I am trying to decode audio samples from a remote HLS (m3u8) stream on an iOS device for further processing of the data, e.g. record to a file.
As reference stream http://devimages.apple.com/iphone/samples/bipbop/bipbopall.m3u8 is used.
By using an AVURLAsset in combination with the AVPlayer I am able to show the video as preview on a CALayer.
I can also get the raw video data (CVPixelBuffer) by using AVPlayerItemVideoOutput. The audio is hearable over the speaker of the iOS device as well.
This is the code I am using at the moment for the AVURLAsset and AVPlayer:
NSURL* url = [NSURL URLWithString:#"http://devimages.apple.com/iphone/samples/bipbop/bipbopall.m3u8"];
AVURLAsset *asset = [AVURLAsset URLAssetWithURL:url options:nil];
NSString *tracksKey = #"tracks";
[asset loadValuesAsynchronouslyForKeys:#[tracksKey] completionHandler: ^{
dispatch_async(dispatch_get_main_queue(), ^{
NSError* error = nil;
AVKeyValueStatus status = [asset statusOfValueForKey:tracksKey error:&error];
if (status == AVKeyValueStatusLoaded) {
NSDictionary *settings = #
{
(id)kCVPixelBufferPixelFormatTypeKey: #(kCVPixelFormatType_32BGRA),
#"IOSurfaceOpenGLESTextureCompatibility": #YES,
#"IOSurfaceOpenGLESFBOCompatibility": #YES,
};
AVPlayerItemVideoOutput* output = [[AVPlayerItemVideoOutput alloc] initWithPixelBufferAttributes:settings];
AVPlayerItem* playerItem = [AVPlayerItem playerItemWithAsset:asset];
[playerItem addOutput:output];
AVPlayer* player = [AVPlayer playerWithPlayerItem:playerItem];
[player setVolume: 0.0]; // no preview audio
self.playerItem = playerItem;
self.player = player;
self.playerItemVideoOutput = output;
AVPlayerLayer* playerLayer = [AVPlayerLayer playerLayerWithPlayer: player];
[self.preview.layer addSublayer: playerLayer];
[playerLayer setFrame: self.preview.bounds];
[playerLayer setVideoGravity: AVLayerVideoGravityResizeAspectFill];
[self setPlayerLayer: playerLayer];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(playerItemNewAccessLogEntry:) name:AVPlayerItemNewAccessLogEntryNotification object:self.playerItem];
[_player addObserver:self forKeyPath:#"status" options:NSKeyValueObservingOptionNew context:&PlayerStatusContext];
[_playerItem addObserver:self forKeyPath:#"status" options:NSKeyValueObservingOptionNew context:&PlayerItemStatusContext];
[_playerItem addObserver:self forKeyPath:#"tracks" options:0 context:nil];
}
});
}];
-(void) observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if (self.player.status == AVPlayerStatusReadyToPlay && context == &PlayerStatusContext) {
[self.player play];
}
}
To get the raw video data of the HLS stream I use:
CVPixelBufferRef buffer = [self.playerItemVideoOutput copyPixelBufferForItemTime:self.playerItem.currentTime itemTimeForDisplay:nil];
if (!buffer) {
return;
}
CMSampleBufferRef newSampleBuffer = NULL;
CMSampleTimingInfo timingInfo = kCMTimingInfoInvalid;
timingInfo.duration = CMTimeMake(33, 1000);
int64_t ts = timestamp * 1000.0;
timingInfo.decodeTimeStamp = CMTimeMake(ts, 1000);
timingInfo.presentationTimeStamp = timingInfo.decodeTimeStamp;
CMVideoFormatDescriptionRef videoInfo = NULL;
CMVideoFormatDescriptionCreateForImageBuffer(
NULL, buffer, &videoInfo);
CMSampleBufferCreateForImageBuffer(kCFAllocatorDefault,
buffer,
true,
NULL,
NULL,
videoInfo,
&timingInfo,
&newSampleBuffer);
// do something here with sample buffer...
CFRelease(buffer);
CFRelease(newSampleBuffer);
Now I would like to get access to the raw audio data as well, but had no luck so far.
I tried to use MTAudioProcessingTap as described here:
http://venodesigns.net/2014/01/08/recording-live-audio-streams-on-ios/
Unfortunately I could not get this to work properly. I succeeded in getting access to the underlying assetTrack of the AVPlayerItem but the callback mehtods "prepare" and "process" of the MTAudioProcessingTap is never getting called. I am not sure if I am on the right track here.
AVPlayer is playing the audio of the stream via the speaker, so internally the audio seems to be available as raw audio data. Is it possible to get access to the raw audio data? If it is not possible with AVPlayer, are there any other approaches?
If possible, I would not like to use ffmpeg, because the hardware decoder of the iOS device should be used for the decoding of the stream.
Related
AVPlayerLooper accepts a template AVPlayerItem and a AVQueuePlayer as setup parameters, then it internally manipulates items of the queue and player is constantly changing its currentItem.
This works perfect with AVPlayerLayer, which accepts this looped player as parameter and just renders it, but how can I use it with AVPlayerItemVideoOutput, which is being attached to the AVPlayerItem, which the player has multiple inside it? How do I reproduce the same thing AVPlayerLayer does internally?
AVPlayerLooper setup example from docs
NSString *videoFile = [[NSBundle mainBundle] pathForResource:#"example" ofType:#"mov"];
NSURL *videoURL = [NSURL fileURLWithPath:videoFile];
_playerItem = [AVPlayerItem playerItemWithURL:videoURL];
_player = [AVQueuePlayer queuePlayerWithItems:#[_playerItem]];
_playerLooper = [AVPlayerLooper playerLooperWithPlayer:_player templateItem:_playerItem];
_playerLayer = [AVPlayerLayer playerLayerWithPlayer:_player];
_playerLayer.frame = self.view.bounds;
[self.view.layer addSublayer:_playerLayer];
[_player play];
This is how AVPlayerItemVideoOutput supposed to be used
[item addOutput:_videoOutput];
The only workround I came up with is to observe for changes of the currentItem and each time deattach the video output from old item and attach it to new one, like in example below, but this apparently neutralizes the gapless playback which I'm trying to achieve.
- (void)observeValueForKeyPath:(NSString*)path
ofObject:(id)object
change:(NSDictionary*)change
context:(void*)context {
if (context == currentItemContext) {
AVPlayerItem* newItem = [change objectForKey:NSKeyValueChangeNewKey];
AVPlayerItem* oldItem = [change objectForKey:NSKeyValueChangeOldKey];
if(oldItem.status == AVPlayerItemStatusReadyToPlay) {
[newItem removeOutput:_videoOutput];
}
if(newItem.status == AVPlayerItemStatusReadyToPlay) {
[newItem addOutput:_videoOutput];
}
[self removeItemObservers:oldItem];
[self addItemObservers:newItem];
}
}
For more context, I'm trying to come up with a fix for flutter's video_player plugin https://github.com/flutter/flutter/issues/72878
Plugin's code can be found here https://github.com/flutter/plugins/blob/172338d02b177353bf517e5826cf6a25b5f0d887/packages/video_player/video_player/ios/Classes/FLTVideoPlayerPlugin.m
You can do this by subclassing AVQueuePlayer (yay OOP) and creating and adding AVPlayerItemVideoOutputs there, as needed. I've never seen multiple AVPlayerItemVideoOutputs before, but memory consumption seems reasonable and everything works.
#interface OutputtingQueuePlayer : AVQueuePlayer
#end
#implementation OutputtingQueuePlayer
- (void)insertItem:(AVPlayerItem *)item afterItem:(nullable AVPlayerItem *)afterItem;
{
if (item.outputs.count == 0) {
NSLog(#"Creating AVPlayerItemVideoOutput");
AVPlayerItemVideoOutput *videoOutput = [[AVPlayerItemVideoOutput alloc] initWithOutputSettings:nil]; // or whatever
[item addOutput:videoOutput];
}
[super insertItem:item afterItem:afterItem];
}
#end
The current output is accessed like so:
AVPlayerItemVideoOutput *videoOutput = _player.currentItem.outputs.firstObject;
CVPixelBufferRef pixelBuffer = [videoOutput copyPixelBufferForItemTime:_player.currentTime itemTimeForDisplay:nil];
// do something with pixelBuffer here
CVPixelBufferRelease(pixelBuffer);
and configuration becomes:
_playerItem = [AVPlayerItem playerItemWithURL:videoURL];
_player = [OutputtingQueuePlayer queuePlayerWithItems:#[_playerItem]];
_playerLooper = [AVPlayerLooper playerLooperWithPlayer:_player templateItem:_playerItem];
_playerLayer = [AVPlayerLayer playerLayerWithPlayer:_player];
[self.view.layer addSublayer:_playerLayer];
[_player play];
I am using AVPlayer to play online video in my project. The Video is playing well. Now I want to reduce /increase the fps of the video . Below is my code that I am using:
self.asset = [AVAsset assetWithURL:self.videoUrl];
// the video player
self.player = [AVPlayer playerWithURL:self.videoUrl];
self.player.actionAtItemEnd = AVPlayerActionAtItemEndNone;
self.playerLayer = [AVPlayerLayer playerLayerWithPlayer:self.player];
self.playerLayer.videoGravity = AVLayerVideoGravityResizeAspectFill;
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[self.player currentItem]];
self.playerLayer.frame = CGRectMake(0, 0, self.view.frame.size.width, self.myPlayerView.frame.size.height);
[self.myPlayerView.layer addSublayer:self.playerLayer];
- (void)playerItemDidReachEnd:(NSNotification *)notification {
AVPlayerItem *p = [notification object];
[p seekToTime:kCMTimeZero];
}
Now how should I reduce/increase the fps for the online video?
You can do something like,
-(float)getFrameRateFromAVPlayer
{
float fps=0.00;
if (self.queuePlayer.currentItem.asset) {
AVAssetTrack * videoATrack = [[videoAsset tracksWithMediaType:AVMediaTypeVideo] lastObject];
if(videoATrack)
{
fps = videoATrack.nominalFrameRate;
}
}
return fps;
}
OR
AVPlayerItem *item = AVPlayer.currentItem; // Your current item
float fps = 0.00;
for (AVPlayerItemTrack *track in item.tracks) {
if ([track.assetTrack.mediaType isEqualToString:AVMediaTypeVideo]) {
fps = track.currentVideoFrameRate;
}
}
Hope this will help :)
AVPlayer allows you to set the current rate of the playback. Basically, it accepts a range of possibility values to control the current AVPlayerItem such as play slow forward, fast forward or reverse with negative rates. As saying in the document, you should check whether or not the current item can support those states of playing
Please try to check it out. The link for your reference https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVPlayer_Class/index.html#//apple_ref/occ/instp/AVPlayer/rate
So I have an AVPlayer that playing a live stream of an .m3u8 video and from what I've found searching it looks like you can't use AVAssetImageGenerator to make a screen shot but instead should use AVPlayerItemVideoOutput and
- (CVPixelBufferRef)copyPixelBufferForItemTime:(CMTime)itemTime itemTimeForDisplay:(CMTime *)outItemTimeForDisplay
but when I try and get the outputs from my AVPlayer.
NSArray *outputs = self.mainPlayer.currentItem.outputs;
I get an empty array.
The video plays just fine. Ultimatly what I want is a method like this.
-(UIImage *)frameFor:(CMTime)time;
At some point the CALayer on the view needs to be getting this image data so their has to be a way to grab that at some point. I tried just capturing the CALayer my AVPLayerLayer is attached to but I don't get anything more than the blank view color (bright pink just to make sure its return something). Their has to be some way of grabbing this data.
You're getting an empty array when you do
NSArray *outputs = self.mainPlayer.currentItem.outputs;
because the AVPlayerItemVideoOutput object needs to be added first
NSDictionary *settings = #{(id)kCVPixelBufferPixelFormatTypeKey : [NSNumber numberWithInt:kCVPixelFormatType_32BGRA]};
self.videoOutput = [[AVPlayerItemVideoOutput alloc] initWithPixelBufferAttributes:settings];
[playerItem addOutput:self.videoOutput];
and then when the AVPlayerItem status is AVPlayerStatusReadyToPlay you can capture the current frame using copyPixelBufferForItemTime:itemTimeForDisplay. For that, you need to create your AVPlayer object and add an observer to the AVPlayerItem status property
self.player = [AVPlayer playerWithPlayerItem:playerItem];
[self.player.currentItem addObserver:self forKeyPath:#"status" options:0 context:NULL];
and then in your callback function
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if (self.player.currentItem.status == AVPlayerStatusReadyToPlay)
{
CMTime currentTime = self.player.currentItem.currentTime;
CVPixelBufferRef buffer = [self.videoOutput copyPixelBufferForItemTime:currentTime itemTimeForDisplay:nil];
CIImage *ciImage = [CIImage imageWithCVPixelBuffer:buffer];
UIImage *image = [UIImage imageWithCIImage:ciImage];
// use `image`
}
}
If you only need to capture a thumbnail and you don't have to play the video first, you can use a simple utility that I've created that follows this logic.
(https://github.com/acotilla91/ACThumbnailGenerator)
How to use:
double bitRate = 1000000; // force video bit rate (can be use to cap video quality and improve performance). Pass 0 to use default bit rate.
self.thumbnailGenerator = [[ACThumbnailGenerator alloc] initWithPreferredBitRate:bitRate];
NSURL *videoURL = [NSURL URLWithString:#"http://qthttp.apple.com.edgesuite.net/1010qwoeiuryfg/sl.m3u8"];
int position = 10; // video position (in seconds) from where thumbnail should be extracted. Always pass 0 for live streams.
[self.thumbnailGenerator loadImageFrom:videoURL position:position withCompletionBlock:^(UIImage *image) {
// use `image`
}];
Hope it helps.
Swift version:
ACThumbnailGenerator-Swift
Usage:
var generator: ACThumbnailGenerator!
func captureSomeImage() {
let streamUrl = URL(string: "https://p-events-delivery.akamaized.net/18oijbasfvuhbfsdvoijhbsdfvljkb6/m3u8/hls_vod_mvp.m3u8")!
generator = ACThumbnailGenerator(streamUrl: streamUrl)
generator.delegate = self
generator.captureImage(at: 300)
}
func generator(_ generator: ACThumbnailGenerator, didCapture image: UIImage, at position: Double) {
// Use `image`
}
This question seems to be asked few times over last few years but none has answer for that. I am trying to process PCM data from HLS and I have to use AVPlayer.
this post taps the local files
https://chritto.wordpress.com/2013/01/07/processing-avplayers-audio-with-mtaudioprocessingtap/
and this tap work with remote files but not with .m3u8 hls files.
http://venodesigns.net/2014/01/08/recording-live-audio-streams-on-ios/
I can play first two tracks in the playlist but it doesn't start the needed callbacks to get the pcm, when the file is local or remote(not stream) I can still get the pcm but it is the hls is not working and I need HLS working
here is my code
//avplayer tap try
- (void)viewDidLoad {
[super viewDidLoad];
NSURL*testUrl= [NSURL URLWithString:#"http://playlists.ihrhls.com/c5/1469/playlist.m3u8"];
AVPlayerItem *item = [AVPlayerItem playerItemWithURL:testUrl];
self.player = [AVPlayer playerWithPlayerItem:item];
// Watch the status property - when this is good to go, we can access the
// underlying AVAssetTrack we need.
[item addObserver:self forKeyPath:#"status" options:0 context:nil];
}
-(void)observeValueForKeyPath:(NSString *)keyPath
ofObject:(id)object
change:(NSDictionary *)change
context:(void *)context
{
if(![keyPath isEqualToString:#"status"])
return;
AVPlayerItem *item = (AVPlayerItem *)object;
if(item.status != AVPlayerItemStatusReadyToPlay)
return;
NSArray *tracks = [self.player.currentItem tracks];
for(AVPlayerItemTrack *track in tracks) {
if([track.assetTrack.mediaType isEqualToString:AVMediaTypeAudio]) {
NSLog(#"GOT DAT FUCKER");
[self beginRecordingAudioFromTrack:track.assetTrack];
[self.player play];
}
}
}
- (void)beginRecordingAudioFromTrack:(AVAssetTrack *)audioTrack
{
// Configure an MTAudioProcessingTap to handle things.
MTAudioProcessingTapRef tap;
MTAudioProcessingTapCallbacks callbacks;
callbacks.version = kMTAudioProcessingTapCallbacksVersion_0;
callbacks.clientInfo = (__bridge void *)(self);
callbacks.init = init;
callbacks.prepare = prepare;
callbacks.process = process;
callbacks.unprepare = unprepare;
callbacks.finalize = finalize;
OSStatus err = MTAudioProcessingTapCreate(
kCFAllocatorDefault,
&callbacks,
kMTAudioProcessingTapCreationFlag_PostEffects,
&tap
);
if(err) {
NSLog(#"Unable to create the Audio Processing Tap %d", (int)err);
return;
}
// Create an AudioMix and assign it to our currently playing "item", which
// is just the stream itself.
AVMutableAudioMix *audioMix = [AVMutableAudioMix audioMix];
AVMutableAudioMixInputParameters *inputParams = [AVMutableAudioMixInputParameters
audioMixInputParametersWithTrack:audioTrack];
inputParams.audioTapProcessor = tap;
audioMix.inputParameters = #[inputParams];
self.player.currentItem.audioMix = audioMix;
}
void process(MTAudioProcessingTapRef tap, CMItemCount numberFrames,
MTAudioProcessingTapFlags flags, AudioBufferList *bufferListInOut,
CMItemCount *numberFramesOut, MTAudioProcessingTapFlags *flagsOut)
{
OSStatus err = MTAudioProcessingTapGetSourceAudio(tap, numberFrames, bufferListInOut,
flagsOut, NULL, numberFramesOut);
if (err) NSLog(#"Error from GetSourceAudio: %d", (int)err);
NSLog(#"Process");
}
void init(MTAudioProcessingTapRef tap, void *clientInfo, void **tapStorageOut)
{
NSLog(#"Initialising the Audio Tap Processor");
*tapStorageOut = clientInfo;
}
void finalize(MTAudioProcessingTapRef tap)
{
NSLog(#"Finalizing the Audio Tap Processor");
}
void prepare(MTAudioProcessingTapRef tap, CMItemCount maxFrames, const AudioStreamBasicDescription *processingFormat)
{
NSLog(#"Preparing the Audio Tap Processor");
}
void unprepare(MTAudioProcessingTapRef tap)
{
NSLog(#"Unpreparing the Audio Tap Processor");
}
void init is called void prepare and process has to be called as well.
how can I do this?
I would suggest you use FFMPEG library to process HLS streams. This is a little harder but gives more flexibility. I did HLS Player for Android a few years ago (used this project) I believe same applies to iOS.
I recommended to use Novocaine
Really fast audio in iOS and Mac OS X using Audio Units is hard, and will leave you scarred and bloody. What used to take days can now be done with just a few lines of code.
I am implementing a n HTTP live streaming player with OSX using avplayer.
I am able to stream it properly seek and get duration timing etc.
Now i want to take screen shots and process the frames from it using OpenCV.
I went for using AVASSetImageGenerator. But there is no audio and video tracks with the AVAsset which is associated with player.currentItem.
The tracks are appearing in player.currentItem.tracks.
So i am not able to sue AVAssetGenerator. Can anybody help to find out a solution to extract screenshots and individual frames in such a scenario?
Please find the code below how i am initiating an HTTP live stream
Thanks in advance.
NSURL* url = [NSURL URLWithString:#"http://devimages.apple.com/iphone/samples/bipbop/bipbopall.m3u8"];
playeritem = [AVPlayerItem playerItemWithURL:url];
[playeritem addObserver:self forKeyPath:#"status" options:0 context:AVSPPlayerStatusContext];
[self setPlayer:[AVPlayer playerWithPlayerItem:playeritem]];
[self addObserver:self forKeyPath:#"player.rate" options:NSKeyValueObservingOptionNew context:AVSPPlayerRateContext];
[self addObserver:self forKeyPath:#"player.currentItem.status" options:NSKeyValueObservingOptionNew context:AVSPPlayerItemStatusContext];
AVPlayerLayer *newPlayerLayer = [AVPlayerLayer playerLayerWithPlayer:[self player]];
[newPlayerLayer setFrame:[[[self playerView] layer] bounds]];
[newPlayerLayer setAutoresizingMask:kCALayerWidthSizable | kCALayerHeightSizable];
[newPlayerLayer setHidden:YES];
[[[self playerView] layer] addSublayer:newPlayerLayer];
[self setPlayerLayer:newPlayerLayer];
[self addObserver:self forKeyPath:#"playerLayer.readyForDisplay" options:NSKeyValueObservingOptionInitial | NSKeyValueObservingOptionNew context:AVSPPlayerLayerReadyForDisplay];
[self.player play];
Following is how i am checking whether video track is present with the Asset
case AVPlayerItemStatusReadyToPlay:
[self setTimeObserverToken:[[self player] addPeriodicTimeObserverForInterval:CMTimeMake(1, 10) queue:dispatch_get_main_queue() usingBlock:^(CMTime time) {
[[self timeSlider] setDoubleValue:CMTimeGetSeconds(time)];
NSLog(#"%f,%f,%f",[self currentTime],[self duration],[[self player] rate]);
AVPlayerItem *item = playeritem;
if(item.status == AVPlayerItemStatusReadyToPlay)
{
AVAsset *asset = (AVAsset *)item.asset;
long audiotracks = [[asset tracks] count];
long videotracks = [[asset availableMediaCharacteristicsWithMediaSelectionOptions]count];
NSLog(#"Track info Audio = %ld,Video=%ld",audiotracks,videotracks);
}
}]];
AVPlayerItem *item = self.player.currentItem;
if(item.status != AVPlayerItemStatusReadyToPlay)
return;
AVURLAsset *asset = (AVURLAsset *)item.asset;
long audiotracks = [[asset tracksWithMediaType:AVMediaTypeAudio]count];
long videotracks = [[asset tracksWithMediaType:AVMediaTypeVideo]count];
NSLog(#"Track info Audio = %ld,Video=%ld",audiotracks,videotracks);
This is an older question but in case someone needs help for that i have an answer
AVURLAsset *asset = /* Your Asset here! */;
AVAssetImageGenerator *generator = [[AVAssetImageGenerator alloc] initWithAsset:asset];
generator.requestedTimeToleranceAfter = kCMTimeZero;
generator.requestedTimeToleranceBefore = kCMTimeZero;
for (Float64 i = 0; i < CMTimeGetSeconds(asset.duration) * /* Put the FPS of the source video here */ ; i++){
#autoreleasepool {
CMTime time = CMTimeMake(i, /* Put the FPS of the source video here */);
NSError *err;
CMTime actualTime;
CGImageRef image = [generator copyCGImageAtTime:time actualTime:&actualTime error:&err];
// Do what you want with the image, for example save it as UIImage
UIImage *generatedImage = [[UIImage alloc] initWithCGImage:image];
CGImageRelease(image);
}
}
You can easily get the FPS of a Video by using this code:
float fps=0.00;
if (asset) {
AVAssetTrack * videoATrack = [asset tracksWithMediaType:AVMediaTypeVideo][0];
if(videoATrack)
{
fps = [videoATrack nominalFrameRate];
}
}
Hope that helps someone who is asking how to get all frames from a video or just some specific (with CMTime for example) frames. Please bear in mind, that saving all frames to an array can impact the memory hardly!