Windows media streaming tutorial


















Encoders and decoders are implemented as MFTs. Media Sinks consume the data; for example, by showing video on the display, playing audio, or writing the data to a media file. Third parties can implement their own custom sources, sinks, and MFTs; for example, to support new media file formats. The source reader hosts a media source and zero or more decoders, while the sink writer hosts a media sink and zero or more encoders.

You can use the source reader to get compressed or uncompressed data from a media source, and use the sink writer to encode data and send the data to a media sink.

The wireless router connects all the different network capable devices that are available in the home. The data is stored on a personal computer or server in a central location. All of the devices can access these files twenty four seven.

For example, if you had a Roku in one room and a PS4 in another, both of these devices could play the movies that are on the media server. Lets get started. First make sure you have an AC compatible wireless router Netgear AC ,computer or NAS Network Attached Storage Device and devices to access the data As you can see in the picture the router is surrounded by all the different devices.

Once you have the wireless network setup with the internet, the next step is to find a spot for the personal computer that is going to hold all of the files. This will give you a better connection. In this article I am going to explain how to share media files and office documents with a Windows 10 PC. After you connect the PC to the router, please turn it on and find your way to the desktop.

Now make sure that network discovery is turned on along with file sharing. Also, this is where you set access rights to different devices. UDP also has higher priority than Transmission Control Protocol TCP -based HTTP for Internet traffic, giving streaming audio and video data higher priority over file and Web page transfers and increasing the likelihood of uninterrupted viewing on congested networks. A Windows Media server also uses UDP Resend, an intelligent UDP-retransmission scheme that ensures that it only retransmits lost packets that can be sent to a player in time to be played, instead of the blind retransmission scheme employed by TCP.

This smart-resend feature conserves additional bandwidth on congested networks. On networks that don't support UDP, the server is normally configured to use a process called protocol rollover to try TCP-based streaming, first by using RTSP, and if that doesn't work, it uses its own version of HTTP for firewalls that allow Web traffic through port This enables corporate users to view Internet content without compromising firewall security and ensures that all users on all networks can access all streaming media content.

As network bandwidths increase, the use of TCP is becoming more common. Because TCP guarantees delivery of every packet, it is preferred for video-on-demand delivery, especially if end users are paying for the content through a pay-per-view or subscription billing model. The bandwidth-management capabilities that are present in a Windows Media server are lacking in a standard Web server. When a client requests digital media from a Web server, the Web server downloads the content to the client as fast as the network will allow without monitoring the quality of the delivery and adjusting the bit rate for the client in the way that a Windows Media server does.

A client can start to play the content as soon as enough data is downloaded to its Internet cache this is referred to as progressive downloading ; however, in bandwidth-constrained systems, simultaneous requests from multiple clients can quickly saturate the available network bandwidth and clients must buffer more data to the cache before starting or resuming playback.

Downloading also uses the available bandwidth less efficiently than streaming. Web server content delivery uses HTTP, the standard Web protocol that is used by all Web servers and Web browsers for communication between the server and the client. TCP is optimized for non-real-time applications such as file transfer and remote log-in; therefore, it maximizes data transfer rates while ensuring overall stability and high throughput for the whole network.

TCP achieves reliable data transfer by re-transmitting all lost packets, but it can't ensure that all resent packets will arrive at the client in time to be played, and so sometimes wastes bandwidth. With IIS, you have a choice. You can use standard progressive downloads, with the limitations mentioned above, or you can use a new IIS feature called Bit Rate Throttling , described below, which provides some of the benefits of traditional streaming to almost any type of media file.

With its built-in bandwidth-management capabilities, a Windows Media server is an ideal way to deliver digital media content to large numbers of concurrent users using traditional streaming. A Windows Media server sends data at the same bit rate as the content, leaving more bandwidth available for servicing concurrent client requests for content and resulting in better quality audio and video for connected clients. There is typically a delay between the time the stream is received by a player and the point at which it starts to play because the player must first buffer some data in case there are delays or gaps in the stream.

This buffer allows the media to continue playing uninterrupted, even during periods of high network congestion. Because data streaming and rendering occurs almost simultaneously, streaming also enables you to deliver live content. Windows Media Services contains many additional features that are used to optimize network throughput. This section describes two of the most important: Intelligent streaming and Fast Streaming.

The most difficult task of streaming audio and video over a network is maintaining a continuous presentation to the user in a highly changeable environment. Buffering is the biggest problem of streaming digital media. It is caused when the client runs out of data in memory the buffer and must wait for more to arrive. The client will always run out of data if the bit rate of the incoming stream exceeds the current available bandwidth.

TCP just uses one channel for both RTSP control and RTP media whereas UDP always establishes at least 2 channels if we would discuss RTCP it would become even more complicated which makes the implementation and the decision whether a network is suited for that transport type or not much harder. You can check which transport type is really used for example by sniffing the communication with Wireshark. What is a Payload type RTP as transport protocol is independent from the type of media data which it transmits.

RTP may transmit a huge variety of different video and audio formats. Some audio formats which may be transported by RTP are G. There are much more. Each audio or video format which may be put into RTP packets is called a payload. Normally audio and video data are transmitted in compressed formats.

That's why the payload type represents normally as well either an audio or a video compression format or a codec. For each format there are different rules defined how to put the data into RTP packets.

Even a simple format like JPEG has lots of different characteristics or profiles. That's why the RTP payload packetizers normally just consider a limited subset of the degrees of freedom which a compression standard or the belonging payload RFC offer. The test server runs two different thread types. The master thread main program thread waits for incoming client connections on the master TCP socket of the streamer which resides on port For each incoming client the master thread creates a session thread which handles the RTSP and RTP communications individually for each client without disturbing the other clients.

The number of session threads and henceforth RTP channels is not limited. A session thread handles two event types. That data gets interpreted by the RTSP request parser. The parser checks the different request types and their parameters and creates the belonging responses. Our server simulates a video source with a frame rate of 25 frames per second.

For that a simple periodical timer is used. Each timer event alternates between two JPEG frames. For a more realistic extension of the streamer the image production mechanism is the part of the sample which must be modified first.



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