Render video to canvas with hls.js - http-live-streaming

I want to render every frame of a video as image into a canvas like the answer here html5: display video inside canvas but i am using hls.js to play m3u8 files and dont know how to do that.
function loadVideo() {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('player');
if (Hls.isSupported()) {
var hls = new Hls({
debug: false
});
hls.loadSource('https://dpp-qmusicnl-live.akamaized.net/streamx/QmusicNL.m3u8');
hls.attachMedia(video);
hls.on(Hls.Events.MEDIA_ATTACHED, function () {
video.muted = false;
video.play();
});
}
}
loadVideo();
<script src="https://cdnjs.cloudflare.com/ajax/libs/hls.js/0.5.14/hls.js"></script>
<video width='100%' id='player' controls></video>
<canvas id="canvas"></canvas>

Related

How to autoplay enable for my livestream with voice

** Please help me for autoplay live stream with voice. There is muted autoplay.
please correct me where i am doing mistake. **
add video library
<script src="https://cdn.jsdelivr.net/npm/hls.js#latest"></script>
video add in your page
<video
id="my-player"
controls
autoplay muted loop
/>
script for videoplayer
<script>
const video = document.querySelector('#my-player');
const src = 'https://stream.mux.com/yyFGolovbOWRmtsF4eG01SVFgl6VsyGMH4i7dxUVsjxo.m3u8';
if (video.canPlayType('application/vnd.apple.mpegurl')) {
// Some browers (safari and ie edge) support HLS natively
video.src = src;
} else if (Hls.isSupported()) {
const hls = new Hls();
hls.loadSource(src)
hls.attachMedia(video);
}
</script>
Please correct me where i am doing mistake
Try this, load the source after the media is attached to the video element.
<script>
const video = document.querySelector('#my-player');
const src = 'https://stream.mux.com/yyFGolovbOWRmtsF4eG01SVFgl6VsyGMH4i7dxUVsjxo.m3u8';
if (video.canPlayType('application/vnd.apple.mpegurl')) {
// Some browers (safari and ie edge) support HLS natively
video.src = src;
} else if (Hls.isSupported()) {
const hls = new Hls();
//////hls.loadSource(src) // Remove this line
hls.attachMedia(video);
hls.on(Hls.Events.MEDIA_ATTACHED, function() {
// fired when MediaSource has been succesfully attached to media element
// Now load the source m3u8
try {
hls.loadSource(src);
} catch (err) {
console.log('Error Loading Source Media!!! ' + err);
}
});
}
</script>

How to generate SVG using dimple in Node.js

Here my question is very simple,
I need to generate SVG using dimple in Node.js.
And i installed this node module npm install dimple-js but there is no proper documentation for this ?
i have tried this below code:
var jsdom = require("node-jsdom");
globals = {};
global.window = jsdom.jsdom().parentWindow;
global.document = jsdom.jsdom('<!doctype html></html>');
var d3 = require('dimple-js/lib/d3.v3.4.8.js');
var dimple = require('dimple-js/dist/dimple.v2.1.6.js');
module.exports = function(router){
router.get('/', function(req, res){
var svg = dimple.newSvg('body', 800, 600);
var data = [
{ "Word":"Hello", "Awesomeness":2000 },
{ "Word":"World", "Awesomeness":3000 }
];
var myChart = new dimple.chart(svg, data);
myChart.addCategoryAxis("x", "Word");
myChart.addMeasureAxis("y", "Awesomeness");
myChart.addSeries(null, dimple.plot.bar);
myChart.draw();
res.json({success: true, svg: svg});
});
}
but am getting below error
So is that possible to generate SVG using dimple in server side ?
dimple (or in fact, d3) can't find the DOM. Use this pattern, like at the bottom of this page:
var svg = d3.select(global.document.body)
.append("svg")
.attr("width", 800)
.attr("height", 600);

any code make sure json fully added to canvas?

var json = [];
json.push(json2);
function makeallImage(){
console.log('json length'+json.length);
for (var v = 0; v < json.length; v++){
convertImgToBase64(v, "jpg");
console.log("ksana"+v);
}
}
function convertImgToBase64(number, outputFormat){
var tmpData =
canvas.loadFromJSON(json[number], canvas.renderAll.bind(canvas), function(){
**//need to absolute comfirm it add all object in canvas, load complete json2 //**
canvas.on('object:added', function(e) {
toImg();
});
});
}
function toImg(outputFormat){
var s = document.getElementById("last_Image");
var url = canvas.toDataURL();
var newImg = document.createElement("img"); // create img tag
console.log(newImg);
newImg.src = url;
newImg.width = 100;
newImg.height = 100;
s.appendChild(newImg);
console.log('mpike sto dom');
}
i am using this code to create image to field , problem is if my json object contain image ,it will create empty image. so i figure it out is because loading the src need time and canvas create image before it fully load.
i need to make sure the json fully loaded on canvas first , so i found a fabric code call object:added , which can make sure object added in canvas , but it count object one by one , so if my json cotain 2 object it will create more image.
achievement
1. i need to make sure my json fully load or create in canvas before create image , is they any way to make sure json fully added to canvas?
Demo see my problem using object:added it load multiple image.
You should dump reviver and use just the callback function.
http://jsfiddle.net/v1nmtz02/2/
You will have some difficulties with fabricImages and objects that have a content that is async. That is not yet solved at library level.
function _callback() {
canvas.renderAll();
toImg();
}
function convertImgToBase64(number, outputFormat){
var tmpData = canvas.loadFromJSON(json[number], _callback);
}
Complete snippet:
var canvas = new fabric.Canvas('canvas');
var json2 = '{"objects":[{"type":"circle","originX":"center","originY":"center","left":300,"top":400,"width":200,"height":200,"fill":"rgb(166,111,213)","overlayFill":null,"stroke":null,"strokeWidth":1,"strokeDashArray":null,"strokeLineCap":"butt","strokeLineJoin":"miter","strokeMiterLimit":10,"scaleX":1,"scaleY":1,"angle":0,"flipX":false,"flipY":false,"opacity":1,"shadow":{"color":"#5b238A","blur":20,"offsetX":-20,"offsetY":-10},"visible":true,"clipTo":null,"radius":100},{"type":"rect","originX":"center","originY":"center","left":300,"top":500,"width":150,"height":150,"fill":"#fbb802","overlayFill":null,"stroke":null,"strokeWidth":1,"strokeDashArray":null,"strokeLineCap":"butt","strokeLineJoin":"miter","strokeMiterLimit":10,"scaleX":1,"scaleY":1,"angle":0,"flipX":false,"flipY":false,"opacity":1,"shadow":{"color":"rgba(94, 128, 191, 0.5)","blur":5,"offsetX":10,"offsetY":10},"visible":true,"clipTo":null,"rx":0,"ry":0,"x":0,"y":0}],"background":""}';
var json = [];
json.push(json2);
function makeallImage(){
for (var v = 0; v < json.length; v++){
convertImgToBase64(v, "jpg");
}
}
function _callback() {
canvas.renderAll();
toImg();
}
function convertImgToBase64(number, outputFormat){
var tmpData = canvas.loadFromJSON(json[number], _callback);
}
function toImg(outputFormat){
var s = document.getElementById("last_Image");
var url = canvas.toDataURL();
var newImg = document.createElement("img");
newImg.src = url;
newImg.width = 100;
newImg.height = 100;
s.appendChild(newImg);
}
<script src="http://fabricjs.com/lib/fabric.js"></script>
<canvas id='canvas' width="550" height="550" style="border:#000 1px solid;"></canvas>
<button onclick="makeallImage();">makepng</button>
<div id="last_Image" style="background:red"></div>

webcam displayed on LAN not to the internet

OK, this is not due to a dumb mistake: I have forwarded the port and there is no firewall in between.
I try to make the "live streaming" section of jsmpeg (https://github.com/phoboslab/jsmpeg) to work on the Internet. To get the webcam stream on my webpage I modify "stream-server.js"
if( process.argv.length < 3 ) {
console.log(
'Usage: \n' +
'node stream-server.js <secret> [<stream-port> <websocket-port>]'
);
process.exit();
}
var STREAM_SECRET = process.argv[2],
STREAM_PORT = process.argv[3] || 8082,
WEBSOCKET_PORT = process.argv[4] || 8084,
STREAM_MAGIC_BYTES = 'jsmp'; // Must be 4 bytes
var width = 320,
height = 240;
// Websocket Server
var socketServer = new (require('ws').Server)({port: WEBSOCKET_PORT});
socketServer.on('connection', function(socket) {
// Send magic bytes and video size to the newly connected socket
// struct { char magic[4]; unsigned short width, height;}
var streamHeader = new Buffer(8);
streamHeader.write(STREAM_MAGIC_BYTES);
streamHeader.writeUInt16BE(width, 4);
streamHeader.writeUInt16BE(height, 6);
socket.send(streamHeader, {binary:true});
console.log( 'New WebSocket Connection ('+socketServer.clients.length+' total)' );
socket.on('close', function(code, message){
console.log( 'Disconnected WebSocket ('+socketServer.clients.length+' total)' );
});
});
socketServer.broadcast = function(data, opts) {
for( var i in this.clients ) {
if (this.clients[i].readyState == 1) {
this.clients[i].send(data, opts);
}
else {
console.log( 'Error: Client ('+i+') not connected.' );
}
}
};
// HTTP Server to accept incomming MPEG Stream
var streamServer = require('http').createServer( function(request, response) {
var params = request.url.substr(1).split('/');
if( params[0] == STREAM_SECRET ) {
width = (params[1] || 320)|0;
height = (params[2] || 240)|0;
console.log(
'Stream Connected: ' + request.socket.remoteAddress +
':' + request.socket.remotePort + ' size: ' + width + 'x' + height
);
request.on('data', function(data){
socketServer.broadcast(data, {binary:true});
});
}
else {
console.log(
'Failed Stream Connection: '+ request.socket.remoteAddress +
request.socket.remotePort + ' - wrong secret.'
);
response.end();
}
}).listen(STREAM_PORT);
console.log('Listening for MPEG Stream on http://127.0.0.1:'+STREAM_PORT+'/<secret>/<width>/<height>');
console.log('Awaiting WebSocket connections on ws://127.0.0.1:'+WEBSOCKET_PORT+'/');
var servi = require('servi'), // include the servi library
app = new servi(false); // servi instance
// configure the server's behavior:
app.port(8080); // port number to run the server on
app.serveFiles("public"); // serve all static HTML files from /public
app.start();
console.log("Listening for new clients on port 8080");
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=320, initial-scale=1"/>
<title>jsmpeg streaming webcam</title>
<style type="text/css">
body {
background: white;
text-align: center;
margin-top: 10%;
}
#videoCanvas {
/* Always stretch the canvas to 640x480, regardless of its
internal size. */
width: 640px;
height: 480px;
}
</style>
</head>
<body>
<h1>
The Canvas size specified
</h1>
<!-- The Canvas size specified here is the "initial" internal resolution. jsmpeg will
change this internal resolution to whatever the source provides. The size the
canvas is displayed on the website is dictated by the CSS style.
-->
<canvas id="videoCanvas" width="640" height="480">
<p>
Please use a browser that supports the Canvas Element, like
Chrome,
Firefox,
Safari or Internet Explorer 10
</p>
</canvas>
<script type="text/javascript" src="jsmpg.js"></script>
<script type="text/javascript">
// Show loading notice
var canvas = document.getElementById('videoCanvas');
var ctx = canvas.getContext('2d');
ctx.fillStyle = '#444';
ctx.fillText('Loading...', canvas.width/2-30, canvas.height/3);
// Setup the WebSocket connection and start the player
var client = new WebSocket( 'ws://192.168.1.15:8084/' );
var player = new jsmpeg(client, {canvas:canvas});
</script>
</body>
</html>
The "index.html" is included in a "public" folder.
Then I start ffmpeg with:
`ffmpeg -s 640x480 -f video4linux2 -i /dev/video0 -f mpeg1video -b:v 800k -r 30 http://192.168.1.15:8082/1693/640/480/`
When I open, on any station of the lan, url 192.168.1.x:8080 I get the webcam streaming on my page "jsmpeg streaming webcam"; but if use the public ip 41.142.x.y:8080 from outside the local network (using 3G) I get the page (with the h1 line "The Canvas size specified") but no video it just says in the frame "loading".
I do not understand why it works locally and not globally. Why the page is streaming on the internet but not the webcam?
Thanks for your help!
in the client side, you should change this:
var client = 'ws://'+document.location.hostname+':8084/';
var player = new JSMpeg.Player(client, {canvas: canvas});
The way you were doing this was with the static ip 192.168.1.15. When it gets to the client, he doesn't know who this ip is.
I have not tested it, but I'm pretty sure the NAT will translate the ip addresses...

Three.js with Node.js on a server - how to load a TEXTURE?

I have a trouble with Three.js for loading a texture and applying to a mesh cube.
In local, I know there are some issues like running the html file on a apache server with wamp (localhost).
But when I use Node.js and socket.io, how to fix it ?
First, to load three.js, I have to put the web adress of the script src instead of a local "three.js" :
http://threejs.org/build/three.min.js
It works but how about the texture ?
Neither a local or an internet adress for the texture is working...
//var mapUrl = "mercury.jpg";
var mapUrl = "http://threejs.org/examples/textures/cube/skybox/px.jpg";
var map = THREE.ImageUtils.loadTexture(mapUrl); // its not working with both
And if I put my code on a web server running with Node.js like Cloud9, how to fix it ? (same problem as in local with Node.js).
Thank you for your attention.
Here is my complete code.
Server
var http = require('http');
var fs = require('fs');
// Creation du serveur
var app = http.createServer(function (req, res) {
// On lit notre fichier app.html
fs.readFile('gl.html', 'utf-8', function(error, content) {
res.writeHead(200, {'Content-Type' : 'text/html'});
res.end(content);
});
});
var io = require("socket.io");
io = io.listen(app);
io.sockets.on('connection', function (socket) {
socket.on('send', function () {
socket.broadcast.emit('rec');
}); // send
}); // connection
app.listen(8080);
Client (gl.html)
<!DOCTYPE html>
<html>
<head>
<title>Welcome to WebGL</title>
</head>
<body onLoad="onLoad();" style="">
<h1>Webgl</h1>
<div id="container" style="width:95%; height:80%; position:absolute;"></div>
<script type="text/javascript" src="http://threejs.org/build/three.min.js"></script>
<!--<script type="text/javascript" src="Three.js"></script> not working-->
<script type="text/javascript" src="/socket.io/socket.io.js"></script>
<script>
var socket = io.connect();
var renderer = null,
scene = null,
camera = null,
cube = null,
animating = false;
function onLoad()
{
// Grab our container div
var container = document.getElementById("container");
// Create the Three.js renderer, add it to our div
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize(container.offsetWidth, container.offsetHeight);
container.appendChild( renderer.domElement );
// Create a new Three.js scene
scene = new THREE.Scene();
// Put in a camera
camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 4000 );
camera.position.set( 0, 0, 3 );
// Create a directional light to show off the object
var light = new THREE.DirectionalLight( 0xffffff, 1.5);
light.position.set(0, 0, 1);
scene.add( light );
// Create a shaded, texture-mapped cube and add it to the scene
// First, create the texture map
// var mapUrl = "mercury.jpg";
var mapUrl = "http://threejs.org/examples/textures/cube/skybox/px.jpg";
var map = THREE.ImageUtils.loadTexture(mapUrl); // not working with both !!!
// Now, create a Phong material to show shading; pass in the map
var material = new THREE.MeshPhongMaterial({ map: map });
// Create the cube geometry
var geometry = new THREE.CubeGeometry(1, 1, 1);
// And put the geometry and material together into a mesh
cube = new THREE.Mesh(geometry, material);
// Turn it toward the scene, or we won't see the cube shape!
// cube.rotation.x = Math.PI / 5;
cube.rotation.x = 0.5;
//cube.rotation.y = Math.PI / 5;
// Add the cube to our scene
scene.add( cube );
// Add a mouse up handler to toggle the animation
addMouseHandler();
// Run our render loop
run();
}
function run()
{
// Render the scene
renderer.render( scene, camera );
// Spin the cube for next frame
if (animating)
{
cube.rotation.y -= 0.01;
//cube.rotation.x += 0.05;
}
// Ask for another frame
//requestAnimationFrame(run);
setTimeout(run, 1000/60);
}
function addMouseHandler()
{
var dom = renderer.domElement;
dom.addEventListener( 'mouseup', onMouseUp, false);
}
function onMouseUp (event)
{
event.preventDefault();
animating = !animating;
socket.emit('send');
}
socket.on('rec', function () {
animating = !animating;
});
</script>
</body>
</html>
In fact i just had to use express, place all the files in the folder public and name client index.html.
Now it works ! How can close my question ?
Here is the simple code of the server :
var express = require('express');
var app = express();
app.use(express.static(__dirname + '/public'));
app.listen(8080);
You are running into trouble with CORS. CORS state that textures need to be comming from the same base url or needs special handling on server side. This is easily fixable with a proxy. If you are already using a server thaen it shouldn't be too hard to configure it to handle proxy requests.

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