I want to capture Ipad's video output into a browser using html5 tag(may be canvas or some other)..
How is that possible??
Also i assume that iPad streams video as component output format.
There exist an API called getUserMedia() to open streams of webcams, microphone, screencast and such fort streaming.
However Apple does not provide this API for iOS yet, so you basically cannot do it with web app. I am not sure if ti is even possible with a native app.
Related
I am writing a desktop application (web wrapper) that might require streaming youtube video.
Which application layer protocol is best suited for streaming YouTube videos? Do Chrome, Firefox, and Safari use the same application layer protocol for streaming YouTube videos?
(1) If you're using some web component of your programming language then just point it towards a Youtube video url. This displays full video page within your app.
webComponent.load("https://www.youtube.com/watch?v=xxxxxx");
(2) If you want just the Youtube player only (without comments and side thumbnails. etc) then :
Replace: https://www.youtube.com/watch?v=xxxxxxxx
With: https://www.youtube.com/embed/xxxxxxxx
(3) If you want the video file (without Youtube player) to display through your own player:
Look at Yoututue API for your language : https://www.googleapis.com/youtube/
(or else use a library like Youtube-DL to get MP4 files returned into your app).
Reading its documentation one might think that it uses HTML5 especially if focusing on this text:
The widget uses HTML5's postMessage support to send messages back to
your website regarding videos uploaded via the widget.
In addition, when I read the "Note" where it says it loads the same JavaScript file as the IFrame Player API, I thought it really does use HTML5 as the IFrame player API do.
However, when I try the widget on a mobile device I was presented with a "You need to upgrade your Adobe Flash Player..." error. Unfortunately, both iPhone and Android devices do not support it.
So the question is, does the widget use a Adobe Flash or HTML5. If the latter, can it be controlled via settings that was not defined in the doc?
As mentioned in your question, the Youtube Upload Widget uses
HTML5's postMessage support to send messages back to your website regarding videos uploaded via the widget.
So yes it's using HTML5 for this task, but for the video capturing part, the widget uses flash and that's why in mobile or even in desktop browser with flash player disabled, you will get the message that invite you to install flash player.
For the widget parameters, there is nothing, in my knowledge at least, to force it to load a HTML5 version which, I think, didn't exist yet now.
Hope that can help.
can HTML5 process streaming video ?
I mean , is there any way to create HTML page to handle the streaming and processing the video which is received from TV .
I know HTML5 can accept CAM as video input , but i have no idea if HTML5 can support video card or any video streaming device ?
thank you .
This has nothing to do with HTML5 directly... if the browser supports reading from video devices other than cameras, then these devices are accepted.
On many systems, a video device is a video device. On Windows this isn't always the case. There are several video capture APIs and not all devices are available on all APIs. Fortunately, there is software available that tends to make more devices available, such as SplitCam.
I would like to know How a HTML5 compliant browser plays a video using tags.
Does it actually call the underlying Player APIs using some plugin API ?
Can we write a custom plugin in chrome browser , such that using this we could call the Video player API like ffmpeg ?
Does it actually call the underlying Player APIs using some plugin API ?
Yes, The video players are implementations written in the browser, but the only API exposed is that stated in the HTML standard (and those which exist in JS).
Can we write a custom plugin in chrome browser?
No.
such that using this we could call the Video player API like ffmpeg ?
No, and the issue of distributing codecs and licensing come into play here. All of the format support provided in modern HTML5 browsers have been given licensing access to decode formats such as MP4 and AAC.
I need a front-end solution to record audio, but as users do not always use the most modern browsers, flash fall back is necessary. I am looking for an auto-fallback library (such as html5/flash player) to let users record their voices online.
I searched around Google but can't find a satisfying one. Any recommendation?
Thank you so much
Audior is a flash based solution that can record raw audio from your mic, convert it to mp3, give you the mp3 file or upload it to the web server. It keeps the audio in RAM until it's uploaded or saved on your computer so it's not suitable for long recordings where you will loose the data if your browser crashes.
FLVAR is a different flash based solution that, as you record, streams the recorded audio to a media server (Wowza, Adobe Media Server or Red5) where it is saved in .flv files. The codecs used are those native to Flash Player: Speex or NellyMoser's ASAO. Because the data is streamed as it's recorded, FLVAR is well suited for longer recordings.
HTML Media Capture can be used as a fallback on mobile devices. It works by extending the <input > HTML tag with a new capture attribute and you can specify audio or video. When recording the native recording app on the device opens up and the recorded media is attached to the form. It's well supported by all mobile browsers with the exception of audio only recording on Safari for iOS, it only supports audio+video not audio only.
Here's the HTML Media Capture implementation/process for video on iOS. :
The process is similar on Android devices for audio. HTML Media Capture is not supported on any desktop browser.
The only cross browser solution for non Flash audio recording on desktop browsers in the foreseeable future is the MediaStream Recording standard.
MediaStream Recording is a recent proposal by the the Media Capture Task Force for a JS API who's purpose is to make audio and video recording in the browser very simple. It's currently implemented only in Firefox 27 and for audio only. This article covers the standard in more detail.