Recent Internet advancement has made large-scale live streaming a reality.Although previous work has studied the feasibility of supporting stream content delivery using peer-to-peer (P2P) architectures, little is known whether it is feasible to provide large-scale multiparty voice-over-IP (MVoIP) services using application end points such as peer hosts.
For example, in the Internet gaming application, MVoIP services allow game players to easily communicate with each other for deploying strategies and game spectators to cheer up players.
Moreover, since any participant is allowed to produce audio streams at any time, the system need to maintain a large number of multicast trees for all participants, which can incur a lot maintenance overhead especially in dynamic P2P environments where peers can dynamically leave or join the system.
For example, the existing most popular VoIP system Skype can only support conferencing sessions with at most five people.
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