Buffered Game Video Broadcasting for Synchronized Audio and Comments
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Solution Overview
Problem
Existing live video broadcast methods and apparatuses fail to enable real-time live broadcasting of video games and mobile games, and they do not effectively present barrage comments and user comments in a timely manner.
Innovation Solution
A live video broadcast method and apparatus that utilizes a video buffer to store and synthesize video frames and audio data, uploading the media file to a server for live broadcasting, while ensuring continuous display on the terminal and incorporating user comments and barrage comments through a live broadcast server.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If video frames are captured and processed in real-time for live broadcasting, then the live broadcasting capability is enabled, but the processing complexity and system resource consumption increase
Solution Approach 1:
The system divides the live broadcasting process into distinct functional modules: a video buffer module that captures and stores video frames, a synthesis module that combines video and audio, and an upload module that transmits data to the server. This segmentation allows each module to handle specific tasks independently, reducing overall processing complexity while enabling real-time live broadcasting capability.
Solution Approach 2:
The video buffer pre-stores multiple video frames before synthesis and upload operations. By preparing video data in advance and maintaining a buffer of pre-captured frames, the system reduces real-time processing pressure during critical broadcasting moments, thereby lowering processing complexity while maintaining live broadcasting functionality.
2Reliability
If video and audio data are synthesized and uploaded simultaneously, then synchronized audio and video broadcasting is achieved, but the network bandwidth consumption and processing time increase
Solution Approach 1:
The system synthesizes video and audio data in periodic intervals rather than continuously, processing fixed-duration video segments with their corresponding audio tracks together. This periodic synthesis approach maintains synchronization quality by ensuring temporal alignment while reducing overall processing time compared to continuous real-time synthesis.
Solution Approach 2:
The system creates a copy of the video buffer data for synthesis operations, allowing the original video stream to continue playing locally without interruption while a duplicate is processed for upload. This copying mechanism enables synchronized broadcasting without adding processing delays to the user experience.
3Stability of the object's composition
If the video buffer stores multiple frames for synthesis, then the video quality and buffering stability are improved, but the memory consumption increases
Solution Approach 1:
The video buffer stores a limited number of video frames (exactly enough for the desired buffering duration) rather than storing all possible frames. This partial buffering approach provides sufficient stability for synthesis operations while avoiding excessive memory consumption that would result from storing more frames than necessary.
4Adaptability or versatility
If user comments and barrage comments are integrated into the live broadcast, then the user interaction quality is enhanced, but the data processing complexity and transmission bandwidth increase
Solution Approach 1:
The system merges user comments and barrage comments into a single integrated data stream that is processed and transmitted together with the video and audio content. This unified approach enhances user interaction capability by presenting all comment types in one cohesive interface while reducing data processing complexity compared to handling separate comment streams independently.
Data Source
AI summary
The present application provides a method for live broadcasting a video game performed at a computer device. The method includes: receiving a live broadcast command to live broadcast a video game being played on the computer device in real time; in response to the live broadcast command extracting a plurality of video picture frames from the video game; storing the plurality of video picture frames in a video buffer; and uploading the plurality of video picture frames from the video buffer to a server. The server is configured to live broadcast the video game to other computer devices.


