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Video Calling

ConnectyCube Video Calling P2P API is built on top of WebRTC protocol and based on top of WebRTC Mesh architecture.

Max people per P2P call is 4.

To get a difference between P2P calling and Conference calling please read our ConnectyCube Calling API comparison blog page.

Get started with SDK

Follow the Getting Started guide on how to connect ConnectyCube SDK and start building your first app.

Code samples

There are ready-to-go FREE code samples to help you better understand how to integrate video calling capabilities in your apps:

  • Video Chat code sample for React Native src code
  • Video Chat code sample for Cordova/PhoneGap - src code
  • Video Chat code sample for browser - src code

Preparations

ConnectyCube Chat API is used as a signaling transport for Video Calling API, so in order to start using Video Calling API you need to connect to Chat.

Create video session

In order to use Video Calling API you need to create a session object - choose your opponents with whom you will have a call and a type of session (VIDEO or AUDIO):

const calleesIds = [56, 76, 34]; // User's ids
const sessionType = ConnectyCube.videochat.CallType.VIDEO; // AUDIO is also possible
const additionalOptions = {};
const session = ConnectyCube.videochat.createNewSession(calleesIds, sessionType, additionalOptions);

Access local media stream

In order to have a video chat session you need to get an access to the user's devices (webcam / microphone):

const mediaParams = {
    audio: true,
    video: true,
    options: {
        muted: true,
        mirror: true
    }
};

// JS SDK v1
session.getUserMedia(mediaParams, (error, stream) => {});

// JS SDK v2
session
    .getUserMedia(mediaParams)
    .then(localStream => {})
    .catch(error => {});

This method lets the browser ask the user for permission to use devices. You should allow this dialog to access the stream. Otherwise, the browser can't obtain access and will throw an error for getUserMedia callback function.

For more information about possible audio/video constraints, here is a good code sample from WebRTC team how to work with getUserMedia constraints: https://webrtc.github.io/samples/src/content/getusermedia/resolution/

HD video quality

If HD video quality is required - the following audio/video constraints are required to pass:

{video: { width: 1280, height: 720 }, audio: true}

More info about all possible is are available here https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/getUserMedia

Attach local media stream

Then you should attach your local media stream to HTML video element.

For Web-like environments, including Cordova - use the following method:

session.attachMediaStream('myVideoElementId', localStream);

For ReactNative environment - use the following method:

import {RTCView} from 'react-native-connectycube';

// pass a local or remote stream to the RTCView component
...
<RTCView  objectFit="cover" style={styles.rtcView} key={userId} streamURL={localStream.toURL()} />
...

Initiate a call

const extension = {};
session.call(extension, error => {});

The extension is used to pass any extra parameters in the request to your opponents.

After this, your opponents will receive a callback call:

ConnectyCube.videochat.onCallListener = function(session, extension) {};

Or if your opponents are offline or did not answer the call request:

ConnectyCube.videochat.onUserNotAnswerListener = function(session, userId) {};

Accept a call

To accept a call the following code snippet is used:

ConnectyCube.videochat.onCallListener = function(session, extension) {
    // here show some UI with 2 buttons - accept & reject, and by accept -> run the following code:
    const extension = {};
    session.accept(extension);
};

After this, your opponents will get a confirmation in the following callback:

ConnectyCube.videochat.onAcceptCallListener = function(session, userId, extension) {};

Also, both the caller and opponents will get a special callback with the remote stream:

ConnectyCube.videochat.onRemoteStreamListener = function(session, userID, remoteStream) {
    // attach the remote stream to DOM element
    session.attachMediaStream('remoteOpponentVideoElementId', remoteStream);

    // or if you use React Native
    //
    // import {RTCView} from 'react-native-connectycube';
    //
    // <RTCView  objectFit="cover" style={styles.rtcView} key={userId} streamURL={remoteStream.toURL()} />
};

From this point, you and your opponents should start seeing each other.

Receive a call in background

For mobile apps, it can be a situation when an opponent's user app is either in closed (killed) or background (inactive) state.

In this case, to be able to still receive a call request, you can use Push Notifications. The flow should be as follows:

  • a call initiator should send a push notification along with a call request
  • when an opponent's app is killed or in background mode - an opponent will receive a push notification about an incoming call, and will be able to accept/reject the call. If accepted or pressed on a push notification - an app will be opened, a user should auto login and connect to chat and then will be able to join an incoming call.

Please refer to Push Notifications API guides regarding how to integrate Push Notifications in your app:

Reject a call

const extension = {};
session.reject(extension);

After this, the caller will get a confirmation in the following callback:

ConnectyCube.videochat.onRejectCallListener = function(session, userId, extension) {};

End a call

const extension = {};
session.stop(extension);

After this, the opponents will get a confirmation in the following callback:

ConnectyCube.videochat.onStopCallListener = function(session, userId, extension) {};

Monitor session connections state

There is a callback function to track the session state:

ConnectyCube.videochat.onSessionConnectionStateChangedListener = function(session, userID, connectionState) {};

The possible values of connectionState are those of an enum of type ConnectyCube.videochat.SessionConnectionState:

  • ConnectyCube.videochat.SessionConnectionState.UNDEFINED
  • ConnectyCube.videochat.SessionConnectionState.CONNECTING
  • ConnectyCube.videochat.SessionConnectionState.CONNECTED
  • ConnectyCube.videochat.SessionConnectionState.FAILED
  • ConnectyCube.videochat.SessionConnectionState.DISCONNECTED
  • ConnectyCube.videochat.SessionConnectionState.CLOSED
  • ConnectyCube.videochat.SessionConnectionState.COMPLETED

Mute audio

session.mute('audio');
session.unmute('audio');

Mute video

session.mute('video');
session.unmute('video');

Switch video cameras

First of all you need to obtain all your device's available cameras:

let deviceInfo, deviceId, deviceLabel;

ConnectyCube.videochat
    .getMediaDevices('videoinput')
    .then(devices => {
        if (devices.length) {
            // here is a list of all available cameras
            for (let i = 0; i !== devices.length; ++i) {
                deviceInfo = devices[i];
                deviceId = deviceInfo.deviceId;
                deviceLabel = deviceInfo.label;
            }
        }
    })
    .catch(error => {});

Then you can choose some deviceId and switch the video stream to exact this device:

const constraints = { video: deviceId };

// JS SDK v1
session.switchMediaTracks(constraints, (error, stream) => {});

// JS SDK v2
session
    .switchMediaTracks(constraints)
    .then(stream => {})
    .catch(error => {});

Switch audio output

For Web-like environments, including Cordova - use the following method: the same above switch camera flow can be applied for audio tracks as well. Just replace a videoinput to audioinput in getMediaDevices and video to audio in constraints.

For ReactNative environment - use the following method:

  1. connect and install https://github.com/react-native-webrtc/react-native-incall-manager lib
  2. Use InCallManager class to switch audio output:

    import InCallManager from 'react-native-incall-manager';
    
    ...
    
    let isSpeakerOn = true; // false
    
    InCallManager.setSpeakerphoneOn(isSpeakerOn);

Screen Sharing

Request a desktop stream by calling getDisplayMedia:

const constraints = {
  video: {
    width: 1280,
    height: 720,
    frameRate: { ideal: 10, max: 15 }
  },
  audio: true };

session.getDisplayMedia(constraints)
    .then(localDesktopStream => {})
    .catch(error => {});

More info about what else options can be passed can be found here https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/getDisplayMedia

If you want to replace the existing camera stream with a desktop one, just pass a true value as a 2nd argument:

session.getDisplayMedia(constraints, true)
    .then(localDesktopStream => {})
    .catch(error => {});

Group video calls

Because of Mesh architecture we use for multipoint where every participant sends and receives its media to all other participants, current solution supports group calls with up to 4 people.

Also ConnectyCube provides an alternative solution for up to 12 people - Multiparty Video Conferencing API.

Configuration

There are various calling related configs that can be changed.

alwaysRelayCalls

The alwaysRelayCalls config sets the WebRTC RTCConfiguration.iceTransportPolicy config. Setting it to true means the calling media will be routed through TURN server all the time, and not directly P2P between users even if the network path allows it:

const appConfig = {
  videocalling: {
    alwaysRelayCalls: true,
  }
};

Recording

For the recording feature implementation you can use MediaStream Recording API

The recorder accepts a media stream and record it to file. Both local and remote streams can be recorded and saved to file.

There is also a good article about client-side recording implementation https://webrtchacks.com/jitsi-recording-getdisplaymedia-audio/

Continue calling in background

If you are developing dedicated apps for iOS and Android - it's required to apply additional configure for the app to continue playing calling audio when it goes into the background.

On iOS: there is no way to continue a video call in background because of some OS restrictions. What is supported there is to continue with voice calling while an app is in background. Basically, the recommended to achieve this is to switch off device camera when an app goes to background and then switch camera on back when an app goes to foreground.

Furthermore, even voice background call are blocked by default on iOS. To unblock - you need to setup proper background mode capabilities in your project. Please find the Enabling Background Audio link with more information how to do it properly.

For Android, we also recommend to implement the same camera switch flow when go to background and then return to foreground.