how to use snap camera-kit with android livekit
# ask-ai
s
how to use snap camera-kit with android livekit
t
Thanks for reaching out, ABDULLAH. I'm an AI assistant and I'm here to help. Give me a moment while I research this topic.
Thanks — I can help with integrating Snap Camera Kit into an Android app that uses LiveKit, but I need a bit more detail so I give the right guidance. A few quick questions to narrow things down: • Are you building a custom Android app (Kotlin/Java) that uses LiveKit’s Android SDK, or are you using a sample/project template? • Which Snap product do you mean by “Snap Camera Kit”? (for example the Camera Kit / Lens SDK for mobile AR effects) • What's your goal with the integration? Examples: apply Snap lenses as a local video effect before sending to LiveKit, allow remote participants to see Snap-processed video, or capture Snap-processed camera feed as a virtual camera source for LiveKit? • Do you already have working code for either LiveKit on Android or the Snap SDK separately? If so, which versions are you using and can you share the relevant snippets or errors? • Are you targeting a specific Android API level or device limitations (e.g., low-end devices, front/rear camera only)? Once you tell me the answers above I’ll: 1. Outline the recommended architecture (how to capture, process with Snap, and pass frames into LiveKit). 2. Provide step-by-step integration guidance for Android (sample code patterns for capturing frames, feeding frames to Snap, and supplying processed frames to LiveKit). 3. Point out performance and threading considerations and common pitfalls. Reply with the details and I’ll prepare the concrete steps and code examples.
s
I am using below code
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AndroidView(
    modifier = Modifier.fillMaxSize(),
    factory = { ctx ->
        // A. Create our custom capturer

        val cameraKitCapturer = CameraKitSurfaceCapturer()

        // 2. Create the LiveKit track from the capturer. This initializes the
        //    SurfaceTextureHelper inside the capturer.

        localParticipant = room.localParticipant

        imageProcessorScope.launch {
            track = localParticipant?.createVideoTrack("camera-kit", cameraKitCapturer) as LocalVideoTrack

            room.localParticipant.publishVideoTrack(track!!)
           // track?.startCapture() // Start capture to ensure the surface is ready

        }


     /*   val track = localParticipant?.createVideoTrack("camera-kit", cameraKitVideoCapturer) as LocalVideoTrack
        scope.launch {
            room.localParticipant.publishVideoTrack(track)
        }*/


        // Inflate the layout for the preview
        LayoutInflater.from(ctx).inflate(R.layout.camera_layout, null).apply {
            val viewStub = findViewById<ViewStub>(R.id.camera_kit_stub)

            cameraKitSession = Session(context = ctx) {
                imageProcessorSource(imageProcessorSource)
                attachTo(viewStub)
            }.apply {
                lenses.repository.observe(
                    LensesComponent.Repository.QueryCriteria.ById(lensId, lensGroupId)
                ) { result ->
                    result.whenHasFirst { requestedLens ->
                        lenses.processor.apply(requestedLens)
                    }
                }

            }
            // E. THE CORRECT METHOD:
            // Create an Image output that wraps our capturer and connect it.

            cameraKitCapturer.surface?.let { safeSurface ->
                val liveKitOutput = LiveKitOutput(safeSurface)
                // The API returns a Closeable that must be managed.
                scope.launch {
                    closable = processor.connectOutput(liveKitOutput)

                }
            } ?: run {
                Log.e("CameraKitLiveKit", "Capturer surface was null.")
            }
        }
    },
    update = {
        // E. Apply lenses when lensId changes
        cameraKitSession?.lenses?.repository?.observe(
            LensesComponent.Repository.QueryCriteria.ById(lensId, lensGroupId)
        ) { result ->
            result.whenHasFirst { requestedLens ->
                cameraKitSession?.lenses?.processor?.apply(requestedLens)
            }
        }
    }
)
t
Thanks — this is helpful. I’ve reviewed your code; it looks like you’re wiring a Snap Camera Kit processor into a custom LiveKit capturer and publishing a LocalVideoTrack. Before I give concrete guidance and sample fixes, two quick clarifying questions so I target the right help: 1. What’s the current problem you’re seeing with this code? ◦ No preview shown? ◦ Lenses don’t apply? ◦ Frame not sent to remote participants? ◦ Crashes, null pointers, or logs you can paste? 1. When you run this, do you see any runtime logs from: ◦ The line that logs "Capturer surface was null." ? ◦ Any exceptions from
processor.connectOutput(liveKitOutput)
or from
createVideoTrack
/
publishVideoTrack
? While you reply, a few focused checks and tips you can try immediately: • Ensure surface is non-null before connecting: ◦ The capturer’s Surface may be created asynchronously. If it’s null at factory time, attach a listener or delay connecting until the Surface is ready. • Start the LiveKit track capture lifecycle: ◦ After creating and publishing the LocalVideoTrack, ensure capture is started if your capturer requires an explicit start (you commented out
track?.startCapture()
— try enabling it if required). • Threading and scope: ◦ You call
createVideoTrack
inside
imageProcessorScope.launch
but also access `localParticipant`/`room` from other scopes. Ensure these references are initialized and calls to publish happen on appropriate threads (LiveKit SDK calls often expect main thread). • Manage the Closeable: ◦
closable = processor.connectOutput(liveKitOutput)
returns a Closeable. Ensure you call
closable.close()
when the view is destroyed to avoid leaks and to stop frames. • Verify frame format and size compatibility: ◦ Confirm LiveKitOutput accepts the Surface/format Snap provides. If frames are not recognized, you might need to convert pixel format or use a SurfaceTexture-backed path LiveKit expects. If you tell me the specific issue or paste error logs, I’ll provide: 1) A targeted fix (with code adjustments) that waits for Surface readiness and starts capture correctly. 2) A small sample of the corrected integration flow (where to start capture, manage lifecycle, and close the output). 3) Performance notes (threading, encoding, and avoiding UI freezes). Which problem should I tackle first?
s
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track = localParticipant?.createVideoTrack("camera-kit", cameraKitCapturer) as LocalVideoTrack

room.localParticipant.publishVideoTrack(track!!)
this causes cpu to high and app is not responding
t
Thanks — this is clear and helpful. I’m responding to the high CPU / ANR issue you reported when creating and publishing the LiveKit video track with your Snap Camera Kit capturer. Summary of the issue you described • Creating the track with
createVideoTrack("camera-kit", cameraKitCapturer)
and immediately publishing it causes high CPU and the app to become unresponsive. What’s likely going wrong (short) • The capturer/camera pipeline is being run on the main thread or without proper lifecycle/thread management, so continuous frame processing (Snap lenses + forwarding frames to LiveKit) overloads the UI thread. • The code also bypasses the LiveKit CameraKit integration which manages threading, rate limiting, and lifecycle hooks. What you can do now (concrete steps) 1. Use the LiveKit CameraKit plugin (recommended) ◦ Add the CameraKit plugin dependency:
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implementation "io.livekit:camerakit:1.0.0"
• Create a CameraKit-backed LocalVideoTrack that handles threading and lifecycle:
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val cameraKitCapturer: CameraKitCapturer = // initialize CameraKit capturer
     val localVideoTrack = LocalVideoTrack.createCameraTrack(
         context = context,
         name = "camera-kit",
         capturer = cameraKitCapturer
     )
     localParticipant?.publishVideoTrack(localVideoTrack, VideoTrackPublishOptions.Builder().build())
• Start/stop capture in lifecycle callbacks to avoid unnecessary work in background:
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override fun onResume() {
         super.onResume()
         cameraKitCapturer.startCapture()
     }

     override fun onPause() {
         cameraKitCapturer.stopCapture()
         super.onPause()
     }
1. Ensure the Snap processor output is connected only after the Surface is ready ◦ The Surface may be null at view creation. Wait for the capturer/Surface to be initialized, then call
processor.connectOutput(liveKitOutput)
so you don’t attempt frame flows prematurely. 1. Don’t run capture or heavy processing on the main thread ◦ Ensure frame capture, Snap processing, and the LiveKit output connection run on background threads. The CameraKit plugin does this for you; if you manage it manually, use a dedicated coroutine dispatcher (e.g.,
Dispatchers.Default
) or a background HandlerThread for frame processing. 1. Limit work per frame: FPS and resolution ◦ Lower the capture resolution and target FPS while developing or on low-end devices. This reduces CPU load from lens processing and encoding. ◦ Example: request 720p or lower and 15–20 fps instead of 30+ while testing. 1. Properly manage the processor Closeable ◦ Store the
Closeable
returned by
processor.connectOutput(liveKitOutput)
and call
close()
when the view is destroyed or you stop publishing. This prevents background work from continuing after UI teardown. 1. Start capture after publishing (or as required) ◦ If your capturer requires explicit start, call
cameraKitCapturer.startCapture()
(or
track.startCapture()
if using that API) after the track is created and the processor output is connected, so capture begins when everything is ready. If you want, I can provide a short corrected code sample that: • Uses the CameraKit plugin to create the track, • Waits for Surface readiness and connects Snap processor output on a background thread, • Starts/stops capture in lifecycle methods, • Demonstrates closing the processor output on destroy. Which would be most helpful: a minimal code snippet replacing your current factory block, or a full lifecycle-aware Activity/Compose example? Also tell me the Android API level and whether you’re using Kotlin coroutines or plain threads so I tailor the example. Sources: client-sdk-android | livekit/livekit_composite | DeepWiki
s
does my capture class correct
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class CameraKitSurfaceCapturer : VideoCapturer {

    private var surfaceTextureHelper: SurfaceTextureHelper? = null
    private var capturerObserver: CapturerObserver? = null
    private var isCapturing = false

    /**
     * The Surface that Camera Kit will render its processed frames to.
     * This is retrieved from the SurfaceTextureHelper provided by LiveKit.
     */
    val surface: Surface?
        get() = surfaceTextureHelper?.surfaceTexture?.let { Surface(it) }

    override fun initialize(
        surfaceTextureHelper: SurfaceTextureHelper?,
        applicationContext: Context,
        capturerObserver: CapturerObserver
    ) {
        this.surfaceTextureHelper = surfaceTextureHelper
        this.capturerObserver = capturerObserver
    }


    override fun startCapture(width: Int, height: Int, framerate: Int) {
        if (isCapturing) {
            return
        }
        isCapturing = true
        // The helper listens for frames rendered to its Surface and automatically
        // converts them to VideoFrames for LiveKit.

        surfaceTextureHelper?.startListening { videoFrame ->
            capturerObserver?.onFrameCaptured(videoFrame)
        }
    }

    override fun stopCapture() {
        if (!isCapturing) {
            return
        }
        isCapturing = false
        surfaceTextureHelper?.stopListening()
    }

    override fun dispose() {
        surfaceTextureHelper?.dispose()
    }

    // Unused methods
    override fun changeCaptureFormat(width: Int, height: Int, framerate: Int) {}
    override fun isScreencast(): Boolean = false
}
t
Thanks — this is very helpful. I’ve reviewed your
CameraKitSurfaceCapturer
and the performance symptoms you described. You’re on the right track, but a few important fixes will stop leaks, avoid running work on the main thread, and prevent the high CPU / ANR you’re seeing. What I’m responding to • Your posted capturer class and the crash/high CPU when creating + publishing the track. Summary — key problems in the current class • You create a new
Surface
every time
surface
is accessed; that can leak native resources. •
SurfaceTextureHelper
must be created and used on a background thread/handler — currently it’s likely being used from the main thread. • You never call
capturerObserver.onCapturerStarted(true)
to notify the pipeline the capturer is ready. • Lifecycle and cleanup are incomplete (you need to stop listening and release resources reliably). • Heavy processing or blocking on the main thread in frame callbacks will spike CPU / UI freezes. Recommended fixes (brief) • Expose the underlying
SurfaceTexture
rather than creating
Surface
objects on demand. • Create
SurfaceTextureHelper
on a dedicated background thread / HandlerThread. • Call
capturerObserver.onCapturerStarted(true)
after initialization. • Ensure
startListening
/
stopListening
happen on the helper’s thread and that the
onFrameCaptured
callback does minimal work. • Dispose and nullify references in
dispose()
to avoid continuing background work. Corrected, lifecycle-safe capturer (concise, ready-to-adopt) • The implementation below addresses the items above. Create the helper on its own HandlerThread, expose the
SurfaceTexture
, notify the observer, and ensure proper cleanup.
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class CameraKitSurfaceCapturer private constructor() : VideoCapturer {

    private var surfaceTextureHelper: SurfaceTextureHelper? = null
    private var capturerObserver: CapturerObserver? = null
    @Volatile private var isCapturing = false
    private var handlerThread: HandlerThread? = null

    // Expose the SurfaceTexture; do NOT create Surface() each time.
    val surfaceTexture: SurfaceTexture?
        get() = surfaceTextureHelper?.surfaceTexture

    companion object {
        fun create(context: Context, name: String = "CameraKitCapturer"): CameraKitSurfaceCapturer {
            val capturer = CameraKitSurfaceCapturer()
            val thread = HandlerThread("$name-Thread").apply { start() }
            capturer.handlerThread = thread
            val handler = Handler(thread.looper)
            capturer.surfaceTextureHelper = SurfaceTextureHelper.create(name, context, handler)
            return capturer
        }
    }

    override fun initialize(
        surfaceTextureHelper: SurfaceTextureHelper?,
        applicationContext: Context,
        capturerObserver: CapturerObserver
    ) {
        // Use companion factory to create helper; still accept init from SDK if needed.
        if (this.surfaceTextureHelper == null && surfaceTextureHelper != null) {
            this.surfaceTextureHelper = surfaceTextureHelper
        }
        this.capturerObserver = capturerObserver
        // Notify the pipeline the capturer is ready
        capturerObserver.onCapturerStarted(true)
    }

    override fun startCapture(width: Int, height: Int, framerate: Int) {
        if (isCapturing) return
        isCapturing = true

        // Ensure listening happens on the helper's thread; callback should be lightweight.
        surfaceTextureHelper?.startListening { videoFrame ->
            // Do minimal work here. If you need heavy processing, offload it to another worker thread.
            capturerObserver?.onFrameCaptured(videoFrame)
        }
    }

    override fun stopCapture() {
        if (!isCapturing) return
        isCapturing = false
        surfaceTextureHelper?.stopListening()
    }

    override fun dispose() {
        stopCapture()
        surfaceTextureHelper?.dispose()
        surfaceTextureHelper = null
        capturerObserver = null

        handlerThread?.quitSafely()
        handlerThread = null
    }

    override fun changeCaptureFormat(width: Int, height: Int, framerate: Int) {
        // Optional: if you want to honor format changes, reconfigure here.
    }

    override fun isScreencast(): Boolean = false
}
Integration tips with Snap Camera Kit and LiveKit • Pass
capturer.surfaceTexture
(not a
Surface
) to your Snap processor if it supports
SurfaceTexture
. Avoid wrapping it in
Surface()
unless required. • Only connect the Snap processor output to LiveKit once
surfaceTexture
is non-null and the helper thread is ready. • Use the LiveKit CameraKit plugin if possible — it handles threading, lifecycle, and optimizations. If you use the plugin, create the LiveKit track with the plugin’s capturer APIs and manage start/stop in lifecycle callbacks. • Start capture after the processor output is connected and after publishing (or as recommended by your setup). Stop capture in
onPause
and dispose in
onDestroy
to reduce background work. • Reduce resolution / fps for testing (e.g., 720p @ 15–20 fps) to confirm performance improvements before increasing quality. Performance checklist to avoid high CPU / ANR • No heavy processing on the main thread. • Frame callback is minimal; offload work that isn’t strictly required for the immediate frame. • Create and run
SurfaceTextureHelper
on a background HandlerThread. • Throttle incoming frames if the processor pushes more frames than the encoder/network stack can handle. • Close any Closeables returned by Snap’s
connectOutput
when not needed. Would you like: • A short Compose/Activity example that wires this capturer into your existing factory code and demonstrates starting/stopping capture in lifecycle methods, or • A version that uses the LiveKit CameraKit plugin APIs instead (recommended for easier lifecycle/thread handling)? Tell me which example you prefer and your Android API level + whether you’re using Kotlin coroutines — I’ll provide the tailored sample. Sources: client-sdk-android | livekit/livekit_composite | DeepWiki
s
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public static SurfaceTextureHelper create(final String threadName, final EglBase.Context sharedContext, boolean alignTimestamps) {
    return create(threadName, sharedContext, alignTimestamps, new YuvConverter(), (FrameRefMonitor)null);
}
this is SurfaceTextureHelper func. your
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SurfaceTextureHelper.create
seems not corect
t
Thanks — great catch, and you’re right to call that out. Acknowledging your point • You showed the actual
SurfaceTextureHelper.create
signature that accepts an
EglBase.Context
and
alignTimestamps
(and not a
Handler
). I agree: do not rely on a non-existent overload that takes a
Handler
. What to do instead • Use the real
SurfaceTextureHelper.create(threadName, sharedContext, alignTimestamps)
overload. • Provide an
EglBase.Context
for
sharedContext
. You can create an
EglBase
(and obtain its context) or reuse an existing EGL context from your rendering stack if you have one. • Let WebRTC’s helper create and manage its internal thread — you do not pass a
Handler
into
create
. How this fits into the capturer lifecycle • Create the
SurfaceTextureHelper
with the correct overload before you start capturing: a. Create or obtain an
EglBase.Context
(see note below). b. Call
SurfaceTextureHelper.create("CameraKitCaptureThread", eglBaseContext, /*alignTimestamps=*/ true or false)
. c. Store the returned helper and expose its
surfaceTexture
to Snap Camera Kit (do not create new
Surface
objects repeatedly). d. In
initialize(...)
, set
capturerObserver
and call
capturerObserver.onCapturerStarted(true)
when ready. e. Start listening on the helper (it already runs on its own thread) and forward frames quickly to
capturerObserver.onFrameCaptured(videoFrame)
. Example sketch using the correct create overload
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// 1. Create/obtain EglBase and its context
val eglBase = EglBase.create() // creates its own display/context
val eglContext: EglBase.Context = eglBase.eglBaseContext

// 2. Create SurfaceTextureHelper correctly
val surfaceTextureHelper = SurfaceTextureHelper.create(
    "CameraKitCaptureThread",
    eglContext,
    /* alignTimestamps = */ true
)

// 3. Use the helper in your capturer
// Expose helper.surfaceTexture to Camera Kit; listen for frames:
surfaceTextureHelper.startListening { videoFrame ->
    capturerObserver?.onFrameCaptured(videoFrame)
}
Notes and best practices • EglBase lifecycle: Create an
EglBase
on app/renderer init and reuse its context for all helpers if you need a shared EGL context; call
eglBase.release()
when you’re done. • alignTimestamps: Set this to true if you want the helper to align with system timestamps; otherwise false; pick whichever fits your pipeline timing needs. • Do not wrap the
SurfaceTexture
in a new
Surface
unless a library specifically requires a
Surface
. Passing the
SurfaceTexture
is lighter and avoids needing explicit Surface.release() calls. • Threading: You do not need to pass a
Handler
. The helper creates its own background thread named by the threadName you provide. • Call
capturerObserver.onCapturerStarted(true)
after initialization so WebRTC knows the capturer is ready. • Ensure `startListening`/`stopListening` and heavy processing are not done on the main thread. The helper callback runs on the helper’s thread. If you’d like, I can: • Provide a corrected Kotlin implementation of your
CameraKitSurfaceCapturer
that uses
SurfaceTextureHelper.create(...)
exactly as above and demonstrates where to pass the
surfaceTexture
to Snap Camera Kit, or • Show a short lifecycle-aware Compose/Activity example that wires the helper, starts/stops capture, and disposes the EGL context and helper cleanly. Which example would help you most? Sources: client-sdk-android | livekit/livekit_composite | DeepWiki
s
Provide a corrected Kotlin implementation of your
CameraKitSurfaceCapturer
that uses
SurfaceTextureHelper.create(...)
exactly as above and demonstrates where to pass the
surfaceTexture
to Snap Camera Kit
t
Thanks — I’ll give you a corrected, self-contained Kotlin implementation of a
CameraKitSurfaceCapturer
that: • Creates
SurfaceTextureHelper
with the correct
SurfaceTextureHelper.create(threadName, eglContext, alignTimestamps)
overload. • Exposes the
SurfaceTexture
(not a repeatedly created
Surface
) so you can pass it to Snap Camera Kit. • Manages lifecycle: initialize, startCapture, stopCapture, dispose. • Ensures frame callbacks run on the helper’s thread and forward frames quickly to LiveKit via
capturerObserver.onFrameCaptured(videoFrame)
. Copy this into your project and adapt names/paths where needed. Corrected Kotlin implementation (concise)
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import android.content.Context
import android.opengl.EGL14
import android.util.Log
import org.webrtc.* // ensure your Gradle has the right WebRTC dependency
import java.util.concurrent.atomic.AtomicBoolean

class CameraKitSurfaceCapturer private constructor(
    private val context: Context,
    private val threadName: String = "CameraKitCaptureThread",
    private val alignTimestamps: Boolean = true
) : VideoCapturer {

    private var surfaceTextureHelper: SurfaceTextureHelper? = null
    private var capturerObserver: CapturerObserver? = null
    private val isCapturing = AtomicBoolean(false)
    private var eglBase: EglBase? = null

    // Expose the SurfaceTexture so external renderers (e.g., Snap Camera Kit) can attach.
    val surfaceTexture: SurfaceTexture?
        get() = surfaceTextureHelper?.surfaceTexture

    companion object {
        /**
         * Factory - creates EglBase and SurfaceTextureHelper using the correct overload.
         * Call this from a non-blocking context (e.g., not on a heavy UI operation).
         */
        fun create(context: Context, threadName: String = "CameraKitCaptureThread", alignTimestamps: Boolean = true): CameraKitSurfaceCapturer {
            val capturer = CameraKitSurfaceCapturer(context, threadName, alignTimestamps)

            // Create an EglBase to share GL context between helper and any renderer if needed.
            // You can also reuse an existing EglBase if you have one in your app.
            capturer.eglBase = EglBase.create() // default config
            val eglContext = capturer.eglBase!!.eglBaseContext

            // Use the correct create overload: (threadName, sharedContext, alignTimestamps)
            capturer.surfaceTextureHelper = SurfaceTextureHelper.create(threadName, eglContext, alignTimestamps)

            return capturer
        }
    }

    // Called by the WebRTC/LiveKit pipeline to hand us the helper/observer if created externally.
    override fun initialize(
        surfaceTextureHelper: SurfaceTextureHelper?,
        applicationContext: Context?,
        capturerObserver: CapturerObserver
    ) {
        // If an external helper is provided, adopt it; otherwise we already created one in factory.
        if (surfaceTextureHelper != null && this.surfaceTextureHelper == null) {
            this.surfaceTextureHelper = surfaceTextureHelper
        }

        this.capturerObserver = capturerObserver

        // Notify that initialization succeeded
        capturerObserver.onCapturerStarted(true)
    }

    override fun startCapture(width: Int, height: Int, framerate: Int) {
        if (!isCapturing.compareAndSet(false, true)) return

        // Inform pipeline of expected output format (optional)
        capturerObserver?.onOutputFormatRequest(VideoFrame.Buffer.Type.TEXTURE)

        // Ensure helper exists
        val helper = surfaceTextureHelper
        if (helper == null) {
            capturerObserver?.onCapturerError("SurfaceTextureHelper is null in startCapture()")
            isCapturing.set(false)
            return
        }

        // Start listening for frames. This callback runs on helper's internal thread.
        helper.startListening { videoFrame ->
            // Do minimal work here. Forward frame to the LiveKit/WebRTC pipeline.
            try {
                capturerObserver?.onFrameCaptured(videoFrame)
            } catch (t: Throwable) {
                Log.e("CameraKitCapturer", "Error forwarding frame", t)
                // Optionally notify error
                capturerObserver?.onCapturerError(t.message ?: "frame forward error")
            } finally {
                // WebRTC manages VideoFrame memory; do not release here unless you own it.
            }
        }
    }

    override fun stopCapture() {
        if (!isCapturing.compareAndSet(true, false)) return

        surfaceTextureHelper?.stopListening()
    }

    override fun changeCaptureFormat(width: Int, height: Int, framerate: Int) {
        // Optionally handle reconfiguration if your pipeline supports it.
    }

    override fun isScreencast(): Boolean = false

    override fun dispose() {
        // Stop capture and free helper + EGL
        try {
            stopCapture()
        } catch (_: Throwable) { }

        surfaceTextureHelper?.dispose()
        surfaceTextureHelper = null

        capturerObserver = null

        try {
            eglBase?.release()
        } catch (_: Throwable) { }
        eglBase = null
    }
}
Where to pass the SurfaceTexture to Snap Camera Kit • Snap Camera Kit typically accepts either a
SurfaceTexture
or a
Surface
depending on the API. You should pass
capturer.surfaceTexture
directly when the Snap API accepts a
SurfaceTexture
. If it requires a
Surface
, only create one once and release it when done. • Example usage in your setup code (after creating the capturer):
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val capturer = CameraKitSurfaceCapturer.create(appContext)
val snapSession = /* create your Snap Session/processor as per Snap SDK */

// Wait until capturer.surfaceTexture is non-null (helper created in factory so usually immediate)
capturer.surfaceTexture?.let { st ->
    // Example: if Snap API accepts a SurfaceTexture:
    snapSession.setInputSurfaceTexture(st)

    // If Snap expects a Surface instead (less ideal), create one once:
    // val surface = Surface(st)
    // snapSession.setInputSurface(surface)
    // remember to release surface when done: surface.release()
} ?: run {
    Log.e("CameraKitCapturer", "surfaceTexture is null; ensure helper created before connecting Snap")
}
Notes and best practices • Do NOT create a new
Surface
repeatedly each time you read
surface
— that leaks native resources. Create one Surface once if your Snap API absolutely requires it, and release it during
dispose()
. •
SurfaceTextureHelper.create(threadName, eglContext, alignTimestamps)
creates and manages its own background thread. You do not pass a
Handler
. • The
surfaceTexture
becomes available as soon as the helper is created. If you create the helper asynchronously, wait for it before connecting Snap. • Keep the
startListening
callback very lightweight — forward frames immediately. Any heavy processing should be done off the helper thread (e.g., use a bounded worker pool) or, ideally, handled by Snap’s own GL pipeline if you can attach the SurfaceTexture directly to Snap. • Start/stop capture according to Activity/Compose lifecycle (e.g., start in onResume/start of composable, stop in onPause/onDispose) to reduce CPU while backgrounded. • If you see very high CPU, lower resolution/fps and confirm Snap rendering is HW accelerated (GL) rather than CPU-bound. If you want, I can: • Provide a short Compose factory replacement that wires this capturer into LiveKit’s
createVideoTrack(...)
flow and shows where to publish, or • Show how to safely create a single
Surface
from the
surfaceTexture
and release it in
dispose()
if your Snap API requires a
Surface
. Which would you prefer?
s
what type should be
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ImageProcessor.Output.Purpose
enum class Purpose {
    PREVIEW,
    RECORDING,
    SNAPSHOT
}
t
Good question — for sending Snap-processed frames into a LiveKit video track, set the output purpose to PREVIEW. Why PREVIEW • PREVIEW indicates the frames are intended for real-time display/streaming rather than for high-quality recording or single snapshots. • LiveKit expects a live, low-latency stream; PREVIEW aligns with lower-latency processing, typical resolution/FPS trade-offs, and continuous frame delivery. Short example • When you connect your Snap processor output for LiveKit, use:
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processor.connectOutput(LiveKitOutput(surfaceTexture), ImageProcessor.Output.Purpose.PREVIEW)
(or the equivalent in your Snap API) Notes • Use RECORDING if you need frames optimized for high-quality recording (higher bitrate/resolution, different buffering) rather than real-time streaming. • Use SNAPSHOT only for single-frame captures (photos). • If you notice quality or latency issues, you can tune processor settings (resolution, fps) but keep the purpose as PREVIEW for the live track. If you want, I can show the exact placement in your capturer wiring or a small code snippet that connects the processor output to LiveKit with PREVIEW and manages lifecycle cleanup.