(computer science) Audio or video files that can begin playing as they are being downloaded to a computer.
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(computer science) Audio or video files that can begin playing as they are being downloaded to a computer.
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A one-way audio transmission over a data network. It is widely used on the Web as well as company networks to play audio clips and Internet radio. Computers in home networks stream audio (mostly music) to digital media hubs connected to home theaters. Unlike sound files that are played after the entire file has been downloaded and stored, streaming audio begins playing after only a small amount is received, and the audio data are not stored permanently in the destination computer. See digital media hub.
If the streaming audio is broadcast live, then it may be called "real-time audio." However, technically, real time means no delays, and there is a built-in delay in streaming audio (see real-time audio).
It's Already in the Buffer
Listening to momentary blips in music or a conversation is annoying, and the only way to compensate for that over an erratic network such as the Internet is to get some of the audio data into the computer before you start listening to it. In streaming audio, both the client and server cooperate for uninterrupted sound. The client side stores a few seconds of sound in a buffer before it starts sending it to the speakers. Throughout the session, it continues to receive audio data ahead of time.
VoIP Is More Demanding
Voice over IP (VoIP) is more taxing on the network than streaming audio. It requires real-time, two-way transmission with sufficient bandwidth for audio coming in and going out at the same time without being able to buffer any of it. See streaming video, home theater streaming, VoIP and Windows Media.
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Streaming media is multimedia that is constantly received by and presented to an end-user while being delivered by a streaming provider. With streaming, the client browser or plug-in can start displaying the data before the entire file has been transmitted.[note 1] The name refers to the delivery method of the medium rather than to the medium itself. The distinction is usually applied to media that are distributed over telecommunications networks, as most other delivery systems are either inherently streaming (e.g., radio, television) or inherently non-streaming (e.g., books, video cassettes, audio CDs). The verb 'to stream' is also derived from this term, meaning to deliver media in this manner. Internet television is a commonly streamed medium. Streaming media can be something else other than video and audio. Live closed captioning and stock tickers are considered streaming text, as is Real-Time Text.
Live streaming, delivering live over the Internet, involves a camera for the media, an encoder to digitize the content, a media publisher, and a content delivery network to distribute and deliver the content.
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Attempts to display media on computers date back to the earliest days of computing in the mid-20th century. However, little progress was made for several decades, primarily due to the high cost and limited capabilities of computer hardware.
From the late 1980s through the 1990s, consumer-grade personal computers became powerful enough to display various media. The primary technical issues related to streaming were:
However, computer networks were still limited, and media was usually delivered over non-streaming channels, such as by downloading a digital file from a remote server and then saving it to a local drive on the end user's computer or storing it as a digital file and playing it back from CD-ROMs.
During the late 1990s and early 2000s, Internet users saw:
Severe Tire Damage was the first band to perform live on the Internet. On June 24, 1993, the band was playing a gig at Xerox PARC while elsewhere in the building, scientists were discussing new technology (the Mbone) for broadcasting on the Internet using multicasting. As proof of their technology, the band was broadcast and could be seen live in Australia and elsewhere.
RealNetworks were also pioneers in the streaming media markets and broadcast one of the earlier audio events over the Internet - a baseball game between the Yankees and Seattle Mariners - in 1995.[1] They went on to launch the first streaming video technology in 1997 with RealPlayer.
When Word Magazine launched in 1995, they featured the first ever streaming soundtracks on the internet. Using local downtown musicians the first music stream was 'Big Wheel' by Karthik Swaminathan and the second being 'When We Were Poor' by Karthik Swaminathan with Marc Ribot and Christine Bard.[citation needed]
Shorty after in the beginning of 1996, Microsoft developed a media player know as ActiveMovie that allowed streaming media and included a proprietary streaming format, which was the successor to the streaming feature later in Windows Media Player 6.4 in 1999.
In June of 1999, Apple also introduced a streaming media format in its Quicktime 4 application. It was later also widely adopted on websites along with RealPlayer and Windows Media streaming formats. The competing formats on websites required each user to download the respective applications for streaming and resulted in many users having to have all three applications on their computer for general compatibility.
Around 2002, the interest in a single, unified, streaming format and the widespread adoption of Adobe Flash on computers prompted the development of a video streaming format through Flash, which is the format used in Flash-based players on many popular video hosting sites today such as YouTube.
Increasing consumer demand for live streaming has prompted YouTube to implement their new Live Streaming service to users.[2]
These advances in computer networking combined with powerful home computers and modern operating systems made streaming media practical and affordable for ordinary consumers. Stand-alone Internet radio devices emerged to offer listeners a no-computer option for listening to audio streams.
In general, multimedia content has a large volume, so media storage and transmission costs are still significant. To offset this somewhat, media are generally compressed for both storage and streaming.
Increasing consumer demand for streaming of high definition (HD) content to different devices in the home has led the industry to develop a number of technologies, such as Wireless HD or ITU-T G.hn, which are optimized for streaming HD content without forcing the user to install new networking cables.
Today, a media stream can be streamed either live or on demand. Live streams are generally provided by a means called true streaming. True streaming sends the information straight to the computer or device without saving the file to a hard disk. On Demand streaming is provided by a means called progressive streaming or progressive download. Progressive streaming saves the file to a hard disk and then is played from that location. On Demand streams are often saved to hard disks and servers for extended amounts of time; while the live streams are only available at one time only (e.g. during the Football game).[3]
With the increasing popularity of mobile devices such as tablets and smartphones that are dependent on battery life, the development of digital media streaming is now focused on formats that do not depend on Adobe Flash —known for its relatively high computer resource usage and thus compromising a mobile device's battery life.
A broadband speed of 2.5 Mbit/s or more is recommended for streaming movies, for example to an Apple TV, Google TV or a Sony TV Blu-ray Disc Player, 10 Mbit/s for High Definition content.[4]
Streaming media storage size is calculated from the streaming bandwidth and length of the media using the following formula (for a single user and file):
Real world example:
One hour of video encoded at 300 kbit/s (this is a typical broadband video as of 2005[update] and it is usually encoded in a 320 × 240 pixels window size) will be:
If the file is stored on a server for on-demand streaming and this stream is viewed by 1,000 people at the same time using a Unicast protocol, the requirement is:
This is equivalent to around 135 GB per hour. Using a multicast protocol the server sends out only a single stream that is common to all users. Hence, such a stream would only use 300 kbit/s of serving bandwidth. See below for more information on these protocols.
The calculation for Live streaming is similar.
Assumptions: speed at the encoder, is 500 kbit/s.
If the show lasts for 3 hours with 3,000 viewers, then the calculation is:
The audio stream is compressed using an audio codec such as MP3, Vorbis or AAC.
The video stream is compressed using a video codec such as H.264 or VP8.
Encoded audio and video streams are assembled in a container bitstream such as FLV, WebM, ASF or ISMA.
The bitstream is delivered from a streaming server to a streaming client using a transport protocol, such as MMS or RTP.
The streaming client may interact with the streaming server using a control protocol, such as MMS or RTSP.
Designing a network protocol to support streaming media raises many issues, such as:
This entry is from Wikipedia, the leading user-contributed encyclopedia. It may not have been reviewed by professional editors (see full disclaimer)
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