I've been playing with QTKit for a couple of days and I'm successfully able to record video data to a file from the camera using a QTCaptureSession and QTCaptureDeviceInput etc.
However what I want to do is send the data to another location, either over the network or to a different object within the same app (it doesn't matter) and then play the video data as if it were a stream.
I have a QTCaptureMovieFileOutput and I am passing nil as the file URL so that it doesn't actually record the data to the file (I'm only interested in the data contained in the QTSampleBuffer that is available via the delegate callback).
I have set a QTCompressionOptions object on the output specifying H264 Video and High Quality AAC Audio compression.
Each time I receive a call back, I append the data from the sample buffer into an NSMutableData object I have as an instance variable.
The problem I have is that no 'player' object in the QTKit framework seems capable of playing a 'stream' of video data. Am I correct in this assumption?
I tried creating a QTMovie object (to play in a QTMovieView) using my data instance variable but I get the error that the data is not a movie.
Am I approaching this issue from the wrong angle?
Previously I was using a QTCapturePreviewOutput which passes CVImageBufferRefs for each video frame. I was converting these frames into NSImages to display on a view.
While this gave the impression of streaming, it was slow and processor hungry.
How have other people conquered the streaming video problem?
Seems to me like you'd need to make a GL texture and then load the data into it on a per-frame basis. Everything about QTMovie seems to be based on pre-existing files, as far as my little mind can tell.
Related
I have an MFC based project that decodes some data and generates 16 bit 48000 Hz raw wav audio data
The program continuously generates wav audio data in real time
Are there any functions in MFC that will let me play back the audio data in the sound card? I have been googling around for a while and the consensus seems to be that MFC doesn't have this feature. I have also found this tutorial that shows how to playback a wav file using PlaySound() function, but it looks like it is only for wav files and even if it plays audio data in memory, that data has to be prepared in the form of a full wav file with all the header information, while I need to play back raw wav data generated in real time
I have also seen people suggest using Direct X, but I feel like something like this should be possible using basic windows library functions without having to use any other extra libraries. I also found this tutorial for creating and reading wav files in an MFC based project, but it's not really clear how to use it to play raw wav data in memory. This tutorial uses waveOutOpen() function to playbakc the wav file, and it looks like this is probably what I need, but I cannot find a simple tutorial that shows how to use it.
How do I playback raw wav audio in memory in an MFC Dialog based project? I am looking for something where I can specify pointer to the wav data, number of samples, bits and sampling frequency and the function would playback the wav data for me. A basic working example such as generating a sinewave and playing it back will be appreciated. If directx is the only way to do this then that's fine as well.
We're looking for a way to send per frame metadata (for example an ID) with H264 encoded frames from a server to a client.
We're currently developing a remote rendering application, where both client and server side are actively involved.
The server renders a high quality image with all effects, lighting etc.
The client also has model-informations and renders a diffuse image that is used when the bandwidth is too low or the images have to be warped in order to avoid stuttering .
So far we're encoding the frames on the server side with ffmpeg and streaming them with live555 to the client, who receives an rtsp-stream and decodes the frames again using ffmpeg.
For our application, we now need to send per frame metadata.
We want the client to tell the server where the camera is right now.
Ideally we'd be able to send the client's view matrix to the server, render the corresponding frame and send it back to the client together with its view matrix. So when the client receives a frame, we need to know exactly at what camera position the frame was rendered.
Alternatively we could also tag each view matrix with an ID, send it to the server, render the frame and tag it with the same ID and send it back. In this case we'd have to assign the right matrix to the frame again on the client side.
After several attempts to realize the above intent with ffmpeg we came to the conclusion that ffmpeg does not provide the required functionality. ffmpeg only provides a fix, predefined set of fields for metadata, that either cannot store a matrix or can only be set for every key frame, which is not frequently enough for our purpose.
Now we're considering using live555. So far we have an on demand Server, witch gets a VideoSubsession with a H264VideoStreamDiscreteFramer to contain our own FramedSource class. In this class we load the encoded AVPacket (from ffmpeg) and send its data-buffer over the network. Now we need a way to send some kind of metadata with every frame to the client.
Do you have any ideas how to solve this metadata problem with live555 oder another library?
Thanks for your help!
It seems this question was answered in the comments:
pipe the output of ffmpeg through a custom tool that embedded the data
in the 264 elementary stream via an SEI
Someone also gave the following answer, which was deleted a few years ago for dubious reasons (it is brief but does seem to contain sufficient information):
You can do so using MPEG-4. See details for MPEG-4 Part 14 for
details.
As you may know, when you record a video on a windows phone, it is saved as a .mp4. I want to be able to access the video file (even if it's only stored in isolated storage for the app), and manipulate the pixel values for each frame.
I can't find anything that allows me to load a .mp4 into an app, then access the frames. I want to be able to save the manipulated video as .mp4 file as well, or be able to share it.
Has anyone figured out a good set of steps to do this?
My guess was to first load the .mp4 file into a Stream object. From here I don't know what exactly I can do, but I want to get it into a form where I can iterate through the frames, manipulate the pixels, then create a .mp4 with the audio again once the manipulation is completed.
I tried doing the exact same thing once. Unfortunately, there are no publicly available libraries that will help you with this. You will have to write your own code to do this.
The way to go about this would be to first read up on the storage format of mp4 and figure out how the frames are stored there. You can then read the mp4, extract the frames, modify them and stitch them back in the original format.
My biggest concern is that the hardware might not be powerful enough to accomplish this in a sufficiently small amount of time.
I'm writing a DirectShow source filter which is registered as a CLSID_VideoInputDeviceCategory, so it can be seen as a Video Capture Device (from Skype, for example, it is viewed as another WebCam).
My source filter is based on the VCam example from here, and, for now, the filter produces the exact output as this example (random colored pixels with one Video output pin, no audio yet), all implemented in the FillBuffer() method of the one and only output pin.
Now the real scenario will be a bit more tricky - The filter uses a file handle to a hardware device, opened using the CreateFile() API call (opening the device is out of my control, and is done by a 3Party library). It should then read chunks of data from this handle (usually 256-512 bytes chunk sizes).
The device is a WinUSB device and the 3Party framework just "gives" me an opened file handle to read chunks from.
The data read by the filter is a *.mp4 file, which is streamed from the device to the "handle".
This scenario is equivalent to a source filter reading from a *.mp4 file on the disk (in "chunks") and pushing its data to the DirectShow graph, but without the ability to read the file entirely from start to end, so the file size is unknown (Correct?).
I'm pretty new to DirectShow and I feel as though I'm missing some basic concepts. I'll be happy if anyone can direct me to solutions\resources\explanations for the following questions:
1) From various sources on the web and Microsoft SDK (v7.1) samples, I understood that for an application (such as Skype) to build a correct & valid DirectShow graph (so it will render the Video & Audio successfully), the source filter pin (inherits from CSourceStream) should implement the method "GetMediaType". Depending on the returned value from this implemented function, an application will be able to build the correct graph to render the data, thus, build the correct order of filters. If this is correct - How would I implement it in my case so that the graph will be built to render *.mp4 input in chunks (we can assume constant chunk sizes)?
2) I've noticed the the FillBuffer() method is supposed to call SetTime() for the IMediaSample object it gets (and fills). I'm reading raw *.mp4 data from the device. Will I have to parse the data and extract the frames & time values from the stream? If yes - an example would b great.
3) Will I have to split the data received from the file handle (the "chunks") to Video & Audio, or can the data be pushed to the graph without the need to manipulate it in the source filter? If split is needed - How can it be done (the data is not continuous, and is spitted to chunks) and will this affect the desired implementation of "GetMediaType"?
Please feel free to correct me if I'm using incorrect terminology.
Thanks :-)
This is a good question. On the one hand this is doable, but there is some specific involved.
First of all, your filter registered under CLSID_VideoInputDeviceCategory category is expected to behave as a live video source. By doing so you make it discoverable by applications (such as Skype as you mentioned), and those applications will be attempting to configure video resolution, they expect video to go at real time rate, some applications (such as Skype) are not expecting compressed video such H.264 there or would just reject such device. You can neither attach audio right to this filter as applications would not even look for audio there (not sure if you have audio on your filter, but you mentioned .MP4 file so audio might be there).
On your questions:
1 - You would have a better picture of application requirement by checking what interface methods applications call on your filter. Most of the methods are implemented by BaseClasses and convert the calls into internal methods such as GetMediaType. Yes you need to implement it, and by doing so you will - among other - enable your filter to connect with downstream filter pins by trying specific media types you support.
Again, those cannot me MP4 chunks, even if such approach can work in other DirectShow graphs. Implementing a video capture device you should be delivering exactly video frames, preferably decompressed (well those could be compressed too, but you are going to immediately have compatibility issies with applications).
A solution you might be thinking of is to embed a fully featured graph internally to which you inject your MP4 chunks, then the pipelines parse those, decodes and delivers to your custom renderer, taking frames on which you re-expose them off your virtual device. This might be a good design, though assumes certain understanding of how filters work internally.
2 - Your device is typically treated as/expected to be a live source, which means that you deliver video in realtime and frames are not necessarily time stamped. So you can put times there and yes you definitely need to extract time stamps from your original media (or have it done by internal graph as mentioned in item 1 above), however be prepared that applications strip time stamps especially for preview purposes, since the source is "live".
3 - Getting back to audio, you cannot implement audio on the same virtual device. Well you can, and this filter might be even working in a custom built graph, but this is not going to work with applications. They will be looking for separate audio device, and if you implement such, they will instantiate it separately. So you are expected to implement both virtual video and virtual audio source, and implement internal synchronization behind the scenes. This is where timestamps will be important, by providing them correctly you will keep lip sync in live session to what it was originally on the media file you are streaming from.
I'm working on a media player using Media foundation. I want to support VOB files playback. However, media foundation currently does not support the VOB container. Therefore I wish to use DirectShow for the same.
My idea here is not to take an alternate path using a DirectsShow graph, but just grab a video frame and pass it to the same pipeline in media foundation. In media foundation, I have an 'IMFSourceReader' which simply reads frames from the video file. Is there a direct show equivalent, which just gives me the frames without needing to create a graph, start playback cycle, and then trying to extract frames from the renders pin? (To be more clear, does DirectsShow support an architecture wherein it could give me raw frames without actually having to play the video?)
I've read about ISampleGrabber but its deprecated and I think it won't fit my architecture. I've not worked on DirectShow before.
Thanks,
Mots
You have to build a graph and accept frames from the respective parser/demultiplexer filter which will read container and deliver individual frames on its output.
The playback does not have to be realtime, nor you need to fake painting those video frames somewhere. Once you get the data you need in Sample Grabber filter, or a customer filter, you can terminate pipeline with a Null Renderer. That is, you can arrange getting frames you need in a more or less convenient way.
You can use Monogram frame grabber filter to connect the VOB DS filter's output - it works great. See the comments there for how to connect the output to external application.