Synchronization Network Interfaces and Switch Settings

Network Interfaces

A typical request for player synchronization is to limit the sync traffic to a specific interface (wired or wireless). For example, you may want to have Internet/BSN/etc traffic on the Wireless interface and use the WIred interface for synchronization. While you cannot of this writing limit sync traffic to a specific interface, you can achieve the desired effect by:

  • Putting the interfaces on separate VLANs, subnets, or physical networks

  • Block PTP traffic on the VLAN or subnet not being used for sync

  • Prevent players from communicating with each other on the non-sync interface
    If Wireless is being used for non-sync communication, you can usually turn on Client or AP isolation so the wireless clients cannot see other wired or wireless clients

Things to remember:

  1. Sync traffic can be received on any interface prior to 8.x firmware, and in 8.x firmware sync traffic goes out on both wireless and wired interfaces too (previously it would only go out on wired interface)

  2. If the player has more than one network interface receiving sync traffic, it will likely be confused, especially if that sync traffic was the same message carried over wired and wireless from the same player.

Switch Settings

Certain switch settings (especially for smart/manage switches) can cause sync failure:

  1. Precision Time Protocol (PTP) is the protocol used to keep playback in-sync for Enhanced Synchronization (and BrightWall since it uses Enhanced Sync), so it must not be blocked

  2. IGMP Snooping can cause issues with Enhanced Sync - followers will still start, but they won't stay in-sync with the leader

  3. Block Unknown Multicast Addresses can cause issues with Enhanced Sync - followers will still start, but they won't stay in-sync with the leader

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