We just got a whole bunch of 220s to replace a couple of crazy-strange multitrack audio players; Rube Goldberg, "Doin' it the hard way!" (Or, in short, 3 multitrack audio players and 7 video players getting replaced with 32 Rokus.)
In doing some testing before I get into serious reauthoring of the content, I'm coming up with a couple of questions and/or concerns.
1. I'm going to have anywhere from a single player (no sync with anybody else,) up to 7 players locked together. I think there'll be something in the neighborhood of a dozen "groups" of players on a dedicated subnet with their own dedicated hub. I figure I'll distribute the UDP ports so they aren't all talking the same ports. But what happens if Group 1 sends a sync-command the same time Group 2 is trying to do it? I don't know enough about networking to know if this sort of collision will actually happen. Or is the Sync command a bi-directional sort of UDP thing with actual feedback, so the Master knows if the Slave is following?
2. In the test that I'm running now in the shop, I've got two players running, each running the exact same pair of audio files. Audio 1, Audio 2, then Audio 1 again. The Slave plays Audio 1 in perfect sync. Then it plays Audio 2 in perfect sync. Then it restarts Audio 2 for about a fifth of a second or so, before restarting Audio 1; again, in perfect sync. Unfortunately, I can't tell if it's also doing it to Audio 1 (because of the file in question.) Apart from having a short gap at the head of each file, is there a way around this? The loops should (ideally,) be as seamless as possible.(If we have to, we can probably live with this work-around.)
3. Any chance of making a Brightsign that can play 6 or 8 tracks of audio out of a bunch of analog outs without needing an external AC3 decoder? (I wish, I wish..)
Leo Kerr