@stinkycomputing/web-live-player
v0.1.4
Published
A Player library for Sesame video streams using WebCodecs and MoQ
Maintainers
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-playerQuick 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 objectplay()- Start playbackpause()- Pause playbackseek(timeSeconds: number)- Seek to positiongetVideoFrame()- Get current video frame for renderinggetPosition()- Get current position in secondsgetDuration()- Get duration in secondsgetStats()- Get playback statisticssetVolume(volume: number)- Set audio volume (0-1)setPlayMode(mode: 'once' | 'loop')- Set play modedispose()- Clean up resources
Events:
ready- Emitted when file is loaded and ready to playprogress- Emitted during file loading with (loaded, total) bytesstatechange- Emitted when player state changesended- Emitted when playback ends (in 'once' mode)loop- Emitted when video loops (in 'loop' mode)seeked- Emitted after seeking completeserror- Emitted on errors
LiveVideoPlayer
Main player class.
Methods:
setStreamSource(source: IStreamSource)- Set the stream data sourcesetTrackFilter(trackName: string)- Filter for specific trackconnectToMoQRelay(relayUrl, namespace, options?)- Connect directly to a MoQ relayplay()- Start playbackpause()- Pause playbackgetVideoFrame(timestampMs: number)- Get frame for current render timestampgetStats()- Get playback statisticssetVolume(volume: number)- Set audio volume (0-1)setDebugLogging(enabled: boolean)- Enable/disable debug logging at runtimedispose()- Clean up resources
Events:
frame- Emitted when a frame is decodedmetadata- Emitted when stream metadata is receivedstatechange- Emitted when player state changeserror- Emitted on errors
IStreamSource
Interface for stream data sources.
Events to emit:
data- Stream data event with{ trackName, streamType, data }connected- When connecteddisconnected- When disconnectederror- 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
- Always close VideoFrames - Call
frame.close()when done to prevent memory leaks - Check for null frames -
getVideoFrame()returns null when no frame is ready - Use performance.now() - Pass accurate timestamps for proper frame scheduling
- 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 devOpen 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 buildBuild the demo:
npm run build:demoLicense
MIT
