CN107948703A - Playing progress rate synchronous method and device - Google Patents

Playing progress rate synchronous method and device Download PDF

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Publication number
CN107948703A
CN107948703A CN201711174282.7A CN201711174282A CN107948703A CN 107948703 A CN107948703 A CN 107948703A CN 201711174282 A CN201711174282 A CN 201711174282A CN 107948703 A CN107948703 A CN 107948703A
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time
jump
synchronous
player
response message
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CN201711174282.7A
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CN107948703B (en
Inventor
曹哲
李沈阳
李斌
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Hisense Visual Technology Co Ltd
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Qingdao Hisense Electronics Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/4302Content synchronisation processes, e.g. decoder synchronisation
    • H04N21/4307Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/436Interfacing a local distribution network, e.g. communicating with another STB or one or more peripheral devices inside the home
    • H04N21/43615Interfacing a Home Network, e.g. for connecting the client to a plurality of peripherals

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The application provides a kind of playing progress rate synchronous method and device, applied to from player, including:The first synchronization request is sent to main player;The first response message for the first synchronization request based on main player feedback performs synchronously to be redirected for the first time;The second synchronization request is sent to main player;Based on main player feedback for the second synchronization request the second response message, redirect time-consuming and communication and take, execution synchronously redirects for the second time, wherein, redirect to take and taken for what execution synchronously redirected for the first time, communication takes to be taken for the one way to communicate between player and main player.The application is taken by active to the main player transmission time-consuming and communication that redirects that synchronization request is ignored with obtaining twice, then synchronously redirected from player according to obtained time-consuming performed again to current video of time-consuming and communication that redirect, so that main player achievees the purpose that precise synchronization with the video from player plays, and then improve user experience.

Description

Method and device for synchronizing playing progress
Technical Field
The present application relates to the field of communications technologies, and in particular, to a method and an apparatus for synchronizing a play progress.
Background
The synchronous playing progress among the multiple players means that a main player and a plurality of slave players are arranged in the local area network, the main player pushes the video to be played to the slave players, so that all the players play the same video, and the pictures and the sound of the plurality of slave players are synchronous with the main player. The technology is generally applied to a scene that a plurality of devices need to be played synchronously in a home appliance store or a stadium. However, since there are usually problems of network delay and jitter between the master player and the slave player, and the playing performance of each player is different, the playing progress between the master player and the slave player may be inconsistent, resulting in poor user experience.
In the related art, after a master player pushes a video to be played to a slave player connected thereto, the master player broadcasts a message of the current position of the current video in real time, and the slave player, upon receiving the broadcast message, judging whether the playing progress of the main player carried by the broadcast message is consistent with the playing progress of the local video, if not, a synchronous jump (seek) is executed to jump the playing progress of the local video to the playing progress of the main player, but since the main player continues playing after sending out the broadcast message, and the transmission of the broadcast message in the network is time-consuming, and the synchronization jump performed from the player is also time-consuming, therefore, in practice, the synchronization jump performed by the slave player is not accurate, the video played by the master player and the slave player is not completely synchronized, and the user experience is still poor.
Disclosure of Invention
In view of this, the present application provides a method and an apparatus for synchronizing a playing progress, so as to solve the problem that the videos played by the master player and the slave player are not completely synchronized in the existing synchronization manner, and the user experience is poor.
According to a first aspect of embodiments of the present application, there is provided a method for synchronizing a play progress, the method being applied to a slave player, the method including:
sending a first synchronization request to a main player;
performing a first synchronization jump based on a first response message to the first synchronization request fed back by the main player;
sending a second synchronization request to the main player;
and executing second synchronous jumping based on a second response message, jumping time consumption and communication time consumption which are fed back by the main player and aim at the second synchronous request, wherein the jumping time consumption is the time consumption of the first synchronous jumping, and the communication time consumption is the time consumption of one-way communication between the slave player and the main player.
According to a second aspect of the embodiments of the present application, there is provided a play progress synchronization apparatus, the apparatus being applied to a slave player, the apparatus including:
a first sending unit for sending a first synchronization request to the main player;
a first synchronous skipping unit, configured to perform a first synchronous skipping based on a first response message to the first synchronous request, which is fed back by the main player;
a second transmitting unit for transmitting a second synchronization request to the main player;
and the second synchronous jumping unit is used for executing second synchronous jumping based on a second response message, jumping time consumption and communication time consumption which are fed back by the main player and aim at the second synchronous request, wherein the jumping time consumption is the time consumption of first synchronous jumping, and the communication time consumption is the time consumption of one-way communication between the slave player and the main player.
By applying the embodiment of the application, after receiving a video pushed by a main player, a slave player may send a first synchronization request to the main player, then perform a first synchronization jump based on a first response message to the first synchronization request fed back by the main player, then send a second synchronization request to the main player, and perform a second synchronization jump based on a second response message to the second synchronization request fed back by the main player, a jump time consumption and a communication time consumption, wherein the jump time consumption is the time consumption of the first synchronization jump, and the communication time consumption is a time-consuming single pass for communication between the slave player and the main player. Based on the above description, the slave player actively sends two synchronization requests to the master player to obtain the skipped time consumption and the communication time consumption, and then the slave player performs synchronous skipping on the current video based on the second response message to the second synchronization request fed back by the master player, so that the video played by the master player and the slave player can be accurately synchronized, and the user experience is improved.
Drawings
Fig. 1 is a view of an application scenario applied to play progress synchronization according to an exemplary embodiment of the present application;
fig. 2A is a flowchart illustrating an embodiment of a method for synchronizing a playing progress according to an exemplary embodiment of the present application;
FIG. 2B is a timing diagram illustrating an interaction of synchronization request and response messages according to the embodiment shown in FIG. 2A;
FIG. 3 is a diagram illustrating a hardware configuration of a main player according to an exemplary embodiment of the present application;
fig. 4 is a structural diagram of an embodiment of a play progress synchronization apparatus according to an exemplary embodiment of the present application.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in this application and the appended claims, the singular forms "a", "an", and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It is to be understood that although the terms first, second, third, etc. may be used herein to describe various information, such information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, first information may also be referred to as second information, and similarly, second information may also be referred to as first information, without departing from the scope of the present application. The word "if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.
Fig. 1 is a view of an application scenario applied to synchronization of playing schedules, according to an exemplary embodiment, where fig. 1 includes a master player, a router, and a plurality of slave players (3 slave players are shown in fig. 1), where the master player and the slave players can communicate through the router, and when playing a video, the master player can push the video to be played to the slave players through the router, so that the slave players and the master player play the same video.
Fig. 2A is a flowchart illustrating an embodiment of a method for synchronizing a playing progress according to an exemplary embodiment of the present application; fig. 2B is an interaction timing diagram of a synchronization request and response message according to the embodiment shown in fig. 2A, which may be applied to a slave player, where the application scenario diagram shown in fig. 1 includes a plurality of slave players, and since each slave player has different performance, and the communication time consumption between the slave player and a master player and the time consumption for performing synchronization jump by itself are different, each slave player needs to calculate the communication time consumption and the jump time consumption between itself and the master player, for convenience of description, which is described in detail below with reference to a slave player as an example, as shown in fig. 2A, the play progress synchronization method includes the following steps:
step 201: a first synchronization request is sent to the main player.
In one embodiment, after receiving the video pushed by the main player, the slave player plays the received video and actively sends a first synchronization request to the main player.
Step 202: and executing the first synchronous jump based on the first response message fed back by the main player and aiming at the first synchronous request.
In an embodiment, the first response message to the first synchronization request fed back by the master player may carry a playing progress of a video currently played by the master player, so that the slave player may perform a synchronization jump on the video being played by using the playing progress.
In an exemplary scenario, the playing progress carried in the first reply message received from the player is current _ position _1, the playing progress of the video being played by the slave player is S1_ position, and the slave player may jump the playing progress of the video being played to current _ position _1 from S1_ position.
Step 203: a second synchronization request is sent to the main player.
Step 204: and executing the second synchronous jump based on a second response message which is fed back by the main player and aims at the second synchronous request, jump consumed time and communication consumed time, wherein the jump consumed time is consumed time for executing the first synchronous jump, and the communication consumed time is consumed time for performing one-way communication between the slave player and the main player.
Before executing step 204, the slave player generally needs a certain time to complete the synchronization jump, as described in step 202, and in order to accurately synchronize the playing schedules of the slave player and the master player, the ignored synchronization jump time can be calculated to compensate for the subsequent time consumption. Since the slave player performs the jump operation only once during the period between the reception of the first reply message and the transmission of the second synchronization request, the jump time can be calculated from the time of receiving the first reply message and the time of transmitting the second synchronization request. For example, as shown in fig. 2B, the time when the slave player sends the first synchronization request is TS1, the time when the master player receives the first synchronization request is TM1, the first time when the slave player receives the first reply message is TS2, and the second time when the second synchronization request is sent is TS3, the hop-by-time may be: t _ seek ═ TS3-TS 2.
Before step 204 is executed, after receiving the synchronization request from the slave player, the master player reads the playing progress of the current video, and feeds back a synchronization response carrying the playing progress of the current video to the slave player. The slave player also needs to calculate the time consuming communication between the slave player and the master player. How the communication latency is calculated is illustrated in two ways as follows:
the first mode is as follows: the slave player calculates the communication time by first interacting with the master player's synchronization request.
For example, the slave player calculates the communication time consumption according to the time of sending the first synchronization request, the time of receiving the first reply message, and the time of receiving the first synchronization request and the time of sending the first reply message by the master player carried by the first reply message.
The second mode is as follows: the slave player calculates the communication time by interacting with the synchronization request of the master player a second time.
For example, the slave player calculates the communication time consumption according to the time of sending the second synchronization request, the time of receiving the second response message, and the time of receiving the second synchronization request and the time of sending the second response message by the master player carried in the second response message.
In an exemplary scenario, since the two aforementioned manners of calculating the communication time consumption are different only in calculation time and the calculation principle is the same, only the second manner is taken as an example for the following description, the first manner may refer to the second manner, as shown in fig. 2B, the time when the slave player sends the second synchronization request is TS3, the time when the second response message sent by the master player receives the second synchronization request is TM3 and the time when the second response message is sent is TM4, the time when the slave player receives the second response message is TS4, the time when the slave player goes from the slave player to the master player is t1, and the time when the master player returns to the slave player is t2, so that: TS4-TS3 ═ t1+ (TM4-TM3) + t2, and assuming that the time taken for the forward pass t1 is the same as the time taken for the backward pass t2, the time taken for the single pass communication (i.e., the time taken for communication) is: t _ tr is 1/2 (t1+ t2) is 1/2 (TS 4-TS 3+ TM 3-TM 4).
It should be noted that the slave player may also use the average value of the communication elapsed times calculated in the above two manners as the communication elapsed time for executing the second synchronization jump reference.
In an embodiment, since the skip time and the communication time have been calculated, in this step 204, the slave player may calculate a final skip progress according to the calculated communication time and the skip time and the playing progress carried by the second response message, and then perform synchronous skip on the current video according to the final skip progress, so as to achieve the purpose of accurate synchronization.
And the communication time consumption and the jump time consumption are time consumption compensation for calculating the final jump progress.
In another exemplary scenario, as described in step 203 above, the obtained jump duration is t _ seek, the communication duration is t _ tr, and assuming that the play progress carried by the second response message sent by the main player is current _ position _2, the final jump progress may be: final _ new _ position — current _ position _2+ t _ seek + t _ tr, so that the player can jump the playing progress of the current video to final _ new _ position.
In another embodiment, after the step 204, since the second synchronous jump is a synchronous jump performed in consideration of the first jump elapsed time and the communication elapsed time, the second synchronous jump elapsed time is a jump elapsed time that is more real when the player performs the synchronous jump later, and the jump elapsed time of the second synchronous jump can be used as a final jump elapsed time for the subsequent synchronous jump. For example, the slave player may receive a broadcast message for synchronization from the master player, determine whether the playing progress carried by the broadcast message is consistent with the playing progress of the current video, and if not, execute the synchronous skip according to the communication time consumption, the skip time consumption of the second synchronous skip and the playing progress carried by the broadcast message. Therefore, the synchronous jump executed by the second synchronous jump and the communication time can achieve the purpose of accurate synchronization each time after the player.
In another embodiment, after the step 204, the slave player may also perform the processes of the sequential steps 201 to 204 according to a preset time period, so as to achieve the purpose of regularly maintaining the accurate synchronization of the playing schedule with the master player.
In practical application, a threshold is usually set for the process of judging whether the skip progress carried by the broadcast message is consistent with the playing progress of the current video, and when the difference between the skip progress carried by the broadcast message and the playing progress of the current video exceeds the threshold, the skip progress carried by the broadcast message is determined to be inconsistent with the playing progress of the current video.
In this embodiment, after receiving the video pushed by the master player, the slave player may first send a first synchronization request to the master player, then perform a first synchronization jump based on a first response message to the first synchronization request fed back by the master player, then send a second synchronization request to the master player, and perform a second synchronization jump based on a second response message to the second synchronization request fed back by the master player, a jump time consumption and a communication time consumption, where the jump time consumption is the time consumption of the first synchronization jump and the communication time consumption is the time consumption for a single pass of communication between the slave player and the master player. Based on the above description, the slave player actively sends two synchronization requests to the master player to obtain the skipped time consumption and the communication time consumption, and then the slave player performs synchronous skipping on the current video based on the second response message to the second synchronization request fed back by the master player, so that the video played by the master player and the slave player can be accurately synchronized, and the user experience is improved.
Corresponding to the embodiment of the playing progress synchronizing method, the application also provides an embodiment of a playing progress synchronizing device.
The embodiment of the playing progress synchronization device can be applied to the slave player. The device embodiments may be implemented by software, or by hardware, or by a combination of hardware and software. The software implementation is taken as an example, and is formed by reading corresponding computer program instructions in the nonvolatile memory into the memory for operation through the processor of the device where the software implementation is located as a logical means. In terms of hardware, as shown in fig. 3, a hardware structure diagram of a slave player according to an exemplary embodiment of the present application is shown in fig. 3, except for the processor, the memory, the network interface, and the nonvolatile memory shown in fig. 3, a device in which the apparatus in the embodiment is located may also include other hardware according to an actual function of the device, which is not described again.
Fig. 4 is a block diagram of an embodiment of a play progress synchronization apparatus according to an exemplary embodiment of the present application, which can be applied to a slave player, as shown in fig. 4, the play progress synchronization apparatus includes: a first sending unit 41, a first synchronous jumping unit 42, a second sending unit 43 and a second synchronous jumping unit 44.
A first sending unit 41 for sending a first synchronization request to the main player;
a first synchronization skip unit 42 for performing a first synchronization skip based on a first response message to the first synchronization request fed back by the main player;
a second sending unit 43, configured to send a second synchronization request to the main player;
and a second synchronous skipping unit 44, configured to perform a second synchronous skipping based on a second response message, a skip time and a communication time consumed for the second synchronous request, which are fed back by the master player, where the skip time is a time consumed for the first synchronous skipping, and the communication time is a time consumed for a single pass of communication between the slave player and the master player.
In an alternative implementation, the apparatus further comprises (not shown in fig. 4):
a communication elapsed time calculation unit, configured to calculate, before the second synchronization skip unit 44 performs a second synchronization skip based on a second response message, a skip elapsed time, and a communication elapsed time for the second synchronization request, which are fed back by the main player, according to a time when the second synchronization request is sent, a time when the second response message is received, and a time when the main player carried in the second response message receives the second synchronization request and a time when the second response message is sent; or calculating the communication time consumption according to the time of sending the first synchronization request, the time of receiving the first response message, the time of receiving the first synchronization request by the main player carried by the first response message and the time of sending the first response message.
In an alternative implementation, the apparatus further comprises (not shown in fig. 4):
and the jump time calculation unit is specifically used for calculating the jump time according to the time of receiving the first response message and the time of sending the second synchronization request.
In an optional implementation manner, the second synchronous skip unit 44 is specifically configured to calculate a final skip progress according to the communication elapsed time, the skip elapsed time, and a play progress carried by the second response message; and executing the second synchronous jump according to the final jump progress.
In an alternative implementation, the apparatus further comprises (not shown in fig. 4):
a maintenance unit, configured to calculate a jump time consumption of the second synchronous jump after the second synchronous jump unit 44 executes the second synchronous jump based on the second response message, the jump time consumption, and the communication time consumption, which are fed back by the main player and are for the second synchronous request; receiving a broadcast message for synchronization from the main player; judging whether the playing progress carried by the broadcast message is consistent with the playing progress of the current video; and if the communication time consumption and the second synchronous jump time consumption are not consistent, executing synchronous jump according to the communication time consumption, the jump time consumption of the second synchronous jump and the playing progress carried by the broadcast message.
The implementation process of the functions and actions of each unit in the above device is specifically described in the implementation process of the corresponding step in the above method, and is not described herein again.
For the device embodiments, since they substantially correspond to the method embodiments, reference may be made to the partial description of the method embodiments for relevant points. The above-described embodiments of the apparatus are merely illustrative, and the units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the scheme of the application. One of ordinary skill in the art can understand and implement it without inventive effort.
The above description is only exemplary of the present application and should not be taken as limiting the present application, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the scope of protection of the present application.

Claims (10)

1. A method for synchronizing playing progress, the method being applied to a slave player, the method comprising:
sending a first synchronization request to a main player;
performing a first synchronization jump based on a first response message to the first synchronization request fed back by the main player;
sending a second synchronization request to the main player;
and executing second synchronous jumping based on a second response message, jumping time consumption and communication time consumption which are fed back by the main player and aim at the second synchronous request, wherein the jumping time consumption is the time consumption for executing the first synchronous jumping, and the communication time consumption is the time consumption for performing one-way communication between the slave player and the main player.
2. The method according to claim 1, wherein before performing the second synchronization jump based on the second response message, the jump time consumption and the communication time consumption for the second synchronization request fed back by the main player, the method further comprises:
calculating communication time consumption according to the time of sending the second synchronization request, the time of receiving the second response message, the time of receiving the second synchronization request by the main player carried by the second response message and the time of sending the second response message;
or,
and calculating communication time consumption according to the time of sending the first synchronization request, the time of receiving the first response message, the time of receiving the first synchronization request by the main player carried by the first response message and the time of sending the first response message.
3. The method of claim 1, wherein after sending the second synchronization request to the main player, the method further comprises:
and calculating the jump time consumption according to the time of receiving the first response message and the time of sending the second synchronous request.
4. The method of claim 1, wherein performing the second synchronization jump based on the second response message to the second synchronization request fed back by the main player, the jump time consumption and the communication time consumption comprises:
calculating the final jump progress according to the communication time consumption, the jump time consumption and the playing progress carried by the second response message;
and executing the second synchronous jump according to the final jump progress.
5. The method of claim 1, wherein after performing a second synchronization jump based on a second response message for the second synchronization request fed back by the main player, the jump time consumption and a communication time consumption, the method further comprises:
calculating the jump time consumption of the second synchronous jump;
receiving a broadcast message for synchronization from the main player;
judging whether the playing progress carried by the broadcast message is consistent with the playing progress of the current video;
and if the communication time consumption and the second synchronous jump time consumption are not consistent, executing synchronous jump according to the communication time consumption, the jump time consumption of the second synchronous jump and the playing progress carried by the broadcast message.
6. A play progress synchronizing apparatus applied to a slave player, the apparatus comprising:
a first sending unit for sending a first synchronization request to the main player;
a first synchronous skipping unit, configured to perform a first synchronous skipping based on a first response message to the first synchronous request, which is fed back by the main player;
a second transmitting unit for transmitting a second synchronization request to the main player;
and the second synchronous jumping unit is used for executing second synchronous jumping based on a second response message, jumping time consumption and communication time consumption which are fed back by the main player and aim at the second synchronous request, wherein the jumping time consumption is the time consumption of first synchronous jumping, and the communication time consumption is the time consumption of one-way communication between the slave player and the main player.
7. The apparatus of claim 6, further comprising:
a communication consumed time calculating unit, configured to calculate, before the second synchronization skip unit executes a second synchronization skip based on a second response message, skip consumed time, and communication consumed time for the second synchronization request, which are fed back by the main player, according to a time when the second synchronization request is sent, a time when the second response message is received, and a time when the main player carried in the second response message receives the second synchronization request and a time when the second response message is sent; or calculating the communication time consumption according to the time of sending the first synchronization request, the time of receiving the first response message, the time of receiving the first synchronization request by the main player carried by the first response message and the time of sending the first response message.
8. The apparatus of claim 6, further comprising:
and the jump time calculation unit is specifically used for calculating the jump time according to the time of receiving the first response message and the time of sending the second synchronization request.
9. The device according to claim 6, wherein the second synchronous skip unit is specifically configured to calculate a final skip progress according to the communication elapsed time, the skip elapsed time, and a play progress carried by the second response message; and executing the second synchronous jump according to the final jump progress.
10. The apparatus of claim 6, further comprising:
a maintenance unit, configured to calculate a skip time consumption of the second synchronous skip after the second synchronous skip is executed by the second synchronous skip unit based on a second response message, a skip time consumption and a communication time consumption, which are fed back by the main player and are directed to the second synchronous request; receiving a broadcast message for synchronization from the main player; judging whether the playing progress carried by the broadcast message is consistent with the playing progress of the current video; and if the communication time consumption and the second synchronous jump time consumption are not consistent, executing synchronous jump according to the communication time consumption, the jump time consumption of the second synchronous jump and the playing progress carried by the broadcast message.
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CN112637658A (en) * 2020-03-17 2021-04-09 西安诺瓦星云科技股份有限公司 Media playing control method, device and system and multi-terminal synchronous playing system
CN113055728A (en) * 2021-03-31 2021-06-29 海信电子科技(武汉)有限公司 Multi-device synchronous playing method and display device
CN115515004A (en) * 2022-11-04 2022-12-23 之江实验室 An Android-based multi-screen control system
CN115914709A (en) * 2021-09-22 2023-04-04 深圳市柔宇科技股份有限公司 Video synchronous playing method, slave device and computer readable storage medium

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