別の説明がないため、オフラインメディアコンテキストを実装しようとしています。
コンセプトは、記録されたメディアの1秒のBlob
sを作成することです。
Blobs
で1秒間HTMLMediaElement
を個別に再生するBlob
sから完全なメディアリソースを再生する問題は、Blob
sを連結すると、Blob URL
またはHTMLMedia
を使用してメディアリソースがMediaSource
要素で再生されないことです。
作成されたBlob URL
は、連結されたBlob
の1秒間しか再生しません。 MediaSource
は2つの例外をスローします
DOMException: Failed to execute 'addSourceBuffer' on 'MediaSource': The MediaSource's readyState is not 'open'
そして
DOMException: Failed to execute 'appendBuffer' on 'SourceBuffer': This SourceBuffer has been removed from the parent media source.
連結されたBlob
sを適切にエンコードする方法、またはメディアフラグメントを単一の再構成されたメディアリソースとして再生するための回避策を実装する方法は?
<!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>
else
select
イベントでBlob URL
at change
ステートメントを使用して、メディアリソースの最初の1秒のみを再生する
video.src = URL.createObjectURL(fullMedia);
plnkr http://plnkr.co/edit/dNznvxe504JX7RWY658T?p=preview バージョン1 Blob URL
、バージョン2 MediaSource
現在、ビデオ編集を対象としたWeb APIはありません。
MediaStreamおよびMediaRecorder APIは、ライブソースを処理するためのものです。
ビデオファイルの構造のため、その一部をスライスして新しいビデオを作成するだけでなく、小さなビデオファイルを連結して1つのビデオを長くすることもできません。どちらの場合も、新しいビデオファイルを作成するには、メタデータを再構築する必要があります。
MediaFilesを生成できる唯一の現在のAPIはMediaRecorderです。
現在、MediaRecorder APIのインプリメンターは2つしかありませんが、2つの異なるコンテナーで約3つの異なるコーデックをサポートしています。つまり、現在の実装のみをサポートするには、少なくとも5つのメタデータパーサーを自分で構築する必要があります(これにより、数は増え続けます)。 、および実装が更新されると更新が必要になる場合があります)。
大変な仕事のようですね。
おそらく、着信WebAssembly APIを使用すると、ffmpegをブラウザーに移植できるため、非常に簡単になりますが、WAがまったくわからないことを認めざるを得ないので、実際に実行できるかどうかさえわかりません。
「わかりました、そのために作られたツールはありませんが、私たちはハッカーであり、強力な力を持つ他のツールを持っています。」
はい、そうです。本当に喜んでそれをやるなら、何かをハックすることができます...
前述のように、MediaStreamとMediaRecorderはライブビデオ用です。したがって、[HTMLVideoElement | HTMLCanvasElement].captureStream()
メソッドを使用して静的ビデオファイルをライブストリームに変換できます。
MediaRecorder APIのおかげで、これらのライブストリームを静的ファイルに記録することもできます。
ただし、現在のストリームソースであるMediaRecorderを供給されたままに変更することはできません。
したがって、小さなビデオファイルを1つにマージするためには、
<video>
要素に読み込みます<video>
要素を<canvas>
要素上に希望の順序で描画します<video>
要素をフィードするしかし、これは、マージが実際にはすべてのビデオの再録画であることを意味し、これはリアルタイムでのみ実行できます(速度= x1)
ここでは、最初に元のビデオファイルを複数の小さな部分にスライスし、これらの部分をシャッフルしてモンタージュを模倣した後、キャンバスベースのプレーヤーを作成し、このモンタージュを記録してエクスポートできるライブコンセプトの証明を示します。
NotaBene:これは最初のバージョンであり、まだ多くのバグがあります(Firefoxではおそらく、Chromeではほとんど問題なく動作するはずです)。
(() => {
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>