Method for playing real time stream medium

A playback method and real-time streaming technology, applied in data exchange through path configuration, digital transmission systems, electrical components, etc., can solve problems such as difficulty in expansion, complex delay estimation models and algorithms, and difficulty in ensuring reliability. Reliability, smooth playback, the effect of improving reliability

Inactive Publication Date: 2009-03-04
ZTE CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Due to the complexity of the network environment, the delay estimation model and algorithm must be correspondingly complicated, and it is difficult to ensure reliable
Again, these two approaches are difficult to scale to accommodate scenarios where more than two media streams are received and played

Method used

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  • Method for playing real time stream medium
  • Method for playing real time stream medium
  • Method for playing real time stream medium

Examples

Experimental program
Comparison scheme
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Embodiment Construction

[0031] First introduce the realization principle of the present invention below.

[0032] The receiving buffer strategy of the present invention adopts a buffer with a fixed size, and the control parameters include a threshold and an underrun flag. The setting method of the underload flag is as follows (see figure 1 ):

[0033] 1. The initial value is "true" (when the underrun flag is "true", it is called "the media stream is underrun");

[0034] 2. When the received media data exceeds the threshold value, the underrun flag is set to "false" (when the underrun flag changes from "true" to "false", it is called "media stream recovers from underrun"); At this point, the media data can be read from the cache for playback;

[0035] 3. When the buffer is read empty, the underrun flag is reset to "true", and returns to the process of receiving media data in 2.

[0036] The playback process of the streaming media of the present invention is divided into the following steps, as f...

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Abstract

The invention discloses a playing method of IP real time stream media, which is suitable for the playing of single media stream and the synchronous playing of a plurality (can be more than two) of media streams. In the realization process, one media stream is assigned as the reference media stream to calculate the playing displacement and determine the playing time of each frame so as to realize the synchronous playing of all the media streams. The playing method is simple and reliable, and the playing process of the stream media is more fluent.

Description

technical field [0001] The invention belongs to the playing technical field of IP real-time streaming media. Background technique [0002] Real-time streaming media applications such as video-on-demand and videophone are the most popular applications on the Internet and 3G mobile communication networks. They usually choose the transmission mode of packet switching, and use IP as the network layer protocol. The advantage is that the bandwidth can be used most efficiently to carry more users. However, the IP packet transmission method also introduces some QoS (Quality of Service) problems, such as: large transmission delay and jitter, packet loss, out-of-sequence, and so on. [0003] In addition, in practical applications, multiple media streams of different types are usually transmitted at the same time, such as audio streams and video streams in video on demand, and may also include independent subtitle streams (the so-called independent means that they are not encoded and ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L12/56H04L12/28H04L29/06
Inventor 佘坤田振丽白天
Owner ZTE CORP
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