I am using youtube_stream_capture, to download an ongoing live stream from youtube. youtube_stream_capture downloads chunks something like this
I was wondering if there is any way to stream these chunks to a RTMP server, maybe to this
Node Media Server
I haven't tried anything but I did do a lot of google search but nothing as such
Related
I don't know how to get started with this.
What I am trying to do is get a video + audio stream from front-end and host the live stream as mp4 thats accessible on browser.
I was able to find information on WebRTC, socket.io, rtmp, but I'm not really sure what tool to use / whats best suited for something like this?
also follow up question, my front-end is iOS app. So what format would I send the live stream to the server?
It depends on which live streaming protocol you want to play on the player, as #Brad said, HLS is the most common protocol for player.
Note: Besides of HLS, iOS native app is able to use fijkplayer or FFmpeg to play any format of live streaming, like HLS, RTMP or HTTP-FLV, even MKV. However, the most straight forward solution is HLS, only need a tag to play MP4 or HLS, and MSE is also a optional solution to use flv.js/hls.js to play live streaming on iOS/Android/PC, this post is about these protocols.
The stream flow is like this:
FFmpeg/OBS ---RTMP--->--+
+--> Media Server---> HLS/HTTP-FLV---> Player
Browser ----WebRTC--->--+
The protocol to push to media server, or receive in node server, depends on your encoder, by RTMP or H5(WebRTC):
For RTMP, you could use FFmpeg or OBS to push stream to your media server.
If want to push stream by H5, the only way is use WebRTC.
The media server coverts the protocol from publisher to player, which use different protocols in live streaming right now(at 2022.01), please read more from this post.
I have a node.js server that's receiving WEBM blob binary data small packets through socket.io from a Webpage!
(navigator.mediaDevices.getUserMedia -> stream -> mediaRecorder.ondataavailable -> DATA . I'm sending that DATA back to the server. So that includes timestamp and binary data).
How do I stream those back on a http request in a never ending live stream that can be consumed by a HTML webpage simply by adding the URL in the VIDEO tag?
Like this:
<video src=".../video" autoplay></video>
I want to create a live video stream that and basically stream back my Webcam to an html page but I'm a bit lost how do I do that. Please help. Thanks
Edit: I'm using express.js to serve the app.
I just am not sure what I need to do on the Server with the coming webm binary blobs to serve it properly to be consumed by an html page on an endpoint /video
Please help :)
After many failed attempts I was finally able to build what I was trying to:
Live video streaming through socket.io.
So what I was doing was:
Start getUserMedia to start the web camera
Start a mediaRecorder set to record intervals of 100 ms
On each available chunk emit an event through socket.io to the server with the blob converted to base64 string
Server sends back base64 converted 100ms video chunk back to all connected sockets.
Webpage gets the chunk and uses mediaSource and sourceBuffer to add the chunk to the buffer
Attach the media source to a video element and VOILA :) the video would play SMOOTHLY. As long as you attach each chunk in order and you don't skip chunks (in which case it stops playing)
And IT WORKED! BUT was unusable.. :(
The problem is the mediaRecorder process is CPU intensive and the page cpu usage was jumping to 15% and the whole process was TOO SLOW.
There was 2.5 seconds latency on the video stream passing through socket.io and virtually the same EVEN if DON'T send the blobs through socket.io but render them on the same page.
Sooo I found out this works but DOESN'T work for a sustainable video chat service. It's just not designed for it. For recording a webcam video to playback later, mediaRecorder can work but not for live streaming.
I guess for live streaming there's no way around WebRTC, you MUST use WebRTC to send the video stream to either a peer or a server to send to other peers. DO NOT TRY to build a live video chat service with mediaRecorder. You're only gonna waste your time. I did that for you :) so you don't have to. Just look into webRTC. You may have to use a TURN server. Twilio provide STUN, TURN servers but it costs money. BUT you can run your own TURN server with Coturn and other services but I'm yet to look into that.
Thanks. Hope that helps someone.
I would like to stream live audio from my browser to my icecast server.
So far I managed to record the audio in the browser and store it as a .WAV file.
I was thinking of using a nodejs server to get the audio, but I don't know how to stream the audio to one of the icecast stream clients.
Does anybody knows how to make the link between the nodejs server and the icecast server? (they can both be on the same server).
You can try Webcaster
http://webcast.github.io/
it has an example for NodeJS
I am able to play rtsp stream on web page using live555 server but I need to extract the frames from the rtsp stream and store them in a file.
Can anyone guide me how to do this?
If you are already familiar with live555 try use simple RTSP client application which comes with live555 package. Application called openRTSP and located in testProgs folder. It could ready input RTSP stream and save to file.
I'm using MediaElement to play audio mp3 stream,
everything goes ok, but now I have mp3 stream that does not end with .mp3,
( http://server2.fmstreams.com:8011/spin103) and I'm getting
AG_E_NETWORK_ERROR
I found solution to add ?ext=mp3, but it didn't work for me, any ideas?
If you are streaming live radio, the stream may be encoded by an IceCast server or ShoutCast server. To read these streams, you will need to decode the stream in memomry and pass it to the MediaElement once it has been decoded.
have a look at Mp3MediaStreamSource : http://archive.msdn.microsoft.com/ManagedMediaHelpers
and Audio output from Silverlight
I lost tons of time on this, and this is the best solution I found so far.
You also have to be sure that while you are testing, the device must be unplugged from the computer.