AVAssetImageGenerator returns sometimes same image from 2 successive frames

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北海茫月
北海茫月 2021-02-06 07:26

I\'m currently extracting every frame from a video with AVAssetImageGenerator, but sometimes it returns me successively 2 times almost the same image (they do not h

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  •  故里飘歌
    2021-02-06 08:01

    I was having the same issue of you, but much more evident, the duplication was happening when the interval between the two frames was under 1.0 second and I realised it was depending on the timescale I was using for generating CMTime values.

    Before

    CMTime requestTime = CMTimeMakeWithSeconds(imageTime, 1);
    

    After

    CMTime requestTime = CMTimeMakeWithSeconds(imageTime, playerItem.asset.duration.timescale);
    

    ... and Boom, no more duplication :)

    So maybe you can try to increase, double perhaps, the timescale, using your code:

    NSValue * time = [NSValue valueWithCMTime:CMTimeMakeWithSeconds(i*frameDuration, composition.frameDuration.timescale*2)]; // *2 at the end
    

    For future references here is my code:

        playerItem = [AVPlayerItem playerItemWithURL:item.movieUrl];
        imageGenerator = [[AVAssetImageGenerator alloc] initWithAsset:playerItem.asset];
        imageGenerator.requestedTimeToleranceAfter = kCMTimeZero;
        imageGenerator.requestedTimeToleranceBefore = kCMTimeZero;
    
        float duration = item.duration;
        float interval = item.interval;
    
        NSLog(@"\nItem info:\n%f \n%f", duration,interval);
    
        NSString *srcPath = nil;
        NSString *zipPath = nil;
    
        srcPath = [item.path stringByAppendingPathComponent:@"info.json"];
        zipPath = [NSString stringWithFormat:@"/%@/info.json",galleryID];
    
        [zip addFileToZip:srcPath newname:zipPath level:0];
    
        NSTimeInterval frameNum = item.duration / item.interval;
        for (int i=0; i<=frameNum; i++)
        {
            NSArray* cachePathArray = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
            NSString* cachePath = [cachePathArray lastObject];
    
            srcPath = [cachePath stringByAppendingPathComponent:@"export-tmp.jpg"];
            zipPath = [NSString stringWithFormat:@"/%@/%d.jpg",galleryID,i];
    
            float imageTime = ( i * interval );
    
            NSError *error = nil;
            CMTime requestTime = CMTimeMakeWithSeconds(imageTime, playerItem.asset.duration.timescale);
            CMTime actualTime;
    
            CGImageRef imageRef = [imageGenerator copyCGImageAtTime:requestTime actualTime:&actualTime error:&error];
    
            if (error == nil) {
                float req = ((float)requestTime.value/requestTime.timescale);
                float real = ((float)actualTime.value/actualTime.timescale);
                float diff = fabsf(req-real);
    
                NSLog(@"copyCGImageAtTime: %.2f, %.2f, %f",req,real,diff);
            }
            else
            {
                NSLog(@"copyCGImageAtTime: error: %@",error.localizedDescription);
            }
    
    
    
            // consider using CGImageDestination -> http://stackoverflow.com/questions/1320988/saving-cgimageref-to-a-png-file
            UIImage *img = [UIImage imageWithCGImage:imageRef];
            CGImageRelease(imageRef);  // CGImageRef won't be released by ARC
    
    
    
            [UIImageJPEGRepresentation(img, 100) writeToFile:srcPath atomically:YES];
    
            if (srcPath != nil && zipPath!= nil)
            {
                [zip addFileToZip:srcPath newname:zipPath level:0]; // 0 = no compression. everything is a jpg image
                unlink([srcPath UTF8String]);
            }
    

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