网络化音乐演出BeatME服务器的设计与实现

S. Ariyani, A. I. Wuryandari, Y. Priyana
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引用次数: 0

摘要

网络音乐表演(Networked Musical Performance, NMP)是指一群在物理上分开的地方的音乐家,通过网络相互作用,就像他们在同一个房间里一样,一起演奏音乐。NMP系统容易受到延迟的影响。音乐表演中可接受的总延迟限制为30毫秒。研究是为了找出BeatME服务器应用程序如何通过网络接收来自BeatME客户端应用程序的输入,并根据输入合成声音,在音乐表演中具有可接受的总延迟。采用MIDI命令作为输入,OSC作为客户端和服务端的通信方式,开发了BeatME Server应用程序。音频合成使用SoundFont标准执行。该应用程序在局域网上进行了测试。研究表明,通过局域网进行通信时获得的平均延迟为3毫秒。延迟的最大因素是BeatME服务器发送音频数据的时间与声卡生成声音的时间之间的差异。因此,选择正确的音频驱动程序和音频缓冲区大小是很重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design and implementation of BeatME Server for Networked Musical Performance
Networked Musical Performance (NMP) occurs when a group of musicians, which are located in places that are physically separated, interacting via a network to play music together as if the musicians are located in the same room. NMP system is susceptible to latency. The limit of total latency acceptable in a music performance is 30 milliseconds. The research is conducted to find out how BeatME Server application can receive input from BeatME Client applications over the network and synthesize sound based on the input, with acceptable total latency in a musical performance. BeatME Server application is developed using MIDI command as input, and OSC as the method of client and server communication. Audio synthesis is performed using SoundFont standard. This application is tested on LAN. The work shows that the average latency obtained when the communication conducted via LAN is 3 milliseconds. The biggest factor of the latency is the difference between the time when the audio data was sent by BeatME Server and the time when the sound is generated by the soundcard. Therefore, it is important to select the right audio driver and audio buffer size.
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