WebRTC on a standalone mobile app

后端 未结 16 2182
一个人的身影
一个人的身影 2021-01-30 09:42

I know that WebRTC was designed for browsers, but is it possible to use WebRTC libraries on mobile applications directly?

Thanks!

相关标签:
16条回答
  • 2021-01-30 09:46

    We (disclaimer: I work there) have built a set of libraries for doing this @ Frozen Mountain, in IceLink. Full WebRTC implementation for iOS, Android, .NET, etc.

    0 讨论(0)
  • 2021-01-30 09:46

    One resource you might want to look at is this article: how to get started with webrtc and ios without wasting 10 hours of your life

    One problem I am having is making sense of all the WebRTC/Libjingle library files. At the moment, I can get the example app running but I wish there was a "Hello World" example out there.

    0 讨论(0)
  • 2021-01-30 09:47

    Not yet, it is only supported in Firefox's nightly and Chrome, both desktop versions. See http://www.webrtc.org

    Edit: sorry I thought you were asking for mobile browsers. For native apps it looks like a definite no :(

    But there seems some mobile browser support http://www.morbo.org/2013/04/webrtc-support-on-android.html

    0 讨论(0)
  • 2021-01-30 09:47

    If you are targeting android >= L you can build a native webRTC app pretty easily by embedding a (chrome) webview - which supports WebRTC - into your app.

    See chrome webview

    0 讨论(0)
  • 2021-01-30 09:48

    As of May 14 here is an android project using WebRTC that works nicely.

    I translated that entire android project to Objective-C for iOS and got WebRTC working in iOS too but I'm having trouble on iPhone 4 and 4s. Just works in iPhone 5 and 5s.

    I think the problem is the performance. When I make a videocall with the webrtc libraries it takes about 140% of the CPU on an iPhone 5, which I guess that's a lot of resources and the iPhone 4s can't handle it.


    Edited

    After struggling with the video connection (always disconnected after 10 seconds) I finally got WebRTC working on iPhone 4s, all you have to do is set the right constraints when creating the local videoSource capturing object:

    NSString *_width = @"320";
    NSString *_height = @"180";
    NSString *_maxFrameRate = @"10";
    
    RTCMediaConstraints *videoConstraints = [[RTCMediaConstraints alloc]   
    initWithMandatoryConstraints:@[[[RTCPair alloc] initWithKey:@"maxHeight" value:_height],
    [[RTCPair alloc] initWithKey:@"maxWidth" value:_width],
    [[RTCPair alloc] initWithKey:@"maxFrameRate" value:_maxFrameRate]] optionalConstraints:@[[[RTCPair alloc] 
    initWithKey:@"googCpuOveruseDetection" value:@"true"],
    [[RTCPair alloc] initWithKey:@"googCpuLimitedResolution" value:@"true"]]];
    
    
    RTCVideoSource *videoSource = [factory videoSourceWithCapturer:capturer constraints:videoConstraints];
    RTCMediaStream *lms = [factory mediaStreamWithLabel:@"ARDAMS"];
    [lms addVideoTrack:[factory videoTrackWithID:@"ARDAMSv0" source:videoSource]];
    

    Note that this sends a very small video, but it works!

    0 讨论(0)
  • 2021-01-30 09:53

    It is possible to work with WebRTC in mobile applications with the use of 3rd-party API's like OpenTok (iOS only, as of January 2014 Android in beta) http://tokbox.com/opentok/webrtc/downloads/index.html and Addlive (iOS and Android) http://www.addlive.com/platform-overview/

    0 讨论(0)
提交回复
热议问题