MPEG Dash streaming on multiple screen using EXOplayer - streaming

I have a requirement to play the MPEG Dash stream on multiple screen. So I want to play same stream on different devices using EXO player.
If anyone have any idea, how to play same MPEG DASH stream on multiple screen please get back to me.
Thank You,

If you are new to MPEG-DASH I suggest to read some introducing articles, like http://www.streamingmedia.com/Articles/Editorial/What-Is-.../What-is-MPEG-DASH-79041.aspx, and https://www.bitcodin.com/blog/2015/04/mpeg-dash/.
Next step could be to define which platforms will be supported and if you are going for a native App, like ExoPlayer, browser based playout, like dash.js, or bitmovin, or make use of the native MPEG-DASH support of some devices, like some Smart TVs.
Once you share that knowledge and what is the goal of your efforts, people on this platform can help you with more details.

Related

Does Agora.io for Unity provide these features?

I'm a bit lost looking through all the various Agora.io modules (and not sure what it means that only some of them have Unity-specific downloads).
I want to make a Unity app where two remote phones exchange data as follows:
Streaming voice in both directions
Streaming video in one direction (recorded from device camera)
Streaming a small amount of continuously-changing custom data in the other direction (specifically, a position + orientation in a virtual world; probably encoded as 7 floats)
The custom data needs to have low latency but does not need reliability (it's fine if some updates get lost; app only cares about the most recent update). Updates basically every frame.
Ideally I want to support both Android and iOS.
I started looking at Agora video (successfully built a test project) and it seems like it will cover the voice and video, but I'm struggling to find a good way to send the custom data (position + orientation). It's probably theoretically possible to encode it as a custom video feed but that sounds complex and inefficient. Is there some out-of-band signalling mechanism I could use to send some extra data alongside/instead of a video?
Agora real-time messaging sounds like it would probably work for this, but I can't seem to find any info about integrating it with Unity (either on Agora's web site or in a general web search). Can I roll this in somehow?
Agora interactive gaming could maybe also be relevant? The overview doesn't seem real clear about how it's different from regular Agora video. I suspect it's overkill but that might be fine if there isn't a large performance cost.
Could anyone point me in the right direction?
I would also consider alternatives to Agora if there's a better plugin for implementing this feature set in Unity.
Agora's Video SDK for Unity supports exporting projects to Android, iOS, MacOS, and Windows (non-UWP).
Regarding your data streaming needs, Agora's RTM SDK is in the process of being ported to work within Unity. At the moment the best way to send data using the Agora SDK is to use CreateDataStream to leverage Agora's ability to open a data stream that is sent along with the frames. Data stream messages are limited to 1kb per frame and 30kb/s so I would be cautious about running it on every frame if you are using a frame-rate above 30fps.

Video streaming solutions

I am attempting to stream a video, in a format unity3d can access, like an mjpg. I have gone through several possible solutions, including gstreamer(only does client side as far as I could tell by the examples), yawcam(I couldn't find a way to access the image directly), and silverlight(due to simply not being able to find how the heck webcam streaming was doable) I am currently just looking for any more methods of getting video over from one side to the other. Could I possibly simply read the images into a byte array and send it over a socket? Maybe I missed something in the previous three possible solutions?
If you are looking to stream video from a server than you can use Ogg encoding + WWW.movie to map it to a texture. Assuming you have a Pro license, as I think this is a Pro only feature. If this is a local file, either bundled with the app or in external folder, we use the brilliant AVPro Windows Media or AVPro QuickTime. MJPEG does offers super smooth scrubbing with AVPro but generates enormous files. Definitely not ideal for streaming or even download!
Finally RenderHead also has a Live Camera capture plugin that could meet your needs.

Audio Stream from PC/Mac to Android/iPhone

Firstly, as this is essentially a multi-disciplinary question, please feel free to submit answers which only answer one part of the post - I will upvote answers which satisfy any of the questions below.
Hi, we are putting together an installation in which:
Audio comes in through a microphone to an FM transmitter
Transmitted to receiver
Receiver is plugged into computer's Line In
Audio is recorded/streamed as an .m3u stream, or recorded, and then uploaded(?)
Stream is accessible by scanning QR code on iPhone/Android.
I have a few questions around the subject that I was wondering if people could help with.
This is kind of a minor first question, if you are able to answer the second question, but is the best way to deal with incoming audio to record it 'before' uploading it, resulting in a delay, or is it to stream it?
I'm not sure of the best way to host the upload, as I suppose that it would be either an .m3u stream or some kind of progressive .mp3 that would need to be uploaded somewhere that supported this. Any advice? Is this kind of thing possible with free webhosting solutions? It would preferably be above 128kbps, too.
Initially, I presumed that the easiest way to have an audio stream linked to a URL that allowed for QR code linking was to build a very simple webpage with a media player on it, so that the end user wouldn't have to download any external application, and it could be done through the Android/iPhone browsers. Is this the case? Is the easiest way of doing this with something like <video> or <audio>, or is the HTML5 support for the mobile browsers not yet good enough? What are the alternatives? Something like jPlayer looks like it would work?
Thank you for your responses, I can give any necessary technical information you may find relevant, but these are quite broad questions. We can run the stream from either OSX 10.7 or Windows 7, as we have both, so recommendations for suitable software for either platform are welcomed.
Thanks again!
EDIT: Information from jPlayer.org -
HTML5 Audio Streams
HTML5 browsers and their support for audio streams. (Note that, jPlayer's Flash fall-back for non-HTML5 browsers works with MP3 streams.)
Audio streams work on:
Firefox (OSX, Win): OGA
Safari (OSX): MP3
Mobile Safari (iOS4 iPad/iPhone/iPod): MP3
Opera (OSX, Win): OGA
Chrome (OSX, Win): MP3, OGA
IE9 (Win): MP3
No mention of iOS5 or Android, but I used my android phone to check out the jplayer 1.2 stream demo they have up on their site, and it works. Seems like this could be the answer, but I need to know a little more about hosting, and perhaps iOS5 compatibility, though I'm sure it must work going forward. Anyone?
I recommend going with a standard SHOUTcast/Icecast setup.
First, you need an encoder. I recommend Edcast if you're doing this under Windows. The encoder is responsible for listening to your sound card, and encoding/compressing the raw PCM data into MP3, or whatever format(s) you need.
Next, you need a server. Again, SHOUTcast or Icecast will work great for you. No, you typically cannot host this on any free web hosting provider. Fortunately, hosting for SHOUTcast streams is cheap, and readily available. You can also host the server yourself, if you have the necessary bandwidth. It doesn't take much CPU/RAM.
Finally, you need a player. Your jPlayer will work just fine. For iOS, I usually just link to the playlist file and let it play. On Android, you can do a Flash player. HTML5 compatibility is there though, and jPlayer would be the way to do it.
Also note that there is no such thing as a ".m3u stream". A .m3u file is nothing but a playlist file, that contains the URL to the streaming audio. That's all.
For the QR code, just link to a web page URL that contains your player. That's all you have to do.
If you have more specific questions as you go, you should post them as separate questions here.

Live Video Chat for iPhone and HTTP Live Streaming

So generally, I want to make an app which has video chat functionality for iPhone. But after many searches, I am still not able to find any successful results. Is there any public or even for that matter, private API available for doing this on iPhone??? If you have an YES answer, please help me.
Basically, what I want is to read the streams of the video on both the devices connected for chatting. Thanks a lot in advance and please help me if you can.
p.s - I have already checked iDoubs but it failed and always shows some unknown problem and for that reason, doesn't allow me to connect to anyone.
ALSO : The suggested method I have found is via HTTP Live Streaming. But, in that too, I have multiple doubts.
1.) I need to find how do I upload my video from iPhone to the HTTP server from where I would be broadcasting?
2.) Can you please post something related to setting up the server? How do I feed the video to the FFMPEG Server?
Mainly, I need to find the upload method. I am right now simply sending hex-code in the form of NSDATA to the server and I am stuck there. The main problem is, It is live. How do I handle that?
It would be best, if you could help me make the iDoubs work properly.
Thank you so much for any kind of support!
have a look on this how to implement video chat in iphone But before starting you must have a IMS server up & running.
here is the live video chat framework what you are looking for. Its easy and simple to implement for face to face video chat. I have already tried this. Its working very fine. Great thing about this framework is multiple platform support.
Tokbox : https://tokbox.com/platform
https://tokbox.com/opentok/tutorials/
Sample Code:
https://github.com/opentok/opentok-ios-sdk-samples/
Edit:
Here is the article explaining opentok using parse.
http://www.iphonegamezone.net/ios-tutorial-create-iphone-video-chat-app-using-parse-and-opentok-tokbox/
HTTP live streaming is primarily an approach for adaptive streaming from server-to-client. For client-to-server rather go for traditional streaming. There exists an open library for streaming, see this question.
Whilst it is possible to facetime to do two-way chat, it is not certain that you will be able to using public iOS APIs. That said, I have implemented one-way live streaming for iPhone and the difficult part was not the core streaming itself, but encoding of the payload. You will be able to do H264 in hardware and AAC / iLBC in software.
How you want to feed this to the FFMPEG depends on your transport, possibly changing from 'file' H264 frames to 'streaming' H264. Check out the H264 frame types if you implement frame dropping; reconfiguring the H264 encoder on-the-fly is not possible to my knowledge, but restarting with fresh parameters typically does not take more than a second or so.
Did you attempt to play back a live resource while capturing? That is a good starting point. If you come across an open API for H264 encoding, please post it here ;-)

iPhone MP3 Streaming alternative to Segmenting

I have run into a bit of a problem. I built an iPhone app that streams my podcasts via the MPMoviePlayerController. Apple will not approve it because it can use too much bandwidth over the Carrier Network. So their workaround is to use a Stream Segmenter. I am unable to install a stream segmenter on my server. Are their ANY other solutions people have come up with that can help me stream my podcast to iPhone devices? Even if I have to make it a Web Application as opposed to a native application.
Thanks,
John
You could use a simple service like Encoding.com to create iphone segmented ondemand versions of your files for multi bitrate adaptive playback. You could also provide a high and low quality and only display the high when the reachability class shows that your using wifi. I had to do the second option to get one of my apps to pass approval. Hope this helps!
Well if you don't want a native app, I think you can just put a video link on a webpage and when the user clicks it Quicktime will take over and play the file. It will play the file as it downloads it.
I don't have any experience streaming large files over the iPhone, so I can't help guide you on alternatives and keeping it a native app.