xuggler: no video in encoded 3gp file - ffmpeg

i am trying to encode videos into 3gp format using xuggler, i somehow got it to work, work as in the program stopped throwing errors and exceptions, but the new file that is created does not have any video. Now there is no error or exception for me to work with so i have stuck a wall.
EDIT: Note the audio is working as it shud.
This is the code for the main function where the listeners are configured
IMediaReader reader = ToolFactory.makeReader("/home/hp/mms/b.flv");
IMediaWriter writer = ToolFactory.makeWriter("/home/hp/mms/xuggle/a_converted.3gp", reader);
IMediaDebugListener debugListener = ToolFactory.makeDebugListener();
writer.addListener(debugListener);
ConvertVideo convertor = new ConvertVideo(new File("/home/hp/mms/b.flv"), new File("/home/hp/mms/xuggle/a_converted.3gp"));
// convertor.addListener(writer);
reader.addListener(writer);
writer.addListener(convertor);
while (reader.readPacket() == null)
;
And this is the code for the convertor that i wrote.
public ConvertVideo(File inputFile, File outputFile)
{
this.outputFile = outputFile;
reader = ToolFactory.makeReader(inputFile.getAbsolutePath());
reader.addListener(this);
}
private IVideoResampler videoResampler = null;
private IAudioResampler audioResampler = null;
#Override
public void onAddStream(IAddStreamEvent event)
{
if (writer == null)
{
writer = ToolFactory.makeWriter(outputFile.getAbsolutePath(), reader);
}
int streamIndex = event.getStreamIndex();
IStreamCoder streamCoder = event.getSource().getContainer().getStream(streamIndex).getStreamCoder();
if (streamCoder.getCodecType() == ICodec.Type.CODEC_TYPE_AUDIO)
{
streamCoder.setFlag(IStreamCoder.Flags.FLAG_QSCALE, false);
writer.addAudioStream(streamIndex, 0, 1, 8000);
}
else if (streamCoder.getCodecType() == ICodec.Type.CODEC_TYPE_VIDEO)
{
streamCoder.setFlag(IStreamCoder.Flags.FLAG_QSCALE, false);
streamCoder.setCodec(ICodec.findEncodingCodecByName("h263"));
writer.addVideoStream(streamIndex, 0, VIDEO_WIDTH, VIDEO_HEIGHT);
}
super.onAddStream(event);
}
// //
#Override
public void onVideoPicture(IVideoPictureEvent event)
{
IVideoPicture pic = event.getPicture();
if (videoResampler == null)
{
videoResampler = IVideoResampler.make(VIDEO_WIDTH, VIDEO_HEIGHT, pic.getPixelType(), pic.getWidth(), pic.getHeight(), pic.getPixelType());
}
IVideoPicture out = IVideoPicture.make(pic.getPixelType(), VIDEO_WIDTH, VIDEO_HEIGHT);
videoResampler.resample(out, pic);
IVideoPictureEvent asc = new VideoPictureEvent(event.getSource(), out, event.getStreamIndex());
super.onVideoPicture(asc);
out.delete();
}
#Override
public void onAudioSamples(IAudioSamplesEvent event)
{
IAudioSamples samples = event.getAudioSamples();
if (audioResampler == null)
{
audioResampler = IAudioResampler.make(1, samples.getChannels(), 8000, samples.getSampleRate());
}
if (event.getAudioSamples().getNumSamples() > 0)
{
IAudioSamples out = IAudioSamples.make(samples.getNumSamples(), samples.getChannels());
audioResampler.resample(out, samples, samples.getNumSamples());
AudioSamplesEvent asc = new AudioSamplesEvent(event.getSource(), out, event.getStreamIndex());
super.onAudioSamples(asc);
out.delete();
}
}
I just cant seem to figure out where the problem is. I wud be thankful if someone wud plz point me in the right direction.
EDIT: If i see the properties of my newly encoded video, its audio properties are set and its video properties are not i.e in video properties, dimension= 0 x 0, frame rate= N/A and codec= h.263. The problem here is the 0 x 0 dimension.

well i found the answer, well not exactly the answer but a way to do what i was doing. Right now i am not quiet sure why my code was not working but the hre u can find the solution that worked for me. the author here just makes a seperate resizer class, adds it as a listener to the reader,. It has the onPictureEvent method overridden. Then he makes another class MyVideoListener and overrides the onAddStream method and adds it as a listener to the writer. and then he links the two parts by adding writer as a listener to resizer. works like a a charm.

Related

VLCSharp Unity3D, video Streaming freezes but audio still working

I want to get a RTMP link and stream the video at my unity project but, and it works fine.... just 4 frames long cause after that it freezes, but audio stills playing.
For this code i´m using VSCode,Unity3D and the public example that the creators have on their github.
// This is the start, where i initialize things of course hahauhsuhs
void Start()
{
Core.Initialize(Application.dataPath);
_libVLC = new LibVLC();
PlayPause();
}
//Then here we have the method play and Pause, where we play Media Player and give him the media URL that works for a few frames.
private void PlayPause()
{
if (_mediaPlayer == null)
{
_mediaPlayer = new MediaPlayer(_libVLC);
}
if (_mediaPlayer.IsPlaying)
{
_mediaPlayer.Pause();
}
else
{
_isPlaying = true;
if (_mediaPlayer.Media == null)
{
// playing remote media
_mediaPlayer.Media = new Media(_libVLC, new Uri(URL));
}
_mediaPlayer.Play();
}
}
// This method will be execute every frame and do some crazy stuff that i can´t explane right now.
private void Update()
{
//A few checks before executing video
if (!_isPlaying) return;
if (URL.Equals(null)) URL = "http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/BigBuckBunny.mp4"; //if URL is null give the BigChungus Bunny video
//Execute Video
if (_tex == null)
{
// If received size is not null, it and scale the texture
uint i_videoHeight = 0;
uint i_videoWidth = 0;
_mediaPlayer.Size(0, ref i_videoWidth, ref i_videoHeight);
var texptr = _mediaPlayer.GetTexture(out bool updated);
if (i_videoWidth != 0 && i_videoHeight != 0 && updated && texptr != IntPtr.Zero)
{
Debug.Log("Creating texture with height " + i_videoHeight + " and width " + i_videoWidth);
_tex = Texture2D.CreateExternalTexture((int)i_videoWidth,
(int)i_videoHeight,
TextureFormat.RGBA32,
false,
true,
texptr);
RenderSettings.skybox.mainTexture = _tex;
}
}
else if (_tex != null)
{
var texptr = _mediaPlayer.GetTexture(out bool updated);
if (updated)
{
_tex.UpdateExternalTexture(texptr);
}
}
}
this is my first real question on stackover flow so this post can have some issues, I´m open for suggestion to improve it.
I found that the problem it´s with my stream server latency, and not with my unity project.
But still... there is a way to persist the video to play with high latency?

Simple alternative to VolumeSampleProvider that will have a left and right volume property

when playing trying to play audio in a chat application that I'm making I got the exception {"Source sample provider must be mono"} in this line var panProvider = new PanningSampleProvider(volumeProvider);
Code:
private void ReceiveUdpMessage(IAsyncResult ar)
{
try
{
byte[] bytesRead = UDPc.EndReceive(ar, ref ep);
var waveProvider = new BufferedWaveProvider(new WaveFormat(44100, 16, 2));
waveProvider.DiscardOnBufferOverflow = true;
waveProvider.AddSamples(bytesRead, 0, bytesRead.Length);
var volumeProvider = new VolumeSampleProvider(waveProvider.ToSampleProvider());
var panProvider = new PanningSampleProvider(volumeProvider);
mixer.AddMixerInput(panProvider);
UDPc.BeginReceive(new AsyncCallback(ReceiveUdpMessage), null);
}
catch(Exception ex)
{
}
UDPc.BeginReceive(new AsyncCallback(ReceiveUdpMessage), null);
}
I saw this answer Implementing Output audio panning with Naudio
but when mark answered in the comments:"I'd make a very simple alternative to VolumeSampleProvider that had a left and right volume property in that case".
he didn't elaborate and I'm new to this so have no idea what to do from here.
Does someone know what I'm supposed to do?
Thx

Xamarin Cam2 IOnImageAvailableListener's OnImageAvailable called twice causing

UPDATE: The initial question has been answered as to why the crashes happen but the lingering problem remains of why is the 'OnImageAvailable' callback called so may times? When it is called, I want to do stuff with the image, but whatever method I run at that time is called many times. Is this the wrong place to be using the resulting image?
I am using the sample code found here for a Xamarin Android implementation of the Android Camera2 API. My issue is that when the capture button is pressed a single time, the OnCameraAvalibleListener's OnImageAvailable callback gets called multiple times.
This is causing a problem because the image from AcquireNextImage needs to be closed before another can be used, but close is not called until the Run method of the ImageSaver class as seen below.
This causes these 2 errors:
Unable to acquire a buffer item, very likely client tried to acquire
more than maxImages buffers
AND
maxImages (2) has already been acquired, call #close before acquiring
more.
The max image is set to 2 by default, but setting it to 1 does not help. How do I prevent the callback from being called twice?
public void OnImageAvailable(ImageReader reader)
{
var image = reader.AcquireNextImage();
owner.mBackgroundHandler.Post(new ImageSaver(image, file));
}
// Saves a JPEG {#link Image} into the specified {#link File}.
private class ImageSaver : Java.Lang.Object, IRunnable
{
// The JPEG image
private Image mImage;
// The file we save the image into.
private File mFile;
public ImageSaver(Image image, File file)
{
if (image == null)
throw new System.ArgumentNullException("image");
if (file == null)
throw new System.ArgumentNullException("file");
mImage = image;
mFile = file;
}
public void Run()
{
ByteBuffer buffer = mImage.GetPlanes()[0].Buffer;
byte[] bytes = new byte[buffer.Remaining()];
buffer.Get(bytes);
using (var output = new FileOutputStream(mFile))
{
try
{
output.Write(bytes);
}
catch (IOException e)
{
e.PrintStackTrace();
}
finally
{
mImage.Close();
}
}
}
}
The method OnImageAvailable can be called again as soon as you leave it if there is another picture in the pipeline.
I would recommend calling Close in the same method you are calling AcquireNextImage. So, if you choose to get the image directly from that callback, then you have to call Close in there as well.
One solution involved grabbing the image in that method and close it right away.
public void OnImageAvailable(ImageReader reader)
{
var image = reader.AcquireNextImage();
try
{
ByteBuffer buffer = mImage.GetPlanes()[0].Buffer;
byte[] bytes = new byte[buffer.Remaining()];
buffer.Get(bytes);
// I am not sure where you get the file instance but it is not important.
owner.mBackgroundHandler.Post(new ImageSaver(bytes, file));
}
finally
{
image.Close();
}
}
The ImageSaver would be modified to accept the byte array as first parameter in the constructor:
public ImageSaver(byte[] bytes, File file)
{
if (bytes == null)
throw new System.ArgumentNullException("bytes");
if (file == null)
throw new System.ArgumentNullException("file");
mBytes = bytes;
mFile = file;
}
The major downside of this solution is the risk of putting a lot of pressure on the memory as you basically save the images in memory until they are processed, one after another.
Another solution consists in acquiring the image on the background thread instead.
public void OnImageAvailable(ImageReader reader)
{
// Again, I am not sure where you get the file instance but it is not important.
owner.mBackgroundHandler.Post(new ImageSaver(reader, file));
}
This solution is less intensive on the memory; but you might have to increase the maximum number of images from 2 to something higher depending on your needs. Again, the ImageSaver's constructor needs to be modified to accept an ImageReader as a parameter:
public ImageSaver(ImageReader imageReader, File file)
{
if (imageReader == null)
throw new System.ArgumentNullException("imageReader");
if (file == null)
throw new System.ArgumentNullException("file");
mImageReader = imageReader;
mFile = file;
}
Now the Run method would have the responsibility of acquiring and releasing the Image:
public void Run()
{
Image image = mImageReader.AcquireNextImage();
try
{
ByteBuffer buffer = image.GetPlanes()[0].Buffer;
byte[] bytes = new byte[buffer.Remaining()];
buffer.Get(bytes);
using (var output = new FileOutputStream(mFile))
{
try
{
output.Write(bytes);
}
catch (IOException e)
{
e.PrintStackTrace();
}
}
}
finally
{
image?.Close();
}
}
I too facing this issue for longer time and tried implementing #kzrytof's solution but didn't helped well as expected but found the way to get the onImageAvailable to execute once.,
Scenario: When the image is available then the onImageAvailable method is called right?
so, What I did is after closing the image using image.close(); I called the imagereader.setonImageAvailableListener() and made the listener = null. this way I stopped the execution for second time.,
I know, that your question is for xamarin and my below code is in native android java but the method and functionalities are same, so try once:
#Override
public void onImageAvailable(ImageReader reader) {
final Image image=imageReader.acquireLatestImage();
try {
if (image != null) {
Image.Plane[] planes = image.getPlanes();
ByteBuffer buffer = planes[0].getBuffer();
int pixelStride = planes[0].getPixelStride();
int rowStride = planes[0].getRowStride();
int rowPadding = rowStride - pixelStride * width;
int bitmapWidth = width + rowPadding / pixelStride;
if (latestBitmap == null ||
latestBitmap.getWidth() != bitmapWidth ||
latestBitmap.getHeight() != height) {
if (latestBitmap != null) {
latestBitmap.recycle();
}
}
latestBitmap.copyPixelsFromBuffer(buffer);
}
}
catch(Exception e){
}
finally{
image.close();
imageReader.setOnImageAvailableListener(null, svc.getHandler());
}
// next steps to save the image
}

Android crop intent doesn't work on system gallery app but works on 3rd-party app

I try to pick an image from sdcard and then crop it.
ACTION_PICK is OK, but when i call ACTION_CROP, my system gallery app (I call it as A) can't done the action, but another app (B) can.
I tried the following cases:
1/ Pick by A and then crop by A => pick OK, crop fail
2/ Pick by B and then crop by A => the same as first case.
3/ Pick by A and then crop by B => every things OK.
4/ Pick by B and then crop by B => every things OK.
So my temporary conclusion is: my system app can't do the crop action with my code (may be i forgot something). Here is my code:
ACTION_PICK:
public Intent galleryIntent() {
Intent galleryIntent = new Intent(Intent.ACTION_PICK);
galleryIntent.setType("image/*");
galleryIntent.putExtra("return-data", true);
return galleryIntent;
}
ACTION_CROP:
public Intent cropIntent(Uri inUri, int outputX, int outputY,
boolean isScale) {
Intent cropIntent = new Intent("com.android.camera.action.CROP");
cropIntent.setDataAndType(inUri, "image/*");
cropIntent.putExtra("crop", "true");
cropIntent.putExtra("aspectX", outputX);
cropIntent.putExtra("aspectY", outputY);
cropIntent.putExtra("outputX", outputX);
cropIntent.putExtra("outputY", outputY);
cropIntent.putExtra("scale", isScale);
cropIntent.putExtra("return-data", true);
return cropIntent;
}
My onActivityResult method
#Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
if (resultCode == RESULT_OK) {
switch (requestCode) {
case REQUEST_CODE_GALLERY:
imageUri = data.getData();
startActivityForResult(cropIntent(imageUri,
500, 500, true), REQUEST_CODE_CROP);
break;
case REQUEST_CODE_CROP:
Bundle extras = data.getExtras();
Bitmap tempBitmap = extras.getParcelable("data");
imgvMain.setImageBitmap(null);
imgvMain.setImageBitmap(tempBitmap);
break;
}
} else {
imageUri = null;
}
}
Am i missing somethings?
Thank for your attention!
I use this code successfully for Android 2.2 and up:
It opens a selection of apps that can get image files e.g. the Gallery app. If the selected app can crop, it will also do so.
The cropped image will be saved to the supplied temp file.
(note the small difference for KITKAT).
Intent intent = new Intent();
intent.setType("image/*");
intent.putExtra("crop", "true");
intent.putExtra("outputX", Constants.IMAGE_WIDTH);
intent.putExtra("outputY", Constants.IMAGE_HEIGHT);
intent.putExtra("aspectX", 1);
intent.putExtra("aspectY", 1);
intent.putExtra("scale", true);
intent.putExtra("scaleUpIfNeeded", true);
intent.putExtra(MediaStore.EXTRA_OUTPUT, Uri.fromFile(<a temp file created somewhere>));
intent.putExtra("outputFormat", Bitmap.CompressFormat.PNG.toString());
if (Build.VERSION.SDK_INT < Build.VERSION_CODES.KITKAT)
{
intent.setAction(Intent.ACTION_GET_CONTENT);
}
else
{
intent.setAction(Intent.ACTION_PICK);
intent.setData(android.provider.MediaStore.Images.Media.EXTERNAL_CONTENT_URI);
}
startActivityForResult(intent, RESULT_CROP);
EDIT:
I ended up using custom cropping using: https://github.com/biokys/cropimage. It was very easy and I had no more troubles with cropping :-)
I checked the logs by filtering with gallery3d and found out that the stock app is not getting permission to access the uri. Hence it's behaving unexpectedly. That behaviour is different for different platforms.
Solution:
get the uri of the selected image in onActivityResult() for intent ACTION_PICK.
save the image temporarily.
create new URI from the saved image.
pass the new URI to com.android.camera.action.CROP.
Sample code: (Dont copy paste. for simplicity ,I have removed the error checks and async tasks.)
public void pickCroppedPhoto(){
Intent photoPickerIntent = new Intent(Intent.ACTION_PICK);
photoPickerIntent.setType("image/*");
photoPickerIntent.putExtra("crop", "true");
populateCropExtras(activity, photoPickerIntent);
startActivityForResult(photoPickerIntent , REQUEST_CODE_PICK);
}
#Override
protected void onActivityResult(int requestCode, int resultCode, final Intent data) {
if (requestCode == REQUEST_CODE_PICK ) {
File mainImage = saveUriInFile( this,
data.getData(),
getTempFileForMainImage());
if (null == mainImage) {
handleImageSelectionFailure();
}else {
try {
Uri mainFileUri = Uri.fromFile(mainImage);
performCrop(this,mainFileUri);
}catch(Exception e){
handleImageSelectionFailure();
}
}
}else if ( requestCode == PIC_CROP ){
postImageSelection(data.getData());
}
}
Here is my performCrop code which is similar to that of the question.
public static boolean performCrop(Activity activity, Uri picUri) {
try {
Intent cropIntent = new Intent("com.android.camera.action.CROP");
// indicate image type and Uri
cropIntent.setDataAndType(picUri, "image/*");
if (populateCropExtras(activity, cropIntent)) return false;
activity.startActivityForResult(cropIntent, PIC_CROP);
return true;
}
// respond to users whose devices do not support the crop action
catch (ActivityNotFoundException anfe) {
String errorMessage = "Device doesn't support crop!";
Log.w(PhotoPickerUtil.class.getCanonicalName(), errorMessage);
return false;
}catch (IOException ioe){
String errorMessage = "Error while getting temporary file from external storage";
Log.w(PhotoPickerUtil.class.getCanonicalName(), errorMessage);
return false;
}
}
private static void populateCropExtras(Activity activity, Intent cropIntent) throws IOException { {
// set crop properties
cropIntent.putExtra("crop", "true");
// indicate output X and Y
cropIntent.putExtra("outputX", 300);
cropIntent.putExtra("outputY", 300);
// indicate aspect of desired crop
cropIntent.putExtra("aspectX", 1);
cropIntent.putExtra("aspectY", 1);
cropIntent.putExtra("outputFormat", Bitmap.CompressFormat.PNG.toString());
Uri tempUri = Uri.fromFile(getTempFile(activity));
cropIntent.putExtra("output", tempUri);
}

Transition of images in Windows Forms Picture box

I'm new to Windows Forms, in my project, i need to change the image in the picture box at runtime. I'm able to do that with the help of a timer. The picture just gets changed. Is it possible to do some transitions when image changes, for example fade in, fade out, blur etc.. If possible could some one please let me know how to do it. I searched in net but in vain.Thanks in advance.
Varun
Simply take new code file and paste below code in it
an original answer for the similar question, answer taken from another question
Answer
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Windows.Forms;
public class BlendPanel : Panel
{
private Image mImg1;
private Image mImg2;
private float mBlend;
public BlendPanel()
{
SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer, true);
}
public Image Image1
{
get { return mImg1; }
set { mImg1 = value; Invalidate(); }
}
public Image Image2
{
get { return mImg2; }
set { mImg2 = value; Invalidate(); }
}
public float Blend
{
get { return mBlend; }
set { mBlend = value; Invalidate(); }
}
protected override void OnPaint(PaintEventArgs e)
{
if (mImg1 == null || mImg2 == null)
e.Graphics.FillRectangle(new SolidBrush(this.BackColor), new Rectangle(0, 0, this.Width, this.Height));
else
{
Rectangle rc = new Rectangle(0, 0, this.Width, this.Height);
ColorMatrix cm = new ColorMatrix();
ImageAttributes ia = new ImageAttributes();
cm.Matrix33 = mBlend;
ia.SetColorMatrix(cm);
e.Graphics.DrawImage(mImg2, rc, 0, 0, mImg2.Width, mImg2.Height, GraphicsUnit.Pixel, ia);
cm.Matrix33 = 1F - mBlend;
ia.SetColorMatrix(cm);
e.Graphics.DrawImage(mImg1, rc, 0, 0, mImg1.Width, mImg1.Height, GraphicsUnit.Pixel, ia);
}
base.OnPaint(e);
}
}
Build your project. You can now drop a BlendPanel from the top of the toolbox onto your form. Here's a sample program that uses it:
private float mBlend;
private int mDir = 1;
public int count = 0;
public Bitmap[] pictures;
public void myPhoto()
{
pictures = new Bitmap[9];
pictures[0] = new Bitmap(#"Library Images\cf3.jpg");
pictures[1] = new Bitmap(#"Library Images\cf4.jpg");
pictures[2] = new Bitmap(#"Library Images\l1.JPG");
pictures[3] = new Bitmap(#"Library Images\l2.JPG");
pictures[4] = new Bitmap(#"Library Images\l3.JPG");
pictures[5] = new Bitmap(#"Library Images\l4.JPG");
pictures[6] = new Bitmap(#"Library Images\l5.JPG");
pictures[7] = new Bitmap(#"Library Images\l6.JPG");
pictures[8] = new Bitmap(#"Library Images\l7.JPG");
timer1.Interval = 50; //time of transition
timer1.Tick += BlendTick;
try
{
blendPanel1.Image1 = pictures[count];
blendPanel1.Image2 = pictures[++count];
}
catch
{
}
timer1.Enabled = true;
}
private void BlendTick(object sender, EventArgs e)
{
mBlend += mDir * 0.02F;
if (mBlend > 1)
{
mBlend = 0.0F;
if ((count + 1) < pictures.Length)
{
blendPanel1.Image1 = pictures[count];
blendPanel1.Image2 = pictures[++count];
}
else
{
blendPanel1.Image1 = pictures[count];
blendPanel1.Image2 = pictures[0];
count = 0;
}
}
blendPanel1.Blend = mBlend;
}
You'll need to modify the new Bitmap(#"yourimagePath"); calls. Build and run. You should see the displayed image smoothly morph from your first image to your second image without any flickering.
I hope it helps for other...
There is no built-in support for such effects, but you can implement them. I'd suggest to write a custom control that renders the image and have a method for fade-swap, fade itself can be reached with alpha-blending drawing with .NET Graphics class.
However, Graphics class isn't very fast, I don't recommend to use this technique for big images. If you need some fancy UI with hw-accelerated effects, take a look at WPF.
Blend effects are easy to get going by using the ColorMatrix class. There's a good example available in my answer in this thread.
A simple way to get a blur is to resize the image, making it smaller, then redraw it back, making it larger. The Graphics.InterpolationMode property affects the type of blur you'll get.
Those are quicky do-it-yourself solutions. Any decent graphics library has these kind of operations built-in. You probably want something free, check out ImageMagick.NET
To put it simply, not without external (3rd-party) libraries.

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