In Part 2 we looked at solutions to keep AoIP systems simple and discussed the compromise and efficiency vendor specific network systems provide. In Part 3, we look further into system management and network security.
Computer systems continue to dominate the landscape for broadcast innovation and the introduction of microservices is having a major impact on the way we think about software. This not only delivers improved productivity through more efficient workflow solutions for broadcasters, but also helps vendors to work more effectively to further improve the broadcaster experience.
Every digital audio workstation — even the free ones — comes with a set of plugins for processing audio. Most us forget about them, concluding that to get quality audio processing we need to spend big money for name-brand plugins endorsed by well-known names. Surprise! What you already have might do the job and do it well.
Computer game apps read compressed artificial world descriptions from a disk file. This artificial world is regenerated by the CPU and loaded into the GPU where it is displayed to the gamer. The gamer’s actions are fed back to the GPU which dynamically modifies the artificial world it displays.
The derivation of the famous CIE horseshoe was explained in the previous part in terms of a re-mapping or distortion of rg color space. The derivation is somewhat abstract because the uses of color science go far beyond the applications in broadcasting. However it is equally possible to describe CIE color space from a more television-centered point of view.
In Part 1 we introduced the benefits of Audio over IP and investigated some of the subtleties that make it the ideal choice for modern broadcast facilities. In Part 2, we look at the practicalities of making AoIP work in a real-time television environment.
From the Women’s World Cup, Wimbledon to the FA Cup Final and more, 2019 has seen some of the highest viewership stats in sporting event history.
The Bluetooth Special Interest Group said the new standard is called LE (Low Energy) Audio and is designed to enhance the Bluetooth audio experience. It is a separate standard from Bluetooth 5.0 and includes a Broadcast Audio feature.