The audio / video capture has been the Holy Grail of web development for a long time. For many years, we've been using browser plugins (Flash or Silverlight) to do this .. But everything has changed and refreshes itself over time, come on!
getUserMedia ()
If you do not know the story, it goes without saying that the way we
GetUserMedia () API is an interesting tale.
In recent years, a number of variations of
mediation. "Many colleagues recognized the need to
native devices on the web, but this has led to the
development of a new specification. Things have been so
confused that the W3C finally decided to form a working group. O
goal? Clean the mess. The DAP Working Group
device) had the task of consolidating and standardizing the
of proposals.
Example: Capturing HTML Media
HTML media capture was the first DAP attempt to standardize
the capture of media on the web. It works by overlaying <input type="file">
and adding new values to the accept parameter.
Users can take a screenshot of their own with the
webcam using capture = camera:
<input type="file" accept="image/*;capture=camera">
Recording a video or audio is similar:
<input type="file" accept="video/*;capture=camcorder">
<input type="file" accept="audio/*;capture=microphone">
Very good, is not it? I particularly like the reuse of a
file entry. Semantically, that makes a lot of sense. The point
of this specific "API" lies in its ability to create
in real time (for example, processing live webcam data in a
and apply WebGL filters). Capturing HTML media only allows
burn a media file, or take a screenshot at a time.
Support:
Android 3.0 browser - one of the first implementations. Check out this
video to see it in action. Google Chrome for Android (0.16) My
recommendation is not to use it, unless you are working
with one of the above mobile browsers. Suppliers are
migrating to getUserMedia (). It is very unlikely that anyone else
implement long-term HTML capture.
To go deeper, access the hyperlinks that have been passed!