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UNIT 5
Multimedia Applications
The Internet supports a large variety of useful and entertaining multimedia applications.
Multimedia applications are categorized into three
(i) Streaming stored audio/video,
(ii) Real-time interactive voice/video-over-IP
(iii) Streaming live audio/video.
Streaming means that a client media player can begin playing the data (such as a movie)
before the entire file has been transmitted.
Streaming Stored Audio and Video
In this class of applications, the prerecorded video, such as a movie, a television
show, a prerecorded sporting event, or a prerecorded user generated videos are placed on
servers, and users send requests to the servers to view the videos on demand. The client can
pause, rewind, fast forward, push slider bar. The initial delay can be 1 sec. The timing
constraint for still-to-be transmitted data should be in time for play out. Many Internet
companies today provide streaming video, including YouTube (Google), Netflix, Amazon,
and Hulu.
On the other hand, conversational multimedia applications are loss-tolerant occasional loss
only causes occasional glitches in audio/video playback, and these losses can often be
partially or fully concealed.
Synchronization Source Identifier (SSRC) :The SSRC field is 32 bits long. It identifies the
source of the RTP stream. Typically, each stream in a RTP session has a distinct SSRC. The
SSRC is not the IP address of the sender, but instead a number that the source assigns
randomly when the new stream is started. The probability that two streams get assigned the
same SSRC is very small.
Contributing Source Identifier (CSRC):: 0 to 15 items, 32 bits each.The CSRC list
identifies the contributing sources for the payload contained in this packet. The number of
identifiers is given by the CC field. If there are more than 15 contributing sources, only 15
may be identified. CSRC identifiers are inserted by mixers, using the SSRC identifiers of
contributing sources.
RTCP packet types.
(ii) What does a RTCP packet type carry? Explain in detail. (Apr 18)
Real Time Control Protocol (RTCP) is used in combination with RTP in multimedia
networking and in multicasting application. As shown in Figure , RTCP packets are
transmitted by each participant in an RTP session to all other participants in the session. The
RTCP packets are distributed to all the participants using IP multicast. For an RTP session,
typically there is a single multicast address, and all RTP and RTCP packets belonging to the
session use the multicast address. RTP and RTCP packets are distinguished from each other
through the use of distinct port numbers.
For each RTP stream that a receiver receives as part of a session, the receiver generates a
reception report. The receiver aggregates its reception reports into a single RTCP packet. The
most important fields of which are,
SSRC of the RTP stream for which the reception report is being generated.
The fraction of packets lost within the RTP stream.
Each receiver calculates the number of RTP packets lost divided by the number of
RTP packets sent as part of the stream. If a sender receives reception reports
indicating that the receivers are receiving only a small fraction of the sender's
transmitted packets, the sender can switch to a lower encoding rate, thereby
decreasing the congestion in the network, which may improve the reception rate.
The last sequence number received in the stream of RTP packets.
The interarrival jitter, which is calculated as the average inter arrival time between
successive packets in the RTP stream.
Sender report packets
For each RTP stream that a sender is transmitting, the sender creates and transmits RTCP
sender-report packets. The most important fields of which are:
SSRC of the RTP stream.
Number of packets sent in the stream.
Number of bytes sent in the stream
Timestamp and wall-clock time of the most recently generated RTP packet in the
stream
.
Senders can use the feedback information,
To modify their transmission rates,
To synchronize different media streams within a RTP session For example, consider a
videoconferencing application for which each sender generates two independent RTP
streams, one for video and one for audio. The timestamps in these RTP packets are
tied to the video and audio sampling clocks, and are not tied to the real time.
To synchronize the playout of audio and video at the receiver by associating the
sampling clock to the real-time clock. Receivers can use this association in the RTCP
sender reports to synchronize the playout of audio and video.
If there is no problem in the network, each packet reaches the receiver with a constant end-to-
end delay, of 20 msecs. Otherwise, some packets can be lost and most packets will not have
the same end-to-end delay, even in a lightly congested Internet. Thereore, it is essential for
the receiver to find
• Packet Loss
The UDP segment is encapsulated in an IP datagram. As the datagram wanders through the
network, it passes through router buffers while waiting for transmission on outbound links. It
is possible that one or more of the buffers in the path from sender to receiver is full, in which
case the arriving IP datagram may be discarded, never to arrive at the receiving application.
Packet loss rates between 1 and 20 percent can be tolerated, depending on the type of
encoding and loss concealment mechanism at the receiver. If it exceeds 10 to 20 percent
then it is not possible to achieve acceptable quality.
• End-to-End Delay
End-to-end delay is the accumulation of transmission, processing, and queuing delays in
routers; propagation delays in links; and end-system processing delays. For real-time
conversational applications, such as VoIP, end-to-end delays smaller than 150 msecs are not
perceived by a human listener; delays between 150 and 400 msecs can be acceptable but are
not ideal; and delays exceeding 400 msecs can seriously hinder the interactivity in voice
conversations. The receiving side of a VoIP application will typically disregard any packets
that are delayed more than a certain threshold, for example, more than 400 msecs. Thus,
packets that are delayed by more than the threshold are effectively lost.
• Packet Jitter
The varying queuing delays that a packet experiences in the network's routers. Because of
these varying delays, the time from when a packet is generated at the source until it is
received at the receiver can fluctuate from packet to packet, This phenomenon is called jitter.
It is shown in Figure
.
Fig Jitter
Jitter can often be removed by using sequence numbers, timestamps, and a playout delay.