CN1534503A - Method of realizing real time image sound talks in network game, system and storage medium thereof - Google Patents

Method of realizing real time image sound talks in network game, system and storage medium thereof Download PDF

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CN1534503A
CN1534503A CNA031088600A CN03108860A CN1534503A CN 1534503 A CN1534503 A CN 1534503A CN A031088600 A CNA031088600 A CN A031088600A CN 03108860 A CN03108860 A CN 03108860A CN 1534503 A CN1534503 A CN 1534503A
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曹希康
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华硕电脑股份有限公司
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Abstract

A method for implementing the real-time image-sound conversation between clients in network game without server includes picking up real-time video and audio data, compressing and coding the obtain video and audio data frames, encapsulating to obtain packets, adding time labels for synchronizing purpose, transmitting them between clients via network, decording and synchronous reproduction.

Description

实现网络游戏中实时影音会谈的方法、系统及储存媒体 Way to network real-time video game talks, systems and storage media

(1)技术领域本发明是有关于一种影音会谈的方法,特别是有关于一种以影音同步技术实现于网络游戏中进行实时影音会谈的方法。 (1) Technical Field The present invention relates to a method of video talks, more particularly relates to a method to realize real-time video game talks to the network synchronization of audio and video.

(2)背景技术一般网络游戏的系统架构是以一网络游戏服务器及多个网络游戏客户端的架构为主,网络游戏服务器用以处理及保存由游戏客户端传来的数据,游戏客户端则用以显示游戏的画面及使用者与网络游戏间的互动。 System Architecture (2) Background Art In general network game is a network game server and a plurality of network game client-based architecture, the network game server for processing and storage by the game client transmitted data, with the game client to show the interaction between the user and the game screen and online games. 换言之,所有网络游戏客户端的数据均送至网络游戏服务器进行处理及运算。 In other words, all of the data network game client are sent to the network game server for processing and computing. 而实时影音会谈是利用游戏客户端计算机上的摄影机及麦克风,通过网络传送实时影音数据,以便与其它网络游戏客户端进行会谈。 The real-time audio and video talks is to use cameras and microphones on the client computer games, transmit real-time audio and video data over the network, in order to hold talks with other network game client.

现行的网络游戏的系统架构无法支持于网络游戏中同时进行实时影音会谈的功能,主要技术困难有三。 The current system architecture online games on the network can not support real-time video-game talks at the same time, there are three major technical difficulties. 其一,当网络游戏以三度空间动画独占屏幕画面时,便无法再显示实时视讯画面,现行的视讯数据处理技术无法在三度空间动画独占屏幕画面时,同时显示实时视讯画面。 First, when the network game with three-dimensional animation exclusive screen, will not be able to display the live video screen, when the current video data processing technology can not monopolize the screen in three-dimensional animation, and real-time video display screen. 其二,视讯与音讯数据的编译码及传输若均以网络游戏服务器进行,则其负担(load)及频宽(band width)均无法负荷,相对地影响网络游戏执行的速度。 Second, the video and audio codec and transmission of data if the network game server are carried out, its burden (load) and bandwidth (band width) were unable to load, relative to the speed of network game execution. 其三,实时视讯画面与实时音讯若无法达到同步则影响实时影音会谈的效果。 Third, real-time video images and audio in real-time synchronization can not be achieved if the impact of the effect of real-time audio and video talks.

以影音同步技术而言,若由传送的网络游戏客户端撷取影音数据后,直接通过网络传送至接收的网络游戏客户端,而接收的网络游戏客户端直接播放所接收到的影音数据。 In terms of audio and video synchronization, if the retrieved media data transmitted by the network game client directly transmitted over a network to a receiving network game client, and the client network game played directly received by the received video data. 在网络频宽良好且数据处理的能力足以负担的情形下,可完成影音同步的要求。 In the case of good and network bandwidth sufficient to cover the data processing capability of video synchronization may be required to complete. 但若传送的网络游戏客户端、传输网络或接收的网络游戏客户端稍有延迟,则影音便会产生不同步的现象,而且此不同步的现象会随着时间持续累积。 However, if the game client network transmission, network transmission or reception of online game client a slight delay, it will produce audio and video are not synchronized phenomenon, but this is not synchronized phenomenon will continue to accumulate over time. 实际使用时,现行的网络游戏的网络频宽及数据处理的能力并无法负担影音同步的需求,因此,目前的网络游戏并不支持于网络游戏中同时进行实时影音会谈的功能。 When the actual use of the existing network gaming network bandwidth and data processing capability and can not afford audio and video synchronization needs, therefore, the current online games do not support the network in real-time video game talk at the same time.

(3)发明内容有鉴于此,本发明的目的就在于以网络游戏客户端与网络游戏客户端间建立网络传输信道的方式,将实时影音数据于网络游戏客户端进行压缩编码及封装工作,并传输至其它网络游戏客户端。 Content (3) INVENTION Accordingly, an object of the present invention is that the network game client to establish a network transmission channel manner between the network game client, real-time video compression coding and packaging work in the network game client, and transmission to other network game client. 而接收到实时影音数据的网络游戏客户端,便进行影音数据译码,并配合「同时支持实时视讯流及三度空间动画」模块,使得当网络游戏以三度空间动画独占屏幕画面时,还可同时显示实时视讯画面,另以声卡通过耳机、喇叭支持播放音讯数据。 Receive real-time audio and video data network game client, will be decoded audio and video data, and with "supports real-time video streaming and three-dimensional animation" module, so that when the network game with three-dimensional animation exclusive screen, also It can simultaneously display live video screen, and the other to the sound card through headphones, speakers, support for playing audio data.

「同时支持实时视讯流及三度空间动画」模块是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。 "At the same time supports real-time video streaming and three-dimensional animation" module is a real-time video data as textures, mixed on the game screen online games, at the same time to achieve the purpose of display.

为实现上述目的,本发明提出一种以影音同步技术实现于网络游戏进行实时影音会谈的方法。 To achieve the above object, the present invention proposes a method to synchronize audio and video technology for real-time video game talks to the network. 首先,于网络游戏客户端之间建立网络传输信道,网络游戏客户端执行网络游戏并联机至网络游戏服务器,此网络传输信道不经过网络游戏服务器。 First, established between the network game client network transmission channel, the network game client performs network game and connect to the network game server, the network transmission channels not via the network game server. 网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定欲进行实时影音会谈的网络游戏客户端的网络地址,通讯簿可包括所有可进行实时影音会谈的网络游戏客户端的网络地址。 Establish a network transmission channel is specified by the network game client according to the address book or specify a network address to be real-time audio and video talks online game client directly, the address book may include a network address all real-time audio and video talks online game client. 网络游戏客户端发出接续要求至欲进行实时影音会谈的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。 Online game client makes a connection request to the network game client For real-time audio and video meetings, and then are assigned by the network game client according to the connection request to establish a network transmission channel.

接着,于网络游戏客户端撷取实时视讯数据以及实时音讯数据。 Then, in the network game client to retrieve data in real-time video and audio data in real time. 将实时视讯数据压缩编码为视讯数据框架,将实时音讯数据压缩编码为音讯数据框架,封装视讯数据框架以及音讯数据框架为网络传输封包,并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。 Real-time video data is compression-encoded video frame data, real-time audio data is compression-encoded audio data frame, the data frame encapsulation video frame and the audio data packet transmission network, and the time stamp added to the packet network transmission thereto, the tag indicates real time and real-time data synchronization relationship audio video data that is generated real-time information and real-time audio video data. 然后,通过网络传输信道,将网络传输封包传送至其它网络游戏客户端。 Then, through the network transmission channel, transmitted over the network packet to the other network game client.

当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据,也就是网络传输封包会以实时音讯数据为优先考虑。 When the network transmission channel bandwidth can not support simultaneous transmission of real-time video data and audio data in real time, the priority of real-time audio data is higher than the real-time video data, that is, the network will transmit packets in real time audio data priority. 以音讯数据为优先考虑的优点在于音讯数据可压缩至非常小,因此即使在网络频宽相当不足的情形下,仍可维持音讯数据的实时性,达到实时影音会谈的基本要求。 Audio data to prioritize the advantages that audio data can be compressed to a very small, even in the case of network bandwidth is quite insufficient, can maintain real-time audio data, real-time audio and video to meet the basic requirements of talks.

最后,接收网络传输封包的网络游戏客户端会将网络传输封包译码为视讯数据以及音讯数据,根据时间标签同步实时音讯数据和实时视讯数据,并显示视讯数据及播放音讯数据,实现于网络游戏中同时进行实时影音会谈的目的。 Finally, the network game client will decode the packet transmission network receiving network packets for transmission of video data and audio data, according to the time stamp isochronous real-time audio data and video data in real time and displays the video data and audio playback data to achieve in online games real-time audio and video at the same time the purpose of the talks. 显示视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。 Display video data is real-time video data as textures, mixed on the game screen online games, at the same time to achieve the purpose of display.

影音同步的重点在于,如何于播放影音数据的网络游戏客户端维持正确的时间信息,当播放影音数据的网络游戏客户端即为撷取影音数据的网络游戏客户端时,影音数据的同步播放并不会产生问题,因为撷取影音数据的系统时间与播放影音数据的系统时间相同。 Audio and video synchronization focus is how to play the network game client video data to maintain the correct time information when playing video games network client that is capturing video data when the network game client end, playing video and sync no problem, because the audio and video data capture system time and system time is the same as playing video. 当撷取影音数据的网络游戏客户端与播放影音数据的网络游戏客户端不同时,则需以播放影音数据的网络游戏客户端系统时间,加上前述时间标签以作为播放实时音讯数据以及显示实时视讯数据的时间。 When capturing video data of online game client network game client and play audio and video data is not the same, you need to network game client system time playing video, plus the aforementioned time label as a real-time audio playback and display real-time data time video data.

另外,将网络传输封包译码为视讯数据以及音讯数据时,因为网络传输封包是以音讯数据为优先考虑,因此可能会产生网络传输封包所传输的视讯数据框架少于原有视讯数据框架的情形,加上网络传输封包于译码时,也可能因视讯数据压缩的参照性(IPB参照编码),丢弃(drop)网络传输封包中的数据框架。 In addition, the transmission network is packet decoding video data and audio data, because the network based audio transmission packet data is a priority, so the situation may produce network traffic packet data transmitted video frame is less than the original video data frame , coupled to the packet network transmission coding, may also be due reference resistance (refer to the IPB coding) the compressed video data, discards the data frame (drop) the packet transmission network. 因此,影音同步则需以前述时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,获得影音同步的效果。 Thus, the need to synchronize audio and video time stamp and the number of video data in real-time, real-time video display interval data, audio and video synchronization effect is obtained. 此同步的动作可在影音数据译码前或影音数据译码后进行。 This synchronization operation may be performed before or after media data decoding video data decoding.

其次,本发明提出一种以影音同步技术实现于网络游戏进行实时影音会谈的系统,包括网络游戏服务器以及多个网络游戏客户端。 Secondly, the present invention provides a system with audio and video synchronization technology for real-time audio and video talks in online games, including online games servers and multiple network game client. 网络游戏服务器执行网络游戏主程序。 Network game server to perform network game master. 网络游戏客户端,包括欲进行实时影音会谈的网络游戏客户端以及网络传输信道,网络游戏客户端与网络游戏服务器连接以进行网络游戏,网络传输信道连接欲进行实时影音会谈的网络游戏客户端。 Network game client, including the desire for real-time audio and video talks online game client and network transmission channel, network game client connected to the network game server for online games, network transmission channel connection For real-time audio and video talks online game client.

影音会谈传送方的网络游戏客户端包括实时数据撷取器、数据编码器、网络传输封装器以及网络传输器。 Talks transmission side video game client network comprises real time data extractor, data encoder, a transmission network and a network encapsulator transmitter. 实时数据撷取器,用以于网络游戏客户端撷取实时视讯数据以及实时音讯数据。 Real-time data capture device to the network game client to retrieve data in real-time video and audio data in real time. 数据编码器用以将实时视讯数据压缩编码产生视讯数据框架,以及将实时音讯数据压缩编码产生音讯数据框架。 Real-time data encoder for generating the video data compression-encoded video frame data, and real-time audio data compression-encoded audio data frame is generated. 网络传输封装器,封装视讯数据框架以及音讯数据框架为网络传输封包并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。 Network transmission package, a package of video data and audio frame data and frame packet network transmission time stamp added to the packet network transmission thereto, synchronization time stamp represents the relationship between real time audio data and real video data, audio data that is generated in real-time and real-time time information of the video data. 网络传输器,通过网络传输信道,将网络传输封包传送至接收网络游戏客户端。 A network transmitter, the network via a transmission channel, the received packet to the network transmission network game client.

网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定欲进行实时影音会谈的网络游戏客户端的网络地址,通讯簿可包括所有可进行实时影音会谈的网络游戏客户端的网络地址。 Establish a network transmission channel is specified by the network game client according to the address book or specify a network address to be real-time audio and video talks online game client directly, the address book may include a network address all real-time audio and video talks online game client. 网络游戏客户端发出接续要求至欲进行实时影音会谈的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。 Online game client makes a connection request to the network game client For real-time audio and video meetings, and then are assigned by the network game client according to the connection request to establish a network transmission channel. 当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据,也就是网络传输封包会以实时音讯数据为优先考虑。 When the network transmission channel bandwidth can not support simultaneous transmission of real-time video data and audio data in real time, the priority of real-time audio data is higher than the real-time video data, that is, the network will transmit packets in real time audio data priority.

影音会谈接收方的网络游戏客户端包括数据译码器以及影音播放器。 AV talks recipient's online game client includes a data decoder and a video player. 数据译码器用以将网络传输封包译码为实时视讯数据以及实时音讯数据。 Data decoder for decoding the packet network transmission of data for real-time video and audio data in real time. 影音播放器,会将网络传输封包译码为视讯数据以及音讯数据,根据时间标签,同步实时音讯数据和实时视讯数据,并显示视讯数据及播放音讯数据。 Video player, network transmission packet will be decoded as video data and audio data, according to the time stamp, synchronization real-time audio data and real-time video data, and displays the video data and audio playback data. 显示视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到画面同时显示的目的。 Video data is displayed in real time on the video data as textures, mixed network game of the game screen to achieve the purpose of the display screen at the same time. 前述同步是以网络游戏客户端的系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。 Time synchronization system based on the aforementioned network game client plus the time stamp, as playing in real-time audio data and real-time display of video data. 或者,以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,以获得实时影音会谈的效果。 Or to the label and the number of real-time video data, real-time video data interval display, real-time audio and video effects to get the talks.

另外,本发明提出一种以影音同步技术实现于网络游戏进行实时影音会谈的方法,其适用于一网络游戏客户端。 In addition, the present invention provides a method to audio and video synchronization technology for real-time audio and video talks in online games, online game which is suitable for a client. 网络游戏客户端联机至网络游戏服务器,以执行网络游戏并显示游戏画面至显示器上。 Network game client connection to the network game server to execute the network game and a game screen to display on the monitor. 首先,在网络游戏执行前,建立网络传输信道至外部网络游戏客户端,再执行网络游戏并连接至游戏服务器,网络传输信道不经过游戏服务器。 First, before the implementation of the network game, the establishment of the network transmission channel to the external network game client, then execute the network game and connect to the game server, the network transmission channel does not pass through the game server.

接着,利用实时数据撷取器,撷取实时视讯数据和实时音讯数据。 Then, using real-time data capture device, capture real-time video data and audio data in real time. 压缩编码实时视讯数据和实时音讯数据产生网络传输封包,并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。 Real-time data compression-encoded video and audio data to generate real-time packet transmission network, and the time stamp added thereto within a packet transmission network, synchronization time stamp represents the relationship between real time audio data and real video data, audio data that is generated in real-time and real-time video data time information.

然后,通过网络传输信道,传送网络传输封包。 Then, through the network transmission channel, the transmission packet transport network. 网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定外部网络游戏客户端的网络地址,通讯簿可包括所有外部网络游戏客户端的网络地址。 Establishing a network transmission channel is specified by the network game client network address specified in accordance with the address book or the external network game client directly, the address book may include all external network game client network address. 网络游戏客户端发出接续要求至指定的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。 Network game client sends a connection request to the designated network game client, then the designated network game client to establish a network connection request according to the transmission channel. 当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据,也就是网络传输封包会以实时音讯数据为优先考虑。 When the network transmission channel bandwidth can not support simultaneous transmission of real-time video data and audio data in real time, the priority of real-time audio data is higher than the real-time video data, that is, the network will transmit packets in real time audio data priority.

最后,网络游戏客户端通过网络传输信道,接收网络传输封包。 Finally, the network game client via the network transmission channel, receiving the network packet transmission. 并将网络传输封包解压缩/译码产生实时视讯数据和实时音讯数据。 And the packet transmission network decompressing / decoding data generating real time video and audio data in real time. 最后,在网络游戏执行中,根据时间标签,同步实时音讯数据和实时视讯数据,并播放实时音讯数据及显示实时视讯数据于游戏画面中。 Finally, in the network game execution, according to the time stamp, synchronization of data in real-time audio and video data in real-time, real-time audio playback and display real-time data and video data on the game screen. 显示实时视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。 Display real-time video data is real-time video data as textures, mixed on the game screen online games, to simultaneously display purposes. 前述同步是以网络游戏客户端的系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。 Time synchronization system based on the aforementioned network game client plus the time stamp, as playing in real-time audio data and real-time display of video data. 或者,以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,以获得实时影音会谈的效果。 Or to the label and the number of real-time video data, real-time video data interval display, real-time audio and video effects to get the talks.

另外,本发明提出一种储存媒体,用以储存一计算机程序,上述计算机程序用以加载至一计算机系统中并且使得上述计算机系统执行如上所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法。 Further, the present invention provides a storage medium for storing a computer program, the computer program to be loaded into a computer system and causing the computer system described above to perform AV synchronization techniques described above is implemented on the network for real-time video game talks Methods.

另外,本发明提出一种网络游戏计算机系统,其执行一网络游戏并且具有一储存媒体,上述储存媒体用以储存一计算机程序,上述计算机程序用以加载至上述网络游戏计算机系统中并且使得上述网络游戏计算机系统执行如上所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法。 Further, the present invention provides a computer network game system which executes a network game and having a storage medium, the storage medium for storing a computer program, the computer program for a computer game is loaded to said network such that said network system and computer game system to perform the above method to audio and video synchronization technology for real-time audio and video talks in online games.

(4)附图说明图1是显示本发明所揭示的方法的执行流程图。 (4) FIG. 1 is a flowchart of the implementation of the method disclosed in the present invention. FIG.

图2是显示本发明所揭示的系统的功能方块图。 FIG 2 is a functional block diagram of the system disclosed in the present invention.

图3是显示本发明所揭示的系统的细部功能方块图。 Figure 3 is a detailed functional block diagram of the system disclosed in the present invention.

图4(包括图4a及图4b)是显示本发明所揭示的实施例的示意图。 Figure 4 (comprising Figures 4a and 4b) is a diagram of an embodiment disclosed in the present invention.

(5)具体实施方式请参照图1,图1是显示本发明所揭示的方法的执行流程图。 (5) DETAILED DESCRIPTION Referring to FIG 1, FIG. 1 is a flowchart of the implementation of the method disclosed in the present invention. FIG. 首先,于网络游戏进行前,于网络游戏客户端之间建立网络传输信道(步骤S100),此网络传输信道可以任何标准网络协议建立,如传输控制协议/互联网协议(TCP/IP)等。 First, before the network game, the establishment of the network transmission channel (Step S100) between the network game client, the network transmission channel may be any standard network protocol to establish, such as Transmission Control Protocol / Internet Protocol (TCP / IP) and the like. 此网络传输信道并不经过网络游戏服务器。 This channel does not pass through the network transmission network game server. 网络传输信道的建立是由网络游戏客户端,根据通讯簿指定或直接指定欲进行实时影音会谈的网络游戏客户端的网络地址,通讯簿可包括所有可进行实时影音会谈的网络游戏客户端的网络地址。 Establish a network transmission channel is specified by the network game client according to the address book or specify a network address to be real-time audio and video talks online game client directly, the address book may include a network address all real-time audio and video talks online game client. 网络游戏客户端发出接续要求至欲进行实时影音会谈的网络游戏客户端,再由被指定的网络游戏客户端根据接续要求建立网络传输信道。 Online game client makes a connection request to the network game client For real-time audio and video meetings, and then are assigned by the network game client according to the connection request to establish a network transmission channel. 接着,则可执行欲进行的网络游戏程序并连接至游戏服务器。 Then, you can perform a network game program to be carried out and connect to the game server.

然后,执行网络游戏程序并连接至网络游戏服务器(步骤S101)。 Then, the game program and the network game server connected to the network (step S101). 于网络游戏客户端撷取实时视讯数据以及实时音讯数据(步骤S102)。 The network game client to retrieve data in real-time video and real-time audio data (step S102). 实时视讯数据可利用摄影机(Camera)等视讯撷取装置(Video Capture Device)传入,而实时音讯数据则可利用麦克风(Microphone)等音讯撷取装置(Audio CaptureDevice)传入。 Real-time video data available camera (Camera) and other video capture device (Video Capture Device) passed, and real-time audio data can make use of the microphone (Microphone) and other audio capture device (Audio CaptureDevice) passed.

接着,将实时视讯数据压缩(compress)编码(encode)产生视讯数据框架(frame),以及将实时音讯数据压缩编码产生音讯数据框架(步骤S104)。 Next, the real-time video compression data (the compress) encoding (encode) the video data to generate a frame (Frame), and the real-time audio data compression-encoded audio data frame is generated (step S104). 此压缩编码可利用标准的压缩格式,如H.263、MPEG1/2/4、G723等,其作用在于将原本数量庞大的影音数据,经过压缩编码,缩小为适合网络传输的格式。 This compression coding using standard compression formats such as H.263, MPEG1 / 2/4, G723 and the like, wherein the effect of the large number of original video data after compression encoding is reduced to a format suitable for network transmission.

由于通过网络传输实时影音数据时,音讯顺畅及影音同步为最重要的考虑,因此本发明所提出的方法是以音讯数据框架为优先,封装视讯数据框架以及音讯数据框架为网络传输封包(步骤S106),以达到音讯顺畅及影音同步的效果。 Since the real-time video data over a network, audio and video synchronization smooth as the most important consideration, the method of the present invention it is thus proposed as a priority based on the audio data frame, the data frame encapsulation video and audio packet data network transmission frame (step S106 ), in order to achieve smooth audio and video synchronization. 并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息(步骤S107)。 Time stamp added thereto and the packet transmission network, synchronization time stamp represents the relationship between real time audio data and real video data, time information that is generated in real-time audio data and real video data (step S107).

也就是当网络传输信道的频宽无法支持同时传送实时视讯数据以及实时音讯数据时,实时音讯数据的优先权高于实时视讯数据。 That is, when the transmission channel bandwidth network can not support simultaneous transmission of real-time video data and audio data in real-time, real-time audio data is higher than the priority of the video data in real time. 此外在网络传输封包中会加入时间标签,作为实时视讯数据以及实时音讯数据同步的依据。 Also in the packet network transmission time stamp will be added, as real-time video data and audio data in real-time based synchronization.

然后,通过网络传输信道,将网络传输封包传送至其它网络游戏客户端(步骤S108)。 Then, through the network transmission channel, transmitted over the network packet to the other network game client (step S108). 最后,接收网络传输封包的网络游戏客户端会将网络传输封包译码为实时视讯数据以及实时音讯数据(步骤S110),并根据时间标签,同步实时音讯数据和实时视讯数据(步骤S111),播放实时音讯数据及显示实时视讯数据于游戏画面中(步骤S112)。 Finally, the network game client will decode the received packet network transmission network transmission of data packets for real-time video and audio data in real time (step S110), and the label according to the time, the real-time audio data and real-time synchronization of video data (step S111), playback real-time audio data and display data in real-time video game screen (step S112). 显示视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,达到同时显示的目的。 Display video data is real-time video data as textures, mixed on the game screen online games, at the same time to achieve the purpose of display.

步骤S111的同步是以播放影音的网络游戏客户端的系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。 System time network game client is synchronized playback of audio and video time stamp plus the step S111, as a real-time audio playback time display real-time data and video data. 或者,以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,即相同时间区间内显示较少的视讯数据,延迟每个视讯画面显示的时间,以达到影音同步的目的。 Alternatively, time label and the number of real-time video data, the video data real-time display interval, i.e., show less video data, the video delay time of each screen display to achieve the same purpose audio synchronization time interval.

步骤S111的同步动作也可置于步骤S110之前执行,其差别在于若先进行同步再进行译码,可能因译码器的不同还会有视讯数据的丢弃现象。 Synchronization operation performed before the step S110 may also be placed in the step S111, the difference is that if the first decoded and then synchronize, the phenomenon may also have to discard data due to the different video decoder. 若先进行译码再进行同步,则译码器所产生的视讯数据的丢弃现象已发生,故可掌握视讯数据的最终数量。 Discarded if the first phenomenon then decodes the video data synchronized, the decoder produced has occurred, it can control the final amount of the video data.

请参照图2,图2是显示本发明所揭示的系统的功能方块图。 Referring to FIG. 2, FIG. 2 is a functional block diagram of the system disclosed in the present invention. FIG. 本发明提出一种于网络游戏进行实时影音会谈的系统,包括网络游戏服务器20以及多个网络游戏客户端24、26、28、30。 The present invention provides a system for real-time audio and video talks online games, including online games online game server 20 and a plurality of clients 24, 26. 网络游戏服务器20执行网络游戏主程序。 Network game network game server 20 to perform the main program. 网络游戏客户端24、26、28、30,包括欲进行实时影音会谈的网络游戏客户端24、26以及网络传输信道32,网络游戏客户端24、26、28、30与网络游戏服务器20连接形成网络游戏服务器网络22以进行网络游戏,网络游戏服务器网络22用以传输网络游戏客户端24、26、28、30的数据至网络游戏服务器20以进行运算、储存等,网络传输信道连32连接欲进行实时影音会谈的网络游戏客户端24、26。 24,26,28,30 network game client, including real-time video to be talks network game client and network transmission channel 24, 26, 32, 24, 26 network game client is connected to the network game server 20 is formed the network game server for the network game network 22 to the data transmission network game client terminal 24, 26 of the network game server network 22 to the network game server 20 to perform calculation, storage, etc., the network transmission channel 32 is connected to be connected real-time audio and video talks online game client 24, 26.

请参照图3,图3是显示本发明所揭示的系统的细部功能方块图。 Referring to FIG. 3, FIG. 3 is a detail of the function of the present invention disclosed a block diagram of a display system. 影音会谈传送方的网络游戏客户端300包括实时数据撷取器302、数据编码器304、网络传输封装器306以及网络传输器308。 Video game talks transmitting-side network client 300 comprises a real time data extractor 302, data encoder 304, transmission network 306 and network transmission encapsulator 308. 实时数据撷取器302,用以于网络游戏客户端撷取实时视讯数据以及实时音讯数据。 Real-time data extractor 302 to the network game client to retrieve data in real-time video and audio data in real time. 实时数据撷取器302可以为分开的装置,分别撷取实时视讯数据以及实时音讯数据。 Real-time data extractor 302 may be separate devices, respectively, the real-time video capture audio data and real-time data. 也可设计为同一装置,同时撷取实时视讯数据以及实时音讯数据,再分别进行后续数据处理。 Also it is designed to the same device, while retrieving the video data in real-time and real-time audio data, respectively, and then subsequent data processing. 实时数据撷取器302可以是摄影机以及麦克风等数据撷取装置。 Real-time data extractor 302 may be a video camera and a microphone other data acquisition devices.

数据编码器304用以将实时视讯数据压缩编码产生视讯数据框架,以及将实时音讯数据压缩编码产生音讯数据框架。 Data for the real-time encoder 304 compression-coded video data to generate video frame data, and real-time audio data compression-encoded audio data frame is generated. 数据编码器304可以设计为分开的装置,分别进行实时视讯数据压缩编码以及实时音讯数据压缩编码,或者也可设计于同一装置中,分别对实时视讯数据及实时音讯数据进行压缩编码。 The data encoder 304 may be designed as separate devices, respectively, in real-time and real-time video compression-encoded audio data compression-coded data, or may be designed in the same device, respectively for the real-time video data and audio data is compressed in real-time encoding.

网络传输封装器306,是以音讯数据框架为优先,封装视讯数据框架以及音讯数据框架为网络传输封包,并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。 Network transmission package 306, the audio data frame is a priority, the video data frame and encapsulating the audio frame data packet transmission network, and the time stamp added thereto packet transmission network, the time stamp represents a live real-time video data and audio data synchronization relationship, that is, to generate real-time information and real-time audio video data. 网络传输器308,通过网络传输信道310,将网络传输封包传送至影音会谈接收方的网络游戏客户端320。 Network transmission 308, transmission channel 310 through the network, the network transmission network packet to the video game client terminal 320 talks recipient. 举例而言,网络传输封装器306、网络传输器308及网络传输信道310均可以计算机可执行的程序语言撰写成模块,以实现上述功能。 For example, network transmission package 306, the network transmission network 308 and the transport channel 310 can be a computer-executable program written in a language into modules, in order to achieve the above functions.

影音会谈接收方的网络游戏客户端320包括数据译码器322以及影音播放器324。 Network game client talks AV receiver 320 includes a data decoder 322 and a video player 324. 数据译码器322,用以将网络传输封包译码为实时视讯数据以及实时音讯数据。 Data decoder 322 to decode the packet network transmission of data for real-time video and audio data in real time. 数据译码器322可以设计为分开的装置,分别进行实时视讯数据译码以及实时音讯数据译码,或者也可设计于同一装置中,分别对实时视讯数据及实时音讯数据进行译码。 Data decoder 322 may be designed as separate devices, respectively, in real-time and real-time video data decoder decodes the audio data, or may be designed in the same device, respectively for the real-time video data and audio data is decoded in real time. 前述的数据编码器304及数据译码器322均可以计算机可执行的程序语言撰写成模块,并于计算机中执行以完成所需的编译码功能。 The data encoder 304 and data decoder 322 can be computer-executable program written in a language module into, and executed in the computer to complete the required CODECs.

影音播放器324,会将网络传输封包译码过后的视讯数据以及音讯数据,根据时间标签,同步实时音讯数据和实时视讯数据,并显示视讯数据及播放音讯数据。 Video player 324, video data and audio data after the decoding of the packet transmission network will, according to the time stamp, synchronization real-time audio data and real-time video data, and displays the video data and audio playback data. 显示实时视讯数据是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上,以声卡通过耳机、喇叭播放实时音讯数据,达到同时显示的目的。 Display real-time video data is real-time video data as textures, mixed online games on the game screen, real-time audio data to the sound through headphones, speakers playing at the same time to achieve the purpose of display. 而进行实时影音会谈的网络游戏客户端,因影音会谈为双向会谈,会同时具有传送及接收的功能,即同时具有300及320所包含的组件及功能。 The real-time audio and video talks online game client, because two-way audio and video talks the talks, will have both transmit and receive functions, ie having the components and functions contained 300 and 320.

举例而言,请参照图4,图4是显示本发明所揭示的实施例的示意图。 For example, referring to FIG 4, FIG. 4 is a schematic of an embodiment disclosed in the present invention. 建立网络传输信道50于网络游戏客户端之间,网络游戏客户端连接至网络游戏服务器并执行网络游戏。 Establishing a network transmission channel 50 between a network game client, the network game client connected to the network game server and execute the network game. 于网络游戏进行中,当网络游戏客户端欲进行实时影音会谈时,摄影机40于网络游戏客户端撷取实时视讯数据,麦克风42于网络游戏客户端撷取实时音讯数据。 Carried out in the network game, when the network game client For real-time audio and video talks, the camera 40 in the network game client to retrieve data in real-time video, real-time audio microphone 42 captures data in the network game client.

数据编码器44、46将实时视讯数据压缩编码为视讯数据框架440、442、444、446,假设共有P个,将实时音讯数据压缩编码为音讯数据框架460、462、464,假设共有L个。 Real-time data encoder 44 to the video data compression-coded video data frame 440,442,444,446, assuming a total of P, real-time audio data is compression-encoded audio data frame 460,462,464 is assumed that there are L. 在本实施例中,网络传输封装器,是以音讯数据框架为优先,封装视讯数据框架以及音讯数据框架为网络传输封包48。 In the present embodiment, network transmission package, a frame priority is audio data, video data frame and encapsulating the audio frame data packet transmission network 48. 亦即在一段时间区间内,会优先将音讯框架460纳入封包48中,剩余的频宽或时间再分配给视讯数据框架440至视讯数据框架442,并将音讯框架460与视讯数据框架440至442封装成网络传输封包48,例如仅有N个被纳入封包48中,而有(PN)未纳入封包48中。 I.e. for a time interval, the priority included in the audio frame 460 in the packet 48, the time remaining bandwidth or reassigned to the video data frame 440 to the video data frame 442, frame 460 and the audio and video frame data 440 to 442 encapsulated into network transport packets 48, for example, only N number included in the packet 48, while (PN) are not included in the packet 48. 并加入时间标签于此网络传输封包内,时间标签表示实时音讯数据和实时视讯数据的同步关系,即为产生实时音讯数据和实时视讯数据的时间信息。 And add time stamps within this packet transmission network, real-time synchronization relationship label indicates audio data and video data in real-time, real-time information that is generated in real-time audio data and video data.

通过网络传输信道50,例如互联网,将网络传输封包48传送至另一网络游戏客户端。 50, such as the Internet, network 48 transmits the transmission packet to another network game client via the network transport channel. 数据译码器52、54将网络传输封包48译码为实时视讯数据520至实时视讯数据522,以及实时音讯数据540。 52, data decoder 48 decodes the packet network transmission of real-time video data 520 to the real-time video data 522, audio data 540 and real-time. 由于此封包是藉由网络传输,所以可能并非全部的视讯数据框架都会被接收,例如仅接收到M个(M小于或等于N),亦即视讯数据框架440至视讯数据框架442的数量会大于或等于实时视讯数据520至实时视讯数据522的数量等,再加上视讯解压缩的方式例如IPB模式,所以有些实时视讯数据会被丢弃不用,例如仅有K个(K小于或等于M)会被解压缩出来,但是实时音讯数据540会全部被解压缩出来,故可达到音讯顺畅及影音同步的预定效果。 Because this packet is transmitted by the network, it may not all video data frame will be received, for example, receives only the M (M is less than or equal to N), i.e., the video data to the video data frame 440 may be greater than the frame number 442 or real-time video data quantity is equal to 520 to 522 the video data in real time, together with the video decompression mode IPB manner e.g., some real-time video data is not discarded, for example, only the K (K is less than or equal to M) will be is compressed out of the solution, but the real-time audio data 540 will all be decompressed out, it can achieve smooth audio and video synchronization of the intended effect.

影音播放器56、58,以「同时支持实时视讯流及三度空间动画」模块显示实时视讯数据,「同时支持实时视讯流及三度空间动画」模块是将实时视讯数据作为材质贴图,混入网络游戏的游戏画面上。 Media Player 56 and 58 to "support both real-time video streaming and three-dimensional animation" module displays real-time video data, "while supporting real-time video streaming and three-dimensional animation" module is a real-time video data as textures, mixed network game on the game screen. 影音播放器56、58会以系统时间加上时间标签,作为播放实时音讯数据以及显示实时视讯数据的时间。 Media Player 56 and 58 will be the system time plus the time stamp, as real-time audio playback real-time data display and video data. 或者,影音播放器56、58会以时间标签以及实时视讯数据的数量,将实时视讯数据进行间隔显示,获得影音同步的效果。 Alternatively, the video player 56 will time stamp data and the number of real-time video, real-time video display interval data, audio and video synchronization effect is obtained. 影音同步的动作可在数据译码器52、54之前或之后执行。 AV synchronization operation may be performed before or after the data decoder 52. 影音播放器56、58并以声卡通过耳机、喇叭58播放实时音讯数据,达到于网络游戏中同时进行影音会谈的功能。 Media Player 56, 58 and to sound through headphones, speakers 58 to play real-time audio data, to function in the network game video talks at the same time.

总之,本发明所提出的方法,可以独立于网络游戏的架构,由网络游戏客户端之间建立网络传输信道,以实现于网络游戏中进行实时影音会谈的目的。 In summary, the method proposed by the present invention, may be independent of the architecture of the network game, a network established by a transmission channel between the network game client, in order to achieve the purpose of real-time audio and video conversation in the network game. 本发明还采用以音讯数据优先考虑的影音同步封装机制以及利用时间标签进行影音数据同步的技术,获得实时影音会谈中最重要的音讯流畅及影音同步的效果。 The present invention is also used in audio and video synchronization Audio data encapsulation mechanism and priority synchronization using the time labels of video data technology, real-time audio conversation most important effect smooth audio and video synchronization. 而且本发明所提出的方法无需增加网络游戏服务器额外的负担,便可解决现行技术无法解决的问题,仅增加虚拟游戏世界的实时性与真实感,达到本发明所欲达到的目的。 And the method proposed by the present invention without adding additional burden on the online game server, the existing technology can solve the problem can not be solved, only real-time and increase the realism of the virtual game world, to achieve the desired purpose of the present invention.

虽然本发明已以较佳实施例揭示如上,然而其并非用以限定本发明,任何熟习本技术的人士在不脱离本发明的精神和范围内,当可作出种种的等效改变或替换,因此本发明的保护范围当视后附的权利要求所界定的为准。 While the invention has been disclosed in the above preferred embodiment, however, not intended to limit the present invention, any person skilled in this art without departing from the spirit and scope of the present invention, when various equivalents can be made changed or replaced, so the scope of the present invention when view appended claims and their equivalents.

Claims (33)

1.一种以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,包括下列步骤:建立一网络传输信道于一第一网络游戏客户端与一第二网络游戏客户端间,所述网络传输信道未经过一网络游戏服务器;于所述第一网络游戏客户端与所述第二网络游戏客户端执行一网络游戏并联机至所述网络游戏服务器;在所述网络游戏进行中,于所述第一网络游戏客户端撷取多个第一实时视讯数据以及多个第一实时音讯数据;于所述第一网络游戏客户端,压缩/编码所述第一实时视讯数据产生多个第一视讯数据框架,压缩/编码所述第一实时音讯数据产生多个第一音讯数据框架;于所述第一网络游戏客户端,封装所述第一视讯数据框架以及所述第一音讯数据框架为一网络传输封包,并加入一时间标签于所述网络传输封包内,所述时间标签用以表示所述第 1. A method for real-time video talks to synchronize audio and video technology in the network game, characterized by comprising the steps of: establishing a network transmission channel between a first network game client and a second network game client, the network transmission channel has not been a network game server; to the game client first network with the second network game client performs a network game and connect to the network game server; game in progress in the network retrieve a first plurality of real-time video data and audio data in real-time a first plurality of said first network game client; a first network to the game client, compression / encoding of video data generated in real time of the first plurality a first frame of video data, the compression / encoding the first audio data in real-time generating a first plurality of audio frame data; a first network to the game client, encapsulating the first video data and the first audio frame a framework for data packet transmission network, and a time stamp added to said packet network transmission, the time to represent said first label 一实时音讯数据和所述第一实时视讯数据的同步关系;通过所述网络传输信道,将所述网络传输封包传送至所述第二网络游戏客户端;于所述第二网络游戏客户端,将所述网络传输封包译码产生多个第二实时视讯数据以及多个第二实时音讯数据;以及于所述第二网络游戏客户端,根据所述时间标签同步所述第二实时音讯数据和所述第二实时视讯数据,并播放所述第二实时音讯数据以及显示所述第二实时视讯数据于所述网络游戏的游戏画面上。 A real-time audio synchronization relationship data and the first real-time video data; transmission channel through the network, the network transmitting the second packet to the network game client; to the second network game client, the packet transmission network generating a plurality of coded video data and a second plurality of second real audio data in real time; and to the second network game client according to the time stamp of the second real audio synchronization data and the second real-time video data, and playing the second audio data in real time and displaying the second video data in real time on the game screen of the network game.
2.如权利要求1所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述建立所述网络传输信道的步骤,尚包括下列步骤:所述第一网络游戏客户端根据一通讯簿指定或直接指定所述第二网络游戏客户端的网络地址,所述通讯簿包含所述第二网络游戏客户端的网络地址;所述第一网络游戏客户端发出一接续要求至所述第二网络游戏客户端;以及所述第二网络游戏客户端根据所述接续要求建立所述网络传输信道。 The first network games: video as claimed in claim 1, said synchronization method for implementing real-time video game talks to the network, wherein the step of the network to establish the transmission channel, comprising the steps still the client specifies an address book or directly specifies the network address of the second network game client, the address book contains the network address of the second network game client; the first network game client sends a connection request to the second network game client; and the second client network game according to the network connection request to establish the transmission channel.
3.如权利要求1所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述封装所述网络传输封包的步骤中,当所述网络传输信道的频宽无法支持同时传送所述第一实时音讯数据和所述第一实时视讯数据时,所述第一实时音讯数据的优先权高于所述第一实时视讯数据的优先权。 3. In the video synchronization implemented method of claim 1, real-time video game talks to the network, wherein the packet transmission network the encapsulation step, when the network bandwidth transmission channel can not be when simultaneously transmitting the first support real-time audio data and the first real-time video data, the priority of the first real audio data is higher than the priority of the first video data in real-time.
4.如权利要求1所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述产生所述网络传输封包的步骤中,所述时间标签是为产生所述第一实时音讯数据和所述第一实时视讯数据的时间信息。 4. In the audio and video synchronization implemented method of claim 1, real-time video game talks to the network, wherein the generating the packet network transmission step, the time stamp for generating the second a real time information of the first audio data and video data in real-time.
5.如权利要求1所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述同步所述第二实时音讯数据和所述第二实时视讯数据的步骤中,所述同步是以所述第二网络游戏客户端的系统时间加上所述时间标签以作为播放所述第二实时音讯数据以及显示所述第二实时视讯数据的时间。 5. In the AV synchronization implemented method of claim 1, real-time video game talks to the network, wherein said second step of synchronizing the audio data and the second real-time video data in real time, the system time synchronization is the second network game client plus the time the tag as the second real-time playback of the audio data and the second display real-time video data.
6.如权利要求1所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述同步所述第二实时音讯数据和所述第二实时视讯数据的步骤中,所述同步是以所述时间标签以及所述第二实时视讯数据的数量,将所述第二实时视讯数据进行间隔显示。 6. In the audio and video synchronization implemented method of claim 1, real-time video game talks to the network, wherein said second step of synchronizing the audio data and the second real-time video data in real time, It is the synchronization of the time stamp and the second number of video data in real-time, the second display real-time video data interval.
7.如权利要求1所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述显示所述第二实时视讯数据的步骤中,是将所述第二实时视讯数据作为一材质贴图,混入所述网络游戏的游戏画面上。 7. In the video synchronization implemented method of claim 1, real-time video game talks to the network, wherein said step of displaying said second video data in real-time, real-time video is the second data as a texture map, mixing the game screen of the online game.
8.一种以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,包括:一网络游戏服务器,用以执行一网络游戏;以及多个网络游戏客户端,所述网络游戏客户端包括一第一网络游戏客户端、一第二网络游戏客户以及一网络传输信道,所述第一网络游戏客户端以及所述第二网络游戏客户端联机至所述网络游戏服务器,用以进行所述网络游戏,所述网络传输信道耦接于所述第一网络游戏客户端以及所述第二网络游戏客户端。 A technology to synchronize audio and video in real-time video system talks to the network game, characterized by comprising: a network game server, for executing a network game; and a plurality of network game client, the client network game a first end comprising a network game client, a second network game client and a transmission channel network, the first network game client and the second network game client connects to the network game server for performing the network game, the network transmission channel coupled to the first network game client and the second network game client.
9.如权利要求8所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述第一网络游戏客户端还包括:一实时数据撷取器,用以于所述第一网络游戏客户端撷取多个第一实时视讯数据以及多个第一实时音讯数据;一数据编码器,其耦接于所述实时数据撷取器,用以压缩/编码所述第一实时视讯数据,产生多个第一视讯数据框架以及压缩/编码所述第一实时音讯数据,产生多个第一音讯数据框架;一网络传输封装器,其耦接于所述视讯数据编码器以及所述音讯数据编码器,用以封装所述第一视讯数据框架以及所述第一音讯数据框架为一网络传输封包,并加入一时间标签于所述网络传输封包内,所述时间标签用以表示所述第一实时音讯数据和所述第一实时视讯数据的同步关系;以及一网络传输器,其耦接于所述网络传输封装器, In audio and video synchronization as claimed in claim 8 implemented for real-time video game talks to the network, wherein the first network game client further comprises: a real-time data extractor for in the said first network game client to retrieve the plurality of first video data and a plurality of first real audio real-time data; a data encoder, coupled to the real-time data extractor for compression / encoding of the first a real-time video data, generating a first video data frame and a plurality of compression-encoded data of the first real-time audio / generating a first plurality of audio frame data; encapsulator a network transmission, coupled to the video data encoder and the audio data encoder for encapsulating the first frame of video data and audio data of the first frame of a packet transmission network, and a time stamp added to the packet transmission within the network, said time label to represent the synchronization relationship of the first real audio data and the first real-time video data; and a network transmission device, which is coupled to the network transmission encapsulator, 过所述网络传输信道,将所述网络传输封包传送至所述第二网络游戏客户端。 Through the transmission network channel, transmit the packet to the second network transmission network game client.
10.如权利要求9所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述网络传输封装器,当所述网络传输信道的频宽无法支持同时传送所述第一实时音讯数据和所述第一实时视讯数据时,所述第一实时音讯数据的优先权高于所述第一实时视讯数据的优先权。 In audio and video synchronization as claimed in claim 9 is implemented in the network game system live media talks, wherein said encapsulator transmission network, when the network bandwidth transmission channel can not support simultaneous transmission of the when a first real audio data and the first real-time video data, the priority of the first real audio data is higher than the priority of the first video data in real-time.
11.如权利要求9所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述网络传输封装器中,所述时间标签是为产生所述第一实时音讯数据和所述第一实时视讯数据的时间信息。 In audio and video synchronization as claimed in claim 9 implemented for real-time video game talks to the network, wherein the network transmission encapsulator, the time stamp for real time audio data to produce the first and the first real time information of video data.
12.如权利要求8所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述第二网络游戏客户端还包括:一数据译码器,其耦接于所述网络传输信道,用以使所述网络传输封包译码产生多个第二视讯数据以及使所述网络传输封包译码产生多个第二音讯数据;以及一影音播放器,其耦接于所述视讯数据译码器以及所述音讯数据译码器,用以根据所述时间标签,同步所述第二实时音讯数据和所述第二实时视讯数据,并播放所述第二视讯数据以及所述第二音讯数据。 12. The audio and video synchronization to claim 8, implemented for real-time video game talks to the network, wherein the second network game client further comprises: a data decoder, coupled to the said network transmission channel, to the network transmit packets to generate decoded video data, and a second plurality of the network transmit packets to generate a plurality of second decoding audio data; and a video player, which is coupled to the said video data decoder, and said audio data decoder, responsive to said time stamps synchronizing the second real audio data and the second real-time video data, and playing the video data and the second said second audio data.
13.如权利要求12所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述影音播放器中,所述同步是以所述第二网络游戏客户端的系统时间加上所述时间标签以作为播放所述第二实时音讯数据以及显示所述第二实时视讯数据的时间。 13. The audio and video synchronization in claim 12 implemented in real-time video system talks to the network game, wherein the video player, the synchronization based on system time of the second network game client adding said time stamp to the second player as a real time audio data and displaying the second video data in real-time.
14.如权利要求12所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述影音播放器中,所述同步是以所述时间标签以及所述第二实时视讯数据的数量,使所述第二实时视讯数据进行间隔显示。 14. The audio and video synchronization in claim 12 implemented in real-time video system talks to the network game, wherein the video player, the synchronization time is the label and the second real-time the number of the video data, the second display real-time video data interval.
15.如权利要求12所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述影音播放器,是将所述第二实时视讯数据作为一材质贴图,混入所述网络游戏的游戏画面上。 15. The audio and video synchronization in claim 12 implemented for real-time video game talks to the network, wherein the media player, the second is a real-time video data as textures, the mixed said network game on the game screen.
16.如权利要求8所述的以影音同步技术实现于网络游戏进行实时影音会谈的系统,其特征在于,所述网络传输信道是由所述第一网络游戏客户端根据一通讯簿指定或直接指定所述第二网络游戏客户端的网络地址,所述通讯簿包含所述第二网络游戏客户端的网络地址,并发出一连接要求至所述第二网络游戏客户端,再由所述第二网络游戏客户端根据所述连接要求建立所述网络传输信道。 In audio and video synchronization as claimed in claim 8 implemented for real-time video game talks to the network, wherein the network transmission channel by said first network game client address book according to a specified directly or specifying the second network game client network address, the address book contains the address of the second network game client network, the second network game and issuing a connection request to the client, and then by the second network the game client is connected to the network requires the establishment of the transmission channel.
17.一种以影音同步技术实现于网络游戏进行实时影音会谈的方法,其适用于一网络游戏客户端,所述网络游戏客户端是联机至一网络游戏服务器,用以执行一网络游戏并显示一游戏画面至一显示器上,其特征在于,包括下列步骤:建立一网络传输信道至一外部网络游戏客户端,所述网络传输信道不经过所述网络游戏服务器;利用一实时数据撷取器,撷取一第一实时视讯数据和一第一实时音讯数据;压缩/编码所述第一实时视讯数据和所述第一实时音讯数据,产生一第一网络传输封包,并加入一时间标签于所述网络传输封包内,所述时间标签用以表示所述第一实时音讯数据和所述第一实时视讯数据的同步关系;通过所述网络传输信道,传送所述第一网络传输封包;通过所述网络传输信道,接收一第二网络传输封包;解压缩/译码所述第二网络传输封包 17. A method for real-time video talks to synchronize audio and video technology in the network game, which is applied to a network game client, the client network game is an online game server to a network, for executing a network game and display to a game on a display screen, characterized by comprising the steps of: establishing a transmission channel to a network outside the network game client, the network transmission channel does not pass through the network game server; using a real-time data extractor, capturing a first video data and a real first real audio data; compression / encoding of the first data and the first real-time video in real-time audio data, generating a first packet transmission network, and a time stamp added to the packet transmission within said network, said first time stamp to represent the real-time audio data and real-time synchronization relationship between the first video data; transmission channel through the network, transmitting the first packet transmission network; by the said network transmission channel, receiving a second packet transmission network; decompress / decode the second packet transmission network 产生一第二实时视讯数据和一第二实时音讯数据;以及在所述网络游戏执行中,根据所述时间标签,同步所述第二实时音讯数据和所述第二实时视讯数据,并播放所述第二实时音讯数据并且显示所述第二实时视讯数据于所述游戏画面中。 Generating a second real-time video data and audio data in real-time a second; and in the execution of the network game according to the time stamp, the second real audio synchronization data and the second real-time video data, and plays the said second audio data in real time and displaying the real-time video data to the second game screen.
18.如权利要求17所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述建立所述网络传输信道的步骤包括下列步骤:由所述网络游戏客户端和所述外部网络游戏客户端之一指定另一网络地址;利用所述网络地址,由所述网络游戏客户端和所述外部网络游戏客户端之一发出一接续要求至另一端;以及根据所述接续要求,所述网络游戏客户端和所述外部网络游戏客户端的另一端建立所述网络传输信道。 18. The audio and video synchronization in claim 17 implemented method for real-time video game talks to the network, wherein the step of the network transmission channel comprises the step of establishing: by the network game client and one of said external network game client further specifies a network address; using the network address, sent by said one of said network game client and an external network game client a connection request to the other end; and according to the connection request, establishing the network transmission channel and the other end of the network game client and the external network game client.
19.如权利要求17所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,产生所述第一网络传输封包的步骤中,当所述网络传输信道的频宽无法支持同时传送所述第一实时音讯数据和所述第一实时视讯数据时,所述第一实时音讯数据的优先权高于所述第二实时视讯数据的优先权。 19. The audio and video synchronization in claim 17 implemented method for real-time video game talks to the network, wherein generating the first packet network transmission step, when the network bandwidth transmission channel can not be when simultaneously transmitting the first support real-time audio data and the first real-time video data, the priority of the first real audio data is higher than the priority of the second video data in real-time.
20.如权利要求17所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,建立所述网络传输信道的步骤,是根据一通讯簿执行,所述通讯簿包含所述外部网络游戏客户端的网络地址。 20. The audio and video synchronization in claim 17 implemented method for real-time video game talks to the network, wherein the step of establishing the network transmission channel is performed according to an address book, the address book containing the the external network address of said network game client.
21.如权利要求17所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述同步所述第二实时音讯数据和所述第二实时视讯数据的步骤中,所述同步是以所述网络游戏客户端的系统时间加上所述时间标签以作为播放所述第二实时音讯数据以及显示所述第二实时视讯数据的时间。 21. The audio and video synchronization in claim 17 implemented method for real-time video game talks to the network, wherein said second step of synchronizing the audio data and the second real-time video data in real time, the system time is synchronized to the network game client plus the time stamp as playing the second audio data in real time and display the second time in real-time video data.
22.如权利要求17所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述同步所述第二实时音讯数据和所述第二实时视讯数据的步骤中,所述同步是以所述时间标签以及所述第二实时视讯数据的数量,使所述第二实时视讯数据进行间隔显示。 22. The audio and video synchronization in claim 17 implemented method for real-time video game talks to the network, wherein said second step of synchronizing the audio data and the second real-time video data in real time, It is the synchronization of the time stamp and the second number of video data in real-time, the second display real-time video data interval.
23.如权利要求17所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,显示所述第二实时视讯数据的步骤中,是将所述第二实时视讯数据作为一材质贴图,混入所述游戏画面并显示于所述显示器上。 23. The audio and video synchronization in claim 17 implemented method for real-time video game talks to the network, wherein the step of displaying said second video data in real-time, is the second video data in real time as a texture mapping, and mixed in the game screen displayed on the display.
24.一种储存媒体,用以储存一计算机程序,所述计算机程序用以加载至一计算机系统中并且使得所述计算机系统执行如权利要求17至23中任一项所述的于网络游戏进行实时影音会谈的方法。 24. A storage medium for storing a computer program, the computer program configured to load into a computer system and causing the computer system to perform as claimed in claim 17 to 23 within one of the network game the method of real time audio and video talks.
25.一种网络游戏计算机系统,其执行一网络游戏并且具有一储存媒体,所述储存媒体用以储存一计算机程序,所述计算机程序用以加载至所述网络游戏计算机系统中并且使得所述网络游戏计算机系统执行如权利要求17至23中任一项所述的于网络游戏进行实时影音会谈的方法。 25. A computer network game system which executes a network game and having a storage medium, the storage medium for storing a computer program, the computer program configured to load into the computer system in the network game and so that the the computer network game system 17 to perform a method according to any one of the 23 real-time audio and video conversation in the network game as claimed in claim.
26.一种以影音同步技术实现于网络游戏进行实时影音会谈的方法,用于一第一网络游戏客户端与一第二网络游戏客户端之间,所述第一网络游戏客户端与所述第二网络游戏客户端均执行一网络游戏并联机至一网络游戏服务器,其特征在于,所述方法至少包括下列步骤:建立一网络传输信道于所述第一网络游戏客户端与所述第二网络游戏客户端之间,且所述网络传输信道未经过所述网络游戏服务器;于所述第一网络游戏客户端撷取多个第一实时视讯数据以及多个第一实时音讯数据;产生多个第一视讯数据框架及多个第一音讯数据框架;封装所述第一视讯数据框架以及所述第一音讯数据框架为一网络传输封包,并加入一时间标签于所述网络传输封包内,所述时间标签用以表示所述第一实时音讯数据和所述第一实时视讯数据的同步关系;传送所述网络传 26. A method for real-time video talks to synchronize audio and video technology in the network game, a network game between a first client and a second network game client, the first client and the network game the second network game client performs a network game and both connect to a network game server, characterized in that the method comprises at least the steps of: establishing a network transmission channel to the first network and the second game client network game between the client and the network via the transmission channel is not the network game server; capturing a first plurality of real-time video data and audio data to a plurality of the first real-time network game client first; generate multiple a first video data frame and a plurality of first audio data frame; encapsulating the first frame of video data and audio data of the first frame of a packet transmission network, and a time stamp added to the packet transmission within the network, the time stamp to indicate the synchronization relationship of the first real audio data and the first real-time video data; transmitting the transmission network 封包至所述第二网络游戏客户端;将所述网络传输封包译码产生多个第二实时视讯数据以及多个第二实时音讯数据;及于所述第二网络游戏客户端,根据所述时间标签,同步所述第二实时音讯数据和所述第二实时视讯数据,并播放所述第二实时音讯数据以及显示所述第二实时视讯数据于所述网络游戏的游戏画面上。 Packet to the second network game client; the network transmit packets to generate a plurality of decoded video data in real time and a second plurality of second audio data in real time; and to the second network game client, according to the label time, synchronizing the second real audio data and the second real-time video data, and playing the second audio data in real time and displaying the second game screen in real-time video data to the network game.
27.如权利要求26所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述建立所述网络传输信道的步骤,还包括下列步骤:所述第一网络游戏客户端根据一通讯簿指定所述第二网络游戏客户端的网络地址,所述通讯簿包含所述第二网络游戏客户端的网络地址;所述第一网络游戏客户端发出一接续要求至所述第二网络游戏客户端;以及所述第二网络游戏客户端根据所述接续要求建立所述网络传输信道。 27. The audio and video synchronization method of claim 26 implemented in a real-time network game video talks, wherein the step of said network to establish the transmission channel, further comprising the steps of: the first network game according to a client network address specifying the second address book client network game, comprising a network address of the second address book network game client; the first network game client sends a connection request to the first second network game client; and the second client network game according to the network connection request to establish the transmission channel.
28.如权利要求26所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述封装所述网络传输封包的步骤中,是先将所述第一实时音讯数据纳入所述网络传输封包中,再依据剩余频宽将所述第一实时视讯数据纳入所述网络传输封包中。 28. The audio and video synchronization method of claim 26 implemented in a real-time network game video talks, wherein the packet transmission network the encapsulation step, is the first real audio data of the first transmit packets into the network, and then the remaining bandwidth based on the first real-time transmission of video data into the network packet.
29.如权利要求26所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述第一视讯数据框架及多个第一音讯数据框架是由压缩/编码所产生。 29. The audio and video synchronization method of claim 26 implemented in a real-time network game video talks, wherein said first video data frame and a plurality of first audio data frame is generated by compression / encoding .
30.如权利要求26所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述网络传输封包是通过一网络传输信道传送至所述第二网络游戏客户端。 In audio and video synchronization as claimed in claim 26 30. A method for implementing a real-time video game talks to the network, wherein the network transmission packet is transmitted to the second network game client via a network transport channel.
31.如权利要求26所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述同步所述第二实时音讯数据和所述第二实时视讯数据的步骤中,所述同步是以所述第二网络游戏客户端的系统时间加上所述时间标签以作为播放所述第二实时音讯数据以及显示所述第二实时视讯数据的时间。 In audio and video synchronization as claimed in claim 26 31. A method for implementing a real-time video game talks to the network, wherein said second step of synchronizing the audio data and the second real-time video data in real time, the system time synchronization is the second network game client plus the time the tag as the second real-time playback of the audio data and the second display real-time video data.
32.如权利要求26所述的以影音同步技术实现于网络游戏进行实时影音会谈的方法,其特征在于,所述同步所述第二实时音讯数据和所述第二实时视讯数据的步骤中,所述同步是以所述时间标签以及所述第二实时视讯数据的数量,使所述第二实时视讯数据进行间隔显示。 In audio and video synchronization as claimed in claim 26 32. A method for implementing a real-time video game talks to the network, wherein said second step of synchronizing the audio data and the second real-time video data in real time, It is the synchronization of the time stamp and the second number of video data in real-time, the second display real-time video data interval.
33.一种以影音同步技术实现于网络游戏进行实时影音会谈的系统,用于一第一网络游戏客户端、一第二网络游戏客户及一网络游戏服务器之间,所述网络游戏服务器是用以执行一网络游戏,其特征在于,所述系统至少包括:一网络传输信道,所述第一网络游戏客户端以及所述第二网络游戏客户端联机至所述网络游戏服务器,以进行所述网络游戏,所述网络传输信道耦接于所述第一网络游戏客户端以及所述第二网络游戏客户端之间以进行实时影音会谈。 33. A method to synchronize audio and video technology for real-time audio and video conversation in a network game, a network game for a first client, a second network game between the client and a network game server, the network game server is to execute a network game, wherein the system comprises at least: a transmission channel network, the first network game client and the second network game client connects to the network game server to perform the network game, a network is coupled to the transmission channel for real-time audio conversation between the first network and the second game client network game client.
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