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Using the webcam and streaming simultaneously

I'm building an app where you can scan barcodes, it is done by taking pictures with the webcam on the device and then processing the image. The problem I'm having is that if I want to demo my project through the livestream it seems to be hogging the camera for it self and I can't use the webcam to take pictures anymore. Does anyone know if there is a way around this problem? Can I negotiate the usage of the camera with the livestream feed?

Answers

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    This is an interesting problem. How are you accessing the web cam, in Unity or C#/C++? In Media Foundation I know you can access Audio graphs And Video Media sources for shared readonly access. However I'm not sure if that's exposed in Unity. In C# and C++ you can see an example of this through this project: lines 180- 199 in the source file. In any case looking at the Windows Universal Samples shows you how to do this.

    Happi Holocoding

    Dwight Goins
    CAO & Founder| Independent Architect | Trainer and Consultant | Sr. Enterprise Architect
    MVP | MCT | MCSD | MCPD | SharePoint TS | MS Virtual TS |Windows 8 App Store Developer | Linux Gentoo Geek | Raspberry Pi Owner | Micro .Net Developer | Kinect For Windows Device Developer
    http://dgoins.wordpress.com

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    I'm using the unity VR.WSA.WebCam functionality. I haven't tried to use Media Foundation code within Unity so I'll have to play around with directives. Thanks for the links.

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