Streaming Video Audio Server Hosting Hong Kong
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Streaming Video Audio Server Hosting Hong Kong

Streaming media is media that is continuously received by, and normally displayed to, the end-user whilst it is being delivered by the provider. The name refers to the delivery method of the medium rather than to the medium itself. The distinction is usually applied to media that are distributed over telecommunications networks in Hong Kong and around the world, as most other delivery systems are either inherently streaming (e.g. radio, television) or inherently non-streaming (e.g. books, video cassettes, audio CDs). The verb 'to stream' is also derived from this term, meaning to deliver media in this manner.

In general, multimedia content streaming video and audio is large, so media storage and transmission costs are still significant even for Hong Kong streaming hosts. To offset this somewhat, media are generally compressed for both storage and streaming.

 

Streaming Media Bandwidth and Storage

A common question for those seeking a Hong Kong streaming video audio media host is how much hosting bandwidth and media disk space they will need.

Streaming media storage size (in the common file system measurements megabytes, gigabytes, terabytes, and so on) is calculated from streaming bandwidth and length of the media with the following formula (for a single user and file):

storage size (in megabytes) = length (in seconds) · bit rate (in kbit/s) / 8,388.608
(since 1 megabyte = 8 * 1,048,576 bits = 8,388.608 kilobits)

 

Real world example for a Hong Kong streaming video publisher:

One hour of video encoded at 300 kbit/s (this is a typical broadband video for 2005 and it's usually encoded in a 320×240 pixels window size) will be:

(3,600 s · 300 kbit/s) / 8,388.608 = 128.7 MB of storage

if the file is stored on a server for on-demand streaming. If this stream is viewed by 1,000 people, you would need

300 kbit/s · 1,000 = 300,000 kbit/s = 300 Mbit/s of bandwidth

This is equivalent to 125.68 GB per hour.

Streaming Media Protocol Issues

Designing a network protocol to support streaming media raises many issues for streaming web hosts in Hong Kong and overseas.

Datagram protocols, such as the User Datagram Protocol (UDP), send the media stream as a series of small packets. This is simple and efficient; however, packets are liable to be lost or corrupted in transit. Depending on the protocol and the extent of the loss, the client may be able to recover the data with error correction techniques, may interpolate over the missing data, or may suffer a dropout.

The Real-time Streaming Protocol (RTSP), Real-time Transport Protocol (RTP) and the Real-time Transport Control Protocol (RTCP) were specifically designed to stream media over networks. The latter two are built on top of UDP.

Reliable protocols, such as the Transmission Control Protocol (TCP), guarantee correct delivery of each bit in the media stream. However, they accomplish this with a system of timeouts and retries, which makes them more complex to implement. It also means that when there is data loss on the network, the media stream stalls while the protocol handlers detect the loss and retransmit the missing data. Clients can minimize the effect of this by buffering data for display.

Another issue is that firewall applications are more likely to block UDP-based protocols than TCP-based protocols.

Unicast protocols send a separate copy of the media stream from the server to each client. This is simple, but can lead to massive duplication of data on the network. Multicast protocols undertake to send only one copy of the media stream over any given network connection, i.e. along the path between any two network routers. This is a more efficient use of network capacity, but it is much more complex to implement.

Furthermore, the most prominent of multicast protocols, IP Multicast, must be implemented in the network routers, as well as the servers as many Hong Kong video audio streaming hosts do. As of 2005, most routers on the Internet however do not support IP Multicast, and many firewalls block it. IP Multicast is most practical for organizations that run their own networks, such as universities and corporations. Since they buy their own routers and run their own network links, they can decide if the cost and effort of supporting IP Multicast is justified by the resulting bandwidth savings.

Peer-to-peer (P2P) protocols arrange for media to be sent from clients that already have them to clients that do not. This prevents the server and its network connections from becoming a bottleneck, although this is not a problem if you have a streaming server such as Windows Media Server or Real Networks Helix streaming server based in Hong Kong and aimed at the Hong Kong public. However, it raises technical, performance, quality, business, and legal issues.

Newer camcorders stream video to a computer over a FireWire connection. This uses a system of time-based reservations to ensure throughput, and can be received by multiple clients at once.

Widespread deployment of streaming media raises scaling and Quality of Service issues. Testing service deployments is a significant problem. Vendors offer equipment to test streaming services across a number of test domains including Scalability, Quality of Service, Quality of experience, and protocol conformance.

 

Still, very few Hong Kong web hosts offer streaming media capabilities as a standard package. It is more likely that you will need to purchase a dedicated server package and configure the server for streaming video, audio and other media. You can buy Real Server streaming Helix server or the Windows Media Server are popular platforms for streaming media servers.

 

 

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