Thaks for this lot of informations.

The things I realized are somewhere 'bad' way to realize it, but what I did is :

Copy WAVAdioFileSource.cpp to ReaStreamAudio.cpp my own file
Copy WAVAudioFileServerMediaSubsession.cpp to ReaStreamFileServerMediaSubsession.cpp

with they corresponding .hh files. and recompile all of it.

Based with the testOnRTSPServer.cpp sample code I could do some tests that worked.

Things that are doing in a very bad way is just that I just remove some lines of code and delcare explicitely some variables like frequency, bytespersamples, etc...

I really should have to use the object oriented implementation, but it needs some times to learn it at all.

It's works !

But there is only one trouble to do it efficiently, which is :

If I want to stream from home my own mix with 48k/24b I need at least 250k upload to do it in real time...
So with my dsl connexion I've only 100k which is not enough...

It's a problem of banddwidth about uploading datas. (fuck this limit).

I wait to get an fiber or an VDSL connexion to realize it from home, and I will test all of these soft with an real optical fiber dsl connexion to chack it !

All of my tests, like simulate an udp stream that would come from my home directly on the server (cat rawWaveFile > /tmp/my_pipe) works very well to get back an RSTP stream of 48k/24b audio file.


It's a real pleasure to discover Live555 open source code to test it on an real media server. It works very well.

Best regards

Grag38

ps : For people that are interested streaming live audio streaming : look at Reaper Software (http://www.reaper.fm and look at the ReaStram plugin that can stream until 8 tracks in real time audio without compression. But to do it, you really need a lot of bandwidth.

If someone needs some explanations, he can mail me about it.


Choose a "preferredFrameSize" that's large enough to fit within an outgoing RTP packet. I suggest 1500 bytes (i.e., 250 samples), with "playTimePerFrame" of 5208 microseconds (assuming a sampling rate of 48 kHz).

I made a mistake there. 1500 bytes is a bit too large to fit within a packet (assuming the code's current packet size settings).

Instead, I suggest 1440 bytes (== 240 samples), with a "playTimePerFrame" of 5000 microseconds (assuming a sampling rate of 48 kHz).


Ross Finlayson
Live Networks, Inc.
http://www.live555.com/



--
Utilisant le logiciel de courrier révolutionnaire d'Opera : http://www.opera.com/mail/
_______________________________________________
live-devel mailing list
[email protected]
http://lists.live555.com/mailman/listinfo/live-devel

Reply via email to