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Privacy policy. This article shows the simplest way to capture photos and video using the MediaCapture class. The MediaCapture class exposes a robust set of APIs that provide low-level control over the capture pipeline and enable advanced capture scenarios, but this article is intended to help you add basic media capture to your app quickly and easily. To learn about more of the features that MediaCapture provides, see Camera. If you simply want to capture a photo or video and don't intend to add any additional media capture features, or if you don't want to create your own camera UI, you may want to use the CameraCaptureUI class, which allows you to simply launch the Windows built-in camera app and receive the photo or video file that was captured.
For more information, see Capture photos and video with Windows built-in camera UI. The code in this article was adapted from the Camera starter kit sample. You can download the sample to see the code used in context or to use the sample as a starting point for your own app. In order for your app to access a device's camera, you must declare that your app uses the webcam and microphone device capabilities.
If you want to save captured photos and videos to the users's Pictures or Videos library, you must also declare the picturesLibrary and videosLibrary capability.
All of the capture methods described in this article require the first step of initializing the MediaCapture object by calling the constructor and then calling InitializeAsync. Since the MediaCapture object will be accessed from multiple places in your app, declare a class variable to hold the object. Implement a handler for the MediaCapture object's Failed event to be notified if a capture operation fails.
It's possible to capture photos, videos, and audio using MediaCapture without showing the camera preview, but typically you want to show the preview stream so that the user can see what's being captured. Also, a few MediaCapture features require the preview stream to be running before they can be enbled, including auto focus, auto exposure, and auto white balance. To see how to set up the camera preview, see Display the camera preview. The SoftwareBitmap class was introduced in Windows 10 to provide a common representation of images across multiple features.
If you want to capture a photo and then immediately use the captured image in your app, such as displaying it in XAML, instead of capturing to a file, then you should capture to a SoftwareBitmap. You still have the option of saving the image to disk later. CreateUncompressed creates an uncompressed encoding with the specified pixel format. Capture a photo by calling CaptureAsync , which returns a CapturedPhoto object. If you want, you can capture multiple photos by repeatedly calling CaptureAsync.
When you are done capturing, call FinishAsync to shut down the LowLagPhotoCapture session and free up the associated resources. Starting with Windows, version , you can access the BitmapProperties property of the CapturedFrame class returned from CaptureAsync to retrieve metadata about the captured photo. You can pass this data into a BitmapEncoder to save the metadata to a file.
Previously, there was no way to access this data for uncompressed image formats. You can also access the ControlValues property to retrieve a CapturedFrameControlValues object that describes the control values, such as exposure and white balance, for the captured frame. For information about using BitmapEncoder and about working with the SoftwareBitmap object, including how to display one in a XAML page, see Create, edit, and save bitmap images.
For more information on setting capture device control values, see Capture device controls for photo and video. Starting with Windows 10, version , you can get the metadata, such as EXIF information, for photos captured in uncompressed format by accessing the BitmapProperties property of the CapturedFrame returned by MediaCapture. In previous releases this data was only accessible in the header of photos captured to a compressed file format. You can provide this data to a BitmapEncoder when manually writing an image file.
For more information on encoding bitmaps, see Create, edit, and save bitmap images. You can also access the frame control values, such as exposure and flash settings, used when the image was captured by accessing the ControlValues property.
For more information, see Capture device controls for photo and video capture. A typical photography app will save a captured photo to disk or to cloud storage and will need to add metadata, such as photo orientation, to the file. The following example shows you how to capture an photo to a file.
You still have the option of creating a SoftwareBitmap from the image file later. The technique shown in this example captures the photo to an in-memory stream and then transcode the photo from the stream to a file on disk. This example uses GetLibraryAsync to get the user's pictures library and then the SaveFolder property to get a reference default save folder. Remember to add the Pictures Library capability to your app manifest to access this folder.
CreateFileAsync creates a new StorageFile to which the photo will be saved. You can create custom encoding properties by initializing the object yourself, but the class provides static methods, like ImageEncodingProperties. CreateJpeg for common encoding formats. Next, create a file stream to the output file by calling OpenAsync. Create a BitmapDecoder to decode the image from the in memory stream and then create a BitmapEncoder to encode the image to file by calling CreateForTranscodingAsync.
You can optionally create a BitmapPropertySet object and then call SetPropertiesAsync on the image encoder to include metadata about the photo in the image file. For more information about encoding properties, see Image metadata. Handling device orientation properly is essential for most photography apps. For more information, see Handle device orientation with MediaCapture. Finally, call FlushAsync on the encoder object to transcode the photo from the in-memory stream to the file.
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