Download Wireless Networked Music Performance by Leonardo Gabrielli, Stefano Squartini PDF

By Leonardo Gabrielli, Stefano Squartini

This e-book provides a accomplished review of the state-of-the-art in Networked tune functionality (NMP) and a ancient survey of desktop tune networking. It introduces present technical tendencies in NMP and technical concerns but to be addressed. It additionally lists instant conversation protocols and compares those to the necessities of NMP. sensible use circumstances and developments also are discussed.

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Wiley 18. Mills R (2010) Dislocated sound: a survey of improvisation in networked audio platforms. In: New interfaces for musical expression, (NIME 2010), Sidney, Australia. University of Technology, Sydney 19. Bargar R, Church S, Fukuda A, Grunke J, Keislar D, Moses B, NovakB, Pennycook B, Settel Z, Strawn J, Wiser P, Woszczyk W (1998) Networking audio and music using Internet2 and next-generation internet capabilities 20. Chafe C, Wilson S, Leistikow R, Chisholm D, Scavone G (2000) A simplified approach to high quality music and sound over IP.

5 Network Delay In networked music performance, the most obvious factor of latency is the network delay. Two main factors affect network delay: the physical component to delay due to propagation of the signal being transmitted through the medium and the component due to medium access and packet switching. The first issue is of primary importance in the case of remote NMP where the network is a dedicated link, or a link with very simple routing and dedicated bandwidth. Of this nature are, for instance, the fiberoptic links that connect research institutions, such as the Internet2 in North America or GEANT in Europe.

The overrun condition occurs when the write pointer proceeds faster than the read pointer and finally has no empty slots to write to. With the aforementioned initial conditions i, j, the time between two consecutive overruns Δo or underruns Δu is Δo = Δu = 21 Δ. 7 A/D and D/A Clock Synchronization 37 To recover from underrun state, the read pointer is spun back m slots, thus it reads again part of the previous audio (or simply null data if these were erased after reading). To recover from overrun, recovery is done by advancing the write pointer as it is supposed to do and place the read pointer m slots ahead.

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