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Chapter 5
Introduction to Streaming Media
Internet streaming media changed the Web as we knew it-- changed it from a
static text- and graphics-based medium into a multimedia experience populated
by sound and moving pictures. Now streaming media is poised to become the de facto
global media broadcasting and distribution standard, incorporating all other media,
including television, radio, and film. The low cost, convenience, worldwide reach,
and technical simplicity of using one global communications standard makes web
broadcasting irresistible to media publishers, broadcasters, corporations, and
individuals. Businesses and individuals once denied access to such powerful means
of communication are now using the Web to connect with people all over the world.
The remarkable technology that allows a web site visitor to click
on a button and seconds later listen to a sporting event, tradeshow keynote, or
CD-quality music is the result of a rather simple but powerful technical innovation--streaming
media. Streaming works by first compressing a digital audio file and then
breaking it into small packets, which are sent, one after another, over the Internet.
When the packets reach their destination (the requesting user), they are decompressed
and reassembled into a form that can be played by the user's system. To maintain
the illusion of seamless play, the packets are "buffered" so a number
of them are downloaded to the user's machine before playback. As those buffered
or preloaded packets play, more packets are being downloaded and queued up for
playback. However, when the stream of packets gets too slow (due to network congestion),
the client audio player has nothing to play, and you get the all-too-familiar
drop-out that every user has encountered.
Streaming protocols
The big breakthrough that enabled the streaming revolution was
the adoption of a new Internet protocol called the User Datagram Protocol (UDP)
and new encoding techniques that compressed audio files into extremely small
packets of data. UDP made streaming media feasible by transmitting data more efficiently
than previous protocols from the host server over the Internet to the client player
or end listener. More recent protocols such as the RealTime Streaming Protocol
(RTSP) are making the transmission of data even more efficient.
UDP and RTSP are ideal for audio broadcasting since they place
a high priority on continuous streaming rather than on absolute document security.
Unlike TCP and HTTP transmission, when a UDP audio packet drops out, the server
keeps sending information, causing only a brief glitch instead of a huge gap of
silence. TCP, on the other hand, keeps trying to resend the lost packet before
sending anything further, causing greater delays and breakups in the audio broadcast.
Prior to UDP and RTSP transmission, data was sent over the Web
primarily via TCP and HTTP. TCP transmission, in contrast to UDP and RTSP transmission,
is designed to reliably transfer text documents, email, and HTML web pages over
the Internet while enforcing maximum reliability and data integrity rather than
timeliness. Since HTTP transmission is based on TCP, it is also not well-suited
for transmitting multimedia presentations that rely on time-based operation or
for large-scale broadcasting.
Later in the chapter, you will learn why protocols are important.
Some streaming technologies such as RealAudio and Windows Media utilize dedicated
servers that support superior UDP and RTSP transmission. Other formats such as
Shockwave, Flash, MIDI, QuickTime, and Beatnik are primarily designed to stream
from a standard HTTP web server. While these formats are cheaper and often easier
to use since they do not require the installation of a new server, they are typically
not used in professional broadcasting situations that require the delivery of
hundreds or thousands of simultaneous streams.
HTTP streaming is thus referred to as pseudo-streaming, since
technically it is possible to stream via HTTP. But it is much more likely to cause
major packet drop-outs, and it cannot deliver nearly the same amount of streams
as UDP and RTSP transmission. Herein lies the difference between most low-end
solutions and more professional broadcasting solutions that require dedicated
servers and extra bandwidth and server capacity.
Lossy compression
Regardless of the advances in UDP and RTSP transmission protocols,
streaming media would not be possible without the rapid innovation in encoding
algorithms or codecs that compress and decompress audio and video data. Uncompressed
audio files are huge. One minute of playback of a CD-quality stereo audio file
requires 10 MB of data, approximately enough disk space to capture a small library
of books or a 200-page web site.
Standard modem speed connections--including cable modems and xDSL
systems--do not have the capacity to deliver pure, uncompressed CD-quality 16-bit,
44.1 kHz audio. In order to stream across the limited bandwidth of the Web, audio
has to be compressed and optimized with codecs, which
are compression-decompression encoding algorithms. In general, compression schemes
can be classified as "lossy" and "lossless."
Lossy compression schemes reduce file
size by discarding some amount of data during the encoding process before it is
sent over the Internet. Once received on the client side, the codec attempts to
reconstruct the information that was lost or discarded. The benefit to this sort
of compression lies in the smaller file size that results from discarding the
"lost" information. The JPEG image format uses lossy compression to
sample an image and discard unnecessary color information. Similarly, lossy audio
compression discards frequencies on the high and low end of the spectrum and attempts
to locate and remove unnecessary audio data. The technique is often referred to
as "perceptual encoding" since the user is unlikely to notice the absence
of this information. Lossy compression offers file savings on the order of 10:1.
Since small file size is so important on the Internet, practically
all of the formats we're interested in employ lossy compression. Here's how it
works. First, the client player decompresses the audio file as it downloads to
your computer. Then it fills in the missing information according to the instructions
set by the codec. To illustrate why lossy compression is so crucial, consider
the phrase, "Now is the time for all good men to come to the aid of their
country". One way to compress this would simply be to remove all the vowels
and spaces: "Nwsthtmfrllgdmntcmtthdfthrcntry".
That cuts the message from 71 characters to 31, a 56% file savings,
but of course our compressed message is unintelligible. Imagine that our codec,
however, has appropriate rules for decompressing this message with minimal distortion.
The conversion likely wouldn't be perfect, but it would be good enough to understand
the message, something like, "Now's tha ti'm for oll gudm en to com to the
aad of their country".
This is exactly what happens with lossy audio compression. The
compressed file is unintelligible to the listener; the decompressed file is intelligible
but of a lower quality than the original.
For example, a RealAudio speech file encoded from a standard AIFF
or WAV file is generally one-tenth the size of the original file after encoding.
To reduce that file's size, first you preserve the integrity of the 1,000 Hz to
4,000 Hz frequency spectrum of the human voice and then discard the frequencies
above and below those ranges. By eliminating the unnecessary low- and high-end
frequencies, the encoder is able to reduce the file size while maintaining speech
intelligibility. It should be noted that speech tends to have aural characteristics
(sound) that extend into the 7,000 Hz range. When the area between 4,000 Hz and
7,000 Hz is reduced or removed entirely, encoded speech will sound intelligible,
but it may lose clarity and sound unnatural. Furthermore, since some voices and
sounds often reach into even higher frequency ranges, lossy compression and encoding
can result in dull, muted, or abrasive sounds.
Lossless compression
In contrast, lossless compression squeezes
data into smaller packets of information without permanently discarding any of
the data. Instead of permanently discarding information, lossless compression
discards it temporarily but provides a "map" with which the codec can
reconstruct the original file. Lossless compression results in superior audio
quality, but lower compression rates.
In the lossy example, our codec had some general rules for reconstructing
the message--basically to add vowels and spaces in order to form English words.
It wasn't perfect because it didn't know which English words to choose, and it
wasn't always sure where one word ended and the next began.
Lossless codecs, on the other hand, are perfect. To reconstruct
our message perfectly, however, would mean having a much more sophisticated set
of rules. A lossless text codec would have to reproduce not only words but sensible
phrases. It would have to be able to break words correctly. And it would have
to have a mastery of the English language's inconsistent spelling patterns. It
would in fact be, as the computer scientists say, a nontrivial endeavor.
The same goes for lossless audio codecs. They are difficult to
develop (and thus expensive to license), they require substantial computing power
on the user's machine, and the file savings are not as great as with lossy compression.
Sadly enough, it appears that for the current time, lossy compression is necessary
for knocking large audio files down to Internet-appropriate size. The good news
is that lossy compression schemes are becoming more advanced, and over time the
differences will become less and less noticeable to the human ear.
Now that we have discussed lossy and lossless compression and
the types of protocols that enable the efficient delivery of compact audio files
across the Internet, let's review the audio formats available on the market. Most
of these formats will be discussed in greater detail in the rest of the book.
Streaming media formats
There are currently more than a dozen formats for streaming audio
over the Web, from widely used formats, such as RealNetworks' RealAudio, streaming
MP3, Macromedia's Flash and Director Shockwave, Microsoft's Windows Media, and
Apple's QuickTime, to more recent entries that synchronize sounds with events
on a web page, such as RealMedia G2 with SMIL and Beatnik's Rich Music Format
(RMF). Also included are a host of downloadable formats, including Liquid Audio,
MP3, MIDI, WAV, and AU.
While the high quality of MP3 has sent shockwaves through the
recording industry, streaming formats like RealAudio remain the dominant audio
technology on the Web right now. Indeed MP3 is being folded into multimedia streaming
formats like QuickTime and Windows Media.
Throughout this book, we take an in-depth look at many of the
more prevalent streaming formats. However, in this chapter, we will review all
the streaming formats on the Web, including Windows Media and QuickTime, which
are not featured in later chapters.
RealMedia and RealAudio
RealMedia is the most widely adopted streaming media format on
the Web. Its popularity is due in large part to the fact that it was the first
streaming technology on the market. But it's popular also because of RealNetworks'
laser focus on ease of use, deployment of a wide palette of developer tools, continuous
support for the latest multimedia technologies, and support for both Windows and
Unix platforms. RealMedia is the format of choice for professionals who want advanced
controls for serving, tracking, and managing large numbers of audio streams. RealNetworks
has been a trailblazer in making advanced server features, which were once accessible
only to those with advanced programming skills, available to the public.
And RealMedia is likely to attract more fans as web developers
begin to use the RealSystem G2 and SMIL to stream synchronized multimedia presentations
over the Web. G2's major advance is the ability to simultaneously stream multiple
media types as separate files instead of as one RealMedia-encoded file. This makes
updating multimedia content easier, since you can simply upload one element of
a presentation instead of re-encoding the whole media file.
Perhaps the most powerful feature of RealSystem G2 is RealNetworks'
server architecture. Broadcasting audio with a dedicated RealServer provides the
following advantages over HTTP pseudo-streaming from a standard web server:
- Bandwidth negotiation
- Ensures that all users receive the appropriate encoded
content for the best audio quality at their available bandwidth, from slower analog
modems to faster cable or xDSL connections. RealSystem G2's new SureStream technology
is even more efficient than bandwidth negotiation. SureStream can dynamically
change data rates midstream to accommodate fluctuating bandwidth.
- Robust RTSP transmission
- Detects and compensates for lost packets, maintaining
smooth, continuous audio playback--something that HTTP streaming can't deliver.
- Splitting
- Allows for splitting and routing the audio signal from
one RealServer to other RealServers located at different points across the Internet.
- Clustering
- Allows multiple RealServers to be clustered together
so they work as a single, multiprocessor machine.
- IP multicasting
- Allows all users of a network to listen to a single live
stream, making efficient use of network resources. Multicasting avoids delivering
numerous simultaneous point-to-point connections by broadcasting one stream to
a certain point in the network where other users are requesting the same file.
Multicasting is ideal for reducing server load and bandwidth congestion during
live broadcasts.
While RealMedia's powerful server-side architecture supports and
manages robust streaming to large audiences, this core strength results in limited
interactivity. Like Windows Media and other server-side streaming technologies,
RealMedia waits for a request from a listener's browser before it begins to stream
media files. This helps RealMedia negotiate bandwidth congestion on the fly by
sending an appropriate size stream that matches the listener's real bandwidth.
But it also produces a significant time gap of a few seconds between the listener's
request and the response from the server. This small time gap is inconsequential
with long-playing video and audio files, but it prohibits the use of interactive
sound effects such as button rollovers, sound transitions from one page to another,
and loops that must respond instantaneously to a mouse click.
Thus, RealMedia is inappropriate for high impact presentations
with interactive sound effects and loops. Despite significant advancements in
RealSystem G2, RealAudio still trails Flash and Director Shockwave when it comes
to smooth playback of high-impact interactive multimedia. High-powered interactive
media requires a client-side solution such as Flash, Shockwave, or Beatnik.
Windows Media Technologies (Netshow)
Microsoft's Windows Media Technologies for NT/Windows 2000 includes
a comprehensive suite of authoring tools and streaming services for delivering
audio, video, animation, and other multimedia over the Internet. Windows Media
comes with a complete set of tools for encoding and authoring streaming content
including Windows Media T.A.G. Author, a utility for
arranging media elements along a timeline. Windows Media presentations are played
back with the Windows Media Player, which plays most local and streamed media
file types including Advanced Streaming Format (Windows' native file format),
MPEG, WAV, AVI, QuickTime, and RealAudio/RealVideo. Since Media Player is distributed
with Windows, it has widespread distribution.
If you need a Windows NT 4.0-based solution, Windows Media Services
offers several advantages:
- The Windows Media Server comes free with unlimited streams
with Windows NT Server 4.0 and later.
- It allows for better playback over machines running Windows.
To enable smooth multimedia playback over the Web and avoid the problematic issue
of cumbersome plug-in downloads altogether, Microsoft is moving towards integrating
Windows Media Player, along with Internet Explorer, directly into the Windows
operating system.
- Windows Media Server integrates with Microsoft Site Server
to enable pay-per-view and pay-per-minute billing capabilities, usage analysis
reporting, and personalized ad insertion.
- Tools for tracking behavior are tightly integrated with
the Windows NT Event Viewer and Performance Monitor, making it easy for seasoned
NT administrators to manage the Windows Media Server.
- For multimedia content developers, Microsoft provides helpful
authoring tools. Creating a slide show of images with synchronized audio can be
accomplished by using the Windows Media T.A.G. Author.
Compared to RealMedia, however, Windows Media has some serious
drawbacks:
- It runs only on Windows NT/2000. Many developers have reported
problems with the stability of Windows NT for mission-critical applications such
as 24-hour live broadcasts. This can be a show-stopper for those who demand the
stability of Unix or Linux servers. In contrast, RealNetworks supports NT as well
as Linux, FreeBSD, Solaris, and IRIX.
- It does not support Macromedia Flash or the Synchronized
Multimedia Integration Language (SMIL) standard, both of which are supported by
RealNetworks.
There are also some key differences in the way Windows Media and
RealMedia encode and deliver multimedia content. With RealMedia, you can create
multimedia presentations by using the SMIL markup language to connect various
media elements together. These media elements are encoded as separate files: RealAudio,
RealVideo, RealPix, RealText, QuickTime, MPEG, and so on. The RealServer, much
the same way a standard web page is served up and delivered, then streams the
presentation as separate media files held together by SMIL.
"Since G2 developers are creating multimedia presentations
rather than simply encoding audio or video streams, the format has a new level
of complexity," says Leah Goldberg, G2 media producer for CMPnet. "However,
web developers have long been familiar with the flexibility and convenience of
this approach to media delivery. The challenge with G2," Goldberg claims,
"is working out the timing in the component RealPix, RealText, and RealFlash
files. Since the idea is to synchronize all the different media elements together,
working out the sub-timing issues within each of the component files can be quite
complex."
In contrast, Windows Media wraps all media elements into one Active
Streaming File (ASF), Microsoft's proprietary streaming media format. According
to Microsoft, with ASF any object can be placed into an ASF data stream, including
audio and video, scripts, ActiveX controls, and HTML documents with T.A.G. Author.
This approach, similar to Flash and Shockwave movies, provides less flexibility
in terms of updating and serving content, but it offers more stable client-side
playback of various media elements and tighter authoring controls. For more information
about creating ASF content, visit the Microsoft web site. Microsoft provides free
code to members of its Developer Network.
QuickTime
Apple Computer's QuickTime enables the delivery and playback of
video, audio, animation, 3-D, and panoramic images for Macintosh and Windows.
QuickTime is also the leading video production platform for both Windows and Macintosh.
Most multimedia on computers begins with or involves QuickTime. Accordingly, the
QuickTime technology is a natural for high-quality audio and video playback over
the Web. Similar to Windows Media, QuickTime does not charge licensing fees for
the number of simultaneous streams served. QuickTime can be streamed from the
Mac OS X Server, the Darwin Streaming Media Server, and RealNetworks' RealServer
8.0.
The latest version, QuickTime 4, features many enhancements including:
- Smaller "component" codec architecture so that
the initial download is as low as 1.7 MB. Additional codecs are transparently
downloaded in the background when required for a specific media element on a page.
- Support for an increased number of formats, including MP3,
Flash, MIDI, and almost every audio, video, animation, 3-D, and virtual reality
format available.
- Improved codecs.
- True RTSP streaming when used in conjunction with the Mac
OS X Server.
One of the keys to the success of the QuickTime technology and
plug-in is that it can handle all types of media elements. For those of you trying
to design for the greatest number of users and the least number of plug-ins, this
can be a significant benefit.
In addition to playing MP3 content, QuickTime supports Timecode
tracks as well as MIDI standards, including the Roland Sound Canvas and GS format
extensions. QuickTime also supports key standards for web streaming, including
HTTP, RTP, and RTSP. Plus, QuickTime supports every major file format for images,
including JPEG, BMP, PICT, PNG, and GIF. QuickTime also features built-in support
for digital video, including MiniDV, DVCPro, and DVCam camcorder formats, as well
as support for AVI, AVR, MPEG-1, and OpenDML.
Finally, the newly designed interface is attractive and user friendly.
In addition to the traditional controls you'd expect to find on a television--like
volume controls and pause and play buttons--the QuickTime Player gives you enhanced
controls for online movie playback. The QuickTime Player's LCD section includes
a time display, a time slider that shows you the length of the file being played,
and a chapter marker. You can switch chapters on the fly even at the beginning
of a video stream.
Flash and Director Shockwave
Macromedia Flash is the solution for full-scale, high-impact web
multimedia with short sound effects and loops. Flash's bandwidth- friendly vector
animation is ideally suited for web content delivery. Flash encodes embedded soundtracks
in MP3 format that allows for better streaming and higher quality audio playback.
Flash is also tightly integrated with RealMedia. You can combine
a Flash animation with a RealAudio soundtrack using the RealDeveloper tools to
encode a RealFlash presentation. RealFlash allows linear playback from within
the RealMedia architecture taking advantage of RealMedia's advanced bandwidth
negotiation for streaming audio and video and Flash's streamlined vector graphics
for interactive animation.
Director Shockwave is the format of choice for building complex
"CD-ROM-like" interactive web presentations and games that utilize Macromedia's
powerful Lingo scripting language. Originally designed for full-scale development
of interactive CD-ROM content, Director has been retooled to export highly advanced
interactive Shockwave presentations for the Web.
Although Macromedia continues to integrate Flash's vector technology
into Director and some of Director's advanced programming features into Flash,
Director still stands apart in its support for the Lingo script. To preserve its
highly compact plug-in file sizes and ease of use, Flash does not incorporate
Lingo. Lingo is a powerful scripting language that enables developers to create
and customize much more interesting interactive media such as complex strategy
games, compelling music videos, and educational tools.
Beatnik's Rich Music Format (RMF)
Beatnik's Rich Music Format (RMF) is an HTML-based format that
utilizes common scripting languages such as JavaScript to sync sophisticated interactive
soundtracks that combine MIDI sounds and short audio samples to web content. Beatnik
allows you to create full-scale, multilayered, interactive soundtracks and compositions
that transform and change with user actions. Beatnik presentations sound excellent
and download fast. And Beatnik can be incorporated into a web page along with
other technologies such as commerce engines and backend databases.
Beatnik has a few distinct advantages over technologies such as
Shockwave and Flash. For one, it uses MIDI, a highly compact language for scoring
music, to play back audio from a dedicated synthesizer engine such as the Beatnik
player. With the same file size (15 to 30 KB) as a two-second Flash audio loop,
Beatnik can transmit a great-sounding MIDI score several minutes in length. But
Beatnik is much more than MIDI--it also supports the delivery and playback of
short customizable digital audio samples, making it far richer than MIDI playback
alone.
The downside to Beatnik is that it has a steep learning curve
and takes a considerable amount of time to debug to ensure smooth playback. Unlike
Flash, Beatnik relies on the Beatnik plug-in, as well as a scripting language
like JavaScript to control audio playback and synchronization. Beatnik will likely
become more stable and reliable as the technology is refined and as more authoring
tools such as Dreamweaver and NetObjects begin to include built-in JavaScript
support.
MP3
MP3 has gained huge popularity as an encoding format because of
its great sound quality. For radio-style broadcasts, professionals unanimously
agree that it is the best-sounding format. MP3 is most commonly used for easily
and efficiently uploading and downloading music files to the Web. MP3 is especially
popular among downloadable music enthusiasts because it preserves audio quality
while creating file sizes that are up to 12 times smaller than uncompressed WAV
or AIFF audio files. MP3 is also quickly becoming the preferred format for streaming
music as well, even though it is more complicated than setting up a RealMedia
Server.
MP3 is derived from the group known as MPEG (Moving Pictures Experts
Group). The members of MPEG are responsible for establishing standards for digital
encoding of moving pictures and audio.
Unlike Liquid Audio, MP3 is not a proprietary end-to-end music
delivery system. This distinction is important since companies concerned about
copyright protection and secure delivery may decide to use the Liquid Music System
for music distribution instead of merely posting MP3 files on a web page. On the
other hand, the fact that MP3 is an accessible standard means it has the advantage
of widespread industry support and compatibility with many applications and media
players, including RealPlayer G2, Beatnik, Shockwave, QuickTime 4, and Windows
Media.
Liquid Audio
Liquid Audio provides a complete end-to-end solution for secure
music delivery over the Internet. Unlike Flash or RealAudio, Liquid Audio is less
of a sound design format for adding audio to your web site than it is a professional
utility for music sales and distribution. Accordingly, if you want to sell digitized
music files over the web, Liquid Audio is the clear choice. You can purchase a
starter package for less than $1,000. If you just want to broadcast audio so listeners
can preview your music, you may wish to use a less expensive option such as RealAudio
or MP3.
The Liquid Music System consists of four core products: Liquifier
Pro, Liquid Server, Liquid Player, and Liquid Express. Every component of the
Liquid Music System has been designed specifically for electronic music distribution.
Here is what each component lets you do:
- Liquifier Pro
- Liquifier Pro is an encoder that allows you to prepare
and publish CD-quality, copy-protected music for purchase and delivery via the
Internet. The Liquifier Pro includes DSP functions such as sample-rate conversion,
four-band parametric EQ, and dynamics processing, and it provides the capability
to include lyrics, credits, and artwork--all in one audio file.
- What distinguishes the Liquifier Pro from other encoders
is its powerful watermarking and anti-piracy protections. Liquid Audio watermarking
inaudibly embeds digital data, which identifies authentic copies of the music
into the audio file. Liquid Audio employs multilayer security, which provides
data on who owns the music and who bought the music.
- Liquid Server
- Liquid Server lets you publish and host Liquid Tracks.
The Liquid Server also includes an SQL database and can even hook into larger,
industry-standard SQL databases, such as those from Informix and Oracle. The flexible
design of the server allows you to send dynamic product and promotional information
such as sale prices, tour schedules, discounts, and coupons, along with the Liquid
Track to be received by the Liquid Player.
- Liquid Player
- Liquid Player allows you to preview and purchase CD-quality
Liquid Tracks on your Macintosh or Windows PC. The Liquid Player is software that
lets you preview or purchase CD-quality music from the Internet. It also allows
you to see album graphics, lyrics, liner notes, and promotions while listening,
as well as easily record a standard "Red Book" audio CD that is playable
on any home, car, or portable stereo system.
- Liquid Express
- Liquid Express is a software package specifically designed
for audio professionals in film, radio, television, music, and advertising that
allows for the secure real-time preview, approval, delivery, and archiving of
broadcast-quality audio.
Liquid Audio now also supports secure MP3 delivery through its
watermarking and file security technology. This helps ensure that appropriate
copyright and security information will adhere to MP3 files distributed over the
Internet, providing the first step to some form of copyright standardization and
unified structure to MP3 delivery.
MIDI
Although MIDI is not a streaming format, it downloads so quickly
and is so widely used that we decided to include it in this list. If you are looking
for an easy, low-cost solution for adding a little theme music or a button rollover
sound to your web site, but you don't want the long waits associated with downloading
digitized audio clips, MIDI may be a great option.
MIDI (Musical Instrument Digital Interface) is a super-compact
musical language that transmits instructions such as pitch, volume, and note duration
to MIDI-compatible sound cards and synthesizers. Since MIDI is a text-based musical
scoring language, it downloads super-fast and is ideally suited for HTTP delivery.
The downside is that MIDI is not sound itself; rather, it is the
coded representation or score of how the sound should be reproduced by the user's
MIDI sound engine. Many browsers and computer systems feature different MIDI sound
engines that greatly vary in quality and instrument playback style. This variation
makes it difficult for developers to predict what an end user is going to hear.
Selecting the right format
Each format discussed in this chapter has advantages and disadvantages
depending on the requirements of your project. There is no single format appropriate
for every situation. To determine which format is best for you, first identify
your needs, then select the format that best suits those needs. There are huge
differences in server requirements for broadcasting CD-quality music to a limited
audience versus wide-scale broadcasting to a large audience with diverse bandwidth
capacity. Similarly, the differences between authoring and delivering interactive
content such as a game or product demo versus encoding and broadcasting a video
file are completely different.
RealAudio, MP3, and Flash are familiar names, but a host of alternative
formats, including Windows Media, RMF, and Liquid Audio might better suit your
needs. Let's take a look at the factors that will determine the most appropriate
format for you.
Interactive sound design capabilities
Before you look at browser compatibility, cost, audio fidelity,
and server performance, you will need to determine whether you need a format that
supports interactive presentations or one that supports continuous playback of
audio and video files. Several formats such as Flash, Shockwave, and Beatnik are
designed for rich interactive media content such as games, educational material,
product demos, and promotional pieces where instantaneous feedback via sound effects
are essential.
In contrast, formats such as RealMedia, MP3, Windows Media, and
QuickTime are primarily designed for continuous playback of audio and video files
where server-side bandwidth negotiation and management are key. When they do support
interactivity, it is usually in a more limited form such as slide shows and synchronized
sound with video or text.
First, determine whether you want a format for delivering interactive
content or simply a format for encoding and broadcasting audio and video files,
then let the following criteria guide your final decision.
Browser compatibility
Let's face it, if people do not have the plug-in or technology
to view or listen to your content, it is much harder to get your message across.
This does not mean that you have to select a format that has 100% acceptance,
but you will need to assess how tech-savvy your audience is and what format is
going to be the most widespread among your target audience. If you are targeting
a tech-savvy audience, they will be more likely to download the newest version
of the plug-in if they do not have it installed. Do not count on a less technical
audience to successfully download and install new technologies.
Cost for streaming audio
To add streaming to your web site, you may need to purchase one
or more of the following:
- Encoding software to convert your raw media files into
the appropriate format for web delivery
- Dedicated server software to stream your encoded media
files
- Hardware to install your server on (this may include several
systems for redundancy and scalability)
- Bandwidth to transmit data from your server over the Internet
The cost of streaming can range from free to hundreds of thousands
of dollars depending on how many of the above items you will need to purchase.
For example, if you are already running an NT server and have a dedicated T1 line,
you can use Windows Media for no extra cost. Some vendors provide free introductory-level
streaming solutions such as Real Networks. If you have administrative access privilege
to your web server, you can install the free Basic RealServer G2. Alternatively,
if you are a multimedia producer and own a copy of Macromedia Director or Flash,
you can export Shockwave files and stream them from your regular web server for
free.
On the other end of the spectrum, if you are a major Internet
portal running a hot Sun machine with thousands of simultaneous listeners, you
are going to need a healthy budget for equipment and bandwidth and, if you are
using RealMedia, the appropriate number of streaming licenses. Keep in mind that
you may not need to spend as much on streaming licenses as you may have thought.
A 60-stream license can go a long way. If your average user listens to your audio
for five minutes or less, you can deliver 17,280 streams per day with a 60-stream
license.
Learning curve and documentation support
As is the case with limited budgets, everyone has a tolerance
level for learning new technologies. Keep in mind that some formats provide much
more documentation and software tools for getting started. RealMedia, for example,
has outstanding documentation and software support, including sophisticated tools
for automatic server configuration. In contrast, other formats such as MP3 and
MIDI are not all-in-one proprietary streaming solutions but are merely standards
for audio compression or musical notation and thus do not offer a single source
for documentation and support.
Besides documentation and support, the real hurdle depends on
the scale of your streaming needs. If you merely want to broadcast the annual
company report to a few hundred nationwide sales representatives, streaming audio
is a much simpler affair versus competing with Spinner.com to become the king
of Internet radio. The difference in the infrastructure required for streaming
to a few hundred listeners per day versus tens of thousands is night and day.
If you are broadcasting to a huge audience with a scalable robust system, the
learning curve is going to be much steeper than setting up a free Basic RealServer
or throwing some audio files up on your HTTP web server. Large-scale professional
broadcasting requires advanced configurations and logistics, such as multicasting
with multiple servers and backup systems in place for redundancy.
Audio fidelity and compression
Audio fidelity for the end listener is determined by the quality
and specific setting of the codec used for audio compression and decompression.
Better compression algorithms, such as MP3, result in higher fidelity audio playback
over the same bandwidth connection. Audio fidelity is also determined by the target
file size and bandwidth settings you are using when encoding the sound file. A
larger target file size requires less compression and audio degradation but more
end-listener bandwidth capacity.
Server performance--the ability of the server to detect and send
the appropriate stream to the end listener--is often just as important a factor
in producing an overall quality listening experience as the codec.
Low bandwidth performance overall
Nobody likes to scrimp on quality or excitement, but if you have
to tailor your media to fit the lowest common denominator of your audience, you
will have to make some tough choices. Some formats, such as RealMedia, excel in
bandwidth and browser compatibility. Other formats, such as Shockwave or Flash,
work better in high-bandwidth 56 Kbps and DSL environments and provide little
to no support for server-side bandwidth negotiation.
There are two factors to consider when selecting a format for
low-bandwidth environments: the inherent ability of the format to provide compelling
media with small file sizes, and the server-side technology to manage the delivery
of media when constrained by low or fluctuating bandwidths.
Beatnik, for example, packs a huge punch of interactive excitement
in an extremely compact file size because it utilizes MIDI. The use of bandwidth-friendly
MIDI technology gives Beatnik an inherent advantage over Shockwave or RealMedia.
On the other hand, RealMedia provides better server-side support for ensuring
that files get delivered and do not drop out, regardless of the bandwidth of the
end user.
Server performance and software quality
Thinking big? For those of you who need to stream audio and video
content to thousands of simultaneous listeners on the scale of a CNN, NPR, or
C|net, you will need a format that provides powerful server-side features and
tools. And if you plan on broadcasting live events, you will need a real-time
encoding and streaming system that runs on a dedicated web server.
RealMedia and Windows Media are the leading technologies for large-scale
broadcasting, with SHOUTcast (MP3) and QuickTime close runners-up. The RealServer
and Windows Media Server provide bandwidth negotiation that ensures smooth audio
playback for the end listener and prevents annoying drop-outs when bandwidth fluctuates.
Beyond the actual server software you choose to install, whether
it's RealMedia, Windows Media, SHOUTcast (MP3), or QuickTime, streaming to a large
audience is just as much or more about the hardware and bandwidth as the format
you choose. Large-scale broadcasting requires multiple systems, servers, and huge
bandwidth connections. That's why many companies outsource their media broadcasting
to companies like Broadcast.com or Network24.com. For a further analysis of the
characteristics of each format, refer to Appendix B, Audio
Format Comparison. It contains a chart that will help you select the appropriate
format.
Summary
With so many technology options available for delivering media
over the Web, it can be a challenging process to try to select the appropriate
format for your multimedia web pages. This chapter attempts to point you in the
right direction and provides you with a thumbnail view of the many options available.
It's time now to take an in-depth look at the most popular audio
solutions available on the Web. We will begin with RealAudio.
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