I have an array of Blobs (binary data, really -- I can express it however is most efficient. I'm using Blobs for now but maybe a Uint8Array
or something would be better). Each Blob contains 1 second of audio/video data. Every second a new Blob is generated and appended to my array. So the code roughly looks like so:
var arrayOfBlobs = [];
setInterval(function() {
arrayOfBlobs.append(nextChunk());
}, 1000);
My goal is to stream this audio/video data to an HTML5 element. I know that a Blob URL can be generated and played like so:
var src = URL.createObjectURL(arrayOfBlobs[0]);
var video = document.getElementsByTagName("video")[0];
video.src = src;
Of course this only plays the first 1 second of video. I also assume I can trivially concatenate all of the Blobs currently in my array somehow to play more than one second:
// Something like this (untested)
var concatenatedBlob = new Blob(arrayOfBlobs);
var src = ...
However this will still eventually run out of data. As Blobs are immutable, I don't know how to keep appending data as it's received.
I'm certain this should be possible because YouTube and many other video streaming services utilize Blob URLs for video playback. How do they do it?
The Blob, a science fiction movie starring Shawnee Smith, Kevin Dillon, and Donovan Leitch is available to stream now. Watch it on Movieland.Tv, The Criterion Channel, Prime Video, Vudu or Apple TV on your Roku device.
Right-click on the webpage and click “Inspect” in the menu. When the DevTools panel opens, click on the three vertical dots in the top-right corner and select “Undock into a separate window.” Press Ctrl + F on Windows or Cmd + F on Mac devices to find the blob URL. Enter “ blob:HTTP ” to find the link for the video.
The Blob object represents a blob, which is a file-like object of immutable, raw data; they can be read as text or binary data, or converted into a ReadableStream so its methods can be used for processing the data. Blobs can represent data that isn't necessarily in a JavaScript-native format.
What is blob url? Why it is used? Blob URL/Object URL is a pseudo protocol to allow Blob and File objects to be used as URL source for things like images, download links for binary data and so forth. For example, you can not hand an Image object raw byte-data as it would not know what to do with it.
After some significant Googling I managed to find the missing piece to the puzzle: MediaSource
Effectively the process goes like this:
MediaSource
MediaSource
src
to the object URLsourceopen
event, create a SourceBuffer
SourceBuffer.appendBuffer()
to add all of your chunks to the videoThis way you can keep adding new bits of video without changing the object URL.
SourceBuffer
object is very picky about codecs. These have to be declared, and must be exact, or it won't workSourceBuffer
at a time, and you can't append a second blob until the first one has finished (asynchronously) processingSourceBuffer
without calling .remove()
then you'll eventually run out of RAM and the video will stop playing. I hit this limit around 1 hour on my laptopDepending on your setup, some of this may be unnecessary (particularly the part where we build a queue of video data before we have a SourceBuffer
then slowly append our queue using updateend
). If you are able to wait until the SourceBuffer
has been created to start grabbing video data, your code will look much nicer.
<html>
<head>
</head>
<body>
<video id="video"></video>
<script>
// As before, I'm regularly grabbing blobs of video data
// The implementation of "nextChunk" could be various things:
// - reading from a MediaRecorder
// - reading from an XMLHttpRequest
// - reading from a local webcam
// - generating the files on the fly in JavaScript
// - etc
var arrayOfBlobs = [];
setInterval(function() {
arrayOfBlobs.append(nextChunk());
// NEW: Try to flush our queue of video data to the video element
appendToSourceBuffer();
}, 1000);
// 1. Create a `MediaSource`
var mediaSource = new MediaSource();
// 2. Create an object URL from the `MediaSource`
var url = URL.createObjectURL(mediaSource);
// 3. Set the video's `src` to the object URL
var video = document.getElementById("video");
video.src = url;
// 4. On the `sourceopen` event, create a `SourceBuffer`
var sourceBuffer = null;
mediaSource.addEventListener("sourceopen", function()
{
// NOTE: Browsers are VERY picky about the codec being EXACTLY
// right here. Make sure you know which codecs you're using!
sourceBuffer = mediaSource.addSourceBuffer("video/webm; codecs=\"opus,vp8\"");
// If we requested any video data prior to setting up the SourceBuffer,
// we want to make sure we only append one blob at a time
sourceBuffer.addEventListener("updateend", appendToSourceBuffer);
});
// 5. Use `SourceBuffer.appendBuffer()` to add all of your chunks to the video
function appendToSourceBuffer()
{
if (
mediaSource.readyState === "open" &&
sourceBuffer &&
sourceBuffer.updating === false
)
{
sourceBuffer.appendBuffer(arrayOfBlobs.shift());
}
// Limit the total buffer size to 20 minutes
// This way we don't run out of RAM
if (
video.buffered.length &&
video.buffered.end(0) - video.buffered.start(0) > 1200
)
{
sourceBuffer.remove(0, video.buffered.end(0) - 1200)
}
}
</script>
</body>
</html>
As an added bonus this automatically gives you DVR functionality for live streams, because you're retaining 20 minutes of video data in your buffer (you can seek by simply using video.currentTime = ...
)
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