Clock compensation for streaming media systems

    公开(公告)号:US11178202B2

    公开(公告)日:2021-11-16

    申请号:US16819816

    申请日:2020-03-16

    Applicant: Apple Inc.

    Abstract: In one embodiment, systems, methods and non-transitory machine readable media detect differences between the rate of production, by a server, of media segments identified in an HTTP compliant playlist and the rate of consumption, by a client device, of the media segments in streaming media content. These differences, once detected, can be used to adjust a playback rate at the client to reduce the difference between the server rate and the client rate. This detection can be used in low latency streaming media contexts in which the client device is playing back content that is live, such as a live sports event happening during the playback by the client device. The adjustment of the client's playback rate can avoid running out of buffered media segments (when the client's rate is much faster than the server's rate) and can avoid increasing latency at the client device and overloading a buffer with too many media segments (when the client's rate is much slower than the server's rate).

    CLOCK COMPENSATION FOR STREAMING MEDIA SYSTEMS

    公开(公告)号:US20210289017A1

    公开(公告)日:2021-09-16

    申请号:US16819816

    申请日:2020-03-16

    Applicant: Apple Inc.

    Abstract: In one embodiment, systems, methods and non-transitory machine readable media detect differences between the rate of production, by a server, of media segments identified in an HTTP compliant playlist and the rate of consumption, by a client device, of the media segments in streaming media content. These differences, once detected, can be used to adjust a playback rate at the client to reduce the difference between the server rate and the client rate. This detection can be used in low latency streaming media contexts in which the client device is playing back content that is live, such as a live sports event happening during the playback by the client device. The adjustment of the client's playback rate can avoid running out of buffered media segments (when the client's rate is much faster than the server's rate) and can avoid increasing latency at the client device and overloading a buffer with too many media segments (when the client's rate is much slower than the server's rate).

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