Client Media Proxy for Cross-Device Playback Buffering
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Solution Overview
Problem
Current media playing technologies face challenges in implementing cross-device real-time media playing between thin devices, as existing methods either result in user experience issues due to large file sizes or require high server capabilities and specific network conditions.
Innovation Solution
A media playing method and apparatus that utilizes a media proxy service on a client device to buffer media resources from a server device, allowing for local playback without the need for real-time streaming services on the server, thus reducing server capability requirements and enabling cross-device real-time media playing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If local playing manner is used to pull complete audio/video file from server to client, then the client can play the media resource locally, but the user experience deteriorates due to obvious freezing during playing and inability to implement real-time playing because of large file size and pulling time
Solution Approach 1:
The patent applies preliminary action by starting the buffering transmission procedure before the user actually requests playback. When the user selects a media resource, the system proactively begins downloading and buffering the complete file in the background, so that by the time playback is requested, the file is already available locally for immediate playback without freezing.
2Ease of operation
If real-time streaming transmission and playing manner is used with services deployed on server device, then real-time playing can be achieved, but the server device capability requirement increases significantly
Solution Approach 1:
The patent introduces an intermediary approach by using a media proxy service on the client device that acts as a local buffer between the server and the playback application. The server only needs to provide basic file transfer functionality, while the client-side proxy service handles the complex buffering, transmission control, and playback coordination, thereby reducing server capability requirements.
3Ease of operation
If real-time streaming transmission and playing manner is used, then real-time playing can be achieved, but the network quality requirement increases because freezing occurs when buffering speed is excessively low
Solution Approach 1:
The system performs preliminary buffering of the complete media file before playback. This advance buffering action ensures that the entire file is stored locally in advance, eliminating dependence on real-time network speed during playback and preventing freezing even when network conditions are poor.
Solution Approach 2:
The patent segments the media transmission process into two distinct phases: a buffering phase where the complete file is downloaded and stored locally, and a playback phase where the file is played from local storage. This segmentation separates the network-dependent buffering operation from the network-independent playback operation, making playback quality independent of network conditions.
4Reliability
If local playing manner is used to pull complete audio/video file from server, then the client can play the media resource, but the time consumption increases from when user requests to play until the audio/video file is pulled
Solution Approach 1:
The system performs the file pulling action preliminarily and in advance by starting the buffering transmission procedure as soon as the user selects the media resource, before the actual playback is requested. This preliminary buffering eliminates the time delay between user request and playback start, as the file is already prepared locally by the time playback is needed.
Data Source
AI summary
A media playing method-includes: receiving a first play request of an application, where the first play request includes a first identifier; sending a first address to the application, where the first address is a local uniform resource locator URL address; buffering, from a server device to a client device, a target media resource that is in the server and that corresponds to the first identifier; and sending, when receiving a second play request sent by the application program to the first address, the buffered target media resource to the application program for playing.


