I would like to send, in real time, the microphone stream of the Hololens (first generation) to a PC. I am using the MicrophoneTransmitter.cs from the VoiceChat example, that I modified to send the stream using a UDP socket. On the PC side, I use NAudio to hear it. The NAudio receiver is set at 48000 Hz, 32 bits, 1 channel (I retrieved these information from MicrophoneTransmitter.cs).
The communication works and I receive the packets on the PC. However, there is a lot of (what looks like) background noise. There is no such noise when I stream the microphones over the web portal of the Hololens. It also slows down the Hololens app.
I am not familiar with audio processing.
Is there someone who already did something similar?
WebRTC supports sending audio and video streams over a network between HoloLens and PCs. You might be able to leverage the MixedReality-WebRTC codebase. It supports some echo cancellation, noise reduction, etc.
Related
I want to implement a live stream captures from mobile phone camera or captures from display screen and I use .NetCore and WebRTC and ffmpeg to have a hls live stream on the sever and broadcast it through the http to multi users.
The schematics looklike this:
WebRTC (camera/display screen) ==> .NetCore Server ==> FFMPEG (Transcoding) ==> HLS Stream
I read some articles, but I don't know how can I send data from webrtc and receive it with asp.net.
How can I implement this structure?
Does that structure a right structure in terms of cost or this solution can't be right?
Can anyone help me about having live recording and broadcasting stream?
I'm working on living Stream to server in UWP using MediaCapture, but I can't find any useful solution about it.
Microsoft's library, but it only supports Azure.
https://github.com/MicrosoftDX/AzureRTMPIngestLib
I can play RTMP live video streaming from server but can't send video streaming to server, I want to know if there has any solution or library can send RTMP live streaming in UWP?
Following example below uses STSP. I've tested this example on a local network with using ipv4 addresses of two different computers. These computers are transmitting and receiving data at the same time to each other. Client and server sides of your app have to support the same protocol. And it gives too much properties about video recording and streaming processes.
Real-time communication sample
A simple end-to-end video call client that demonstrates the low latency mode of the Windows Runtime capture engine. This is enabled using the msRealTime the video tag or RealTimePlayback on the MediaElement. The sample uses a custom network source and a custom sink extension to send and receive captured audio and video data between two computers.
A demonstration of the end-to-end latency of video captured using the Media Capture API and displayed using a video and MediaElement with low latency mode enabled. Two output windows are displayed. The first shows a camera preview window of the raw output from your camera. The second is a local host client window that shows the video from the camera when compressed, streamed, and received over machine's loopback network interface. This window demonstrates the end-to-end latency of video captured, streamed to, and displayed by a remote client minus network latency.
Now it's your turn. Please inform us about results.
I'm trying to generate a live video stream and surface it via a UPnP framework.
I'm using the UPnP framework that was originally developed by intel available here. It seems to have rolled it's own lightweight webserver. I'm using FFMPEG to generate my video stream from images, I can set it up to feed it frames on a timer. But how I manage the data that's generated? How do I use send an HTTP response that could be a stream of unlimited length?
Is there a well worn technology to do this that I'm not aware of?
Any input would be great.
https://trac.ffmpeg.org/wiki/StreamingGuide possibly ffmpeg could listen on a tcp port, though that would require you to restart ffmpeg each time a client exits...and would only serve one client at a time. If you want more than one client at a time you would have to use some type of real server...
My task is to pick up a video stream from an AXIS M1011 IP-camera and relay it to multiple clients with a REST web service.
The reason I'm using such a thing is because the camera can hold only up to 15-20 connections, and will have a bit more. Also there is some security and authentication issues, some additional features and so on. Basically the ideal thing is to have a "singlton" video streaming from the camera relayed to multiple clients.
The camera can stream MJPEG and H.264 stream and static images. I'm having troubles capturing the H.264 stream or MJPEG with the service. Since the H.264 stream is served via RTSP protocol, and the MJPEG has poor compression and I'm not clear how to resend it to the client.
So one of my ideas is to pull the current static image, for example, 25 times a second and somehow create an H.264 stream which would be streamed to the user. Is there any way to create one H.264 stream object which would be shown to all clients or not? Because what would a new client see if he connects later is the stream from the start of capturing. Does that mean I should start separate encoding processes for every connected client? That sounds like it is resource-hungry solution (reading and encoding images).
What would be the best path to take for this? Every advice would be a great help, code snippets even better.
Tnx in advance.
A client of ours has a mobile web cam placed in a forest that is streaming video on a public IP address. Since the web cam has a limited bandwidth (and it is streaming with a format that often requires clients to install a codec), the stream needs to be re-broadcast by a server on a landline, preferably as streaming FLV.
What components can be used to write a client/server that can do this? It would be written using C#.
(Software solutions would be fine too, but we're on a limited budget so it can't be something very expensive...)
What's the format that the camera is sending you?
Rebroadcasting is easy using off-the-shelf servers - which means no programming as such, no C#.
camera -> ffserver -> flash players
ffserver is part of ffmpeg.