1675084165
Live Graphics for iOS, macOS and tvOS
Runs on RenderKit, powered by Metal
PixelKit combines custom shaders, metal performance shaders, core image filters and vision to create tools for real-time rendering.
Examples: Camera Effects - Green Screen
Info: Coordinate Space - Blend Operators - Effect Convenience Funcs - High Bit Mode
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|
CameraPIX | DepthCameraPIX | ImagePIX | VideoPIX | ScreenCapturePIX | StreamInPIX | SlopePIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
ColorPIX | CirclePIX | RectanglePIX | PolygonPIX | ArcPIX | LinePIX | GradientPIX | StackPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
NoisePIX | TextPIX | MetalPIX | TwirlPIX | FeedbackPIX | DelayPIX | SharpenPIX | StreamOutPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|
LevelsPIX | BlurPIX | EdgePIX | ThresholdPIX | QuantizePIX | TransformPIX | KaleidoscopePIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|
ChannelMixPIX | ChromaKeyPIX | CornerPinPIX | ColorShiftPIX | FlipFlopPIX | RangePIX | StarPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
SepiaPIX | ConvertPIX | ReducePIX | ClampPIX | FreezePIX | FlarePIX | AirPlayPIX | RecordPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
BlendPIX | CrossPIX | LookupPIX | DisplacePIX | RemapPIX | ReorderPIX | ResolutionPIX | CropPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|
BlendsPIX | LumaLevelsPIX | LumaBlurPIX | LumaTransformPIX | TimeMachinePIX | ArrayPIX |
.package(url: "https://github.com/heestand-xyz/PixelKit", from: "3.0.0")
import SwiftUI
import PixelKit
struct ContentView: View {
@StateObject var circlePix = CirclePIX()
@StateObject var blurPix = BlurPIX()
var body: some View {
PixelView(pix: blurPix)
.onAppear {
blurPix.input = circlePix
blurPix.radius = 0.25
}
}
}
import UIKit
import PixelKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let circlePix = CirclePIX()
let blurPix = BlurPIX()
blurPix.input = circlePix
blurPix.radius = 0.25
let finalPix: PIX = blurPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
}
}
In PixelKit all PIXs have a resolution. Some PIXs have defined resolutions (default to .auto
) and some PIXs have derived resolutions.
The .auto
resolution will fill up the view and get the correct resolution based on the view size. If a view is 100x100 points, the resolution will be 200x200 pixels on macOS and 300x300 pixels on iPhone.
Import the resolution package to work with resolutions:
import Resolution
You can multiply and divide resolutions with a CGFloat
or Int
.
There are predefined resolutions like ._1080p
& ._4K
.
.renderedImage // UIImage or NSImage
.renderedTexture // MTLTexture
![]() | ![]() | ![]() | ![]() | ![]() |
---|
import SwiftUI
import PixelKit
class ViewModel: ObservableObject {
let camera: CameraPIX
let levels: LevelsPIX
let colorShift: ColorShiftPIX
let blur: BlurPIX
let circle: CirclePIX
let finalPix: PIX
init() {
camera = CameraPIX()
camera.cameraResolution = ._1080p
levels = LevelsPIX()
levels.input = camera
levels.brightness = 1.5
levels.gamma = 0.5
colorShift = ColorShiftPIX()
colorShift.input = levels
colorShift.saturation = 0.5
blur = BlurPIX()
blur.input = colorShift
blur.radius = 0.25
circle = CirclePIX(at: .square(1080))
circle.radius = 0.45
circle.backgroundColor = .clear
finalPix = blur & (camera * circle)
}
}
struct ContentView: View {
@StateObject var viewModel = ViewModel()
var body: some View {
PixelView(pix: viewModel.finalPix)
}
}
This can also be done with Effect Convenience Funcs:
let pix = CameraPIX().pixBrightness(1.5).pixGamma(0.5).pixSaturation(0.5).pixBlur(0.25)
Remeber to add NSCameraUsageDescription
to your Info.plist
![]() | ![]() | ![]() | ![]() |
---|
import RenderKit import PixelKit
let cityImage = ImagePIX()
cityImage.image = UIImage(named: "city")
let supermanVideo = VideoPIX()
supermanVideo.load(fileNamed: "superman", withExtension: "mov")
let supermanKeyed = ChromaKeyPIX()
supermanKeyed.input = supermanVideo
supermanKeyed.keyColor = .green
let blendPix = BlendPIX()
blendPix.blendingMode = .over
blendPix.inputA = cityImage
blendPix.inputB = supermanKeyed
let finalPix: PIX = blendPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
This can also be done with Blend Operators and Effect Convenience Funcs:
let pix = cityImage & supermanVideo.pixChromaKey(.green)
import RenderKit import PixelKit
let cameraPix = CameraPIX()
cameraPix.camera = .front
let depthCameraPix = DepthCameraPIX.setup(with: cameraPix)
let levelsPix = LevelsPIX()
levelsPix.input = depthCameraPix
levelsPix.inverted = true
let lumaBlurPix = cameraPix.pixLumaBlur(pix: levelsPix, radius: 0.1)
let finalPix: PIX = lumaBlurPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
The DepthCameraPIX
was added in PixelKit v0.8.4
and requires an iPhone X or newer.
Note to use the setup(with:filter:)
method of DepthCameraPIX
.
It will take care of orientation, color and enable depth on the CameraPIX
.
To gain access to depth values ouside of the 0.0 and 1.0 bounds,
enable 16 bit
mode like this: PixelKit.main.render.bits = ._16
let cameraPix = CameraPIX()
cameraPix.camera = .back
let multiCameraPix = MultiCameraPIX.setup(with: cameraPix, camera: .front)
let movedMultiCameraPix = multiCameraPix.pixScale(by: 0.25).pixTranslate(x: 0.375 * (9 / 16), y: 0.375)
let finalPix: PIX = camearPix & movedMultiCameraPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
Note MultiCameraPIX
requires iOS 13.
The PixelKit coordinate space is normailzed to the vertical axis (1.0 in height) with the origin (0.0, 0.0) in the center.
Note that compared to native UIKit and SwiftUI views the vertical axis is flipped and origin is moved, this is more convinent when working with graphics in PixelKit. A full rotation is defined by 1.0
Center: CGPoint(x: 0, y: 0)
Bottom Left: CGPoint(x: -0.5 * aspectRatio, y: -0.5)
Top Right: CGPoint(x: 0.5 * aspectRatio, y: 0.5)
Tip: Resolution
has an .aspect
property:let aspectRatio: CGFloat = Resolution._1080p.aspect
A quick and convenient way to blend PIXs
These are the supported BlendingMode
operators:
& | !& | + | - | * | ** | !** | % | ~ | ° |
---|---|---|---|---|---|---|---|---|---|
.over | .under | .add | .subtract | .multiply | .power | .gamma | .difference | .average | cosine |
<> | >< | ++ | -- | <-> | >-< | +-+ |
---|---|---|---|---|---|---|
.minimum | .maximum | .addWithAlpha | .subtractWithAlpha | inside | outside | exclusiveOr |
let blendPix = (CameraPIX() !** NoisePIX(at: .fullHD(.portrait))) * CirclePIX(at: .fullHD(.portrait))
The default global blend operator fill mode is .fit
, change it like this:PIX.blendOperators.globalPlacement = .fill
Keep in mind that these funcs will create new PIXs.
Be careful of overloading GPU memory, some funcs create several PIXs.
Some effects like DisplacePIX and SlopePIX can benefit from a higher bit depth.
The default is 8 bits. Change it like this: PixelKit.main.render.bits = ._16
Enable high bit mode before you create any PIXs.
Note resources do not support higher bits yet.
There is currently there is some gamma offset with resources.
let metalPix = MetalPIX(at: ._1080p, code:
"""
pix = float4(u, v, 0.0, 1.0);
"""
)
let metalEffectPix = MetalEffectPIX(code:
"""
float gamma = 0.25;
pix = pow(input, 1.0 / gamma);
"""
)
metalEffectPix.input = CameraPIX()
let metalMergerEffectPix = MetalMergerEffectPIX(code:
"""
pix = pow(inputA, 1.0 / inputB);
"""
)
metalMergerEffectPix.inputA = CameraPIX()
metalMergerEffectPix.inputB = ImagePIX("img_name")
let metalMultiEffectPix = MetalMultiEffectPIX(code:
"""
float4 inPixA = inTexs.sample(s, uv, 0);
float4 inPixB = inTexs.sample(s, uv, 1);
float4 inPixC = inTexs.sample(s, uv, 2);
pix = inPixA + inPixB + inPixC;
"""
)
metalMultiEffectPix.inputs = [ImagePIX("img_a"), ImagePIX("img_b"), ImagePIX("img_c")]
var lumUniform = MetalUniform(name: "lum")
let metalPix = MetalPIX(at: ._1080p, code:
"""
pix = float4(in.lum, in.lum, in.lum, 1.0);
""",
uniforms: [lumUniform]
)
lumUniform.value = 0.5
inspired by TouchDesigner created by Anton Heestand XYZ
Author: Heestand-xyz
Source Code: https://github.com/heestand-xyz/PixelKit
License: MIT license
1600430400
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1675084165
Live Graphics for iOS, macOS and tvOS
Runs on RenderKit, powered by Metal
PixelKit combines custom shaders, metal performance shaders, core image filters and vision to create tools for real-time rendering.
Examples: Camera Effects - Green Screen
Info: Coordinate Space - Blend Operators - Effect Convenience Funcs - High Bit Mode
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|
CameraPIX | DepthCameraPIX | ImagePIX | VideoPIX | ScreenCapturePIX | StreamInPIX | SlopePIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
ColorPIX | CirclePIX | RectanglePIX | PolygonPIX | ArcPIX | LinePIX | GradientPIX | StackPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
NoisePIX | TextPIX | MetalPIX | TwirlPIX | FeedbackPIX | DelayPIX | SharpenPIX | StreamOutPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|
LevelsPIX | BlurPIX | EdgePIX | ThresholdPIX | QuantizePIX | TransformPIX | KaleidoscopePIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|
ChannelMixPIX | ChromaKeyPIX | CornerPinPIX | ColorShiftPIX | FlipFlopPIX | RangePIX | StarPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
SepiaPIX | ConvertPIX | ReducePIX | ClampPIX | FreezePIX | FlarePIX | AirPlayPIX | RecordPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|---|---|
BlendPIX | CrossPIX | LookupPIX | DisplacePIX | RemapPIX | ReorderPIX | ResolutionPIX | CropPIX |
![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|---|
BlendsPIX | LumaLevelsPIX | LumaBlurPIX | LumaTransformPIX | TimeMachinePIX | ArrayPIX |
.package(url: "https://github.com/heestand-xyz/PixelKit", from: "3.0.0")
import SwiftUI
import PixelKit
struct ContentView: View {
@StateObject var circlePix = CirclePIX()
@StateObject var blurPix = BlurPIX()
var body: some View {
PixelView(pix: blurPix)
.onAppear {
blurPix.input = circlePix
blurPix.radius = 0.25
}
}
}
import UIKit
import PixelKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let circlePix = CirclePIX()
let blurPix = BlurPIX()
blurPix.input = circlePix
blurPix.radius = 0.25
let finalPix: PIX = blurPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
}
}
In PixelKit all PIXs have a resolution. Some PIXs have defined resolutions (default to .auto
) and some PIXs have derived resolutions.
The .auto
resolution will fill up the view and get the correct resolution based on the view size. If a view is 100x100 points, the resolution will be 200x200 pixels on macOS and 300x300 pixels on iPhone.
Import the resolution package to work with resolutions:
import Resolution
You can multiply and divide resolutions with a CGFloat
or Int
.
There are predefined resolutions like ._1080p
& ._4K
.
.renderedImage // UIImage or NSImage
.renderedTexture // MTLTexture
![]() | ![]() | ![]() | ![]() | ![]() |
---|
import SwiftUI
import PixelKit
class ViewModel: ObservableObject {
let camera: CameraPIX
let levels: LevelsPIX
let colorShift: ColorShiftPIX
let blur: BlurPIX
let circle: CirclePIX
let finalPix: PIX
init() {
camera = CameraPIX()
camera.cameraResolution = ._1080p
levels = LevelsPIX()
levels.input = camera
levels.brightness = 1.5
levels.gamma = 0.5
colorShift = ColorShiftPIX()
colorShift.input = levels
colorShift.saturation = 0.5
blur = BlurPIX()
blur.input = colorShift
blur.radius = 0.25
circle = CirclePIX(at: .square(1080))
circle.radius = 0.45
circle.backgroundColor = .clear
finalPix = blur & (camera * circle)
}
}
struct ContentView: View {
@StateObject var viewModel = ViewModel()
var body: some View {
PixelView(pix: viewModel.finalPix)
}
}
This can also be done with Effect Convenience Funcs:
let pix = CameraPIX().pixBrightness(1.5).pixGamma(0.5).pixSaturation(0.5).pixBlur(0.25)
Remeber to add NSCameraUsageDescription
to your Info.plist
![]() | ![]() | ![]() | ![]() |
---|
import RenderKit import PixelKit
let cityImage = ImagePIX()
cityImage.image = UIImage(named: "city")
let supermanVideo = VideoPIX()
supermanVideo.load(fileNamed: "superman", withExtension: "mov")
let supermanKeyed = ChromaKeyPIX()
supermanKeyed.input = supermanVideo
supermanKeyed.keyColor = .green
let blendPix = BlendPIX()
blendPix.blendingMode = .over
blendPix.inputA = cityImage
blendPix.inputB = supermanKeyed
let finalPix: PIX = blendPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
This can also be done with Blend Operators and Effect Convenience Funcs:
let pix = cityImage & supermanVideo.pixChromaKey(.green)
import RenderKit import PixelKit
let cameraPix = CameraPIX()
cameraPix.camera = .front
let depthCameraPix = DepthCameraPIX.setup(with: cameraPix)
let levelsPix = LevelsPIX()
levelsPix.input = depthCameraPix
levelsPix.inverted = true
let lumaBlurPix = cameraPix.pixLumaBlur(pix: levelsPix, radius: 0.1)
let finalPix: PIX = lumaBlurPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
The DepthCameraPIX
was added in PixelKit v0.8.4
and requires an iPhone X or newer.
Note to use the setup(with:filter:)
method of DepthCameraPIX
.
It will take care of orientation, color and enable depth on the CameraPIX
.
To gain access to depth values ouside of the 0.0 and 1.0 bounds,
enable 16 bit
mode like this: PixelKit.main.render.bits = ._16
let cameraPix = CameraPIX()
cameraPix.camera = .back
let multiCameraPix = MultiCameraPIX.setup(with: cameraPix, camera: .front)
let movedMultiCameraPix = multiCameraPix.pixScale(by: 0.25).pixTranslate(x: 0.375 * (9 / 16), y: 0.375)
let finalPix: PIX = camearPix & movedMultiCameraPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
Note MultiCameraPIX
requires iOS 13.
The PixelKit coordinate space is normailzed to the vertical axis (1.0 in height) with the origin (0.0, 0.0) in the center.
Note that compared to native UIKit and SwiftUI views the vertical axis is flipped and origin is moved, this is more convinent when working with graphics in PixelKit. A full rotation is defined by 1.0
Center: CGPoint(x: 0, y: 0)
Bottom Left: CGPoint(x: -0.5 * aspectRatio, y: -0.5)
Top Right: CGPoint(x: 0.5 * aspectRatio, y: 0.5)
Tip: Resolution
has an .aspect
property:let aspectRatio: CGFloat = Resolution._1080p.aspect
A quick and convenient way to blend PIXs
These are the supported BlendingMode
operators:
& | !& | + | - | * | ** | !** | % | ~ | ° |
---|---|---|---|---|---|---|---|---|---|
.over | .under | .add | .subtract | .multiply | .power | .gamma | .difference | .average | cosine |
<> | >< | ++ | -- | <-> | >-< | +-+ |
---|---|---|---|---|---|---|
.minimum | .maximum | .addWithAlpha | .subtractWithAlpha | inside | outside | exclusiveOr |
let blendPix = (CameraPIX() !** NoisePIX(at: .fullHD(.portrait))) * CirclePIX(at: .fullHD(.portrait))
The default global blend operator fill mode is .fit
, change it like this:PIX.blendOperators.globalPlacement = .fill
Keep in mind that these funcs will create new PIXs.
Be careful of overloading GPU memory, some funcs create several PIXs.
Some effects like DisplacePIX and SlopePIX can benefit from a higher bit depth.
The default is 8 bits. Change it like this: PixelKit.main.render.bits = ._16
Enable high bit mode before you create any PIXs.
Note resources do not support higher bits yet.
There is currently there is some gamma offset with resources.
let metalPix = MetalPIX(at: ._1080p, code:
"""
pix = float4(u, v, 0.0, 1.0);
"""
)
let metalEffectPix = MetalEffectPIX(code:
"""
float gamma = 0.25;
pix = pow(input, 1.0 / gamma);
"""
)
metalEffectPix.input = CameraPIX()
let metalMergerEffectPix = MetalMergerEffectPIX(code:
"""
pix = pow(inputA, 1.0 / inputB);
"""
)
metalMergerEffectPix.inputA = CameraPIX()
metalMergerEffectPix.inputB = ImagePIX("img_name")
let metalMultiEffectPix = MetalMultiEffectPIX(code:
"""
float4 inPixA = inTexs.sample(s, uv, 0);
float4 inPixB = inTexs.sample(s, uv, 1);
float4 inPixC = inTexs.sample(s, uv, 2);
pix = inPixA + inPixB + inPixC;
"""
)
metalMultiEffectPix.inputs = [ImagePIX("img_a"), ImagePIX("img_b"), ImagePIX("img_c")]
var lumUniform = MetalUniform(name: "lum")
let metalPix = MetalPIX(at: ._1080p, code:
"""
pix = float4(in.lum, in.lum, in.lum, 1.0);
""",
uniforms: [lumUniform]
)
lumUniform.value = 0.5
inspired by TouchDesigner created by Anton Heestand XYZ
Author: Heestand-xyz
Source Code: https://github.com/heestand-xyz/PixelKit
License: MIT license
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1593782362
Do you Increase your Website Engagment?
I analysed, ranked and reviewed best live video streaming chat APIs and SDKs for your web & mobile app based on client reviews and ratings. portfolio, usecases, cost, secure streaming, live chat features, cost, support, etc.
Turn your viewers into participatients with Live Streaming Chat Solutions. There are lot of Real-time chat apis & SDks Providers have in online market now. You can easily integrte and customize real time chat solutions into your new or existing live video streaming web and iOS & android applications. Below have mentioned best real time chat api & SDk Proivders.
CONTUS Fly is one of the leading real time messaging software providers in the market for a decade. Their messaging platforms are completely customizable since they provide Chat APIs and SDKs to integrate real time chat feasibility on your live streaming applications irrespective of audience base. Engage your audience like a live concert, stadium like experience through digitally. Create channels for every live streaming event, sports or anything that would create buzz. Enable audience to interact with each other over voice, video chats and real-time text chats with engaging emojis. CONTUS Fly enables users to add emojis and stickers to captivate each audience and create fun.
To make every live streaming and broadcasting videos more engaging and entertaining, Apphitect’s instant messaging comes with exciting Instant messaging chat APIs to add chat into streaming applications. Apphitect is built with multiple real time communication features like video chat, voice chat and real-time chat to your streaming apps. Their solution surprisingly has a wide range of features to communicate, engage and increase subscription benefits.
One of the enterprise-grade real-time chat solutions built to create virtual chat experience for live streaming events and websites for big brands and startups. Irrespective of audience base, category, MirrorFly provides customizable real time chat APIs to add virtual communication mediums on live streaming and broadcasting applications. Their solution comes with absolute moderation tools and open channels to talk and listen with your audience. MirrorFly’s server infrastructure has the potential to handle concurrent messages and users and to achieve maximum sales conversion.
When it comes to building a live streaming chat app software that covers the entire platforms and demand All-in-One package (features, Customization to any extent) with a one-time payment for lifetime performance, then undoubtedly Contus Fly makes the right choice to partner with. The company offers live broadcasting SDK for Android/iOS and chat APIs for customization.
Being a leading real time chat platform provider in the market, Sendbird has its own hallmark of communication features to the world’s most prominent live streaming applications. Their real time chat solution enables broadcasting and streaming platform’ owners to create a physical equivalent digital chat experience for the audience during any live event streaming to interact, collaborate and cheer together within the same streaming screen. By creating open channels and groups, you can enable the audience to interact with each other during any streaming, engage them with polls, stickers, multiple communication channels and more.
Agora, a deep integratable API available in the market to deliver live interactive streaming experience for workplace, enterprises, gaming, retail, telehealth and social live streaming websites. With easy-to-embed SDKs, Agora empowers businesses to add HD and low latency video and voice chat features into any streaming platforms and channels. Their easy-to-embed real time chat features encourage higher levels of user engagement and opportunity to drive more audience.
Their smart and secure chat APIs deliver real-time chat feasibility for live and on-demand video streaming websites. The real time chat features provides users to communicate and engage within the same streaming platform irrespective of interaction medium and audience count. Enablex offers platform-as-a-service communication solutions for real time messaging integration with APIs hosting possibility on public, private and cloud deployment. Their APIs are enriched with multiple communication features and engagement tools like live-polls, stickers and more.
In order to increase user engagement with live and remote audiences, Pubnub offers real time messaging chat functionality with interactive features to drive event-based engagement with mass chat. Their in-app chat feature enhances live programs, event streaming and blogging content with live polling, multiple chats and more. It also enables live streaming websites to build community, channels and super groups during live streaming to bring the entire audience base to one place.
Vonage is a prime provider of communication APIs for major industrial sectors and enterprise workplaces. With its API, businesses such as live streaming applications can integrate in-app messaging features into any streaming platforms on Android, iOS and Web to empower user engagement. Their APIs are powered with scalable infrastructure and provide multiple communication mediums such as in-app voice, video and chat proactively engaging the audience.
Firekast provides a customizable live chat widget with HTML code for streaming players to enable chat within any streaming or on-demand videos. The chat widget gives the ability for brands and content owners to make the audience to interact with each other for better engagement and proactivity during streaming. The Firekast Live chat comes with moderator tools that will allow administrators to delete or ban abusive content and users from the channel or groups. Firekast’s live chat comes with a private chat widget to create public or private chat rooms to make effective collaboration and discussions.
Conclusion
And this is all the real time chat providers in the market to implement chat functionality in any live streaming or broadcasting platforms. More than delivering entertaining live content, creating a massive engagement and buzz for every live event is the smarter way to turn every audience into a protiable subscriber. Picking up the right software provider is more important than just handling the integration process.
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