How to stream raw image and audio data to streaming platforms using C/C++ on Windows?

I need help understanding the workflow for broadcasting screen capture and audio to streaming services. I’m a beginner in audio/video programming and want to understand the core concepts.

I can already capture desktop frames using Desktop Duplication API and record system audio plus microphone input as PCM data. Now I want to send this content to streaming platforms but I’m confused about the pipeline.

I know about Windows Media Foundation and FFmpeg libraries but I’m not sure how they fit together for streaming. What’s the general process for converting raw pixel data and audio samples into a format suitable for live streaming?

I’m particularly curious about:

  • How to encode the raw data into video/audio codecs
  • How to package everything for RTMP transmission
  • Whether encoding libraries handle bitrate control automatically or if I need to manage it myself
  • The role of different components in the streaming chain

I don’t need actual code examples, just a high-level explanation of the steps involved. I want to understand what technologies and concepts to research further. Please explain this assuming I’m new to multimedia programming but comfortable with general C++ development.

To set up your streaming pipeline, you’ll want to start by encoding your captured data. For video, using H.264 is standard, and for audio, AAC is a good choice. FFmpeg is particularly effective for managing these encodings.

When it comes to bitrate control, although modern encoders can dynamically adjust bitrate, you need to establish parameters like target bitrate and quality settings beforehand. This is crucial since an encoder doesn’t automatically know your network limits or quality preferences.

RTMP serves to package your encoded streams along with necessary metadata. FFmpeg efficiently manages this packetization, but keep in mind that you’ll still be responsible for managing the network connections and handling potential stream errors.

An important detail to consider is the synchronization between audio and video. Maintaining correct timestamping from the moment of capture through to transmission is vital to avoid drift in longer streams.

While Windows Media Foundation is also a viable option—especially for leveraging hardware acceleration—FFmpeg generally provides greater flexibility and a wider range of codec options for streaming.