I need to get the duration of an mp4 file, preferably as a double in seconds. I was using DirectShow (see code below), but it keeps throwing a particularly unhelpful error. I'm wondering if someone has an easy solution to this. (Seriously, who knew that getting that information would be so difficult)
public static void getDuration(string moviePath)
{
FilgraphManager m_objFilterGraph = null;
m_objFilterGraph = new FilgraphManager();
m_objFilterGraph.RenderFile(moviePath);
IMediaPosition m_objMediaPosition = null;
m_objMediaPosition = m_objFilterGraph as IMediaPosition;
Console.WriteLine(m_objMediaPosition.Duration);
}
Whenever I run this code, I get the error: "Exception from HRESULT: 0x80040265"
I also tried using this: Getting length of video
but it doesn't work either because I don't think that it works on MP4 files.
Seriously, I feel like there has to be a much easier way to do this.
Note: I would prefer to avoid using exe's like ffmpeg and then parsing the output to get the information.
You are approaching the problem correctly. You need to build a good pipeline starting from source .MP4 file and up to video and audio renderers. Then IMediaPosition.Duration will get you what you want. Currently you are getting VFW_E_UNSUPPORTED_STREAM because you cannot build the pipeline.
Note that there is no good support for MPEG-4 in DirectShow in clean Windows, you need a third party parser installed to add missing blocks. This is the likely cause of your problem. There are good Free DirectShow Mpeg-4 Filters available to fill this gap.
The code sample under the link Getting length of video is basically valid too, however it uses deprecated component which in additional make additional assumptions onto the media file in question. Provided that there is support for .MP4 in the system, IMediaPosition.Duration is to give you what you look for.
You can use get_Duration() from IMediaPosition interface.
This return a double value with the video duration in seconds.
Double Lenght;
m_FilterGraph = new FilterGraph()
//Configure the FilterGraph()
m_mediaPosition = m_FilterGraph as IMediaPosition;
m_mediaPosition.get_Duration(out Length);
Using Windows Media Player Component also, we can get the duration of the video.
I hope that following code snippet may help you guys :
using WMPLib;
// ...
var player = new WindowsMediaPlayer();
var clip = player.newMedia(filePath);
Console.WriteLine(TimeSpan.FromSeconds(clip.duration));
and don't forget to add the reference of wmp.dll which will be
present in System32 folder.
Related
Hey everyone just trying to make a program that browses video files and reads the title and description from the files metadata. I found some docs from microsoft here giving whats needed but how do I access these functions? what using namespaces are needed in c#? I would love any help that can be provided.
In that link you posted, scroll to the bottom and click "Shell Metadata Providers". There's more more information and some sample C++ code.
Here are some other relevant links:
Reading/Writing metadata of audio/video files
http://www.codeproject.com/Articles/14535/Accessing-WMF-metadata-with-C
https://social.msdn.microsoft.com/Forums/pt-BR/0f36a3b2-4d3d-4842-88a4-bea493bbbace/read-video-filemov-avi-mpg-etc-meta-data?forum=csharpgeneral
https://web.archive.org/web/20170225230114/https://stackoverflow.com/questions/7396265/c-sharp-to-read-properties-of-video-files
Sorry I can't give you anything more concrete, however it looks like some tag libraries (i.e. for reading MP3 metadata) may work as well, as the metadata for videos seems to be stored in a similar, if not identical, format. That being said, you can give TagLib# a shot.
https://www.nuget.org/packages/taglib/
I've made a simple C# code (portable to Unity, too) csatomreader. It's optimized for speed and can read the atoms over HTTP, too.
E.g. Get title:
using (FileStream stream = new FileStream(fileName, FileMode.Open))
{
var mp4Reader = new AtomReader(stream);
string value = mp4Reader.GetMetaAtomValue(AtomReader.TitleTypeName);
Console.WriteLine($"{atomTypeName}: {value}");
}
If you need to get more metadata values at once, then iterate over ParseAtoms(), e.g. see the GetMetaAtomValue() source.
I have a task of generating video from a sequence of images in my app and while searching for that i found out that FFMPEG is able to do that.Can anyone provide me any tutorial or link which can guide me in right direction.I am a newbiew in this so please help appropriately guys.
Will appreciate any sort of help
I could not manage to get the above example to work. However I did find another library that works amazingly well once. Try via NuGet "accord.extensions.imaging.io", then I wrote the following little function:
private void makeAvi(string imageInputfolderName, string outVideoFileName, float fps = 12.0f, string imgSearchPattern = "*.png")
{ // reads all images in folder
VideoWriter w = new VideoWriter(outVideoFileName,
new Accord.Extensions.Size(480, 640), fps, true);
Accord.Extensions.Imaging.ImageDirectoryReader ir =
new ImageDirectoryReader(imageInputfolderName, imgSearchPattern);
while (ir.Position < ir.Length)
{
IImage i = ir.Read();
w.Write(i);
}
w.Close();
}
It reads all images from a folder and makes a video out of them.
If you want to make it nicer you could probably read the image dimensions instead of hard coding, but you got the point.
http://electron.mit.edu/~gsteele/ffmpeg/
http://www.codeproject.com/Articles/7388/A-Simple-C-Wrapper-for-the-AviFile-Library
http://ffmpeg.org/ffmpeg.html -> search for For creating a video from many images:
All the links are from this question on SO
Link related to FFMPEG in .net (From this question);
FFMpeg.NET
FFMpeg-Sharp
FFLib.NET
http://ivolo.mit.edu/post/Convert-Audio-Video-to-Any-Format-using-C.aspx
Other resources
Expression Encoder
VLC
I bit late but I have made a tutorial on how I solved my similar problem if you did not succeed yet: Image sequence to video stream?
Same question asked here.
The answer there points to here, which is not exactly what you're doing, but is easily configurable to do the job.
I know there are lots of question like this.
But I don't want to use the Windows media encoder 9 because it's a problem to get one, and then it is no longer supported.
I know that, one possibility is to capture lots of screenshots and create a video with ffmpeg but I don't want use third party executables.
Is there are a .net only solution?
the answer is the Microsoft Expression Encoder. It is according to my opinion the easiest way to record something on vista and windows 7
private void CaptureMoni()
{
try
{
Rectangle _screenRectangle = Screen.PrimaryScreen.Bounds;
_screenCaptureJob = new ScreenCaptureJob();
_screenCaptureJob.CaptureRectangle = _screenRectangle;
_screenCaptureJob.ShowFlashingBoundary = true;
_screenCaptureJob.ScreenCaptureVideoProfile.FrameRate = 20;
_screenCaptureJob.CaptureMouseCursor = true;
_screenCaptureJob.OutputScreenCaptureFileName = string.Format(#"C:\test.wmv");
if (File.Exists(_screenCaptureJob.OutputScreenCaptureFileName))
{
File.Delete(_screenCaptureJob.OutputScreenCaptureFileName);
}
_screenCaptureJob.Start();
}
catch(Exception e) { }
}
Edit Based on Comment Feedback:
A developer by the name baSSiLL has graciously shared a repository that has a screen recording c# library as well as a sample project in c# that shows how it can be used to capture the screen and mic.
Starting a screen capture using the sample code is as straight forward as:
recorder = new Recorder(_filePath,
KnownFourCCs.Codecs.X264, quality,
0, SupportedWaveFormat.WAVE_FORMAT_44S16, true, 160);
_filePath is the path of the file I'd like to save the video to.
You can pass in a variety of codecs including AVI, MotionJPEG, X264, etc. In the case of x264 I had to install the codec on my machine first but AVI works out of the box.
Quality only comes into play when using AVI or MotionJPEG. The x264 codec manages its own quality settings.
The 0 above is the audio device I'd like to use. The Default is zero.
It currently supports 2 wave formats. 44100 at 16bit either stereo or mono.
The true parameter indicates that I want the audio encoded into mp3 format. I believe this is required when choosing x264 as the uncompressed audio combined in a .mp4 file would not play back for me.
The 160 is the bitrate at which to encode the audio.
~~~~~
To stop the recording you just
recorder.Dispose();
recorder = null;
Everything is open source so you can edit the recorder class and change dimensions, frames per second, etc.
~~~~
To get up and running with this library you will need to either download or pull from the github / codeplex libraries below. You can also use NuGet:
Install-Package SharpAvi
Original Post:
Sharp AVI:
https://sharpavi.codeplex.com/
or
https://github.com/baSSiLL/SharpAvi
There is a sample project within that library that has a great screen recorder in it along with a menu for settings/etc.
I found Screna first from another answer on this StackoverFlow question but I ran into a couple issues involving getting Mp3 Lame encoder to work correctly. Screna is a wrapper for SharpAVI. I found by removing Screna and going off of SharpAvi's sample I had better luck.
My objective is this: to allow users of my .NET program to choose their own .wav files for sound effects. These effects may be played simultaneously. NAudio seemed like my best bet.
I decided to use WaveMixerStream32. One early challenge was that my users had .wav files of different formats, so to be able to mix them together with WaveMixerStream32, I needed to "normalize" them to a common format. I wasn't able to find a good example of this to follow so I suspect my problem is a result of my doing this part wrong.
My problem is that when some sounds are played, there are very noticeable "clicking" sounds at their end. I can reproduce this myself.
Also, my users have complained that sometimes, sounds aren't played at all, or are "scratchy" all the way through. I haven't been able to reproduce this in development but I have heard this for myself in our production environment.
I've played the user's wav files myself using Windows Media and VLC, so I know the files aren't corrupt. It must be a problem with how I'm using them with NAudio.
My NAudio version is v1.4.0.0.
Here's the code I used. To set up the mixer:
_mixer = new WaveMixerStream32 { AutoStop = false, };
_waveOutDevice = new WaveOut(WaveCallbackInfo.NewWindow())
{
DeviceNumber = -1,
DesiredLatency = 300,
NumberOfBuffers = 3,
};
_waveOutDevice.Init(_mixer);
_waveOutDevice.Play();
Surprisingly, if I set "NumberOfBuffers" to 2 here I found that sound quality was awful, with audible "ticks" occurring several times a second.
To initialize a sound file, I did this:
var sample = new AudioSample(fileName);
sample.Position = sample.Length; // To prevent the sample from playing right away
_mixer.AddInputStream(sample);
AudioSample is my class. Its constructor is responsible for the "normalization" of the wav file format. It looks like this:
private class AudioSample : WaveStream
{
private readonly WaveChannel32 _channelStream;
public AudioSample(string fileName)
{
MemoryStream memStream;
using (var fileStream = File.OpenRead(fileName))
{
memStream = new MemoryStream();
memStream.SetLength(fileStream.Length);
fileStream.Read(memStream.GetBuffer(), 0, (int)fileStream.Length);
}
WaveStream originalStream = new WaveFileReader(memStream);
var pcmStream = WaveFormatConversionStream.CreatePcmStream(originalStream);
var blockAlignReductionStream = new BlockAlignReductionStream(pcmStream);
var waveFormatConversionStream = new WaveFormatConversionStream(
new WaveFormat(44100, blockAlignReductionStream.WaveFormat.BitsPerSample, 2), blockAlignReductionStream);
var waveOffsetStream = new WaveOffsetStream(waveFormatConversionStream);
_channelStream = new WaveChannel32(waveOffsetStream);
}
Basically, the AudioSample delegates to its _channelStream object. To play an AudioSample, my code sets its "Position" to 0. This code that does this is marshalled onto the UI thread.
This almost works great. I can play multiple sounds simultaneously. Unfortunately the sound quality is bad as described above. Can anyone help me figure out why?
Some points in response to your question:
Yes, you have to have all inputs at the same sample rate before you feed them into a mixer. This is simply how digital audio works. The ACM sample rate conversion provided by WaveFormatConversion stream isn't brilliant (has no aliasing protection). What sample rates are your input files typically at?
You are passing every input through two WaveFormatConversionStreams. Only do this if it is absolutely necessary.
I'm surprised that you are getting bad sound with NumberOfBuffers=2, which is now the default in NAudio. Have you been pausing and resuming, because there was a bug where a buffer could get dropped (fixed in the latest and will be fixed for NAudio 1.4 final)
A click at the end of a file can just mean it doesn't end on a zero sample. You would have to add a fade out to eliminate this (a lot of media players do this automatically)
Whenever you are troubleshooting a bad sound issue, I always recommend using WaveFileWriter to convert your WaveStream into a WAV file (taking care not to produce a never ending file!), so you can listen to it in another media player. This allows you to quickly determine whether it is your audio processing that is causing the problem, or the playback itself.
I'm trying to make a video out of a folder full of jpeg files. I tried Google, and everybody is stuck with this. I have downloaded the WM SDK and the Encoder, but since the moment I don't know their object model I cant do much.
Does somebody here have some code WORKING about how to create a WMV or an AVI or a MPEG video file out of a folder full of jpegs? (In C#)
I can see on the answers that apparently there is no way to do it from C#, just using a third party. I will check your suggestions.
Take a look at Corinna John's AVIFile wrapper. I used it in the AVI output plugin for Cropper.
VirtualDub is capable of making a video out of several image files. Here's a quite overview of how to do it.
FFMPEG, as CptSkippy mentioned, also has this feature.
See the AVBlocks Slideshow sample. It creates a video (like MP4) from images. The input is a series of JPEG images. The output is configured with an AVBlocks preset.
Try via NuGet "accord.extensions.imaging.io", then I wrote the following little function:
private void makeAvi(string imageInputfolderName, string outVideoFileName, float fps = 12.0f, string imgSearchPattern = "*.png")
{ // reads all images in folder
VideoWriter w = new VideoWriter(outVideoFileName,
new Accord.Extensions.Size(480, 640), fps, true);
Accord.Extensions.Imaging.ImageDirectoryReader ir =
new ImageDirectoryReader(imageInputfolderName, imgSearchPattern);
while (ir.Position < ir.Length)
{
IImage i = ir.Read();
w.Write(i);
}
w.Close();
}
It reads all images from a folder and makes a video out of them.
If you want to make it nicer you could probably read the image dimensions instead of hard coding, but you got the point.
Have you considered using FFMPEG? I've used it to create thumbnails from video in several projects.
I finally settled on Splicer. Free, simple to use, and it works. More info at Working way to make video from images in C#