As far as you can run an Ethernet data line. So, by spec, that's 100 meters for a copper UTP. Go with fiber, and you can jack the distance up to a couple kilometers. Not too shabby.
Mind you, that's just how far you can take a single run. At the end of a 100 meters, you could also throw on another switch, and viola: another 100 meters.
CobraNet systems (like all other Audio over Ethernet systems) have a non-zero delay, or latency, when they deliver an audio or video signal. This latency can be set to 1.33mS, 2.66mS, or 5.33mS, and the latency value is fixed and applies to the entire system. Any latency associated with analog to digital conversion or DSP signal processing, of course, adds to the basic transport latency. However, in almost all cases the total system delay is less than 10mS. For the vast majority of venues, from small to large, 10mS of transport latency plus processing delay is perfectly acceptable.
Yes, it's doable, but not through the audio-specific equipment that is already on the market. CobraNet is, all said and done, just a transfer protocol. So, it could carry video just as easily as it could carry audio (of course, video would take more bandwidth).
As you can imagine, video over CobraNet would be a pretty useful trick. For example, a stadium would already have its audio coursing over a network, so if you could piggyback video onto that signal, you'd have a central command center that controls everything, and no secondary lines run for the picture. There are tons of other applications that'd be helpful for, such as residential A/V, but like we said, it'd take specialized equipment.
By the way, if you're a manufacturer who's actually interested in taking a look at video over Ethernet, give us a ring. We've got the mojo to help you take your ideas and make them into reality, especially if you're talking about CobraNet.
On-time delivery. Think "software version of a physical cable," it's a dedicated path defined between two points, and ensures that the data won't get caught up in traffic during its morning commute or be late because it stopped for donuts. For live audio, you need that kind of dedicated path, otherwise you'll notice a delay between the lips moving and the sound coming out.
You get more options for playing along well with other technologies, and slicing and dicing your data. You start to walk away from low and fixed latency, and towards a delivery guarantee with higher latency. Higher OSI tech is more adaptable, so it can do cool things like self-configure and overcome network congestion. What you lose is that guarantee that there won't be any delay or hiccups in the middle of the signal.
It means that, at heart, CobraNet is a simple, focused, point-to-point or point-to-multipoint technology. While CobraNet implements SNMP (Simple Network Management Protocol) at the IP layer to allow CobraNet routing to be controlled, all media content data delivery takes place at layer 2 – guaranteeing on-time delivery every time.
No way. The Internet has way too many hops, bottlenecks and detours for it to work with truly live audio.
Think of it this way: higher-functioning protocols are like a post office, but CobraNet is like an unbridled river. The post office wants to make sure that your precious letters get to the correct address, no matter how long it takes. CobraNet is more of an unbridled river. That data is movin' just as fast as it can, and if you miss it then there's more where that came from. There's no faster way to get the audio to you, but this ride is on rails and you'll need to formally reconfigure if you want to change its destination.
ShoutCast, QuickTIme, VLC Server, Windows Media, etc. are even higher-level OSI, and require serious computing power to intelligently throw away bits, sync up the data, and make sure that the transmission was received. We've all had to wait for video to buffer before we could experience the finer points of YouTube. That delay and audio artifacts might be fine for piping Musak into an elevator, but you don't want a crowdfull at the Wynn getting ready to go all Deliverance on you because they can't hear their beloved Garth Brooks.
It's a bad idea. First, you just don't have the consistency you need with a wireless signal. But even if WiFi weren't prone to signal interference, QoS issues, and drop-outs, you'd still have the problem that it's higher latency and a half-duplex technology.
Yes, but be careful! The key thing is to make sure that you're not losing data on the way to the receiving device. If you can swing that on an existing network, then have at it.
The most common way we see a shared setup is by setting up a VLAN that walls off the regular traffic, and then gives QoS priority to make sure that CobraNet is always the preferred signal.
As a rule, we recommend against mixing CobraNet and LAN data. The always-on demand of live A/V has a way of clogging up your pipes, and your users start getting mad when their connection slows to a crawl. Or worse, something goes awry, and now you're hearing audible blips because of dropped packets. If you have a dedicated system, that won't be a problem.
Well Sally, we may not have CobraNet-enabled toasters just yet, but it is the most widely used digital audio networking standard in the industry today. You can find CobraNet everywhere from the Dallas Cowboy's new stadium (where it has yet to interfere with any punt returns), to Orlando, Wichita, the Olympics in both Sydney and Bejing or wherever Eric Clapton happens to be playing tonight.
For just about any equipment you can think of, there's probably some flavor of CobraNet-ready gear already out there. Or, you might be able to go the route of just using cost-effective entry points to get "lit". That said, we do want to get more folks into the party. That's why we make products that convert CobraNet audio at-the-wall.
Yes. Yes you did.