I'm developing an app where users can capture photo using a front/rare camera. it working perfectly but when toggle over camera front/rare var playPromise = videoStream.play() is gone in pending state. some times promise get resolve, the camera is working sometimes not.
this issue occurs only in chrome browser not in mozila and firefox
try { stopWebCam(); // stop media stream when toggle over camera stream = await navigator.mediaDevices.getUserMedia({video: true}); /* use the stream */ let videoStream = document.getElementById('captureCandidateId'); videoStream.srcObject = stream; // videoStream.play(); var playPromise = videoStream.play(); if (playPromise !== undefined) { playPromise.then(_ => { // Automatic playback started! // Show playing UI. }) .catch(error => { // Auto-play was prevented // Show paused UI. }); } }; } catch(err) { /* handle the error */ console.log(err.name + ": " + err.message); }
let stopWebCam = function (pictureType) { setTimeout(()=>{ let videoStream = document.getElementById('captureCandidateId'); const stream = videoStream.srcObject; if (stream && stream.getTracks) { const tracks = stream.getTracks(); tracks.forEach(function(track) { track.stop(); }); } videoStream.srcObject = null; }, 0) }
Here, I drafted a piece of code for you, this is much more simple and smaller approach than what you are trying to do. I am just taking the stream from the video element and drawing it to canvas. Image can be downloaded by right clicking. NOTE: Example does not work in StackOverflow
If you want, you can also make some edits according to your needs, like: