I am playing with ARKit, and I would like to create a video from the ARSKView frames. I tried to use ReplayKit, but the behaviour is not what I expect : - I don't want to record the whole screen. - I don't want the user to be prompted we are recording the screen.
Also, how can I combine micro input and video ? As I guess the audio is not streamed in ARSKView? Here is the code (from Apple example) :
import UIKit
import SpriteKit
import ARKit
class ViewController: UIViewController, ARSKViewDelegate {
    @IBOutlet var sceneView: ARSKView!
    override func viewDidLoad() {
        super.viewDidLoad()
        // Set the view's delegate
        sceneView.delegate = self
        // Show statistics such as fps and node count
        sceneView.showsFPS = true
        sceneView.showsNodeCount = true
        // Load the SKScene from 'Scene.sks'
        if let scene = SKScene(fileNamed: "Scene") {
            sceneView.presentScene(scene)
        }
    }
    override func viewWillAppear(_ animated: Bool) {
        super.viewWillAppear(animated)
        // Create a session configuration
        let configuration = ARWorldTrackingSessionConfiguration()
        // Run the view's session
        sceneView.session.run(configuration)
    }
    override func viewWillDisappear(_ animated: Bool) {
        super.viewWillDisappear(animated)
        // Pause the view's session
        sceneView.session.pause()
    }
    override func didReceiveMemoryWarning() {
        super.didReceiveMemoryWarning()
        // Release any cached data, images, etc that aren't in use.
    }
    // MARK: - ARSKViewDelegate
    func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode? {
        // Create and configure a node for the anchor added to the view's session.
        let labelNode = SKLabelNode(text: "👾")
        labelNode.horizontalAlignmentMode = .center
        labelNode.verticalAlignmentMode = .center
        return labelNode;
    }
    func session(_ session: ARSession, didFailWithError error: Error) {
        // Present an error message to the user
    }
    func sessionWasInterrupted(_ session: ARSession) {
        // Inform the user that the session has been interrupted, for example, by presenting an overlay
    }
    func sessionInterruptionEnded(_ session: ARSession) {
        // Reset tracking and/or remove existing anchors if consistent tracking is required
    }}
And in case it's necessary, the Scene class :
import SpriteKit
import ARKit
class Scene: SKScene {
    override func didMove(to view: SKView) {
        // Setup your scene here
    }
    override func update(_ currentTime: TimeInterval) {
        // Called before each frame is rendered
    }
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        guard let sceneView = self.view as? ARSKView else {
            return
        }
        // Create anchor using the camera's current position
        if let currentFrame = sceneView.session.currentFrame {
            // Create a transform with a translation of 0.2 meters in front of the camera
            var translation = matrix_identity_float4x4
            translation.columns.3.z = -0.2
            let transform = simd_mul(currentFrame.camera.transform, translation)
            // Add a new anchor to the session
            let anchor = ARAnchor(transform: transform)
            sceneView.session.add(anchor: anchor)
        }
    }
}
If you need to record only frames (as with AVCaptureSession, not "real" 3D scene with SCNNodes), just get them as ARFrame.capturedImage in updateAtTime delegate function of SCNSceneRenderer:
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
    createMovieWriterOnce(frame: session.currentFrame)
    appendFrameWithMetadaToMovie(frame: session.currentFrame)
}   
I haven't found a way to get frame size from ARSession, so MovieWriter waits for first frame to setup size:
func createMovieWriterOnce(frame: ARFrame?) {
    if(frame == nil) { return }
    DispatchQueue.once(token: "SimplestMovieWriter.constructor") {
        movieWriter = SimplestMovieWriter(frameWidth: CVPixelBufferGetWidth(frame!.capturedImage), frameHeight: CVPixelBufferGetHeight(frame!.capturedImage))
    }
} 
And each next CVPixelBuffer is fed to MovieWriter:
func appendFrameWithMetadaToMovie(frame: ARFrame?) {
    if(!isVideoRecording || frame == nil) { return }
    let interestingPoints = frame?.rawFeaturePoints?.points
    movieWriter.appendBuffer(buffer: (frame?.capturedImage)!, withMetadata: interestingPoints)
}
MovieWriter is custom class with AVAssetWriter, AVAssetWriterInput and AVAssetWriterInputPixelBufferAdaptor.
You can save video without audio, then use AVAssetExportSession to add anything you want (audio, subtitles, metadata):
let composition = AVMutableComposition()
...
let trackVideo = composition.addMutableTrack(withMediaType: AVMediaTypeVideo, preferredTrackID: kCMPersistentTrackID_Invalid)
let videoFileAsset = AVURLAsset(url: currentURL!, options: nil)
let videoFileAssetTrack = videoFileAsset.tracks(withMediaType: AVMediaTypeVideo)[0]
// add audio track here    
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