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Timing Sources - 7th Sense Delta Media Server User Manual

Synchronising delta media systems
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Timing Sources

Timing Sources
Sync Generators
DeltaServer syncs its frame playback to the server GPU clock (in 'Auto' or 'Hardware Timed' modes), and
each GPU can be synced in turn to a central house sync clock. Such sync pulse generators and word clocks
do not convey data, only a highly accurate bit-rate as a common timing (not time) reference. Sync pulse
generators are used for graphics display synchronisation, whereas word clocks are the standard for
synchronising audio devices. Some audio devices have their own internal word clock.
LTC sources
Linear timecode (LTC) provides much more. Whilst the LTC signal is digital in structure, the transmission
is traditionally analogue – typically as a .wav audio file with a bit-stream rate of around 1 kHz to 2.5 kHz,
in order to be safely within audio range. This is encoded with the required framerate, sample rate, bit
depth and duration, to the SMPTE 12M specification. The data block for each frame has 80 bits. These
include 26 bits to carry the SMPTE time, and 32 that can carry optional user data (for example, relating to
the media for which it is intended). The final 16 bits of the block comprise a fixed bit-pattern 'sync word'
that an LTC reader uses to define the frame boundary, play direction, and bit-rate of the sync tone.
Delta Master-Slave Timing
Synchronisation between media players, media resources, display, effects and projection equipment
can be fairly complex, and real clock time is not used. However, agreement on the duration of a second,
and relative time position do matter. Timestamp markers running through media resources provide all
the reference needed for the Delta timeline, which in turn can broadcast the timeline playhead
position. Another Delta server receives that position, and its playhead takes the same position on its
timeline (i.e. 'play this same frame no. now'). A Delta slave server playhead will then always be in the
same position as the master it is listening to, and will be frame-accurate to ±1 frame when no genlock is
present, or frame-accurate with genlock. The downside is that if the master server fails, timeline
reference is lost across all servers and the show will stop. Here a Delta master and three slaves are
timeline synchronised, taking their clock reference from the master server GPU, and all GPUs and
displays are house-synced:
Synchroni s i ng Del ta Medi a Sys tems
© 2018 7thSens e Des i gn

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