For a while I'm asking myself, how the synchronisation of separate
players actually works. 

As far as I know, IP protocol exchanges messages - and the time of
travel of the various packages can vary. So the only way I can think of,
is that the players buffer a reasonable amount of data, and are all
scheduled to start playing a track at a specific point in time (in the
not too far future): e.g. "Start playing the following data at 10:00:00h
GMT". But this would only work, if the player clocks are 100% synced.
And now I'm back at start: how can LMS make sure the player clocks ARE
synced, given the comunication is package based? It may be based on the
roundtrip time (as can be watched with ping): if roundtrip time for one
player is 20ms longer than for another, then LML could set the current
time on this player to a "10ms later value" as compared to the other; so
that the time of arrival of the message and the content do match. This
would result in (kind of) synced clocks of the players. Asking the
players for their time, minus half of the roundtrip time (from issueing
the query until receiving the answer) should give the same time for all
players if all goes well ... But as time of travel can vary between
messages and between forth and back, the success of this method is not
guaranteed, plus - which makes it worse - can not be verified.

Am I completely wrong here - do they use a completely different
approach? Is it even a Logitech secret or is it a well known standard
approach?

Any ideas?

I hope this is not already discussed in another thread I missed.


G�nther


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