On 9/26/05, JJZolx <[EMAIL PROTECTED]> wrote:
I agree that if there's a delay, then it may not work out very well,
but I would think that it isn't so much a factor of whether or not
you're buffering, but more a matter of how much data the player
requires in the buffer before it begins playback of the stream. If you
can (reliably) start playback as soon as the buffer begins to fill, then
there'd be little or no delay. Meanwhile, the buffer can probably be
filled to near 100% since playback removes data much slower than a
reliable network would refill the buffer. So you still have the
benefit of buffering to combat dropouts.
If it's live audio, you can only buffer data as fast as the player plays it (real-time). If you want two seconds of buffer then you're going to need to delay playback by two seconds in order to guarantee that two seconds of buffer can actually be used in the event of network or server issues. If you start playback immediately there isn't any data IN the buffer and you'll never catch up because it's live.
Ben
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