I have an UWP app that capture a live video stream (webcam), encodes it in h264, and sends it through a TCP socket (in a local network, I need high performance) to a Linux device.
Is there a way to do this? I need the video not for playing it but for extract single frames. I could do that with opencv but it requires a local video file, instead I'm using a live stream.
I would send photos instead of a video stream if the time needed for capture one was acceptable, but it requires about 250 ms.
Is RTP required? Does UWP (windows) provides a way to achive this?
Thank you
P.S.: The UWP app runs in Hololens.
You can use WebRTC to transmit live video from the HoloLens easily to any target. That's probably the easiest way to do it without going really low level.
For an introduction just grab this repo and try the sample app which runs perfectly on the HoloLens https://github.com/webrtc-uwp/PeerCC/tree/e95f231e1dc9c248ca2ffa040276b8a1265da145/Client
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I want to play RTSP stream from ip video cameras (MP4, H264) on my intranet web page, I use React. I have 12 cameras and NVR.
I did not find a way to do this without an intermediate server (Webrtc is not suitable), that spends resources on transcoding h264 stream to the mjpeg.
If I set a high resolution and quality of the stream, then a lot of resources are spent on transcoding, and most importantly, the streaming of mjpeg images takes a lot of traffic.
Is there a way or solution to stream from the ip camera directly to the web page so that the decoding is on the user's webbrowser side.
This will free the intermediate server from a heavy load for big streams.
It is necessary that the playback work on mobile phones.
Thanks for the answer.
There is no way to stream RTSP camera's H264 video directly to web browser.
But cameras support outputting still jpeg images - you can create a webpage that will display such an image from a camera every 200ms or so.
If you are not happy with the above solution, you must use a media server in between, which will pull RTSP stream from the camera and will convert it to some protocol that browser understands. You are mistaken in one thing: no video transcoding is involved. I don't know why WebRTC is not an option for you, but most media servers will offer 4 types of output:
Low latency:
WebRTC
Websockets to MSE
High latency:
HLS
MPEG-Dash
All these methods do NOT require transcoding of your original H264 video, encoded by RTSP camera/NVR. Some media servers you can use: Unreal Media Server, Wowza, Janus.
Live demo: http://www.umediaserver.net/umediaserver/demos.html
No browser has native RTSP support, so if you want decoding to happen on the end user side, then you'll have to write your own custom web player.
You can start by looking at the open-source solution like this one:
git://github.com/Streamedian/html5_rtsp_player.git
It works on PC and Android, but didn't work with iPhone for me (but you can try it for yourself https://streamedian.com/demonstration/ maybe it's just my issue), but maybe you can find better alternative or fork it and make it work on all devices.
It still requires a middle-man proxy server though because it uses a websocket tech to work, but since it doesn't do any video converting or decoding, it don't suppose to take any resources at all.
My primary intention is to setup a VoIP session between 2 users A & B; Here the raw audio / video media bytes are fetched from A's browser are played in B's browser and vice versa.
The reason is that, when the user C & D are added into this call, we need not have to create a P2P mesh network which limits the performance.
Tried recording media with getUserMedia() and playback, but it is not real time. It also gives a bad user experience. (However, haven't experimented yet with videos of small chunks as 200 ms)
Is there any approach where I can get the raw bytes of the media and play it on other browser? Currently I have a server in between which can connect to both peers if required.
Any online examples or libraries are welcome.
Have already asked 2 questions in this regard with 100-100 bounties, but not much of use:
How to use libsrtp or similar library to decrypt/encrypt the WebRTC data stream?
How to integrate part of WebRTC as a static / dynamic library with the existing C++ code?
Related: How to stream, live video playing on my browser to browser of another user?
If i understand you well is you're looking on how to have more than two users on the session right? without using mesh topology
thats possible and configurable as well by means that some maybe active speaker or everyone is active speaker not only receiver whatever configuration you choose but to me it seems that you're asking for video conferencing
there are couple of tools for this the best one i might recommend is mediasoup its a SFU as selective fowarding unit mediasoup
I don't know if I understand correctly, but it is not likely that you will get raw video data and play it on the browser, it will just kill your bandwith and performance because the raw data is huge.
You need to use the compressed data ( media codec ex.H264 ) and you need a protocol to send and receive it. If you are looking for sub-second latency than webrtc is your best choice in here already. If you have a server in between, distribute your media through that server instead of Mesh. Check this out for webrtc network topologies:
https://antmedia.io/webrtc-servers/
There is an audio stream which sends from mobile device to the server. And server sends chunks of data (due web-sockets) to the web.
The question is. What to use to play this audio in live mode, also there is should be a possibility to rewind audio back, listen to what was before..and again switch to live mode.
I considered such possibilities as Media Source API but it's not supported by Safari and Chrome on IOS, isn't it? But we need that support.
Also, there is Web Audio API which supports by modern browsers, but I'm not sure does it possible to listen to audio in live mode and rewind audio back?
Any ideas or guides on how to implement it?
I considered such possibilities as Media Source API but it's not supported by Safari and Chrome on IOS, isn't it? But we need that support.
Then, you can't use MediaSource Extensions. Thanks Apple!
And server sends chunks of data (due web-sockets) to the web.
Without MediaSource Extensions, you have no way of using this data from a web socket connection. (Unless it's PCM, or you're decoding it to PCM, in which case you could use the Web Audio API, but this is totally impractical, inefficient, and not something you should pursue.)
You have to change how you're streaming. You have a few choices:
Best Option: HLS
If you switch to HLS, you'll get the compatibility you need, as well as the ability to go back in time and what not. This is what you should do.
Mediocre Option: HTTP Progressive
This is a fine way to stream for most use cases but there isn't any built-in way to handle the stream seeking that you want. You'd have to build it, which is not worth your time since you could just use HLS.
Even More Mediocre Option: WebRTC
You could switch to WebRTC for streaming, but you have greatly increased infrastructure costs and complexity. And, you still need to figure out how you're going to handle seeking. The only reason you'd want to go the WebRTC route is if you absolutely needed the lowest latency.
my current setup involves streaming from a GoPro to a linux box, and I managed to get bareSIP running on the box to stream the video locally with the 'v' command. However, there's no documentation or commands to configure an RTP broadcasting stream. Would anyone have any insight into publishing an RTP/RTSP output stream for other users to view on their devices?
I've used Unreal Streaming Media components and found them to be very good. They are lightweight and fast yet very powerful.
Using Unreal components you could install the stream forwarder on your laptop, point it at the RTSP stream and tell it to forward to the Distribution server application.
This app can host thousands of connections (supposedly) and last I looked you didn't need a license if you have 3 or fewer sources. The stream can be viewd via their own small player app, via a web player such as jPlayer or via VLC etc.
I've been pretty happy with this before - it saved me from having to use the Live555 streaming mess.
Good Luck!
I am working on a project which will involve http live media streaming from a variety of devices like android phones/tablets, iphone, ipad, browser,etc. It will be a 2 way communication for all the devices with multiple devices connected to a conversation. I have implemented it partially i.e. one way by capturing audio from android phone(native app) and streaming to a web browser(HTML5 app) with a PHP server using ffmpeg and cvlc. I wanted to know of the best way to go ahead about it. Like, if there are any standards to be followed. Also what kind of a server should I be using? I don't want to use any streaming servers like Red5. I would like to implement the streaming logic similar to Http LiveStreaming by apple. I have come across MPEG-DASH that seems to be a standard for http streaming. I still have to look deeper into it. I was also thinking of using NodeJS for its popularity with streaming. Another worry was how do I go about capturing of media from devices? As in, should I use the native capability of the devices to convert media into an mp4 or any container that it supports and then stream it to the server or capture audio and images for a particular period of time and then send it to server and create a common output(I am not really sure of this idea). The separate capture is basically for simplifying the process of video streaming from the server end to any device. I was also thinking if I could completely bypass the server in any cases like a phone to phone or phone to tablet connection.
I just wanted to be sure of the things I will be using/implementing so that I wouldn't have to make drastic changes later on. Any help is deeply appreciated. Thank you.