Public venues are full of big screens, but the sound is the missing half of the experience — a dozen TVs and one muddy feed, or a stadium screen no one can really hear. FCME delivers high-fidelity audio, perfectly lip-synced to any screen, to every guest's own phone and earbuds.
The Sync Lab makes the underlying timing tangible. It has one shared set of controls and three lenses on the same scenario:
| Tab | What it shows |
|---|---|
| Timeline | The abstract latency stack for a listener — where the delay comes from, and when picture vs. sound arrive. |
| Concert Hall | A stage-at-one-end venue: left/right sound-reinforcement arrays firing forward, sound propagating out to the seats. |
| Arena (MSG) | A center-hung display with sound propagating 360° into the stands. |
Set a scenario once, then flip tabs to see it three ways. The single most important control is Auto-Sync — off shows the problem, on shows FCME solving it.
Grouped as they appear in the panel. "What changes" describes the visible/audible effect.
| Control | What it does | What changes |
|---|---|---|
| Auto-Sync core | The FCME action itself: holds the in-line display back to meet the audio, and compensates each listener's device individually. | Off → picture and sound are apart (out of sync). On → they converge; seats flash with the screen; verdict reads IN SYNC. |
| Earbud technology Standard BT / Auracast | Sets the single earbud latency when device-mix is off (Standard ≈160 ms, Auracast ≈40 ms). Greyed out when device-mix is on — then the floor is the slowest actual device. | Changes the SOUND-path length and the earbud floor; in Live mode, shifts the display delay D and the binding constraint. |
| FCME Secure Wi-Fi Multicast | FCME's own transport latency — part of every listener's audio path. This is FCME's real lever on the floor (you can't choose guests' earbuds). | Lowering it shortens every SOUND path and lowers the earbud floor for the whole room. |
| Bluetooth latency | The device-side latency (used when device-mix is off). | Lengthens/shortens the SOUND path and the floor. |
| Display processing / panel | The display's own intrinsic latency, before any FCME buffering. | Sets the base of the PICTURE bar and how much buffer FCME must add to reach the sync point. |
| Venue size venue | Venue scale in metres. | Changes seat distances → the acoustic arrival spread (nearest/farthest/spread) and, in Live mode, the room centroid. |
| Real-world device mix | Seats the room with a realistic spread of devices (AirPods ≈120 ms, SBC ≈160, LDAC ≈240, gaming buds ≈55) to show that no single offset works. | Seats tint by device; with Auto-Sync off they flash at different times, on they converge. Timeline shows one bar per device, each topped by an orange compensation segment. With Sound on, each device has its own pitch. |
| Event: Remote / Live venue | Remote = content from elsewhere (a sports bar) → no live reference. Live = a co-located event the crowd also sees/hears directly. | Live reveals the Acceptable screen-lag slider, relabels the metric tiles (floor / centroid / D / worst mismatch), and rings each seat green→red by its mismatch to the live room. |
| Acceptable screen-lag (live) live | The soft tolerance ceiling — how much the screen may lag the real action before it distracts. Content-dependent. | Caps the display delay D; can flip the binding constraint. Raising it can be a legitimate design choice (see below). |
| Show PA waves venue | Show/hide the acoustic wavefronts and per-seat room-sound pulses. | Red expanding wavefronts + red seat pulses (the raw room sound). |
| Delay towers concert | Show the delay-tower reinforcement far venues use today. A level/coherence aid — it does not change timing. | Orange arcs that fire as the main front passes each tower. Does not change any mismatch number. |
| Sound | Enable audio impulses (browsers require the click to unlock audio). | A high click at the picture and a beep at the earbud audio — or a distinct per-device pitch in device-mix mode. |
| Pause / Play | Freeze the animation where it is, and resume. | Everything holds in place, then continues. |
Here's the crux. FCME solves lip-sync per listener regardless of screen delay, so how the shared display is timed only matters against the real event the audience also perceives.
The content is from elsewhere, so there's no live reference in the room. The display can be delayed freely; FCME simply syncs everyone. No constraint, no trade-off. This is the common case, and it's trivial — switch Event to Remote and there's nothing to optimize.
Now the crowd also sees and hears the real action, so the display delay D is a negotiation between three forces:
| Force | Meaning | Lever |
|---|---|---|
| Earbud floor (hard min) | The display must lag at least the slowest listener's audio path, or their earbuds can't sync. | FCME: faster Wi-Fi multicast; lower-latency earbuds. |
| Room centroid (target) | Ambient sound arrives at the average seat at this time — the best single value for the whole room. | Venue geometry (below). |
| Tolerance ceiling (soft max) | How much the screen may lag the real action before it distracts — content-dependent. | Content choice; sometimes a feature. |
Optimal D* = clamp(centroid, floor, ceiling). The lab names which force is binding: earbud pipeline (lower the floor), tolerance (raise the ceiling or tighten the room), or optimal.
Because it responds to both the audio pipeline and the room, this view doubles as a stage / venue / display layout optimization aid.