I am feeling particularly thick today so I am trying to get a simplistic
view on this situation
My thinking (which maybe wrong) was the LMS server says to each player
here is what you are going to play, then says start now. After which the
server steps back and allows the players to do the business just
monitoring what is coming down the stream for display on the web
interface
Now the implication is that there is feedback from the players to the
server saying I have just played bit x or bit y  or bit z and it maybe
for some reason these are not identical and therefore something either
the server or the "master" player says resynchronise so the leading
player stops playing for a millisecond or two to let the others catch
up. Or the slowest one has to jump forward and if the error gets too
great then then server says restart.
Or alternatively the server streams the feed to each player separately
and the server is continuously calling for more data to pump to the
players and if one player cannot accept a package from the server for
whatever reason the server calls a halt.
Whichever scenario is appropriate then variation for synchronisation
should be in milliseconds and not seconds running into a minutes.
So my thought is to carry out a test of firstly each Pi in turn
unsynchronised to see if there is an issue with a particular Pi.
Then synchronise 2 Pi's out of 3 using all 3 possible combinations 1-2,
1-3, 2-3
Then go back to all 3 Pi's

Does this seem to be a reasonable suggestion on how toidentify the
problem area

Phil


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