I'm curious how much, if any, this lossless codec improves on FLAC, which naturally we wouldn't want to standardize into the Bluetooth spec because it's well used, open source, and patent free.
Flac isn't used on bluetooth because of computational requirements. One of the biggest problems with bluetooth is extreme low power and low cost decoders that are required as baseline.
Flac is great, but you do need fairly decent computational power to encode it on the fly. Remember: you need both encode and decode components to be effectively real time AND low power + low cost.
If the material is stored on the phone as FLAC, just need to decode at the receiver.
No reason why audio streams couldn't be FLAC encoded at the source too. I expect that FLAC requires a bigger buffer to handle latency, but minor detail nowadays.
And buffer is the single biggest problem with modern wireless. How do you play a game where audio requires a significant buffer? How do you talk on the phone when audio requires significant buffering? These are notably the problems that Qualcomm started solving with their earlier AptX codecs, driving the SBC's typical latency of around 300-400ms down to 150-ish. Second gen AptX LL drives it down to 50-70ms, which is actually good enough for a lot of games that don't require real time sound for survival (i.e
vs FLAC? (Score:2)
I'm curious how much, if any, this lossless codec improves on FLAC, which naturally we wouldn't want to standardize into the Bluetooth spec because it's well used, open source, and patent free.
Re: (Score:2)
Flac isn't used on bluetooth because of computational requirements. One of the biggest problems with bluetooth is extreme low power and low cost decoders that are required as baseline.
Flac is great, but you do need fairly decent computational power to encode it on the fly. Remember: you need both encode and decode components to be effectively real time AND low power + low cost.
both encode and decode (Score:2)
If the material is stored on the phone as FLAC, just need to decode at the receiver.
No reason why audio streams couldn't be FLAC encoded at the source too. I expect that FLAC requires a bigger buffer to handle latency, but minor detail nowadays.
Re: (Score:2)
And buffer is the single biggest problem with modern wireless. How do you play a game where audio requires a significant buffer? How do you talk on the phone when audio requires significant buffering? These are notably the problems that Qualcomm started solving with their earlier AptX codecs, driving the SBC's typical latency of around 300-400ms down to 150-ish. Second gen AptX LL drives it down to 50-70ms, which is actually good enough for a lot of games that don't require real time sound for survival (i.e
Re: (Score:0)
And buffer is the single biggest problem with modern wireless.
Second or third biggest maybe.
Re:both encode and decode (Score:2)
What would be the first in your estimation?
Re: (Score:2)
You have trouble finding huge bluetooth speakers, sound bars and so on? And you should do something about AC going out in your location if possible.
As for the rest, good troll.