如何使用Blob URL,MediaSource或其他方法播放连续的Blob媒体片段? [英] How to use Blob URL, MediaSource or other methods to play concatenated Blobs of media fragments?
问题描述
由于缺乏不同的描述,我试图实现离线媒体上下文。
Am attempting to implement, for lack of a different description, an offline media context.
概念是创建1秒 Blob
s录制媒体,能够
The concept is to create 1 second Blob
s of recorded media, with the ability to
- 播放1秒
Blob
独立于HTMLMediaElement
- 从连接的
Blob $播放完整的媒体资源c $ c> s
- Play the 1 second
Blobs
independently at anHTMLMediaElement
- Play the full media resource from concatenated
Blob
s
问题是,一旦 Blob
是使用 Blob URL
或 MediaSource <连接媒体资源无法在
HTMLMedia
元素中播放/ code>。
The issue is that once the Blob
s are concatenated the media resource does not play at HTMLMedia
element using either a Blob URL
or MediaSource
.
创建的 Blob URL
仅播放串联的<$ c $的1秒C>斑点的。 MediaSource
抛出两个异常
The created Blob URL
only plays 1 second of the concatenated Blob
's. MediaSource
throws two exceptions
DOMException: Failed to execute 'addSourceBuffer' on 'MediaSource': The MediaSource's readyState is not 'open'
和
DOMException: Failed to execute 'appendBuffer' on 'SourceBuffer': This SourceBuffer has been removed from the parent media source.
如何正确编码连接的 Blob
s或以其他方式实现一种解决方法,将媒体片段作为单个重组媒体资源播放?
How to properly encode the concatenated Blob
s or otherwise implement a workaround to play the media fragments as a single re-constituted media resource?
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<script>
const src = "https://nickdesaulniers.github.io/netfix/demo/frag_bunny.mp4";
fetch(src)
.then(response => response.blob())
.then(blob => {
const blobURL = URL.createObjectURL(blob);
const chunks = [];
const mimeCodec = "vdeo/webm; codecs=opus";
let duration;
let media = document.createElement("video");
media.onloadedmetadata = () => {
media.onloadedmetadata = null;
duration = Math.ceil(media.duration);
let arr = Array.from({
length: duration
}, (_, index) => index);
// record each second of media
arr.reduce((p, index) =>
p.then(() =>
new Promise(resolve => {
let recorder;
let video = document.createElement("video");
video.onpause = e => {
video.onpause = null;
console.log(e);
recorder.stop();
}
video.oncanplay = () => {
video.oncanplay = null;
video.play();
let stream = video.captureStream();
recorder = new MediaRecorder(stream);
recorder.start();
recorder.ondataavailable = e => {
console.log("data event", recorder.state, e.data);
chunks.push(e.data);
}
recorder.onstop = e => {
resolve();
}
}
video.src = `${blobURL}#t=${index},${index+1}`;
})
), Promise.resolve())
.then(() => {
console.log(chunks);
let video = document.createElement("video");
video.controls = true;
document.body.appendChild(video);
let select = document.createElement("select");
document.body.appendChild(select);
let option = new Option("select a segment");
select.appendChild(option);
for (let chunk of chunks) {
let index = chunks.indexOf(chunk);
let option = new Option(`Play ${index}-${index + 1} seconds of media`, index);
select.appendChild(option)
}
let fullMedia = new Blob(chunks, {
type: mimeCodec
});
let opt = new Option("Play full media", "Play full media");
select.appendChild(opt);
select.onchange = () => {
if (select.value !== "Play full media") {
video.src = URL.createObjectURL(chunks[select.value])
} else {
const mediaSource = new MediaSource();
video.src = URL.createObjectURL(mediaSource);
mediaSource.addEventListener("sourceopen", sourceOpen);
function sourceOpen(event) {
// if the media type is supported by `mediaSource`
// fetch resource, begin stream read,
// append stream to `sourceBuffer`
if (MediaSource.isTypeSupported(mimeCodec)) {
var sourceBuffer = mediaSource.addSourceBuffer(mimeCodec);
// set `sourceBuffer` `.mode` to `"sequence"`
sourceBuffer.mode = "segments";
fetch(URL.createObjectURL(fullMedia))
// return `ReadableStream` of `response`
.then(response => response.body.getReader())
.then(reader => {
const processStream = (data) => {
if (data.done) {
return;
}
// append chunk of stream to `sourceBuffer`
sourceBuffer.appendBuffer(data.value);
}
// at `sourceBuffer` `updateend` call `reader.read()`,
// to read next chunk of stream, append chunk to
// `sourceBuffer`
sourceBuffer.addEventListener("updateend", function() {
reader.read().then(processStream);
});
// start processing stream
reader.read().then(processStream);
// do stuff `reader` is closed,
// read of stream is complete
return reader.closed.then(() => {
// signal end of stream to `mediaSource`
mediaSource.endOfStream();
return mediaSource.readyState;
})
})
// do stuff when `reader.closed`, `mediaSource` stream ended
.then(msg => console.log(msg))
.catch(err => console.log(err))
}
// if `mimeCodec` is not supported by `MediaSource`
else {
alert(mimeCodec + " not supported");
}
};
}
}
})
}
media.src = blobURL;
})
</script>
</body>
</html>
使用 Blob URL
at else
语句选择
更改
事件,该事件仅播放媒体资源的第一秒
using Blob URL
at else
statement at select
change
event, which only plays first second of media resource
video.src = URL.createObjectURL(fullMedia);
plnkr http://plnkr.co/edit/dNznvxe504JX7RWY658T?p=preview 版本1 Blob URL
,版本2 MediaSource
plnkr http://plnkr.co/edit/dNznvxe504JX7RWY658T?p=preview version 1 Blob URL
, version 2 MediaSource
推荐答案
目前还没有针对视频编辑的Web API。
MediaStream和MediaRecorder API用于处理实时源。
There is currently no Web API targeted to video editing.
The MediaStream and MediaRecorder APIs are meant to deal with live sources.
由于视频文件的结构,你不能只将它的一部分切成制作一个新的视频,你也不能只连接小的视频文件,使其更长。在这两种情况下,您都需要重建其元数据才能制作新的视频文件。
能够生成MediaFiles的唯一当前API是MediaRecorder。
Because of the structure of video files, you can't just slice a part of it to make a new video, nor can you just concatenate small video files to make one longer. In both cases, you need to rebuild its metadata in order to make a new video file.
The only current API able to produce MediaFiles is the MediaRecorder.
目前MediaRecorder API只有两个实现者,但它们在两个不同的容器中支持大约3种不同的编解码器,这意味着你至少需要自己构建5个元数据解析器只支持当前的实现(数量会不断增加,并且随着实现的更新可能需要更新)。
听起来很糟糕。
There is currently only two implementors of the MediaRecorder API, but they support about 3 different codecs in two different containers, which does mean that you would need to build yourself at least 5 metadata parsers to only support current implementations (which will keep growing in number, and which may need update as implementations are updated).
Sounds like a tough job.
也许传入的WebAssembly API允许我们将ffmpeg移植到浏览器,这会使它变得更简单,但我不得不承认我根本不知道WA,所以我甚至不确定它是什么非常可行。
Maybe the incoming WebAssembly API will allow us to port ffmpeg to browsers, which would make it a lot simpler, but I have to admit I don't know WA at all, so I'm not even sure it is really doable.
我听到你说好的,没有专门用于此的工具,但我们是黑客,我们有其他工具,功能强大。
嗯,是的。如果我们真的愿意这样做,我们可以破解......
I hear you saying "Ok, there is no tool made just for that, but we are hackers, and we have other tools, with great power."
Well, yes. If we're really willing to do it, we can hack something...
如前所述,MediaStream和MediaRecorder用于实时视频。因此,我们可以使用 [HTMLVideoElement |将静态视频文件转换为实时流HTMLCanvasElement] .captureStream()
方法。
由于MediaRecorder API,我们还可以将这些实时流记录到静态文件中。
As said before, the MediaStream and MediaRecorder are meant for live video. We can thus convert static video files to live streams with the [HTMLVideoElement | HTMLCanvasElement].captureStream()
methods.
We can also record those live-streams to a static File thanks to the MediaRecorder API.
然而,我们无法做的是将当前的流源更改为已加入的MediaRecorder。
What we cannot do however is to change the current stream-source a MediaRecorder as been fed with.
因此,为了将较小的视频文件合并为一个较长的视频文件,我们需要
So in order to merge small video Files into one longer, we'll need to
- 将这些视频加载到
< video>
元素 - 绘制这些
< video>
所需订单中< canvas>
元素的元素 - 使用<$提供AudioContext的流源c $ c>< video> elements
- 将canvas.captureStream和AudioStreamSource的流合并到一个MediaStream中
- 记录此MediaStream
- load these videos into
<video>
elements - draw these
<video>
elements on a<canvas>
element in wanted order - feed an AudioContext's stream source with the
<video>
elements - merge the canvas.captureStream and AudioStreamSource's streams in a single MediaStream
- Record this MediaStream
但这意味着合并实际上是对所有视频的重新录制,这只能在实时(速度= x1)
But this means that the merging is actually a re-recording of all the videos, and this can only be done in real-time (speed = x1)
这是一个实时的概念验证,我们首先将原始视频文件切片多个较小的部分,将这些部分混合以模仿一些蒙太奇,然后创建一个基于画布的播放器,也能够记录这个蒙太奇并导出它。
Here is a live proof of concept where we first slice an original Video File in multiple smaller parts, shuffle these parts to mimic some montage, then create a canvas based player, also able to record this montage and export it.
NotaBene:这是第一个版本,我仍然有很多错误(在Firefox中不大,在Chrome中应该可以正常工作)。
(() => {
if (!('MediaRecorder' in window)) {
throw new Error('unsupported browser');
}
// some global params
const CHUNK_DURATION = 1000;
const MAX_SLICES = 15; // get only 15 slices
const FPS = 30;
async function init() {
const url = 'https://nickdesaulniers.github.io/netfix/demo/frag_bunny.mp4';
const slices = await getSlices(url); // slice the original media in longer chunks
mess_up_array(slices); // Let's shuffle these slices,
// otherwise there is no point merging it in a new file
generateSelect(slices); // displays each chunk independentely
window.player = new SlicePlayer(slices); // init our player
};
const SlicePlayer = class {
/*
@args: Array of populated HTMLVideoElements
*/
constructor(parts) {
this.parts = parts;
this.initVideoContext();
this.initAudioContext();
this.currentIndex = 0; // to know which video we'll play
this.currentTime = 0;
this.duration = parts.reduce((a, b) => b._duration + a, 0); // the sum of all parts' durations
// (see below why "_")
this.initDOM();
// attach our onended callback only on the last vid
this.parts[this.parts.length - 1].onended = e => this.onended();
this.resetAll(); // set all videos' currentTime to 0 + draw first frame
}
initVideoContext() {
const c = this.canvas = document.createElement('canvas');
c.width = this.parts[0].videoWidth;
c.height = this.parts[0].videoHeight;
this.v_ctx = c.getContext('2d');
}
initAudioContext() {
const a = this.a_ctx = new AudioContext();
const gain = this.volume_node = a.createGain();
gain.connect(a.destination);
// extract the audio from our video elements so that we can record it
this.audioSources = this.parts.map(v => a.createMediaElementSource(v));
this.audioSources.forEach(s => s.connect(gain));
}
initDOM() {
// all DOM things...
canvas_player_timeline.max = this.duration;
canvas_player_cont.appendChild(this.canvas);
canvas_player_play_btn.onclick = e => this.startVid(this.currentIndex);
canvas_player_cont.style.display = 'inline-block';
canvas_player_timeline.oninput = e => {
if (!this.recording)
this.onseeking(e);
};
canvas_player_record_btn.onclick = e => this.record();
}
resetAll() {
this.currentTime = canvas_player_timeline.value = 0;
// when the first part as actually been reset to start
this.parts[0].onseeked = e => {
this.parts[0].onseeked = null;
this.draw(0); // draw it
};
this.parts.forEach(v => v.currentTime = 0);
if (this.playing && this.stopLoop) {
this.playing = false;
this.stopLoop();
}
}
startVid(index) { // starts playing the video at given index
if (index > this.parts.length - 1) { // that was the last one
this.onended();
return;
}
this.playing = true;
this.currentIndex = index; // update our currentIndex
this.parts[index].play().then(() => {
// try to avoid at maximum the gaps between different parts
if (this.recording && this.recorder.state === 'paused') {
this.recorder.resume();
}
});
this.startLoop();
}
startNext() { // starts the next part before the current one actually ended
const nextPart = this.parts[this.currentIndex + 1];
if (!nextPart) { // current === last
return;
}
this.playing = true;
if (!nextPart.paused) { // already playing ?
return;
}
// try to avoid at maximum the gaps between different parts
if (this.recording && this.recorder && this.recorder.state === 'recording') {
this.recorder.pause();
}
nextPart.play()
.then(() => {
++this.currentIndex; // this is now the current video
if (!this.playing) { // somehow got stop in between ?
this.playing = true;
this.startLoop(); // start again
}
// try to avoid at maximum the gaps between different parts
if (this.recording && this.recorder.state === 'paused') {
this.recorder.resume();
}
});
}
startLoop() { // starts our update loop
// see https://stackoverflow.com/questions/40687010/
this.stopLoop = audioTimerLoop(e => this.update(), 1000 / FPS);
}
update(t) { // at every tick
const currentPart = this.parts[this.currentIndex];
this.updateTimeLine(); // update the timeline
if (!this.playing || currentPart.paused) { // somehow got stopped
this.playing = false;
if (this.stopLoop) {
this.stopLoop(); // stop the loop
}
}
this.draw(this.currentIndex); // draw the current video on the canvas
// calculate how long we've got until the end of this part
const remainingTime = currentPart._duration - currentPart.currentTime;
if (remainingTime < (2 / FPS)) { // less than 2 frames ?
setTimeout(e => this.startNext(), remainingTime / 2); // start the next part
}
}
draw(index) { // draw the video[index] on the canvas
this.v_ctx.drawImage(this.parts[index], 0, 0);
}
updateTimeLine() {
// get the sum of all parts' currentTime
this.currentTime = this.parts.reduce((a, b) =>
(isFinite(b.currentTime) ? b.currentTime : b._duration) + a, 0);
canvas_player_timeline.value = this.currentTime;
}
onended() { // triggered when the last part ends
// if we are recording, stop the recorder
if (this.recording && this.recorder.state !== 'inactive') {
this.recorder.stop();
}
// go back to first frame
this.resetAll();
this.currentIndex = 0;
this.playing = false;
}
onseeking(evt) { // when we click the timeline
// first reset all videos' currentTime to 0
this.parts.forEach(v => v.currentTime = 0);
this.currentTime = +evt.target.value;
let index = 0;
let sum = 0;
// find which part should be played at this time
for (index; index < this.parts.length; index++) {
let p = this.parts[index];
if (sum + p._duration > this.currentTime) {
break;
}
sum += p._duration;
p.currentTime = p._duration;
}
this.currentIndex = index;
// set the currentTime of this part
this.parts[index].currentTime = this.currentTime - sum;
if (this.playing) { // if we were playing
this.startVid(index); // set this part as the current one
} else {
this.parts[index].onseeked = e => { // wait we actually seeked the correct position
this.parts[index].onseeked = null;
this.draw(index); // and draw a single frame
};
}
}
record() { // inits the recording
this.recording = true; // let the app know we're recording
this.resetAll(); // go back to first frame
canvas_controls.classList.add('disabled'); // disable controls
const v_stream = this.canvas.captureStream(FPS); // make a stream of our canvas
const dest = this.a_ctx.createMediaStreamDestination(); // make a stream of our AudioContext
this.volume_node.connect(dest);
// FF bug... see https://bugzilla.mozilla.org/show_bug.cgi?id=1296531
let merged_stream = null;
if (!('mozCaptureStream' in HTMLVideoElement.prototype)) {
v_stream.addTrack(dest.stream.getAudioTracks()[0]);
merged_stream = v_stream;
} else {
merged_stream = new MediaStream(
v_stream.getVideoTracks().concat(dest.stream.getAudioTracks())
);
}
const chunks = [];
const rec = this.recorder = new MediaRecorder(merged_stream, {
mimeType: MediaRecorder._preferred_type
});
rec.ondataavailable = e => chunks.push(e.data);
rec.onstop = e => {
merged_stream.getTracks().forEach(track => track.stop());
this.export(new Blob(chunks));
}
rec.start();
this.startVid(0); // start playing
}
export (blob) { // once the recording is over
const a = document.createElement('a');
a.download = a.innerHTML = 'merged.webm';
a.href = URL.createObjectURL(blob, {
type: MediaRecorder._preferred_type
});
exports_cont.appendChild(a);
canvas_controls.classList.remove('disabled');
this.recording = false;
this.resetAll();
}
}
// END Player
function generateSelect(slices) { // generates a select to show each slice independently
const select = document.createElement('select');
select.appendChild(new Option('none', -1));
slices.forEach((v, i) => select.appendChild(new Option(`slice ${i}`, i)));
document.body.insertBefore(select, slice_player_cont);
select.onchange = e => {
slice_player_cont.firstElementChild && slice_player_cont.firstElementChild.remove();
if (+select.value === -1) return; // 'none'
slice_player_cont.appendChild(slices[+select.value]);
};
}
async function getSlices(url) { // loads the main video, and record some slices from it
const mainVid = await loadVid(url);
// try to make the slicing silent... That's not easy.
let a = null;
if (mainVid.mozCaptureStream) { // target FF
a = new AudioContext();
// this causes an Range error in chrome
// a.createMediaElementSource(mainVid);
} else { // chrome
// this causes the stream to be muted too in FF
mainVid.muted = true;
// mainVid.volume = 0; // same
}
mainVid.play();
const mainStream = mainVid.captureStream ? mainVid.captureStream() : mainVid.mozCaptureStream();
console.log('mainVid loaded');
const slices = await getSlicesInLoop(mainStream, mainVid);
console.log('all slices loaded');
setTimeout(() => console.clear(), 1000);
if (a && a.close) { // kill the silence audio context (FF)
a.close();
}
mainVid.pause();
URL.revokeObjectURL(mainVid.src);
return Promise.resolve(slices);
}
async function getSlicesInLoop(stream, mainVid) { // far from being precise
// to do it well, we would need to get the keyframes info, but it's out of scope for this answer
let slices = [];
const loop = async function(i) {
const slice = await mainVid.play().then(() => getNewSlice(stream, mainVid));
console.log(`${i + 1} slice(s) loaded`);
slices.push(slice);
if ((mainVid.currentTime < mainVid._duration) && (i + 1 < MAX_SLICES)) {
loop(++i);
} else done(slices);
};
loop(0);
let done;
return new Promise((res, rej) => {
done = arr => res(arr);
});
}
function getNewSlice(stream, vid) { // one recorder per slice
return new Promise((res, rej) => {
const rec = new MediaRecorder(stream, {
mimeType: MediaRecorder._preferred_type
});
const chunks = [];
rec.ondataavailable = e => chunks.push(e.data);
rec.onstop = e => {
const blob = new Blob(chunks);
res(loadVid(URL.createObjectURL(blob)));
}
rec.start();
setTimeout(() => {
const p = vid.pause();
if (p && p.then)
p.then(() => rec.stop())
else
rec.stop()
}, CHUNK_DURATION);
});
}
function loadVid(url) { // helper returning an video, preloaded
return fetch(url)
.then(r => r.blob())
.then(b => makeVid(URL.createObjectURL(b)))
};
function makeVid(url) { // helper to create a video element
const v = document.createElement('video');
v.control = true;
v.preload = 'metadata';
return new Promise((res, rej) => {
v.onloadedmetadata = e => {
// chrome duration bug...
// see https://bugs.chromium.org/p/chromium/issues/detail?id=642012
// will also occur in next FF versions, in worse...
if (v.duration === Infinity) {
v.onseeked = e => {
v._duration = v.currentTime; // FF new bug never updates duration to correct value
v.onseeked = null;
v.currentTime = 0;
res(v);
};
v.currentTime = 1e5; // big but not too big either
} else {
v._duration = v.duration;
res(v);
}
};
v.onerror = rej;
v.src = url;
});
};
function mess_up_array(arr) { // shuffles an array
const _sort = () => {
let r = Math.random() - .5;
return r < -0.1 ? -1 : r > 0.1 ? 1 : 0;
};
arr.sort(_sort)
arr.sort(_sort)
arr.sort(_sort);
}
/*
An alternative timing loop, based on AudioContext's clock
@arg callback : a callback function
with the audioContext's currentTime passed as unique argument
@arg frequency : float in ms;
@returns : a stop function
*/
function audioTimerLoop(callback, frequency) {
const freq = frequency / 1000; // AudioContext time parameters are in seconds
const aCtx = new AudioContext();
// Chrome needs our oscillator node to be attached to the destination
// So we create a silent Gain Node
const silence = aCtx.createGain();
silence.gain.value = 0;
silence.connect(aCtx.destination);
onOSCend();
var stopped = false; // A flag to know when we'll stop the loop
function onOSCend() {
const osc = aCtx.createOscillator();
osc.onended = onOSCend; // so we can loop
osc.connect(silence);
osc.start(0); // start it now
osc.stop(aCtx.currentTime + freq); // stop it next frame
callback(aCtx.currentTime); // one frame is done
if (stopped) { // user broke the loop
osc.onended = function() {
aCtx.close(); // clear the audioContext
return;
};
}
};
// return a function to stop our loop
return () => stopped = true;
}
// get the preferred codec available (vp8 is my personal, more reader support)
MediaRecorder._preferred_type = [
"video/webm\;codecs=vp8",
"video/webm\;codecs=vp9",
"video/webm\;codecs=h264",
"video/webm"
]
.filter(t => MediaRecorder.isTypeSupported(t))[0];
init();
})();
#canvas_player_cont {
display: none;
position: relative;
}
#canvas_player_cont.disabled {
opacity: .7;
pointer-events: none;
}
#canvas_controls {
position: absolute;
bottom: 4px;
left: 0px;
width: calc(100% - 8px);
display: flex;
background: rgba(0, 0, 0, .7);
padding: 4px;
}
#canvas_player_play_btn {
flex-grow: 0;
}
#canvas_player_timeline {
flex-grow: 1;
}
<div id="slice_player_cont">
</div>
<div id="canvas_player_cont">
<div id="canvas_controls">
<button id="canvas_player_play_btn">play</button>
<input type="range" min="0" max="10" step="0.01" id="canvas_player_timeline">
<button id="canvas_player_record_btn">save</button>
</div>
</div>
<div id="exports_cont"></div>
这篇关于如何使用Blob URL,MediaSource或其他方法播放连续的Blob媒体片段?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!