A method for playing audio synchronously, comprising: transmitting, by a server side, an audio data source path and a prefetching command to each client; obtaining, by each client, audio data that need to be played from the audio data source path according to the prefetching command, decoding the obtained audio data and buffering the decoded data into a local synchronization buffer area, and after buffering to a prefetching threshold in the local synchronization buffer area, transmitting a prefetching-completed response and prefetching-completed time to the server side; determining, by the server side after receiving the prefetching-completed responses from all clients, a starting time point of synchronous playing according to the prefetching-completed time of all clients, and transmitting a synchronous playing command and the starting time point of synchronous playing to each client; judging, by each client after receiving synchronous playing command, whether the starting time point of synchronous playing has arrived, and using designated data to perform an output operation before arrival of the starting time point of synchronous playing; upon arrival of the starting time point of synchronous playing, computing a tuning amount of the audio data in the local synchronization buffer area, tuning audio data in the local synchronization buffer area according to the tuning amount, and meanwhile performing output playing on the tuned audio data; wherein the upon arrival of the starting time point of synchronous playing, computing, by each client, a tuning amount of the audio data in the local synchronization buffer area comprises: computing, by the client, an audio data amount that needs to be discarded or a designated data amount that needs to be interpolated in the local synchronization buffer area according to an audio data amount already contained in current audio output link obtained upon arrival of the starting time point of synchronous playing, system time of obtaining this audio data amount, the starting time point of synchronous playing, an output sampling rate of the client, and a sampling rate of an audio data source. transmitting, by a server side, an audio data source path and a prefetching command to each client; obtaining, by each client, audio data that need to be played from the audio data source path according to the prefetching command, decoding the obtained audio data and buffering the decoded data into a local synchronization buffer area, and after buffering to a prefetching threshold in the local synchronization buffer area, transmitting a prefetching-completed response and prefetching-completed time to the server side; determining, by the server side after receiving the prefetching-completed responses from all clients, a starting time point of synchronous playing according to the prefetching-completed time of all clients, and transmitting a synchronous playing command and the starting time point of synchronous playing to each client; judging, by each client after receiving synchronous playing command, whether the starting time point of synchronous playing has arrived, and using designated data to perform an output operation before arrival of the starting time point of synchronous playing; upon arrival of the starting time point of synchronous playing, computing a tuning amount of the audio data in the local synchronization buffer area, tuning audio data in the local synchronization buffer area according to the tuning amount, and meanwhile performing output playing on the tuned audio data; wherein the upon arrival of the starting time point of synchronous playing, computing, by each client, a tuning amount of the audio data in the local synchronization buffer area comprises: computing, by the client, an audio data amount that needs to be discarded or a designated data amount that needs to be interpolated in the local synchronization buffer area according to an audio data amount already contained in current audio output link obtained upon arrival of the starting time point of synchronous playing, system time of obtaining this audio data amount, the starting time point of synchronous playing, an output sampling rate of the client, and a sampling rate of an audio data source.