It's not a secret that one of my favorite Silverlight 4 features is the webcam support and I already
played endless hours with it. There are
many blog posts out there demonstrating how to use the webcam and how to take a screenshot with the
CaptureImageAsync method. Only a few cover the
VideoSink.
This blog post will show how to use the webcam, the CaptureImageAsync method and also how to implement and use the VideoSink. But most important I'll cover what the differences between the CaptureImageAsync and VideoSink are and when to use which.
Silverlight Webcam 101
The Silverlight 4 webcam API is pretty easy to use and just a few lines of code are needed to show a webcam video stream on screen.
Silverlight's
CaptureSource class provides the webcam stream that is used as the source of a
VideoBrush, which in turn fills a
Rectangle with the video feed from the webcam. It's also possible to use any other
Shape with a Fill property.
The
CaptureDeviceConfiguration class can be used to retrieve a list of all installed video and audio devices on the system. Most of the time it's sufficient to use the
GetDefaultVideoCaptureDevice to get the default device. The user can specify the default video and audio devices with the Silverlight configuration; he or she only has to press the right mouse button over the Silverlight application, click "Silverlight" in the context menu and select the "Webcam / Mic" tab to set them.
 |
| Silverlight Webcam / Mic configuration dialog. |
The following C# code initializes the webcam (
captureSource) in the Loaded event of the page and fills a rectangle (Viewport) with a VideoBrush:
// Member variable (webcam reference)
CaptureSource captureSource;
private void UserControl_Loaded(object sender, RoutedEventArgs e)
{
// Initialize the webcam
captureSource = new CaptureSource();
captureSource.VideoCaptureDevice = CaptureDeviceConfiguration.GetDefaultVideoCaptureDevice();
// Fill the Viewport Rectangle with the VideoBrush
var vidBrush = new VideoBrush();
vidBrush.SetSource(captureSource);
Viewport.Fill = vidBrush;
}
Now that the webcam is initialized, the streaming can be started. This is done in an event handler of a Button because
RequestDeviceAccess has to be called from an user initiated event. Otherwise it would be possible to start the webcam without the user's permission. Of course nobody wants to experience something like what
happened to the students with their MacBooks provided by their high school.
Here's the C# code:
private void StartButton_Click(object sender, RoutedEventArgs e)
{
// Request webcam access and start the capturing
if (CaptureDeviceConfiguration.RequestDeviceAccess())
{
captureSource.Start();
}
}
This will open a webcam permission dialog asking the user for the device access. This setting is consent and Silverlight can remember if the user has previously allowed that certain application.
 |
| Webcam permission dialog |
Capturing The Webcam
There are two different approaches to capture the webcam in Silverlight. The
CaptureSource's
CaptureImageAsync method and
CaptureImageCompleted event provide a snapshot on demand and can be considered as a pull-based technology. A custom
VideoSink implementation on the other hand constantly gets the raw stream from the webcam and can be considered as a push-based approach.
Pull: CaptureImageAsync Webcam Capture
When the
CaptureSource's
CaptureImageAsync method is called an asynchronous capturing task is started. After the snapshot is completed, the
CaptureImageCompleted event is fired. The event provides a
WriteableBitmap as EventArgs.
The following C# code should be added after the captureSource initialization code above:
// Wiring the CaptureImageCompleted event handler
captureSource.CaptureImageCompleted += (s, e) =>
{
// Do something with the camera snapshot
// e.Result is a WriteableBitmap
Process(e.Result);
};
Another button is used to start the asynchronous capturing:
private void SnapshotButton_Click(object sender, RoutedEventArgs e)
{
// CaptureImageAsync fires the CaptureImageCompleted event
captureSource.ImageCaptureAsync();
}
Push: VideoSink Webcam Capture
The other capturing approach constantly pushes every frame from the webcam into a
VideoSink. The abstract
VideoSink class has four methods that have to be implemented in an own subclass in order to use it.
The basic set-up of a custom VideoSink looks like this:
// MyVideoSink is derived from Silverlight's VideoSink
public class MyVideoSink : VideoSink
{
VideoFormat vidFormat;
// Could be used to initialize a container for the webcam stream data
protected override void OnCaptureStarted() { }
// Could be used to dispose a container for the webcam stream data
// or to write a header of a video file format
protected override void OnCaptureStopped() { }
// Is called when the VideoFormat was changed
protected override void OnFormatChange(VideoFormat videoFormat)
{
this.vidFormat = videoFormat;
}
// Is called every time the webcam provides a complete frame (Push)
protected override void OnSample(long sampleTime, long frameDuration,
byte[] sampleData)
{
// Process the webcam snapshot
// sampleData contains the raw byte stream
// according to the videoFormat from OnFormatChange
Process(sampleData, this.vidFormat);
}
}
The following C# code initializes MyVideoSink with the webcam. It should be added after the captureSource initialization code above:
// Wire the VideoSink and the webcam together
var sink = new MyVideoSink { CaptureSource = captureSource };
The VideoSink's OnCaptureStarted and OnFormatChange are raised after the captureSource.Start() method was called. The OnSample method is constantly called as long as the webcam is activated. The actual interval OnSample will be called is defined in
VideoFormat.
FramesPerSecond which is provided through the OnFormatChange method. The OnCaptureStopped is raised after the captureSource.Stop() method was called.
Push vs. Pull
Obviously the two approaches have different characteristics.
Pull: CaptureImageAsync
Push: Custom VideoSink
- Direct usage of the raw byte stream
- Less overhead
- OnSample is called on a background thread
- Automatically called for every frame
- Might support more than one PixelFormat in the future
- More information like frame number and duration (accurate sample times)
- Slightly faster than CaptureImageAsync if every frame is needed
- Push: Constant sampling
Please note that the CaptureImageAsync method can also be called periodically. Thereby it's possible to get a snapshot in a defined interval which might be faster than using a VideoSink that fires every 30 or even 60 frames per second (fps).
The following C# code calls CaptureImageAsync every 100 milliseconds, which means every 10 fps a snapshot is taken:
var dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Interval = new TimeSpan(0, 0, 0, 0, 100); // 10 fps
dispatcherTimer.Tick += (s, e) =>
{
// Process camera snapshot if started
if (captureSource.State == CaptureState.Started)
{
// CaptureImageAsync fires the CaptureImageCompleted event
captureSource.CaptureImageAsync();
}
};
// Start the timer
dispatcherTimer.Start();
Conclusion
Both approaches are helpful for different scenarios. The pull-based
CaptureImageAsync method is useful for taking single snapshots, whereas a push-based custom
VideoSink can be used for capturing complete sequences and encoding the webcam stream.