Jamulus
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Jamulus
Jamulus is open source (GPL) networked music performance software that enables live rehearsing, jamming and performing with musicians located anywhere on the internet. Jamulus is written by Volker Fischer and contributors using C++. The Software is based on the Qt (software), Qt framework and uses the Opus (audio format), OPUS audio codec. It was known as "llcon" until 2013. One of the problems with music playing over the internet in real time is ''Latency_(engineering), latency'' - the time lag that occurs while (compressed) audio streams travel to and from each musician. Although the precedence effect means that small delays (up to around 40 ms) can be perceived as synchronous, longer delays make it practically impossible to play live together. A further problem is ''jitter'', a type of end-to-end delay, packet delay due to changes in latency over time, which results in choppy or distorted sound. Long delays can even lead to packet loss (perceived as a 'blackout'). These can be ...
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Networked Music Performance
A networked music performance or network musical performance is a real-time interaction over a computer network that enables musicians in different locations to perform as if they were in the same room. These interactions can include performances, rehearsals, improvisation or jamming sessions, and situations for learning such as master classes. Participants may be connected by "high fidelity multichannel audio and video links" as well as MIDI data connections and specialized collaborative software tools. While not intended to be a replacement for traditional live stage performance, networked music performance supports musical interaction when co-presence is not possible and allows for novel forms of music expression. Remote audience members and possibly a conductor may also participate. History One of the earliest examples of a networked music performance experiment was the 1951 piece: “ Imaginary Landscape No. 4 for Twelve Radios” by composer John Cage. The piece “used radi ...
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GPLv2
The GNU General Public License (GNU GPL or simply GPL) is a series of widely used free software licenses that guarantee end users the four freedoms to run, study, share, and modify the software. The license was the first copyleft for general use and was originally written by the founder of the Free Software Foundation (FSF), Richard Stallman, for the GNU Project. The license grants the recipients of a computer program the rights of the Free Software Definition. These GPL series are all copyleft licenses, which means that any derivative work must be distributed under the same or equivalent license terms. It is more restrictive than the Lesser General Public License and even further distinct from the more widely used permissive software licenses BSD, MIT, and Apache. Historically, the GPL license family has been one of the most popular software licenses in the free and open-source software domain. Prominent free software programs licensed under the GPL include the Linux kernel a ...
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Data Buffer
In computer science, a data buffer (or just buffer) is a region of a memory used to temporarily store data while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers). However, a buffer may be used when moving data between processes within a computer. This is comparable to buffers in telecommunication. Buffers can be implemented in a fixed memory location in hardware—or by using a virtual data buffer in software, pointing at a location in the physical memory. In all cases, the data stored in a data buffer are stored on a physical storage medium. A majority of buffers are implemented in software, which typically use the faster RAM to store temporary data, due to the much faster access time compared with hard disk drives. Buffers are typically used when there is a difference between the rate at which data is received and t ...
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Speed Of Sound
The speed of sound is the distance travelled per unit of time by a sound wave as it propagates through an elastic medium. At , the speed of sound in air is about , or one kilometre in or one mile in . It depends strongly on temperature as well as the medium through which a sound wave is propagating. At , the speed of sound in air is about . The speed of sound in an ideal gas depends only on its temperature and composition. The speed has a weak dependence on frequency and pressure in ordinary air, deviating slightly from ideal behavior. In colloquial speech, ''speed of sound'' refers to the speed of sound waves in air. However, the speed of sound varies from substance to substance: typically, sound travels most slowly in gases, faster in liquids, and fastest in solids. For example, while sound travels at in air, it travels at in water (almost 4.3 times as fast) and at in iron (almost 15 times as fast). In an exceptionally stiff material such as diamond, sound travels a ...
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Latency (audio)
Latency refers to a short period of delay (usually measured in milliseconds) between when an audio signal enters a system and when it emerges. Potential contributors to latency in an audio system include analog-to-digital conversion, buffering, digital signal processing, transmission time, digital-to-analog conversion and the speed of sound in the transmission medium. Latency can be a critical performance metric in professional audio including sound reinforcement systems, foldback systems (especially those using in-ear monitors) live radio and television. Excessive audio latency has the potential to degrade call quality in telecommunications applications. Low latency audio in computers is important for interactivity. Telephone calls In all systems, latency can be said to consist of three elements: codec delay, playout delay and network delay. Latency in telephone calls is sometimes referred to as delay; the telecommunications industry also uses the term ''quality of experie ...
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Digital-to-analog Conversion
In electronics, a digital-to-analog converter (DAC, D/A, D2A, or D-to-A) is a system that converts a digital signal into an analog signal. An analog-to-digital converter (ADC) performs the reverse function. There are several DAC architectures; the suitability of a DAC for a particular application is determined by figures of merit including: resolution, maximum sampling frequency and others. Digital-to-analog conversion can degrade a signal, so a DAC should be specified that has insignificant errors in terms of the application. DACs are commonly used in music players to convert digital data streams into analog audio signals. They are also used in televisions and mobile phones to convert digital video data into analog video signals. These two applications use DACs at opposite ends of the frequency/resolution trade-off. The audio DAC is a low-frequency, high-resolution type while the video DAC is a high-frequency low- to medium-resolution type. Due to the complexit ...
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