首页 > 解决方案 > 从浏览器中的网络摄像头获取 ReadableStream

问题描述

我想在浏览器中将网络摄像头输入作为 ReadableStream 以管道传输到 WritableStream。我曾尝试使用 MediaRecorder API,但该流被分成单独的 blob,而我想要一个连续的流。我认为解决方案可能是将 MediaRecorder 块通过管道传输到统一缓冲区并作为连续流从中读取,但我不确定如何使该中间缓冲区工作。

mediaRecorder = new MediaRecorder(stream, recorderOptions);
mediaRecorder.ondataavailable = handleDataAvailable;

mediaRecorder.start(1000);

async function handleDataAvailable(event) {
  if (event.data.size > 0) {
    const data: Blob = event.data;
    // I think I need to pipe to an intermediate stream? Not sure how tho 
    data.stream().pipeTo(writable);
  }
}

标签: javascriptwebcammediastreammediarecorder-api

解决方案


目前我们无法真正访问 MediaStream 的原始数据,我们最接近视频的是 MediaRecorder API,但这将对数据进行编码并按块而不是作为流工作。

但是,有一个新的MediaCapture Transform W3C 小组正在开发一个MediaStreamTrackProcessor接口,可以完全按照您的要求进行操作,并且该接口已经在 Chrome 中可用chrome://flags/#enable-experimental-web-platform-features
在读取结果流时,根据您传递的轨道类型,您将获得对新WebCodecs API添加的VideoFramesAudioFrames的访问权限。

if( window.MediaStreamTrackProcessor ) {
  const track = getCanvasTrack();
  const processor = new MediaStreamTrackProcessor( track );
  const reader = processor.readable.getReader();
  readChunk();
  function readChunk() {
    reader.read().then( ({ done, value }) => {
      // value is a VideoFrame
      // we can read the data in each of its planes into an ArrayBufferView
      const channels = value.planes.map( (plane) => {
        const arr = new Uint8Array(plane.length);
        plane.readInto(arr);
        return arr;
      });
      value.close(); // close the VideoFrame when we're done with it

      log.textContent = "planes data (15 first values):\n" +
        channels.map( (arr) => JSON.stringify( [...arr.subarray(0,15)] ) ).join("\n");
      if( !done ) {
        readChunk();
      }
    });
  }
}
else {
  console.error("your browser doesn't support this API yet");
}

function getCanvasTrack() {
  // just some noise...
  const canvas = document.getElementById("canvas");
  const ctx = canvas.getContext("2d");
  const img = new ImageData(300, 150);
  const data = new Uint32Array(img.data.buffer);
  const track = canvas.captureStream().getVideoTracks()[0];

  anim();
  
  return track;
  
  function anim() {
    for( let i=0; i<data.length;i++ ) {
      data[i] = Math.random() * 0xFFFFFF + 0xFF000000;
    }
    ctx.putImageData(img, 0, 0);
    if( track.readyState === "live" ) {
      requestAnimationFrame(anim);
    }
  }
  
}
<pre id="log"></pre>
<p>
Source<br>
<canvas id="canvas"></canvas>
</p>


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