- Thread Starter
- #41
This technique is only used in real-time communications where after a short period of time, you no longer can wait for the packet to arrive. Too much delay/buffering makes real-time communication hard to use due to latency of hearing the other party.It actually doesn't work that way. Packet delay variation is compensated with jitter buffers in the process called Packet Loss Concealment. As long as packet loss is under 1% it is considered inaudible, while if greater than 3% you will be certainly able to hear it. It will not actually modify the sound itself but you will hear it as clicks or dropouts.
This is NOT in play when you stream music or video online or in your home network. Data can be fetched well in advance of playback and that gained "time" used to retransmit packets. If something doesn't arrive on time, then the player pauses, resulting in that "buffering" message.
The larger issue is correct that there is no such thing as jitter in the network end since everything is assumed to be highly jittery in networks.