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@stinkycomputing/web-live-player

v0.1.4

Published

A Player library for Sesame video streams using WebCodecs and MoQ

Readme

Web Live Player

A framework-agnostic video streaming library for playing back Sesame video streams. Sesame is a video engine that delivers low-latency video over MoQ (Media over QUIC) and WebSocket transports.

Features

  • Sesame stream playback - Native support for Sesame video engine streams
  • WebCodecs-based decoding - Hardware-accelerated video decoding
  • MoQ support - Native Media over QUIC protocol support via stinky-moq-js
  • Pluggable stream sources - Use dependency injection to provide video data from any transport
  • Frame scheduling - Automatic buffering and drift correction for smooth playback
  • Optimized file loading - Range-based chunked loading for fast playback of large MP4 files
  • No framework dependencies - Works with vanilla JS, React, Three.js, or any other framework

Installation

npm install @stinkycomputing/web-live-player

Quick Start

Using with MoQ (Standalone)

import { createPlayer, createMoQSource } from '@stinkycomputing/web-live-player';

// Create player
const player = createPlayer({
  preferredDecoder: 'webcodecs-hw',
  bufferDelayMs: 100,
});

// Create MoQ source
const moqSource = createMoQSource({
  relayUrl: 'https://moq-relay.example.com',
  namespace: 'live/stream',
  subscriptions: [
    { trackName: 'video', streamType: 'video' },
    { trackName: 'audio', streamType: 'audio' },
  ],
});

// Connect and play
await moqSource.connect();
player.setStreamSource(moqSource);
player.setTrackFilter('video');
player.play();

// Render loop
function render(timestamp) {
  const frame = player.getVideoFrame(timestamp);
  if (frame) {
    ctx.drawImage(frame, 0, 0);
  }
  requestAnimationFrame(render);
}
requestAnimationFrame(render);

Custom Stream Source

import { createPlayer, IStreamSource, BaseStreamSource } from '@stinkycomputing/web-live-player';

class MyCustomSource extends BaseStreamSource {
  async connect() {
    // Your connection logic
    this._connected = true;
    this.emit('connected');
  }
  
  // Call this when you receive video data
  handleVideoData(trackName: string, data: ParsedData) {
    this.emit('data', {
      trackName,
      streamType: 'video',
      data,
    });
  }
}

const source = new MyCustomSource();
await source.connect();

const player = createPlayer();
player.setStreamSource(source);
player.play();

File Playback

For playing MP4 files from URLs or local files:

import { createFilePlayer } from '@stinkycomputing/web-live-player';

const filePlayer = createFilePlayer({
  preferredDecoder: 'webcodecs-hw',
  enableAudio: true,
  debugLogging: false,
  playMode: 'once', // or 'loop' for continuous playback
});

// Load from URL (with optimized chunked loading)
await filePlayer.loadFromUrl('https://example.com/video.mp4');

// Or load from File object (e.g., from file input)
const file = fileInput.files[0];
await filePlayer.loadFromFile(file);

// Play the file
filePlayer.play();

// Render loop
function render() {
  const frame = filePlayer.getVideoFrame();
  if (frame) {
    ctx.drawImage(frame, 0, 0);
    frame.close();
  }
  requestAnimationFrame(render);
}
requestAnimationFrame(render);

// Seek to position (in seconds)
await filePlayer.seek(30);

// Listen to events
filePlayer.on('ready', (info) => {
  console.log(`Video loaded: ${info.width}x${info.height}, ${info.duration}s`);
});

filePlayer.on('progress', (loaded, total) => {
  console.log(`Loading: ${(loaded / total * 100).toFixed(1)}%`);
});

Optimized Loading: The file player uses HTTP Range requests to load large files in chunks (1MB each). This means:

  • Playback starts as soon as metadata is available (~1-2MB typically)
  • Remaining file loads in the background during playback
  • 10-30x faster time-to-first-frame for large files
  • Automatic fallback to full download if server doesn't support ranges

API Reference

createPlayer(config?)

Creates a new player instance.

Config options:

  • preferredDecoder: 'webcodecs-hw' | 'webcodecs-sw' | 'wasm' - Decoder preference (default: 'webcodecs-sw'). Note: WASM decoder only supports H.264 Baseline profile.
  • bufferDelayMs: number - Buffer delay in milliseconds (default: 100)
  • enableAudio: boolean - Enable audio playback (default: true)
  • videoTrackName: string | null - Video track name for MoQ streams (default: 'video')
  • audioTrackName: string | null - Audio track name for MoQ streams (default: 'audio')
  • debugLogging: boolean - Enable debug logging

createFilePlayer(config?)

Creates a file player instance for MP4 playback.

Config options:

  • preferredDecoder: 'webcodecs-hw' | 'webcodecs-sw' | 'wasm' - Decoder preference (default: 'webcodecs-sw')
  • enableAudio: boolean - Enable audio playback (default: true)
  • audioContext: AudioContext - Optional audio context (creates one if not provided)
  • playMode: 'once' | 'loop' - Play mode (default: 'once')
  • debugLogging: boolean - Enable debug logging

FileVideoPlayer

File player class.

Methods:

  • loadFromUrl(url: string) - Load MP4 from URL (uses range-based chunked loading)
  • loadFromFile(file: File) - Load MP4 from File object
  • play() - Start playback
  • pause() - Pause playback
  • seek(timeSeconds: number) - Seek to position
  • getVideoFrame() - Get current video frame for rendering
  • getPosition() - Get current position in seconds
  • getDuration() - Get duration in seconds
  • getStats() - Get playback statistics
  • setVolume(volume: number) - Set audio volume (0-1)
  • setPlayMode(mode: 'once' | 'loop') - Set play mode
  • dispose() - Clean up resources

Events:

  • ready - Emitted when file is loaded and ready to play
  • progress - Emitted during file loading with (loaded, total) bytes
  • statechange - Emitted when player state changes
  • ended - Emitted when playback ends (in 'once' mode)
  • loop - Emitted when video loops (in 'loop' mode)
  • seeked - Emitted after seeking completes
  • error - Emitted on errors

LiveVideoPlayer

Main player class.

Methods:

  • setStreamSource(source: IStreamSource) - Set the stream data source
  • setTrackFilter(trackName: string) - Filter for specific track
  • connectToMoQRelay(relayUrl, namespace, options?) - Connect directly to a MoQ relay
  • play() - Start playback
  • pause() - Pause playback
  • getVideoFrame(timestampMs: number) - Get frame for current render timestamp
  • getStats() - Get playback statistics
  • setVolume(volume: number) - Set audio volume (0-1)
  • setDebugLogging(enabled: boolean) - Enable/disable debug logging at runtime
  • dispose() - Clean up resources

Events:

  • frame - Emitted when a frame is decoded
  • metadata - Emitted when stream metadata is received
  • statechange - Emitted when player state changes
  • error - Emitted on errors

IStreamSource

Interface for stream data sources.

Events to emit:

  • data - Stream data event with { trackName, streamType, data }
  • connected - When connected
  • disconnected - When disconnected
  • error - On errors

Rendering Frames to Canvas

The player returns VideoFrame objects that can be rendered in multiple ways:

Basic Canvas Rendering

const canvas = document.getElementById('video-canvas') as HTMLCanvasElement;
const ctx = canvas.getContext('2d')!;

function render(timestamp: number) {
  const frame = player.getVideoFrame(timestamp);
  if (frame) {
    // Resize canvas to match video dimensions
    if (canvas.width !== frame.displayWidth || canvas.height !== frame.displayHeight) {
      canvas.width = frame.displayWidth;
      canvas.height = frame.displayHeight;
    }
    
    // Draw the frame
    ctx.drawImage(frame, 0, 0);
    
    // IMPORTANT: Close the frame when done to release memory
    frame.close();
  }
  requestAnimationFrame(render);
}
requestAnimationFrame(render);

WebGL / Three.js Rendering

For GPU-accelerated rendering (e.g., in Three.js):

// Create a texture
const texture = new THREE.Texture();
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.colorSpace = THREE.SRGBColorSpace;

// In your render loop
function render(timestamp: number) {
  const frame = player.getVideoFrame(timestamp);
  if (frame) {
    // Update texture with the VideoFrame
    texture.image = frame;
    texture.needsUpdate = true;
    
    // Close previous frame if stored
    if (lastFrame) lastFrame.close();
    lastFrame = frame;
  }
  
  renderer.render(scene, camera);
  requestAnimationFrame(render);
}

Handling YUV Frames (WASM Decoder)

Note: The WASM decoder only supports H.264 Baseline profile. For Main or High profile streams, use 'webcodecs-hw' or 'webcodecs-sw' instead.

When using the WASM decoder, the library automatically converts YUV frames to VideoFrame objects using the browser's native I420 support. The GPU handles YUV→RGB conversion, so you can use the same rendering code regardless of decoder:

// The player always returns VideoFrame, even with WASM decoder
const frame = player.getVideoFrame(timestamp);
if (frame) {
  ctx.drawImage(frame, 0, 0);
  frame.close();
}

If you need raw YUV data for custom processing, you can access the WasmDecoder directly:

import { WasmDecoder } from '@stinkycomputing/web-live-player';

const decoder = new WasmDecoder({
  onFrameDecoded: (yuvFrame) => {
    // yuvFrame has: { y, u, v, width, height, stride, chromaStride, chromaHeight, timestamp }
    // Process raw YUV data here
  },
});

Best Practices

  1. Always close VideoFrames - Call frame.close() when done to prevent memory leaks
  2. Check for null frames - getVideoFrame() returns null when no frame is ready
  3. Use performance.now() - Pass accurate timestamps for proper frame scheduling
  4. Handle resize - Update canvas dimensions when video dimensions change

Bundler Configuration

WASM Decoder (tinyh264)

The WASM decoder uses tinyh264 which requires special bundler configuration for its Web Worker and WASM assets.

Vite

Add the following to your vite.config.ts:

import { defineConfig } from 'vite';

export default defineConfig({
  // Handle tinyh264's .asset files as URLs
  assetsInclude: ['**/*.asset'],
  
  // Ensure worker files are bundled correctly
  worker: {
    format: 'es',
  },
});

Webpack

For Webpack, you may need to configure asset handling:

module.exports = {
  module: {
    rules: [
      {
        test: /\.asset$/,
        type: 'asset/resource',
      },
    ],
  },
};

WebCodecs Decoder (Recommended)

If you only need WebCodecs-based decoding (hardware or software), no special bundler configuration is required. Simply use:

const player = createPlayer({
  preferredDecoder: 'webcodecs-hw', // or 'webcodecs-sw'
});

Demos

The library includes three demo applications showcasing different use cases:

Player Demo

Live stream and file playback with multiple decoder options.

  • Connect to MoQ or WebSocket streams
  • Play MP4 files with seeking
  • Real-time statistics and frame timing visualization

Capture Demo

Media capture and encoding with transport publishing.

  • Camera/microphone capture with device selection
  • Configurable video/audio codecs and bitrates
  • Publish to MoQ relay or WebSocket server

Chat Demo

Multi-user video chat combining capture and playback.

  • Full duplex video/audio communication
  • Room-based user discovery
  • Text chat over data tracks

Running the Demos

npm install
npm run dev

Open http://localhost:3001 to see all demos.

| Demo | URL | Description | |------|-----|-------------| | Player | http://localhost:3001/player/ | Stream playback & file player | | Capture | http://localhost:3001/capture/ | Camera capture & streaming | | Chat | http://localhost:3001/chat/ | Multi-user video chat |

Building

Build the library:

npm run build

Build the demo:

npm run build:demo

License

MIT