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GitHub - ltebean/Live: Demonstrates how to build a live broadcast app(Swift 3)
Demonstrates how to build a live broadcast app(Swift 3) - ltebean/Live
Visit SiteGitHub - ltebean/Live: Demonstrates how to build a live broadcast app(Swift 3)
Demonstrates how to build a live broadcast app(Swift 3) - ltebean/Live
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This project is to demonstrate how to build a live broadcast app. It include these features:
- Create a room to broadcast your live stream
- Join a room to watch the live
- Send likes, gifts, and comments
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Introduction
- RTMP server - Nginx RTMP module(https://github.com/arut/nginx-rtmp-module)
- WebSocket server - Socket.io(http://socket.io/)
- iOS client - LFLiveKit(https://github.com/LaiFengiOS/LFLiveKit) to push stream, IJKPlayer(https://github.com/Bilibili/ijkplayer) to play stream
How to run
1. Nginx RTMP server
You need to can set up your own rtmp server, the guidance can be found here:
- https://github.com/arut/nginx-rtmp-module
- https://www.atlantic.net/community/howto/install-rtmp-ubuntu-14-04/
2. WebSocket server
Just go to the live-server
folder, run npm install
, then start the server by node app.js
3. iOS client
Go to the live-ios
folder, run pod install
(must use cocoapods 0.39.0)
In Config.swift, update the server url:
struct Config {
static var rtmpPushUrl = "rtmp://139.196.179.230/mytv/"
static var rtmpPlayUrl = "rtmp://139.196.179.230/mytv/"
static var serverUrl = "http://139.196.179.230:3000"
}
The app can also run on a simulator, but to broadcast, you need to run it on a real device.
Tutorial
1. Live streaming
The basic live streaming flow is:
broadcaster -> rtmp -> media server -> cdn -> rtmp or hls -> audience
For the simplest case, we don't need a cdn server, then the flow will be:
broadcaster -> rtmp -> media server -> rtmp or hls -> audience
That is, the boadcaster push the live stream using the RTMP protocal to a media server, the audience pull the stream from the server using RTMP or HLS protocal.
Some explaination for RTMP and HLS:
-
RTMP: RTMP is used to stream audio, video or data and is originally a proprietary protocol introduced by Macromedia (owned by Adobe). The protocol is TCP-based and offers therefore persistent connections. In short, RTMP encapsulates MP3/AAC audio and MP4/FLV video multimedia streams.
-
HLS: HTTP Live Streaming is known as HLS. As the name implies, it is the media streaming communications protocol based on HTTP; developed by Apple as part of their QuickTime, Safari, OS X, and iOS products. How does it work? It breaks the overall stream into a sequence of small HTTP-based files (.ts: Transport Stream). These transport stream files are indexed in the file .m3u8. It is required to download first the .m3u8 playlist to play a live stream.
For the media server, there are serveral choices:
- Adobe media server
- Red5
- Nginx RTMP module
- crtmpserver
After setting up the server, you can test it using ffmpeg(install it by brew install ffmpeg
).
- push stream
ffmpeg -f avfoundation -framerate 30 -i "1:0" -f flv rtmp://server-url
- watch the stream: go to this site: https://www.hlsplayer.net/rtmp-player
p.s. Lots of live stream cloud already covers the media server and cdn parts. You just need to push/pull the stream from it.
2. iOS RTMP libs
There are serveral open source projects supporting RTMP, this project uses:
- LFLiveKit(https://github.com/LaiFengiOS/LFLiveKit) to push rtmp stream
- IJKPlayer(https://github.com/Bilibili/ijkplayer) to pull rtmp stream
You can find the usage of these libs in their project pages.
3. Websocket server
This project uses socket.io to handle the client-server communication, the logic is very simple, on the server side:
var rooms = {}
io.on('connection', function(socket) {
socket.on('create_room', function(room) {
var roomKey = room.key
rooms[roomKey] = room
socket.roomKey = roomKey
socket.join(roomKey)
})
socket.on('close_room', function(roomKey) {
delete rooms[roomKey]
})
socket.on('disconnect', function() {
if (socket.roomKey) {
delete rooms[socket.roomKey]
}
})
socket.on('join_room', function(roomKey) {
socket.join(roomKey)
})
socket.on('upvote', function(roomKey) {
io.to(roomKey).emit('upvote')
})
socket.on('gift', function(data) {
io.to(data.roomKey).emit('gift', data)
})
})
On the client side, it uses the socket.io swift client(https://github.com/socketio/socket.io-client-swift), the logic is also simple:
create, join, or close a room:
socket.on("connect") { data, ack in
self.socket.emit("create_room", self.room)
}
socket.on("connect") { data, ack in
self.socket.emit("join_room", self.room.key)
}
socket.disconnect()
publish likes and comments events:
socket.emit("upvote", room.key)
socket.emit("comment", [
"roomKey": room.key,
"text": text
])
listen likes and comments events:
socket.on("upvote") { data, ack in
self.emitterView.emitImage(R.image.heart()!)
}
socket.on("comment") { data, ack in
let comment = Comment(dict: data[0] as! [String: AnyObject])
self.comments.append(comment)
self.tableView.reloadData()
}
Swift Resources
are all listed below.
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