WebRTC video and photo at same time - camera

I'm working on an application that transmits video in low quality using webrtc. Periodically I want to send from same camera single frame in high resolution.
When I try to acquire another stream using getUserMedia I get same low quality one and when I try to pass some constraints to force higher resolution then then operation fails with overconstrained error (even though normally when there is no other stream it works fine).
Is it even possible to have at the same time many streams with different parameters from same device? Or is it possible acquire high resolution image without requesting for a new stream?

Related

Reduce Freeswitch video conference latency

We're experimenting with a Freeswitch based multiparty video conferencing solution (Zoom like). The users are connecting via WebRTC (Verto clients) and the streams are all muxed and displayed on the canvas (mod_conference in mux mode). It works OK, but we notice high media latency for mixed output and this makes it very difficult to have a real-time dialogue. This is not load related, even with only 1 caller watching himself on the canvas (the mux conference output), it takes almost 1 second to see a local move being reflected on the screen (e.g. if I raise my hand I can see it happening on the screen after almost 1 second ). This is obviously the roundtrip delay, but after discarding the intrinsic network latency (measured to be about 100 ms roundtrip) there seem to be around 800-900 ms added latency. There's no TURN relaying involved. It seems this is being introduced along the buffering/ transcoding/ muxing pipeline. Any suggestions please what to try to reduce the latency? What sort of latency should we expect, what's your experience, has anyone deployed a Freeswitch video conferencing with acceptable latency for bidirectional, real time conversations? Ultimately I'm trying to understand if Freeswitch can be used for a multiparty real time video conversation or I should give up look for something else. Thanks!

Is concurrent stream limitation of Agora RTC SDK depend on video quality or only audio?

In Agora FAQ I read one channel support 17 stream concurrently. Is this the limitation in case of only audio or low quality video streams are in the channel?
As I see in Agora sdk 4.x streams are replaced by tracks. Does it change something on limitation?
Thanks in advance,
László
The shift from streams to tracks in the Agora Web SDK 4.x is to give developers greater control over the individual tracks (audio, video) instead of the high-level stream object (which contains the tracks). This does not have any effect on the number of users within the channel.
To scale beyond the 17 user limitations, there are a few different approaches. The recommended way for web would be to use multiple client objects to subscribe to multiple channels. To ensure there is no duplication of video streams, limit each user to only broadcast into a single channel. Make sure when you initialize each client, you add the event listeners before joining the channel.
Something to note when you have more than 17 streams/videos playing at one time it can be very CPU/GPU intensive, so you might want to use Dual Stream mode to have a high quality and lower quality stream.

Stream html5 camera output

does anyone know how to stream html5 camera output to other users.
If that's possible should I use sockets, images and stream them to the users or other technology.
Is there any video tutorial where I can take a look about it.
Many thanks.
The two most common approaches now are most likely:
stream from the source to a server, and allow users connect to the server to stream to their devices, typically using some form of Adaptive Bit Rate streaming protocol (ABR - basically creates multiple bit rate versions of your content and chunks them, so the client can choose the next chunk from the best bit rate for the device and current network conditions).
Stream peer to peer, or via a conferencing hub, using WebRTC
In general, the latter is more focused towards real time, e.g. any delay should be below the threshold which would interfere with audio and video conferences, usually less than 200ms for audio for example. To achieve this it may have to sacrifice quality sometimes, especially video quality.
There are some good WebRTC samples available online (here at the time of writing): https://webrtc.github.io/samples/

WebRTC - Reduce streamed audio volume

Suppose we get an audio stream by using getUserMedia(gUM) API. I am broadcasting this stream to other users using WebRTC.
Is it possible to reduce the volume of the audio getting streamed.
Note : I am not looking to reduce device mic volume, because I understand we cannot control through browser and I dont want to
Try with GainNode from WebAudio. But the best thing will be to do this on the receiving end.

Symbian/S60 audio playback rate

I would like to control the playback rate of a song while it is playing. Basically I want to make it play a little faster or slower, when I tell it to do so.
Also, is it possible to playback two different tracks at the same time. Imagine a recording with the instruments in one track and the vocal in a different track. One of these tracks should then be able to change the playback rate in "realtime".
Is this possible on Symbian/S60?
It's possible, but you would have to:
Convert the audio data into PCM, if it is not already in this format
Process this PCM stream in the application, in order to change its playback rate
Render the audio via CMdaAudioOutputStream or CMMFDevSound (or QAudioOutput, if you are using Qt)
In other words, the platform itself does not provide any APIs for changing the audio playback rate - your application would need to process the audio stream directly.
As for playing multiple tracks together, depending on the device, the audio subsystem may let you play two or more streams simultaneously using either of the above APIs. The problem you may have however is that they are unlikely to be synchronised. Your app would probably therefore have to mix all of the individual tracks into one stream before rendering.