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The LMS sync is very simple but just works for its objective: the server sends a message with its own time tick and request each player to respond with its local time tick when it has received it. Do that a few times and you can remove the RTT. Then you can control when players start and afterward see if there is drift in the pairs of time ticks.

I'm always amused to see that the audio world seems to do many overdesign and build some insanely complicated system where they have very simple issues to deal with. I'm a properly educated engineer in digital signal processing for the telecom (RF) industry. Everybody wants more bits/Hertz and of course without using power, all that in very nasty…

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@philippe44
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@sle118
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Answer selected by StuartIanNaylor
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Converted from issue

This discussion was converted from issue #160 on September 09, 2022 02:56.