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226 lines
7.3 KiB
Markdown
226 lines
7.3 KiB
Markdown
# [FFMpegCore](https://www.nuget.org/packages/FFMpegCore/)
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[![NuGet Badge](https://buildstats.info/nuget/FFMpegCore)](https://www.nuget.org/packages/FFMpegCore/)
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[![GitHub issues](https://img.shields.io/github/issues/rosenbjerg/FFMpegCore)](https://github.com/rosenbjerg/FFMpegCore/issues)
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[![GitHub stars](https://img.shields.io/github/stars/rosenbjerg/FFMpegCore)](https://github.com/rosenbjerg/FFMpegCore/stargazers)
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[![GitHub](https://img.shields.io/github/license/rosenbjerg/FFMpegCore)](https://github.com/rosenbjerg/FFMpegCore/blob/master/LICENSE)
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[![CI](https://github.com/rosenbjerg/FFMpegCore/workflows/CI/badge.svg)](https://github.com/rosenbjerg/FFMpegCore/actions?query=workflow%3ACI)
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A .NET Standard FFMpeg/FFProbe wrapper for easily integrating media analysis and conversion into your .NET applications. Supports both synchronous and asynchronous calls
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# API
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## FFProbe
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Use FFProbe to analyze media files:
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```csharp
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var mediaInfo = await FFProbe.AnalyseAsync(inputPath);
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```
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or
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```csharp
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var mediaInfo = FFProbe.Analyse(inputPath);
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```
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## FFMpeg
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Use FFMpeg to convert your media files.
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Easily build your FFMpeg arguments using the fluent argument builder:
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Convert input file to h264/aac scaled to 720p w/ faststart, for web playback
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```csharp
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FFMpegArguments
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.FromFileInput(inputPath)
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.OutputToFile(outputPath, false, options => options
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.WithVideoCodec(VideoCodec.LibX264)
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.WithConstantRateFactor(21)
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.WithAudioCodec(AudioCodec.Aac)
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.WithVariableBitrate(4)
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.WithVideoFilters(filterOptions => filterOptions
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.Scale(VideoSize.Hd))
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.WithFastStart())
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.ProcessSynchronously();
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```
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Convert to and/or from streams
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```csharp
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await FFMpegArguments
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.FromPipeInput(new StreamPipeSource(inputStream))
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.OutputToPipe(new StreamPipeSink(outputStream), options => options
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.WithVideoCodec("vp9")
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.ForceFormat("webm"))
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.ProcessAsynchronously();
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```
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## Helper methods
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The provided helper methods makes it simple to perform common operations.
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### Easily capture snapshots from a video file:
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```csharp
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// process the snapshot in-memory and use the Bitmap directly
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var bitmap = FFMpeg.Snapshot(inputPath, new Size(200, 400), TimeSpan.FromMinutes(1));
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// or persists the image on the drive
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FFMpeg.Snapshot(inputPath, outputPath, new Size(200, 400), TimeSpan.FromMinutes(1));
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```
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### Join video parts into one single file:
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```csharp
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FFMpeg.Join(@"..\joined_video.mp4",
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@"..\part1.mp4",
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@"..\part2.mp4",
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@"..\part3.mp4"
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);
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```
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### Join images into a video:
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```csharp
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FFMpeg.JoinImageSequence(@"..\joined_video.mp4", frameRate: 1,
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ImageInfo.FromPath(@"..\1.png"),
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ImageInfo.FromPath(@"..\2.png"),
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ImageInfo.FromPath(@"..\3.png")
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);
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```
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### Mute the audio of a video file:
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```csharp
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FFMpeg.Mute(inputPath, outputPath);
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```
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### Extract the audio track from a video file:
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```csharp
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FFMpeg.ExtractAudio(inputPath, outputPath);
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```
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### Add or replace the audio track of a video file:
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```csharp
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FFMpeg.ReplaceAudio(inputPath, inputAudioPath, outputPath);
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```
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### Combine an image with audio file, for youtube or similar platforms
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```csharp
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FFMpeg.PosterWithAudio(inputPath, inputAudioPath, outputPath);
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// or
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var image = Image.FromFile(inputImagePath);
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image.AddAudio(inputAudioPath, outputPath);
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```
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Other available arguments could be found in `FFMpegCore.Arguments` namespace.
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## Input piping
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With input piping it is possible to write video frames directly from program memory without saving them to jpeg or png and then passing path to input of ffmpeg. This feature also allows for converting video on-the-fly while frames are being generated or received.
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An object implementing the `IPipeSource` interface is used as the source of data. Currently, the `IPipeSource` interface has two implementations; `StreamPipeSource` for streams, and `RawVideoPipeSource` for raw video frames.
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### Working with raw video frames
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Method for generating bitmap frames:
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```csharp
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IEnumerable<IVideoFrame> CreateFrames(int count)
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{
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for(int i = 0; i < count; i++)
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{
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yield return GetNextFrame(); //method that generates of receives the next frame
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}
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}
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```
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Then create a `RawVideoPipeSource` that utilises your video frame source
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```csharp
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var videoFramesSource = new RawVideoPipeSource(CreateFrames(64))
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{
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FrameRate = 30 //set source frame rate
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};
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await FFMpegArguments
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.FromPipeInput(videoFramesSource)
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.OutputToFile(outputPath, false, options => options
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.WithVideoCodec(VideoCodec.LibVpx))
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.ProcessAsynchronously();
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```
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If you want to use `System.Drawing.Bitmap`s as `IVideoFrame`s, a `BitmapVideoFrameWrapper` wrapper class is provided.
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# Binaries
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## Installation
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If you prefer to manually download them, visit [ffbinaries](https://ffbinaries.com/downloads) or [zeranoe Windows builds](https://ffmpeg.zeranoe.com/builds/).
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### Windows (using choco)
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command: `choco install ffmpeg -y`
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location: `C:\ProgramData\chocolatey\lib\ffmpeg\tools\ffmpeg\bin`
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### Mac OSX
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command: `brew install ffmpeg mono-libgdiplus`
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location: `/usr/local/bin`
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### Ubuntu
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command: `sudo apt-get install -y ffmpeg libgdiplus`
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location: `/usr/bin`
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## Path Configuration
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### Option 1
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The default value of an empty string (expecting ffmpeg to be found through PATH) can be overwritten via the `FFOptions` class:
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```csharp
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// setting global options
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GlobalFFOptions.Configure(new FFOptions { BinaryFolder = "./bin", TemporaryFilesFolder = "/tmp" });
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// or
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GlobalFFOptions.Configure(options => options.BinaryFolder = "./bin");
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// on some systems the absolute path may be required, in which case
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GlobalFFOptions.Configure(new FFOptions { BinaryFolder = Server.MapPath("./bin"), TemporaryFilesFolder = Server.MapPath("/tmp") });
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// or individual, per-run options
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await FFMpegArguments
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.FromFileInput(inputPath)
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.OutputToFile(outputPath)
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.ProcessAsynchronously(true, new FFOptions { BinaryFolder = "./bin", TemporaryFilesFolder = "/tmp" });
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```
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### Option 2
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The root and temp directory for the ffmpeg binaries can be configured via the `ffmpeg.config.json` file, which will be read on first use only.
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```json
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{
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"BinaryFolder": "./bin",
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"TemporaryFilesFolder": "/tmp"
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}
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```
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### Supporting both 32 and 64 bit processes
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If you wish to support multiple client processor architectures, you can do so by creating two folders, `x64` and `x86`, in the `BinaryFolder` directory.
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Both folders should contain the binaries (`ffmpeg.exe` and `ffprobe.exe`) built for the respective architectures.
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By doing so, the library will attempt to use either `/{BinaryFolder}/{ARCH}/(ffmpeg|ffprobe).exe`.
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If these folders are not defined, it will try to find the binaries in `/{BinaryFolder}/(ffmpeg|ffprobe.exe)`.
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(`.exe` is only appended on Windows)
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# Compatibility
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Older versions of ffmpeg might not support all ffmpeg arguments available through this library. The library has been tested with version `3.3` to `4.2`
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## Code contributors
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<a href="https://github.com/rosenbjerg/ffmpegcore/graphs/contributors">
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<img src="https://contrib.rocks/image?repo=rosenbjerg/ffmpegcore" />
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</a>
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## Other contributors
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<a href="https://github.com/tiesont"><img src="https://avatars3.githubusercontent.com/u/420293?v=4" title="tiesont" width="80" height="80"></a>
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### License
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Copyright © 2021
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Released under [MIT license](https://github.com/rosenbjerg/FFMpegCore/blob/master/LICENSE)
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