1 Multimedia Communication Multimedia Systems(Module 5 Lesson 2) Summary: r Internet Phone Example m Making the Best use of Internet’s Best-Effort Service.

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1 Multimedia Communication Multimedia Systems(Module 5 Lesson 2) Summary: r Internet Phone Example m Making the Best use of Internet’s Best-Effort Service. Sources: r Chapter 6 from “ Computer Networking: A Top-Down Approach Featuring the Internet”, by Kurose and Ross

2 Best of Best-Effort: Internet Phone The Scenario (Similar to application category 3): r The speaker generates an audio signal consisting of alternating talk spurts and silent periods. r To conserve bandwidth, the application only generates packets during talk spurts. During a talk spurt the sender generates bytes at a rate of 8 Kbytes per second, and every 20 milliseconds the sender gathers bytes into chunks. m Number of bytes in a chunk is (20 msecs) · (8 Kbytes/sec) = 160 bytes. m A special header is attached to each chunk (!Think RTP!). r The chunk and its header are encapsulated in a UDP segment, and then the UDP datagram is sent into the socket interface. Thus, during a talk spurt, a UDP segment is sent every 20 msec.

3 Scenario Figure time Chunk : 160 bytes 20 ms talkspurt header Sender transmit UDP segment

4 Internet Phone Scenario Contd. r If each packet makes it to the receiver and has a small constant end-to-end delay, then packets arrive at the receiver periodically every 20 msec during a talk spurt. Ideally, the receiver can simply play back each chunk as soon as it arrives. r Unfortunately, some packets can be lost and most packets will not have the same end-to-end delay, even in a lightly congested Internet. Therefore, the receiver must take more care in m determining when to play back a chunk, and m determining what to do with a missing chunk.

5 Limitations of Best-Effort Service r Packet Loss m The UDP datagram traverses intermediate routers’ buffers/queues. m An datagram may find that the intermediate router has its queue/buffer full: The router drops the datagram m Why not use TCP? Retransmissions!! m Depending on how the audio is coded (maybe with redundancy) we can tolerate losses of 1%-20%. r End-to-End Delay m Transmission processing delay + queuing delay + Propagation delay + end-system processing delay. m Acceptable for voice communication:  400 ms. r Delay Jitter m Inter-packet delay at sender is 20 ms. Inter-packet arrival times at receiver may be greater than or less than 20 ms. m If the receiver plays as it receives the audio quality suffers.

6 A. Removing Jitter at Receiver Can be done by combining the following three mechanisms: r Prefacing each chunk with a sequence number m The sender increments the sequence number by one for each packet it generates. r Prefacing each chunk with a timestamp m The sender stamps each chunk with the time at which the chunk was generated. r Delaying playout m The playout delay must be long enough so that most of the packets are received before their scheduled playout times. m Packets that do not arrive before their scheduled playout times are considered lost. m The playout delay may be a constant throughout the duration of the conference, or it may vary adaptively during the conference.

7 Constant Playout Delay Strategy: The receiver attempts to playout each chunk exactly q ms after the chunk is generated (timestamp). r Good choice of q : (  400 ms ) m If there are large variations in end-to-end delay, it is preferable to use a large value of q; m On the other hand if the variations in delay are small then a small value of q is prefered (perhaps less than 150ms) r Tradeoff between playout delay and packet loss: p-r playout schedule: r The 4 th packet misses its scheduled playout time p’-r playout schedule: r All packets arrive

8 Adaptive Playout Delay Motivation: Minimize the playout delay subject to the constraint that the loss be below a few percent. Strategy: Estimate the network delay and the variance of the network delay and adjust the playout delay accordingly at the beginning of each talkspurt. A Generic Algorithm Let t i = timestamp of the i’ th packet r i = the time at which packet i is received by the receiver p i = the time at which packet i is played at the receiver So, end-to-end delay for packet i is r i - t i Let d i denote an estimate of the average network delay upon receipt of the i’th packet Derive, d i = (1-u) d i-1 + u (r i - t i ) where, u is a fixed constant (e.g. 0.01) d i is a smoothed average of the observed network delays r 1 -t 1,…, r i -t i

9 Adaptive Playout Delay A Generic Algorithm(Contd.) Let v i denote an estimate of the average deviation of the observed network delay from the estimated average delay. Derive, v i = (1-u) v i-1 + u |r i – t i - d i | The estimates d i and v i are calculated for every packet received, although they are only used to determine the playout point for the first packet in a talkspurt.

10 Adaptive Playout Delay Receiver Playout Algorithm: r If packet i is the first packet of a talkspurt, its playout time is: p i = t i + d i + Kv i Where K is a +ve constant (e.g., K=4). The Kv i term is to set the playout time far enough into the future so that only a small fraction of packets in the talkspurt will be lost due to late arrivals. r The playout point for any subsequent packet in a talkspurt is given by: p j = t j + q i where, q i = p i - t i, is the length of time from when the first packet of the talkspurt to which paket j belongs is generated until it is played out. r How do you find out if a packet i is the first packet of a talkspurt? r Compare the timestamps of the i-1 th and i th packet: if t i - t i-1 > 20 ms then the packet is the first in a talkspurt r What if one of the packets within a talkspurt is lost? then the timestamp difference between the two packets adjacent to the lost packet may differ by > 20 ms r Use the sequence number to detect whether the difference of more than 20 ms is due to a new talkspurt or a lost packet.

11 B. Recovering from Packet Loss A packet is lost if either it never arrives at the receiver or it arrives after its scheduled playout time. Three Approaches: r Forward Error Correction (FEC) m Idea: Add redundant information to the original packet stream. m Used in FreePhone and RAT (a MBONE audio conf. tool) r Interleaving m Idea: Interleave (reorder the sequence) the media so that originally adjacent units are separated by a certain distance in the transmitted stream. r Receiver-Based Repair m Idea: Receiver attempts to produce a replacement for a lost packet that is similar to the original.

12 FEC Mechanism 1: r Sends one redundant encoded chunk after every n chunks. r The redundant chunk is obtained by exclusive OR-ing the n original chunks m If any one packet of the group of n + 1 packets is lost, the receiver can fully reconstruct the lost packet. m If two or more packets in a group are lost, the receiver cannot reconstruct the lost packets. m By keeping n + 1, the group size, small, a large fraction of the lost packets can be recovered when loss is not excessive. m Smaller the group size, greater the relative increase of the transmission rate of the audio stream. In particular, the transmission rate increases by a factor of 1/n; for example, if n = 3, then the transmission rate increases by 33%. r This simple scheme increases the playout delay, as the receiver must wait to receive the entire group of packets before it can begin playout.

13 FEC Mechanism 2: r Send a lower-resolution audio stream as the redundant information. m For example, the sender might create a nominal audio stream and a corresponding low-resolution low-bit rate audio stream. (The nominal stream could be a PCM encoding at 64 Kbps and the lower-quality stream could be a GSM encoding at 13 Kbps.) r The low-bit-rate stream is referred to as the redundant stream. r The sender constructs the nth packet by taking the nth chunk from the nominal stream and appending to it the (n - 1)st chunk from the redundant stream.

14 FEC Mechanism 2 (Contd.): r If there is nonconsecutive packet loss, the receiver can conceal the loss by playing out the low-bit-rate encoded chunk that arrives with the subsequent packet. r The receiver only has to receive two packets before playback, so that the increased playout delay is small. r If the low-bit-rate encoding is much less than the nominal encoding, then the marginal increase in the transmission rate will be small.

15 Interleaving r Interleaving can mitigate the effect of packet losses. If, for example, units are 5 msec in length and chunks are 20 msec (that is, 4 units per chunk), then the first chunk could contain units 1, 5, 9, 13; the second chunk could contain units 2, 6, 10, 14; and so on.

16 Interleaving (Contd.) r The loss of a single packet (see figure) from an interleaved stream results in multiple small gaps in the reconstructed stream, as opposed to the single large gap that would occur in a non-interleaved stream. r The obvious disadvantage of interleaving is that it increases latency. This limits its use for interactive applications such as Internet phone, although it can perform well for streaming stored audio. r A major advantage of interleaving is that it does not increase the bandwidth requirements of a stream.