LIVE-MEDIA STREAMING TECHNOLOGY
Real-time media transmission over the Internet is currently very popular worldwide.
Video conferencing, Internet telephone, Internet TV & radio stations, etc.
are hot topics at the moment.
However, real-time audio/video signals present special needs for network transmission.
Audio/video is time-critical and it needs Quality-of-Service (QoS) transmission.
The main problems in Internet real-time audio/video are latency (network delay)
and maintaining the bandwidth.
The current basic Internet architecture unfortunately allows absolutely no control
over either of these factors.
On the contrary, over the Internet, latency may vary and it is extremely difficult to estimate its value.
Especially from the audio point of view, latency is extremely harmful,
since it generates disturbingly audible breaks.
Bandwidth sets limits to the sound quality.
Internet telephone and videoconferencing provide point to point connections
which avoid latency by compromising seriously on the sound quality -
a limitation more acceptable when only speech is involved.
All streaming technology uses very sophisticated compression methods. The compression process is called "encoding" and is the first step in deploying streaming media.
Reference: Rahkila, Martti; Huopaniemi, Jyri. 1997.
Real-time Internet Audio - Problems and Solutions.
AES 102nd International Convention, Munich, Germany, March 22-25, 1997.
REALMEDIA
One of the most widespread media broadcasting tools is RealMedia (RealAudio and RealVideo)
from RealNetworks.
Compared to other methods of streaming, it is capable of transmitting high-quality audio
and video suitable for netcasting live concerts and live events.
The system embraces three components: encoding of the live media,
transferring it to the Internet, receiving it from the Internet.
Reception of the media stream requires the playback program called RealPlayer,
downloadable (free of charge) from the company's web page.
A net-audience can see and listen to netcasted live concerts and their recorded archives,
on demand, by using one of the popular browsers with RealPlayer installed as a plug-in.
BUFFERING
RealMedia uses the so-called 'buffering' technique as an essential part of its
real-time media delivery.
The playback software (RealPlayer) starts by downloading into the user's
computer memory a small portion of the media before commencing playback.
Once a pre-allocated amount of media has been buffered in this way,
playback of that preloaded material begins.
As the user listens to the first section, RealPlayer continues background
downloading of the next section of the media stream into the memory buffer.
This advance buffering of the audio/video material can largely overcome
the latency problems caused by network congestion or server sluggishness.
DELAY
However, buffering means delay. It takes about 10 seconds to buffer live media data.
Even after streaming starts, it takes a further few seconds (depending on many different factors)
to reach the receiving end, i.e. the user.
Ultimately, music/video transmitted from one location (or site) will be seen and heard
at the receiving end around 12 - 15 seconds later.
This delay time is not constant and is never predictable.
In the event of a serious download delay, a drop-out of whole sections of the data
may occur and playback will cease; the video picture freezes and the music stops!
These are most crucial problems when composing music for a remotely located ensemble.
Nonetheless, the key to this particular composition project lies in the interesting
delay phenomena and accidental, unpredictable drop-outs of sound inherent in our
present technology.
These factors inspire the composer to adopt a completely new approach to the task
of creating "music".