This example currently only fully works on FireFox, since chrome simply stops the canvas stream when the tab is blurred... (probably related to this bug, but well, my timer seems to be working but not the recording...)
[Edit]: it actually now works only in chrome, since they have fixed this bug, but not anymore in FF because of this one (caused by e10s).
There doesn't seem to be any event on MediaStream letting you know when a frame has been rendered to it, neither on the MediaRecorder.
Even the currentTime
property of the MediaStream (currently only available in FF) doesn't seem to be changing accordingly with the fps argument passed in the captureStream()
method.
But what you seem to want is a reliable timer, that won't loose its frequency when i.e the current tab is not focused (which happens for rAF).
Fortunately, the WebAudio API does also have an high precision timer, based on hardware clock, rather than on screen refresh rate.
So we can come with an alternative timed loop, able to keep its frequency even when the tab is blurred.
/*
An alternative timing loop, based on AudioContext's clock
@arg callback : a callback function
with the audioContext's currentTime passed as unique argument
@arg frequency : float in ms;
@returns : a stop function
*/
function audioTimerLoop(callback, frequency) {
// AudioContext time parameters are in seconds
var freq = frequency / 1000;
var aCtx = new AudioContext();
// Chrome needs our oscillator node to be attached to the destination
// So we create a silent Gain Node
var silence = aCtx.createGain();
silence.gain.value = 0;
silence.connect(aCtx.destination);
onOSCend();
var stopped = false;
function onOSCend() {
osc = aCtx.createOscillator();
osc.onended = onOSCend;
osc.connect(silence);
osc.start(0);
osc.stop(aCtx.currentTime + freq);
callback(aCtx.currentTime);
if (stopped) {
osc.onended = function() {
return;
};
}
};
// return a function to stop our loop
return function() {
stopped = true;
};
}
function start() {
// start our loop @25fps
var stopAnim = audioTimerLoop(anim, 1000 / 25);
// maximum stream rate set as 25 fps
cStream = canvas.captureStream(25);
let chunks = [];
var recorder = new MediaRecorder(cStream);
recorder.ondataavailable = e => chunks.push(e.data);
recorder.onstop = e => {
// we can stop our loop
stopAnim();
var url = URL.createObjectURL(new Blob(chunks));
var v = document.createElement('video');
v.src = url;
v.controls = true;
document.body.appendChild(v);
}
recorder.start();
// stops the recorder in 20s, try to change tab during this time
setTimeout(function() {
recorder.stop();
}, 20000)
}
// make something move on the canvas
var ctx = canvas.getContext('2d');
var x = 0;
function anim() {
x = (x + 2) % (canvas.width + 100);
ctx.fillStyle = 'ivory';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'red';
ctx.fillRect(x - 50, 20, 50, 50)
};
btn.onclick = start;
<button id="btn">begin</button>
<canvas id="canvas" width="500" height="200"></canvas>
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