
Recherche avancée
Autres articles (105)
-
Configurer la prise en compte des langues
15 novembre 2010, parAccéder à la configuration et ajouter des langues prises en compte
Afin de configurer la prise en compte de nouvelles langues, il est nécessaire de se rendre dans la partie "Administrer" du site.
De là, dans le menu de navigation, vous pouvez accéder à une partie "Gestion des langues" permettant d’activer la prise en compte de nouvelles langues.
Chaque nouvelle langue ajoutée reste désactivable tant qu’aucun objet n’est créé dans cette langue. Dans ce cas, elle devient grisée dans la configuration et (...) -
Taille des images et des logos définissables
9 février 2011, parDans beaucoup d’endroits du site, logos et images sont redimensionnées pour correspondre aux emplacements définis par les thèmes. L’ensemble des ces tailles pouvant changer d’un thème à un autre peuvent être définies directement dans le thème et éviter ainsi à l’utilisateur de devoir les configurer manuellement après avoir changé l’apparence de son site.
Ces tailles d’images sont également disponibles dans la configuration spécifique de MediaSPIP Core. La taille maximale du logo du site en pixels, on permet (...) -
Emballe médias : à quoi cela sert ?
4 février 2011, parCe plugin vise à gérer des sites de mise en ligne de documents de tous types.
Il crée des "médias", à savoir : un "média" est un article au sens SPIP créé automatiquement lors du téléversement d’un document qu’il soit audio, vidéo, image ou textuel ; un seul document ne peut être lié à un article dit "média" ;
Sur d’autres sites (5361)
-
FFmpeg - RTMP streaming from NodeJS, stream is faster than realtime
6 avril 2023, par WestonMy goal is to render a canvas in Node, and stream that canvas to an RTMP server (Twitch ultimately, but for now I'm testing on a local RTMP server). The standard way to stream to RTMP seems to be
ffmpeg
, so I'm using that, spawned as a child process from within NodeJS.

I've tried a bunch of different combinations of techniques and
ffmpeg
params to get a consistent framerate and a stream at "realtime" speed, but can't figure it out. Here's the paths I've gone down so far

Render canvas and send input in continuous interval


import { createCanvas } from 'canvas';

const canvas = createCanvas(1920, 1080);
const ctx = canvas.getContext('2d');

const fps = 30;
const ffmpeg = spawn('ffmpeg', [
 '-re',
 '-framerate', String(.fps),
 '-r', String(fps),

 '-i', '-',
 
 '-vcodec', 'libx264',
 '-r', String(fps),
 '-s', '1920x1080',
 '-g:v', String(2*fps),
 '-c:a', 'aac',
 '-f', 'flv', 'rtmp://127.0.0.1/live'
]);
ffmpeg.stdout.pipe(process.stdout)
ffmpeg.stderr.pipe(process.stderr)


const send = () => {
 ctx.fillStyle = 'red'
 ctx.fillRect(0, 0, 1920, 1080);
 ctx.font = '100px Arial';
 ctx.fillStyle = 'black'
 ctx.fillText(new Date().toLocaleString(), 500, 500);
 ffmpeg.stdin.write(canvas.toBuffer())
 setImmediate(() => send())
}
send()



Observations


- 

- Took about 35 seconds for the stream to actually start (I think because of ffmpeg needing some amount of time to analyze the input ?)
- Frame rate extremely below what I set it to, and "speed" also very low, although I'm not 100% sure what this means. example log
Frame= 906 fps=3.9 q=29.0 size= 311kB time=00:00:27.83 bitrate= 91.5kbits/s speed=0.119x
- Stream behavior

- 

- Takes about a minute to load once opened in VLC
- Timer on the stream starts about 1 minute behind real time, stays stuck on a single second for 30+ seconds, then shoots up a few seconds quickly, and gets stuck again














I had a hunch here that at least some of the reason for the strange behavior was that rendering the canvas in the same loop that I send input to
ffmpeg
in was too slow to achieve 30 FPS.

Render canvas in separate interval from ffmpeg input interval


Only render canvas FPS-times per second


Continue sending input to
ffmpeg
as fast as possible

import { createCanvas } from 'canvas';

const canvas = createCanvas(1920, 1080);
const ctx = canvas.getContext('2d');

let buffer = canvas.toBuffer();

const fps = 30;
const ffmpeg = spawn('ffmpeg', [
 ...same as before
]);

const render = () => {
 ctx.fillStyle = 'red'
 ctx.fillRect(0, 0, 1920, 1080);
 ctx.font = '100px Arial';
 ctx.fillStyle = 'black'
 ctx.fillText(new Date().toLocaleString(), 500, 500);
 buffer = canvas.toBuffer();
 setTimeout(() => render(), 1/fps)
}
render();

const send = () => {
 ffmpeg.stdin.write(buffer)
 setImmediate(() => send())
}
send()



Observations


- 

ffmpeg
starts streaming almost immediately- fps starts out around 16, takes a couple seconds to hit 28, and then 30 more seconds to hit 30fps. speed much closer to 1x, but not quite all the way. example log
frame=15421 fps= 30 q=29.0 size= 4502kB time=00:08:31.66 bitrate= 72.1kbits/s speed=0.994x
- Stream behavior

- 

- Takes about 5 seconds to load once opened in VLC
- Timer stays stuck on the same second for multiple minutes














My hunch here for the stream being stuck on 1 timestamp is that while ffmpeg is sending frames out at 30 frames per second, I'm sending it frames much quicker than that. So in the first 1st of a second of streaming


- 

- Canvas renders with timestamp T 30 times
send
runs N times where N is likely way higher than 30, sendingffmpeg
N frames with the current timestamp- ffmpeg now has N frames with timestamp T on them, but can only send them out 30 per second, so it takes more than 1 second for the timestamp on the screen to change








Only send ffmpeg a frame every 1/FPS second


Same as before, but instead of sending ffmpeg frames as quickly as possible, only send it FPS frames every second.


import { createCanvas } from 'canvas';

const canvas = createCanvas(1920, 1080);
const ctx = canvas.getContext('2d');

let buffer = canvas.toBuffer();

const fps = 30;
const ffmpeg = spawn('ffmpeg', [
 ...same as before
]);

const render = () => {
 ...same as before
}
render();

const send = () => {
 ffmpeg.stdin.write(buffer)
 setTimeout(() => send(), 1/fps)
}
send()



Observations


- 

ffmpeg
takes a few seconds to start streaming- fps starts out high, around 28, and over the next minute or so drops down to 16. Speed drops along with it. example log
frame= 1329 fps= 16 q=29.0 size= 463kB time=00:00:41.93 bitrate= 90.5kbits/s speed= 0.5x
- Stream behavior

- 

- Takes about 10 seconds to load once opened in VLC
- Timer increases about twice as fast as expected, then gets hung on one second for a bit, and then starts increasing again at same rate















I'll stop there, but tl ;dr I've tried a whole bunch of different combinations of
-re, -framerate, -fps_mode, -r
ffmpeg args, and some other techniques in the code like continuing to usesetImmediate
to send frames, but use a date comparison to actually send a frame at an FPS rate. I'm sure there's probably some fundamental video streaming knowledge I'm missing, so I'm just looking for any sort of guidance on how I can get my canvas to stream at a "realtime" speed, or whatever I could be missing here.

-
FFmpeg - RTMP streaming from Node, stream is faster than realtime
31 mars 2023, par WestonMy goal is to render a canvas in Node, and stream that canvas to an RTMP server (Twitch ultimately, but testing on a local RTMP server). The standard way to stream to RTMP seems to be
ffmpeg
, so I'm using that, spawned as a child process from within node. I've tried a bunch of different combinations of techniques andffmpeg
params to get a consistent framerate and a stream at "realtime" speed, but can't figure it out. Here's the paths I've gone down so far

Render canvas and send input in continuous interval


import { createCanvas } from 'canvas';

const canvas = createCanvas(1920, 1080);
const ctx = canvas.getContext('2d');

const fps = 30;
const ffmpeg = spawn('ffmpeg', [
 '-re',
 '-framerate', String(.fps),
 '-r', String(fps),

 '-i', '-',
 
 '-vcodec', 'libx264',
 '-r', String(fps),
 '-s', '1920x1080',
 '-g:v', String(2*fps),
 '-c:a', 'aac',
 '-f', 'flv', 'rtmp://127.0.0.1/live'
]);
ffmpeg.stdout.pipe(process.stdout)
ffmpeg.stderr.pipe(process.stderr)


const send = () => {
 ctx.fillStyle = 'red'
 ctx.fillRect(0, 0, 1920, 1080);
 ctx.font = '100px Arial';
 ctx.fillStyle = 'black'
 ctx.fillText(new Date().toLocaleString(), 500, 500);
 ffmpeg.stdin.write(canvas.toBuffer())
 setImmediate(() => send())
}
send()



Observations


- 

- Took about 35 seconds for the stream to actually start (I think because of ffmpeg needing some amount of time to analyze the input ?)
- Frame rate extremely below what I set it to, and "speed" also very low, although I'm not 100% sure what this means. example log
Frame= 906 fps=3.9 q=29.0 size= 311kB time=00:00:27.83 bitrate= 91.5kbits/s speed=0.119x
- Stream behavior

- 

- Takes about a minute to load once opened in VLC
- Timer on the stream starts about 1 minute behind real time, stays stuck on a single second for 30+ seconds, then shoots up a few seconds quickly, and gets stuck again














I had a hunch here that at least some of the reason for the strange behavior was that rendering the canvas in the same loop that I send input to
ffmpeg
in was too slow to achieve 30 FPS.

Render canvas in separate interval from ffmpeg input interval


Only render canvas FPS-times per second


Continue sending input to
ffmpeg
as fast as possible

import { createCanvas } from 'canvas';

const canvas = createCanvas(1920, 1080);
const ctx = canvas.getContext('2d');

let buffer = canvas.toBuffer();

const fps = 30;
const ffmpeg = spawn('ffmpeg', [
 ...same as before
]);

const render = () => {
 ctx.fillStyle = 'red'
 ctx.fillRect(0, 0, 1920, 1080);
 ctx.font = '100px Arial';
 ctx.fillStyle = 'black'
 ctx.fillText(new Date().toLocaleString(), 500, 500);
 buffer = canvas.toBuffer();
 setTimeout(() => render(), 1/fps)
}
render();

const send = () => {
 ffmpeg.stdin.write(buffer)
 setImmediate(() => send())
}
send()



Observations


- 

ffmpeg
starts streaming almost immediately- fps starts out around 16, takes a couple seconds to hit 28, and then 30 more seconds to hit 30fps. speed much closer to 1x, but not quite all the way. example log
frame=15421 fps= 30 q=29.0 size= 4502kB time=00:08:31.66 bitrate= 72.1kbits/s speed=0.994x
- Stream behavior

- 

- Takes about 5 seconds to load once opened in VLC
- Timer stays stuck on the same second for multiple minutes














My hunch here for the stream being stuck on 1 timestamp is that while ffmpeg is sending frames out at 30 frames per second, I'm sending it frames much quicker than that. So in the first 1st of a second of streaming


- 

- Canvas renders with timestamp T 30 times
send
runs N times where N is likely way higher than 30, sendingffmpeg
N frames with the current timestamp- ffmpeg now has N frames with timestamp T on them, but can only send them out 30 per second, so it takes more than 1 second for the timestamp on the screen to change








Only send ffmpeg a frame every 1/FPS second


Same as before, but instead of sending ffmpeg frames as quickly as possible, only send it FPS frames every second.


import { createCanvas } from 'canvas';

const canvas = createCanvas(1920, 1080);
const ctx = canvas.getContext('2d');

let buffer = canvas.toBuffer();

const fps = 30;
const ffmpeg = spawn('ffmpeg', [
 ...same as before
]);

const render = () => {
 ...same as before
}
render();

const send = () => {
 ffmpeg.stdin.write(buffer)
 setTimeout(() => send(), 1/fps)
}
send()



Observations


- 

ffmpeg
takes a few seconds to start streaming- fps starts out high, around 28, and over the next minute or so drops down to 16. Speed drops along with it. example log
frame= 1329 fps= 16 q=29.0 size= 463kB time=00:00:41.93 bitrate= 90.5kbits/s speed= 0.5x
- Stream behavior

- 

- Takes about 10 seconds to load once opened in VLC
- Timer increases about twice as fast as expected, then gets hung on one second for a bit, and then starts increasing again at same rate















I'll stop there, but tl ;dr I've tried a whole bunch of different combinations of
-re, -framerate, -fps_mode, -r
ffmpeg args, and some other techniques in the code like continuing to usesetImmediate
to send frames, but use a date comparison to actually send a frame at an FPS rate. I'm sure there's probably some fundamental video streaming knowledge I'm missing, so I'm just looking for any sort of guidance on how I can get my canvas to stream at a "realtime" speed, or whatever I could be missing here.

-
Flash block/timeout handling improvements. Cleaner CSS, updated demo and main demos include handling now
20 mars 2010, par Scott Schillerm demo/360-player/360player.css m demo/360-player/canvas-visualization-basic.html m demo/360-player/canvas-visualization.html m demo/360-player/index.html m demo/api/index.html + demo/flashblock/flashblock.css m demo/flashblock/index.html m demo/index.css m (...)