On Jan 27, 2009, at 7:39 PM, kevin wrote:
nobody in plork or slork is synced, which is, in my opinion, one of its stronger points. the music sounds more attached to the performers and less attached to a computer, if that makes any sense.
intra-computer sample-accurate syncing over a network is difficult because neither TCP nor UDP are suited to such things. TCP guarantees packet delivery by requiring a call-back (sometimes called a handshake). if the sender does not receive a call back, it assumes that the packet was dropped and then resends info. this works for things like websites, where the request is not time-sensitive.
UDP on the other hand, does NOT guarantee packet delivery, and thus expects no call back. when packets get dropped over UDP, the sender is not notified, so the sender will not resend. this is better in situations like VoIP, where a single dropped packet will not ruin the audio stream (sure, there'll be a noticeable glitch). the idea is that if you're talking to someone, you'd rather hear a glitch than hear that packet arrive 5 seconds later.
without modification, neither are sufficient for real-time synchronization.
and even if they are, wifi bandwidth will definitely get in your way. i haven't looked at any numbers, but i'd intuitively guess that wifi drops more packets than wired.
On Tue, Jan 27, 2009 at 4:15 PM,
<james.hurlbut@utoronto.ca> wrote:
I see. so none of the Plork pieces are dependant on precise synchronization? I guess because I am coming from a dance music background its more critical for me that the music is running off a master clock. I was thinking that Chucks strongly timed quirkiness would enable me to send sample accurate osc messages albeit at a very high speed cost. I suppose I can try midi but was hoping for a wifi solution.
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