I sent 360degree 3D streaming data( Top & Bottom ) using live streaming api.
But youtube does not automatically recognize the streaming data by 3D.
I think I should send type of streaming data like "projection"( 360/rectangular )
Are there any related options in the provided properties? ( ex) 2D / 3D )
Youtube app has support for 360-degree live streams according to Techcrunch but the Livestreaming API has yet to catch up as there are no mention of 3D operations in the official docs.
Related
I am building an app which does live streaming to Youtube channel using an embedded player. So i want to know if it violates the policy of Youtube since I am using a different application to do live to the youtube Also, all the application users will stream to a single youtube channel, so any idea in how many live streams can take place at a time?
It was stated in the Broadcast and Stream documentation of the YouTube API that "only one event is live at any given time, and the video content for each broadcast is unique". To learn more about policy, you can read the YouTube API developer policies.
I want to create a basic app that allow users to simply start to broadcast a video through their phone camera (front and back) just by pressing a button.
Does the YouTube live stream API allow me to handle the video streaming process?
If so, is YouTube Live Stream API totally free of charges and will never ask me to pay something if I reach a certain amount of usage?
Creating a Live Event and Live broadcast is language and hardware agnostic, just use YouTube's Live Streaming HTTP API. Read through the Core Concepts and Life of a Broadcast guides.
Your flow might look something like this:
Authenticate the user.
Set up and schedule your Live Broadcast object.
Start your video encoder and create a Live Stream Object.
Bind your Live Stream to your Live Broadcast.
Test to verify your video is going through.
Set your Live Broadcast to Live.
At the conclusion of your event, set your Live Broadcast to Ended.
Note that setting up your encoder is on you. Asking "How do I create an RTMP or DASH video encoder for [hardware or software]" is too broad of a question for Stack Overflow.
The YouTube API is free to use within a specific quota. If you hit that quota limit, there are ways to request additional quota from Google (potentially for a fee).
I answered a similar question about integrating with YouTube's Live Streaming API on iOS here: YouTube live on iOS?
I am trying to integrate a YouTube live event which uses multi-camera views as per Google's documentation into a site - I'd love to be able to access both camera views from the live event if possible.
Does the YouTube Data API support querying the multiple different camera views? Are they listed as children of a single event? What's the returned data structure like?
Or is this simply not possible - i.e. a single live event with multiple cameras will show in the API as just a standard live event?
The YouTube Live Streaming API does not support multiple camera angles at this time. The API docs specify that a liveEvent can only be bound to one liveStream
liveStream - Contains information about the video stream that you are transmitting to YouTube. The stream provides the content that will be broadcast to YouTube users. Once created, a liveStream resource can be bound to exactly one liveBroadcast resource. (Similarly, the liveBroadcast resource can only be bound to one liveStream resource.
The docs are a little hard to parse here. I was wondering if there was any way to
Stream YouTube live into an iOS app, without significant/any YouTube branding.
Stream from an iOS device as a broadcast stream for YouTube live.
My initial Googling turned up mixed responses. I was hoping to see an example of this if it's possible, or save myself some time if it's not.
Suppose I have a person on ATT next to a person on Verizon streaming content, and I want to make both appear as a single uninterrupted stream switching back and forth. Does YouTube or a library do to anything to facilitate this?
Streaming from an iOS device is no different than streaming from any other device. You would have to write an h264 encoder and RTMP packetizer, and send the video to your YouTube stream object's ingestionAddress. Outlining the details of the encoder beyond the above is too broad for Stack Overflow, but I highly recommend looking at the VideoCore iOS project.
As far as branding goes, the only way to play back YouTube content in an iOS app without breaking YouTube's terms of service is to play the video in a UIWebView or YouTube's iOS player helper library (which is just a web view with some playback interfaces).
There is no way to completely remove YouTube branding from the IFrame player. However, there are branding options you can toggle using the modestBranding flag on the player. See the IFrame docs here.
I checked for the youtube live streaming api and it provides the facility for stream the video over the youtube.
But how can we access it in the development?
How can we use this api (youtube live streaming) and stream the video in the youtube?
You will have to enable "Live" streaming feature in your account. Looks like you will have to be eligible to have it enabled.
http://www.youtube.com/live/all
If its enables, you can push your pre-recorded video files/live video to the google's publishing point. For that you can use any supported media encoders. More info can be read here on how to set it up.
https://support.google.com/youtube/answer/2907883?hl=en&ref_topic=2853713
Once thats setup, you can stream events as if its a real live event !