2. System Requirements for a
Streaming Server
In this chapter, you will learn:
o Identify the hardware requirement for a media server
o Identify the software requirement for a media server
o Identify the recommended bandwidth for streaming
media
o Identify the audio and video codec used for
streaming media
3. Requirements
• Hardware Requirement –
Enough bandwidth to allow access to that media.
o Depending on the uses and applications
o A media server may require large amounts
of RAM, or a powerful, multicore CPU.
o A RAID may be used to create a large amount of
storage.
o TV tuner cards (Digital or Analog)
6. Requirements
• Streaming bandwidth and storage
Example:
o Bandwidth: 1 hour of video encoded at 300
kbit/s (320 240 pixels window size)
(3,600 s 300,000 bit/s) / (8 1024 1024) storage
= (108000000) / (8388608)
= 128.74 Storage
o Storage: on-demand streaming 1000 viewer
using using a Unicast protocol
300 kbit/s 1,000 = 300,000 kbit/s
= 300 Mbit/s of bandwidth
7. Exercise
• Streaming bandwidth and storage
Example:
o Bandwidth: 3 hour of video encoded at 300
kbit/s (320 240 pixels window size)
(_________ s 300,000 bit/s) / (8 1024 1024) storage
= (__________) / (8388608)
= ___________ Storage
o Storage: on-demand streaming 3500 viewer
using using a Unicast protocol
300 kbit/s _________ = __________ kbit/s
= _________Mbit/s of bandwidth
8. Codec, Bitstream, Transport, Control
• Media: SWMD Video
1. Audio is compressed: MP3, Vorbis or AAC
Video stream is compressed: H.264 or VP8
2. Assembled in a container bitstream such
as FLV, WebM, ASF or ISMA
3. The bitstream is delivered (streaming server to
a streaming client) using a transport protocol,
such as MMS or RTP.
4. Client interacts with the streaming server using
a control protocol such as MMS or RTSP
9. Network Congestion,
Bandwidth Spikes and Buffering
• Network congestion and other problems
are fairly common
• To help ameliorate the interruption of the data
stream, buffering is implemented.
10. Network Congestion,
Bandwidth Spikes and Buffering
• Buffering works by storing a portion of the
video locally, and then playing the video by
retrieving data from the local buffer.
• Buffering can also help encoding videos that
contain spikes of high bandwidth. This can
occur if something in the video suddenly
requires more bandwidth
11. Audio and Bandwidth
• Audio requires bandwidth just as video does.
• The higher the quality of the audio, the more
bandwidth it will consume.
o Media Encoder always use compressed audio.
o PCM uncompressed audio, 22.050 kHz, 16 bit
mono for instance requires 43 kbps of bandwidth
o Lower quality audio such as ACELP.net 8 kHz,
mono for example requires only 5 kbps of
bandwidth.
12. CODECs
• Codecs are compression technologies
with two components;
An encoder to compress the file in your studio or
office and a decoder to decode the file when played
by the remove viewer.
o Streaming space - H.264, VP6, Windows Media
and Sorenson Spark
o DVD and Blu-ray spaces - MPEG-2
H.264 and MPEG-2 are huge in the network and
particularly satellite spaces.
14. Commonly used Video CODECS
• Lossless codecs (FFv1)
• MPEG-4 Part 2 codecs (Div X Pro, Xvid)
• H.264/MPEG-4 AVC codecs
(x264, NERO Digital, QuickTime H.264)
• Microsoft codecs (WMV, MS MPEG-4v3)
• On2 codecs (VP6, VP6-E, VP6-S, VP7, VP8)
15. Other Video CODECS
• Sorenson 3 used by Apple's QuickTime
• Sorenson Spark used by Macromedia
• RealVideo used/developed by Real Networks
• Cinepak early codec used by Apple's QuickTime
16. Commonly used Audio CODECS
• Non-compression formats
o Linear Pulse Code Modulation (describe as PCM)
• Audio Interchange File Format (AIFF, audio container
format)
• WAV – Microsoft ”WAVE”
o Pulse-density modulation (PDM)
• Direct Stream Digital (DSD) is standard for Super
Audio CD
17. Commonly used Audio CODECS
• Lossless data compression
o Apple Lossless Audio Codec (ALAC)
• QuickTime
o Dolby TrueHD
• FFmpeg (decoding only)
o Free Lossless Audio Codec (FLAC)
• FFmpeg
• libFLAC
o MPEG-4 Audio Lossless Coding (MPEG-4 ALS)
o MPEG-4 ALS reference software
o Windows Media Audio 9 Lossless
18. Commonly used Audio CODECS
• General
o Adaptive Differential (or Delta) pulse-code
modulation (ADPCM)
o Adaptive Rate-Distortion Optimised sound codeR
(ARDOR)
o Adaptive Transform Acoustic Coding (ATRAC,
used in MiniDisc devices)
o Dolby Digital (A/52, AC3)
o MPEG-1 Audio and MPEG-2 Audio
19. Commonly used Audio CODECS
• General
o MPEG-4 Audio
o FFmpeg (decoding only)
o Windows Media Audio (WMA)
• Windows Media Encoder
• FFmpeg