I am working on an android application in which a video is dynamically generated by compositing a sequence of animation frames. I tried to use the Android Media Recorder API for this but have not found a way to get it to accept a non-camera source as input. I have been attempting to use a FFMPEG port (based on the Rockplayer build) but am running into difficulties with missing functions since I am using it as an encoder, not a decoder.
The iPhone version of this app uses AVAssetWriter from the AVFoundation framework.
Is there an easier way to do this or am I stuck slugging it out with FFMPEG?
This may help (see the note on resolution though):-
How to encode using the FFMpeg in Android (using H263)
I'm not sure if they did a custom build of ffmpeg, or not, if so they may be able to offer advice on porting a more feature complete version.
-Anthony
Opencv has ViewBase class which takes the input from the camera as a frame and represent the frame as a bitmap , you can extand the class View base and make it for your own use , even though installing opencv on the android isn't very easy.
When you extend SampleCvViewBase you will have the following function which you can use pretty much hard work but the best I can think of.
#Override
protected Bitmap processFrame(VideoCapture capture) {
capture.retrieve(picture, Highgui.CV_CAP_ANDROID_COLOR_FRAME_RGBA);
if (Utils.matToBitmap(picture, bmp))
return bmp;
bmp.recycle();
return null;
}
You can use a pure Java open source library called JCodec ( http://jcodec.org ).
It contains a simple yet working H.264 encoder and MP4 muxer. The class below uses JCodec low level API and should be what you need ( CORRECTED ):
public class SequenceEncoder {
private SeekableByteChannel ch;
private Picture toEncode;
private RgbToYuv420 transform;
private H264Encoder encoder;
private ArrayList<ByteBuffer> spsList;
private ArrayList<ByteBuffer> ppsList;
private CompressedTrack outTrack;
private ByteBuffer _out;
private int frameNo;
private MP4Muxer muxer;
public SequenceEncoder(File out) throws IOException {
this.ch = NIOUtils.writableFileChannel(out);
// Transform to convert between RGB and YUV
transform = new RgbToYuv420(0, 0);
// Muxer that will store the encoded frames
muxer = new MP4Muxer(ch, Brand.MP4);
// Add video track to muxer
outTrack = muxer.addTrackForCompressed(TrackType.VIDEO, 25);
// Allocate a buffer big enough to hold output frames
_out = ByteBuffer.allocate(1920 * 1080 * 6);
// Create an instance of encoder
encoder = new H264Encoder();
// Encoder extra data ( SPS, PPS ) to be stored in a special place of
// MP4
spsList = new ArrayList<ByteBuffer>();
ppsList = new ArrayList<ByteBuffer>();
}
public void encodeImage(BufferedImage bi) throws IOException {
if (toEncode == null) {
toEncode = Picture.create(bi.getWidth(), bi.getHeight(), ColorSpace.YUV420);
}
// Perform conversion
for (int i = 0; i < 3; i++)
Arrays.fill(toEncode.getData()[i], 0);
transform.transform(AWTUtil.fromBufferedImage(bi), toEncode);
// Encode image into H.264 frame, the result is stored in '_out' buffer
_out.clear();
ByteBuffer result = encoder.encodeFrame(_out, toEncode);
// Based on the frame above form correct MP4 packet
spsList.clear();
ppsList.clear();
H264Utils.encodeMOVPacket(result, spsList, ppsList);
// Add packet to video track
outTrack.addFrame(new MP4Packet(result, frameNo, 25, 1, frameNo, true, null, frameNo, 0));
frameNo++;
}
public void finish() throws IOException {
// Push saved SPS/PPS to a special storage in MP4
outTrack.addSampleEntry(H264Utils.createMOVSampleEntry(spsList, ppsList));
// Write MP4 header and finalize recording
muxer.writeHeader();
NIOUtils.closeQuietly(ch);
}
public static void main(String[] args) throws IOException {
SequenceEncoder encoder = new SequenceEncoder(new File("video.mp4"));
for (int i = 1; i < 100; i++) {
BufferedImage bi = ImageIO.read(new File(String.format("folder/img%08d.png", i)));
encoder.encodeImage(bi);
}
encoder.finish();
}
}
You can get JCodec jar from a project web-site.
Related
I use oboe to play sounds in my ndk library, and I use OpenSL with Android extensions to decode wav files into PCM. Decoded signed 16-bit PCM are stored in-memory (std::forward_list<int16_t>), and then they are sent into the oboe stream via a callback. The sound that I can hear from my phone is alike original wav file in volume level, however, 'quality' of such a sound is not -- it bursting and crackle.
I am guessing that I send PCM in audio stream in wrong order or format (sampling rate ?). How can I can use OpenSL decoding with oboe audio stream ?
To decode files to PCM, I use AndroidSimpleBufferQueue as a sink, and AndroidFD with AAssetManager as a source:
// Loading asset
AAsset* asset = AAssetManager_open(manager, path, AASSET_MODE_UNKNOWN);
off_t start, length;
int fd = AAsset_openFileDescriptor(asset, &start, &length);
AAsset_close(asset);
// Creating audio source
SLDataLocator_AndroidFD loc_fd = { SL_DATALOCATOR_ANDROIDFD, fd, start, length };
SLDataFormat_MIME format_mime = { SL_DATAFORMAT_MIME, NULL, SL_CONTAINERTYPE_UNSPECIFIED };
SLDataSource audio_source = { &loc_fd, &format_mime };
// Creating audio sink
SLDataLocator_AndroidSimpleBufferQueue loc_bq = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
SLDataFormat_PCM pcm = {
.formatType = SL_DATAFORMAT_PCM,
.numChannels = 2,
.samplesPerSec = SL_SAMPLINGRATE_44_1,
.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16,
.containerSize = SL_PCMSAMPLEFORMAT_FIXED_16,
.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,
.endianness = SL_BYTEORDER_LITTLEENDIAN
};
SLDataSink sink = { &loc_bq, &pcm };
And then I register callback, enqueue buffers and move PCM from buffer to storage until it's done.
NOTE: wav audio file is also 2 channeled signed 16 bit 44.1Hz PCM
My oboe stream configuration is the same:
AudioStreamBuilder builder;
builder.setChannelCount(2);
builder.setSampleRate(44100);
builder.setCallback(this);
builder.setFormat(AudioFormat::I16);
builder.setPerformanceMode(PerformanceMode::LowLatency);
builder.setSharingMode(SharingMode::Exclusive);
Audio rendering is working like that:
// Oboe stream callback
audio_engine::onAudioReady(AudioStream* self, void* audio_data, int32_t num_frames) {
auto stream = static_cast<int16_t*>(audio_data);
sound->render(stream, num_frames);
}
// Sound::render method
sound::render(int16_t* audio_data, int32_t num_frames) {
auto iter = pcm_data.begin();
std::advance(iter, cur_frame);
const int32_t rem_size = std::min(num_frames, size - cur_frame);
for(int32_t i = 0; i < rem_size; ++i, std::next(iter), ++cur_frame) {
audio_data[i] += *iter;
}
}
It looks like your render() method is confusing samples and frames.
A frame is a set of simultaneous samples.
In a stereo stream, each frame has TWO samples.
I think your iterator works on a sample basis. In other words next(iter) will advance to the next sample, not the next frame. Try this (untested) code.
sound::render(int16_t* audio_data, int32_t num_frames) {
auto iter = pcm_data.begin();
const int samples_per_frame = 2; // stereo
std::advance(iter, cur_sample);
const int32_t num_samples = std::min(num_frames * samples_per_frame,
total_samples - cur_sample);
for(int32_t i = 0; i < num_samples; ++i, std::next(iter), ++cur_sample) {
audio_data[i] += *iter;
}
}
In short: essentially, I was experiencing an underrun, because of usage of std::forward_list to store PCM. In such a case (using iterators to retrieve PCM), one has to use a container whose iterator implements LegacyRandomAccessIterator (e.g. std::vector).
I was sure that the linear complexity of methods std::advance and std::next doesn't make any difference there in my sound::render method. However, when I was trying to use raw pointers and pointer arithmetic (thus, constant complexity) with debugging methods that were suggested in the comments (Extracting PCM from WAV with Audacity, then loading this asset with AAssetManager directly into memory), I realized, that amount of "corruption" of output sound was directly proportional to the position argument in std::advance(iter, position) in render method.
So, if the amount of sound corruption was directly proportional to the complexity of std::advance (and also std::next), then I have to make the complexity constant -- by using std::vector as an container. And using an answer from #philburk, I got this as a working result:
class sound {
private:
const int samples_per_frame = 2; // stereo
std::vector<int16_t> pcm_data;
...
public:
render(int16_t* audio_data, int32_t num_frames) {
auto iter = std::next(pcm_data.begin(), cur_sample);
const int32_t s = std::min(num_frames * samples_per_frame,
total_samples - cur_sample);
for(int32_t i = 0; i < s; ++i, std::advance(iter, 1), ++cur_sample) {
audio_data[i] += *iter;
}
}
}
I am trying to use a MediaCodec decoder (via the NDK API) to fetch video frames (for further processing) from a .mp4 file. Here is the sample code that sets up the decoder to render to a surface (owned by an ImageReader):
// Omitting most error handling for clarity
AMediaExtractor* ex = AMediaExtractor_new();
media_status_t err = AMediaExtractor_setDataSourceFd(ex, fd /*opened previously*/, outStart, outLen);
close(fd);
int numtracks = AMediaExtractor_getTrackCount(ex);
AMediaCodec* decoder = NULL;
for (int i = 0; i < numtracks; i++) {
AMediaFormat *format = AMediaExtractor_getTrackFormat(ex, i);
const char *s = AMediaFormat_toString(format);
LOGV("track %d format: %s", i, s);
const char *mime;
if (!AMediaFormat_getString(format, AMEDIAFORMAT_KEY_MIME, &mime)) {
LOGV("no mime type");
return JNI_FALSE;
} else if (!strncmp(mime, "video/", 6)) {
AMediaExtractor_selectTrack(ex, i);
decoder = AMediaCodec_createDecoderByType(mime);
AImageReader* imageReader;
ANativeWindow* surface;
// This setting doesn’t works
media_status_t status = AImageReader_new(480, 360, AIMAGE_FORMAT_RGBA_8888, 1, &imageReader);
// This setting works
//media_status_t status = AImageReader_new(480, 360, AIMAGE_FORMAT_YUV_420_888, 1, &imageReader);
status = AImageReader_getWindow(imageReader, &surface);
// Configure the decoder to render to a surface
AMediaCodec_configure(codec, format, surface, NULL, 0);
AMediaCodec_start(codec);
}
AMediaFormat_delete(format);
}
Elsewhere, here below is how I am setting up the callback for the ImageReader:
AImageReader_ImageListener* imageListener = new AImageReader_ImageListener();
imageListener->onImageAvailable = &imageCallback;
AImageReader_setImageListener(imageReader, imageListener);
And finally, here below is how the callback looks like:
void imageCallback(void *context, AImageReader *reader) {
int32_t format;
media_status_t status = AImageReader_getFormat (reader, &format);
AImage* image;
status = AImageReader_acquireLatestImage(reader, &image);
status = AImage_getFormat(image, &format);
// further processing to follow
...
}
The issue that I have been facing is that if I configure the ImageReader with RGBA format, the image in the callback always comes out to be NULL:
// Always NULL for ImageReader configured with RGBA
// OK for ImageReader configured with YUV_420_888
AImage* image;
status = AImageReader_acquireLatestImage(reader, &image);
Am I using the NDK API correctly here? One thing I would like to mention is that the RGBA doesn't appears in the list of decoder capabilities as fetched via the following API (not provided via NDK, tried it in the Java layer):
getCodecInfo().getCapabilitiesForType(…).colorFormats
Video decoders normally don't support outputting in RGB format (as you noticed in the colorformats codec info), so that's why this won't work.
The video decoder output can be transparently converted into RGB if you use a surface texture as the output for the decoder - then the decoded video data is available within an OpenGL context. If you then just do a plain 1:1 copy/rendering of the surface texture and have the OpenGL context set up to render into an ImageReader, I would expect you to get the RGB data you need.
It is a bit roundabout (and I'm not sure how easily accessible all the APIs are in a native code context), but should be doable as far as I know.
I am trying to display a stream of frames received over network and display them to TextureView. My pipeline is as follows:
Receive video using GStreamer. I am using NDK. Gstreamer code is in C. I am using JNI callback to send individual frames received in appsink from C to Java. I do not want to use ANativeWindow from within the NDK to display to surface, as is done in the GStreamer Tutorial-3 example app.
In Java, these frames are added to a ArrayBlockingQueue. A separate thread pulls from this queue.
Following is the callback from pullFromQueue thread stays alive as long as app is running. The byte[] frame is a NV21 format frame of known width and height.
#DebugLog
private void pullFromQueueMethod() {
try {
long start = System.currentTimeMillis();
byte frame[] = framesQueue.take();
}
From here, I would like to use OpenGL to alter brightness, contrast and apply shaders to individual frames. Performance is of utmost concern to me and hence I cannot convert byte[] to Bitmap and then display to a SurfaceView. I have tried this and it takes nearly 50ms for a 768x576 frame on Nexus 5.
Surprisingly, I cannot find an example anywhere to do the same. All examples use either the Camera or MediaPlayer inbuilt functions to direct their preview to surface/texture. For example : camera.setPreviewTexture(surfaceTexture);. This links the output to a SurfaceTexture and hence you never have to handle displaying individual frames (never have to deal with byte arrays).
What I have attempted so far :
Seen this answer on StackOverflow. It suggests to use Grafika's createImageTexture(). Once I receive a Texture handle, how do I pass this to SurfaceTexture and continuously update it? Here is partial code of what I've implemented so far :
public class CameraActivity extends AppCompatActivity implements TextureView.SurfaceTextureListener {
int textureId = -1;
SurfaceTexture surfaceTexture;
TextureView textureView;
...
protected void onCreate(Bundle savedInstanceState) {
textureView = new TextureView(this);
textureView.setSurfaceTextureListener(this);
}
private void pullFromQueueMethod() {
try {
long start = System.currentTimeMillis();
byte frame[] = framesQueue.take();
if (textureId == -1){
textureId = GlUtil.createImageTexture(frame);
surfaceTexture = new SurfaceTexture(textureId);
textureView.setSurfaceTexture(surfaceTexture);
} else {
GlUtil.updateImageTexture(textureId); // self defined method that doesn't create a new texture, but calls GLES20.glTexImage2D() to update that texture
}
surfaceTexture.updateTexImage();
/* What do I do from here? Is this the right approach? */
}
}
To sum up. All I really need is an efficient manner to display a stream of frames (byte arrays). How do I achieve this?
I want to analyse an audio file (mp3 in particular) which the user can select and determine what notes are played, when they're player and with what frequency.
I already have some working code for my computer, but I want to be able to use this on my phone as well.
In order to do this however, I need access to the bytes of the audio file. On my PC I could just open a stream and use AudioFormat to decode it and then read() the bytes frame by frame.
Looking at the Android Developer Forums I can only find classes and examples for playing a file (without access to the bytes) or recording to a file (I want to read from a file).
I'm pretty confident that I can set up a file chooser, but once I have the Uri from that, I don't know how to get a stream or the bytes.
Any help would be much appreciated :)
Edit: Is a similar solution to this possible? Android - Read a File
I don't know if I could decode the audio file that way or if there would be any problems with the Android API...
So I solved it in the following way:
Get an InputStream with
final InputStream inputStream = getContentResolver().openInputStream(selectedUri);
Then pass it in this function and decode it using classes from JLayer:
private synchronized void decode(InputStream in)
throws BitstreamException, DecoderException {
ArrayList<Short> output = new ArrayList<>(1024);
Bitstream bitstream = new Bitstream(in);
Decoder decoder = new Decoder();
float total_ms = 0f;
float nextNotify = -1f;
boolean done = false;
while (! done) {
Header frameHeader = bitstream.readFrame();
if (total_ms > nextNotify) {
mListener.OnDecodeUpdate((int) total_ms);
nextNotify += 500f;
}
if (frameHeader == null) {
done = true;
} else {
total_ms += frameHeader.ms_per_frame();
SampleBuffer buffer = (SampleBuffer) decoder.decodeFrame(frameHeader, bitstream); // CPU intense
if (buffer.getSampleFrequency() != 44100 || buffer.getChannelCount() != 2) {
throw new DecoderException("mono or non-44100 MP3 not supported", null);
}
short[] pcm = buffer.getBuffer();
for (int i = 0; i < pcm.length-1; i += 2) {
short l = pcm[i];
short r = pcm[i+1];
short mono = (short) ((l + r) / 2f);
output.add(mono); // RAM intense
}
}
bitstream.closeFrame();
}
bitstream.close();
mListener.OnDecodeComplete(output);
}
The full project (in case you want to look up the particulars) can be found here:
https://github.com/S7uXN37/MusicInterpreterStudio/
I am trying to extract all frames from a video.
By following code I want to fetch the first 30 frames of a video, but I got only first frame 30 times.
private ArrayList<Bitmap> getFrames(String path) {
try {
ArrayList<Bitmap> bArray = new ArrayList<Bitmap>();
bArray.clear();
MediaMetadataRetriever mRetriever = new MediaMetadataRetriever();
mRetriever.setDataSource("/sdcard/myvideo.mp4");
for (int i = 0; i < 30; i++) {
bArray.add(mRetriever.getFrameAtTime(1000*i,
MediaMetadataRetriever.OPTION_CLOSEST_SYNC));
}
return bArray;
} catch (Exception e) { return null; }
}
Now, how can I get all frames from a video?
Video support in Android SDK is limited and frame extraction for H264 encoded videos is only possible for key frames. In order to extract an arbitrary frame, you'll need to use a library like FFmpegMediaMetadataRetriever which uses native code to extract data from the video. It is very fast, comes with precompiled binaries (for ARM and x86) so you don't need to delve into C++ and makefiles, is licensed under Apache 2.0 and it comes with a demo Android app.
There is also a pure Java library, JCodec but it's slower and when I used it last year the colors of the extracted frame were distorted.
you have to pass the path to this method...Perfectly working code ! hope it helpfull
gradle--
implementation 'com.github.wseemann:FFmpegMediaMetadataRetriever-core:1.0.15'
public void VideoToGif(String uri) {
Uri videoFileUri = Uri.parse(uri);
FFmpegMediaMetadataRetriever retriever = new FFmpegMediaMetadataRetriever();
retriever.setDataSource(uri);
List<Bitmap> rev = new ArrayList<Bitmap>();
MediaPlayer mp = MediaPlayer.create(GitToImage.this, videoFileUri);
int millis = mp.getDuration();
System.out.println("starting point");
for (int i = 100000; i <=millis * 1000; i += 100000*2) {
Bitmap bitmap = retriever.getFrameAtTime(i, FFmpegMediaMetadataRetriever.OPTION_CLOSEST);
rev.add(bitmap);
}
GiftoImage((ArrayList) rev);
}
getFrameAt get data in milliseconds but you are incrementing .001 miliseconds in for loop.
for(int i=1000000;i<millis*1000;i+=1000000) // for incrementing 1s use 1000
{
bArray.add(mRetriever.getFrameAtTime(i,
MediaMetadataRetriever.OPTION_CLOSEST_SYNC));
}
change it like above . Above is sample for creating what you want. I also answered it here
Starting with Android 9.0 (API level 28), MediaMetadataRetriever has a getFrameAtIndex (int frameIndex) method, which accepts the zero-based index of the frame you want and returns a Bitmap.
See https://developer.android.com/reference/android/media/MediaMetadataRetriever.html#getFrameAtIndex(int)