jsmpeg is a MPEG1 Decoder, written in JavaScript. It's "hand ported", i.e. not compiled with emscripten or similar. This will probably make it obsolete with the advent of asmjs.
Some demos and more info: phoboslab.org/log/2013/05/mpeg1-video-decoder-in-javascript
###setup:
-
install node and npm
-
Run:
npm install
var player = new jsmpeg(file [, options])
The file
argument accepts a URL to a .mpg file or a (yet unconnected) WebSocket instance for streaming playback.
The options
argument to the jsmpeg()
supports the following properties:
benchmark
whether to log benchmark results to the browser's consoleprogressive
whether to start playback as soon as the first frames have been loaded. Uses the newfetch
API if available. Defaulttrue
.canvas
the HTML Canvas element to use; jsmpeg will create its own Canvas element if none is providedautoplay
whether playback should start automatically after loadingloop
whether playback is loopedseekable
whether a seek-index is build during load time; neccessary forseekToFrame
andseekToTime
methodsonload
a function that's called once, after the .mpg file has been completely loadedondecodeframe
a function that's called after every frame that's decoded and rendered to the canvasonfinished
a function that's called when playback ends
play()
begin playbackpause()
pause playbackstop()
stop playback and revert play position to the beginningseekToFrame(frame)
seek to the specified frame (Number)seekToTime(seconds)
seek to the specified time (Number)nextFrame()
if playback is paused, decode and render the next frame; returns then HTML Canvas element
When live streaming, jsmpeg supports the following methods for recording the stream clientside
canRecord()
returnstrue
when streaming has started and recording can begin,false
otherwisestartRecording(callback)
attempts to start recording, calls the optional callback when recording started - usually when the next intraframe was receivedstopRecording()
stops recording and returns aBlob
with the recorded .mpg data
// Synopsis: var player = new jsmpeg(urlToFile, options);
// The 'options' argument and all of its properties is optional. If no canvas element
// is given, jsmpeg will create its own, to be accessed at .canvas
// Example:
var canvas = document.getElementById('videoCanvas');
var player = new jsmpeg('file.mpeg', {canvas: canvas, autoplay: true, loop: true});
player.pause();
player.play();
player.stop();
// If you pass 'seekable: true' in the options, you can seek to a specific frame
// or time in the video.
var player = new jsmpeg('file.mpeg', {canvas: canvas, seekable: true});
player.seekToFrame(1200); // Seek to intra frame before frame 1200
player.seekToTime(20); // Seek to intra frame before 20sec
// seekToFrame() and seekToTime() only seek to the closest, previous intra frame by
// default. If you want to seek to the exact frame or time, pass 'true' as second
// parameter.
// Depending on the input video, this can be potentially slow, as jsmpeg has
// to decode all frames between the previous intra frame and the seek target
player.seekToFrame(1200, true); // Seek to frame 1200 exactly
// Passing 'seekable: true' also populates the total frame count and duration
// of the video
console.log('Duration: '+player.duration+' seconds ('+player.frameCount+' frames)')
// An 'onload' callback can be specified in the 'options' argument
var mpegLoaded = function( player ) {
console.log('Loaded', player);
};
var player = new jsmpeg('file.mpeg', {onload: mpegLoaded});
// If you don't use 'autoplay' and don't explicitly call .play(), you can get individual
// video frames (a canvas element) like so:
var frame = null;
while( (frame = player.nextFrame()) ) {
someOtherCanvasContext.drawImage(frame, 0, 0);
}
jsmpeg supports streaming live video through WebSockets. You can use ffmpeg and a nodejs server to serve the MPEG video. See this blog post for the details of setting up a server. Also have a look at the stream-server.js
and stream-example.html
.
To configure jsmpeg to connect to the stream server, simply pass a WebSocket connection instead of a filename to the constructor:
// Setup the WebSocket connection and start the player
var client = new WebSocket( 'ws://example.com:8084/' );
var player = new jsmpeg(client, {canvas:canvas});
###Stream Recording###
To record an MPEG stream clientside in the browser jsmpeg provides the .startRecording(cb)
and .stopRecording()
methods. .stopRecording()
returns a Blob
object that can be used to create a download link.
player.startRecording(function(player){
// Called when recording really starts; usually
// when the next intra frame is received
});
// ...
// Stop recording and create a download link
var blob = player.stopRecording();
var filename = 'jsmpeg-recording.mpg';
var a = document.getElementById('downloadLink');
a.innerHTML = filename;
a.download = fileName;
a.href = window.URL.createObjectURL(blob);
- Playback can only start when the file is fully loaded (when not streaming through WebSockets). I'm waiting for chunked XHR with ArrayBuffers to arrive in browsers.
- MPEG files with B-Frames look weird - frames are not reordered. This should be relatively easy to fix, but most encoders seem to not use B-Frames at all by default.
- The width of the MPEG video has to be a multiple of 2.
- Only raw MPEG video streams are supported. The decoder hates Stream Packet Headers in between macroblocks.
You can use FFmpeg to encode videos in a suited format. This will crop the size to a multiple of 2, omit B-Frames and force a raw video stream:
ffmpeg -i in.mp4 -f mpeg1video -vf "crop=iw-mod(iw\,2):ih-mod(ih\,2)" -b 0 out.mpg
jsmpeg is based on Java MPEG-1 Video Decoder and Player by Korandi Zoltan and inspired by MPEG Decoder in Java ME by Nokia.