Re: Ace Stream Media Mac Os

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Melva Simons

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Jul 16, 2024, 1:52:14 PM7/16/24
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The MediaStream interface of the Media Capture and Streams API represents a stream of media content. A stream consists of several tracks, such as video or audio tracks. Each track is specified as an instance of MediaStreamTrack.

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You can obtain a MediaStream object either by using the constructor or by calling functions such as MediaDevices.getUserMedia(), MediaDevices.getDisplayMedia(), or HTMLCanvasElement.captureStream() and HTMLMediaElement.captureStream().

Creates and returns a new MediaStream object. You can create an empty stream, a stream which is based upon an existing stream, or a stream that contains a specified list of tracks (specified as an array of MediaStreamTrack objects).

Returns a list of the MediaStreamTrack objects stored in the MediaStream object that have their kind attribute set to audio. The order is not defined, and may not only vary from one browser to another, but also from one call to another.

Returns the track whose ID corresponds to the one given in parameters, trackid. If no parameter is given, or if no track with that ID does exist, it returns null. If several tracks have the same ID, it returns the first one.

Returns a list of all MediaStreamTrack objects stored in the MediaStream object, regardless of the value of the kind attribute. The order is not defined, and may not only vary from one browser to another, but also from one call to another.

Returns a list of the MediaStreamTrack objects stored in the MediaStream object that have their kind attribute set to "video". The order is not defined, and may not only vary from one browser to another, but also from one call to another.

Returns a list of the MediaStreamTrack objects stored in the MediaStream object that have their kind attribute set to \"video\". The order is not defined, and may not only vary from one browser to another, but also from one call to another.

Streaming media refers to multimedia for playback using an offline or online media player that is delivered through a network. Media is transferred in a "stream" of packets from a server to a client and is rendered in real-time;[1] this contrasts with file downloading, a process in which the end-user obtains an entire media file before consuming the content. Streaming is presently most prevalent in video-on-demand, streaming television, and music streaming services over the Internet.

While streaming is most commonly associated with multimedia from a remote server over the Internet, it also includes offline multimedia between devices on a local area network, for example using DLNA[2] and a home server, or in a personal area network between two devices using Bluetooth (which uses radio waves rather than IP).[3] Online streaming was initially popularised by RealNetworks and Microsoft in the 1990s[4] and has since grown to become the globally most popular method for consuming music and video,[5] with numerous competing subscription services being offered since the 2010s.[6] Audio streaming to wireless speakers, often using Bluetooth, is another use that has become prevalent during that decade.[7] Live streaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.[8]

Distinguishing delivery methods from the media applies specifically to, as most of the traditional media delivery systems are either inherently streaming (e.g., radio, television) or inherently non-streaming (e.g., books, videotapes, audio CDs). The term "streaming media" can apply to media other than video and audio, such as live closed captioning, ticker tape, and real-time text, which are all considered "streaming text".

The term "streaming" was first used for tape drives manufactured by Data Electronics Inc. that were meant to slowly ramp up and run for the entire track; slower ramp times lowered drive costs. "Streaming" was applied in the early 1990s as a better description for video on demand and later live video on IP networks. It was first done by Starlight Networks for video streaming and Real Networks for audio streaming. Such video had previously been referred to by the misnomer "store and forward video."[9]

Beginning in 1881, Thtrophone enabled subscribers to listen to opera and theatre performances over telephone lines. This operated until 1932. The concept of media streaming eventually came to America.[10]

In the early 1920s, George Owen Squier was granted patents for a system for the transmission and distribution of signals over electrical lines,[11] which was the technical basis for what later became Muzak, a technology for streaming continuous music to commercial customers without the use of radio.

The Telephone Music Service, a live jukebox service, began in 1929 and continued until 1997.[12][13] The clientele eventually included 120 bars and restaurants in the Pittsburgh area. A tavern customer would deposit money in the jukebox, use a telephone on top of the jukebox, and ask the operator to play a song. The operator would find the record in the studio library of more than 100,000 records, put it on a turntable, and the music would be piped over the telephone line to play in the tavern. The music media began as 78s, 33s and 45s, played on the six turntables they monitored. CDs and tapes were incorporated in later years.

The business had a succession of owners, notably Bill Purse, his daughter Helen Reutzel, and finally Dotti White. The revenue stream for each quarter was split between 60% for the music service and 40% for the tavern owner.[14] This business model eventually became unsustainable due to city permits and the cost of setting up these telephone lines.[13]

Attempts to display media on computers date back to the earliest days of computing in the mid-20th century. However, little progress was made for several decades, primarily due to the high cost and limited capabilities of computer hardware. From the late 1980s through the 1990s, consumer-grade personal computers became powerful enough to display various media. The primary technical issues related to streaming were having enough CPU and bus bandwidth to support the required data rates and achieving the real-time computing performance required to prevent buffer underruns and enable smooth streaming of the content. However, computer networks were still limited in the mid-1990s, and audio and video media were usually delivered over non-streaming channels, such as playback from a local hard disk drive or CD-ROMs on the end user's computer.

In 1990, the first commercial Ethernet switch was introduced by Kalpana, which enabled the more powerful computer networks that led to the first streaming video solutions used by schools and corporations.

Practical streaming media was only made possible with advances in data compression due to the impractically high bandwidth requirements of uncompressed media. Raw digital audio encoded with pulse-code modulation (PCM) requires a bandwidth of 1.4 Mbit/s for uncompressed CD audio, while raw digital video requires a bandwidth of 168 Mbit/s for SD video and over 1000 Mbit/s for FHD video.[15]

During the late 1990s and early 2000s, users had increased access to computer networks, especially the Internet. During the early 2000s, users had access to increased network bandwidth, especially in the last mile. These technological improvements facilitated the streaming of audio and video content to computer users in their homes and workplaces. There was also an increasing use of standard protocols and formats, such as TCP/IP, HTTP, and HTML, as the Internet became increasingly commercialized, which led to an infusion of investment into the sector.

Xing Technology was founded in 1989 and developed a JPEG streaming product called "StreamWorks". Another streaming product appeared in late 1992 and was named StarWorks.[20] StarWorks enabled on-demand MPEG-1 full-motion videos to be randomly accessed on corporate Ethernet networks. Starworks was from Starlight Networks, which also pioneered live video streaming on Ethernet and via Internet Protocol over satellites with Hughes Network Systems.[21] Other early companies that created streaming media technology include Progressive Networks and Protocomm prior to widespread World Wide Web usage. After the Netscape IPO in 1995 (and the release of Windows 95 with built-in TCP/IP support), usage of the Internet expanded, and many companies "went public", including Progressive Networks (which was renamed "RealNetworks", and listed on Nasdaq as "RNWK"). As the web became even more popular in the late 90s, streaming video on the internet blossomed from startups such as Vivo Software (later acquired by RealNetworks), VDOnet (acquired by RealNetworks), Precept (acquired by Cisco), and Xing (acquired by RealNetworks).[22]

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