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With the popularization of the Internet, the demand for using the network to transmit audio and video signals is increasing. After radio and television and other media go online, they all hope to release their own audio and video programs through the Internet. However, the volume of files in the storage of audio and video is generally very large. When the network bandwidth is still very limited, it is a headache to spend tens of minutes or even longer waiting for the transmission of an audio and video file. The emergence of streaming media technology has improved the difficulty of audio and video transmission on the Internet to a certain extent. Streaming media technology originated in the United States, and the application of streaming media in the United States is now common. For example, HP's product launches and sales staff training are conducted with online video. Unlike traditional playback methods, streaming media does not download the entire file before playing, but only caches part of the content, so that the streaming media data is transmitted and played while streaming, which saves download waiting time and storage space. Network TV came into being by combining the characteristics of streaming media technology. It can adapt well to the trend of rapid network development and make full and effective use of network resources. Therefore, the development of Internet TV is inseparable from streaming media technology. This article focuses on the application and development of Internet TV based on streaming media technology.
1 Streaming media technology
1.1 The principle of streaming media technology
Streaming media is also called streaming media. It refers to businesses that use a video delivery server to send out programs as data packets and deliver them to the network. After the user decompresses the data through the decompression device, the program will be displayed as before transmission. A series of related packages in this process is called a "flow". Streaming media actually refers to a new media delivery method, not a new media. After the full application of streaming media technology, people can directly voice input in online chat; if you want to see each other's face and expression, as long as both parties have a camera; if you see the product of interest on the Internet, click it, the explainer Video and commodity videos will pop out; more realistic video news will also appear.
If you regard file transfer as a process of receiving water, the past transfer method is like a rule for users. You must wait until a bucket of water is full before you can use it. This waiting time is naturally affected by the size of the water flow and the bucket. The size of the impact. The streaming method is to turn on the tap and wait for a while, and the water will flow out continuously, and it can be used at any time. Therefore, regardless of the size of the water flow or the size of the bucket, the user can do it. Use water at any time. In this sense, the term streaming media is very vivid.
The implementation of streaming requires caching. Because the Internet uses packet transmission as the basis for intermittent asynchronous transmission, for a real-time A/V source or stored A/V file, they must be broken down into many packets during transmission. Since the network changes dynamically, each packet is selected. The route may be different, so the time delay to reach the client is also different, and even the first data packet may arrive later. For this reason, a cache system is used to compensate for the effects of delay and jitter, and to ensure the correct sequence of data packets, so that the media data can be output continuously, and the playback will not be paused due to temporary network congestion. Generally, the required capacity of the cache is not large, because the cache uses a circular linked list structure to store data: by discarding the content that has been played, the stream can reuse the free cache space to cache the subsequent unplayed content. The realization of streaming requires a suitable transmission protocol. Because TCP requires more overhead, it is not suitable for transmitting real-time data. In the implementation scheme of streaming transmission, HTTP/TCP is generally used to transmit control information, while RTP/UDP is used to transmit real-time sound data. The process of streaming transmission is generally as follows: After the user selects a streaming media service, the Web browser and the Web server use HTTP/TCP to exchange control information, so that the real-time data that needs to be transmitted can be retrieved from the original information; then the client The web browser on the machine starts the A/VHelper program, and uses HTTP to retrieve the relevant parameters from the Web server to initialize the Helper program. These parameters may include directory information, A/V data encoding type, or server address related to A/V retrieval.
It should be noted that in streaming transmission, two different communication protocols, RTP/UDP and RTSP/TCP, are used to establish contact with the A/V server in order to redirect the output of the server to a different one from running A/V. The destination address of the client where the Helper program is located. Realization of streaming transmission generally requires a dedicated server and player.
1.2 The realization process of streaming media technology
The streaming media system includes the following five aspects:
(1) Coding tools: used to create, capture and edit multimedia data to form a streaming media format.
(2) Streaming media data.
(3) Server: Store and control streaming media data.
(4) Network: A network suitable for multimedia transmission protocols and even real-time transmission protocols.
(5) Player: For the client to browse streaming media files.
Some of these five parts are required by the website, some are required by the client, and different streaming media standards and solutions of different companies will be different in some respects.
When using streaming media technology, audio and video files should adopt corresponding formats, and files of different formats need to be played with different player software. The so-called "a key opens a lock". At present, there are three main "genres" of audio and video files using streaming media technology, namely RealMedia from RealNetworks, Windows Media from Microsoft, and QITIckTIme from Apple.
According to the method of content submission, streaming media can be divided into two types: live streaming media broadcast (ie Web broadcast) and archived video and audio that are accessed by users on demand. Regardless of the type of streaming media, it takes a certain process from filming the original footage to the playback of the media content. The following takes RealMedia as an example to illustrate the process of making, transmitting and using streaming media:
(1) Use a video capture device to record the event.
(2) Edit the acquired content, and then use video editing hardware and software to digitally process it.
(3) The digitized video and audio content is encoded into a streaming media format.
(4) The media files or live data streams are saved on the host computer where the streaming media server software is installed.
(5) The user clicks on the web page to request a video stream or access the database of the stream content.
(6) The host server submits digital content to the end user through the network.
(7) The end user uses the playback program that displays the media content on the desktop or mobile terminal to play back and watch.
Because streaming media technology has broken through the limitation of network bandwidth to the transmission of multimedia information to a certain extent, it is widely used in online live broadcasting, online advertising, video on demand, distance education, telemedicine, video conferencing, corporate training, e-commerce, etc. field.
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