Mjpeg broken on recent Mobile Safari? - ios

I am playing with live mjpeg streams from IP cameras and found that support for mjpeg seems to be broken on recent Mobile Safari releases.
I am using a simple HTML test page with an embedded image as follows:
<img src="http://[ip_address]/[path]">
This works fine on an iPhone 4S with iOS 5.1, but doesn't show anything on an iPad with iOS 7.0.3.
Can someone confirm this? Any known workarounds?

MJPEG support on iPhone (and on OSX also) has been often broken in the past, and I can confirm that right now I'm having the same problem with MJPEG streams on my iPhone 5, version 7.0.4.
You can find some threads talking about this problem in the apple website, dating from mid 2013 and with a few recent answers, like this one https://discussions.apple.com/message/22933450#22933450
This one posts a possible solution, if you can control the stream:
https://discussions.apple.com/thread/4347848
I have not tried if this solution works, because I can't change the stream itself.
And the problem was also on OSX Lion :
https://discussions.apple.com/message/19028348#19028348
They say it has been fixed in OSX, and that some bug reports has been filed for ios, but can't find if and when they will be fixed.
I can't find it again, but in a comment someone speculate that MJPEG support was disabled/limited on purpose on iPhone because some users had their mobile bandwidth consumed when forgetting mobile safari connected to a site streaming mjpeg images, but can't find a reference to that claim.

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Audio in Unity WEBGL on IOS devices

I have a problem getting my audioclips to play on ios devices in webgl. I have seen other games with audio working so i know it is possible. Now after 3 days of trying to fix the issue with no luck i really hope you can help me with the problem. I know a solution where you can add some meta tags and save it as a Webapp on your phone. But that is not the solution i am looking for.
Here is an example of a game where the audio works fine in an ios browser http://temple-run2.com/
I quote:
Note that Unity WebGL content is not currently supported on mobile devices. It may still work, especially on high-end devices, but many current devices are not powerful enough and don’t have enough memory to support Unity WebGL content well.
more info
As so, uncontrolled behavior may (very likely) occur on mobile devices.
I know a solution where you can add some meta tags and save it as a
Webapp on your phone.
What is wrong with just building to iOS nativly?
If you really need 3D content in a webbrowser that's supported on mobile devices, take a look at threejs

HTML 5 Video's Audio Muted in iOS 10 Web Apps

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There are a few other related discussions in the past, eg, Why HTML5 video doesn't play in IOS 8 WebApp(webview)?. I tested on iOS 10 using the html provided by that post.
Not sure whether it is a new bug introduced in iOS 10, or a bug that has never been fixed by Apple since earlier versions. Does anyone experience this issue? Are there any workarounds? Thanks in advance.
I had the same question. I googled all over the place. Then I realized what was causing the problem: I had the physical "soft mute" switch (next to the volume buttons) on my iPad turned on. Infuriatingly, this muted the volume on web apps, but not Safari web pages.

Streaming AAC+ (inside FLV) on iOS using AIR

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This is similar to Can FLV AAC stream be played in Android, but for iOS.
I wanted to use AIR in this scenario, since I need to listen for the Cue Points in the FLV - and this is easy to do if you're playing Flash in a web browser, so AIR seems like the natural choice. I have also looked at http://code.google.com/p/haxecast/ and https://code.google.com/p/project-thunder-snow/ but they all seem to use the same basic idea (parse the FLV using Netstream in "data generation mode" and feed the AAC+ data to a Video object) - and so they all hit the same wall on iOS.
I also came across this post which seems possibly related although it's not quite the same situation (e.g., it's not FLV).
Is AIR on iOS supposed to support this scenario- namely, streaming AAC+/FLV audio via HTTP?
EDIT: This post also appears to hit the same obstacle - so a lot of people are asking about this situation. Anyone from Adobe have any insight?
After much further research I've concluded that AIR on iOS just doesn't support this, and you have to build a native app (or at least use framework other than AIR) instead.

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I have a problem with my flex mobile application on iOS. It is a video chat application with a red5 server.
The video works fine but the voice has a big echo! I tried using getEnhancedMicrophone() but it didn't help.
How can I have Acoustic Echo cancellation or suppression on IOS?
I work on Flash Builder 4.6 with Air 3.5
There no known solutions.
Adobe been promising a fix for years but the solution requires access to Android source code from Google that is not open source. I had the same issues with a videChat app on Android using Adobe Air. I tried as workaround:
Switching mic.setLoopback(false/true) in a timer to break up the audio
Trying to detect sound coming over NetStream and set the local device mic gain to 0
Problem is I cannot detect if someone is talking over NetStream.
Use NetStreamInfo audio properties like audioBytesPerSecond but these do not jump when someone is talking over NetStream.
The problem is solved if the user wears headphones on the mobile side but this is not acceptable.

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