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What is the network bandwidth used by Total Recall VR?

Playing and Monitoring

Total Recall VR uses the TCP protocol to send audio data when playing and monitoring from a remote application such as Remote Manager. The payload bandwidth used by each play and monitor session is shown in the following table:

Codec

Bandwidth (audio payload only)

HQVQ

1000 bytes per second of audio

SPEEX

2000 bytes per second of audio

G.711

8000 bytes per second of audio

Note that for full bandwidth calculation you must include the bytes in the header/trailer of the TCP, IP and link layer protocol packets.

Archiving

Total Recall VR uses file transfer protocols when archiving to a network drive. The bandwidth used is variable in this case and depends on the network conditions during archiving. For example, if the network is congested, then Total Recall VR will use less bandwidth while archiving which will result in longer time to complete the archiving operation.

VoIP Call Recording

If you are using Traffic Collectors to capture VoIP calls, then each Traffic Collector requires the same bandwidth as the VoIP calls they capture to send data to a Total Recall VR. The bandwidth used by VoIP calls depends on the audio codec used during the call. Assuming the codec is G.711, the each call will be using approximately 175Kbps (assuming 20ms RTP packets). If a Traffic Collector is capturing this call, then it will use approximately 175Kbps (or 22 KBps) to send the call to a Total Recall VR.