Best approach to get snapshot from UIVIew - ios

I'm making video from taking snapshots (30 times per sec), and I really need to find the best approach to get snapshot in the background thread with the best possible performance.
I have two approach in UIView extension
extension UIView {
func snapshotInMain(view: UIView) -> UIImage {
let render = UIGraphicsImageRenderer(size: view.bounds.size)
let image = render.image { (context) in
view.drawHierarchy(in: view.bounds, afterScreenUpdates: true)
}
return image
}
func snapShotInBackground(viewLayer: CALayer, viewBounds: CGRect) -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: viewBounds)
return renderer.image { rendererContext in
viewLayer.render(in: rendererContext.cgContext)
}
}
}
The first one snapshotInMaincompletely execute in main thread, it froze the app but the screenshot itself is taken faster and I have a smoother video from it
the second one snapShotInBackground, the layer and bounds are calculated in the main thread, but then will execute in background, but it's way slower from the the one that execute in main (first one).
it works like that
DispatchQueue.main.async {
let layer = self.selectedView.layer
let bounds = self.selectedView.bounds
DispatchQueue.global(qos: .background).async {
let image = self.selectedView.snapShotInBackground(viewLayer: layer, viewBounds: bounds)
}
}
My job is really depand on it, I'm pretty stuck here and really need help. please help me to find the best option possible. My main requests are
1- App should not freeze
2- The taking snapshot should be fast that I can do it 30 times per sec.
Thank you! Looking forward to your help

You can use a Timer to throttle the snapshots on the main thread. Here's an example
#objc
private func beginTapped() {
print("Start time \(Date.now)")
frameCount = 0
let timer = Timer.scheduledTimer(timeInterval: 0.03, target: self, selector: #selector(takeSnapshot), userInfo: nil, repeats: true)
DispatchQueue.main.asyncAfter(deadline: .now() + 5, execute: {
timer.invalidate()
print("Finished at \(Date.now) with \(self.frameCount) frames captured")
})
}
#objc
private func takeSnapshot() {
frameCount += 1
let render = UIGraphicsImageRenderer(size: selectedView.bounds.size)
let _ = render.image { (context) in
selectedView.drawHierarchy(in: selectedView.bounds, afterScreenUpdates: true)
}
}
which results in
Start time 2022-07-01 04:20:01 +0000
Finished at 2022-07-01 04:20:07 +0000 with 180 frames captured
Decreasing the timeInterval to 0.01 yields
Start time 2022-07-01 04:25:30 +0000
Finished at 2022-07-01 04:25:36 +0000 with 506 frames captured
CPU usage peaked around 20% during this time and the app did not lag at all in my trivial example.

Rather than taking the snapshot I thing use generator is a good option here it takes cpu but not memory which cause smoother ui/ux
class VideoController:UIViewController {
var timer = Timer()
var secs:Double = 0
var urls = [URL?]() {
didSet {
print(urls.count)
}
}
override func viewDidLoad() {
super.viewDidLoad()
everSecond()
}
func everSecond() {
// every second trigger
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(generate), userInfo: nil, repeats: true)
}
#objc
func generate() {
let url = Bundle.main.url(forResource: "Collection", withExtension: "mov")
let videoAsset = AVAsset(url: url!)
let duration = videoAsset.duration.seconds // duration of video
if secs < duration {
var timesArray:[NSValue] = []
for i in 1...30 {
let value:Double = Double(31 - i) // invers
let t = CMTime(value: CMTimeValue(1 / value) + Int64(secs), timescale: 1) // getting time
timesArray.append(NSValue(time: t)) // appending array
}
let generator = AVAssetImageGenerator(asset: videoAsset)
generator.requestedTimeToleranceBefore = .zero
//Optional generator.requestedTimeToleranceAfter = .zero //Optional
generator.generateCGImagesAsynchronously(forTimes: timesArray) { requestedTime, image, actualTime, result, error in
if let img = image {
let m = UIImage(cgImage: img) // uiimage
let url = ViewController.saveImageInDocumentDirectory(image: m, fileName: "\(Date().timeStamp()).jpeg") //saved in documents with unique name
self.urls.append(url) // append url to array urls for save refrecnce
}
}
secs += 1
} else {
timer.invalidate()
}
}
public static func saveImageInDocumentDirectory(image: UIImage, fileName: String) -> URL? {
let documentsUrl = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!;
let fileURL = documentsUrl.appendingPathComponent(fileName)
if let imageData = image.pngData() {
try? imageData.write(to: fileURL, options: .atomic)
return fileURL
}
return nil
}
public static func loadImageFromDocumentDirectory(fileName: String) -> UIImage? {
let documentsUrl = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!;
let fileURL = documentsUrl.appendingPathComponent(fileName)
do {
let imageData = try Data(contentsOf: fileURL)
return UIImage(data: imageData)
} catch {}
return nil
}
}
extension Date {
func timeStamp() -> String {
let fomatter = DateFormatter()
fomatter.dateFormat = "yyyy-MM-dd HH:mm:ss:SSS"
return fomatter.string(from: self)
}
}

Related

Swift - How to achieve 25 FPS for screen recording multiple AVPlayers at the same time

I have a screen recorder that can record two AVPlayer playings simultaneously but I want to improve the frame rate per second to 25.
I use AVAssetImageGenerator() to take a still and then load this image onto a View hidden underneath the corresponding AVPlayer. I then take a screenshot using UIGraphicsGetImageFromCurrentImageContext() combining the lot together. I then save the images to the app. This function happens around 14 times a second. When the recording stops, I use FFMPEG to concatenate all the images together into a video to around 30 fps.
The video result looks okay but I like to improve the number of screenshots I take per second further so it looks smoother. Any ideas on how I could improve the code to take a few more screenshots per second? I hope this makes sense.
var limit = 2000
var screenshotTaken = 0
var view: UIView?
var screenRecording: Bool = false
var compilingVideo: Bool = false
let leftPlayerUrl: URL?
let leftPlayer: AVPlayer?
let leftPlayerImageView: UIImageView?
let rightPlayerUrl: URL?
let rightPlayer: AVPlayer?
let rightPlayerImageView: UIImageView?
init(view: UIView, leftPlayerUrl: URL, leftPlayer: AVPlayer, leftPlayerImageView: UIImageView, rightPlayerUrl: URL, rightPlayer: AVPlayer, rightPlayerImageView: UIImageView) {
self.view = view
self.leftPlayerUrl = leftPlayerUrl
self.leftPlayer = leftPlayer
self.leftPlayerImageView = leftPlayerImageView
self.rightPlayerUrl = rightPlayerUrl
self.rightPlayer = rightPlayer
self.rightPlayerImageView = rightPlayerImageView
}
func capture()
{
if screenRecording {
if limit >= screenshotTaken {
//the delay should be 0.04 to hit 25 fps but the max screenshots taken is 16 per second
delay(0.07) {
DispatchQueue.main.async {
self.complexScreenshot()
}
self.capture()
}
} else {
DebugPrint.DBprint("Screenshot limit reached or recording stopped")
delegate?.screenShotLimitReached()
}
}
}
func delay(_ delay: Double, closure: #escaping ()->()) {
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + Double(Int64(delay * Double(NSEC_PER_SEC))) / Double(NSEC_PER_SEC), execute: closure)
}
#objc func complexScreenshot() {
guard let url = leftPlayerUrl else {return}
let asset = AVAsset(url: url)
let imageGenerator = AVAssetImageGenerator(asset: asset)
imageGenerator.maximumSize = CGSize(width: 640, height: 480)
imageGenerator.requestedTimeToleranceAfter = CMTime.zero
imageGenerator.requestedTimeToleranceBefore = CMTime.zero
if let thumb: CGImage = try? imageGenerator.copyCGImage(at: leftPlayer?.currentTime() ?? CMTime.zero, actualTime: nil) {
let videoImage = UIImage(cgImage: thumb)
self.leftPlayerImageView?.image = videoImage
}
guard let url2 = rightPlayerUrl else {return}
let asset2 = AVAsset(url: url2)
let imageGenerator2 = AVAssetImageGenerator(asset: asset2)
imageGenerator2.maximumSize = CGSize(width: 640, height: 480)
imageGenerator2.requestedTimeToleranceAfter = CMTime.zero
imageGenerator2.requestedTimeToleranceBefore = CMTime.zero
if let thumb2: CGImage = try? imageGenerator2.copyCGImage(at: rightPlayer?.currentTime() ?? CMTime.zero, actualTime: nil) {
let videoImage = UIImage(cgImage: thumb2)
self.rightPlayerImageView?.image = videoImage
}
guard let bounds = view?.bounds else {return}
UIGraphicsBeginImageContextWithOptions(bounds.size, view?.isOpaque ?? true, 0.0)
self.view?.drawHierarchy(in: bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
self.leftPlayerImageView?.image = nil
self.rightPlayerImageView?.image = nil
if image != nil {
DispatchQueue.global(qos: .utility).async { [weak self] in
self?.saveScreenshot(image: image!, number: self!.screenshotTaken)
}
}
screenshotTaken = screenshotTaken + 1
}
func saveScreenshot(image: UIImage, number: Int) {
let number = String(format: "%04d", number)
let filePath = URL(fileURLWithPath: self.mainPath).appendingPathComponent("Temp/image_\(number).jpg")
autoreleasepool {
if let data = image.jpegData(compressionQuality: 0.4),
!self.fileManager.fileExists(atPath: filePath.path) {
do {
try data.write(to: filePath)
} catch {
print("Error saving file: ", error)
}
}
}
}

Create frames from video in Swift (iOS)

There is a video file with duration 3 seconds. I need to create 30 frames - UIImages. Capture image each 0.1 second.
I tried to use AVAssetImageGenerator and CMTimeMake but I always getting 30 similar images, or 15 similar images and 15 another similar.
Please help to understand how to make this kind of slideshow from this video. Or maybe there is some better way to do it.
Please see the code below:
static func generate_Thumbnails(forVideoWithURL url : URL) -> [UIImage]? {
let asset = AVAsset(url: url)
var result: [UIImage] = []
let assetImgGenerator = AVAssetImageGenerator(asset: asset)
assetImgGenerator.appliesPreferredTrackTransform = true
for i in 1...30 {
let time: CMTime = CMTimeMake(value: Int64(i), timescale: 10)
do {
let img: CGImage = try assetImgGenerator.copyCGImage(at: time, actualTime: nil)
let frameImg: UIImage = UIImage(cgImage: img)
result.append(frameImg)
} catch {
//return nil
}
}
return result
}
I tried solution from Amin Benarieb, and it seems to work:
static func toImages(fromVideoUrl url: URL) -> [UIImage]? {
let asset = AVAsset(url: url)
guard let reader = try? AVAssetReader(asset: asset) else { return nil }
let videoTrack = asset.tracks(withMediaType: .video).first!
let outputSettings = [String(kCVPixelBufferPixelFormatTypeKey): NSNumber(value: kCVPixelFormatType_32BGRA)]
let trackReaderOutput = AVAssetReaderTrackOutput(track: videoTrack, outputSettings: outputSettings)
reader.add(trackReaderOutput)
reader.startReading()
var images = [UIImage]()
while reader.status == .reading {
autoreleasepool {
if let sampleBuffer = trackReaderOutput.copyNextSampleBuffer() {
if let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) {
let ciImage = CIImage(cvImageBuffer: imageBuffer)
images.append(UIImage(ciImage: ciImage))
}
}
}
}
return images
}
I haven't read the docs for AVAssetImageGenerator, but in practice I've only ever been able to generate 1 image per second. So you should be able to get an image at 1, 2, and 3 seconds (but not 30). Here is the code I use to generate images, which is very similar to yours.
private func getPreviewImage(forURL url: URL, atSeconds seconds: Double) -> UIImage? {
let asset = AVURLAsset(url: url)
let generator = AVAssetImageGenerator(asset: asset)
generator.appliesPreferredTrackTransform = true
let timestamp = CMTime(seconds: seconds, preferredTimescale: 100)
do {
let imageRef = try generator.copyCGImage(at: timestamp, actualTime: nil)
return UIImage(cgImage: imageRef)
}
catch let error as NSError
{
print("Image generation failed with error \(error)")
return nil
}
}

How to sync AVPlayer and MTKView

I have a project where users can take a video and later add filters to them or change basic settings like brightness and contrast. To accomplish this, I use BBMetalImage, which basically returns the video in a MTKView (named a BBMetalView in the project).
Everything works great - I can play the video, add filters and the desired effects, but there is no audio. I asked the author about this, who recommended using an AVPlayer (or AVAudioPlayer) for this. So I did. However, the video and audio are out of sync. Possibly because of different bitrates in the first place, and the author of the library also mentioned the frame rate can differ because of the filter process (the time this consumes is variable):
The render view FPS is not exactly the same to the actual rate.
Because the video source output frame is processed by filters and the
filter process time is variable.
First, I crop my video to the desired aspect ratio (4:5). I save this file (480x600) locally, using AVVideoProfileLevelH264HighAutoLevel as AVVideoProfileLevelKey. My audio configuration, using NextLevelSessionExporter, has the following setup: AVEncoderBitRateKey: 128000, AVNumberOfChannelsKey: 2, AVSampleRateKey: 44100.
Then, the BBMetalImage library takes this saved audio file and provides a MTKView (BBMetalView) to display the video, allowing me to add filters and effects in real time. The setup kind of looks like this:
self.metalView = BBMetalView(frame: CGRect(x: 0, y: self.view.center.y - ((UIScreen.main.bounds.width * 1.25) / 2), width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.width * 1.25))
self.view.addSubview(self.metalView)
self.videoSource = BBMetalVideoSource(url: outputURL)
self.videoSource.playWithVideoRate = true
self.videoSource.audioConsumer = self.metalAudio
self.videoSource.add(consumer: self.metalView)
self.videoSource.add(consumer: self.videoWriter)
self.audioItem = AVPlayerItem(url: outputURL)
self.audioPlayer = AVPlayer(playerItem: self.audioItem)
self.playerLayer = AVPlayerLayer(player: self.audioPlayer)
self.videoPreview.layer.addSublayer(self.playerLayer!)
self.playerLayer?.frame = CGRect(x: 0, y: 0, width: 0, height: 0)
self.playerLayer?.backgroundColor = UIColor.black.cgColor
self.startVideo()
And startVideo() goes like this:
audioPlayer.seek(to: .zero)
audioPlayer.play()
videoSource.start(progress: { (frameTime) in
print(frameTime)
}) { [weak self] (finish) in
guard let self = self else { return }
self.startVideo()
}
This is all probably pretty vague because of the external library/libraries. However, my question is pretty simple: is there any way I can sync the MTKView with my AVPlayer? It would help me a lot and I'm sure Silence-GitHub would also implement this feature into the library to help a lot of other users. Any ideas on how to approach this are welcome!
I custom the BBMetalVideoSource as follow then it worked:
Create a delegate in BBMetalVideoSource to get the current time of the audio player with which we want to sync
In func private func processAsset(progress:, completion:), I replace this block of code if useVideoRate { //... } by:
if useVideoRate {
if let playerTime = delegate.getAudioPlayerCurrentTime() {
let diff = CMTimeGetSeconds(sampleFrameTime) - playerTime
if diff > 0.0 {
sleepTime = diff
if sleepTime > 1.0 {
sleepTime = 0.0
}
usleep(UInt32(1000000 * sleepTime))
} else {
sleepTime = 0
}
}
}
This code help us resolve both problems: 1. No audio when preview video effect, and 2. Sync audio with video.
Due to your circumstances, you seem to need to try 1 of 2 things:
1) Try and apply some sort of overlay that has the desired effect for your video. I could attempt something like this, but I have personally not done this.
2) This takes a little more time beforehand - in the sense that the program would have to take a few moments (depending on your filtering, time varies), to recreate a new video with the desired effects. You can try this out and see if it works for you.
I have made my own VideoCreator using some sourcecode from SO from somewhere.
//Recreates a new video with applied filter
public static func createFilteredVideo(asset: AVAsset, completionHandler: #escaping (_ asset: AVAsset) -> Void) {
let url = (asset as? AVURLAsset)!.url
let snapshot = url.videoSnapshot()
guard let image = snapshot else { return }
let fps = Int32(asset.tracks(withMediaType: .video)[0].nominalFrameRate)
let writer = VideoCreator(fps: Int32(fps), width: image.size.width, height: image.size.height, audioSettings: nil)
let timeScale = asset.duration.timescale
let timeValue = asset.duration.value
let frameTime = 1/Double(fps) * Double(timeScale)
let numberOfImages = Int(Double(timeValue)/Double(frameTime))
let queue = DispatchQueue(label: "com.queue.queue", qos: .utility)
let composition = AVVideoComposition(asset: asset) { (request) in
let source = request.sourceImage.clampedToExtent()
//This is where you create your filter and get your filtered result.
//Here is an example
let filter = CIFilter(name: "CIBlendWithMask")
filter!.setValue(maskImage, forKey: "inputMaskImage")
filter!.setValue(regCIImage, forKey: "inputImage")
let filteredImage = filter!.outputImage.clamped(to: source.extent)
request.finish(with: filteredImage, context: nil)
}
var i = 0
getAudioFromURL(url: url) { (buffer) in
writer.addAudio(audio: buffer, time: .zero)
i == 0 ? writer.startCreatingVideo(initialBuffer: buffer, completion: {}) : nil
i += 1
}
let group = DispatchGroup()
for i in 0..<numberOfImages {
group.enter()
autoreleasepool {
let time = CMTime(seconds: Double(Double(i) * frameTime / Double(timeScale)), preferredTimescale: timeScale)
let image = url.videoSnapshot(time: time, composition: composition)
queue.async {
writer.addImageAndAudio(image: image!, audio: nil, time: time.seconds)
group.leave()
}
}
}
group.notify(queue: queue) {
writer.finishWriting()
let url = writer.getURL()
//Now create exporter to add audio then do completion handler
completionHandler(AVAsset(url: url))
}
}
static func getAudioFromURL(url: URL, completionHandlerPerBuffer: #escaping ((_ buffer:CMSampleBuffer) -> Void)) {
let asset = AVURLAsset(url: url, options: [AVURLAssetPreferPreciseDurationAndTimingKey: NSNumber(value: true as Bool)])
guard let assetTrack = asset.tracks(withMediaType: AVMediaType.audio).first else {
fatalError("Couldn't load AVAssetTrack")
}
guard let reader = try? AVAssetReader(asset: asset)
else {
fatalError("Couldn't initialize the AVAssetReader")
}
reader.timeRange = CMTimeRange(start: .zero, duration: asset.duration)
let outputSettingsDict: [String : Any] = [
AVFormatIDKey: Int(kAudioFormatLinearPCM),
AVLinearPCMBitDepthKey: 16,
AVLinearPCMIsBigEndianKey: false,
AVLinearPCMIsFloatKey: false,
AVLinearPCMIsNonInterleaved: false
]
let readerOutput = AVAssetReaderTrackOutput(track: assetTrack,
outputSettings: outputSettingsDict)
readerOutput.alwaysCopiesSampleData = false
reader.add(readerOutput)
while reader.status == .reading {
guard let readSampleBuffer = readerOutput.copyNextSampleBuffer() else { break }
completionHandlerPerBuffer(readSampleBuffer)
}
}
extension URL {
func videoSnapshot(time:CMTime? = nil, composition:AVVideoComposition? = nil) -> UIImage? {
let asset = AVURLAsset(url: self)
let generator = AVAssetImageGenerator(asset: asset)
generator.appliesPreferredTrackTransform = true
generator.requestedTimeToleranceBefore = .zero
generator.requestedTimeToleranceAfter = .zero
generator.videoComposition = composition
let timestamp = time == nil ? CMTime(seconds: 1, preferredTimescale: 60) : time
do {
let imageRef = try generator.copyCGImage(at: timestamp!, actualTime: nil)
return UIImage(cgImage: imageRef)
}
catch let error as NSError
{
print("Image generation failed with error \(error)")
return nil
}
}
}
Below is the VideoCreator
//
// VideoCreator.swift
// AKPickerView-Swift
//
// Created by Impression7vx on 7/16/19.
//
import UIKit
import AVFoundation
import UIKit
import Photos
#available(iOS 11.0, *)
public class VideoCreator: NSObject {
private var settings:RenderSettings!
private var imageAnimator:ImageAnimator!
public override init() {
self.settings = RenderSettings()
self.imageAnimator = ImageAnimator(renderSettings: self.settings)
}
public convenience init(fps: Int32, width: CGFloat, height: CGFloat, audioSettings: [String:Any]?) {
self.init()
self.settings = RenderSettings(fps: fps, width: width, height: height)
self.imageAnimator = ImageAnimator(renderSettings: self.settings, audioSettings: audioSettings)
}
public convenience init(width: CGFloat, height: CGFloat) {
self.init()
self.settings = RenderSettings(width: width, height: height)
self.imageAnimator = ImageAnimator(renderSettings: self.settings)
}
func startCreatingVideo(initialBuffer: CMSampleBuffer?, completion: #escaping (() -> Void)) {
self.imageAnimator.render(initialBuffer: initialBuffer) {
completion()
}
}
func finishWriting() {
self.imageAnimator.isDone = true
}
func addImageAndAudio(image:UIImage, audio:CMSampleBuffer?, time:CFAbsoluteTime) {
self.imageAnimator.addImageAndAudio(image: image, audio: audio, time: time)
}
func getURL() -> URL {
return settings!.outputURL
}
func addAudio(audio: CMSampleBuffer, time: CMTime) {
self.imageAnimator.videoWriter.addAudio(buffer: audio, time: time)
}
}
#available(iOS 11.0, *)
public struct RenderSettings {
var width: CGFloat = 1280
var height: CGFloat = 720
var fps: Int32 = 2 // 2 frames per second
var avCodecKey = AVVideoCodecType.h264
var videoFilename = "video"
var videoFilenameExt = "mov"
init() { }
init(width: CGFloat, height: CGFloat) {
self.width = width
self.height = height
}
init(fps: Int32) {
self.fps = fps
}
init(fps: Int32, width: CGFloat, height: CGFloat) {
self.fps = fps
self.width = width
self.height = height
}
var size: CGSize {
return CGSize(width: width, height: height)
}
var outputURL: URL {
// Use the CachesDirectory so the rendered video file sticks around as long as we need it to.
// Using the CachesDirectory ensures the file won't be included in a backup of the app.
let fileManager = FileManager.default
if let tmpDirURL = try? fileManager.url(for: .cachesDirectory, in: .userDomainMask, appropriateFor: nil, create: true) {
return tmpDirURL.appendingPathComponent(videoFilename).appendingPathExtension(videoFilenameExt)
}
fatalError("URLForDirectory() failed")
}
}
#available(iOS 11.0, *)
public class ImageAnimator {
// Apple suggests a timescale of 600 because it's a multiple of standard video rates 24, 25, 30, 60 fps etc.
static let kTimescale: Int32 = 600
let settings: RenderSettings
let videoWriter: VideoWriter
var imagesAndAudio:SynchronizedArray<(UIImage, CMSampleBuffer?, CFAbsoluteTime)> = SynchronizedArray<(UIImage, CMSampleBuffer?, CFAbsoluteTime)>()
var isDone:Bool = false
let semaphore = DispatchSemaphore(value: 1)
var frameNum = 0
class func removeFileAtURL(fileURL: URL) {
do {
try FileManager.default.removeItem(atPath: fileURL.path)
}
catch _ as NSError {
// Assume file doesn't exist.
}
}
init(renderSettings: RenderSettings, audioSettings:[String:Any]? = nil) {
settings = renderSettings
videoWriter = VideoWriter(renderSettings: settings, audioSettings: audioSettings)
}
func addImageAndAudio(image: UIImage, audio: CMSampleBuffer?, time:CFAbsoluteTime) {
self.imagesAndAudio.append((image, audio, time))
// print("Adding to array -- \(self.imagesAndAudio.count)")
}
func render(initialBuffer: CMSampleBuffer?, completion: #escaping ()->Void) {
// The VideoWriter will fail if a file exists at the URL, so clear it out first.
ImageAnimator.removeFileAtURL(fileURL: settings.outputURL)
videoWriter.start(initialBuffer: initialBuffer)
videoWriter.render(appendPixelBuffers: appendPixelBuffers) {
//ImageAnimator.saveToLibrary(self.settings.outputURL)
completion()
}
}
// This is the callback function for VideoWriter.render()
func appendPixelBuffers(writer: VideoWriter) -> Bool {
//Don't stop while images are NOT empty
while !imagesAndAudio.isEmpty || !isDone {
if(!imagesAndAudio.isEmpty) {
let date = Date()
if writer.isReadyForVideoData == false {
// Inform writer we have more buffers to write.
// print("Writer is not ready for more data")
return false
}
autoreleasepool {
//This should help but truly doesn't suffice - still need a mutex/lock
if(!imagesAndAudio.isEmpty) {
semaphore.wait() // requesting resource
let imageAndAudio = imagesAndAudio.first()!
let image = imageAndAudio.0
// let audio = imageAndAudio.1
let time = imageAndAudio.2
self.imagesAndAudio.removeAtIndex(index: 0)
semaphore.signal() // releasing resource
let presentationTime = CMTime(seconds: time, preferredTimescale: 600)
// if(audio != nil) { videoWriter.addAudio(buffer: audio!) }
let success = videoWriter.addImage(image: image, withPresentationTime: presentationTime)
if success == false {
fatalError("addImage() failed")
}
else {
// print("Added image # frame \(frameNum) with presTime: \(presentationTime)")
}
frameNum += 1
let final = Date()
let timeDiff = final.timeIntervalSince(date)
// print("Time: \(timeDiff)")
}
else {
// print("Images was empty")
}
}
}
}
print("Done writing")
// Inform writer all buffers have been written.
return true
}
}
#available(iOS 11.0, *)
public class VideoWriter {
let renderSettings: RenderSettings
var audioSettings: [String:Any]?
var videoWriter: AVAssetWriter!
var videoWriterInput: AVAssetWriterInput!
var pixelBufferAdaptor: AVAssetWriterInputPixelBufferAdaptor!
var audioWriterInput: AVAssetWriterInput!
static var ci:Int = 0
var initialTime:CMTime!
var isReadyForVideoData: Bool {
return (videoWriterInput == nil ? false : videoWriterInput!.isReadyForMoreMediaData )
}
var isReadyForAudioData: Bool {
return (audioWriterInput == nil ? false : audioWriterInput!.isReadyForMoreMediaData)
}
class func pixelBufferFromImage(image: UIImage, pixelBufferPool: CVPixelBufferPool, size: CGSize, alpha:CGImageAlphaInfo) -> CVPixelBuffer? {
var pixelBufferOut: CVPixelBuffer?
let status = CVPixelBufferPoolCreatePixelBuffer(kCFAllocatorDefault, pixelBufferPool, &pixelBufferOut)
if status != kCVReturnSuccess {
fatalError("CVPixelBufferPoolCreatePixelBuffer() failed")
}
let pixelBuffer = pixelBufferOut!
CVPixelBufferLockBaseAddress(pixelBuffer, [])
let data = CVPixelBufferGetBaseAddress(pixelBuffer)
let rgbColorSpace = CGColorSpaceCreateDeviceRGB()
let context = CGContext(data: data, width: Int(size.width), height: Int(size.height),
bitsPerComponent: 8, bytesPerRow: CVPixelBufferGetBytesPerRow(pixelBuffer), space: rgbColorSpace, bitmapInfo: alpha.rawValue)
context!.clear(CGRect(x: 0, y: 0, width: size.width, height: size.height))
let horizontalRatio = size.width / image.size.width
let verticalRatio = size.height / image.size.height
//aspectRatio = max(horizontalRatio, verticalRatio) // ScaleAspectFill
let aspectRatio = min(horizontalRatio, verticalRatio) // ScaleAspectFit
let newSize = CGSize(width: image.size.width * aspectRatio, height: image.size.height * aspectRatio)
let x = newSize.width < size.width ? (size.width - newSize.width) / 2 : 0
let y = newSize.height < size.height ? (size.height - newSize.height) / 2 : 0
let cgImage = image.cgImage != nil ? image.cgImage! : image.ciImage!.convertCIImageToCGImage()
context!.draw(cgImage!, in: CGRect(x: x, y: y, width: newSize.width, height: newSize.height))
CVPixelBufferUnlockBaseAddress(pixelBuffer, [])
return pixelBuffer
}
#available(iOS 11.0, *)
init(renderSettings: RenderSettings, audioSettings:[String:Any]? = nil) {
self.renderSettings = renderSettings
self.audioSettings = audioSettings
}
func start(initialBuffer: CMSampleBuffer?) {
let avOutputSettings: [String: AnyObject] = [
AVVideoCodecKey: renderSettings.avCodecKey as AnyObject,
AVVideoWidthKey: NSNumber(value: Float(renderSettings.width)),
AVVideoHeightKey: NSNumber(value: Float(renderSettings.height))
]
let avAudioSettings = audioSettings
func createPixelBufferAdaptor() {
let sourcePixelBufferAttributesDictionary = [
kCVPixelBufferPixelFormatTypeKey as String: NSNumber(value: kCVPixelFormatType_32ARGB),
kCVPixelBufferWidthKey as String: NSNumber(value: Float(renderSettings.width)),
kCVPixelBufferHeightKey as String: NSNumber(value: Float(renderSettings.height))
]
pixelBufferAdaptor = AVAssetWriterInputPixelBufferAdaptor(assetWriterInput: videoWriterInput,
sourcePixelBufferAttributes: sourcePixelBufferAttributesDictionary)
}
func createAssetWriter(outputURL: URL) -> AVAssetWriter {
guard let assetWriter = try? AVAssetWriter(outputURL: outputURL, fileType: AVFileType.mov) else {
fatalError("AVAssetWriter() failed")
}
guard assetWriter.canApply(outputSettings: avOutputSettings, forMediaType: AVMediaType.video) else {
fatalError("canApplyOutputSettings() failed")
}
return assetWriter
}
videoWriter = createAssetWriter(outputURL: renderSettings.outputURL)
videoWriterInput = AVAssetWriterInput(mediaType: AVMediaType.video, outputSettings: avOutputSettings)
// if(audioSettings != nil) {
audioWriterInput = AVAssetWriterInput(mediaType: .audio, outputSettings: nil)
audioWriterInput.expectsMediaDataInRealTime = true
// }
if videoWriter.canAdd(videoWriterInput) {
videoWriter.add(videoWriterInput)
}
else {
fatalError("canAddInput() returned false")
}
// if(audioSettings != nil) {
if videoWriter.canAdd(audioWriterInput) {
videoWriter.add(audioWriterInput)
}
else {
fatalError("canAddInput() returned false")
}
// }
// The pixel buffer adaptor must be created before we start writing.
createPixelBufferAdaptor()
if videoWriter.startWriting() == false {
fatalError("startWriting() failed")
}
self.initialTime = initialBuffer != nil ? CMSampleBufferGetPresentationTimeStamp(initialBuffer!) : CMTime.zero
videoWriter.startSession(atSourceTime: self.initialTime)
precondition(pixelBufferAdaptor.pixelBufferPool != nil, "nil pixelBufferPool")
}
func render(appendPixelBuffers: #escaping (VideoWriter)->Bool, completion: #escaping ()->Void) {
precondition(videoWriter != nil, "Call start() to initialze the writer")
let queue = DispatchQueue(__label: "mediaInputQueue", attr: nil)
videoWriterInput.requestMediaDataWhenReady(on: queue) {
let isFinished = appendPixelBuffers(self)
if isFinished {
self.videoWriterInput.markAsFinished()
self.videoWriter.finishWriting() {
DispatchQueue.main.async {
print("Done Creating Video")
completion()
}
}
}
else {
// Fall through. The closure will be called again when the writer is ready.
}
}
}
func addAudio(buffer: CMSampleBuffer, time: CMTime) {
if(isReadyForAudioData) {
print("Writing audio \(VideoWriter.ci) of a time of \(CMSampleBufferGetPresentationTimeStamp(buffer))")
let duration = CMSampleBufferGetDuration(buffer)
let offsetBuffer = CMSampleBuffer.createSampleBuffer(fromSampleBuffer: buffer, withTimeOffset: time, duration: duration)
if(offsetBuffer != nil) {
print("Added audio")
self.audioWriterInput.append(offsetBuffer!)
}
else {
print("Not adding audio")
}
}
VideoWriter.ci += 1
}
func addImage(image: UIImage, withPresentationTime presentationTime: CMTime) -> Bool {
precondition(pixelBufferAdaptor != nil, "Call start() to initialze the writer")
//1
let pixelBuffer = VideoWriter.pixelBufferFromImage(image: image, pixelBufferPool: pixelBufferAdaptor.pixelBufferPool!, size: renderSettings.size, alpha: CGImageAlphaInfo.premultipliedFirst)!
return pixelBufferAdaptor.append(pixelBuffer, withPresentationTime: presentationTime + self.initialTime)
}
}
I was looking a little further into this - and while I could have updated my answer, I'd rather open this tangent in a new area to separate these ideas. Apple states that we can use an AVVideoComposition to "To use the created video composition for playback, create an AVPlayerItem object from the same asset used as the composition’s source, then assign the composition to the player item’s videoComposition property. To export the composition to a new movie file, create an AVAssetExportSession object from the same source asset, then assign the composition to the export session’s videoComposition property.".
https://developer.apple.com/documentation/avfoundation/avasynchronousciimagefilteringrequest
So, what you COULD try is using the AVPlayer for the ORIGINAL URL. Then try applying your filter.
let filter = CIFilter(name: "CIGaussianBlur")!
let composition = AVVideoComposition(asset: asset, applyingCIFiltersWithHandler: { request in
// Clamp to avoid blurring transparent pixels at the image edges
let source = request.sourceImage.imageByClampingToExtent()
filter.setValue(source, forKey: kCIInputImageKey)
// Vary filter parameters based on video timing
let seconds = CMTimeGetSeconds(request.compositionTime)
filter.setValue(seconds * 10.0, forKey: kCIInputRadiusKey)
// Crop the blurred output to the bounds of the original image
let output = filter.outputImage!.imageByCroppingToRect(request.sourceImage.extent)
// Provide the filter output to the composition
request.finishWithImage(output, context: nil)
})
let asset = AVAsset(url: originalURL)
let item = AVPlayerItem(asset: asset)
item.videoComposition = composition
let player = AVPlayer(playerItem: item)
I'm sure you know what to do from here. This may allow you to do a "Real-time" of your filtering. What I could see as a potential issue is that this runs into the same issues as your original thing, whereas it still takes a set time to run each frame and leading to a delay between audio and video. However, this may not happen. If you do get this working, once the user selects their filter, you can use AVAssetExportSession to export the specific videoComposition.
More here if you need help!

What to input to Generate CGImages Asynchronously

In my app, I want to generate multiple thumbnails of a video, preferably good quality thumbnails. My old approach was to perform a loop 15 times, and copy a CGImage at different time. As shown below
func generateThumbnails(_ fileURL:URL) {
let asset = AVAsset(url: fileURL)
let imageGenerator = AVAssetImageGenerator(asset: asset)
imageGenerator.apertureMode = AVAssetImageGeneratorApertureMode.cleanAperture
imageGenerator.appliesPreferredTrackTransform = true
let duration = asset.duration
let seconds = CMTimeGetSeconds(duration)
let addition = seconds / 15
var number = 1.0
do {
while number < seconds {
let thumbnailCGImage = try imageGenerator.copyCGImage(at: CMTimeMake(Int64(number),1), actualTime: nil)
let image = UIImage(cgImage: thumbnailCGImage)
thumbnails.append(image)
number += addition
}
} catch let err {
return
}
}
However, after doing some more research, I found it was more logical to just generate thumbnails asynchronously using
let imageGenerator = AVAssetImageGenerator(asset: asset)
imageGenerator.generateCGImagesAsynchronously(forTimes: [NSValue], completionHandler: AVAssetImageGeneratorCompletionHandler)
However, I don't really know what the I am supposed to input into the [NSValue] and the completion handler.
I just need an explanation on how to generate thumbnails this way, and see if it's the better thing to do.
https://developer.apple.com/documentation/avfoundation/avassetimagegenerator/1388100-generatecgimagesasynchronously
requestedTimes An array of NSValue objects, each containing a CMTime,
specifying the asset times at which an image is requested.
Usage:
let duration = asset.duration
let seconds = CMTimeGetSeconds(duration)
let addition = seconds / 15
var number = 1.0
var times = [NSValue]()
times.append(NSValue(time: CMTimeMake(Int64(number), 1)))
while number < seconds {
number += addition
times.append(NSValue(time: CMTimeMake(Int64(number), 1)))
}
struct Formatter {
static let formatter: DateFormatter = {
let result = DateFormatter()
result.dateStyle = .short
return result
}()
}
imageGenerator.generateCGImagesAsynchronously(forTimes: times) { (requestedTime, cgImage, actualImageTime, status, error) in
let seconds = CMTimeGetSeconds(requestedTime)
let date = Date(timeIntervalSinceNow: seconds)
let time = Formatter.formatter.string(from: date)
switch status {
case .succeeded: do {
if let image = cgImage {
print("Generated image for approximate time: \(time)")
let img = UIImage(cgImage: image)
//do something with `img`
}
else {
print("Failed to generate a valid image for time: \(time)")
}
}
case .failed: do {
if let error = error {
print("Failed to generate image with Error: \(error) for time: \(time)")
}
else {
print("Failed to generate image for time: \(time)")
}
}
case .cancelled: do {
print("Image generation cancelled for time: \(time)")
}
}
}

Swift - get all frames from video

I am following this code to get all frames from video. In this link he is trying to get a frame at a specific time. But I need to get all frames. Here is my code...
var mutableVideoURL = NSURL()
var videoFrames = [UIImage]()
let asset : AVAsset = AVAsset(url: self.mutableVideoURL as URL)
let mutableVideoDuration = CMTimeGetSeconds(asset.duration)
print("-----Mutable video duration = \(mutableVideoDuration)")
let mutableVideoDurationIntValue = Int(mutableVideoDuration)
print("-----Int value of mutable video duration = \(mutableVideoDurationIntValue)")
for index in 0..<mutableVideoDurationIntValue {
self.generateFrames(url: self.mutableVideoURL, fromTime: Float64(index))
}
func generateFrames(url : NSURL, fromTime:Float64) {
let asset: AVAsset = AVAsset(url: url as URL)
let assetImgGenerate : AVAssetImageGenerator = AVAssetImageGenerator(asset: asset)
assetImgGenerate.appliesPreferredTrackTransform = true
let time : CMTime = CMTimeMakeWithSeconds(fromTime, 600)
var img: CGImage?
do {
img = try assetImgGenerate.copyCGImage(at:time, actualTime: nil)
} catch {
}
if img != nil {
let frameImg: UIImage = UIImage(cgImage: img!)
UIImageWriteToSavedPhotosAlbum(frameImg, nil, nil, nil)//I saved here to check
videoFrames.append(frameImg)
print("-----Array of video frames *** \(videoFrames)")
} else {
print("error !!!")
}
}
I tested this code with 2 videos(length of the videos are 5 seconds and 3.45 minutes). This code works perfectly with the small duration(video length: 5 seconds) and with long duration (video length: 3.45 minutes), NSLog shows Message from debugger: Terminated due to memory issue
Any assistance would be appreciated.
When generating more than 1 frame Apple recommends using the method:
generateCGImagesAsynchronously(forTimes:completionHandler:)
Still, if you prefer to follow your current approach there are a couple of improvements you could do to reduce memory usage:
You are instantiating AVAsset and AVAssetImageGenerator inside the loop, you could instantiate them just once and send it to the method generateFrames.
Remove the line
UIImageWriteToSavedPhotosAlbum(frameImg, nil, nil, nil)//I saved here to check
because you are saving every frame in the photos
album, that takes extra memory.
Final result could look like this:
var videoFrames:[UIImage] = [UIImage]
let asset:AVAsset = AVAsset(url:self.mutableVideoURL as URL)
let assetImgGenerate:AVAssetImageGenerator = AVAssetImageGenerator(asset:asset)
assetImgGenerate.appliesPreferredTrackTransform = true
let duration:Float64 = CMTimeGetSeconds(asset.duration)
let durationInt:Int = Int(mutableVideoDuration)
for index:Int in 0 ..< durationInt
{
generateFrames(
assetImgGenerate:assetImgGenerate,
fromTime:Float64(index))
}
func generateFrames(
assetImgGenerate:AVAssetImageGenerator,
fromTime:Float64)
{
let time:CMTime = CMTimeMakeWithSeconds(fromTime, 600)
let cgImage:CGImage?
do
{
cgImage = try assetImgGenerate.copyCGImage(at:time, actualTime:nil)
}
catch
{
cgImage = nil
}
guard
let img:CGImage = cgImage
else
{
continue
}
let frameImg:UIImage = UIImage(cgImage:img)
videoFrames.append(frameImg)
}
Update for Swift 4.2
var videoUrl:URL // use your own url
var frames:[UIImage]
private var generator:AVAssetImageGenerator!
func getAllFrames() {
let asset:AVAsset = AVAsset(url:self.videoUrl)
let duration:Float64 = CMTimeGetSeconds(asset.duration)
self.generator = AVAssetImageGenerator(asset:asset)
self.generator.appliesPreferredTrackTransform = true
self.frames = []
for index:Int in 0 ..< Int(duration) {
self.getFrame(fromTime:Float64(index))
}
self.generator = nil
}
private func getFrame(fromTime:Float64) {
let time:CMTime = CMTimeMakeWithSeconds(fromTime, preferredTimescale:600)
let image:CGImage
do {
try image = self.generator.copyCGImage(at:time, actualTime:nil)
} catch {
return
}
self.frames.append(UIImage(cgImage:image))
}

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