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.
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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 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.
I'm trying to make a remote desktop app where user controls his pc from a webapp (as in logmein).
I achieved that with C# for the desktop part, and NodeJS for the webapp, the communication was made using Socket.IO.
My first attempt was capturing the screenshot (only 5 fps), then comparing it to the previous screenshot and sending only the difference in 8-bit image color which resulted - in a 800 * 600 resolution virtual desktop - in a 100kb first image, then from 5kb to 60Kb depending on the changes on the screen.
With my local machine controlling a virtualbox, everything was perfect, but when I hosted the webapp online, the result was catastrophic, an improbable lag was taking place.
After a few researches It turned out this kind of app was impossible to achieve with my way, and that I have to use a real-time protocol and make a live streaming out of the client screen.
My questions are :
Is there any free / open-source RTP libraries that is ready-to-use ?
How would-I transfer a live streaming from the desk app to the webapp since it's coming from the client side which has no open port ? I was thinking of another desktop app that will run on the server (hosting the webapp) and then it will stream the same content again, and then the webapp can simply display the content by acceding to the local ip with the RTP port, but this doesn't solve the mystery of transferring a live streaming from the client to the server ?
Is there any free / open-source RTP libraries that is ready-to-use ?
live555 - I've used and is excellent, but C++ so you would have to interop.
gstreamer - also native requiring interop.
Managed Media Aggregation I've not used but it is completely managed.
How would-I transfer a live streaming from the desk app to the webapp
since it's coming from the client side which has no open port ? I was
thinking of another desktop app that will run on the server (hosting
the webapp) and then it will stream the same content again, and then
the webapp can simply display the content by acceding to the local ip
with the RTP port, but this doesn't solve the mystery of transferring
a live streaming from the client to the server ?
This would be tricky. All the libraries above follow strict RTSP/RTP specification which requires opening a listening port on your host side, which is undoubtedly going to be behind a nat'd address. I would stick with each end being a client and reaching 'up' to your webservice. You also need to guarantee delivery of your frames (because your delivering incremental deltas) so RTP (which is traditionally over UDP) would be challenging.
Some thoughts
At the end of the day RTP is just a standardized 12 byte header and packetization rules for compressed media. It's not going to help with latency. The real benefit would allow you to connect to the endpoint with in a standards compliant way, like with a VLC client.
You could tune your sockets and that will help a bit but what I would focus on to be honest is compression and screen capture efficiency. What image compression are you using? VNC has traditionally used zlib and some others lossy like jpeg. The smaller you get those frames the better.
Also another thought which may help - Microsoft has an API for getting 'dirty screen areas'. It is called Desktop Duplication API and it performs incredibly fast. It is Win8 and up however.
All the best on your endeavor!
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...
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.