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Design and implementation of BeatME Server for Networked Musical Performance

机译:用于网络音乐表演的BeatME Server的设计和实现

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摘要

Networked Musical Performance (NMP) occurs when a group of musicians, which are located in places that are physically separated, interacting via a network to play music together as if the musicians are located in the same room. NMP system is susceptible to latency. The limit of total latency acceptable in a music performance is 30 milliseconds. The research is conducted to find out how BeatME Server application can receive input from BeatME Client applications over the network and synthesize sound based on the input, with acceptable total latency in a musical performance. BeatME Server application is developed using MIDI command as input, and OSC as the method of client and server communication. Audio synthesis is performed using SoundFont standard. This application is tested on LAN. The work shows that the average latency obtained when the communication conducted via LAN is 3 milliseconds. The biggest factor of the latency is the difference between the time when the audio data was sent by BeatME Server and the time when the sound is generated by the soundcard. Therefore, it is important to select the right audio driver and audio buffer size.
机译:当一群音乐家位于物理上分开的地方时,通过网络进行交互以一起播放音乐,就像音乐家位于同一房间一样,则发生网络音乐表演(NMP)。 NMP系统易受延迟的影响。音乐表演中可接受的总延迟限制为30毫秒。进行研究是为了找出BeatME Server应用程序如何通过网络从BeatME Client应用程序接收输入,并基于输入合成声音,并在音乐表演中达到可接受的总延迟。 BeatME Server应用程序是使用MIDI命令作为输入,使用OSC作为客户端和服务器通信的方法开发的。音频合成使用SoundFont标准执行。此应用程序已在LAN上经过测试。这项工作表明,通过LAN进行通信时获得的平均延迟为3毫秒。延迟的最大因素是BeatME Server发送音频数据的时间与声卡生成声音的时间之间的差异。因此,选择正确的音频驱动程序和音频缓冲区大小很重要。

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