Audio
Streaming
HTTP Live Streaming
This is a system based on
HTTP and incorporates media
streaming and a communications protocol. It was first implemented by
the Apple
Corporation when they established their QuickTime X and iPhone software
systems.
The
way the live streaming system operates is to convert the
data stream into a number of small HTTP based files. Each file is then
downloaded, which in turn loads one small segment of the data stream.
As soon
as the stream is played, the client has the option of selecting a
particular
stream from a variety of alternative streams containing the same data
but which
has been encoded at different data rates. In this way, the streaming
session is
able to adapt itself to the prevailing rate of data transmission. When
the
streaming session begins, the system downloads a playlist which
contains the
data from the various
sub-streams
that are available.
Since
the requests for data require only standard
HTTP transactions, then HTTP Live
Streaming is able to traverse any firewall or proxy server which
themselves
allow standard HTTP traffic to travel through.
Consider the
following terms:
HTTP
– Also known
as Hypertext
Transfer Protocol, is
an
application-level protocol. There are two principal versions, viz.
HTTP/1.0
which uses a separate connection for each document, and HTTP/1.1 that
is able
to reuse the same connection in order to download, for example, images
of the
previous page. As a result, HTTP/1.1 could be faster of the two
versions since
time is taken to set up such connections.
HTTP is a
request/response standard used in client-server
computing. The client is an application, such as a web browser, on the
computer
that is used by an end-user. On the other hand, the server is an
application
running on the computer hosting the web site. The client submits HTTP
requests.
Protocol
– With
reference to computing, the term protocol refers to a series of rules
which are
applied to computers in order that they are able to communicate with
each other
when transmitting across a network. It is, in fact, a standard that
maintains
or brings about firstly the connection, then the communication and
finally the
transfer of data between computers. Protocols may apply to hardware, or software, or even a
combination of
the two. In a sense, a protocol specifies how a hardware connection
performs.
Streaming
Media – This
refers to multimedia that are continually received by, and
also presented to, the user of the data. At the same time, it is being
delivered to the user by a provider of streaming data. The term
streaming media
refers to the method of delivery of the medium rather than to the
nature of the
medium itself. It is inferred that the distribution is over
telecommunications
networks since nearly all of the other delivery systems are either
specifically
streaming, such as radio and television, or they are characterised as
non-streaming, such as books, video cassettes, and audio CDs. Internet
television is an excellent example of what may be designated as a
commonly
streamed media.
Multimedia
– It
refers to the nature of the media used and content required that uses a
combination of different forms of content. Media, in its broadest
sense,
utilises only established forms of material which may be either printed
or
hand-produced. On the other hand, Multimedia makes use of a combination
of text,
audio, motionless images, animation, video, and interactivity forms of
content.
Audio
Streaming – How To Succeed
Peter
Radford writes Articles with Websites on a
wide range of subjects. Audio Streaming
Articles cover History, Development, Multimedia, Protocols.
His Website
contains
over 60 Audio Streaming Articles
View his Website
at: audio-streaming-how-to-succeed.com
This Article may be republished
so long as the
Resource Box and entire contents remain in tact.
|