Unreal Engine 5 Video Streaming - javascript

I want to show videos in my Unreal Project, I've implemented the basic Stream Media Player of unreal and when I use the unreal sample video it works great, but when I try it with a link from my backend I get this error "The byte stream type of the given URL is unsupported".
What type of API should I implement to get this functionality? The backend is in Javascript.

Related

Convert Video to Audio in client side then upload it to backend to reduce uploading size

In our project we only need the audio of a video file, to reduce the uploading size for a client I'm looking for a way to convert chosen video file to audio in clientside then try to upload the file to the backend.
It's a react app by the way.
Any idea or solution or library will help.
Taking the audio track from the video is a conversion process that uses video/audio codecs and could take almost the same time as the video length itself to re-encode the streams.
It might be either a client application (downloaded on a user pc) or you have to upload the file to your backend, or to some online service that provides an Online Converter from MP4 to MP3 for example, this converter - https://conversiontools.io/convert/mp4-to-mp3. It has limitations for a free tier.
Check other links:
https://stackoverflow.com/a/17532410/4299666

Can javascript MSE play segmented mp4 from the middle?

in my current project i have a video stream that ffmpeg encodes to a segmented mp4. that encoded data is piped into an application that sends that data to whomever connects to that application through a websocket. when a client connects i make sure to send the ftyp and the moov boxes first and then send the most recent segments recieved from ffmpeg.
on the client side i just pass all binary data from the websocket to MSE.
The problem i am facing is that this works if the client is connected from the very start and gets all the fragments that ffmpeg pipes out, but it does not work if the client connects in after ffmpeg sends its first few fragments.
My question is:
Is it possible for MSE to play a fragmented mp4 from the middle when it is also provided the init segments?
If it is possible then how would that need to be implemented?
if it isnt possible then what format would allow me to stream live video over a websocket?
Is it possible for MSE to play a fragmented mp4 from
the middle when it is also provided the init segments?
Yes, This is exactly what fragmented (segmented) mp4 was designed to do
If it is possible then how would that need to be implemented?
The way you describe your implementation is correct. Send init fragment, followed by most recent AV fragment. Which means you have a different problem or a bug in your implementation.

HTML5 generating video from images

i'm wondering, since HTML and with javascript are mesmerizing together, if there is a solution in HTML5 to generate a video-file from many images?
For example, you're able to load a video into a canvas and make it appear as greyscaled video, by manipulating the canvas. However, I would like to know,
if there is somewhat a method to generate a video-file out of that greyscaled version. Would make sense, if you want to send the video via whatsapp etc.
Thank you
Here we go:
Article: http://techslides.com/convert-images-to-video-with-javascript
Demo: http://techslides.com/demos/image-video/create.html (select multiple images at once)
Code: [just view the source]
You can download .webm video file
#K3N answer mentions building an encoder. Luckily there is one - https://github.com/antimatter15/whammy - snippet from the article:
You need a video encoder and today I just happened to stumble on Whammy, a real time JavaScript WebM Encoder.
There are currently no built-in API to do video encoding in HTML5. There are work in progress though, to allow basic video and audio recording - but it's not available at this time (audio recording is available in FireFox - it is also limited to streams).
If you are OK with gif animation you can encode the frames as a gif using one of the encoders out there (see below).
For video - there has been attempts, more or less successful, (the project I had in mind does not seem to be available anymore) but there has been issues from one browser to another.
There is the option of building an encoder yourself low-level style, following video encoding and file format specifications. It's doable but it's not a small project.
In any case, encoding video is a pretty performance hungry task even for native compiled applications. Running such a task in the browser will be a even more slow process and probably not practical for many users (and mobile devices will suck on those batteries).
The better approach IMO (at the moment at least, until the aforementioned API becomes available), is to send images to server and have a server in the back handling encoding jobs, then send the result to client. This way you can use multi-threading, offload the client, use native compiled encoders such as ffmpeg, and the resulting video can be streamed back.
Some resources
MediaStream Recording API
Gif encoder 1
Gif encoder 2 (NodeJS)
HTML5 Video recording information and status
Realtime video encoder (NodeJS/ffmpeg)
libvpx (requires emscripten/asm.js)
Hi I have built it using the code provided by tech-slides.
Also I made a template application where you can take list of images and turn them into video format. You have to edit the code according to your own needs. It is only supported in chrome and YouTube though. So basically in whammy.js you turn the images into canvas in a JavaScript file then turn the canvas into video using whammy.js function. You need to set event listener and load the videos into video tag. Whammy.js only produce webp file. To turn it into mp4:
Load it in YouTube then download it using YouTube as mp4. Hope it helps.
Just a follow on from #michal's answer, whammy is no longer maintained, however there's a modern fork of whammy encoder at ts-whammy.
See this answer to get a data URL for an image
import tsWhammy from "ts-whammy/src/libs";
// images can from: canvas.toDataURL(type, encoderOptions)
const images = [
"data:image/webp;base64,UklGRkZg....",
"data:image/webp;base64,UklGRkZg....",
];
// Make a 5 second video
const blob = tsWhammy.fromImageArrayWithOptions(images, { duration: 5 });
console.log(blob.type, blob.size);

Is it possible to play this stream using HTML5/javascript?

Basically trying to play some live audio streams in an app I'm porting to the browser.
Stream example: http://kzzp-fm.akacast.akamaistream.net/7/877/19757/v1/auth.akacast.akamaistream.net/kzzp-fm/
I have tried HTML5 audio tag and jPlayer with no luck. I know next to nothing about streaming audio, however, when I examine the HTTP response header the specified content type is "audio/aacp" (not sure if that helps).
I'm hoping someone with more knowledge of audio formats could point me in the right direction here.
The problem isn't with AAC+ being playable, the issue is with decoding the streaming ACC wrapper called ADTS. The Audio Data Transport Stream [pdf] or "MP4-contained AAC streamed over HTTP using the SHOUTcast protocol" can be decoded and therefore played by only a couple media players (e.g., foobar2000, Winamp, and VLC).
I had the same issue while trying to work with the SHOUTcast API to get HTML5 Audio playback for all the listed stations. Unfortunately it doesn't look like there's anything that can be done from our perspective, only the browser vendors can decide to add support for ADTS decoding. It is a documented issue in Chrome/WebKit. There are 60+ people (including myself) following the issue, which is marked as "WontFix".

Live video broadcasting

I am going to develop a chat based application for mobile which allows video chat. I am using HTML5, javascript and PhoneGap. Using phoneGap, I am able to access mobile camera, capture a video, save the video and upload it in server. I have done it for android. But I need live broadcasting of the video. Is there any solution of that?
Note: It is not any android native app.
You didn't specify what facility you're currently using for the video capture. AFAIK, current WebView doesn't yet support WebRTC which is the w3 standard that will soon enable you to access the video frames in your HTML5 code. So I'm assuming you're using PhoneGap's navigator.device.capture.captureVideo facility.
On Android, captureVideo creates 3gp files. The problem with 3gp is that they cannot be streamed or played while capturing: the MOOV atom of the file is required for parsing the video frames in it, and it is written only after all frames in the file have been encoded. So you must stop the recording before you can make any use of the file.
Your best shot in HTML5 is to implement a loop that captures a short clip (3-5 seconds?) of video, then sends it to a server while the next chunk is being captured. The server will need to concatenate the clips to a single file that can be broadcast with a streaming server. This will add several seconds to the latency of the broadcast, and you are quite likely to suffer from lost frames at the point in the gap between two separate chunk captures. That might be sufficient for some use cases (security cameras, for example).
If your application is such that you cannot afford to lose frames, I see no other option but to implement the video capture and streaming in Java, as a PhoneGap Plugin.
See Spydroid http://code.google.com/p/spydroid-ipcamera/
It uses the solution with the special FileDescriptor you found. Basically they let the video encoder write a .mp4 with H.264 to the special file descriptor that calls your code on write. Then they strip off the MP4 header and turn the H.264 NALUs into RTP packets.

Categories

Resources