ma n d s PGC link commands can be used to assign playback order for PGCs that reside within the same title folder. PGC links also determine what happens when the viewer presses the NEXT, PREV, and RETURN buttons on the remote control.
PGC Link Commands 191 Prev PGC Link Creates a link that returns play to a PGC that played immediately before the source PGC. The Previous PGC link is executed when the viewer presses PREV on the remote control. Next PGC Link Creates a link that advances play to a PGC that plays immediately after the source PGC. The Next PGC link is executed when the viewer presses NEXT on the remote control.
192 Chapter 12, PGC Links and Jump Commands Adding PGC Links with the Select Tool PGC link commands can be added by Control-dragging between source and destination PGCs in the Scenario Editor with the Select tool. To add a PGC link with the Select tool: 1 In the Scenario Editor Tools Bar, select the Select tool. 2 In the Scenario Editor authoring area, do one of the following: • To add a Previous PGC link, Shift-Control-drag from the PGC link source to a destination PGC in the same title folder.
PGC Link Commands 193 Adding PGC Links by Right-Clicking PGC link commands can be added by Right-clicking the PGC link source in the Scenario Editor. To add a PGC link by Right-clicking: 1 In the Scenario Editor authoring area, Right-click the PGC to which you will add the PGC link. 2 From the pop-up menu that appears, choose the PGC link command you want to add: • Previous PGC • Next PGC • Go Up PGC 3 In the PGC Selection dialog, select the PGC destination for the link and click OK.
194 Chapter 12, PGC Links and Jump Commands Removing PGC Links PGC link commands can be removed by Right-clicking the PGC link source in the Scenario Editor. To remove a PGC link: 1 In the Scenario Editor authoring area, Right-click the PGC that contains the PGC link you will remove. 2 From the pop-up menu that appears, choose the PGC link command you want to delete: • Previous PGC • Next PGC • Go Up PGC 3 In the PGC Selection dialog, select No PGC and click OK. The PGC link is removed.
Jump Commands 195 Jump Comma n d s Jump commands allow you to link menus and titles to other menus and titles, even if they reside in other title folders. Common uses of Jump commands include directing playback from one PGC to another, looping a PGC, and linking button highlights to a menu or title. Jump commands are easily added by dragging between PGC flags in the Scenario Editor.
196 Chapter 12, PGC Links and Jump Commands Jump to Part of Title Links a title to a chapter within the same title. Cannot be used in a language domain. Does not execute the Pre command of the destination PGC. Jump to Part of Title in VTS Links a title or menu to chapters in other titles in the same VTS. Executes the Pre-command of the destination PGC. Jump to PGC in System Space Links a menu or title to another menu or title in the system space.
Jump Commands 197 • Title folder within the same VTS folder • PGC icon in a language folder No CMD Link cursor CMD Link cursor As you drag, the cursor changes to a No CMD Link cursor when not over a valid Jump destination; when over a valid Jump destination, the cursor changes back to the CMD Link cursor. 4 When prompted, select whether the Jump command will be the only Post command for the PGC, or whether it will be added to the end of existing Post commands, then click OK.
198 Chapter 12, PGC Links and Jump Commands Looping PGCs with Jump Commands You can use a Jump command to loop a menu or title. Motion menus are often looped so the menu plays indefinitely, until the viewer clicks a button that directs playback. To loop a PGC with a Jump command: 1 In the Scenario Editor Tools Bar, select the Select tool. 2 In the Scenario Editor authoring area, move the cursor over the Post flag of the PGC you want to loop.
Jump Commands 199 Linking Button Highlights with Jump Commands You can use Jump commands to link button highlights to title folders, menu PGCs, and programs (PTT). To link a button highlight with a Jump command: 1 In the Scenario Editor Tools Bar, select the Select tool. 2 In the Scenario Editor authoring area, move the cursor over the Btns flag of the menu to which you will add the Jump command. The CMD Link cursor appears, along with a list of button commands in the menu PGC.
200 Chapter 12, PGC Links and Jump Commands As you drag, the cursor changes to a No CMD Link cursor when not over a valid Jump destination; when over a valid Jump destination, the cursor changes back to the CMD Link cursor. 4 When prompted with the Choose Command Button dialog, click the button highlight that will link to the destination. The Jump command is added and appears in the Scenario Editor as a pink arrow connecting the source and destination. The Btns flag of the source menu turns yellow.
Jump Commands 201 Removing Jump Commands If after adding a Jump command you want to specify a different jump destination, you can simply re-add the Jump command to update the command. If you want to remove the Jump command entirely, you can do so in the Simulation window. To remove a Jump command from a Pre, Post, or Cell command: 1 In the Scenario Editor authoring area, double-click the Pre, Post, or Cell flag that contains the Jump command you want to remove.
202 Chapter 12, PGC Links and Jump Commands Showing and Hi d i n g PGC a n d Co mma n d L i n k s When you create a PGC link or Command link, an arrow connects the linked items. The color of the arrow indicates the type of link (red for Previous PGC, blue for Next PGC, green for Go Up PGC, and pink for Command) and the direction of the arrow indicates the playback direction.
13 Navigation Commands This chapter documents the different navigation command types and how they can be used to affect playback.
204 Chapter 13, Navigation Commands About Naviga t i o n Co mma n d s Navigation commands placed at various locations in a scenario direct playback to jump from one location to another and provide instructions that tell the DVD player whether and how to change playback flow and characteristics. With navigation commands you can: • Send playback to any location in the scenario. • Change playback characteristics for audio and video material. • Reconfigure settings for the DVD player.
Command Groups 205 Command Gr o u p s There are six groups of navigation commands, consisting of a total of 39 instructions, as shown in Table 7.
206 Chapter 13, Navigation Commands Table 8 lists the possible Type 1, Type 2, and Type 3 command combinations you can build and the number of instructions per command. Table 8: Scheme for combining instructions Command GoTo Type 1 Link Description Number of Instructions Changes the execution order of the navigation commands. 1 Starts the specified presentation within the domain (includes setting of HL_BTNN). 1 Jump 1 Starts the specified presentation within another domain.
Building Type 1, Type 2, and Type 3 Commands 207 Building Typ e 1 , Ty p e 2 , a n d Ty p e 3 Co mma n d s You can use the Simulation window to build Type 1, Type 2, and Type 3 commands, delete navigation command links, and perform other navigation-related actions.
208 Chapter 13, Navigation Commands To build a Type 1 command in the Simulation window: 1 In the Scenario Editor, locate the menu PGC to which you will add the Type 1 command and double-click its Btns flag. Make sure the buttons do not yet contain any commands. The Simulation window opens with the Button Commands tab automatically selected. The menu button commands are set to a default of Nop (No Operation). 2 In the Command List, select the button for which you will add the command.
Building Type 1, Type 2, and Type 3 Commands 209 4 Set the Jump To menu to First Play PGC. The Type 1 command appears in the Command List, indicating that the button is linked to the First PGC in the System Space (JumpSSFP_DOM). In the Scenario Editor, the Btns flag for the menu PGC turns yellow.
210 Chapter 13, Navigation Commands To build a Type 2 command from a Type 1 command: 1 In the Simulation window, below the Jump To section, select the Compare option. The Compare section appears with the following options: • GPRM, compare two GPRM values. • SPRM, compares an GPRM value to a SPRM value. • Immediate, compares a specified value to a GPRM value. 2 Select the SPRM option. 3 Set the GPRM menu on the left to GPRM1. 4 Set the SPRM menu on the right to SPRM5.
Building Type 1, Type 2, and Type 3 Commands 211 Building a Type 3 Command The following procedure documents how to build a Type 3 command in the Simulation window. A Type 3 command executes Set and Compare operations and then, based on the result, links a menu PGC to a cell, program, PGC, or Resume point. To build a Type 3 command in the Simulation window: 1 In the Scenario Editor, select an entry PCG or menu PGC. 2 If the Simulation window is not visible, select View > Simulation Window.
212 Chapter 13, Navigation Commands 8 In the Set section, select whether you will set the GPRM value to another GPRM, SPRM, or Immediate value. Choose from the Operation menu how the GPRM value will be set; you can use Assign to set it directly, or one of the math operations to calculate it. 9 In the Compare section, select whether the previously set GPRM value will be compared to a GPRM, SPRM, or Immediate value.
Building Type 1, Type 2, and Type 3 Commands 213 10 Set the Jump To menu to the destination for the Type 3 command. The Jump To menu includes three cell locations, three program locations, and four PGC locations. You can also create a jump to the Post command of the current PGC or to a Resume location within a video stream. Only the Resume option is available when creating a Pre or Post Type 3 command. 11 To assign a button to an SPRM, set the Highlight Button menu to the button number you want to assign.
214 Chapter 13, Navigation Commands
14 Navigation Parameters This chapter documents navigation parameters, which are used with navigation commands to program DVD navigation.
216 Chapter 14, Navigation Parameters About Naviga t i o n Pa r a me t e r s The DVD Specification defines two types of navigation parameters: system parameters, or SPRMs, and general parameters, or GPRMs. Navigation commands refer to these values when instructing the DVD player to alter the course of playback, forcing playback characteristics to remain the same, or restricting playback to specific areas of the disc.
System Parameters 217 System P ar a me t e r s System parameters, or SPRMs, indicate the status of DVD player parameters, such as the video or audio stream, timer, chapter, title number, and so forth. Navigation commands can use these SPRM values for a variety of purposes.
218 Chapter 14, Navigation Parameters Table 10: System parameters No. Name Description Read/ Write Default Value 8 Highlighted button number Specifies the number of the currently selected highlight button. R/W 1 9 Navigation timer R/W 0 10 TT_PGCN for NV_TMR Specifies which PGCs must play after a preset time. The author sets the value of SPRM 9. This value decreases by 1 each second. When the value reaches zero, the PGC defined in SPRM 10 plays.
General Parameters 219 Table 10: System parameters No. Name Description 16 Initial language code Specifies the initial language code and its extension for the current audio stream. 17 Initial language code extension 18 INI_LCD for SPST 19 INI_LCD_EXT for SPST 20 Player region code 21 Reserved 22 Reserved 23 Reserved for extended playback Specifies the initial language code and its extension for the current subpicture stream. Specifies the regional code the DVD player.
220 Chapter 14, Navigation Parameters Uses for General Parameters You could set a GPRM that returns playback to a submenu, instead of the root menu, when the viewer presses the Menu button on the remote control. You would do this if you wanted the viewer, who likely would want repeated access to the submenu, not to have to access it always through the root menu.
Set Commands 221 Set C omman d s A Set command performs an arithmetic or bitwise calculation based on one or more GPRMs, an SPRM, and a specified value, and stores the result in another GPRM. Set command instructions include: Assign Assigns to the GPRM a specified value, GPRM value, or SPRM value. Exchange Swaps the values in two GPRMs. Add Assigns to the GPRM the sum of a specified value and GPRM value, or the sum of two GPRM values.
222 Chapter 14, Navigation Parameters
15 Bitwise Compares This chapter documents how to use Bitwise Compares to program interactivity with DVD titles.
224 Chapter 15, Bitwise Compares Overview of Bi t w i s e Co mp a r e s DVD players store GPRM and SPRM information in GPRM and SPRM memory registers. Each register contains two bytes, or 16 bits. Each bit has a value of 1 (On) or 0 (Off). Taken together, the string of bits in a GPRM or SPRM register is a binary value, such as 1001011 or 111001010110.
Creating a Bitwise Compare Routine 225 The only way to get a non-zero, or true, result is if both bits at the same location have a nonzero value. For example... SPRM Value 10110011 Bitwise Compare 10000000 Result 10000000 = True In this case, the True result means the subpicture stream is on-screen. If the SPRM2 value at the seventh bit were anything else, the result would be zero and therefore False.
226 Chapter 15, Bitwise Compares Linking the Highlight Buttons to the Three Videos To link the button highlights to the three titles: 1 In the Scenario Editor authoring area, add a language folder to the VideoManager folder, then drag the menu containing the three buttons to the language folder. 2 Add three titles (Title_1, Title_2, and Title_3) to VTS_1. Drag video assets (Video 1, Video 2, and Video 3) to each title. Make sure they are different assets for each title.
Creating a Bitwise Compare Routine 227 Assigning GPRMs to Title_1 and Title_2 To assign GPRMs to Title_1 and Title_2: 1 In the Scenario Editor authoring area, double-click the Post flag on the Title_1 PGC. The Simulation window opens. Make sure the PGC Commands tab is selected at the bottom of the window. 2 Set the Pre/Post/Cell menu (just below the PGC Commands tab) to Post. 3 Deselect the No Command option. The Command menu appears.
228 Chapter 15, Bitwise Compares Assigning a Bitwise Compare to Title_3 To assign a Bitwise Compare to Title_3: 1 In the Scenario Editor authoring area, double-click the title menu Btns flag, either on the PGC icon if the menu PGC is collapsed, or the Buttons icon if the menu PGC is expanded. The Simulation window opens. Make sure the Button Commands tab is selected at the bottom of the window.
Testing the Bitwise Compare Routine 229 Adding a Post Command to Each Title To add a Post command for each title that returns play to the title menu: 1 In the Scenario Editor authoring area, drag from the Post flag for Title_1 to the title menu PGC. 2 When prompted to specify the type of command link you want to add, select “Add to the end of the post command list” and click OK. 3 Repeat the previous steps for Title_2 and Title_3. The Bitwise Compare routine is complete and ready to test.
230 Chapter 15, Bitwise Compares The following sections test various button selections for the previously created example: • “Activating Button 3 Directly” on page 230 • “Activating Button 1 and then Button 3” on page 230 • “Activating All Three Buttons” on page 231 Activating Button 3 Directly To test whether Video 3 can be played before playing Video 1 and Video 2: 1 In the Scenario Editor authoring area, select the VideoManager Language folder and open the Simulation window.
Testing the Bitwise Compare Routine 231 3 Click the Forward Skip button to advance to the end of the video. The video ends and the title menu reappears with Button 1 selected. 4 Click the Go Right button twice. Button 3 becomes selected. 5 Click the Enter button. The Button 3 highlight changes to the Action color but Video 3 does not play (because Button 2 has not yet been clicked).
232 Chapter 15, Bitwise Compares
16 Copy Protection and Premastering This chapter documents preparation for final output of the disc, which includes the following topics: • “Copy Protection” on page 234 • “Parental Levels” on page 238 • “Regional Codes” on page 239 • “File Systems and Filenames” on page 240 • “Jacket Information” on page 242 • “Text Data” on page 244 • “Dual-Layer Discs” on page 245 • “Using the Layout Editor” on page 248
234 Chapter 16, Copy Protection and Premastering Copy Protecti o n If a DVD-Video disc contains copyrighted material, you can use copy protection to protect the intellectual property rights of the material’s owner, as well as the rights of the disc’s publisher. Copy protection for scenarios is configured in the CMI Settings dialog and enabled in the Layout Editor when writing the DVD-Video files.
Copy Protection 235 CGMS The Copy Generation Management System (CGMS) determines whether first- and secondgeneration copies can be made from a DVD-Video disc. To use APS, the CGMS option must be set to No Copying. CSS Matsushita’s Content Scrambling System (CSS) scrambles data sectors so that DVD and hard drive copies cannot be read. Individual VTSs are encrypted (when the CP_SEC option is set to Protection System) with CSS keys, which reside on an area of the disc that cannot be copied to another medium.
236 Chapter 16, Copy Protection and Premastering To add copy protection to a VMG: 1 In the Layout Editor, choose Settings > CSS Settings. The CMI Setting dialog opens. 2 From the VMG & VTS menu, select VMG. 3 If the VMG contains copyrighted material, select Copyrighted from the CPM menu. 4 Set the CGMS menu to one of the following options: No Copying Allows no copying. One Generation Allows any number of one-generation copies to be made from the original disc.
Copy Protection 237 To add copy protection to a VTS: 1 In the Layout Editor, choose Settings > CSS Settings. The CMI Settings dialog opens. 2 From the VMG & VTS menu, select the VTS to which you will add copy protection. 3 If you want the VTS to be encrypted with CSS, set the CP_SEC option to Protection System. 4 Set the CGMS menu to one of the following options: No Copying Allows no copying. One Generation Allows any number of one-generation copies to be made from the original disc.
238 Chapter 16, Copy Protection and Premastering Parental Leve l s With Parental Levels you can prohibit discs from being viewed or substitute alternate content (if it was authored) based on the parental settings for the DVD player. The Parental Editor in Scenarist lets you set the Parental Level for the VMG and each of the VTSs in the project. To configure the Parental Levels for a project: 1 In the Scenario Editor, choose Settings > Parental, or click the Parental Editor button in the Tools Bar.
Regional Codes 239 Regional C o d e s The DVD Forum Committee divides the world into six DVD regions, and specifies one transnational region (8) for such applications as in-flight entertainment. DVD players sold in one region are set for playback in that region only, to discourage DVD piracy. A disc’s Regional Codes can be configured to allow playback in some regions and not others, or in all regions. For a list of DVD regions for each country, see Appendix D, “Video Standards and DVD Regions.
240 Chapter 16, Copy Protection and Premastering File Systems a n d F i l e n a me s DVD-Video discs contain at least two file systems: the Universal Disc Format (UDF) and ISO 9660. In addition, the Joliet file system, an extensions to ISO 9660, can also be used. These file systems determine how filenames for DVD files outside the video and audio zones (DVD-ROM data) are displayed.
File Systems and Filenames 241 Configuring the File System and File Names To configure the disc’s File System and File Names: 1 In the Layout Editor directory area, select the Disc folder. 2 In the Property Browser, double-click the Disc Information folder. 3 Set the File System menu to one of the following options: DVD Video Uses the UDF and ISO 9660 file systems.
242 Chapter 16, Copy Protection and Premastering Jacket Informa t i o n Jacket Information associates a picture with a DVD-Video disc. A disc’s Jacket Picture is a still image that is displayed when the DVD player is stopped or paused (instead of the default, startup picture from the DVD player’s manufacturer). Jacket pictures are also used when selecting discs in multi-disc DVD players.
Jacket Information 243 3 If you will provide NTSC Jacket Pictures, click the Browse button and specify the file for NTSC Large, NTSC Medium, and NTSC Small. 4 If you will provide PAL Jacket Pictures, click the Browse button and specify the file for PAL Large, PAL Medium, and PAL Small. When the project is later written to the Target Directory, the picture files are encoded and written to the JACKET_P folder with the following names: . Jacket Picture Size NTSC File Name PAL File Name Large J00___5L.
244 Chapter 16, Copy Protection and Premastering Text Data DVD-Video discs can contain text data for title names, song names, performers, credits, Web links, and production information such as release versions and product codes. Text data appears on the LCDs for DVD players that support the text feature.
Dual-Layer Discs 245 Adding Text Data To specify a Text Data file: 1 In the Layout Editor directory area, select the Text Data folder. 2 In the Property Browser, select the Text Data Exists option. 3 Click the Browse button and select the file you want to import, then click Open. The path to the text file appears in the Text Data File field. Dual-Layer Di s c s A singles-sided, single-layer DVD disc can hold up to 4.7 GB of content. For larger projects you can create a single-sided, dual-layer disc (8.
246 Chapter 16, Copy Protection and Premastering To set the Layer Break: 1 In the Scenario Editor, choose Settings > Sort Tracks or click the Sort Tracks button in the Tools Bar. The Sort Tracks dialog opens, displaying a list of the files to be included in the disc image file, in the order in which they will be written to the image. 2 Select the file you want to be the first scene for Layer 1 and click Set Layer Break.
Dual-Layer Discs 247 5 To remove the current Layer Break, select the No Layer Break button. 6 Set the Track Path to either Parallel or Opposite. This determines how the DVD player transitions to the second layer of the disc on playback. Layer 0 Track Path Layer 1 Track Path Parallel Opposite Parallel The disc is formatted so that the data tracks of both layers are written from the disc center to the outer edge.
248 Chapter 16, Copy Protection and Premastering Using the Lay o u t E d i t o r The Layout Editor is where you premaster the project for final output. The end result of this process is a DVD-R disc than can be played on a DVD player, or a DLT or Exabyte tape that can be sent to a disc replicator for mass production.
Using the Layout Editor 249 About the Premastering Process The Layout Editor is broken down into three sections, where you choose the disc format, set the Target directories, and specify the output options.
250 Chapter 16, Copy Protection and Premastering In the Step 3 section of the Layout Editor, the following output options are available: Create DVD Video Create Disc Image Premastering or... Operation Function • Multiplexes video, audio, • Links multiplexed • Writes disc image file to subpicture, and still image streams. • Creates video objects. • Creates navigation and information and directory structure. • Adds copy protection information. video objects.
Using the Layout Editor 251 Step 1 – Choosing the DVD Format To specify the DVD Format: • In the Step 1 section of the Layout Editor, set the Format menu to one of the following options: DVD Video Creates a disc containing DVD-Video data that can be played on set-top DVD player or a computer with a DVD-ROM drive and DVD player software. DVD-ROM Creates a disc containing PC files that can be read by a computer DVD-ROM drive.
252 Chapter 16, Copy Protection and Premastering Target Directory Destination for the disc image file (created from the files in the DVD Root Directory). Once this directory is specified, the DVD Root and Mux Directories are automatically defined. The folder chosen as the Target Directory must be created outside of Scenarist before it can be selected here.
Using the Layout Editor 253 2 If you will be using any of the copy protection schemes (APS, CGMS, CSS, Regional Codes), do the following: • Set the Sector Size to 2054 Bytes. • Set the Scramble Type to Partial. The Full option is not currently supported by most DVD players and is therefore not recommended. • If using CSS and you will provide the CSS keys, set Key to With CSS. If the disc replicator will provide the keys (or if you are not using CSS), select Without CSS.
254 Chapter 16, Copy Protection and Premastering 3 To enter Primary Volume Descriptor information, click PVD Editor. In the PVD Editor, do the following: • Enter the Volume Name, Volume Set, Publisher, and Preparer. Use only uppercase alphanumeric characters (A–Z and 0–9) and underscores. The scenario name is used as the default Volume Name, but can be changed. • Enter the dates for Creation, Modification, Expiration, and Effective. Use only uppercase alphanumeric characters (A–Z and 0–9) and underscores.
Using the Layout Editor 255 To premaster to DVD-R, DLT, or Exabyte tape: 1 In the Step 3 section of the Layout Editor, select the Premastering option. 2 Select from the Target Device the DVD-R, DLT, or Exabyte drive to which you will write the project. 3 If outputting to a DVD-R and you want to verify the output before writing to disc, select the Simulate Write option. When you are ready to write the DVD-R, deselect this option.
256 Chapter 16, Copy Protection and Premastering To start outputting the project: 1 Click Start. The Information window displays the status and progress for the output operations that were specified: • Project data is prepared and multiplexed and written temporarily to the Mux Directory. • DVD files are generated (VIDEO_TS folder) and written to the DVD Root Directory. • The Disc image file is written to the Target Directory. • The Disc image file is output to the Target Device.
A The Template Wizard This appendix documents how to use the Template Wizard to automate some of the more common authoring patterns.
258 Appendix A,TheTemplate Wizard About the Tem p l a t e W i z a r d The Template Wizard allows you to quickly create two of the most common DVD authoring patterns: loop and branch. This saves you the trouble of registering assets, creating tracks and PGCs, and adding the required navigation links. Loop patterns consist of a sequence of video or still image assets that play repeatedly. Loop patterns can be preceded by assets that play once as a lead-in to the loop.
About the Template Wizard 259 Menu Movie 1 Movie 2 Submenu Movie 3 Movie 4 Branch pattern with submenu The Template Wizard can be accessed when creating a new project with the Project Wizard, or, once a project has already been created, from the Scenario Editor. Patterns are created by dragging video and still image assets directly to the Template Wizard window, where they can then be arranged as desired. Loop and branch patterns can also be created with place holders.
260 Appendix A,TheTemplate Wizard The Loop W iz a r d The Loop Wizard automates the process of authoring a looped sequence of video or still image assets. The loop can be preceded by one or more assets that play once as a lead-in to the loop. Play Once list Preview area Asset streams Loop Play list Loop Wizard window The Loop Wizard window has a Loop Play list in the lower left, a Play Once list in the upper left, and a Preview area in the upper right.
The Loop Wizard 261 To create a loop pattern with the Loop Wizard: 1 To open the Loop Wizard, do one of the following: • In Step 11 of the Project Wizard, set the Template Type to Loop Pattern and click the Template Wizard button. The Loop Wizard opens. • In the Scenario Editor, select the title folder to which you will add the loop pattern and choose File > Loop Wizard. The Loop Wizard opens.
262 Appendix A,TheTemplate Wizard • To remove an asset or place holder from the Loop Play list, select the asset or place holder and click the red Minus button. 3 Add any video assets that you want to play before the loop pattern: • Drag one or more video assets from Windows Explorer to the Play Once list in the upper left of the Loop Wizard window.
The Branch Wizard 263 The Branch W i z a r d The Branch Wizard automates the process of authoring a menu that links to video or still image assets, or other menus. The branch can be preceded by one or more assets that play once as a lead-in to the loop. Play Once list Preview area Branch Play list Branch Wizard window The Branch Wizard window has a Branch Play list in the lower left, a Play Once list in the upper left, and a Preview area in the upper right.
264 Appendix A,TheTemplate Wizard To create a branch pattern with the Branch Wizard: 1 To open the Branch Wizard, do one of the following: • In Step 11 of the Project Wizard, set the Template Type to Branch Pattern and click the Template Wizard button. The Branch Wizard opens. • In the Scenario Editor, select the title folder to which you will add the branch pattern and choose File > Branch Wizard. The Branch Wizard opens.
The Branch Wizard 265 • Drag a subpicture asset from Windows Explorer to the Subpicture field in the Branch Wizard window. • If the menu will contain audio, drag an audio asset from Windows Explorer to the Audio field in the Branch Wizard window. 3 Add the assets to which the menu will branch: • Drag one or more video assets from Windows Explorer to the Branch Play area (lower left) of the Loop Wizard window.
266 Appendix A,TheTemplate Wizard 5 Click OK. The branch pattern is created and appears in the Scenario Editor as a collection of linked PGCs. Note: Although button command links are created automatically with the Branch Wizard, it will be necessary to edit the button highlight positions in the menu track. For more information, see “Button Highlights” on page 132.
B AC-3 Encoding This appendix documents encoding AC-3 audio streams for DVD titles.
268 Appendix B, AC-3 Encoding W hat is Dolby Di g i t a l Au d i o ? Dolby Digital offers five full-range audio channels, commonly referred to as 3/2, with three front channels (left, center, and right) and two surround channels. A sixth low frequency effects (LFE or subwoofer) channel is also provided, giving rise to the term 5.1 channels. C L R Screen LFE Ls Rs Dolby listening environment Delivering six channels of digital audio in a format similar to that of audio CDs (44.
The AC-3 Encoder 269 The AC -3 En c o d e r The AC-3 Encoder can be used to encode audio source files to DVD-compliant Dolby Digital streams. The source files must be in either AIFF, PCM, or WAV format. Once the streams are output, they can be registered as assets in Scenarist.
270 Appendix B, AC-3 Encoding The AC-3 Encoder Interface To open the AC-3 Encoder interface: 1 From the Scenarist main window, choose Tools > AC-3 Encoder. The AC-3 Encoder window opens. The AC-3 Encoder Interface includes the following controls: • Input section for setting the number of audio channels and input files. • Audio Playback section for auditioning individual channels. • AC-3 settings for recalling and editing AC-3 Parameters.
The AC-3 Encoder 271 Encoding with the AC-3 Encoder To encode audio with AC-3 Encoder: 1 Set the Audio Coding Mode to the number of channels that will be used in the project: 1+1: L/Ch1, R/Ch2 One mono audio stream played on both the left and right channels. 1/0: C One mono audio stream played on the center channel. 2/0: L,R Left and right audio streams played on the left and right channels. When using stereo interleaved files with this mode, select the option for 2-Ch Interleaved Input.
272 Appendix B, AC-3 Encoding 3 For each enabled audio channel (based on the Audio Coding Mode), specify the input file. Click the Browse button and select the audio file you will use for the channel, then click Open. All audio files must be the same audio file type. 4 If any of the input files are not AIFF or WAV, you may have to specify whether they are little- or big-endian. This is only the case for PCM streams without file headers.
The AC-3 Encoder 273 6 To configure the AC-3 Parameters, click the Edit button and do the following: • Adjust as necessary the settings for Audio Production Service, Bitstream Information, Audio Production Information, Preprocessing, Surround Channel Processing, and Dynamic Range Compression. For information on these parameters, see “AC-3 Parameter Settings” on page 274. • To reset the AC-3 Parameters to their default state, click Reset To Default.
274 Appendix B, AC-3 Encoding AC -3 P aramete r Se t t i n g s The following table describes the AC-3 Parameter Settings, as well as their recommended settings. The default settings differ depending on the selected Audio Coding Mode. AC-3 Parameter Settings Parameter Definition Recommended Setting Data Rate (kbps) Determines the band width for the resulting Dolby Digital streams, as well how much space they will occupy on the disc. 64–448 kbps, depending on the project.
AC-3 Parameter Settings 275 AC-3 Parameter Settings Parameter Definition Recommended Setting Original Bit Stream Specifies that the material is the original and not a copy. On (all modes). Mix Level The acoustic sound pressure level of the dialog during the final audio mixing session. Depends on the project. Room Type The type and calibration of the mixing room used for the final audio mixing session.
276 Appendix B, AC-3 Encoding AC-3 Parameter Settings Parameter Definition Recommended Setting 3 dB Attenuation A 3 dB cut to the surround channels of a multi-channel film soundtrack when transferring to a format for consumer home theater playback. Off Dynamic Range Compression The amount of compression applied when the volume reaches the Dialog Normalization level.
Batch AC-3 Encoding 277 Batch AC-3 E n c o d i n g In addition to using the AC-3 Encoder Interface, you can encode stereo AC-3 files when registering PCM and MPEG-1 audio assets. You can even batch encode multiple files. Note: When batch encoding audio files, the default Dolby Digital parameter settings are used, which cannot be changed. To batch encode AC-3 audio files in Scenarist: 1 Drag one or more stereo PCM or MPEG-1 audio files from Windows Explorer to the Data Editor in Scenarist.
278 Appendix B, AC-3 Encoding
C Karaoke Titles This appendix documents how to create Karaoke titles and includes the following topics: • “About Karaoke” on page 280 • “Creating a Karaoke Title” on page 280 • “Karaoke Commands (SPRM11)” on page 282
280 Appendix C, KaraokeTitles About K araok e When creating a Karaoke title, audio assets must be encoded in the Dolby Digital (AC-3) audio format with the Bit Stream mode set to Karaoke. For information on the Dolby Digital (AC-3) encoding parameters, see Appendix B, “AC-3 Encoding.” Karaoke titles can use multi-channel audio in which every channel is assigned to an instrument or vocal guideline.
Creating a Karaoke Title 281 3 Click the Scenario Editor tab to display the Scenario Editor. 4 Drag the track containing Karaoke audio from the Asset Manager to a title folder in the Scenario Editor authoring area. 5 Do one of the following: • Select the VTS folder containing the Karaoke title and choose Settings > Audio Application Mode. The Audio Application Mode dialog opens. • Right-click the VTS folder containing the Karaoke title and choose Audio Application Mode from the pop-up menu.
282 Appendix C, KaraokeTitles • In the Mode Settings section, set the Application Mode to Karaoke. • In the Settings section, configure each of the channels in the Karaoke stream. 7 Click OK to close the Audio Application Mode dialog. Karaoke C omm a n d s ( SPRM 1 1 ) SPRM11 can be used to enable and disable audio channels 2, 3, and 4 in the stereo output of the Karaoke title. You can therefore author menus with buttons that allow the viewer to choose whether those channels are heard.
Karaoke Commands (SPRM11) 283 5 Deselect the No Command option and set the Command menu to “Set Audio Mixing Mode for Karaoke.” The controls for the Karaoke command appear. 6 To configure the Karaoke mix with a general parameter, select the GPRM option and set the GPRM menu the desired number. 7 To configure the Karaoke mix directly, select the Immediate option and enable the desired Karaoke channels.
284 Appendix C, KaraokeTitles
D Video Standards and DVD Regions This appendix documents the TV systems used in most countries and territories. You can use it to decide which TV standard to use when encoding video files and creating a project.
286 Appendix D, Video Standards and DVD Regions Television Vid e o St a n d a r d s Different countries use different video standards for television broadcasts. The United States, Japan, and several other countries use the NTSC standard; the rest of the world uses PAL (or SECAM, which is very similar to PAL). NTSC video uses 525 scan lines at 29.97 frames/59.94 fields per second; PAL video uses 625 scan lines at 25 frames/50 fields per second.
Video Standards and DVD Regions for Countries/Territories 287 Video Standa r d s a n d DVD Re g i o n s f o r Co u n tr i e s/ Te r r i t o r i e s Table 13 lists the DVD regions and television video standards for the world’s countries/territories. It is recommend that you always check which television standard is currently in use for the target countries before beginning a project.
288 Appendix D, Video Standards and DVD Regions Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Bahrain 2 PAL Bangladesh 5 PAL Barbados 4 NTSC Belarus 5 PAL Belgium 2 PAL Belize 4 NTSC Benin 5 PAL Bermuda 1 NTSC Bhutan 5 PAL Bolivia 4 NTSC Bosnia 2 PAL Botswana 5 PAL Brazil 4 NTSC/PAL-M British Indian Ocean Territory 5 NTSC Brunei 3 PAL Bulgaria 2 PAL Burkina Faso 5 PAL Burundi 5 PAL Cambodia 3 PAL Camer
Video Standards and DVD Regions for Countries/Territories 289 Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Chad 5 PAL Chile 4 NTSC China 6 PAL Colombia 4 NTSC Comoros 5 PAL Congo, Democratic Republic of (formerly Zaire) 5 PAL Congo, Republic of 5 PAL Cook Islands 4 PAL Costa Rica 4 NTSC Croatia 2 PAL Cuba 4 NTSC Cyprus 2 PAL Czech Republic 2 PAL Denmark 2 PAL Djibouti 5 PAL Dominica 4 NTSC Dominican Republic
290 Appendix D, Video Standards and DVD Regions Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Estonia 5 PAL Ethiopia 5 PAL Falkland Islands (Malvinas) 4 PAL Faroe Islands 2 PAL Fiji 4 PAL Finland 2 PAL France 2 PAL France (Metropolitan) 4 PAL Gabon 5 PAL Gambia 5 PAL Georgia 5 PAL Germany 2 PAL Ghana 5 PAL Gibraltar 2 PAL Greece 2 PAL Greenland 2 NTSC/PAL Grenada 4 NTSC Guadeloupe 4 PAL Guam 4 NTSC Gua
Video Standards and DVD Regions for Countries/Territories 291 Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Haiti 4 NTSC Honduras 4 NTSC Hong Kong 3 PAL Hungary 2 PAL Iceland 2 PAL India 5 PAL Indonesia 3 PAL Iran 2 PAL Iraq 2 PAL Ireland 2 PAL Israel 2 PAL Italy 2 PAL Ivory Coast (Côte d’Ivoire) 5 PAL Jamaica 4 NTSC Japan 2 NTSC Jordan 2 PAL Kazakhstan 5 PAL Kenya 5 PAL Kiribati 4 PAL Korea (North) 5
292 Appendix D, Video Standards and DVD Regions Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Latvia 5 PAL Lebanon 2 PAL Lesotho 2 PAL Liberia 5 PAL Libya 5 PAL Liechtenstein 2 PAL Luxembourg 2 PAL Macau 3 PAL Macedonia 2 PAL Madagasgar 5 PAL Malawi 5 PAL Malaysia 3 PAL Maldives 5 PAL Mali 5 PAL Malta 2 PAL Marshall Islands 4 NTSC Martinique 4 PAL Mauritania 5 PAL Mauritius 5 PAL Mayotte 5 PAL Mexic
Video Standards and DVD Regions for Countries/Territories 293 Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Mongolia 5 PAL Montserrat 4 PAL Morocco 5 PAL Mozambique 5 PAL Myanmar (Burma) 3 NTSC Namibia 5 PAL Nauru 4 PAL Nepal 5 PAL Netherlands (Holland) 2 PAL Netherlands Antilles 4 NTSC New Caledonia 4 PAL New Zealand 4 PAL Nicaragua 4 NTSC Niger 5 PAL Nigeria 5 PAL Niue 4 PAL Northern Mariana Islands 4 NTSC
294 Appendix D, Video Standards and DVD Regions Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Peru 4 NTSC Philippines 3 NTSC Pitcairn Islands 4 PAL Poland 2 PAL Polynesia (French) 4 PAL Portugal 2 PAL Puerto Rico 1 NTSC Qatar 2 PAL Réunion 5 PAL Romania 2 PAL Russia 5 PAL Rwanda 5 PAL Samoa (American) 1 NTSC Samoa (Western) 4 PAL San Marino 2 PAL São Tomé and Principe 5 PAL Saudi Arabia 2 PAL Senegal 5 PAL
Video Standards and DVD Regions for Countries/Territories 295 Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Somalia 5 PAL South Africa 2 PAL South Georgia and the South Sandwich Islands 4 PAL? Spain 2 PAL Sri Lanka 5 PAL St. Helena 5 PAL St. Kitts and Nevis 4 NTSC St. Lucia 4 NTSC St. Pierre and Miquelon 1 PAL St.
296 Appendix D, Video Standards and DVD Regions Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Tonga 4 NTSC Trinidad and Tobago 4 NTSC Tunisia 5 PAL Turkey 2 PAL Turkmenistan 5 PAL Turks and Caicos Islands 4 NTSC Tuvalu 4 PAL? Uganda 5 PAL Ukraine 5 PAL United Arab Emirates 2 PAL United Kingdom 2 PAL United States 1 NTSC Uruguay 4 PAL Uzbekistan 5 PAL Vanuatu 4 PAL Venezuela 4 NTSC Vietnam 3 PAL
Video Standards and DVD Regions for Countries/Territories 297 Table 13: DVD regions and TV systems Country/Territory DVD Region Television Video Standard Virgin Islands (American) 1 NTSC Virgin Islands (British) 4 NTSC Wallis and Futuna Islands 4 PAL Western Sahara 5 PAL Yemen 2 PAL Yugoslavia (Serbia, Montenegro, Kosovo) 2 PAL Zambia 5 PAL Zimbabwe 5 PAL
298 Appendix D, Video Standards and DVD Regions
E Digital Compression This appendix provides a brief explanation of digital video and how the MPEG algorithm compresses digital video. It includes the following topics: • “Digital Video Components” on page 300 • “Factors Affecting Video Compression” on page 303 • “MPEG Overview” on page 305 Note: Digital video compression is a highly complicated process and it is beyond the scope of this user guide to provide a full explanation.
300 Appendix E, Digital Compression Digital Video Co mp o n e n t s This section documents the following digital video components: • “Frame Rate” on page 300 • “Resolution” on page 300 • “Color Space” on page 301 • “Image Quality” on page 303 Frame Rate Frame rate is the number of frames that display per second. There are different standards for different regions of the world.
Digital Video Components 301 Color Space A color space is a mathematical representation of a set of colors. There are three main color models: • RGB (used in color computer graphics and color television) • YIQ, YUV, and YCbCr (used in broadcast and television systems) • CMYK (used in color printing) When working with computer graphics, you are only concerned with RGB and YCbCr. Computer monitors display RGB (red-green-blue) color; every color displayed on screen is a mixture of red, green, and blue.
302 Appendix E, Digital Compression The difference between 4:2:2 and 4:2:0 is their method of vertical sampling.
Factors Affecting Video Compression 303 Image Quality The encoder’s ultimate objective is compressed video that looks as close to the source as possible. For DVD, this is full screen (720 × 480 for NTSC and 720 × 576 for PAL), full frame rate video (24 or 30 frames per second), at 24 bits per pixel (16.7 million colors). Image quality should be the factor that you consider most. Go with what looks the best and meets the data storage and transmission requirements.
304 Appendix E, Digital Compression Inverse Telecine Frame redundancy is an area in which preparation prior to encoding can improve the resulting MPEG-2 video. When film (24 fps) is transferred to NTSC video (30 fps), fields must be added to bring the 24 fps material up to 30 fps. This is done by duplicating fields and is called the telecine process. During the telecine process, individual frames of film are duplicated at regular intervals during the 3:2 pull-down process.
MPEG Overview 305 MPEG Over v i e w MPEG is the compression standard endorsed by the DVD Forum.
306 Appendix E, Digital Compression Video Stream Data Hierarchy Within the MPEG stream structure, there is a hierarchy of data structures: Video Sequence Group of Pictures ••• ••• Picture Block Slice Macroblock 8 pixels 8 pixels Video Sequence Consists of a sequence header, one or more groups of pictures, and an end- of-sequence code. The video sequence is another term for video stream.
MPEG Overview 307 Figure 6 shows the relative x-y locations of the luminance and chrominance components. For every four luminance values, there are two associated chrominance values: one Cb value and one Cr value. The location of the Cb and Cr values is the same, so only one circle is shown in Figure 6. = Y value = Cb, Cr value Figure 6: Luminance and chrominance There are three picture types: I, P, and B (see “Interframe Compression” on page 309). Slice One or more contiguous macroblocks.
308 Appendix E, Digital Compression Macroblock Three types of macroblocks are available with MPEG-2: • The 4:2:0 macroblock consists of four Y blocks, one Cb block, and one Cr block: 1 2 3 5 6 CB CR 4 Y • The 4:2:2 macroblock consists of four Y blocks, two Cb blocks, and two Cr blocks: 1 2 5 6 3 4 7 8 CB CR Y • The 4:4:4 macroblock consists of four Y blocks, four Cb blocks, and four Cr blocks.
MPEG Overview 309 Block Each macroblock is comprised of four blocks: DIVIDE PICTURE INTO 16X16 BLOCKS (MACROBLOCKS) EACH MACROBLOCK IS 16 PIXELS BY 16 LINES (4 BLOCKS) EACH BLOCK IS 8 PIXELS BY 8 LINES MPEG Compression Schemes The MPEG algorithm uses two main compression strategies: interframe and intraframe. Interframe Compression Much of the information in a picture within a video sequence is similar to information in a previous or subsequent picture.
310 Appendix E, Digital Compression • P-pictures (Predicted pictures), coded with respect to the nearest previous I- or Ppictures. This technique is called forward prediction and is illustrated in Figure 7. Predicted pictures provide more compression and serve as a reference for B-pictures and future P-pictures. • B-pictures (Bidirectional pictures), use both past and future pictures as a reference. This technique is called bidirectional prediction and is illustrated in Figure 7.
MPEG Overview 311 Motion Compensation Within a scene, much of the display information remains the same from frame to frame. The only difference between Frame 1 and Frame 2 in Figure 8 is the counter that changes from :01 to :02. Much of the information needed to draw the pixels for Frame 2, therefore, can be eliminated. It can simply refer to Frame 1 and contain the information needed to draw the single pixel that changed between the two frames.
312 Appendix E, Digital Compression Run-Length Encoding The combination of DCT and quantization results in many of the frequency coefficients being zero, especially the coefficients for high spatial frequencies. To take maximum advantage of this, the coefficients are organized in a zig-zag order to produce long runs of zeros. The coefficients are then converted to a series of run-amplitude pairs, each pair indicating a number of zero coefficients and the amplitude of a non-zero coefficient.
Glossary 1394 See IEEE-1394. 16:9 Aspect ratio of a widescreen television screen (also expressed as 1.78:1 or 1.78). DV cameras can record 16:9 widescreen video. 4:3 Aspect ratio of a standard television screen (also expressed as 1.33:1 or 1.33). AC-3 See Dolby Digital. AIFF (Audio Interchange File Format) Uncompressed or compressed digital audio file format developed by Apple Computer, Inc. Files have the extension .aif or .aiff. analog Representation of an object that resembles the original.
314 Glossary ASCII (American Standard Code for Information Interchange) Code standard for representing alphanumeric information. ATIYUY2 See YUY2. AUDIO_TS File directory on a DVD disc (or in a DVD Volume folder) where DVD-Audio data is stored. In a DVD-Video disc, this directory is always empty, though the DVD specification requires that it exist. Compare with VIDEO_TS.
Glossary 315 BUP file Backup copy of the IFO file on a DVD-Video disc. button Graphic object on a DVD menu that links to a video clip or another menu. When a viewer selects and activates the button, the DVD player displays the linked material. In DVD menus, a highlight indicates which button is selected—the viewer uses the remote control to move the highlight to the desired button and presses ENTER to display the linked clip or menu.
316 Glossary channel Component of an audio track containing information that is heard through a particular loudspeaker—for example, the left or right channel in a stereo soundtrack. chapter selection menu DVD menu containing buttons that link to chapter points in the video. Also known as a scene selection menu. chapter point Marker in the video track that can be navigated to by pressing NEXT or PREVIOUS on the remote control, or by choosing a menu button that has been linked.
Glossary 317 DDP (Disc Descriptor Protocol) Report that provides information about the disc that will be created from the DVD master. Product Name writes a DDP report onto the master along with the DVD data. decode To process digital data to reconstruct the original (analog) source. digital Represented by discrete numbers (digits). In general, digital is synonymous with binary because computers store and process information coded as combinations of binary digits (bits). Compare with analog.
318 Glossary Since the PAL frame rate is a whole number of frames (25 fps), PAL timecode counters are always accurate. DV (Digital Video) Compressed component digital videotape format DVD master Final output, including all audio, video, and other files as well as the DDP report, that is sent to a replicator to create DVD discs. DVD Volume Logical container for all the data on a DVD disc.
Glossary 319 FOURCC (Four-Character Code) Method developed by Microsoft Corporation to allow software and hardware to identify the format of a video data stream. Examples of FOURCC codes include YUYV and I420. fps (Frames per Second) Rate at which video or film images are displayed to produce the illusion of movement. frame Single complete image in video or film. In interlaced video, a frame consists of two fields.
320 Glossary In MPEG-2 video, the I-, B-, and P-pictures can contain either frames or fields. In MPEG-1 video, they contain only frames. The I-picture (also known as a key frame) contains all the image information for a single frame or field, and is thus only moderately compressed. B-pictures and P-pictures contain only information that is different from the previous or next frame/field, and reference the nearest I-picture for the remaining information.
Glossary 321 IFO file One of the files on a DVD-Video disc. The IFO file contains instructions that tell the DVD player how to play the VOB files on the disc. Because the disc could become unplayable if the IFO file is damaged, a backup copy with the extension .BUP is always included in a separate location on the disc. interleaved scanning Method for displaying an analog video signal on a television screen. This method was developed because video images flicker when displayed on televisions at 25 or 29.
322 Glossary kbps (Kilobits per Second) Unit of measurement for data rates. key frame MPEG video picture containing the entire contents of a single frame (or field). An I-picture is a key frame. kHz (Kilohertz) 1,000 cycles per second. Unit of measurement for frequencies. letterbox Method for displaying widescreen (16:9) material on a standard (4:3) television screen. The entire image is displayed in its proper aspect ratio across the center of the screen.
Glossary 323 open GOP Group of pictures whose B- and P-pictures can reference pictures from another GOP. MPEG streams with open GOPs cannot be edited. Compare with closed GOP. P-picture (Predictively Coded Picture). MPEG video picture that contains only the information that is different from previous frames or fields. Each P-picture provides a reference point for B-pictures and subsequent P-pictures in a GOP. See also B-picture, GOP, I-picture.
324 Glossary program stream Stream containing multiplexed video and audio. Compare with elementary stream. progressive scanning Method for displaying a video signal on a computer monitor (and on high-definition television). In a progressive scanning system, each scan line is displayed in sequence. To prevent flicker, the scanning frequency must be twice that of a standard television, but this produces a higher quality picture. Compare with interlaced scanning.
Glossary 325 SECAM (Sequential Color with Memory) A television transmission standard similar to PAL. The DVD-Video standard does not support SECAM, so DVD players in SECAM countries play PAL-format discs and transcode the signal to SECAM. sequence header Part of an MPEG video stream. Contains information about the video stream, such as aspect ratio, bit rate, picture resolution, and frame rate. The DVD specification requires a sequence header before every GOP.
326 Glossary transition The change from one video clip to another. This can be abrupt—one clip finishes and the other one starts—or can involve digital effects such as fading the end of the first clip into the beginning of the second clip. trim To edit a video or audio clip to remove unwanted material from the beginning or end. UDF (Universal Disc Format) Standard developed by the Optical Storage Technology Association for creating discs that can be used in any computer or digital device.
Glossary 327 WAVE audio Uncompressed or compressed digital audio file format developed by Microsoft Corporation. Files have the extension .wav. widescreen Video displayed at a 16:9 ratio. Y411 FOURCC code for a YUV color format. YUV Color model used in analog or digital video; this model was developed to enable both black-and-white and color televisions to use the same video signal. The video signal is made up of a brightness (Y) component and two color (U and V) components.
328 Glossary
Index Symbols angles to video tracks 106 anchor files 253 #DVD_TEXT_INFO, text data parame- button links 138 angles 106 ter 244 copy protection 235 adding to video tracks 106 First PGC 182 non-seamless 106 Numerics Jacket Information 242 preparing assets for 43 0 Directory 75, 252 Jump commands to PGCs 196 seamless 106 language folders 176 APS 234 creating 131 PGC links 190 archives 78, 80 preparing assets for 130 place holders 95 16:9 menus 130 16:9 still images 47 preparing subpic
330 Index and seamless play 175 creating 133 setting default language 113 authoring editing 134 asset preparation 41 16:9 subpictures 130 and the Bit Budget 53 linking with Jump command 199 scenarios 162 angles 43 mapping colors for 150 workflow 166 audio 44 removing Jump commands 201 with the Templates Wizard 258 for seamless play 43 still images 46 Auto Action 142 subpictures 48 Auto Route command 138 resizing to same width and height 135 button links 137 adding manually 138 subtitles 4
Index 331 Choose Color Palette command 152 CHRS, text data parameter 244 CineMaster C3.
332 Index directories, for premastering 251 dual-layer discs 67, 245 Directories, Project Wizard 74 Layer Break 246 Directory, subtitle script parameter 52 Track Path 247 disc images 250 Target Directory 252 writing 253 Display_Area, subtitle script parameter 52 Display_Start, subtitle script parameter 51 Dump+Compare, Premaster Mode 255 Dump, Premaster Mode 255 DVD Application Type, Project Wizard 66 DVD Disc Information, Project Wizard 67 subtitles 52 E2 color subpictures 147 subtitles 52 Edit wi
Index 333 F GPRMs 219 Set commands 221 fade effect, for subpictures 155 uses 220 File Names, configuring 241 File System, configuring 241 file systems 240 Information window 26 group of pictures, MPEG video 306, 310 hiding 27 viewing 26 installing the CineMaster C3.
334 Index L Menu ID flag 180 MPEG-1 Layer 2 audio 45 language folders 176 menus 123, 177 MS-DOS (8+3 characters), File Names 241 multi-angle tracks (see angles) adding 176 16:9 Widescreen 130 changing language 177 branching with Branch Wizard 264 deleting 177 VMG 164 VTS 164 Layer Break for dual-layer discs 246 layers, for menus 124 Layout Editor 24 premastering 249 Line 21 (see closed captioning) linking Multiplex (Mux) Directory 75, 252 button highlights 132 Multiply instruction 221 button
Index 335 O collapsing 185 operators, compare 210 displaying as thumbnails 187 Opposite, Track Path 247 PGC links 190 replacing with assets 99 Player Settings 36 Post commands 204 adding by Right-clicking 193 P-pictures 310 identifying manually 149 adding with PGC Link tools 190 identifying with Eyedropper 148 adding with Select tool 192 Pre commands 204 Preferences Original Colors, for subpictures 147 overscan 46 colors 202 hiding 202 removing 194 P P color PGCs 165 Expand PGC When Crea
336 Index Step 3, DVD Disc Information 67 Step 4, Encoding Parameters 68 Step 5, Subpicture Conversion Jump commands 201 PGC links 194 replacing Color 69 Step 6, Default Palette 70 Step 7, Subpicture Color and Contrast 71 Step 8, Button Color and Contrast 72 Step 9, Video Title Sets 73 projects premastering 248 importing from a script 81 importing from an archive 82 resolutions, video 300 Restricted (8+3 characters), File Names 241 PTTs 172 PVD Editor 254 ROM Formatter 250 saving 60 root menus 125,
Index 337 scenes 104 adding to video tracks 105 script files closed-captioning 121 subtitles 51 text data 244 scripts 78, 80 exporting from a scenario 78 importing a scenario from 81 scroll effect, for subpictures 156 seamless play 174 and audio streams 175 between cells 175 multi-angle tracks 106 preparing assets for 43 Set commands 221 Set Compare LinkSIns command 211 setting default language 113 Simulation window 31, 32 building navigation commands in 207 Clock tools 39 Design tools 37 Edit window 33 hi
338 Index subtitles 49, 116 Clock tools 39 Template Wizard 258 track folders 102 Branch Wizard 263 colors 52 from Project Wizard 75 creating 116, 117, 118 Loop Wizard 260 creating 102 sorting contents 19 Track Path 67, 247 editing start time and duration 118 templates, for projects 77 Opposite 247 testing bitwise compare routines 230 Parallel 247 importing 119 text data 244 missing on import 120 adding 245 positioning 118 parameters 244 Track Stream Settings dialog 113 tracks multi-angl
Index 339 inverse telecine 304 VMG space 164 YIQ color 301 prefiltering 303 VMGM_DOM 164 YUV color 301 resolution 300 volume files 253 VTS folders (see VTSs) YUV files, preparing 47 VTS space 164 Z VTSM_DOM 164 zooming standards 286 per country/territory 287 video assets preparing 42 VTSs 164, 167 preparing for multi-angle play 43 adding 167 preparing for seamless play 43 adding root menus to 179 registering 93 Video Manager (see VMG) adding submenus to 180 video sequence, MPEG video 3
340 Index