
- #UNIVERSAL MEDIA SERVER IOS ANDROID#
- #UNIVERSAL MEDIA SERVER IOS SOFTWARE#
- #UNIVERSAL MEDIA SERVER IOS ISO#
Streaming via WebRTC protocol to HTML5 in browsers Public ISPs don't allow their routers multicast delivery. Unfortunately, multicasting will not work via the Internet in most cases, since Group and receives media packets via UMS-RTP multicast. Information for this particular broadcast. The server authorizes this player and sends him multicast group When requesting multicast delivery, a player first connects to the server on Of virtual folder, using server configuration program. When multicastingįiles, administrator of Media Server must manually start and stop multicasting When a last viewer disconnects, multicasting is stopped.

Requests Multicast delivery of live source, the server will start multicasting. Unreal Media Server supports simultaneous multicasting of unlimited number of This mobile player supports UMS-TCP unicast mode only, and H.264/AVC1, AAC/MP3 encoded streams only.
#UNIVERSAL MEDIA SERVER IOS ANDROID#
UMS streams can also be played on Android and iOS devices If TCP/UDP connection attempt is unsuccessful, the playerĪutomatically switches to HTTP transport. TCP, RTP(UDP) and HTTP(S) transports, and in multicast mode over RTP(UDP) Unreal Streaming Media Player and its browser plugin can play UMS streams in unicast mode over
#UNIVERSAL MEDIA SERVER IOS ISO#
To the container format needed by these players and sends these streams via streaming protocols supported by these players.įor example, the same H.264 stream, coming from live encoder via RTSP or WebRTC protocol and encapsulated in RTP packaging,Ĭan be served at the same time to HTML5 WebRTC players in web browsers via WebRTC protocol (RTP container), to HTML5 MSE players in web browsers via WebSocket protocol (video/mp4 ISO BMFF container), to iPADs/iPhones via HLS protocol (MPEG2-TS container) to Flash players via RTMP protocol (FLV container) Īnd similarly to Silverlight, Unreal Media Player, STBs, via appropriate protocol/container formats. When various players connect and ask for media, the server re-packages these streams Streams remain in their original encoded form the server does not perform any The Media Server instantly demultiplexes it into audio-video elementary streams, i.e.

Regardless of whether media comes from disk (files) or from network (live), Recorded content, it deals with media files packaged in different container formats (MP4, FLV, ASF etc.). Similarly, when Unreal Media Server streams In FLV container format MS-WMSP protocol wraps media in ASF container. For example, RTMP protocol sends media encapsulated Live content that arrives to media server via different streaming protocols, is found to be packaged inĭifferent container formats native to these streaming protocols. Media processing engine: the universal transmuxer Unreal Live Server streams to Unreal Media Server via UMS protocol over TCP and RTP(UDP) transports. Push-mode encoders include: WebRTC-enabled web browsers RTMP publishing encoders such as FMLE, ffmpeg and mobile apps MPEG2-TS encoding devices Unreal Live Server.
#UNIVERSAL MEDIA SERVER IOS SOFTWARE#
Pull-mode encoders include: RTSP software encoders and IP cameras MS-WMSP encoders such as WME Unreal Live Server RTMP servers HLS servers.

(the only difference is which side initiates a connection). The server supports wide range of live software and hardware encoders, accepting live streams in both push and pull modes The above ports also serve for WebRTC signaling, while the actual WebRTC media is streamed over port 5135. The server can perform authentication and can keep track of concurrent players.Īll players connect to media server's TCP port 5119 (unsecure connections) or 443 (TLS-secured connections) In contrary, when streaming via WebRTC, WebSocket-video/mp4, RTMP, MS-WMSP and UMS protocols, players initiate a direct connection to Media Server In these cases the server doesn't know anything about players or number of concurrent viewers. Or from UDP ports on their IP addresses (MPEG2-TS).

To the server at all: they receive fragmented streams directly from web servers (HLS and MS Smooth streaming), When the server streams via HLS, MS Smooth and MPEG2-TS protocols, players do not connect
