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  • JUSTIN UBERTI: Hi everyone.

  • Thanks for coming to the session on WebRTC for

  • plugin-free realtime communication.

  • I'm Justin Uberti, tech lead for WebRTC at Google.

  • And with me today is-- hey, has anyone seen Sam?

  • SAM DUTTON: Hey.

  • JUSTIN UBERTI: Sam Dutton, coming to you live from WebRTC

  • on Chrome for Android.

  • [APPLAUSE]

  • SAM DUTTON: On a beautiful Nexus 7.

  • We got this low-res to cope with the Wi-Fi here.

  • That seems to be working pretty well.

  • JUSTIN UBERTI: That was quite an entrance.

  • Why don't you come up here and introduce yourself?

  • SAM DUTTON: Yeah.

  • Hey.

  • I'm Sam Dutton.

  • I'm a developer advocate for Chrome.

  • JUSTIN UBERTI: So we're here to talk to you today about the

  • great things that WebRTC's been working on and how you

  • can use them.

  • So what is WebRTC?

  • In a nutshell, it's what we call realtime communication--

  • RTC--

  • the ability to communicate live with somebody or

  • something as if you were right there next to them.

  • And this can mean audio, video, or even just

  • peer-to-peer data.

  • And we think WebRTC is really cool.

  • But there's a lot of other people who are really excited

  • about WebRTC as well.

  • And one of the reasons is that WebRTC fills a critical gap in

  • the web platform, where previously, a native

  • proprietary app like Skype could do something the web

  • just couldn't.

  • But now we've turned that around and changed that so we

  • have a web of connected WebRTC devices that can communicate

  • in realtime just by loading a web page.

  • So here's what we're trying to do with WebRTC, to build the

  • key APIs for realtime communication into the web, to

  • make an amazing media stack in Chrome so that developers can

  • build great experiences, and to use this network of

  • connected WebRTC devices to create a new

  • communications ecosystem.

  • And these kind of seem like lofty goals.

  • But take this quote from the current CTO of the FCC who

  • said he sees traditional telephony fading away as voice

  • just becomes another web app.

  • So we're trying to live up to that promise.

  • And right now, you can build a single app with WebRTC that

  • connects Chrome, Chrome for Android, Firefox, and very

  • soon, Opera.

  • I'm especially excited to announce the as of this week,

  • Firefox 22 is going to beta, which is the very first

  • WebRTC-enabled version of Firefox.

  • So within a matter of weeks, we will have over one billion

  • users using a WebRTC-enabled browser.

  • [APPLAUSE]

  • JUSTIN UBERTI: And I think that just gives a good idea of

  • the size of the opportunity here.

  • And we respect that number to grow very significantly as

  • both Chrome and Firefox get increased adoption.

  • For places where we don't have WebRTC-enabled browsers, we're

  • providing native, supported, official tool kits on both

  • Android, and very soon, iOS, that can interoperate with

  • WebRTC in the browser.

  • [APPLAUSE]

  • JUSTIN UBERTI: So here are just a handful of the

  • companies that see the opportunity in WebRTC and are

  • building their business around it.

  • So that's the vision for WebRTC.

  • Now let's dig into the APIs.

  • There are remain categories of API that exist in WebRTC.

  • First, getting access to input devices--

  • accessing the microphone, accessing the webcam, getting

  • a stream of media from either of them.

  • Secondly, being able to connect to another WebRTC

  • endpoint across the internet, and to send this audio and

  • video in realtime.

  • And third, the ability to do this not just for audio and

  • video, but for arbitrary application data.

  • And we think this one is especially interesting.

  • So because there's three categories,

  • we have three objects.

  • Three primary objects in WebRTC to access this stuff.

  • The first one, MediaStream, for getting access to media,

  • then RTCPeerConnection and RTCDataChannel.

  • And we'll get into each one of these individually.

  • Sam, why don't you tell us about MediaStream?

  • SAM DUTTON: Yeah, sure.

  • So MediaStream represents a single source of synchronized

  • audio or video or both.

  • Each MediaStream contains one or more MediaStream tracks.

  • For example, on your laptop, you've got a webcam and a

  • microphone providing video and audio streams, and they're

  • synchronized.

  • We get access to these local devices using the getUserMedia

  • method of Navigator.

  • So we just look at the code for that, just highlight that.

  • And you can see that getUserMedia there, it takes

  • three parameters, three arguments there.

  • And the first one, if we look at the constraints argument

  • I've got, you can see I'm just specifying I want video.

  • That's all I'm saying.

  • Just give me video and nothing else.

  • And then in the success callback, we're setting the

  • source of a video using the stream that's returned by

  • getUserMedia.

  • Let's see that in action, really simple example here.

  • And you can see when we fire the getUserMedia method, we

  • get the allow permissions bar at the top there.

  • Now, this means that users have to explicitly opt in to

  • allowing access to their microphone and camera.

  • And yeah, there we have it.

  • Using that code, we've got video

  • displayed in a video element.

  • Great.

  • What really excites me about these APIs is when they come

  • up against each other, like in this example.

  • What's happening is, that we've got getUserMedia being

  • piped into a canvas element, and then the canvas element

  • being analyzed, and then producing ASCII, just like

  • that, which could make a good codec, I think.

  • JUSTIN UBERTI: It would be a good codec.

  • You can press it using just gzip.

  • SAM DUTTON: Yeah, smaller font sizes, high resolution.

  • Also, another example of this from Facekat.

  • Now what's happening here is that it's using the head

  • tracker JavaScript library to track the position of my head.

  • And when I move around, you can see I'm moving through the

  • game and trying to stay alive, which is quite difficult.

  • God, this is painful.

  • Anyway--

  • whoa.

  • OK, I think I've flipped into hyperspace there.

  • And an old favorite, you've may well have seen a webcam

  • toy which gives us access to the camera, kind of photobooth

  • app, uses WebGL to create a bunch of slightly psychedelic

  • effects there.

  • I quite this old movie one, so I'll take

  • that and get a snapshot.

  • And I can share that with my friends, so beautiful work

  • from Paul Neave there.

  • Now you might remember I said that we can use the

  • constraints object.

  • The simple example there was just saying, use the video,

  • nothing else.

  • Well, we can do more interesting things with

  • constraints than that.

  • We can do stuff like specify the resolution or the frame

  • rate, a whole stack of things that we want

  • from our local devices.

  • A little example from that, if we go over here.

  • Now, let's look at the code, actually.

  • If we go to the dev tools there, you can see that I've

  • got three different constraints objects, one for

  • each resolution.

  • So when I press the buttons, I use the QVGA constraints,

  • getUserMedia, and then with the VGA one, I'm getting high

  • resolution.

  • And for HD, I'm getting the full 1280 by 720.

  • We can also use getUserMedia now for input from our

  • microphone.

  • In other words, we can use getUserMedia to provide a

  • source node for web audio.

  • And there's a huge amount of interesting stuff we can do

  • with that processing audio using web audio, from the mic

  • or wherever.

  • A little example of that here--

  • I'll just allowed access to the mic, and you can see, I'm

  • getting a nice little visualization there in the

  • canvas element.

  • And I can start to record this, blah

  • blah blah blah blah--

  • [AUDIO PLAYBACK]

  • -To record this, blah blah blah blah blah--

  • [END AUDIO PLAYBACK]

  • SAM DUTTON: And yeah, you can see that's used recorder.js to

  • save that locally to disk.

  • GetUserMedia also now-- this is kind of experimental, but

  • we can use getUserMedia to get a screen capture, in other

  • words data coming directly from what we see on screen,

  • not from the audio video from the mic and the camera.

  • Probably the simplest if I show you an example of this,

  • so yeah, a little application here.

  • And when I click to make the call, allow, and you can see

  • there that I get this kind of crazy hall of mirrors effect,

  • because I'm capturing the screen that I'm capturing, and

  • so on and so on.

  • Now that's quite nice.

  • But it would be really useful if we could take that screen

  • capture and then transmit that to another computer.

  • And for that, we have RTCPeerConnection.

  • JUSTIN UBERTI: Thanks, Sam.

  • So as the name implies, RTCPeerConnection is all about

  • making a connection to another peer and over this peer

  • connection, we can actually then go and

  • send audio and video.

  • And the way we do this is we take the media streams that

  • we've got from getUserMedia, and we plug them into the peer

  • connection, and send them off to the other side.

  • When the other side receives them, they'll pop out as a new

  • media stream on their peer connection.

  • And they can then plug that into a video element to

  • display on the page.

  • And so both sides of a peer connection, they both get

  • streams from getUserMedia, they plug them in, and then

  • those media streams pop out magically encoded and decoded

  • on the other side.

  • Now under the hood, peer connection is

  • doing a ton of stuff--

  • signal processing to remove noise from audio and video;

  • codec selection and compression and decompression

  • of the actual audio and video; finding the actual

  • peer-to-peer route through firewalls, through NATs,

  • through relays; encrypting the data so that a user's data is

  • fully protected at all times; and then actually managing the

  • bandwidth so that if you have two megabits, we use it.

  • If you have 200 kilobits, that's all we use.

  • But we do everything we can hide this complexity from that

  • web developer.

  • And so the main thing is that you get your media streams,

  • you plug them in via Adstream to peer

  • connection, and off you go.

  • And here's a little example of this.

  • SAM DUTTON: Yeah, so you can see here that we've created a

  • new RTCPeerConnection.

  • And when the stream is received, the callback for

  • that in gotRemoteStream there attaches the media we're

  • getting from a video element to the stream.

  • Now, at the same time, we're also creating what's called an

  • offer, giving information about media, and we're setting

  • that as the local description, and then sending that to the

  • callee, so that they can set the remote description.

  • You can see that in the gotAnswer function there.

  • Let's have a little look at RTCPeerConnection on one page,

  • a very simple example here.

  • So what we've got here is getUserMedia here,

  • just start that up.

  • So it's getting video from the local camera here, displaying

  • it on the left there.

  • Now when I press call, it's using RTCPeerConnection to

  • communicate that video to the other--

  • yeah, the other video element on the page there.

  • This is a great place to start to get your head around

  • RTCPeerConnection.

  • And if we look in the code there, you can see that it's

  • really simple.

  • There's not a lot of code there to do that, to transmit

  • video from one peer to another.

  • JUSTIN UBERTI: So that's really cool stuff.

  • A full video chat client in a single web page, and just

  • about 15 lines of JavaScript.

  • And we talked a bit quickly through the whole thing around

  • how we set up the parameter of the call, the offers and

  • answers, but I'll come back to that later.

  • The next thing I want to talk about is RTCDataChannel.

  • And this says, if we have a peer connection which already

  • creates our peer-to-peer link for us, can we send arbitrary

  • application data over it?

  • And this is the mechanism that we use to do so.

  • Now one example where we would do this would be in a game.

  • Like, take this game.

  • I think it's called Jank Wars or something.

  • And we have all these ships floating around onscreen.

  • Now, when a ship moves, we want to make sure that's

  • communicated to the other player as quickly as possible.

  • And so we have this little JSON object that contains the

  • parameters and the position and the velocity of the ships.

  • And we can just take that object and stuff it into the

  • send method, and it will shoot it across the other side where

  • it pops out as onMessage.

  • And the other side can do the same thing.

  • It can call send on its data channel, and it works pretty

  • much just like a WebSocket.

  • That's not an accident.

  • And we tried to design it that way, so that people familiar

  • with using WebSockets could also use a similar API for

  • RTCDataChannel.

  • And the benefit is that here, we have a peer-to-peer

  • connection with the lowest possible latency for doing

  • this communication.

  • In addition, RTCDataChannel.

  • can be either unreliable or reliable.

  • And we can think about this kind of like UDP versus TCP.

  • If you're doing a game, it's more important that your

  • packets get there quickly than they're

  • guaranteed to get there.

  • Whereas if you're doing a file transfer, the files are only

  • any good if the entire file is delivered.

  • So you can choose this as the app developer, which mode you

  • want to use, either unreliable or reliable.

  • And lastly, everything is fully secure.

  • We use standard DTLS encryption to make sure that

  • the packages you send across the data channel are fully

  • encrypted on their way to the destination.

  • And you can do this either with audio and video, or if

  • you want to make a peer connection for just data, you

  • can do that as well.

  • So Sam's going to show us how this actually works.

  • SAM DUTTON: Yeah, so again, another really simple example.

  • We're creating a peer connection here, and once the

  • data channel is received, in the callback to that, we're

  • setting the receive channel using the

  • event.channel object.

  • Now, when the receive channel gets a message, kind of like

  • WebSocket really, we're just putting some text in a local

  • div there, using event.data.

  • Now, the send channel was created with

  • createDataChannel.

  • And then we got a send button.

  • When that's clicked, we get the data from a text area, and

  • we use the send channel to send that to the other peer.

  • Again, let's see this in action.

  • This is, again, a good place to start-- one page demo, with

  • all the code for RTCDataChannel, so type in

  • some text, and we hit send, and it's transmitting it to

  • the other text area.

  • A great place to start if you're looking at

  • RTCDataChannel.

  • Something a little more useful here, a

  • great app from Sharefest.

  • Now, Sharefest is using RTCDataChannel.

  • to enable us to do file sharing.

  • I think I'm going to select a nice photo here I've got of

  • some cherries.

  • And it's popeye, is the URL.

  • And now Justin is going to try and get that up on screen on

  • his side, just to check that that's gone through.

  • So like I say, this is doing file sharing using

  • RTCDataChannel, and there's a huge amount

  • of potential there.

  • There we go.

  • Those are the cherries.

  • JUSTIN UBERTI: I love cherries.

  • SAM DUTTON: These are beautiful Mountain View

  • cherries, actually.

  • They were really, really nice.

  • JUSTIN UBERTI: All this data is being sent peer-to-peer,

  • and anybody else who connects to the same URL will download

  • that data peer-to-peer from Sam's machine.

  • And so none of this has to touch Sharefest servers.

  • And I think that's pretty interesting if you think about

  • things like file transfer and bulk video distribution.

  • OK, so we talked a lot about how we can do really clever

  • peer-to-peer stuff with RTCPeerConnection.

  • But it turns out we need servers to kind of get the

  • process kicked off.

  • And the first part of it is actually making sure that both

  • sides can agree to actually conduct the session.

  • And this is the process that we call signaling.

  • The signaling in WebRTC is abstract, which means that

  • there's no fully-defined protocol on

  • exactly how you do it.

  • The key part is that you just have to exchange session

  • description objects.

  • And if you think about this kind of like a telephone call,

  • when you make a call to someone, the telephone network

  • sends a message to the person you're calling, telling them

  • there's an incoming call and the phone should ring.

  • Then, when they answer the call, they send a message back

  • that says, the call is now active.

  • Now, these messages also contain parameters around what

  • media format to use, where the person is on the network, and

  • the same is true for WebRTC.

  • And these things, these session description objects,

  • contain parameters like, what codecs to use, what security

  • keys to use, the network information for setting up the

  • peer-to-peer route.

  • And the only important thing is that you just send it from

  • your side to the other side, and vice versa.

  • You can use any mechanism you want--

  • WebSockets, Google Cloud Messaging, XHR.

  • You can use any protocol, even just send it as JSON, or you

  • can use a standard protocols like SIP or XMPP.

  • Here's a picture of how this all works.

  • The app gets a session description from the browser

  • and sends it across through the cloud to the other side.

  • Once it gets the message back from the other side with the

  • other side's session description, and both sessions

  • consider passed down to WebRTC in the browser, WebRTC can

  • then set up and conduct the media link peer-to-peer.

  • So we do a lot to try to hide the details of what's inside

  • the RTCSessionDescription, because this includes a whole

  • bunch of parameters--

  • as I said, codecs, network information,

  • all sorts of stuff--

  • this is just a snippet of what's contained inside a

  • session description right now.

  • Really advanced apps can do complex behaviors by modifying

  • this, but we designed API so that regular apps just don't

  • have to think about it.

  • The other thing that we need servers for is to actually get

  • the peer-to-peer session fully routed.

  • And in the old days, this wouldn't be a problem.

  • A long time ago, each side had a public IP address.

  • They send each other's IP address to each other through

  • the cloud, and we make the link

  • directly between the peers.

  • Well, in the age of NAT, things are more complicated.

  • NATs hand out what's called a private IP address, and these

  • IP addresses are not useful for communication.

  • There's no way we can make the link actually peer-to-peer

  • unless we have public address.

  • So this is where we bring a technology called STUN.

  • The STUN server we can contact from WebRTC, and we say,

  • what's my public IP address?

  • And basically, the request comes into the STUN server, it

  • sees the address that that request came from, puts the

  • address into the packet, and sends it back.

  • So now WebRTC knows its public IP address, and the STUN

  • server doesn't have to be in the party anymore, doesn't

  • have to have media flowing through it.

  • So here, if you look at this example, each side has

  • contacted that STUN server to find out what its public IP

  • address is.

  • And then it's sent the traffic to the other IP address

  • through its NAT, and the data still flows peer-to-peer.

  • So this is kind of magic stuff, and it usually works.

  • Usually we can make sure that the data all flows properly

  • peer-to-peer, but not in every case.

  • And for that, we have a technology called TURN built

  • into WebRTC.

  • This turn things around and provides a cloud fallback when

  • a peer-to-peer link is impossible, basically asks for

  • a relay in the cloud, saying, give me a public address.

  • And because this public address is in the cloud,

  • anybody can contact it, which means the call always sets up,

  • even if you're behind a restrictive, or

  • even behind a proxy.

  • The downside is that since the data actually is being relayed

  • through the server, there is an operational cost to it.

  • But it does mean the call works in almost all

  • environments.

  • Now, on one hand, we have STUN, which is super cheap,

  • but doesn't always work.

  • And we have TURN, which always works, but has

  • some cost to it.

  • How do we make sure we get the best of both worlds?

  • Here's TURN in action, where we try to use STUN and STUN

  • didn't work.

  • And we couldn't get the things to actually

  • penetrate the NATs.

  • So instead, we fell back.

  • Only then did we use TURN, and sent the media from our one

  • peer, through the NAT, through the TURN server, and to the

  • other side.

  • And this is all done by a technology called ICE.

  • ICE knows about STUN and TURN, and tries all the things in

  • parallel to figure out the best path for the call.

  • If it can do STUN, it does STUN.

  • If it can do TURN, well then I'll fall back to TURN, but

  • I'll do so quickly.

  • And we have stats from a deployed WebRTC application

  • that says 86% of the time, we can make things

  • work with just STUN.

  • So only one out of seven calls actually have to run through a

  • TURN server.

  • So how do you deploy TURN for your application?

  • Well, we have some testing servers, a testing STUN server

  • that you can use, plus we make source code available for our

  • own STUN and TURN server as part of

  • the WebRTC code package.

  • But the thing I would really recommend is the long name,

  • but really good product--

  • rfc5766-turn-server--

  • which has Amazon VM images that you can just take,

  • download, and deploy into the cloud, and you've got your

  • TURN server provisioned for all your users right there.

  • I also recommend restund, another TURN server that we've

  • used with excellent results.

  • One question that comes up around WebRTC is, how is

  • security handled?

  • And the great thing is that security has been built into

  • WebRTC from the very beginning, and so this means

  • several different things.

  • It means we have mandatory encryption for

  • both media and data.

  • So all the data that's being sent by WebRTC is being

  • encrypted using standard AES encryption.

  • We also have secure UI, meaning the user's camera

  • microphone can only be accessed if they've explicitly

  • opted in to making that functionality available.

  • And last, WebRTC runs inside the Chrome sandbox.

  • So even if somebody tries to attack WebRTC inside of

  • Chrome, the browser and the user will be fully protected.

  • So here's what you need to do to take advantage of the

  • security in WebRTC, is really simple.

  • Your app just needs to use HTTPS for

  • actually doing the signaling.

  • As long as the signaling goes over a secure conduit, the

  • data will be fully secured as well using the standard

  • protocols of SRTP for media or Datagram TLS

  • for the data channel.

  • One more question that comes up is around making a

  • multi-party call, a conference call.

  • How should I architect my application?

  • In the simple two-party case, it's easy.

  • We just have a peer-to-peer link.

  • But as you start adding more peers into the mix, things get

  • a bit more complicated.

  • And one approach that people use is a mesh, where basically

  • every peer connects to every other peer.

  • And this is really simple, because there's no servers or

  • anything involved, other than the signaling stuff.

  • But every peer has to send and copy this data

  • to every other peer.

  • So this has a corresponding CPU and bandwidth cost.

  • So depending on the media you're trying to send--

  • for audio, it can be kind of higher.

  • For video, it's going to be less-- the number of peers you

  • can support in this topology is fairly limited, especially

  • if one of the peers is on a mobile device.

  • To deal with that another architecture that can be used

  • is the star architecture.

  • And here, you can pick the most capable device to be what

  • we call the focus for the call.

  • And the focus is the part that's actually responsible

  • for taking the data and sending a copy to each of the

  • other endpoints.

  • But as we get to handing multiple HD video streams, the

  • job for a focus becomes pretty difficult.

  • And so for the most robust conferencing architecture, we

  • recommend an MCU, or multipoint control unit.

  • And this is a server that's custom made for relaying large

  • amounts of audio and video.

  • And it can do various things.

  • It can do selective stream forwarding.

  • It can actually mix the audio or video data.

  • It can also do things like recording.

  • And so if one peer drops out, it doesn't interrupt the whole

  • conference, because the MCU is taking care of everything.

  • So WebRTC is made with standards in mind.

  • And so you can connect things that

  • aren't even WebRTC devices.

  • And one thing that people want to talk from WebRTC is phones.

  • And there's a bunch of easy things they can be dropped

  • into your web page to make this happen.

  • There's a sipML5, which is a way to talk to various

  • standard SIP devices, Phono, and what we're going to show

  • you now, a widget from Zingaya to make a phone call.

  • SAM DUTTON: OK, so we've got a special guest joining us a

  • little bit later in the presentation.

  • I just wanted to give him a call to see if he's available.

  • So let's use the Zingaya WebRTC phone app now.

  • And you could see, it's accessing my microphone.

  • [PHONE DIALING AND RINGING]

  • SAM DUTTON: Calling someone.

  • I hope it's the person I want.

  • [PHONE RINGING]

  • SAM DUTTON: See if he's there.

  • CHRIS WILSON: Hello?

  • SAM DUTTON: Hey.

  • Is that you, Chris?

  • CHRIS WILSON: Hey, Sam.

  • How's it going?

  • It is.

  • SAM DUTTON: Hey.

  • Fantastic.

  • I just want to check you're ready for your gig later on.

  • CHRIS WILSON: I'm ready whenever you are.

  • SAM DUTTON: That's fantastic.

  • OK, speak to you soon, Chris.

  • Thanks.

  • Bye bye.

  • CHRIS WILSON: Talk to you soon.

  • Bye.

  • SAM DUTTON: Cheers.

  • JUSTIN UBERTI: It's great-- no plugins, realtime

  • communication.

  • SAM DUTTON: Yeah, that situation, we had

  • a guy with a telephone.

  • Something we were thinking about is situations where

  • there is no telephone network.

  • Now, Voxio demonstrated this with something called Tethr,

  • which is kind of disaster communications in a box.

  • It uses the open BTS cell framework-- you can see, it's

  • that little box there-- to enable calls between feature

  • phones via the open BTS cell through WebRTC to computers.

  • You can imagine this is kind of fun to get a license for

  • this in downtown San Francisco, but this is

  • incredibly useful in situations where there is no

  • infrastructure.

  • Yeah, this is like telephony without a

  • carrier, which is amazing.

  • JUSTIN UBERTI: So we have a code lab this afternoon that I

  • hope you can come to, where I'll really go into the

  • details of exactly how to build a WebRTC application.

  • But now we're going to talk about some resources that I

  • think are really useful.

  • The first one is something called WebRTC Internals.

  • And this is a page you can open up just by going to this

  • URL while you're in a WebRTC call.

  • And it'll show all sorts of great statistics about what's

  • actually happening inside your call.

  • This would be things like packet loss, bandwidth, video

  • resolution and sizes.

  • And there's also a full log of all the calls made to the

  • WebRTC API that you can download and export.

  • So if a customer's reporting problems with their call, you

  • can easily get this debugging information from them.

  • Another thing is, the WebRTC spec has been

  • updating fairly rapidly.

  • And so in a given browser, the API might not always match the

  • latest spec.

  • Well, adapter.js is something that's there to insulate the

  • web developer from the differences between browsers

  • and the differences between versions.

  • And so we make sure that adapter.js always implements

  • the latest spec, and then thunks down to whatever the

  • version supports.

  • So as new APIs are added, we polyfill them to make sure

  • that you don't have to write custom version code or custom

  • browser code for each browser.

  • And we use this in our own applications.

  • SAM DUTTON: OK, if all this is too much for you, good news

  • is, we've got some fantastic JavaScript frameworks come up

  • in the last few months, really great abstraction libraries to

  • make it really, really simple to build WebRTC apps just with

  • a few lines of code.

  • Example here from SimpleWebRTC, a little bit of

  • JavaScript there to specify a video element that represents

  • local video, and one that represents the remote video

  • stream coming in.

  • And then join a room just by calling the joinRoom method

  • with a room name--

  • really, really simple.

  • PeerJS does something similar for RTCDataChannel--

  • create a peer, and then on connection, you can send

  • messages, receive messages, so really, really easy to use.

  • JUSTIN UBERTI: So JavaScript frameworks go a long way, but

  • they don't cover the production

  • aspects of the service--

  • the signaling, the STUN and TURN service we talked about.

  • But fortunately, we have things from both OpenTok and

  • Vline that are basically turnkey WebRTC services that

  • handle all this stuff for you.

  • You basically sign up for the service, get an API key, and

  • then you can make calls using their production

  • infrastructure, which is spread

  • throughout the entire globe.

  • They also make UI widgets that can be easily dropped into

  • your WebRTC app.

  • So you get up and running with WebRTC super fast.

  • Now, we've got a special treat for you today.

  • Chris Wilson, a colleague of ours, and a developer in the

  • original Mosaic browser, and an occasional musician as

  • well, is going to be joining us courtesy of WebRTC to show

  • off the HD video quality and full-band audio quality that

  • we're now able to offer in the latest version of Chrome.

  • Take it away, Chris.

  • CHRIS WILSON: Hey, guys.

  • SAM DUTTON: Hey, Chris.

  • How's it going?

  • CHRIS WILSON: I'm good.

  • How are you?

  • SAM DUTTON: Yeah, good.

  • Have you got some kind of musical instrument with you?

  • CHRIS WILSON: I do.

  • You know, originally you asked me for a

  • face-melting guitar solo.

  • But I'm a little more relaxed now.

  • I/O is starting to wind down.

  • You can tell I've already got my Hawaiian shirt on.

  • I'm not ready for some vacation.

  • So I figured I'd bring my ukulele and hook it up through

  • a nice microphone here, so we can listen to how that sounds.

  • SAM DUTTON: Take it away.

  • Melt my face, Chris.

  • [PLAYING UKULELE]

  • SAM DUTTON: That's pretty good.

  • JUSTIN UBERTI: He's pretty good.

  • All right.

  • SAM DUTTON: That was beautiful.

  • Thank you, Chris.

  • [APPLAUSE]

  • CHRIS WILSON: All right, guys.

  • JUSTIN UBERTI: Chris Wilson, everybody.

  • SAM DUTTON: The audience has gone crazy, Chris.

  • Thank you very much.

  • JUSTIN UBERTI: You want to finish up?

  • SAM DUTTON: Yeah.

  • So, we've had-- well, a fraction over 30 minutes to

  • cover a really big topic.

  • There's a great lot of more information out there online,

  • some good stuff on HTML5 Rocks, and a really good

  • e-book too, if you want to take a look at that.

  • There are several ways to contact us.

  • There's a great Google group--

  • discuss-webrtc--

  • post your technical questions.

  • All the kind of new news for WebRTC comes through on

  • Google+ and Twitter stream.

  • And we're really grateful of all the people, all of you

  • who've submitted feature requests and bugs.

  • And please keep them coming, and the URL for that is

  • crbug.com/new.

  • So thank you for that.

  • [APPLAUSE]

  • JUSTIN UBERTI: And so we've built this stuff into the web

  • platform to make realtime communication

  • accessible to everyone.

  • And we're super excited because we can't wait to see

  • what you all are going to build.

  • So thank you for coming.

  • Once again, the link.

  • And now, if you have any questions, we'll be happy to

  • try to answer them.

  • Thank you very much.

  • SAM DUTTON: Yeah.

  • Thank you.

  • [APPLAUSE]

  • AUDIENCE: Hi.

  • My name is Mark.

  • I like to know, because I'm using Linux and Ubuntu, how

  • finally can I get rid of the talk plugin for using Hangouts

  • in Google+?

  • JUSTIN UBERTI: The question is, when can we get rid of

  • that Hangouts plug-in?

  • And so unfortunately, we can only talk about

  • WebRTC matters today.

  • That's handled by another team.

  • But let's say that there are many of us who

  • have the same feeling.

  • AUDIENCE: OK.

  • Great.

  • [LAUGHTER]

  • AUDIENCE: Can you make any comments on Microsoft's

  • competing standard, considering they kind of hold

  • the cards with Skype, and how maybe we can go forward

  • supporting both or maybe converge the two, or just your

  • thoughts on that?

  • JUSTIN UBERTI: So Microsoft has actually been a great

  • participant in standards.

  • They have several people they sent from their team.

  • And although they don't see things exactly the same way

  • that we do, I think that the API differences are sort of,

  • theirs is a lot more low-level, geared for expert

  • developers.

  • Ours is a little more high-level, geared for web

  • developers.

  • And I think that really what you can do is you can

  • implement the high-level one on top of the low-level one,

  • maybe even vice versa.

  • So Microsoft is a little more secretive about what they do.

  • So we don't know exactly what their timeframe

  • is relative to IE.

  • But they're fully participating.

  • And obviously, they're very interested in Skype.

  • So I'm very optimistic that we'll see a version of IE that

  • supports this technology in the not-too-distant future.

  • AUDIENCE: Very good to hear.

  • Thank you.

  • AUDIENCE: My question would be, I think you mentioned it

  • quickly in the beginning.

  • So if I wanted to communicate with WebRTC, but one, I'm

  • using a different environment than the browser.

  • Let's say I want a web application to speak to a

  • native Android app.

  • So what would be the approach to integrate that with WebRTC?

  • JUSTIN UBERTI: As I mentioned earlier, we have a fully

  • supported official native version of pure connection,

  • PureConnection.Java, which is open source, and you can

  • download, and you can build that into your native

  • application.

  • And it interoperates.

  • We have a demo app that interoperates with

  • our AppRTC demo app.

  • So I think that using Chrome for Android in a web view is

  • one thing you can think about.

  • But if that doesn't work for you, we have a native version

  • that works great.

  • AUDIENCE: OK.

  • Thank you.

  • AUDIENCE: Hi.

  • My question would be, are there any things that to be

  • taken care between cross-browser compatibility

  • for this Firefox Chrome?

  • Anything specific that needs to be taken

  • care, or it just works?

  • JUSTIN UBERTI: There are some minor differences.

  • I mentioned adapter.js covers some of the things where the

  • API isn't quite in sync in both places.

  • One specific thing is that Firefox only supports the opus

  • codec, and they only support DTLS encryption.

  • They don't support something called S-DES,

  • that we also support.

  • So for right now, you have to set one parameter in the API,

  • and you can see that in our app RTC source code, to make

  • sure that communication actually uses

  • those compatible protocols.

  • We actually have a document, though, on our web page, the

  • documents exactly what you have to do, which is really

  • setting a single constraint parameter when you're creating

  • your peer connection object.

  • SAM DUTTON: Yeah.

  • If you go to webrtc.org/interop.

  • JUSTIN UBERTI: Yeah.

  • That works at org/interop.

  • AUDIENCE: OK.

  • Thank you.

  • AUDIENCE: When a peer connection is made and it

  • falls back to TURN, does the TURN server, is it capable of

  • unencrypting the messages that go between the two endpoints?

  • JUSTIN UBERTI: No.

  • The TURN server is just a packet relay.

  • So this stuff is fully encrypted.

  • It doesn't have the keying information to

  • do anything to it.

  • So the TURN server just takes a byte, sends a byte, takes a

  • packet, sends a packet.

  • AUDIENCE: So for keeping data in sync with low latency

  • between, say, an Android application and the server,

  • how would both the native and the Android Chrome

  • implementations of WebRTC fare in terms of battery life?

  • JUSTIN UBERTI: I don't really have a good answer for that.

  • I wouldn't think there would be much difference.

  • I mean, the key things that are going to be driving

  • battery consumption in this case--

  • are you talking about data, or are you talking

  • about audio and video?

  • AUDIENCE: Data.

  • JUSTIN UBERTI: For data, the key drivers of your power

  • consumption are going to be the screen and the network.

  • And so I think those should be comparable between Chrome for

  • Android and the native application.

  • AUDIENCE: OK, cool.

  • Thanks.

  • AUDIENCE: With two computers running Chrome, or what have

  • you seen glass-to-glass latency?

  • JUSTIN UBERTI: Repeat?

  • AUDIENCE: Glass-to-glass, so from the camera to the LCD.

  • JUSTIN UBERTI: Oh, yeah.

  • So it depends on a platform, because the camera can have a

  • large delay built into it itself.

  • Also, some of the audio things have higher

  • latencies than others.

  • But the overall target is 150 milliseconds end-to-end.

  • And we've seen lower than 100 milliseconds in best case

  • solutions for glass-to-glass type latency.

  • AUDIENCE: OK.

  • And how are you ensuring priority of your data across

  • the network?

  • JUSTIN UBERTI: That's a complex

  • question with a long answer.

  • But the basic thing, are you saying, how do we compete with

  • cat videos?

  • AUDIENCE: No, just within the WebRTC, are you just--

  • how are you tagging your packets?

  • JUSTIN UBERTI: Right, so there is something called DSCP where

  • we can mark QoS bits-- and this isn't yet implemented in

  • WebRTC, but it's on the roadmap, to be able to tag

  • things like audio as higher priority than, say, video, and

  • that as a higher priority than cat videos.

  • AUDIENCE: So it's not today, but will be done?

  • JUSTIN UBERTI: It will be done.

  • We also have things for doing FEC type mechanisms to protect

  • things at the application layer.

  • But the expectation is that as WebRTC becomes more pervasive,

  • carriers will support DSCP at least on the bit from coming

  • off the computer and going onto their network.

  • And we have that DSCP does help going through Wi-Fi

  • access points, because Wi-Fi access points to give priority

  • to DSCP-marked traffic.

  • AUDIENCE: Thank you.

  • AUDIENCE: So in Chrome for iOS being limited to UI web view

  • and with other restrictions, how much of WebRTC will you be

  • able to implement?

  • JUSTIN UBERTI: So that's a really interesting question.

  • They haven't made it easy for us, but the Chrome for iOS

  • team has already done some amazing things to deliver the

  • Chrome experience that exists there now.

  • And so we're pretty optimistic that one way or another, we

  • can find some way to make that work.

  • No commitment to the time frame, though.

  • AUDIENCE: What are the mechanisms for a saving video

  • and audio that's broadcast with WebRTC, like making video

  • recordings from it?

  • JUSTIN UBERTI: So if you have the media stream, you can then

  • take the media stream and plug it into things like the Web

  • Rdio API, where you can actually get the raw samples,

  • and then make a wave file and save that out.

  • On the video side, you can go into a canvas, and then

  • extract the frames from a canvas, and you can save that.

  • There isn't really any way to sort of save it as a .MP4,

  • .WEBM file yet.

  • But if you want to make a thing that just captures audio

  • from the computer then it stores on a server, you could

  • basically make a custom server that could do that recording.

  • That's one option.

  • AUDIENCE: So the TURN server is open--

  • but you said the TURN server doesn't capture.

  • JUSTIN UBERTI: No.

  • AUDIENCE: It can't act as an endpoint.

  • Do you have server technology that acts as an endpoint?

  • JUSTIN UBERTI: There are people building

  • this sort of stuff.

  • Vline might be one particular vendor who does this, but

  • there's something where you can basically have an MCU, and

  • the MCU that receives the media could then do things

  • like compositing or recording of that media.

  • AUDIENCE: So presumably, the libraries for Java or

  • Objective C could be used to create a server

  • implementation?

  • JUSTIN UBERTI: Exactly.

  • That's what they're doing.

  • AUDIENCE: Hi, kind of two-part question that has to do around

  • codecs, specifically on the video side,

  • currently VP8, WebM.

  • Is there plans for H.264, and also what's the

  • timeline for VP9?

  • JUSTIN UBERTI: Our plans are around the VP family of

  • codecs, so we support VP8.

  • And VP9, you may have heard that it's sort of trying to

  • finalize the bit stream right now.

  • So we are very much looking forward to taking advantage of

  • VP9 with all its new coding techniques, once it's both

  • finished and also optimized for realtime.

  • AUDIENCE: And H.264, not really on the plan?

  • JUSTIN UBERTI: We think that VP9 provides much better

  • compression and overall performance than H.264, so we

  • have no plans as far as H.264 at this time.

  • AUDIENCE: OK.

  • AUDIENCE: Running WebRTC on Chrome or Android for mobile

  • and tablets, how does it compare with native

  • performance, like Hangouts on Android?

  • JUSTIN UBERTI: We think that we provide a comparable

  • performance to any native application right now.

  • We're always trying to make things better.

  • We still have Chrome for Android, the WebRTC's behind a

  • flag because we still have work to do around improving

  • audio, improvement some of the performance.

  • But we think we can deliver equivalent performance on the

  • web browser.

  • And we're also working on taking advantage of hardware

  • acceleration, in cases where there's hardware decoders like

  • there is on Nexus 10, and making that so we can get the

  • same sort of down-to-the-metal performance that you could get

  • from a native app.

  • AUDIENCE: So the Google Talk plugin is using not just

  • H.264, but H.264 SVC optimized for the needs of

  • videoconferencing.

  • Is VP8 and VP9 going to be similarly optimized

  • specifically in an SVC-like fashion for video conferencing

  • versus just the versions for file encoding?

  • JUSTIN UBERTI: So VP8 already supports temporal scalability

  • in the S part of SVC.

  • VP9 supports additional scalability modes as well.

  • So we're very excited about the new coding techniques that

  • are coming in VP9.

  • AUDIENCE: So we want to use WebRTC to do live streaming

  • from, let's say, cameras, hardware cameras.

  • And what are the things that we should take care of such

  • kind of an application?

  • And when you mentioned VP8 and VP9 support,

  • H.264 is not supported.

  • Assuming your hardware supports only H.264, WebRTC

  • can be used with Chrome in that case?

  • JUSTIN UBERTI: We are building up support for hardware VP8,

  • and later, VP9 encoders.

  • So you can make a media streaming application like you

  • described, but we're expecting that all the major SSE vendors

  • are now shipping hardware with built-in VP8

  • encoders and decoders.

  • So as this stuff gets into market, you're going to see

  • this stuff become the most efficient way to record and

  • compress data.

  • AUDIENCE: So the only way is to support VP8 in hardware

  • right now, right?

  • JUSTIN UBERTI: If you want hardware compression, the only

  • things that we support right now will be VP8 encoders.

  • AUDIENCE: That's on the device side, you know, the camera

  • which is on--

  • JUSTIN UBERTI: Right.

  • If you're having encoding from a device that you want to be

  • decoded within the browser, I advise you to do it in VP8.

  • AUDIENCE: Thank you.

  • JUSTIN UBERTI: Thank you all for coming.

  • SAM DUTTON: Yeah, thank you.

  • [APPLAUSE]

JUSTIN UBERTI: Hi everyone.

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