Is picture-in-picture the only way vLine does WebRTC? - webrtc

I’ve integrated vLine into a test site and I’m noticing that it’s picture-in-picture. Is that the only way this works? Is there a way to have both streams separate?

The picture-in-picture (PIP) mode occurs when you enable the vLine UI widgets, specifically the uiVideoPanel widget. Note that "ui": true enables all widgets, including the uiVideoPanel widget.
If you want to lay out the video streams in a custom manner, you can disable the uiVideoPanel widget and handle the mediaSession:addLocalStream and mediaSession:addRemoteStream events, where you can create the HTML <video> element with stream.createMediaElement(). You can put the resulting <video> element in any div and adjust the layout with CSS.
The following snippet was lifted from the vline-shell example:
// $client is the vline.Client that you created with vline.Client.create()
$client.on('add:mediaSession', onAddMediaSession, self);
// callback on new MediaSessions
function addMediaSession_(mediaSession) {
// add event handler for add stream events
mediaSession.on('mediaSession:addLocalStream mediaSession:addRemoteStream', function(event) {
// get the vline.MediaStream
var stream = event.stream;
// guard against adding a local video stream twice if it is attached to two media sessions
if ($('#' + stream.getId()).length) {
return;
}
// create video or audio element, giving it the the same id as the MediaStream
var elem = $(event.stream.createMediaElement());
elem.prop('id', stream.getId());
// video-wrapper is the id of a div in the page
$('#video-wrapper').append(elem);
});
// add event handler for remove stream events
mediaSession.on('mediaSession:removeLocalStream mediaSession:removeRemoteStream', function(event) {
$('#' + event.stream.getId()).remove();
});
}

Related

Custom Soundcloud Widget (api) Player

I'm trying to create a custom player for some Soundcloud tracks. The idea is to hide the Iframe and create a few players to play different tracks. The loading and playing all works fine but I have two challenges.
How do I create a progressbar (SC.Widget.Events.PLAY_PROGRESS)
How do I create a download link?
A snippet from the way I'm coding this:
(function(){
var widgetIframe = document.getElementById('sc-widget'),
widget = SC.Widget(widgetIframe);
widget.bind(SC.Widget.Events.READY, function() {
$('#play').click(function(){
widget.play();
});
}); }());
To bad the OPEN API is closed..
If you are trying to stream tracks using a custom player, I recommend you do not use the widget at all. Rather, use the streaming SDK directly. There are methods there that can do everything you need to load, play, pause, seek, get the current time of the song and more.
To initialize the streaming player, you can do something like:
SC.initialize({
client_id: "<client id>"
});
SC.stream("/tracks/" + song_id).then(function (player) {
player.play();
}
To build the actual progress bar, you can do something inside your stream function like the following (this example uses JQuery but you don't need to):
player.on("time", function () {
var current_time = player.currentTime();
var current_duration = player.options.duration;
$(".scrubber .scrubber_fill").css("width", ((current_time / current_duration) * 100) + "%");
});

VideoJS -- Best way to tie plugin to controlBar fadeIn

I'm trying to create a plugin that'll add a sharing button to the videojs player's overlay when the user hovers over or pauses the video -- basically I want my element to fade in over the player when the controlBar is show and fade out when it's hidden. My hackish solution is to listen for the player's "controlsvisible" and "controlshidden" events and calling fadeIn/Out on my element when those trigger.
Is that the best hook I have available, or is there a preferred method?
Sample:
videojs.plugin('shareButtons', function(options) {
var shareBtn;
shareBtn = $('<span class="icon-share"></span>share');
shareBtn.click(function() {
return alert("share");
});
$(this.el()).append(shareBtn);
this.on("controlsvisible", function() {
return vjs.Component.prototype.fadeIn.call($("#player-share"));
});
return this.on("controlshidden", function() {
return vjs.Component.prototype.fadeOut.call($("#player-share"));
});
});
I'm actually in the process of updating this. You can see the CSS in my branch here:
https://github.com/heff/video-js/blob/feature/control-bar-fixes/src/css/video-js.less
You'll be able to use events (useractive/userpassive) or CSS classes (vjs-user-active/vjs-user-passive).

Edit localStream

Is there a way to edit the local video stream 'localStream' before sending it to another peer via peerConnection() ?
navigator.getUserMedia({video: true, audio: true}, function(localMediaStream) {
var video = document.querySelector('video');
//How do I say edit a few pixes in the localMediaSttream before
//using peerConnection() to send it to another peer?
}, onFailSoHard);
Here are a few assumptions for tomorrow!
You can getUserMedia. Render stream in a video element. Use MediaSource APIs, get buffers; manipulate them. Do whatever you want!
Then capture stream from that "video" element.
It would be nice, if MediaSource APIs itself generate streams for us like WebAudio APIs.
Well, you can attach streams like this (after applying some affects on audio/video tracks):
peer.addStream ( new webkitStream (
yourStream.audioTracks || yourStream.getAudioTracks(),
yourStream.videoTracks || yourStream.getVideoTracks()
));

Reset Video.js plugin to initial state

I'm using jquery ui tabs and video.js. I want to stop the video when I go to another tab and reset it when I come back to second tab.
As of VideoJS v4.6 you can do the following to reset the player:
player.pause().currentTime(0).trigger('loadstart');
That loadstart is the key which shows the poster image and rebinds the first play event.
u can use this for show poster or show bigplay button
$( '.backlink' ).click( function() {
// Player (this) is initialized and ready.
var myPlayer = _V_("video9");
myPlayer.currentTime(0); // 2 minutes into the video
myPlayer.pause();
myPlayer.posterImage.el.style.display = 'block';
myPlayer.bigPlayButton.show();
});
It's even easier.
let player = Video(el);
player.on('ended', () => {
player.initChildren();
});
First you need a reference to the video player.
http://videojs.com/docs/api/
var myPlayer = _V_("myVideoID");
Then you can use the API to start/stop/reset the video.
Stop:
myPlayer.pause();
Reset:
myPlayer.currentTime(0);
I'm not sure how the jquery tabs are set up, but you might be able to do:
$('.my-tab-class').click(function(){
myPlayer.pause().currentTime(0);
});
player.reset();
Life is simple.
Get the id of the video.just append _html5_api with the id since videojs appends these letters and then you could use pause and make currentTime equal to 0.
var videoStop = document.getElementById(videoId+"_html5_api");
videoStop.pause();
videoStop.currentTime= 0;
The solution I found was using the videojs api, invoke the reset function followed by initChildren for reconstruct the player structure, i'm using vesion 5.10.7.
videojs('sublime_video', {}, function () {
var videoPlayer = this;
videoPlayer.width(screen.width / 2);
videoPlayer.height(720);
videoPlayer.on("ended", function(){
videoPlayer.reset().initChildren();
});
});
I was looking for a way to reintialize the VideoJS plugin then I found this :-
var player = videojs('my-player');
player.on('ended', function() {
this.dispose();
});
Just dispose off the video and init again.
Source:- https://docs.videojs.com/tutorial-player-workflows.html#dispose

Youtube API event on a specified time

Is it possible through the YouTube API to fire an event when the video reaches a specified time? e.g. when the video reaches 20 sec. fire the event.
Thanks,
Mauro
not sure if you still need an answer to this (as I'm finding it 4 months later) but here's how I accomplished this with youtube's iframe embed api. It's ugly in that it requires a setInterval, but there really isn't any kind of "timeupdate" event in the YouTube API (at least not in the iframe API), so you have to kind of fake it by checking the video time every so often. It seems to run just fine.
Let's say you want to start up your player as shown here with YT.Player(), and you want to implement your own onProgress() function that is called whenever the video time changes:
In HTML:
<div id="myPlayer"></div>
In JS:
// first, load the YouTube Iframe API:
var tag = document.createElement('script');
tag.src = "//www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// some variables (global here, but they don't have to be)
var player;
var videoId = 'SomeYoutubeIdHere';
var videotime = 0;
var timeupdater = null;
// load your player when the API becomes ready
function onYoutubeIframeAPIReady() {
player = new YT.Player('myPlayer', {
width: '640',
height: '390',
videoId: videoId,
events: {
'onReady': onPlayerReady
}
});
}
// when the player is ready, start checking the current time every 100 ms.
function onPlayerReady() {
function updateTime() {
var oldTime = videotime;
if(player && player.getCurrentTime) {
videotime = player.getCurrentTime();
}
if(videotime !== oldTime) {
onProgress(videotime);
}
}
timeupdater = setInterval(updateTime, 100);
}
// when the time changes, this will be called.
function onProgress(currentTime) {
if(currentTime > 20) {
console.log("the video reached 20 seconds!");
}
}
It's a little sloppy, requiring a few global variables, but you could easily refactor it into a closure and/or make the interval stop and start itself on play/pause by also including the onStateChange event when you initialize the player, and writing an onPlayerStateChange function that checks for play and pause. You'd just need to seperate the updateTime() function from onPlayerReady, and strategically call timeupdater = setInterval(updateTime, 100); and clearInterval(timeupdater); in the right event handlers. See here for more on using events with YouTube.
I think you may have a look at popcorn.js.
It's an interesting mozilla project and it seems to solve your problem.
Not sure if anyone agrees here but I might prefer to use setTimeout() over setInterval() as it avoids using event listeners, eg:
function checkTime(){
setTimeout(function(){
videotime = getVideoTime();
if(videotime !== requiredTime) {
checkTime();//Recursive call.
}else{
//run stuff you want to at a particular time.
//do not call checkTime() again.
}
},100);
}
Its a basic pseudocode but hopefully conveys the idea.