faster way to extract video frames to pixels on mac - objective-c

I'm reading large video files, frame by frame, and hoping there is a faster way to get pixel buffers.
For those codecs which are supported I'm using AVFoundation APIs and then for the remainder (e.g. DNxHD) I'm using Quicktime techniques.
Here's a simplified version of my AVFoundation based approach.
Is there some API I have not noticed, or some attribute I could set to speed things up?
AVURLAsset *myAVURLAsset = [AVURLAsset URLAssetWithURL:#"blahblah" options:nil];
AVAssetTrack * videoTrack = [[myAVURLAsset tracksWithMediaType:AVMediaTypeVideo] objectAtIndex:0];
AVAssetReader *movieReader = [[AVAssetReader alloc] initWithAsset:myAVURLAsset error:nil];
NSDictionary* videoSettings = [NSDictionary dictionaryWithObject:#(kCVPixelFormatType_32ARGB) forKey:#"kCVPixelBufferPixelFormatTypeKey"];
AVAssetReaderTrackOutput * output = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:videoTrack outputSettings:videoSettings];
[movieReader addOutput:output];
[movieReader startReading];
bool atEnd = false;
while (!atEnd) {
CMSampleBufferRef sampleBuffer = [output copyNextSampleBuffer];
if (sampleBuffer)
{
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(imageBuffer,0);
uint8_t *data = (uint8_t *)CVPixelBufferGetBaseAddress(imageBuffer);
// ...do lots of stuff with pixel data
// ...release and tidy up sampleBuffer etc
}
else{
atEnd = true;
}
}

Related

objective c - AvAssetReader and Writer to overlay video

I am trying to overlay a recorded video with AvAssetReader and AvAssetWriter with some images. Following this tutorial, I am able to copy a video (and audio) into a new file. Now my objective is to overlay some of the initial video frames with some images with this code:
while ([assetWriterVideoInput isReadyForMoreMediaData] && !completedOrFailed)
{
// Get the next video sample buffer, and append it to the output file.
CMSampleBufferRef sampleBuffer = [assetReaderVideoOutput copyNextSampleBuffer];
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
EAGLContext *eaglContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
CIContext *ciContext = [CIContext contextWithEAGLContext:eaglContext options:#{kCIContextWorkingColorSpace : [NSNull null]}];
UIFont *font = [UIFont fontWithName:#"Helvetica" size:40];
NSDictionary *attributes = #{NSFontAttributeName:font, NSForegroundColorAttributeName:[UIColor lightTextColor]};
UIImage *img = [self imageFromText:#"test" :attributes];
CIImage *filteredImage = [[CIImage alloc] initWithCGImage:img.CGImage];
[ciContext render:filteredImage toCVPixelBuffer:pixelBuffer bounds:[filteredImage extent] colorSpace:CGColorSpaceCreateDeviceRGB()];
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
if (sampleBuffer != NULL)
{
BOOL success = [assetWriterVideoInput appendSampleBuffer:sampleBuffer];
CFRelease(sampleBuffer);
sampleBuffer = NULL;
completedOrFailed = !success;
}
else
{
completedOrFailed = YES;
}
}
And to create image from text:
-(UIImage *)imageFromText:(NSString *)text :(NSDictionary *)attributes{
CGSize size = [text sizeWithAttributes:attributes];
UIGraphicsBeginImageContextWithOptions(size, NO, 0.0);
[text drawAtPoint:CGPointMake(0.0, 0.0) withAttributes:attributes];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
The video and audio are copied, but I haven't any text on my video.
Question 1: Why this code is not working?
Moreover, I want to be able to check the timecode of the current read frame. For example I would like to insert a text with the current timecode in the video.
I try this code following this tutorial:
AVAsset *localAsset = [AVAsset assetWithURL:mURL];
NSError *localError;
AVAssetReader *assetReader = [[AVAssetReader alloc] initWithAsset:localAsset error:&localError];
BOOL success = (assetReader != nil);
// Create asset reader output for the first timecode track of the asset
if (success) {
AVAssetTrack *timecodeTrack = nil;
// Grab first timecode track, if the asset has them
NSArray *timecodeTracks = [localAsset tracksWithMediaType:AVMediaTypeTimecode];
if ([timecodeTracks count] > 0)
timecodeTrack = [timecodeTracks objectAtIndex:0];
if (timecodeTrack) {
AVAssetReaderTrackOutput *timecodeOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:timecodeTrack outputSettings:nil];
[assetReader addOutput:timecodeOutput];
} else {
NSLog(#"%# has no timecode tracks", localAsset);
}
}
But I get the log:
[...] has no timecode tracks
Question 2: Why my video hasn't any AVMediaTypeTimecode? Ad so how can I get the current frame timecode?
Thanks for your help
I found the solutions:
To overlay video frames, you need to fix the decompression settings:
NSString* key = (NSString*)kCVPixelBufferPixelFormatTypeKey;
NSNumber* value = [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA];
NSDictionary* decompressionVideoSettings = [NSDictionary dictionaryWithObject:value forKey:key];
// If there is a video track to read, set the decompression settings for YUV and create the asset reader output.
assetReaderVideoOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:assetVideoTrack outputSettings:decompressionVideoSettings];
To get the frame timestamp, you have to read the video informations and then use a counter to increment the current timestamp:
durationSeconds = CMTimeGetSeconds(asset.duration);
timePerFrame = 1.0 / (Float64)assetVideoTrack.nominalFrameRate;
totalFrames = durationSeconds * assetVideoTrack.nominalFrameRate;
Then in this loop
while ([assetWriterVideoInput isReadyForMoreMediaData] && !completedOrFailed)
You can found the timestamp:
CMSampleBufferRef sampleBuffer = [assetReaderVideoOutput copyNextSampleBuffer];
if (sampleBuffer != NULL){
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
if (pixelBuffer) {
Float64 secondsIn = ((float)counter/totalFrames)*durationSeconds;
CMTime imageTimeEstimate = CMTimeMakeWithSeconds(secondsIn, 600);
mergeTime = CMTimeGetSeconds(imageTimeEstimate);
counter++;
}
}
I hope it could help!

OS X objective-C app uses excessive memory

I am writing an OS X application that will create a video using a series of images. It was developed using code from here: Make movie file with picture Array and song file, using AVAsset, but not including the audio portion.
The code functions and creates an mpg file.
The problem is the memory pressure. It doesn't appear to free up any memory. Using XCode Instruments I found the biggest culprits are:
CVPixelBufferCreate
[image TIFFRepresentation];
CGImageSourceCreateWithData
CGImageSourceCreateImageAtIndex
I tried adding code to release, but the ARC should already being doing that.
Eventually OS X will hang and or crash.
Not sure how to handle the memory issue. There are no mallocs in the code.
I'm open to suggestions. It appears that many others have used this same code.
This is the code that is based on the link above:
- (void)ProcessImagesToVideoFile:(NSError **)error_p size:(NSSize)size videoFilePath:(NSString *)videoFilePath jpegs:(NSMutableArray *)jpegs fileLocation:(NSString *)fileLocation
{
AVAssetWriter *videoWriter = [[AVAssetWriter alloc] initWithURL:
[NSURL fileURLWithPath:videoFilePath]
fileType:AVFileTypeMPEG4
error:&(*error_p)];
NSParameterAssert(videoWriter);
NSDictionary *videoSettings = [NSDictionary dictionaryWithObjectsAndKeys:
AVVideoCodecH264, AVVideoCodecKey,
[NSNumber numberWithInt:size.width], AVVideoWidthKey,
[NSNumber numberWithInt:size.height], AVVideoHeightKey,
nil];
AVAssetWriterInput* videoWriterInput = [AVAssetWriterInput
assetWriterInputWithMediaType:AVMediaTypeVideo
outputSettings:videoSettings];
AVAssetWriterInputPixelBufferAdaptor *adaptor = [AVAssetWriterInputPixelBufferAdaptor
assetWriterInputPixelBufferAdaptorWithAssetWriterInput:videoWriterInput
sourcePixelBufferAttributes:nil];
NSParameterAssert(videoWriterInput);
NSParameterAssert([videoWriter canAddInput:videoWriterInput]);
videoWriterInput.expectsMediaDataInRealTime = YES;
[videoWriter addInput:videoWriterInput];
//Start a session:
[videoWriter startWriting];
[videoWriter startSessionAtSourceTime:kCMTimeZero];
CVPixelBufferRef buffer = NULL;
//Write all picture array in movie file.
int frameCount = 0;
for(int i = 0; i<[jpegs count]; i++)
{
NSString *filePath = [NSString stringWithFormat:#"%#%#", fileLocation, [jpegs objectAtIndex:i]];
NSImage *jpegImage = [[NSImage alloc ]initWithContentsOfFile:filePath];
CMTime frameTime = CMTimeMake(frameCount,(int32_t) 24);
BOOL append_ok = NO;
int j = 0;
while (!append_ok && j < 30)
{
if (adaptor.assetWriterInput.readyForMoreMediaData)
{
if ((frameCount % 25) == 0)
{
NSLog(#"appending %d to %# attemp %d\n", frameCount, videoFilePath, j);
}
buffer = [self pixelBufferFromCGImage:jpegImage andSize:size];
append_ok = [adaptor appendPixelBuffer:buffer withPresentationTime:frameTime];
if (append_ok == NO) //failes on 3GS, but works on iphone 4
{
NSLog(#"failed to append buffer");
NSLog(#"The error is %#", [videoWriter error]);
}
//CVPixelBufferPoolRef bufferPool = adaptor.pixelBufferPool;
//NSParameterAssert(bufferPool != NULL);
if(buffer)
{
CVPixelBufferRelease(buffer);
//CVBufferRelease(buffer);
}
}
else
{
printf("adaptor not ready %d, %d\n", frameCount, j);
[NSThread sleepForTimeInterval:0.1];
}
j++;
}
if (!append_ok)
{
printf("error appending image %d times %d\n", frameCount, j);
}
frameCount++;
//CVBufferRelease(buffer);
jpegImage = nil;
buffer = nil;
}
//Finish writing picture:
[videoWriterInput markAsFinished];
[videoWriter finishWritingWithCompletionHandler:^(){
NSLog (#"finished writing");
}];
}
- (CVPixelBufferRef) pixelBufferFromCGImage: (NSImage *) image andSize:(CGSize) size
{
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], kCVPixelBufferCGImageCompatibilityKey,
[NSNumber numberWithBool:YES], kCVPixelBufferCGBitmapContextCompatibilityKey,
nil];
CVPixelBufferRef pxbuffer = NULL;
CVReturn status = CVPixelBufferCreate(kCFAllocatorDefault,
size.width,
size.height,
kCVPixelFormatType_32ARGB,
(__bridge CFDictionaryRef) options,
&pxbuffer);
NSParameterAssert(status == kCVReturnSuccess && pxbuffer != NULL);
CVPixelBufferLockBaseAddress(pxbuffer, 0);
void *pxdata = CVPixelBufferGetBaseAddress(pxbuffer);
NSParameterAssert(pxdata != NULL);
CGColorSpaceRef rgbColorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(pxdata, size.width, size.height,
8, 4*size.width, rgbColorSpace,
kCGImageAlphaPremultipliedFirst);
NSParameterAssert(context);
CGContextConcatCTM(context, CGAffineTransformMakeRotation(0));
CGImageRef imageRef = [self nsImageToCGImageRef:image];
CGRect imageRect = CGRectMake(0, 0, CGImageGetWidth(imageRef), CGImageGetHeight(imageRef));
CGContextDrawImage(context, imageRect, imageRef);
CGColorSpaceRelease(rgbColorSpace);
CGContextRelease(context);
CVPixelBufferUnlockBaseAddress(pxbuffer, 0);
imageRef = nil;
context = nil;
rgbColorSpace = nil;
return pxbuffer;
}
- (CGImageRef)nsImageToCGImageRef:(NSImage*)image;
{
NSData * imageData = [image TIFFRepresentation];// memory hog
CGImageRef imageRef;
if(!imageData) return nil;
CGImageSourceRef imageSource = CGImageSourceCreateWithData((__bridge CFDataRef)imageData, NULL);
imageRef = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL);
imageData = nil;
imageSource = nil;
return imageRef;
}
Your code is using ARC but the libraries you are calling might not be using ARC. They might be relying on the older autorelease pool system to free up memory.
You should have a read how it works, this is fundamental stuff that every Obj-C developer needs to memorise, but basically any object can be added to the current "pool" of objects, which will be released when the pool is released.
By default, the pool on the main thread is emptied each time the app enters an idle state. This usually works fine, since the main thread should never be busy for more than few hundredths of a second and you can't really build up much memory in that amount of time.
When you do a lengthy and memory intensive operation you need to manually setup an autorelease pool, which is most commonly put inside a for or while loop (although you can actually put them anywhere you want, that's just the most useful scenario):
for ( ... ) {
#autoreleasepool {
// do somestuff
}
}
Also, ARC is only for Objective C code. It does not apply to objects created by C functions like CGColorSpaceCreateDeviceRGB() and CVPixelBufferCreate(). Make sure you are manually releasing all of those.
ARC works only for retainable object pointers. ARC documentation defines them as
A retainable object pointer (or “retainable pointer”) is a value of a
retainable object pointer type (“retainable type”). There are three
kinds of retainable object pointer types:
block pointers (formed by applying the caret (^) declarator sigil to a
function type)
Objective-C object pointers (id, Class, NSFoo*, etc.)
typedefs marked with attribute((NSObject)) Other pointer types,
such as int* and CFStringRef, are not subject to ARC’s semantics and
restrictions.
You already explicitly call release here
CGContextRelease(context);
You should do the same for other objects. Like
CVPixelBufferRelease(pxbuffer);
for pxbuffer

AVFoundation - why can't I get the video orientation right

I am using AVCaptureSession to capture video from a devices camera and then using AVAssetWriterInput and AVAssetTrack to compress/resize the video before uploading it to a server. The final videos will be viewed on the web via an html5 video element.
I'm running into multiple issues trying to get the orientation of the video correct. My app only supports landscape orientation and all captured videos should be in landscape orientation. However, I would like to allow the user to hold their device in either landscape direction (i.e. home button on either the left or the right hand side).
I am able to make the video preview show in the correct orientation with the following line of code
_previewLayer.connection.videoOrientation = UIDevice.currentDevice.orientation;
The problems start when processing the video via AVAssetWriterInput and friends. The result does not seem to account for the left vs. right landscape mode the video was captured in. IOW, sometimes the video comes out upside down. After some googling I found many people suggesting that the following line of code would solve this issue
writerInput.transform = videoTrack.preferredTransform;
...but this doesn't seem to work. After a bit of debugging I found that videoTrack.preferredTransform is always the same value, regardless of the orientation the video was captured in.
I tried manually tracking what orientation the video was captured in and setting the writerInput.transform to CGAffineTransformMakeRotation(M_PI) as needed. Which solved the problem!!!
...sorta
When I viewed the results on the device this solution worked as expected. Videos were right-side-up regardless of left vs. right orientation while recording. Unfortunately, when I viewed the exact same videos in another browser (chrome on a mac book) they were all upside-down!?!?!?
What am I doing wrong?
EDIT
Here's some code, in case it's helpful...
-(void)compressFile:(NSURL*)inUrl;
{
NSString* fileName = [#"compressed." stringByAppendingString:inUrl.lastPathComponent];
NSError* error;
NSURL* outUrl = [PlatformHelper getFilePath:fileName error:&error];
NSDictionary* compressionSettings = #{ AVVideoProfileLevelKey: AVVideoProfileLevelH264Main31,
AVVideoAverageBitRateKey: [NSNumber numberWithInt:2500000],
AVVideoMaxKeyFrameIntervalKey: [NSNumber numberWithInt: 30] };
NSDictionary* videoSettings = #{ AVVideoCodecKey: AVVideoCodecH264,
AVVideoWidthKey: [NSNumber numberWithInt:1280],
AVVideoHeightKey: [NSNumber numberWithInt:720],
AVVideoScalingModeKey: AVVideoScalingModeResizeAspectFill,
AVVideoCompressionPropertiesKey: compressionSettings };
NSDictionary* videoOptions = #{ (id)kCVPixelBufferPixelFormatTypeKey: [NSNumber numberWithInt:kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange] };
AVAssetWriterInput* writerInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:videoSettings];
writerInput.expectsMediaDataInRealTime = YES;
AVAssetWriter* assetWriter = [AVAssetWriter assetWriterWithURL:outUrl fileType:AVFileTypeMPEG4 error:&error];
assetWriter.shouldOptimizeForNetworkUse = YES;
[assetWriter addInput:writerInput];
AVURLAsset* asset = [AVURLAsset URLAssetWithURL:inUrl options:nil];
AVAssetTrack* videoTrack = [[asset tracksWithMediaType:AVMediaTypeVideo] objectAtIndex:0];
// !!! this line does not work as expected and causes all sorts of issues (videos display sideways in some cases) !!!
//writerInput.transform = videoTrack.preferredTransform;
AVAssetReaderTrackOutput* readerOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:videoTrack outputSettings:videoOptions];
AVAssetReader* assetReader = [AVAssetReader assetReaderWithAsset:asset error:&error];
[assetReader addOutput:readerOutput];
[assetWriter startWriting];
[assetWriter startSessionAtSourceTime:kCMTimeZero];
[assetReader startReading];
[writerInput requestMediaDataWhenReadyOnQueue:_processingQueue usingBlock:
^{
/* snip */
}];
}
The problem is that modifying the writerInput.transform property only adds a tag in the video file metadata which instructs the video player to rotate the file during playback. That's why the videos play in the correct orientation on your device (I'm guessing they also play correctly in a Quicktime player as well).
The pixel buffers captured by the camera are still laid out in the orientation in which they were captured. Many video players will not check for the preferred orientation metadata tag and will just play the file in the native pixel orientation.
If you want the user to be able to record video holding the phone in either landscape mode, you need to rectify this at the AVCaptureSession level before compression by performing a transform on the CVPixelBuffer of each video frame. This Apple Q&A covers it (look at the AVCaptureVideoOutput documentation as well):
https://developer.apple.com/library/ios/qa/qa1744/_index.html
Investigating the link above is the correct way to solve your problem. An alternate fast n' dirty way to solve the same problem would be to lock the recording UI of your app into only one landscape orientation and then to rotate all of your videos server-side using ffmpeg.
In case it's helpful for anyone, here's the code I ended up with. I ended up having to do the work on the video as it was being captured instead of as a post processing step. This is a helper class that manages the capture.
Interface
#import <Foundation/Foundation.h>
#import <AVFoundation/AVFoundation.h>
#interface VideoCaptureManager : NSObject<AVCaptureVideoDataOutputSampleBufferDelegate>
{
AVCaptureSession* _captureSession;
AVCaptureVideoPreviewLayer* _previewLayer;
AVCaptureVideoDataOutput* _videoOut;
AVCaptureDevice* _videoDevice;
AVCaptureDeviceInput* _videoIn;
dispatch_queue_t _videoProcessingQueue;
AVAssetWriter* _assetWriter;
AVAssetWriterInput* _writerInput;
BOOL _isCapturing;
NSString* _gameId;
NSString* _authToken;
}
-(void)setSettings:(NSString*)gameId authToken:(NSString*)authToken;
-(void)setOrientation:(AVCaptureVideoOrientation)orientation;
-(AVCaptureVideoPreviewLayer*)getPreviewLayer;
-(void)startPreview;
-(void)stopPreview;
-(void)startCapture;
-(void)stopCapture;
#end
Implementation (w/ a bit of editing and a few little TODO's)
#implementation VideoCaptureManager
-(id)init;
{
self = [super init];
if (self) {
NSError* error;
_videoProcessingQueue = dispatch_queue_create("VideoQueue", DISPATCH_QUEUE_SERIAL);
_captureSession = [AVCaptureSession new];
_videoDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
_previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:_captureSession];
[_previewLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
_videoOut = [AVCaptureVideoDataOutput new];
_videoOut.videoSettings = #{ (id)kCVPixelBufferPixelFormatTypeKey: [NSNumber numberWithInt:kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange] };
_videoOut.alwaysDiscardsLateVideoFrames = YES;
_videoIn = [AVCaptureDeviceInput deviceInputWithDevice:_videoDevice error:&error];
// handle errors here
[_captureSession addInput:_videoIn];
[_captureSession addOutput:_videoOut];
}
return self;
}
-(void)setOrientation:(AVCaptureVideoOrientation)orientation;
{
_previewLayer.connection.videoOrientation = orientation;
for (AVCaptureConnection* item in _videoOut.connections) {
item.videoOrientation = orientation;
}
}
-(AVCaptureVideoPreviewLayer*)getPreviewLayer;
{
return _previewLayer;
}
-(void)startPreview;
{
[_captureSession startRunning];
}
-(void)stopPreview;
{
[_captureSession stopRunning];
}
-(void)startCapture;
{
if (_isCapturing) return;
NSURL* url = put code here to create your output url
NSDictionary* compressionSettings = #{ AVVideoProfileLevelKey: AVVideoProfileLevelH264Main31,
AVVideoAverageBitRateKey: [NSNumber numberWithInt:2500000],
AVVideoMaxKeyFrameIntervalKey: [NSNumber numberWithInt: 1],
};
NSDictionary* videoSettings = #{ AVVideoCodecKey: AVVideoCodecH264,
AVVideoWidthKey: [NSNumber numberWithInt:1280],
AVVideoHeightKey: [NSNumber numberWithInt:720],
AVVideoScalingModeKey: AVVideoScalingModeResizeAspectFill,
AVVideoCompressionPropertiesKey: compressionSettings
};
_writerInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:videoSettings];
_writerInput.expectsMediaDataInRealTime = YES;
NSError* error;
_assetWriter = [AVAssetWriter assetWriterWithURL:url fileType:AVFileTypeMPEG4 error:&error];
// handle errors
_assetWriter.shouldOptimizeForNetworkUse = YES;
[_assetWriter addInput:_writerInput];
[_videoOut setSampleBufferDelegate:self queue:_videoProcessingQueue];
_isCapturing = YES;
}
-(void)stopCapture;
{
if (!_isCapturing) return;
[_videoOut setSampleBufferDelegate:nil queue:nil]; // TODO: seems like there could be a race condition between this line and the next (could end up trying to write a buffer after calling writingFinished
dispatch_async(_videoProcessingQueue, ^{
[_assetWriter finishWritingWithCompletionHandler:^{
[self writingFinished];
}];
});
}
-(void)writingFinished;
{
// TODO: need to check _assetWriter.status to make sure everything completed successfully
// do whatever post processing you need here
}
-(void)captureOutput:(AVCaptureOutput*)captureOutput didDropSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection*)connection;
{
NSLog(#"Video frame was dropped.");
}
-(void)captureOutput:(AVCaptureOutput*)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
if(_assetWriter.status != AVAssetWriterStatusWriting) {
CMTime lastSampleTime = CMSampleBufferGetPresentationTimeStamp(sampleBuffer);
[_assetWriter startWriting]; // TODO: need to check the return value (a bool)
[_assetWriter startSessionAtSourceTime:lastSampleTime];
}
if (!_writerInput.readyForMoreMediaData || ![_writerInput appendSampleBuffer:sampleBuffer]) {
NSLog(#"Failed to write video buffer to output.");
}
}
#end
For compressing /Resizing the video ,we can use AVAssetExportSession.
We can uppload a video of duration 3.30minutes.
If the video duration will be more than 3.30minutes,it will show a memory warning .
As here we are not using any transform for the video,the video will be as it is while recording.
Below is the sample code for compressing the video .
we can check the video size before compression and after compression.
{
-(void)trimVideoWithURL:(NSURL *)inputURL{
NSString *path1 = [inputURL path];
NSData *data = [[NSFileManager defaultManager] contentsAtPath:path1];
NSLog(#"size before compress video is %lu",(unsigned long)data.length);
AVURLAsset *asset = [AVURLAsset URLAssetWithURL:inputURL options:nil];
AVAssetExportSession *exportSession = [[AVAssetExportSession alloc] initWithAsset:asset presetName:AVAssetExportPreset640x480];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *outputURL = paths[0];
NSFileManager *manager = [NSFileManager defaultManager];
[manager createDirectoryAtPath:outputURL withIntermediateDirectories:YES attributes:nil error:nil];
outputURL = [outputURL stringByAppendingPathComponent:#"output.mp4"];
fullPath = [NSURL URLWithString:outputURL];
// Remove Existing File
[manager removeItemAtPath:outputURL error:nil];
exportSession.outputURL = [NSURL fileURLWithPath:outputURL];
exportSession.shouldOptimizeForNetworkUse = YES;
exportSession.outputFileType = AVFileTypeQuickTimeMovie;
CMTime start = CMTimeMakeWithSeconds(1.0, 600);
CMTime duration = CMTimeMakeWithSeconds(1.0, 600);
CMTimeRange range = CMTimeRangeMake(start, duration);
exportSession.timeRange = range;
[exportSession exportAsynchronouslyWithCompletionHandler:^(void)
{
switch (exportSession.status) {
case AVAssetExportSessionStatusCompleted:{
NSString *path = [fullPath path];
NSData *data = [[NSFileManager defaultManager] contentsAtPath:path];
NSLog(#"size after compress video is %lu",(unsigned long)data.length);
NSLog(#"Export Complete %d %#", exportSession.status, exportSession.error);
/*
Do your neccessay stuff here after compression
*/
}
break;
case AVAssetExportSessionStatusFailed:
NSLog(#"Failed:%#",exportSession.error);
break;
case AVAssetExportSessionStatusCancelled:
NSLog(#"Canceled:%#",exportSession.error);
break;
default:
break;
}
}];}

merge audio and video

I have an app in which I need to merge audio file into video file.
Some time my audio file is larger than video file duration. I had use AVFoundation's MixComposition, both get merged. but the problem is that if video file duration is smaller then when video is finished sound still goes on play and complete its full duration. It should be if video is finished audio must get stop.
Could any one provide me any solution.
Use the following code to stop your audio and it also create fade audio in last five second
- (void)getFadeAudioFile {
if (![appDelegate.musicFilePath isEqualToString:#"Not set"]) {
NSURL *url = [[[NSURL alloc]initWithString:appDelegate.musicFilePath]autorelease];
AVURLAsset* audioAsset = [[[AVURLAsset alloc]initWithURL:url options:nil]autorelease];
NSString *filePath = [self applicationDocumentsDirectory];
NSString *outputFilePath = nil;
outputFilePath = [filePath stringByAppendingPathComponent:#"/mySong.m4a"];
NSURL *outputFileUrl = [[[NSURL alloc]initFileURLWithPath:outputFilePath]autorelease];
NSError *theError = nil;
if ([[NSFileManager defaultManager] fileExistsAtPath:outputFilePath])
[[NSFileManager defaultManager] removeItemAtPath:outputFilePath error:&theError];
[self exportAsset:audioAsset toFilePath:outputFileUrl];
}
}
- (BOOL)exportAsset:(AVAsset *)avAsset toFilePath:(NSURL *)filePath {
// get the first audio track
NSArray *tracks = [avAsset tracksWithMediaType:AVMediaTypeAudio];
if ([tracks count] == 0) return NO;
AVAssetTrack *track = [tracks objectAtIndex:0];
// create the export session
// no need to retain here since the session will be retained by the
// completion handler since it is referenced there
AVAssetExportSession *exportSession = [AVAssetExportSession exportSessionWithAsset:avAsset presetName:AVAssetExportPresetAppleM4A];
if (nil == exportSession) return NO;
NSLog(#"arrOfImagesForVideo.coun:%d",arrImageDataDict.count);
int imgCount = arrImageDataDict.count+1;
int delay = appDelegate.delaySecond;
int duration = imgCount*delay;
CMTime stopTime = CMTimeMake(duration, 1);
// create trim time range - 20 seconds starting from 30 seconds into the asset
// NSInteger totalTime = CMTimeGetSeconds(avAsset.duration);
CMTime startTime = CMTimeMake(0, 1);
//CMTime stopTime = CMTimeMake(totalTime, 1);//0,30
CMTimeRange exportTimeRange = CMTimeRangeFromTimeToTime(startTime, stopTime);
// create fade in time range - 10 seconds starting at the beginning of trimmed asset
NSInteger fadeTime = duration-5;
NSLog(#"fade time:%d",fadeTime);
NSLog(#"fade duration:%d",duration);
CMTime startFadeInTime = CMTimeMake(fadeTime, 1);
CMTime endFadeInTime = CMTimeMake(duration, 1);
CMTimeRange fadeInTimeRange = CMTimeRangeFromTimeToTime(startFadeInTime, endFadeInTime);
// setup audio mix
AVMutableAudioMix *exportAudioMix = [AVMutableAudioMix audioMix];
AVMutableAudioMixInputParameters *exportAudioMixInputParameters = [AVMutableAudioMixInputParameters audioMixInputParametersWithTrack:track];
[exportAudioMixInputParameters setVolumeRampFromStartVolume:1.0 toEndVolume:0.0 timeRange:fadeInTimeRange];
exportAudioMix.inputParameters = [NSArray arrayWithObject:exportAudioMixInputParameters];
// configure export session output with all our parameters
exportSession.outputURL = filePath; // output path
exportSession.outputFileType = AVFileTypeAppleM4A; // output file type
exportSession.timeRange = exportTimeRange; // trim time range
exportSession.audioMix = exportAudioMix; // fade in audio mix
[exportSession exportAsynchronouslyWithCompletionHandler:
^(void ) {
//[self saveVideoToAlbum:outputFilePath];
}
];
return YES;
}
It will be saved in your file path documents directory and use it like
NSString *filePath = [self applicationDocumentsDirectory];
NSString *outputFilePath1 = [filePath tringByAppendingPathComponent:#"/mySong.m4a"];
NSURL *audio_inputFileUrl = [[NSURL alloc]initFileURLWithPath:outputFilePath1];
int imgCount = imageArray.count;
int delay = appDelegate.delaySecond;
NSLog(#"audio merged");
int duration = imgCount*delay;
CMTime seekingCM = CMTimeMake(duration, 1);
AVURLAsset* audioAsset = [[AVURLAsset alloc]initWithURL:audio_inputFileUrl options:nil];
CMTimeRange audio_timeRange = CMTimeRangeMake(kCMTimeZero, seekingCM);
AVMutableCompositionTrack *b_compositionAudioTrack = [mixComposition MutableTrackWithMediaType:AVMediaTypeAudio preferredTrackID:kCMPersistentTrackID_Invalid];
[b_compositionAudioTrack insertTimeRange:audio_timeRange ofTrack:[[audioAsset tracksWithMediaType:AVMediaTypeAudio] objectAtIndex:0] atTime:nextClipStartTime error:nil];
//[audioAsset autorelease];
newAudioTrack = [audioAsset tracksWithMediaType:AVMediaTypeAudio][0];

Playing video on iOS using OpenGL-ES

I'm trying to play a video (MP4/H.263) on iOS, but getting really fuzzy results.
Here's the code to initialize the asset reading:
mTextureHandle = [self createTexture:CGSizeMake(400,400)];
NSURL * url = [NSURL fileURLWithPath:file];
mAsset = [[AVURLAsset alloc] initWithURL:url options:NULL];
NSArray * tracks = [mAsset tracksWithMediaType:AVMediaTypeVideo];
mTrack = [tracks objectAtIndex:0];
NSLog(#"Tracks: %i", [tracks count]);
NSString* key = (NSString*)kCVPixelBufferPixelFormatTypeKey;
NSNumber* value = [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA];
NSDictionary * settings = [[NSDictionary alloc] initWithObjectsAndKeys:value, key, nil];
mOutput = [[AVAssetReaderTrackOutput alloc]
initWithTrack:mTrack outputSettings:settings];
mReader = [[AVAssetReader alloc] initWithAsset:mAsset error:nil];
[mReader addOutput:mOutput];
So much for the reader init, now the actual texturing:
CMSampleBufferRef sampleBuffer = [mOutput copyNextSampleBuffer];
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress( pixelBuffer, 0 );
glBindTexture(GL_TEXTURE_2D, mTextureHandle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 600, 400, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, CVPixelBufferGetBaseAddress( pixelBuffer ));
CVPixelBufferUnlockBaseAddress( pixelBuffer, 0 );
CFRelease(sampleBuffer);
Everything works well ... except the rendered image looks like this; sliced and skewed?
I've even tried looking into AVAssetTrack's preferred transformation matrix, to no avail, since it always returns CGAffineTransformIdentity.
Side-note: If I switch the source to camera, the image gets rendered fine. Am I missing some decompression step? Shouldn't that be handled by the asset reader?
Thanks!
Code: https://github.com/shaded-enmity/objcpp-opengl-video
I think the CMSampleBuffer uses a padding for performance reason, so you need to have the right width for the texture.
Try to set width of the texture with : CVPixelBufferGetBytesPerRow(pixelBuffer) / 4
(if your video format uses 4 bytes per pixel, change if other)