Comments (2)
If I were to perform getFrameAtTime on a very high resolution, e.g. 4k video, I would have to load in a 4k image into memory before then programatically downscaling it to the size of my ImageView as you suggest. I am not hugely familiar with the internals of this library, or probably more importantly FFmpeg, but wouldn't specifying a size to FFmpeg on image creation lead to a reducation in memory usage? Do you know the answer?
I was also reading about loading in bitmaps efficiently from this doc:
http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
but to perform the method they suggest, instead of this library returning a bitmap, I would need an InputStream / file / etc. Is that an alternative?
I am asking because I am loading in a gallery of image thumbnails from a user video. After loading in the frame using getFrameAtTime, I downscale it using:
Bitmap bitmap = null;
FFmpegMediaMetadataRetriever retriever = new FFmpegMediaMetadataRetriever();
try {
retriever.setDataSource(context, uri);
bitmap = retriever.getFrameAtTime(timeUs, FFmpegMediaMetadataRetriever.OPTION_CLOSEST);
} finally {
retriever.release();
}
return ThumbnailUtils.extractThumbnail(bitmap, width, height);
and set it to an ImageView. This is potentially a lot of 4k bitmaps (at least temporarily) going into memory!
from ffmpegmediametadataretriever.
The bitmap returned by getFrameAtTime
can be scaled programmatically so I don't see a need to add this method.
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