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Real-time computing
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==== Live vs. real-time ==== Real-time signal processing is necessary, but not sufficient in and of itself, for live signal processing such as what is required in [[live event support]]. Live audio digital signal processing requires both real-time operation and a sufficient limit to throughput delay so as to be tolerable to performers using [[stage monitor]]s or [[in-ear monitor]]s and not noticeable as [[lip sync error]] by the audience also directly watching the performers. Tolerable limits to latency for live, real-time processing is a subject of investigation and debate, but is estimated to be between 6 and 20 milliseconds.<ref>{{cite journal|last1=Kudrle|first1=Sara|last2=Proulx|first2=Michel|last3=Carrieres|first3=Pascal|last4=Lopez|first4=Marco|title=Fingerprinting for Solving A/V Synchronization Issues within Broadcast Environments|journal=SMPTE Motion Imaging Journal|date=July 2011|volume=120|issue=5|pages=36β46|doi=10.5594/j18059XY|quote=Appropriate A/V sync limits have been established and the range that is considered acceptable for film is +/- 22 ms. The range for video, according to the ATSC, is up to 15 ms lead time and about 45 ms lag time|display-authors=etal}}</ref> Real-time bidirectional [[G.114|telecommunications delays]] of less than 300 ms ("round trip" or twice the unidirectional delay) are considered "acceptable" to avoid undesired "talk-over" in conversation.
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