⚠ This library is not recommended for production use.
FFMediaToolkit is a .NET library for creating and reading multimedia files. It uses native FFmpeg libraries by the FFmpeg.Autogen bindings.
Extract all video frames as PNG files
int i = 0;
var file = MediaFile.Open(@"C:\videos\movie.mp4");
while(file.Video.TryGetNextFrame(out var imageData))
{
imageData.ToBitmap().Save($@"C:\images\frame_{i++}.png");
// See the #Usage details for example .ToBitmap() implementation
// The .Save() method may be different depending on your graphics library
}
Video decoding
// Opens a multimedia file.
// You can use the MediaOptions properties to set decoder options.
var file = MediaFile.Open(@"C:\videos\movie.mp4");
// Gets the frame at 5th second of the video.
var frame5s = file.Video.GetFrame(TimeSpan.FromSeconds(5));
// Print informations about the video stream.
Console.WriteLine($"Bitrate: {file.Info.Bitrate / 1000.0} kb/s");
var info = file.Video.Info;
Console.WriteLine($"Duration: {info.Duration}");
Console.WriteLine($"Frames count: {info.NumberOfFrames ?? "N/A"}");
var frameRateInfo = info.IsVariableFrameRate ? "average" : "constant";
Console.WriteLine($"Frame rate: {info.AvgFrameRate} fps ({frameRateInfo})");
Console.WriteLine($"Frame size: {info.FrameSize}");
Console.WriteLine($"Pixel format: {info.PixelFormat}");
Console.WriteLine($"Codec: {info.CodecName}");
Console.WriteLine($"Is interlaced: {info.IsInterlaced}");
Encode video from images.
// You can set there codec, bitrate, frame rate and many other options.
var settings = new VideoEncoderSettings(width: 1920, height: 1080, framerate: 30, codec: VideoCodec.H264);
settings.EncoderPreset = EncoderPreset.Fast;
settings.CRF = 17;
using(var file = MediaBuilder.CreateContainer(@"C:\videos\example.mp4").WithVideo(settings).Create())
{
while(file.Video.FramesCount < 300)
{
file.Video.AddFrame(/*Your code*/);
}
}
Install the FFMediaToolkit package from NuGet.
dotnet add package FFMediaToolkit
PM> Install-Package FFMediaToolkit
FFmpeg libraries are not included in the package. To use FFMediaToolkit, you need the FFmpeg shared build binaries: avcodec
, avformat
, avutil
, swresample
, swscale
.
*.dll
files from the .\bin
directory (not .\lib
) of the ZIP package. Place the binaries in the .\ffmpeg\x86_64\
(64bit) in the application output directory or set FFmpegLoader.FFmpegPath
.You need to set FFmpegLoader.FFmpegPath
with a full path to FFmpeg libraries.
If you want to use 64-bit FFmpeg, you have to disable the Build -> Prefer 32-bit option in Visual Studio project properties.
FFMediaToolkit uses the ref struct ImageData
for bitmap images. The .Data
property contains pixels data in a Span<byte>
.
If you want to process or save the
ImageData
, you should convert it to another graphics object, using one of the following methods.These methods are not included in the program to avoid additional dependencies and provide compatibility with many graphics libraries.
For ImageSharp library (.NET Standard/Core - cross-platform):
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
...
public static Image<Bgr24> ToBitmap(this ImageData imageData)
{
return Image.LoadPixelData<Bgr24>(imageData.Data, imageData.ImageSize.Width, imageData.ImageSize.Height);
}
For .NET Framework System.Drawing.Bitmap
(Windows only):
// ImageData -> Bitmap (unsafe)
public static unsafe Bitmap ToBitmap(this ImageData bitmap)
{
fixed(byte* p = bitmap.Data)
{
return new Bitmap(bitmap.ImageSize.Width, bitmap.ImageSize.Height, bitmap.Stride, PixelFormat.Format24bppRgb, new IntPtr(p));
}
}
// Bitmap -> ImageData (safe)
...
var rect = new Rectangle(Point.Empty, bitmap.Size);
var bitLock = bitmap.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
var bitmapData = ImageData.FromPointer(bitLock.Scan0, bitmap.Size, ImagePixelFormat.Bgr24);
mediaFile.Video.AddFrame(bitmapData); // Encode the frame
bitmap.UnlockBits(bitLock); // UnlockBits() must be called after encoding the frame
...
For .NET Framework/Core desktop apps with WPF UI. (Windows only):
using System.Windows.Media.Imaging;
...
// ImageData -> BitmapSource (unsafe)
public static unsafe BitmapSource ToBitmap(this ImageData bitmapData)
{
fixed(byte* ptr = bitmapData.Data)
{
return BitmapSource.Create(bitmapData.ImageSize.Width, bitmapData.ImageSize.Height, 96, 96, PixelFormats.Bgr32, null, new IntPtr(ptr), bitmapData.Data.Length, bitmapData.Stride);
}
}
// BitmapSource -> ImageData (safe)
public static ImageData ToImageData(this BitmapSource bitmap)
{
var wb = new WriteableBitmap(bitmap);
return ImageData.FromPointer(wb.BackBuffer, ImagePixelFormat.Bgra32, wb.PixelWidth, wb.PixelHeight);
}
FFMediaToolkit will also work with any other graphics library that supports creating images from Span<byte>
, byte array or memory pointer
Writing decoded bitmap directly to the WPF WriteableBitmap
buffer using the TryReadFrameToPointer
method:
Dim file As FileStream = New FileStream("path to the video file", FileMode.Open, FileAccess.Read)
Dim media As MediaFile = MediaFile.Load(file)
Dim bmp As WriteableBimap = New WriteableBitmap(media.Video.Info.FrameSize.Width, media.Video.Info.FrameSize.Height, 96, 96, PixelFormats.Bgr24, Nothing)
bmp.Lock()
Dim decoded As Boolean = media.Video.TryGetFrame(TimeSpan.FromMinutes(1), bmp.BackBuffer, bmp.BackBufferStride)
If decoded Then
bmp.AddDirtyRect(New Int32Rect(0, 0, media.Video.Info.FrameSize.Width, media.Video.Info.FrameSize.Height))
End If
bmp.Unlock()
imageBox.Source = bmp
Converting ImageData
to a byte array:
Dim data() As Byte = media.Video.GetNextFrame().Data.ToArray()
This project is licensed under the MIT license.