Creating Internet Radio with Unreal Media software - simple
1. What you must have in place:
a. Some means of capturing live audio such as FM Tuner card,
line-in connection etc.
b. Broadband Internet connection - you will upload streams to
listeners, so the better your upload bandwidth is, the more
concurrent listeners you will be able to support.
2. Setting up the server side:
a. Install Unreal Live Server on the computer with live audio
source. Run config program to create live audio source.
b. Install Unreal Media Server on the computer that has
broadband Internet connection. It can be the same computer where your Live
Server is installed, another computer in the LAN, or remote computer
hosted on some ISP. Create live broadcast using config program. If Media
and Live servers are both installed on the same LAN or same computer, use
static live broadcast. Otherwise use dynamic live broadcast.
You do not need Windows 2003 Server OS (required by Microsoft Media Services) -
XP Home/Pro are good enough for Live and Media servers.
3. Creating a web page with Flash Player or Windows Media Player embedded:
Suppose the alias of your live broadcast is "radio" and your Media
Server IP is 22.214.171.124. Then specify "rtmp://126.96.36.199:5119/live/radio"
for Flash Player. Specify "mms://188.8.131.52:5119/radio" for Windows Media
Player. Download the sample page
that does exactly that. Note that 5119 is the Media Server port which must be
open in firewalls; this port can be changed.
That's it. Happy listening! Now - what if you decide to run Internet TV
services? The setup procedure is the same, but bandwidth requirements are about
ten times more than radio.
Providing economically efficient IPTV services with Unreal Media technology.
Not every school, university or even small IPTV provider can afford expensive IPTV equipment and infrastructure offered by most IPTV vendors.
What if you could set up IPTV for much lower cost? Does it necessarily have to be much lower quality? Try it and see for yourself.
This brief tutorial will show how you can do it with Unreal Media Server.
1. What you must have in place:
a. High-bandwidth IP Network. If your subscribers are Internet based, you must have at least 100 mbps Internet connection,
which is available these days at many dedicated server hosting providers such as GoDaddy etc. for about $100 per month. Not too bad.
If your audience is Set-Top boxes, things are easier. Gigabit LAN is not a problem.
b. Live video signal source such as cable/satellite receiver and Headend encoding device - you need it for live video encoding.
Using software encoders such as Unreal Live Server is possible but not really recommended as you need an autonomous, dedicated encoder box for 25-30 fps
VGA/HD encoding, which is very CPU intensive. Our UM400 encoder currently serves as IPTV Headend for news and TV channels broadcast in numerous installations around the world.
Its highest video resolution is 704x480 so you can't use it for HD; otherwise it does the job. You can also use any other RTSP or MPEG-TS Headend.
c. For streaming of recorded content you don't need any Headends/encoders; files are ready to be streamed by Unreal Media Server.
We recommend having files in MP4, MKV, FLV containers, and AVC1/H264/AAC/MP3 encoding - this way online Flash player, iOS/other devices and Set-Top boxes will
be able to decode and play.
d. For television playback, you need Set-Top boxes. All modern Set-Top boxes such as Amino etc. will be able to play.
2. Configuration of Unreal Media Server:
With media server configuration program, create virtual folders containing files; create live broadcasts that refer to your Headend encoders.
Use static or dynamic live broadcasts for UM400 device (or Unreal Live Server); use RTSP rebroadcast for 3-rd party Headends.
For internet users, create web pages hosting Flash player; examples can be found in our SDK package. You don't need to do anything else
for Internet users.
For streaming to Set-Top boxes, you need to manually start broadcasting via MPEG2-TS protocol. To do that,
right-click on any live broadcast or virtual folder, and start streaming via MPEG2-TS protocol. Most STBs need raw UDP payload, not wrapped in RTP.
If you want to stream to multiple STBs, specify multicast IP address; for streaming to individual STB specify its own IP address.
If you must stream to multiple unicast addresses, you can simply create multiple live broadcasts that refer to the same Headend; the Media Server
will not pull multiple streams from it, no worries! You deal with Unreal Media Server, buddy.
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