I am new to creating Nokia application for the series 40 mobiles.
I am trying use YouTube channel videos for my application, but I am getting an error on the simulator:
"The RTSP streaming feature is currently not supported in the Web Apps Simulator. Please test the streaming feature on one of the supported devices."
I tested on supported devices using the Nokia deploy method, but it is still not working so please can anyone help me solve the problem?
I believe on Nokia S40 series phones, live video streaming is not possible. May be due to some technical limitations [or say design limitations].
But when you open a web link which streams videos, [Some times and some devices] it gets opened in your media player and gets started to stream. But due to low quality antennas used for internet in the S40 series [Obviously entry level phones] internet speed will be less and it seems like video buffering or video streaming is not possible.
May be the device's simulator which you are using does not supports live video streaming. If you are internet connection is proper [and speedy as well] then this is the root cause.
Related
I am trying to stream HD video from the smartphone's camera via WebRTC in the browser.
(I am using Wowza as media server on the backend.)
This is working, and produces good quality on Android, but on iOS, the quality seems to be really bad and blurry.
I am testing this on a very fast internet connection, so this should not be the issue.
I am assuming that I somehow need to adjust the SDP settings, but setting AS and TIAS to high values doesn't seem to do anything really.
Oh, iOS is using h264.
So my question is: is there a setting I'm missing or is WebRTC on iOS / Safari currently not configurable in a way to use higher bandwidth?
Thanks!
I am trying to build a audio/video streaming app that works cross platform on iOS and Android mobile devices.
No matter how deep I Google, I'm ending up with suggestions that point me towards OpenTok/TokBox API. But this is what I wish to avoid.
I've checked a few demo, but WebRTC/HTML5 do not seem to work with streaming video/audio in iOS browser. For example, the https://apprtc.appspot.com demo does not work in Safari or Opera Mini in iOS.
When I try http://dev.opera.com/articles/media-capture-in-mobile-browsers/demo/ ... I can capture image using the default iOS camera picker from my browser but streaming video fails.
It seems like the getUserMedia() stuff is not supported by any browser in iOS.
Moreover, I am planning to put this on a WebView in a native iOS app. This sounds like a really far cry.
I wish someone could point me towards something that helps me build a video streaming app (hopefully using HTML5), that works uniformly for iOS and android (without TokBox).
You might want to look into Ericsson's Bowser App http://www.ericsson.com/research-blog/context-aware-communication/bowser-openwebrtc-released-open-source. It claims to provide WebRTC on Android and IOS. Apparently the App is currently under review in the App Store so if you wait it may just be a case of downloading the App. However it's also open source so if you can't wait then you can build it yourself https://github.com/ericssonresearch/bowser.
getUserMedia and WebRTC Peer-to-peer connections APIs are not supported in iOS.
One of the reason is that at the moment efforts around WebRTC focus on VP8 video codec which Apple and Microsoft do not support natively. Support in the near future is unlikely with Microsoft pushing for its own standard.
Doing what you want on iOS requires you use a native iOS compatible solution like OpenCV which supports video capture. You can find on Google tutorials on how to implement a solution based on OpenCV.
good news, will be supported at Safari 11.0
https://developer.apple.com/library/content/releasenotes/General/WhatsNewInSafari/Safari_11_0/Safari_11_0.html
For a streaming radio station, I have an AAC+ audio stream, inside an FLV container, delivered via HTTP. An example URL is http://3023.live.streamtheworld.com/ALTROCK_S01A_AAC. I wrote a simple AIR app (using the latest AIR and Flex SDK's) to play this stream, and it works fine on PC and Android, but doesn't play anything when deployed to the iOS simulator or a device (i.e., the bytes are loaded but there is no sound).
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.
I have tried to live stream audio (AAC-LC) from iOS for 3 months without much success...
I tried Audio Queues, which work well but there is a strange delay (~4s) and I don't know why (high level API ?)
I tried Audio Units, it sometimes works on the simulator but never with the phone using a modified code from this source
I am really lost, can anyone help me ?
EDIT
I have to do a live streaming application (iPhone-> Wowza Server via RTSP). The video part works well with little delay (1s). Now I'm trying to add audio in addition to video but I'm stuck with the SDK.
tldr : I need to capture microphone input then send AAC frames over the network without getting huge delay
This app, which I just now completed, broadcasts audio between any two iOS devices on the same network:
https://drive.google.com/open?id=1tKgVl0X92SYvgpvbljRzilXNQ6iBcjqM
Compile it with the latest beta release of Xcode 9, and run it on two iOS 11 (beta) devices.
The app is simple; you launch it, and then start talking. Everything is automatic, from network connectivity to audio streaming.
Events generated by the app are displayed in an event log in the app:
Even though the code is simple and concise, the event log was provided to make understanding the app's architecture quicker and more easily.
I'm using Adobe Media Encoder CS5 to encode a FLV file to H.264 to present on the web via HTML5 and the video file plays just fine in Safari in OS X (and in Firefox encoded to OGG) but on any iOS device (iPad, iPhone) I get the play icon with the slash running through it.
Has anyone encountered this before and if so, any ideas as to why?
Thanks.
We had this problem and found that encoding the files in accordance with iPhone's webview's standards created files that played fine.
Not all H.264 encoded Mp4 files are supported by iPhone (or Chrome for that matter) and slight differences in the encoding process can produce videos that do not work. Even if the EXACT same encoding settings were used, H.264 is a variable bit-rate encoder, so different videos may exceed bitrate limits, causing some to work and other not.
The encoding settings that were successful for us were:
Only use the H.264 Baseline Profile Level 3.0
Resolution below 640 x 480 and framerate up to 30 fps
B frames are not supported in the Baseline profile.
bitrate limit of 900kb.
Here is the reference we used to arrive at those settings.
I know this has a marked answer, but we had the exact same issue.
The problem ended up being a setting on our internal network.
After turning on the safari console on the iPad, we saw that when trying to load the video we were getting a "byte_range_error_message" being logged. It seems the mobile devices request this content differently than desktop devices, by requesting certain bytes at a time. We managed to find out that the video played fine when the phones used their 3G networks, but not when they loaded the video through the internal wifi. A lot of research later led us to this MSDN article:
http://support.microsoft.com/kb/922330
Which explained how to find the setting in our firewall to allow the devices to request the video properly. We also found a similar setting on one of our D-Link routers for a separate wifi network that was also having the problem.