I haven’t posted an update in a while and I looked back then realized that I almost forgot about this series I started. Hi, I’m Cliff. I like to post topics of interest, start a random series and abandon it part way in. If you’ve been here before then you probably already knew that. Today We’re going to take a deep look at the UDP component of my streaming audio experiment. Actually, it never was my experiment, instead I borrowed it off of some forum I found online but that’s irrelevant. In my last post I explained how audio is captured on the server at a high level and covered the basics of how audio works. I also hinted at two key methods in the program, sendThruUDP() and receiveThruUDP(). These two methods send audio bytes over the network from the server and receive them on the client respectively.
Rapid audio packets
Going back to my last post I highlighted the following block of code:
byte tempBuffer[] = new byte[1000] ; int cnt = 0 ; while( true ) { targetDataLine.read( tempBuffer , 0 , tempBuffer.length ); sendThruUDP( tempBuffer ) ; }
This is what we, in silicon valley, call a tight loop. It is a while statement based on a a literal boolean value which will never be false, meaning the loop will continue indefinitely. The reason it is tight is because using a literal removed the need for an additional conditional step, which would slow down the iteration. I hinted at the importance of speed when I illustrated this loop. When streaming audio and/or video data real time you want to do everything possible to reduce overhead in sending the data over the network. With this in mind, let’s look inside sendThruUDP();
public static void sendThruUDP( byte soundpacket[] ) { try { DatagramSocket sock = new DatagramSocket() ; sock.send( new DatagramPacket( soundpacket , soundpacket.length , InetAddress.getByName( IP_TO_STREAM_TO ) , PORT_TO_STREAM_TO ) ) ; sock.close() ; } catch( Exception e ) { e.printStackTrace() ; System.out.println(" Unable to send soundpacket using UDP " ) ; } }
There’s a lot happening inside this method even though there are very few lines of code visible. Here we see code which starts by creating a DatagramSocket object. It then creates a DatagramPacket object and stuffs the packet object full of sound packet bytes using the constructor parameters. We also pass the length of the packet byte array along with the IP address and port of the client that we are streaming to. On the same line that we create the DatagramPacket we call send on the DatagramSocket instance, passing this newly created DatagramPacket object. The send() method will take this Packet, which contains the raw audio data, and send it to the IP address and port info that is recorded inside the DatagramPacket. We end the method by closing the datagram socket then continue with the loop that originally called it.
The work of object constructor/destruction
Our first series of major problems are right here in this method. Remember what I said above about reducing overhead? Well there is a ton of overhead in this method, much of it is in the form of constructors. An object constructor usually contains the most expensive parts of any program as such you want to call them as infrequently as possible. Java attempts to make programing fun and simple by removing the many details of what your operating system and hardware are doing behind the scenes but in reality it helps to have a cursory understanding of what happens in general. Start with DatagramSocket(). This isn’t just a magical object. (Let’s try to imagine what ultimately needs to take place for sound to fly from one machine to another.) In reality the object has to establish communication bridge between your program and the operating system and eventually with your network card. This work would most likely happen in the constructor. Now consider the DatagramPacket object constructor. It doesn’t have to do as much work, however it does need to set aside (or allocate) a chunk of memory to hold the audio data. You may tend not to ignore it but allocating memory also takes some time. (As a Java programmer you are not supposed to think about memory allocation because it’s done auto-magically for you!) The operating system has to scan the available RAM and sometimes shuffle things a bit to find room for what you want to do. Finally the call to sock.close() adds even more overhead. The close() call destroys all of the bridge work that was established in the constructor.
Visualization
To visualize what is happening, imagine you wanted to carry a bunch of wood from Home Depot to your condo. Pretend you needed a truck and that there was a bridge between Home Depot and where you lived across town. Let’s say the truck could only carry so many blocks of wood and required several trips back and forth between your home and Lowes. (Yes, I started the analogy with Home Depot but work with me, Lowes is easier to type.) The bridge represents the Datagram socket, the truck would be the DatagramPacket, and the repeat trips would be the while loop calling the method. What this method does is build the bridge, then build the truck before driving a single load of wood home. It then places dynamite under the bridge and under the truck completely demolishing them before exiting and returning to Home Depot for the next load. (The sock.close() method is represented by the sticks of dynamite in my analogy.) Hopefully you can imagine how inefficient it is to move all of the wood from Lowes to your apartment. If there were a crew of wood workers at your home they would be annoyed by how long it took for each load of wood to arrive, thus there would be a lag in their productivity. On each trip they would likely takes a coffee break and watch an episode of Judge Judy.
We’ve found one major source of lag in our program but now let’s look at the client logic. Recall how I highlighted the run() method in the client?
public void run() { byte b[] = null ; while( true ) { b = receiveThruUDP() ; toSpeaker( b ) ; } }
This is another tight loop which is intended to be fast. It calls the receiveThruUDP() method on each iteration to receive bytes from the network into a byte array variable then pass them to the speaker.inside the receiveThruUDP() method we have the following:
public static byte[] receiveThruUDP() { try { DatagramSocket sock = new DatagramSocket(PORT_TO_STREAM_TO); byte soundpacket[] = new byte[1000]; DatagramPacket datagram = new DatagramPacket( soundpacket , soundpacket.length , InetAddress.getByName( IP_TO_STREAM_TO ) , PORT_TO_STREAM_TO ); sock.receive( datagram ); sock.close(); return datagram.getData(); // soundpacket } catch( Exception e ) { System.out.println(" Unable to send soundpacket using UDP " ); return null; } }
This method begins by creating a DatagramSocket. It then creates a byte array of 1000 bytes, and then goes on to create a DatagramPacket where it passes the empty sound packet byte array, it’s length, and the IP and port we are streaming to. Next it calls receive on the socket passing the empty datagram packet. The receive method will will the packet with the sound data that was sent from the server. Finally the method ends by calling close on the socket and returning the received data to the calling code. Again, the logic in the method is intended to be fast. However, based on our learnings from above we can probably identify some very similar inefficiencies in this method. Creating a socket establishes a bridge with your operating system and your network card, creating the sound packet array and the Datagram Packet each need to allocate memory, closing the socket destroys all of the communication bridge that was set up in the beginning, then the entire process is repeated on each iteration.
How do we optimize these inefficiencies? The simplest thing would be to remove all calls to object construction from the inefficient methods. You also don’t want to call close in either the send or receive method. Instead you want to create the objects when the program starts and reuse these objects inside the send and receive methods. There are likely other inefficiencies in the program but these are, by far, the most critical. Like I said earlier, I was amazed the program ran and produced any audio at all as the logic is terribly inefficient. The fun part of the project was working incrementally through both the client and the server while running the app and hearing the incremental improvements real time. In other words, I was running both the client and the server and listening from the client. I would then make little small optimizations on either the client or server, recompile and re-run. The compile and run step happens quickly causing only a brief interruption in the audio. The result felt like I was massaging the sound into the correct shape… truly amazing!
I’m going to continue on this path of discovering the capabilities and possibilities of network streaming. Stay tuned for additional updates.