Can not live stream on my channel. Video I found said go to API and do some things to delete all but default stream key. But the API shows 0 items. I have no stream key. No idea what to do next
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I am Currently on a Project Which Captures a Video Detects for a Light Source in it and if The source Exists The Video gets Recorded and saved in cloudinary.com,
What I did after was i passed the cloudinary url into the media_url of twilio create function,
There are no error codes in the response, the status is 'queued' and The dashboard at twilio shows nothing.
Where Would The Problem Be?
I have two live videos feeding an encoder which creates H.264 chunk files and an HLS manifest which is being served by an apache web server.
A browser page using video.js shows a player. Pressing "play" on the browser properly plays the video. It works well.
However, if we change video sources (by flipping the switch in the picture below), there is a considerable delay (10 seconds) before the new content is displayed in the player. I'd like to get that to 3 seconds.
It appears that video.js and/or the HTML5 player in browser is buffering that amount of content. (if you delete the files on the web server, kill apache, or even pull the ethernet cable, the video keeps on playing!)
A button on the web page controls the switch. When clicked, I would also like to clear or reset the player so that it immediately re-reads the index.m3u8 manifest and downloads the new chunks.
So far, haven't found anything promising searching the internet or in the video.js API docs. There are lots of articles on API calls for fetching the current buffer percentage but cannot find any API for clearing it altogether.
Any ideas?
The encoder is set for 3 second chunks and the playlist depth is set for 10 entries.
I had a similar problem. Since i could not find a reliable API for this, i came up with a rather dirty workaround to clear the buffer:
var ctime = player.currentTime();
player.currentTime(0);
player.currentTime(ctime);
This currently works for me in all major browsers.
I create a WebRTC with simple peer. I need to capture stream from video element and send it to peers. I use vidEl.captureStream() to get Media Stream from video element and send it to other peer. It's working but only audio and video is blackscreen(not something is display).
[Testing] I create another video element on same origin of first video element and use captureStream() and test setObject with Media Stream captured and it's working.
How to send MediaStream from video.captureStream() to new peer through WebRTC and display video from remote peer.
Sorry for bad english.
https://webrtc.github.io/samples/src/content/capture/video-pc/
This sample does'nt work on chrome, edge but fire is worked. I don't know why.
There is currently an open bug in Chrome which breaks this:
https://bugs.chromium.org/p/chromium/issues/detail?id=1156408
We are successfully streaming video to YouTube already. However we don't know how to create the livestreams for a 360 video via the API:
My guess is that we miss some documentation about how to tell YouTube that a video stream needs to be played back in a 360 video player. We are using this code snippet to generate the liveStreams resource:
NSDictionary *stream = #{#"snippet": #{#"title": broadcast.title ? broadcast.title : #"mimoLive Livestream"},
#"cdn": #{#"resolution": resolution,
#"frameRate": framerate,
#"ingestionType": #"rtmp"}};
Is there a (un)documented key we need to add here?
Refering to YouTube API:
https://developers.google.com/youtube/v3/live/docs/liveStreams
(BTW: Facebook recently added the option is_spherical to their API to make this work)
You need to set the contentDetails.Projection field to 360 when creating a new broadcast object. It is set to rectangular by default. This is documented under https://developers.google.com/youtube/v3/live/docs/liveBroadcasts
I want some help on streaming an audio content on Windows8.I have several URL's which i need to play.Not sure if there is any ready to use API for this or anything else.
Can anyone please help ?
Try this:
Combine this with this.
Basically you create an instance of the MediaElement class with a URI like Uri targetUri = new Uri(#"http://www.bing.com"); which points to your audio.
Since you mentioned "several URLs" you'll need to create some sort of "playlist" (which may just be a collection of URLs). You can subscribe to the MediaEnded event of the MediaElement to know when to go to the next track. You'll also want to subscribe to the MediaFailed event in case the network goes down, the audio file is deleted or the audio file is using an unsupported codec.
Finally, consider adding support for audio to continue running in the background even when your application is not focused. This thread should help.