iPhone web-app: HTML5 database and audio files - iphone

I'm having issues with audio files on the iPhone web-app. Seems as each time an audio file is played, it's loaded first then played, even if repeating the same audio on a page that hasn't refreshed (done via javascript). From what I've research manifest files would be great but they are for offline application. I'm now researching HTML5 databases.
Does anyone know if HTML5 databases can store audio files such as mp3? The end result it then to pull the mp3 from the database. It might still have to load the file each time from the database but I'm hoping it's quicker than retrieving it from a server.
Thank you.

I think what you are after is possible, however you have a significant hurdle in that the implementation of HTML5 databases on most browsers is limited to 5mb as per w3c recommendations:
A mostly arbitrary limit of five
megabytes per origin is recommended.
Having said that the way its implemented in iPhone Safari is that databases can grow until they reach 5MB in size at which point the browser will ask the user if they wish to allow for the extra size, asking again at 10, 50, 100 and 500MB (see section "Estimated Database Size" in this post by html5doctor).
There is no limit on the number of databases you can build per domain in safari, however according to this post by Cantina Consulting you can have a total of 50MB across all databases in a single domain.
Given these parameters, a possible work-around for this implementation is to split your mp3 blobs across multiple databases, creating a new database each time your reach 4.9MB, however even if you follow this design it may not be ideal as you will still experience the following:
50MB is not a lot of audio files, a typical 5/6min song is about 5MB at 128Khz, so that only gives you space for about 1CD (60 min) of mp3 songs, after this you will need user cooperation to use additional database space.
You will still have significant security issues trying to play the mp3 blobs from the javascript runtime, it may be possible to bypass these tricking flash into thinking they are mp3 stream but I'm not sure how you'd go about it.
Feel free to have a play around with this iPhone HTML5 SQL Client I put together, you may want to use something similar for experimenting with your local mp3 Database.

Related

Best Practices for serving dynamic files in a backend

does anyone know of best practices or common strategies in backend design for serving dynamic images and videos to client applications?
Background: I'm currently building an application that allows users to upload their own images and videos. I'm not really sure about how to serve these media files back to the client in the most efficient way. Do I store the files on the same VPS that my application server is running on? Do I need to save the files in different qualities / densities to better adjust for the clients' screen resolution? (I'll have mostly mobile clients)
I tried googling these questions but apparently I'm asking the wrong questions :-)
I would really appreciate maybe a reference or professional vocabulary on these topics.
Thanks in advance.
1) You need to split web server and application server.
First of all do not try to stream media files from your backend unless you can offload low-level stuff to OS - most likely you will do it wrong.
Use proxy server as an web server to serve such files.
nginx will do.
Also you need to have backup of your media files the same way as you do backup of your database.
Storing static huge media files along with application server is wrong move - it will not scale at all.
You can add cron task to move files to some CDN server - when your move is complete you replace URL in database to match new location.
So by using nginx you will save precious CPU and RAM while file is getting moved to external server.
And CDN will help you to dedicate bandwidth and CPU/RAM resources to application server.
2) Regarding image resolution and downsampling:
Screens of modern handsets have the same or even better resolution compared to typical office workstation.
Link speeds have much bigger impact on UX.
If client has smartphone with huge screen but with slow link you still have to deliver image or video as fast as possible even if quality of media will not be match the resolution of handset.
It makes sense to downsample images on demand and store result on disk for nginx/CDN to serve it again.
In case of videos it makes sense to make "bad" version with big compression(quality loss) for the cases of slow link - device will downsample it itself during playback.
And you can keep client statistics (screen sizes/downlink speeds) and generate optimized versions of such video file later when you see that it is "popular".
FYI: Several years ago some social meda giant dropped idea to prepare all possible versions of the same media file in favour of FPGA on-the-fly resampler.
I do not remember the name of the company and URL to the article. It was probably instagram.
Some cloud providers have offers with FPGA or CUDA on board to do heavy lifting.
So in some cases you could exchange storage for heave horsepower to do conversion on the fly.

Save image as base64 in mongoDB

I looking for the best way to upload an image from mobile phone to my server. I am currently using html5 to open the camera and take the picture, then I convert the file into a base64 string, then I send to the server, then save it in MongoDB.
I am expecting around 1000 to 1500 user request per day ( upload image ) , so I have the following question :
Is it a good way to do it?
Should I compress the base64, if yes how?
Should use a specific server to handle this task?
My backend is node express and the front end is ReactJS.
Thanks
It all depends on your situation. Reading and writing images from a cdn via i.e. streams is usually faster than reading and writing binary representations of images i.e. base64 from a database. However, your speed if reading from a cdn will obviously be effected by what service you use. Today, companies like Amazon can offer storage to a very cheap price so if you are not building a hobby app for like a student project you can usually afford it. Storing binary representation of images actually end up a little bit bigger in size than storing the image itself. You don't compress the base64, you compress the image before converting it. However, if you can't afford a storage account and if you know your users won't upload that many images it is usually enough to store binary representations of the images in a database. Mongo Atlas, for example, offers 512 mb for free on their database clusters. Dividing tasks of your app such as database requests and cdn services from your main application is usually a good choice if possible. This way you will divide the cpu, memory, etc. of your hardware and it will lead to faster reading and writing tasks for the user.
There are a lot of different modules for doing this in node. JIMP is a pretty nice one with loads of built in functions like resizing images and converting them to binary, either as Buffer or base64.

how to decrease the application size

My problem is that my application size is very high,
is there any idea to reduce size of application?
if i make application without content and content is uploaded my server then how i sync the application with content put on my server?
i want to know that once user download application after that when he use application then we stream the content and save his document folder.
once user stream then never required for streaming.
is it possible????
Thanks,
Reducing the size of your application depends on the TYPE of contents of your application. I highly doubt that the application code is the cause, and since you did not mention what they are I am assuming they are some kind of resource.
If your resources are images, try to use image compression programs. Or convert them to smaller sized images or optimize the images.
If your resources are documents / text files / files that have a high compression ratio when zipped. Then you can try to zip your resources and access them inside the compressed file (this will mean additional coding, and probably slower in performance).
These are just examples.
It is not advisable to stream large contents because it uses the network bandwidth which, depending on the user's plan, can cause a big spike in phone bills.
Yes it is possible that you can download your content and can save to application's document folder, when user runs your application for the first time. Thought it may affect the first impression to your user as it will take time to download.

Streaming short sound files

I have a script that generates wave files, based on user input.
I want to be able to stream those wave files online(not necessarily as wave files, they can be converted on the fly to mp3 or whatever). Preferably through a embedded flash streamer, but a html5 version would be good too.
The files are generally small, around 5 seconds long, and I'd like then to be stream multiple files in one session.
Does anyone know how I should go about implementing this?
With such short audio clips I would not bother with a 'real' streaming technology, but just serve them up via HTTP as static files as quickly as the network connection will allow. A quick look at my iTunes library indicates that a 5s 128kpbs 44kHz stereo file is between 120-250KB. Almost small. If you are talking about 32kbps mono, then maybe the sizes will be a mere 15-30KB.
Encoding on-the-fly may result in undesirable issues, like scaling (CPU load from all those encoding jobs, some of which will be duplicate), latency (setting up the encoding, the actual encoding), and you won't know the end file size which can cause problems. So, setting up a caching system may make more sense.
I use wpaudioplayer to stream MP3s from my website (Example). It was originally made as a wordpress plugin but can be used as a standalone javascript.
I believe that it can play wave files as well as MP3s. If you do end up converting them before serving them I would suggest that you would

How do I seamlessly concatenate MP3 streams?

I'm working on a streaming server that will be capable of broadcasting targetted ads. Basically listeners hear the same music, but every, say, 30 minutes comes a block of ads and every listener has his/her own block. Implementing such streaming server poses various problems and this question is about one of them.
The server will work in a manner similar to Icecast, i.e. it will read the stream over the network from some stream generator and relay it to every listener. When it's time to broadcast ads, the server stops fetching the stream from the generator, reads ads from files and inserts them into each listener's buffer, transmits them and resumes on relaying stream from the generator.
When the server switches from relaying stream to broadcasting ads, it has to concatenate two MP3 streams (we broadcast in MP3). My concern is that simply appending one piece of data after another may produce some audible artifacts. Can it be done seamlessly?
I've already figured out this:
- I can make the server be aware of MP3 frames to avoid sync errors.
- I'm thinking about appending MP3 frames from the ad file after MP3 frames from the stream.
- Since ad is loaded from properly encoded MP3 file, I circumvent the problem of byte reservoir, because the first frame from the file can't use it.
But my concern is the way MDCT works. Listeners have no idea of what my server will do, so their MP3 decoders may produce some artifacts because incorrect MDCT data will be placed one after another in the stream they download. Will zero-padding at the beginning of the file with the ad compensate for this?
Do you know any libraries/tools (open source if possible) that can seamlessly join two MP3 files without decompressing them?
Can you point any good resources describing MP3 format? I searched Internet a lot, found lots of information, but I still miss the overall picture.
Maybe you know that this would be easier if I used another codec like OGG/Vorbis, AAC?
PS. This question is not a duplicate of What is the best way to merge mp3 files?. mp3wrap and tools alike are not an option for me.
I believe MP3s can be merged by simply concatenating the files. In some quick testing (cat file1.mp3 file2.mp3 > merged.mp3; mplayer merged.mp3) it seems to work as expected. Streaming from a web server probably will work just as well.
How are you going to handle switching the current input file? You can simply treat the advertisements as short tracks to play.
You should be able to concatenate mp3 files of both CBR and VBR formats.
MP3 files do not have a main header (disregarding ID3 and Xing). The audio data is stored as chunks where every chunk includes its own header. The header contains the necessary information (bitrate, sample frequency, stereo, etc) for the decoding of the audio data in that chunk.
This is one of the reasons why it is difficult to determine the duration of a mp3 file.
Another way of looking at it is, if you concatenate a CBR MP3 file with a VBR file, the end result is the same as one long VBR file with the first section of Audio at a constant bitrate.
The issue is that some MP3 players may be strict and expect a Xing header for a VBR MP3 file. This however was never the specification for the MP3 format but it is now assumed to be true.
If you're on Windows, the Microsoft DirectShow API may be the way to go. You should find that is is capable of doing things with audio and video both statically and streaming, in a variety of formats (you only need the necessary codecs, and the interface is virtually the same for all).
Saying this, DirectShow is unfortunately designed in a horribly intricate way, and has a steep learning curve, but the power it offers in unparallel if you're going to be doing audio/video manipulation on Windows. There are however a great number of samples and tutorials on how to use it, so it may not be so painful in the end. Also, if you're using the .NET Framework, there is a managed wrapped by the name of DirectShow.NET. It's not going to be an easy task whatever you do, unless there's something out there than I'm not aware of. Good luck with it anyway!
I approached a very similar problem, and after asking the right questions at various sources came up with the following...
Any worthy decoder will skip "bad" data until it hits a valid frame header. This is what ID3v2 relies upon to inject additional information into mp3 data. At the server, I'd go with analysis of source MP3 files to only serve valid MP3 frames. If you serve a few silent frames (about 7 should do it), the decoder should have time to settle before ramping up for the next load of (unassociated) MP3 data, avoiding the artefacts you (correctly) assume when concatenating frames from different encoding sessions.
More problematic is the possible switching of MP3 attributes (1/2 channels, output sample rate etc) between one frame to the next. Some decoders get quite upset when confronted with such a stream, resulting in 1/2 speed playback and the like. So, you need to ensure that all your source material is encoded to the same output attributes otherwise you may come unstuck.
You may have seen this already, but if not:
http://www.devhood.com/tutorials/tutorial_details.aspx?tutorial_id=79&printer=t
I don't see why you would want to concatenate the files. Why don't you use some sort of play list system and just change which file your sending. I would think this would allow more flexibility in the long run, and you wouldn't end up with large MP3 files.