CN113038245B - Multimedia content playing device and multimedia content playing method - Google Patents

Multimedia content playing device and multimedia content playing method Download PDF

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Publication number
CN113038245B
CN113038245B CN201911347448.XA CN201911347448A CN113038245B CN 113038245 B CN113038245 B CN 113038245B CN 201911347448 A CN201911347448 A CN 201911347448A CN 113038245 B CN113038245 B CN 113038245B
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sample
start time
multimedia content
target
samples
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CN113038245A (en
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吴宗宪
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Realtek Semiconductor Corp
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Realtek Semiconductor Corp
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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
    • H04N21/433Content storage operation, e.g. storage operation in response to a pause request, caching operations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/60Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client 
    • H04N21/61Network physical structure; Signal processing
    • H04N21/6106Network physical structure; Signal processing specially adapted to the downstream path of the transmission network

Abstract

The invention discloses a multimedia content playing device and a multimedia content playing method. The multimedia content playing method comprises the following steps: downloading a plurality of samples of a multimedia content to a memory via a network to obtain a plurality of downloaded samples, wherein each sample has a time stamp; receiving a jump instruction, wherein the jump instruction indicates a target starting time; deleting at least a portion of the downloaded samples; and downloading a target sample corresponding to the target starting time.

Description

Multimedia content playing device and multimedia content playing method
Technical Field
The present invention relates to playing of multimedia content, and more particularly, to a method and apparatus for playing multimedia content by downloading and playing multimedia content through a network.
Background
Fig. 1 is a schematic diagram of a downloading state of a conventional multimedia content. The multimedia content may be video (video), audio (audio), or a combination of both. The horizontal axis of fig. 1 is time, wherein "0" represents the start point of the multimedia content and "END" represents the END point of the multimedia content. Three sections (hereinafter referred to as queued sections) of an entered queue (queued) or buffered (buffered) are shown: s1, S2 and S3. The start time and end time of the queued segment S1 are t1 and t2, respectively, and the length (duration) is D1; the start time and end time of the queued segment S2 are t3 and t4, respectively, and the length is D2; the start time and end time of the queued segment S3 are t5 and t6, respectively, and the length is D3. Each queued section contains a number of downloaded consecutive samples (samples), each sample having a time stamp (time stamp). Taking the queued section S1 as an example, the timestamp of the first sample of the queued section S1 is t1, the timestamp of the last sample is t2, and the difference between t2 and t1 is the length D1. The samples may refer to one decodable unit of multimedia content; for example, one sample may be one frame (or referred to as a frame) for video data and one frame may be one audio frame (or audio frame) for audio data. When the samples are frames, for a multimedia content having a frame rate (frame rate) Fr (frames per second), the queued section S1 comprises Fr (t 2-t 1) consecutive samples, the queued section S2 comprises Fr (t 4-t 3) consecutive samples, and the queued section S3 comprises Fr (t 6-t 5) consecutive samples.
When a user jumps and plays (seek to play) multimedia content (including forward jump and backward jump), existing multimedia playing devices (e.g., computers, tablet computers, cell phones, televisions, set-top boxes, etc.) search for a target sample (i.e., a sample corresponding to a target start time indicated by a jump instruction) from the queued section, and delete and download the target sample again after it is found. The act of searching includes comparing the target start time to a time stamp. The act of searching is time consuming since a particular sample (i.e., the target sample) must be found. The number of downloaded samples at any time increases and the user experience after the jump will be degraded.
Disclosure of Invention
In view of the shortcomings of the prior art, an objective of the present invention is to provide a multimedia content playing device and a multimedia content playing method, so as to improve the device performance and the user experience.
The invention discloses a multimedia content playing method, which comprises the following steps: downloading a plurality of samples of a multimedia content to a memory via a network to obtain a plurality of downloaded samples, wherein each sample has a time stamp; receiving a jump instruction, wherein the jump instruction indicates a target starting time; deleting at least a portion of the downloaded samples; and downloading a target sample corresponding to the target starting time.
The invention also discloses a multimedia content playing method, which comprises the following steps: downloading a plurality of samples of a multimedia content to a memory via a network to obtain a plurality of downloaded samples, wherein each sample has a time stamp; receiving a jump instruction, wherein the jump instruction indicates a target starting time; comparing the target start time with at least one of the time stamps; when a sample corresponding to the target start time exists in the memory, downloading a first sample which is not downloaded and is later than the target start time, and not downloading the sample corresponding to the target start time.
The invention also discloses a multimedia content playing device which comprises a network transceiver circuit, a memory and a processing unit. The memory stores a plurality of program instructions or program codes. The processing unit is coupled to the network transceiver circuit and the memory, and is configured to execute the program instructions or the program codes to perform the following actions: downloading a plurality of samples of a multimedia content to the memory by using the network transceiver circuit to obtain a plurality of downloaded samples, wherein each sample has a time stamp; receiving a jump instruction, wherein the jump instruction indicates a target starting time; deleting at least a portion of the downloaded samples; and downloading a target sample corresponding to the target starting time to the memory.
The invention also discloses a multimedia content playing device which comprises a network transceiver circuit, a memory and a processing unit. The memory stores a plurality of program instructions or program codes. The processing unit is coupled to the network transceiver circuit and the memory, and is configured to execute the program instructions or the program codes to perform the following actions: downloading a plurality of samples of a multimedia content to the memory by using the network transceiver circuit to obtain a plurality of downloaded samples, wherein each sample has a time stamp; receiving a jump instruction, wherein the jump instruction indicates a target starting time; comparing the target start time with at least one of the time stamps; when a sample corresponding to the target start time exists in the memory, downloading a first sample which is not downloaded and is later than the target start time, and not downloading the sample corresponding to the target start time.
By reducing the comparison time and/or comparison times after the jump or repeatedly utilizing the downloaded data, the multimedia content playing device and the multimedia content playing method can improve the smoothness of the played jump. The present invention provides a preferred user experience over conventional techniques.
The features, acts and effects of the present invention are described in detail below with respect to the embodiments illustrated in the drawings.
Drawings
FIG. 1 is a diagram illustrating a download status of a conventional multimedia content;
FIG. 2 is a functional block diagram of a portion of a multimedia playback device;
FIG. 3 is a schematic diagram of the memory contents;
FIG. 4 is a flowchart of a method for playing multimedia content according to an embodiment of the present invention;
FIG. 5 is a flowchart of a method for playing multimedia content according to another embodiment of the present invention; and
fig. 6 is a flowchart of another embodiment of a method for playing multimedia contents according to the present invention.
Detailed Description
Technical terms used in the following description refer to conventional terms in the art, and as the description of the present invention, some terms are described or defined, and the explanation of the some terms is based on the description or definition of the present invention.
The disclosure of the present invention includes a multimedia content playing device and a multimedia content playing method. Since some of the components included in the multimedia content playing device of the present invention may be known components alone, the following description will be omitted without affecting the full disclosure and the practical applicability of the device. In addition, part or all of the flow of the multimedia content playing method of the present invention may be in the form of software and/or firmware, and may be performed by the multimedia content playing device of the present invention or an equivalent device thereof, without affecting the full disclosure and implementation of the method, the following description of the method will focus on the step content rather than the hardware.
The invention relates to a multimedia content playing method which can be executed by a multimedia playing device (such as a computer, a tablet computer, a mobile phone, a television, a set top box and the like). Fig. 2 is a functional block diagram of a portion of a multimedia playing device. The multimedia playing device 100 includes a processing unit 110, a memory 120, a network transceiver circuit 130 and an audio/video output circuit 140. The processing unit 110 may be a circuit or an electronic component with program execution capability, such as a central processing unit, a microprocessor or a micro-processing unit, which implements the functions of the multimedia playing device by executing program code or program instructions stored in the memory 120. The multimedia playing device 100 downloads the multimedia content using the network transceiving circuit 130. The network transceiver circuit 130 may receive and transmit data over a wired and/or wireless network. The processing unit 110 plays the multimedia content through the audio/video output circuit 140. The audio/video output circuit 140 may be, for example, a display panel and/or audio, or a signal transmission interface (e.g., high-definition multimedia interface (High Definition Multimedia Interface, HDMI)).
Fig. 3 is a schematic diagram of the storage contents of the memory 120. The processing unit 110 may store the queued segments in the memory 120 in the form of a linked list. Fig. 3 shows that the link series contains three nodes: node 210, node 220, and node 230. For example, the data of node 210 may be queued segment S1 of FIG. 1, the data of node 220 may be queued segment S2, and the data of node 230 may be queued segment S3. The addresses of nodes 210, 220, and 230 in memory 120 may be contiguous or non-contiguous. The processing unit 110 may learn the start time, end time, and/or length of a queued segment of a (visit) node when accessing the node. Since the behavior of the link string is well known to those of ordinary skill in the art, details thereof will not be described.
Fig. 4 is a flowchart of a method for playing multimedia contents according to an embodiment of the invention. Initially, the processing unit 110 uses the network transceiver circuit 130 to download a plurality of samples from the target sample via the network, so as to obtain a plurality of downloaded samples, and the downloaded samples are stored in the memory 120 (step S410). Next, the processing unit 110 plays the downloaded sample from the target start time through the audio/video output circuit 140 (step S420). When the user does not specify a target start time (e.g., when the user plays the multimedia content from scratch), the target start time defaults to 0 seconds and the target sample is the first sample of the multimedia content. Next, the processing unit 110 determines whether a jump (seek) instruction is received (step S430). If no jump instruction is received, the processing unit 110 downloads the next sample (i.e. continuously downloads samples in time sequence) (step S440), and then continues playing the downloaded samples in time sequence (step S420).
The jump instruction is, for example, an application programming interface (application programming interface, API) (e.g. "jump to:", or an instruction or function having the same function) for specifying a target start time, which is a point in time of interest to the user in the multimedia content. Generally, the following operations trigger an application call jump instruction executed by the processing unit 110: scrolling the time axis (timeline) of the player, pressing a forward/reverse button, typing a target time, etc. Receipt of the jump instruction by the processing unit 110 means that the jump instruction is called.
After receiving the jump instruction (yes in step S430), the processing unit 110 obtains the target start time specified by the jump instruction (step S450). Next, the processing unit 110 compares the target start time with the time stamp of at least one downloaded sample (step S460), and then deletes the downloaded sample (if any) with the time stamp greater than the target start time in the memory 120 (step S470). After the end of step S470, the processing unit 110 starts downloading a plurality of samples from the target sample (i.e., the sample corresponding to the target start time) (step S410), and starts playing the downloaded samples from the target start time (step S420). Details of steps S460 and S470 are illustrated below.
Please refer to fig. 1. In some embodiments, the processing unit 110 sequentially compares the time stamps of the first samples of the queued segment S1, the queued segment S2, and the queued segment S3 with the target start time in step S460. In other words, when comparing the target start time with a plurality of consecutive samples, the processing unit 110 may compare only the target start time with the first sample of the consecutive samples. If t1 is greater than the target start time (i.e., 0< target start time < t 1), the processing unit 110 only needs to perform the comparison once in step S460, and then deletes the queued segment S1, the queued segment S2, and the queued segment S3 in step S470. Conversely, if t1 is less than the target start time, processing unit 110 continues with other comparisons (e.g., comparing the target start time to t3 and/or t 5). The purpose of steps S460-S470 is to find samples in the memory 120 with time stamps greater than the target start time and delete the samples. In this way, the processing unit 110 does not have to spend a lot of time comparing the target start time with the timestamp (in some cases, only one comparison is needed, for example, 0< target start time < t 1), so that the performance and the user experience of the multimedia playing device 100 can be improved. This advantage is further evident when a large number of queued segments are accumulated in memory 120.
Fig. 5 is a flowchart of another embodiment of a method for playing multimedia contents according to the present invention. The process of fig. 5 is similar to the process of fig. 4 (steps S510 to S550 are the same as steps S410 to S450, respectively), except that in the embodiment of fig. 5, the processing unit 110 deletes all downloaded samples (i.e. deletes all queued segments in fig. 3) in the memory 120 after receiving the jump instruction (step S560), and then starts downloading and playing the multimedia content from the samples corresponding to the target start time. In other words, the processing unit 110 does not compare the target start time with the time stamp in this embodiment, so that the performance of the multimedia playing device 100 can be further improved.
Fig. 6 is a flowchart of another embodiment of a method for playing multimedia contents according to the present invention. Steps S610 to S650 are the same as steps S410 to S450, respectively, and will not be described again. After receiving the jump instruction (step S630) and obtaining the target start time specified by the jump instruction (step S650), the processing unit 110 compares the target start time with the time stamp of the downloaded sample (step S660).
When all the downloaded samples in the memory 120 are not the samples corresponding to the target start time (no in step S670), the processing unit 110 returns to step S610 to download the target samples (i.e. the samples corresponding to the target start time), and then starts playing the multimedia content from the target start time.
When the downloaded sample corresponding to the target start time is stored in the memory 120 (yes in step S670), the processing unit 110 does not download the sample corresponding to the target start time, and sets the target sample as the first un-downloaded sample after the target start time (step S680). For example, referring to FIG. 1, when the target sample falls in the queued section S2 (i.e., t3.ltoreq.target start time.ltoreq.t4), the processing unit 110 does not download the target sample, and sets the target start time to be the sample immediately after the non-download of the queued section S2 (i.e., the sample immediately after the sample corresponding to the time point t 4). In other words, the processing unit 110 sets the target sample as the sample which is not downloaded and whose time stamp is greater than the target start time and is the smallest in step S680.
After step S680 is completed, the processing unit 110 returns to step S610 to download the target sample (i.e. the first sample not downloaded after the target start time), and then starts playing the multimedia content from the target start time in S620.
In some embodiments, the processing unit 110 only needs to compare the target start time with the start time and the end time of the queued segments in step S660, and can quickly determine whether the result of S670 is yes or not, so that the comparison time can be shortened. The embodiment of fig. 6 can avoid repeated downloading of samples, so that the playback after the jump is smoother.
Since those skilled in the art can understand the implementation details and variations of the method according to the present invention by using the disclosure of the apparatus according to the present invention, repeated descriptions are omitted herein to avoid redundancy without affecting the disclosure requirement and the implementation of the method according to the present invention. It should be noted that, in the foregoing drawings, the shapes, sizes, proportions of the components, the order of the steps, and the like are merely illustrative, for those skilled in the art to understand the present invention, and are not intended to limit the present invention.
Although the embodiments of the present invention have been described above, the present invention is not limited thereto, and those skilled in the art can make various changes to the technical features of the present invention according to the explicit or implicit disclosure of the present invention, and all such changes may be made within the scope of the present invention, that is, the scope of the present invention should be defined by the claims of the present invention.
[ symbolic description ]
S1, S2, S3 queued segments
100. Multimedia playing device
110. Processing unit
120. Memory
130. Network transceiver circuit
140. Audio/video output circuit
210. 220, 230 node
Steps S410 to S470, S510 to S560, and S610 to S680.

Claims (2)

1. A method of playing multimedia content, the method comprising:
downloading a plurality of queued segments of a multimedia content over a network to a memory, each queued segment comprising a plurality of downloaded consecutive samples, wherein each sample has a timestamp;
receiving a jump instruction, wherein the jump instruction indicates a target starting time;
deleting at least a portion of the plurality of downloaded samples; and
downloading a target sample corresponding to the target starting time;
wherein deleting at least a portion of the plurality of downloaded samples comprises:
sequentially comparing the time stamp of the first sample of the first one of the plurality of queued segments with the target start time, and deleting the plurality of queued segments when the time stamp of the first sample of the first one of the plurality of queued segments is greater than the target start time; when the timestamp of the first sample of the first queued section is less than the target start time, deleting at least a portion of the plurality of downloaded samples having a timestamp greater than the target start time, and maintaining other downloaded samples having a timestamp less than the target start time.
2. A multimedia content playing device, comprising:
a network transceiver circuit;
a memory storing a plurality of program instructions or program codes; and
a processing unit, coupled to the network transceiver circuit and the memory, for executing the program instructions or program codes to perform the following actions:
downloading a plurality of queued segments of a multimedia content to the memory using the network transceiver circuit, each queued segment comprising a plurality of downloaded consecutive samples, wherein each sample has a timestamp;
receiving a jump instruction, wherein the jump instruction indicates a target starting time; deleting at least a portion of the plurality of downloaded samples; and
downloading a target sample corresponding to the target starting time to the memory;
wherein deleting at least a portion of the plurality of downloaded samples comprises:
sequentially comparing the time stamp of the first sample of the first one of the plurality of queued segments with the target start time, and deleting the plurality of queued segments when the time stamp of the first sample of the first one of the plurality of queued segments is greater than the target start time;
when the timestamp of the first sample of the first queued section is less than the target start time, deleting at least a portion of the plurality of downloaded samples having a timestamp greater than the target start time, and maintaining other downloaded samples having a timestamp less than the target start time.
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