A completely new protocol
designed for high-end audio


Its philosophy is totally different from that of existing protcols.

Many factors affect the sound quality of audio players. Power-supply noises generated by digital blocks on circuits significantly affect the sound quality.Usually, capacitors and inductors are placed at power sources to reduce the noises.
In this way, we can configure low-pass filters and reduce spike-like digital-specific noises.
However, as you can see from the fact that low-pass filters are used, any low-frequency fluctuation passes through.
It isn' t necessary to filter it out because it isn' t a noise, and you can' t see it even if you observe it by focusing on voltage.
But, if you observe it by focusing on electrical current, you can detect noises that affect the audio frequency band of a constant cycle.
It is absolutely difficult to electrically eliminate the noises.

We thought that we might be able to significantly improve sound quality by controlling these noises. However, it is very difficult and unrealistic to adopt constant current configuration, such as class-A amp, for all CPUs, etc. If we can solve this problem in a software-based approa
ch, we can expect that implementation will be realized.
There is only one way to achieve this goal: averaging of processing and reduction of fluctuations in power consumption. But, existing protocols couldn' t realize it.


By means of Diretta, we would like to propose an answer to this problem. Please suppose that a player with an analog part is the Target and that a server with storage, etc., is the Host.
The Target and the Host are designed based on separate concepts.
With regard to the Target, processing is minimized and simplified to enable averaging. The Target is configured by means of simple processing, like hardware processing by FPGA.


The Host operates in synchronization with the Target to average processing by the Target. Packets are transmitted as often as possible at constant short intervals in order to average processing.The transmission is controlled by forecasting Target buffers.
In this way, fluctuations in power consumption of a player as the Target is averaged as much as possible.


We don' t say that this method is definitely better than other transmission systems. But, we would like to propose one different approach.
It is similar to USB synchronization, but the Target doesnt change speed because the Host synchronizes.There is no buffer/flow control like USB ansynchronization. Completely insulated connection can be used and fibers and other cables can be adopted because it is Ethernet.No complicated processing like UPnP file range requests is required. No complicated processing to synchronize many devices like AES67 is required, either.
We are committed to evolving Diretta with the highest priority on sound quality and minimizing influence over analog blocks.