CN114401432A - MV playing method, playing terminal, server equipment and entertainment equipment system - Google Patents

MV playing method, playing terminal, server equipment and entertainment equipment system Download PDF

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Publication number
CN114401432A
CN114401432A CN202210101258.5A CN202210101258A CN114401432A CN 114401432 A CN114401432 A CN 114401432A CN 202210101258 A CN202210101258 A CN 202210101258A CN 114401432 A CN114401432 A CN 114401432A
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player
playing
server
synchronization
synchronous
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CN202210101258.5A
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CN114401432B (en
Inventor
范广祥
江坚
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Aimyunion Technology Ltd
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Aimyunion Technology 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
    • H04N21/439Processing of audio elementary streams
    • 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
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream, rendering scenes according to MPEG-4 scene graphs
    • 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
    • H04N21/47End-user applications
    • H04N21/472End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
    • H04N21/47202End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content for requesting content on demand, e.g. video on demand
    • 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
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/85Assembly of content; Generation of multimedia applications
    • H04N21/854Content authoring
    • H04N21/8547Content authoring involving timestamps for synchronizing content

Abstract

The application relates to an MV playing method, a playing terminal, server equipment and an entertainment equipment system; the method comprises the following steps: sending a time synchronization instruction to each player through a synchronization server, and performing time synchronization on each player; the synchronous server is communicated with each player respectively; each player loads MV resources needing synchronous playing respectively and decodes video frames of the MV resources; each player reports the decoding completion state of the video frame to a synchronous server respectively, and the synchronous server carries out playing alignment on each player; sending a playing instruction to each player through a synchronous server, and controlling each player to synchronously play the video frames of the MV resources; according to the technical scheme, the time deviation of the MV playing can be controlled within a minimum range, so that the singing effect on the same occasion is realized, better user experience can be obtained, and the immersion feeling is greatly improved.

Description

MV playing method, playing terminal, server equipment and entertainment equipment system
Technical Field
The present application relates to the field of audio processing technologies, and in particular, to an MV playing method, a playing terminal, a server device, and an entertainment device system.
Background
In some entertainment scenes, users all have chorus requirements, in the traditional KTV, all users are in the same room to perform off-line chorus, and along with the technical development, the users can not only perform off-line chorus, but also cross space-time limitation by utilizing related network technology to realize on-line chorus.
For example, in mini KTV room use, the user in different KTV rooms can carry out the online chorus with the user in other KTV rooms, richens the amusement experience. In the chorus process, when the playing terminals in each KTV room are required to sing, MV resources (audio sources or audio and video sources) can be synchronously received and synchronously processed, so that the time deviation between the two playing terminals is reduced, the audio precision and the synchronous effect are improved, and the real-time chorus effect is provided for users.
At present, the traditional on-line chorus technology is generally added by all parties in series, the accompaniment is mixed by the leading vocal, the leading vocal cannot hear the sound of the auxiliary vocal, the real-time chorus belongs to the pseudo-real-time chorus, the MV resource play is asynchronous, and the transmission effect to the sound source is poor.
Therefore, in the conventional technology, the MV resource synchronous preloading and synchronization are difficult to realize, and the online chorus time deviation is large due to the influence of network congestion, so that a user cannot obtain the offline chorus experience.
Disclosure of Invention
In order to solve one of the above technical defects, the present application provides an MV playing method, a playing terminal, a server device and an entertainment device system, so as to realize accurate and synchronous playing of MVs during on-line chorus, thereby improving the chorus effect.
An MV playing method comprises the following steps:
sending a time synchronization instruction to each player through a synchronization server, and performing time synchronization on each player; the synchronous server is communicated with each player respectively;
each player loads MV resources needing synchronous playing respectively and decodes video frames of the MV resources;
each player reports the decoding completion state of the video frame to a synchronous server respectively, and the synchronous server carries out playing alignment on each player;
and sending a playing instruction to each player through the synchronous server to control each player to synchronously play the video frames of the MV resources.
In one embodiment, issuing a time synchronization instruction to each player through a synchronization server to perform time synchronization on each player includes:
and sending an http time synchronization instruction to each player through the server, and connecting each player to an Internet time synchronization server for time synchronization.
In one embodiment, the MV playing method further includes:
in the playing process, each player feeds back the playing progress of the video frame to the synchronous server in a set period; and the synchronous server synchronously calibrates each player according to the playing progress.
In one embodiment, the synchronization server performs synchronization calibration on each player according to the playing schedule, including:
and the synchronous server compares the playing progress of the players needing to be synchronized, and adjusts the playing speed of the players to perform synchronous calibration when the players have time deviation on the playing progress of the video frames.
In one embodiment, adjusting the playing multiple speed of the player for synchronous calibration includes:
if the playing progress of the first player is faster than that of the second player, reducing the playing speed of the first player to realign the playing progress of the first player and the second player;
the first player and the second player are players needing synchronization.
In one embodiment, adjusting the playing multiple speed of the player for synchronous calibration includes:
if the playing progress of the first player is slower than that of the second player, increasing the playing speed of the second player to realign the playing progress of the first player and the second player;
the first player and the second player are players needing synchronization.
In one embodiment, before the increasing the playing double speed of the second player, the method further includes:
and acquiring the decoding state of the second player on the video frame, and if the decoding is finished, increasing the playing speed of the second player so as to realign the playing progress of the first player and the second player.
In an embodiment, the issuing, by the synchronization server, a time synchronization instruction to each player to perform time synchronization on each player includes:
the synchronization server requests a synchronization time from the synchronization signal generator through the network;
after synchronization, the synchronization server sends preparation signals to each player through the network; after receiving the preparation signal, each player loads MV resources, decodes video frames of the MV resources and sends a preparation completion signal to a synchronous server through a network;
the sending a playing instruction to each player through the synchronization server to control each player to synchronously play the video frames of the MV resources comprises:
after receiving the preparation completion signals of all the players, the synchronous server sends playing start signals to all the players through the network; wherein, the starting playing signal is provided with a starting playing time parameter;
after receiving a play start signal, the player waits for a clock signal transmitted by the synchronous signal generator through the serial link; if the time parameter in the clock signal is less than the play starting time parameter, continuing to wait, otherwise, the player starts playing;
the playing terminal of each player is connected with a clock signal receiver, and each clock signal receiver is connected with a synchronous signal generator through a serial link; the server device is connected to the synchronization signal generator through a network.
In one embodiment, the synchronization server requests a synchronization time from a synchronization signal generator through a network, comprising:
the synchronization server sends a request to the synchronization signal generator to obtain its current time and attaches the current time T of the synchronization serversA parameter;
the synchronizing signal generator returns to the current time TcAnd the synchronization server time parameter T carried by the requests
The synchronous server receives the returned time parameter to obtain the current time T of the completion of the requestsAnd calculating the time T of the requestq=Te-Ts
The synchronization server calculates the time error T with the synchronization signal generatord=(Ts+Tq/2)-TcAnd according to the time error TdTime synchronization is performed.
In one embodiment, the MV playing method further includes:
sending a playing instruction to a synchronous signal generator through a synchronous server, and controlling the synchronous signal generator to generate a clock signal at regular intervals;
and in the playing process, each player receives the clock signal through the connected clock signal receiver, and the playing progress of each player is synchronously calibrated according to the clock signal.
A play terminal having at least one player built therein, the player being configured to perform the steps of:
receiving a time synchronization instruction issued by a synchronization server, and performing time synchronization with other players; the synchronous server is communicated with each player respectively;
loading MV resources needing synchronous playing and decoding video frames of the MV resources;
respectively reporting the decoding completion states to a synchronous server, and forwarding the decoding completion states to other players by the synchronous server for play alignment;
and receiving a playing instruction sent by the synchronization server, and synchronously playing the video frames of the MV resources with other players under the control of the synchronization server.
A server device running a synchronization server configured to perform the steps of:
issuing a time synchronization instruction to each player, and performing time synchronization on each player; the synchronous server is communicated with each player respectively;
controlling each player to load MV resources to be synchronously played, decoding video frames of the MV resources and receiving decoding completion states reported by each player;
and playing and aligning each player, issuing a playing instruction to each player, and controlling each player to synchronously play the video frames of the MV resources.
An entertainment device system comprising: the said playing terminal, and/or the said server device.
According to the MV playing method, the playing terminal, the server equipment and the entertainment equipment system, the synchronous server is constructed in the local area network to synchronously control each player, the synchronous server firstly carries out time synchronization on each player, loads MV resources needing to be synchronously played respectively and decodes video frames of the MV resources; then, in the process of decoding the video frames, playing and aligning each player, and controlling each player to synchronously play the video frames of the MV resources; according to the technical scheme, in the chorus process, the synchronous decoding of the video frames of the MV resources by each player is controlled through the synchronous server, the video frames are synchronously played after alignment, and therefore the time deviation of the MV playing can be controlled within a minimum range, so that the chorus effect on the same occasion is realized, better user experience can be obtained, and the immersion sense is greatly improved.
Furthermore, a synchronous signal generator and a clock signal receiver are designed for synchronization, the synchronous signal generator provides an interface for a synchronous server through a network to acquire the current time, a time synchronous signal with the parameter of the current time is sent to the player at regular time through a serial port, and the player waits for the time signal of the synchronous signal generator according to the time parameter in the playing starting signal of the synchronous server and starts playing when the playing starting condition is met; according to the technical scheme, unified management on synchronization is realized, server deployment is reduced, synchronization of all players is performed by using the serial link, and synchronization quality can be ensured.
Furthermore, a synchronous signal generator is used for synchronous playing calibration, in the process of playing the MV resources, each player receives a clock signal through a connected clock signal receiver, and the playing progress of each player is synchronously calibrated according to the clock signal; this technical scheme through hardware physical connection, can ensure in the middle of the broadcast process after chorus begins, can carry out the synchronous calibration of accurate broadcast progress, has promoted the effect of chorus on the same occasion.
Additional aspects and advantages of the present application will be set forth in part in the description which follows and, in part, will be obvious from the description, or may be learned by practice of the present application.
Drawings
The foregoing and/or additional aspects and advantages of the present application will become apparent and readily appreciated from the following description of the embodiments, taken in conjunction with the accompanying drawings of which:
FIG. 1 is a diagram of an exemplary MV playback network architecture;
FIG. 2 is a flow diagram of an MV playback method of an embodiment;
FIG. 3 is an exemplary MV synchronized playback timing diagram;
FIG. 4 is a diagram of a synchronous network topology of an embodiment;
fig. 5 is a flow chart of the synchronized playback mechanism.
Detailed Description
Reference will now be made in detail to embodiments of the present application, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the drawings are exemplary only for the purpose of explaining the present application and are not to be construed as limiting the present application.
As used herein, the singular forms "a", "an", "the" and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, integers, steps, or operations, but do not preclude the presence or addition of one or more other features, integers, steps, operations, or groups thereof.
The MV playing method provided by the present application can be applied to a chorus scene, and as shown in fig. 1, fig. 1 is an exemplary MV playing network structure diagram, and for example, a mini KTV room is taken as an example for on-line chorus, playing terminals 1-n are respectively configured in each KTV room 1-n, when users in at least two KTV rooms need to chorus a certain MV (audio or audio/video) song, the playing terminals in these KTV rooms need to be played synchronously, and then chorus audio/video data is generated; thereby realizing the singing effect on the same occasion.
Accordingly, the present application provides an MV playing method, in which players on a playing terminal are improved, a synchronization server built in a local area network is combined, a synchronization server network (internet or local area network) is respectively communicated with each player, the synchronization server runs on a server device, which may be a networked computer device, so as to form a set of MV playing technical solution, and for convenience of description, synchronization between two players will be described in the following embodiments as an example.
Referring to fig. 2, fig. 2 is a flowchart of an MV playing method according to an embodiment, which mainly includes the steps of:
and (1) sending a time synchronization instruction to each player through a synchronization server to perform time synchronization on each player.
As shown in fig. 3, fig. 3 is an exemplary MV synchronized playback timing chart, where a playback terminal 1 and a playback terminal 2 are respectively disposed in a KTV room 1 and a KTV room 2; each player terminal is provided with a player, and assuming that chorus synchronization is to be performed between the player 1 and the player 2, the synchronization server issues a time synchronization instruction to the player 1 and the player 2 to perform time synchronization on the player 1 and the player 2.
Preferably, the server issues http time synchronization instructions to the player 1 and the player 2, and the player 1 and the player 2 are connected to an Internet time synchronization server for time synchronization.
And (2) each player loads MV resources needing synchronous playing respectively and decodes video frames of the MV resources.
After the chorus MV song is selected, the player 1 and the player 2 respectively start to load MV resources to be played for caching, and start to decode video frames of the MV resources.
And (3) reporting the decoding completion state of the video frame to a synchronous server by each player, and carrying out playing alignment on each player by the synchronous server.
The player 1 and the player 2 report the decoding completion state of the local playing terminal to the video frame of the MV resource to the synchronization server, and simultaneously align the player 1 and the player 2 to the playing of the video frame to prepare for playing.
And (4) sending a playing instruction to each player through the synchronous server to control each player to synchronously play the video frames of the MV resources.
After the player 1 and the player 2 decode the first frame video frame, the synchronization server issues a play instruction to the player 1 and the player 2, and the player 1 and the player 2 decode the video frame and play synchronously while downloading the cached MV resource.
According to the technical scheme of the embodiment, the synchronous server is built in the local area network to synchronously control each player, the synchronous server firstly performs time synchronization on each player, loads MV resources to be synchronously played respectively and decodes video frames of the MV resources; then, in the process of decoding the video frames, playing and aligning each player, and controlling each player to synchronously play the video frames of the MV resources; according to the technical scheme, in the chorus process, the synchronous decoding of the video frames of the MV resources by each player is controlled through the synchronous server, the video frames are synchronously played after alignment, and therefore the time deviation of the MV playing can be controlled within a minimum range, so that the chorus effect on the same occasion is realized, better user experience can be obtained, and the immersion sense is greatly improved.
In order to further improve the synchronization effect in the MV playing process, the technical scheme of the application can also perform synchronization calibration in the playing process; accordingly, the MV playing method can also control each player to respectively feed back the playing progress of the video frames to the synchronous server in a set period in the playing process; and the synchronous server synchronously calibrates each player according to the playing progress.
In the above scheme, by periodically feeding back the playing progress of the video frame to the synchronization server, the synchronization server may compare the time deviation between the player 1 and the player 2, and when the time deviation is greater than a set threshold, control and adjust the playing progress of the player 1 and the player 2, so as to avoid that the time deviation accumulation is caused by a local area network or equipment factors to affect the synchronization playing effect in the playing process.
In one embodiment, when each player is synchronously calibrated in the playing process, the playing progress of the first player is faster than that of the second player can be obtained through the synchronization server; if the playing progress of the first player is faster than that of the second player, the playing speed of the first player is reduced, so that the playing progress of the first player and the playing progress of the second player are realigned.
As in the above embodiment, if there is a time deviation between the playing schedules of the player 1 and the player 2, by monitoring the playing schedule of the video frames, for example, the currently playing video frame of the player 1 (first player) is 0020 frame, and correspondingly, the currently playing video frame of the player 2 (second player) to be controlled is 0020 frame; the playback speed of the player 1 can now be reduced so that the progress of the playing video frames of the player 1 and the player 2 is realigned.
Further, when each player is synchronously calibrated in the playing process, the playing progress of the first player is faster than that of the second player through the synchronous server; if the playing progress of the first player is slower than that of the second player, acquiring the decoding state of the second player on the video frame; if the decoding state is finished, the playing speed of the second player is increased, so that the playing progress of the first player and the playing progress of the second player are realigned.
In the above embodiment, the currently played video frame of the player 1 is 0020 frame, the playing progress of the player 1 is faster, and the playing progress of the player 2 is slower, at this time, by decoding the video frame of the player 2, if the 0020 frame has been decoded, the playing speed of the player 2 can be increased, so that the playing progresses of the video frames of the player 1 and the player 2 are realigned.
According to the technical scheme of the embodiment, in the synchronous control process, the time deviation can be controlled within the range of 10ms, and the accurate synchronous effect is achieved.
In the scheme of realizing the synchronous chorus based on the synchronous server, the synchronous server can be deployed on the internet, time synchronization between the synchronous server and each player is completed through the internet, the control logic can be realized in the synchronous server, and only a small number of synchronous servers are deployed. However, the transmission delay of the internet is large, and if the time synchronization error between the synchronization server and each player is large, the chorus quality can not be ensured easily. In addition, the synchronization server can also be deployed in a local area network, the quality of the local area network is guaranteed to a certain extent, the delay is lower than that of the internet, but at least one synchronization server needs to be deployed in each local area network, and along with more applications borne by the local area network, if the bandwidth occupation is larger, the probability of delay is larger.
In order to further improve the synchronization accuracy and avoid the influence of network or equipment factors on the transmission of synchronization related control instructions, the application also provides a hardware-based synchronization scheme on the basis of the synchronization server.
Accordingly, in one embodiment, referring to FIG. 4, FIG. 4 is a diagram of a synchronous network topology of one embodiment; as shown in the figure, a synchronous signal generator and a clock signal receiver are designed, the synchronous signal generator and each clock signal receiver can be connected through an unshielded twisted pair, a serial link is adopted for physical connection and communication, such as TDM data bus communication, and server equipment is connected with the synchronous signal generator through a network. As in the network of fig. 4, the synchronization server is deployed on the internet (or a local area network), and can communicate with each player through the internet (or the local area network); the synchronization server may also communicate with the synchronization signal generator via the internet; each player communicates with the sync signal generator over a serial link.
For the synchronous server, the synchronous server is responsible for controlling each player to synchronously sing; for the synchronous signal generator, on one hand, the synchronous signal generator is responsible for providing an interface for the synchronous server through a network to obtain the current time; on the other hand, the device is responsible for sending a time synchronization signal to the player through the serial port timing, wherein the signal has the parameter of the current time; for the player, the player is responsible for loading resources such as MV; and the controller is responsible for waiting for the time signal of the synchronous signal generator according to the time parameter in the signal after receiving the play starting signal of the synchronous server, and starting playing when the play starting condition is met (for example, the time parameter in the time signal of the synchronous signal generator is greater than or equal to the time parameter of the play starting signal of the synchronous server).
Referring to fig. 5, fig. 5 is a flowchart of a synchronous playing mechanism based on the above technical solution, which may specifically include the following steps:
the method comprises the following steps that a synchronization server synchronizes time to a synchronization signal generator through a network, and specifically comprises the following steps:
a. the synchronization server sends a request to the synchronization signal generator to obtain its current time and attaches the current time T of the synchronization serversAnd (4) parameters.
b. The synchronizing signal generator returns to the current time TcAnd the synchronization server time parameter T carried by the requests
c. The synchronous server receives the return time parameter to obtain the current time T of the completion of the requestsAnd calculating the time T of the requestq=Te-Ts
d. The synchronization server calculates the time error with the synchronization signal generator, and the calculation formula is as follows: t isd=(Ts+Tq/2)-TcAnd according to the time error TdTime synchronization is performed.
And secondly, the synchronous server sends preparation signals to each player through the network.
After each player receives the preparation signal; the following operations are performed:
a. and loading the MV resources and decoding video frames of the MV resources.
b. The player sends a preparation completion signal to the sync server through the network.
And (IV) after receiving the preparation completion signals of all the players, the synchronous server sends a play start signal to each player through the network.
Wherein, the start playing signal has a start playing time parameter TbAssume that the current sync server time is ToThen T isb=(To+Td)-Tq
After receiving the signal for starting playing, the player waits for a time signal (obtained by demodulating a clock signal) transmitted by the synchronous signal generator from a serial port of the serial link; if the time parameter in the time signal is less than TbAnd continuing to wait, otherwise, starting playing by the player.
Further, after the players start playing, each player performs calibration by the clock signal of the synchronization signal generator, and the process may be as follows:
when each player starts to play the MV resources, the synchronous signal generator periodically generates a clock signal, the clock signal is received by the clock signal receiver and is sent to the playing terminal of each player, and the clock signal is transmitted to the players; each player can use the clock signal as a synchronous reference signal to synchronously calibrate the playing progress of each player.
For example, assuming that each player starts playing the MV from 00:00, the sync signal generator periodically sends a clock signal to each clock signal receiver, assuming that the period T is 1s and the player frame rate is 60 frames/s, the video frame played by the MV at 1s is 00060 frames, and each player can obtain the video frame number played by receiving the clock signal for the second time through calculation; if the playing progress is fast, the playing speed is reduced, and if the playing progress is slow, the playing speed is increased, so that each player is realigned to realize the synchronization effect.
In the scheme of the embodiment, by means of a hardware physical connection mode, by utilizing the characteristics of small delay and high stability between the synchronization signal generator and each clock signal receiver, under the condition of a certain sampling rate, the clock signal receiver can demodulate a clock signal through a serial link and transmit the clock signal to the playing terminal as the synchronization reference information, so that the player can perform synchronous playing control on the MV; according to the technical scheme, the synchronous signal generator sends the clock signals to each clock signal receiver, each clock signal receiver can provide accurate synchronous reference for the playing terminals through the demodulated clock signals, and synchronization of video frames played by each playing terminal is guaranteed; therefore, the synchronous calibration of the accurate playing progress can be carried out in the playing process after the chorus begins, and the chorus effect on the same occasion is improved.
The present application further provides a playing terminal, which has at least one player built therein, and the player is configured to execute the following steps:
s11, receiving a time synchronization instruction sent by the synchronization server, and performing time synchronization with other players; the synchronous server is communicated with each player respectively;
s12, loading MV resources needing synchronous playing, and decoding video frames of the MV resources;
s13, respectively reporting the decoding completion states to a synchronization server, and forwarding the decoding completion states to other players by the synchronization server for play alignment;
and S14, receiving the playing instruction sent by the synchronization server, and synchronously playing the video frame of the MV resource with other players under the control of the synchronization server.
The playing terminal provided by the embodiment can synchronously decode the video frames of the MV resources under the control of the synchronization server in the chorus process through the player provided by the application, and synchronously play the video frames after alignment, so that the time deviation of MV playing can be controlled in a minimum range, the effect of singing on the same occasion is realized, better user experience can be obtained, and the immersion feeling is greatly improved.
The application also provides a server device that runs a synchronization server configured to perform the steps of:
s21, sending time synchronization instruction to each player, and carrying out time synchronization on each player; the synchronous server is communicated with each player respectively;
s22, controlling each player to load MV resources to be played synchronously, decoding video frames of the MV resources and receiving decoding completion states reported by each player;
and S23, playing and aligning each player, issuing a playing instruction to each player, and controlling each player to synchronously play the video frames of the MV resources.
The server device provided by the above embodiment, through the synchronization server provided by the present application, in the chorus process, each player can be controlled to synchronously decode the video frames of the MV resources, and the video frames are synchronously played after being aligned, so that the time deviation of MV playing can be controlled in a very small range, thereby realizing the effect of singing in the same place, obtaining better user experience, and greatly improving the immersion.
The application also provides an entertainment equipment system, which comprises the playing terminal and the server equipment; the entertainment equipment system comprises a synchronization server, a synchronization signal generator and a clock signal receiver; the synchronous server controls the synchronous playing to start before the MV is played, in the playing process, the synchronous signal generator periodically generates clock signals and sends the clock signals to each clock signal receiver, each player determines the playing progress according to the clock signals, and the playing speed of the player is controlled according to the playing progress.
In one embodiment, the workflow of the entertainment device system may include the following:
and S31, the synchronization server sends time synchronization commands to each playing terminal and the synchronization signal generator, and the synchronization signal generator generates clock signals periodically.
And S32, the player of each playing terminal loads MV resources needing synchronous playing from the MV resource server and decodes the video frames of the MV resources.
S33, each playing terminal reports the decoding completion state to the synchronous server respectively, and the synchronous server forwards the decoding completion state to other players for playing alignment;
and S34, after all the playing terminals are aligned, synchronizing the playing instruction sent by the server, and synchronously playing the video frame of the MV resource by the players of all the playing terminals.
And S35, each clock signal receiver analyzes the clock signal and sends the clock signal to the player of the playing terminal.
And S36, each player calculates the deviation of the playing progress, and adjusts the playing speed of the MV resources according to the deviation.
In the entertainment equipment system provided by the above embodiment, the synchronization server can control each player to synchronously decode video frames of MV resources, and perform synchronous playing on the video frames after alignment, in the chorus process, the synchronization signal generator sends a clock signal to the clock signal receiver, and each player calculates the deviation of the playing progress according to the clock signal and adjusts the playing speed; therefore, the time deviation of the MV playing can be controlled in a minimum range, the singing effect on the same occasion is realized, better user experience can be obtained, and the immersion feeling is greatly improved.
The foregoing is only a partial embodiment of the present application, and it should be noted that, for those skilled in the art, several modifications and decorations can be made without departing from the principle of the present application, and these modifications and decorations should also be regarded as the protection scope of the present application.

Claims (12)

1. An MV playing method, comprising:
sending a time synchronization instruction to each player through a synchronization server, and performing time synchronization on each player; the synchronous server is communicated with each player respectively;
each player loads MV resources needing synchronous playing respectively and decodes video frames of the MV resources;
each player reports the decoding completion state of the video frame to a synchronous server respectively, and the synchronous server carries out playing alignment on each player;
and sending a playing instruction to each player through the synchronous server to control each player to synchronously play the video frames of the MV resources.
2. The MV playing method according to claim 1, wherein the time synchronization instruction is issued to each player by the synchronization server to perform time synchronization on each player, comprising:
and sending an http time synchronization instruction to each player through the server, and connecting each player to an Internet time synchronization server for time synchronization.
3. The MV playing method according to claim 1, further comprising:
in the playing process, each player feeds back the playing progress of the video frame to the synchronous server in a set period;
and the synchronous server synchronously calibrates each player according to the playing progress.
4. The MV playing method according to claim 3, wherein the synchronization server synchronously calibrates each player according to the playing schedule, comprising:
and comparing the playing progress of the players needing to be synchronized, and adjusting the playing speed of the players to perform synchronous calibration when the players have time deviation on the playing progress of the video frames.
5. The MV playing method according to claim 4, wherein adjusting the playing speed of the player for synchronous calibration comprises:
if the playing progress of the first player is faster than that of the second player, reducing the playing speed of the first player to realign the playing progress of the first player and the second player;
or
If the playing progress of the first player is slower than that of the second player, increasing the playing speed of the second player to realign the playing progress of the first player and the second player;
the first player and the second player are players needing synchronization.
6. The MV playing method according to claim 4, further comprising, before increasing the playing speed of the second player:
and acquiring the decoding state of the second player on the video frame, and if the decoding is finished, increasing the playing speed of the second player so as to realign the playing progress of the first player and the second player.
7. The MV playing method according to claim 1, wherein the issuing a time synchronization command to each player through the synchronization server to perform time synchronization on each player comprises:
the synchronization server requests a synchronization time from the synchronization signal generator through the network;
after synchronization, the synchronization server sends preparation signals to each player through the network; after receiving the preparation signal, each player loads MV resources, decodes video frames of the MV resources and sends a preparation completion signal to a synchronous server through a network;
the sending a playing instruction to each player through the synchronization server to control each player to synchronously play the video frames of the MV resources comprises:
after receiving the preparation completion signals of all the players, the synchronous server sends playing start signals to all the players through the network; wherein, the starting playing signal is provided with a starting playing time parameter;
after receiving a play start signal, the player waits for a clock signal transmitted by the synchronous signal generator through the serial link; if the time parameter in the clock signal is less than the play starting time parameter, continuing to wait, otherwise, the player starts playing;
the playing terminal of each player is connected with a clock signal receiver, and each clock signal receiver is connected with a synchronous signal generator through a serial link; the server device is connected to the synchronization signal generator through a network.
8. The MV playing method according to claim 7, wherein the synchronization server requests a synchronization time from the synchronization signal generator via a network, comprising:
the synchronization server sends a request to the synchronization signal generator to obtain its current time and attaches the current time T of the synchronization serversA parameter;
the synchronizing signal generator returns to the current time TcAnd the synchronization server time parameter T carried by the requests
The synchronous server receives the returned time parameter to obtain the current time T of the completion of the requestsAnd calculating the time T of the requestq=Te-Ts
The synchronization server calculates the time error T with the synchronization signal generatord=(Ts+Tq/2)-TcAnd according to the time error TdTime synchronization is performed.
9. The MV playing method according to claim 7, further comprising:
sending a playing instruction to a synchronous signal generator through a synchronous server, and controlling the synchronous signal generator to generate a clock signal at regular intervals;
and in the playing process, each player receives the clock signal through the connected clock signal receiver, and the playing progress of each player is synchronously calibrated according to the clock signal.
10. A play terminal having at least one player built therein, the player being configured to perform the steps of:
receiving a time synchronization instruction issued by a synchronization server, and performing time synchronization with other players; the synchronous server is communicated with each player respectively;
loading MV resources needing synchronous playing and decoding video frames of the MV resources;
respectively reporting the decoding completion states to a synchronous server, and forwarding the decoding completion states to other players by the synchronous server for play alignment;
and receiving a playing instruction sent by the synchronization server, and synchronously playing the video frames of the MV resources with other players under the control of the synchronization server.
11. A server device, characterized by running a synchronization server configured to perform the steps of:
issuing a time synchronization instruction to each player, and performing time synchronization on each player; the synchronous server is communicated with each player respectively;
controlling each player to load MV resources to be synchronously played, decoding video frames of the MV resources and receiving decoding completion states reported by each player;
and playing and aligning each player, issuing a playing instruction to each player, and controlling each player to synchronously play the video frames of the MV resources.
12. An entertainment apparatus system, comprising: a cast terminal according to claim 10, and/or a server device according to claim 11.
CN202210101258.5A 2022-01-27 2022-01-27 MV playing method, playing terminal, server equipment and entertainment equipment system Active CN114401432B (en)

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