Update on fly input from ffmpeg in flutter app - flutter

I got a flutter app in which I receive a bunch of images (between 10 and 20 i/s) that I store in a tmp folder. And I need to stream those image to a rtmp server. For that I thought about using FFMPEG but is it possible to update the input file on the fly and "push" the image to the server one by one?
Thanks in advance for any clue.

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Flutter - Upload Video to Youtube

In my app I need the ability to take and upload or save a short 5 to 15 second video. I also need to be able to save the video if the user is offline, and upload it when connected to internet.
I can create the video file with the plugin image_picker, I tried to save it to the users gallery using plugin image_picker_saver but that seems to only handle images.
So I will probably have to use something like path_provider to save it to local storage (again examples of writing files are images as byte data)
When connected is there a way to upload a video to a Youtube account ?
I have read up on some Youtube plugins, but they are geared towards playing videos.
I was thinking of using WebViews to pop up the m.youtube.com/upload page but once you start an upload it goes to the desktop www.youtube.com
Other option to consider is using Firestore as the upload destination when they have a connection, but I would still have to manage offline local storage.
Thank you any help
Edit RE: comments below
Here is what I get when trying to capture a Landscape video on iPhone X with camera plugin:

External Storage

I am developing an app where i have thousands of images i am reading from the sdcard. I would like to say when i deploy the app, the images are downloaded together with the app. I have been trying to find a solution to this but no help. Please help!!!
The images are used as bitmap resources for imageViews. the are too many that I can't put them in drawable because they will make the app size too big.
Right now i have manually copied them over to the storage of the device i am accessing them from there. If I want to test thye app on another device then i have to copy the images folder again to the external drive of that device. Is there a way i can include them in the solution without putting them in drwable
I would suggest to keep your images on some web server and try to download the images from here.This will avaoid coping images all the time to devices .
So here is what you can do :
1 ) Upload the images on some server .
2) Also you can have a xml which will have urls of all the image.
3) When you start your application you first fetch the XML and get the urls.
4) then using these urls you can lazy load the images in your app.
try to read and understand this concept here :
Thanks

Netstream() progressive download of internal file

Hello All I have been working on a project for a while:
I have a non standard MP4 video file I want to play off a server in a IPhone App (I am using Flash builder to create it).
Due to a combination of server problems (not correctly identifying MIME type and cant be changed) and IPhone limitations (e.g. not being able to force the iplayer to play files with wrong extension), I have had to setup a process that reads the file in, saves it locally and then point the video player at the local file.
Although this sort of works, i am having an issue with some of the files that are large (94mb for a 17 min video) and a slow server - which takes 120 seconds to transfer the whole file.
I thought that if you started playing the video, then the transfer rate would be faster than the playback rate so the video would play ok.
However sometimes the video just crashes, which i am guessing is a result of the video reading beyond what has been written.
If the video played the internal file using progressive download I think it would probably not crash but resume once more date had been read but understand that progressive download is triggered by a url extension beginning with HTTP://
Can you make an internal file play using progressive download ? I know this would not normally be expected as logically the system would expect a local file to already be download ?
Any help appreciated
Thanks
Toby
try this to know download file is complete or not
HCDownload
it is very easy to use only write its delegate method.
Edit
also see StitchedStreamPlayer

ios video playback using flash builder / flex

Hi I am trying to create an iphone app that streams a video from a remote server (that automatically creates video files) , I'm using flash builder 4.7, mobile flex.
My expertise with fb / flex is not great but am getting there.
Using StageWebView I have made some progress and can stream a simple mp4 file , however the files I want to stream have the wrong extension so the iphones internal video player won't play them. I have no control over the remote server so can't change the mime type or file extensions. The files are legitimate mp4 files, if I copy one and change the extension they work fine.
Anybody got any idea how I can fool the ios video player into playing them?
Any help grateful appreciated I have been working on this for weeks and its driving me round the bend
Cheers
Toby

Uploading & Storing audio files

We are in the stage of designing our audio application, and we need to support uploading audio files from desktop applications to a cloud server, and also playing those audio files in the desktop applications.
How should we process the file before uploading? should be turn them into base 64 thus increasing their size by ~ 30%?
Or should we upload it as a raw binary file?
What about the different audio formats, should we transcode it in the client / server into mp3 or something like that?
Does anybody know what is the SoundCloud approach in this case?
Thank you!
SoundCloud stores the original file, and it transcodes the original for streaming purposes. The original can be downloaded if the owner makes that option available.
If you use HTTP to communicate with your server you'll need to encode with Base64. If you choose the right framework, this should be easy and possibly transparent to you.