Comparing Low Latency Online Audio Platforms

This is a work in progress

Low latency online audio platforms are systems that can allow groups of musicians to rehearse or perform together over the internet by minimizing the latency (delay) between each performer’s audio stream. There are a number of existing platforms, each with its own pros and cons. This is my own attempt to help sort through the options.

Summary

Tool Good for / Pros Drawbacks / Cons
Jamulus Larger groups (requires more powerful server)
Can connect without ethernet (but ethernet is always better)
Simpler interface
No video
Requires hosting server for private groups
Server-based approach is not as low latency as peer-to-peer
JamKazam Video sync’d with Audio
Easy livestreaming to YouTube or Facebook
Central playback of reference tracks, metronome
Hybrid (peer-to-peer + server) model offers very good latency
No large groups
Buggy app
Must have ethernet
SoundJack Small-group collaboration
Simpler interface
lowest latency
video support now being tested
No large groups
Newer/less “battle-tested”
JackTrip Integration with pro audio software and hardware
Configurable
Command-line interface
Many separate utilities to manage

Details

Jamulus

  • Client/Server model with public servers (anyone can join) or private (you host yourself on your computer or in the cloud).
    • Enables larger groups
    • This tradeoff means slightly higher latency to keep bandwidth low
  • Open source with an active development community and discussion forum
  • When you host your own server, you can enable a server-based recording of each part individually to mix/edit later
  • Software supports Windows, Mac, and Linux. No iOS or Android at this time
  • Simplest user experience for performers of all of these options
  • Works with most audio hardware including built-in microphone
  • For more info: topics tagged with Jamulus

Jamulus Example
This “virtual concert” was created using Jamulus for low-latency audio, paired up with video from Zoom and streamed live on YouTube:

JamKazam

  • Mostly peer-to-peer, but the software manages the complexity of connecting each performer to each other performer
    • This approach means very low latency, while still minimizing complexity for users
  • Some nifty bells and whistles, including:
    • low-latency video along with the audio
    • built-in features for broadcasting over YouTube or Facebook
    • ability to play a guide track or metronome that is in-sync for everyone
  • User interface is complex, slow, and somewhat broken (by the developers’ own admission. They ran out of funding a few years ago, but are ramping back up now due to renewed interest).
  • JamKazam will block you from participating if it thinks your connection or audio equipment isn’t up to snuff.

JamKazam Example
This video is part of an ongoing series by the creators of JamKazam showcasing bands “jamming” on using the platform for Audio, Video, and streaming:

SoundJack

  • Relatively new option, still in early development
  • A plugin you download, plus a web-page you visit in your browser
  • Purely peer-to-peer: each performer has to connect individually to every other performer.
    • This means you need higher bandwidth depending on how many people you are trying to connect to.
    • Managing all those connections gets complex
    • But the latency is about the lowest possible
  • Overall user interface is relatively simple
  • Some bells and whistles in development or beta version:
    • low-latency video along with audio
    • synchronized metronome
  • for more info: topics tagged with soundjack

Soundjack Example
This tutorial video includes a clip of an instrumental duo performance that was livestreamed on Facebook using Soundjack for audio and presumably a different platform for video:

JackTrip

  • JackTrip is more a toolkit than an app
  • Highly configurable
  • integrates with pro audio software and hardware
  • requires hosting your own server
  • most complex user interface, involving command line and multiple apps

Definitions

Latency refers to the time between when a sound is generated and when it reaches its destination. Think of it as the amount of delay you will experience. Also known as ping time in gaming circles. Latency is usually measured in milliseconds (ms).

Usually, the biggest factor determining latency is the distance between you and the destination (though the audio equipment you are using matters too, as well as any software that is trying to process the audio stream as it is being sent or received.

Bandwidth refers to the rate of data transfer: how much data is moving through a network at once. Bandwidth is usually measured in kilobits per second or megabits per second (kbps or mbps). Bandwidth is generally determined by the amount of things you are trying to send/receive and the quality or size of those things. Higher quality audio and video streams require more bandwidth.

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This is VERY interesting, @nathanielgranor! Thanks for sharing.

@dylantran, have you tried any of these methods yet?

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@KatieOConnor I haven’t; they look a little above my tech skills, but I’ll check them out next time I get a chance, thanks!

I’m hoping we’ll build up a repository of some of the best “getting started” resources out there for each of these platforms. If you find any that work well for you, post them in the “How-To” category!