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Deezer Elite provides CD-quality audio to U.S. users of Sonos Hi-Fi Systems. The service is available worldwide to Sonos users of Deezer only. [39] Deezer Elite "High-Resolution Audio" is lossless CD quality (16bit/44.1 kHz) and not "Hi-Res" or high-resolution audio. Sonos does not support Hi-Res (24/96, 24/192 or similar) streaming.
Google Cast is a proprietary protocol developed by Google for playing locally stored or Internet-streamed audiovisual content on a compatible consumer device. The protocol is used to initiate and control playback of content on digital media players, high-definition televisions, and home audio systems using a mobile device, personal computer, or smart speaker.
If you live outside the US and want to try Deezer's high-quality streaming option, you're in luck -- so long as you fancy Sonos gear. Folks in Europe, Latin America, the Asia-Pacific region and ...
Deezer has announced that it is supporting Sony's 360-enabled SRS-RA5000 and RA3000 wireless speakers with its new casting feature.
Deezer: Yes (radio mode) Yes Yes No [21] Yes [22] Partial Yes Yes 120 [23] 16 [24] 9.6 [25] Partial [r 4] Yes Yes Yes Yes 9 other [p 4] 2007 Yes Gaana: Yes Yes No No Yes 45 201 [27] Never disclosed [27] Global Yes Yes Yes Yes 2010-04 Limited [n 6] hoopla: Yes Yes No No Yes 5 2.5 US, Canada Yes Yes Yes Yes ChromeOS, Roku, AirPlay, Chromecast ...
A first-generation Chromecast plugged into the HDMI port of a TV. All Chromecast devices offer at least two methods to stream content: the first employs mobile and web apps that include the Google Cast technology; the second, which applies to video models, allows mirroring of content from the web browser Google Chrome running on a personal computer, as well as content displayed on some Android ...
Miracast is based on the peer-to-peer Wi-Fi Direct standard. It allows sending up to 1080p HD video (H.264 codec) and 5.1 surround sound (AAC and AC3 are optional codecs, mandated codec is linear pulse-code modulation – 16 bits 48 kHz 2 channels). [14]
As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments.In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; [1] that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level ...