Show HN: OBS-web – Control OBS from the browser
github.com
github.com
I've certainly told many people about OBS and will continue to spread the word but short of donating I'm not sure how else I can help out (and I'm short on cash thanks to the lockdown).
And on the subject of donors, it's tough to be able to appropriately compensate contributors without some amount of stability of income. OBS accepts donations primarily though Open Collective (https://opencollective.com/obsproject), and while there's a good amount in the bank, it's not being replaced as quickly as the project might need in order to properly fund developers at the level it needs to in the long term. A broader donor base would certainly help bring the stability needed to support that sort of effort.
And you make an excellent point with the lockdown. Now's an awkward time to want to raise funds for the project with so many people struggling financially. In fact, it's probably reasonable to say that OBS's usage has increased so much specifically due to the fact that it doesn't require anyone to pay for it, so it's less likely that the people who use it are able to help fund it.
I will say that there are efforts underway to hopefully address some of the systemic shortcomings that the OBS team has in terms of funding and development bandwidth, but things still move slowly when built on the back of a largely-volunteer workforce.
Is there anything really obvious in the GUI that I missed? A small reminder, even after using it a few times, might help unobservant folks who want to support free software, like myself.
You run OBS in your computer, displaying video from several phones you are using as NDI video devices, and control all of that on an iPad (or something else) running a web browser.
Thinking thru this, you can run your whole home studio setup while sitting at a desk looking like an anchor/host with minimal fuss.
Honestly, I think this will help people up their game on small budget productions.
I love OBS. Waiting for it to work with Zoom again though (not their fault - that’s a Zoom thing).
Way more elaborate than just buying a green sheet but I didn't have to go anywhere or buy anything ;)
https://github.com/umlaeute/v4l2loopback
Zoom has to be > 5.0.? though. (I have 5.0.4)
> It is highly recommended to protect obs-websocket with a password against unauthorized control. To do this, open the "Websocket server settings" dialog under OBS' "Tools" menu. In the settings dialogs, you can enable or disable authentication and set a password for it.
> It is highly recommended to protect obs-websocket with a password against unauthorized control. To do this, open the "Websocket server settings" dialog under OBS' "Tools" menu. In the settings dialogs, you can enable or disable authentication and set a password for it.
sadly all closed source.
This kind of control could be really useful for streamers and instructors who have production assistants in other physical locations.
I left before the ground testing so all I have is theoretical. We had a second websocket to control our own system over the product where you could make rooms kinda like Zoom with live editing.
[0] https://golightstream.com/studio/
[1] https://www.youtube.com/playlist?list=PLVGEH-HLZ76olPRIBvbjH...
Edit: Seems like they have a monetization plan now, and it seems reasonably priced compared to other services I looked at like livestream.com
If you're ok with introducing a little bit of latency, the easiest way forward is webrtc to rtmp conversion. You could easily introduce headless mixing capability on top of https://github.com/voc/voctomix . We hacked together a quick and really dirty web frontend in https://github.com/FOSDEM/infrastructure/tree/master/ansible . It does the job, so we never felt the urge to change it...
Scaling the stream to ∞ viewers is easy using only free and open source software.
Feel free to get in touch.
How do you get 100k+ people on a stream without having to have massive bandwidth? Where is the stream actually hosted?
sorry if I'm asking basic questions.
Scaling live interaction with really large numbers of participants is problematic both technically and socially. My research hasn't really yielded anything that can reliably scale beyond ~50 users using only free and open source software.
[0]: https://en.wikipedia.org/wiki/Twitch_Plays_Pok%C3%A9mon
Obviously needs guards to make certain scenes ineligible for voting (e.g., anything showing the full desktop) so people can't attempt to see anything sensitive, but allowing certain scenes (e.g., those capturing games) could be quite useful.
Another use case would be for esports, where spectators could potentially vote which team they want to spectate each round.
In SimRacing it could be used to select Cockpit camera, Track Camera, ...