Solo Woodwinds
Overcoming Latency for Collaboration

Hi Team,

I was talking to an experienced synth user about the wonderful things you are doing at AudioModeling, and then he asked if virtual instrument creators like you can also come up with a solution to overcome distance-related latency so that musicians in multiple locations can play together and collaborate in realtime. I thought I’d relay that question to you. Are you working on this Holy Grail, and if not, do you know who is?

P.S. Still looking out keenly for the Saxophones on iPad.

Kind regards,

Wouter

Hi Team, I was talking to an experienced synth user about the wonderful things you are doing at AudioModeling, and then he asked if virtual instrument creators like you can also come up with a solution to overcome distance-related latency so that musicians in multiple locations can play together and collaborate in realtime. I thought I’d relay that question to you. Are you working on this Holy Grail, and if not, do you know who is? P.S. Still looking out keenly for the Saxophones on iPad. Kind regards, Wouter

Hi @Wouter !

Latency over the network is mostly due to the network infrastructure, not on equipments at the end user side.

So, until network infrastructures will support wide-band, high-speed communications across the globe, low-latency online playing will always be utopian.

Note 1: round trip time for trans-atlantic networks is 40 ms minimum:

https://www.thebroadcastbridge.com/content/entry/3988/trans-atlantic-network-latency-reduced

Note 2: round trip time of a signal running at the speed of light (i.e. the maximum speed reachable on the known Universe) on a distance of 1000 km is 6.67 ms.

So, in any case, it will never be feasible playing in real-time across two continents.

Our friends at ELK, are already doing miracles with ALOHA: https://alohabyelk.com/
We leave them dealing with this hard challenge :-)

Best!

Hi @Wouter ! Latency over the network is mostly due to the network infrastructure, not on equipments at the end user side. So, until network infrastructures will support wide-band, high-speed communications across the globe, low-latency online playing will always be utopian. Note 1: round trip time for trans-atlantic networks is 40 ms minimum: https://www.thebroadcastbridge.com/content/entry/3988/trans-atlantic-network-latency-reduced Note 2: round trip time of a signal running at the speed of light (i.e. the maximum speed reachable on the known Universe) on a distance of 1000 km is 6.67 ms. So, in any case, it will never be feasible playing in real-time across two continents. Our friends at ELK, are already doing miracles with ALOHA: https://alohabyelk.com/ We leave them dealing with this hard challenge :-) Best!

Hi team,

Many thanks for the explanation about latency caused by infrastructure. If it can be anticipated, there must be a way to overcome it with a smart programming solution. I’ll check out ELK and Aloha. Keep up the great work.

Kind regards,

Wouter

Hi team, Many thanks for the explanation about latency caused by infrastructure. If it can be anticipated, there must be a way to overcome it with a smart programming solution. I’ll check out ELK and Aloha. Keep up the great work. Kind regards, Wouter
39
2
2
live preview
enter atleast 1 characters
WARNING: You mentioned %MENTIONS%, but they cannot see this message and will not be notified
Saving...
Saved
With selected deselect posts show selected posts
All posts under this topic will be deleted ?
Pending draft ... Click to resume editing
Discard draft