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Version: v1.2.0

Getting Started

Install the Library

Note that the IVSBroadcastClient leverages reflect-metadata, which extends the global Reflect object. Although this should not create any conflicts, there may be rare instances where this could cause unwanted behavior.

Using Script Tag

The Web broadcast SDK is distributed as a JavaScript library and can be retrieved at

When loaded via <script> tag, the library exposes a global variable in the window scope named IVSBroadcastClient.

Using NPM

To install the npm package:

npm install amazon-ivs-web-broadcast

You can now access the IVSBroadcastClient object and pull in other modules and consts such as Errors, BASIC_LANDSCAPE:

import IVSBroadcastClient, { Errors, BASIC_LANDSCAPE } from 'amazon-ivs-web-broadcast';

Create an Instance of the AmazonIVSBroadcastClient

To use the library, you must create an instance of the client. You can do that by calling the create method on IVSBroadcastClient with the streamConfig parameter (specifying constraints of your broadcast like resolution and framerate). You can specify the ingest endpoint when creating the client or you can set this when you start a stream.

The ingest endpoint can be found in the AWS Console or returned by the CreateChannel endpoint (e.g.,

const client = IVSBroadcastClient.create({
// Enter the desired stream configuration
streamConfig: IVSBroadcastClient.BASIC_LANDSCAPE,
// Enter the ingest endpoint from the AWS console or CreateChannel API
ingestEndpoint: '',

These are the common supported stream configurations. Presets are BASIC up to 480p and 1.5 Mbps bitrate, BASIC Full HD up to 1080p and 3.5 Mbps bitrate, and STANDARD up to 1080p and 8.5 Mbps bitrate. You can customize the bitrate, frame rate, and resolution if desired. For more information, see


You can import these individually if using the npm package.

Request Permissions

Your app must request permission to access the user’s camera and microphone, and it must be served using HTTPS. (This is not specific to Amazon IVS; it is required for any website that needs access to cameras and microphones.)

Here's an example function showing how you can request and capture permissions for both audio and video devices:

async function handlePermissions() {
let permissions = {
audio: false,
video: false,
try {
const stream = await navigator.mediaDevices.getUserMedia({ video: true, audio: true });
for (const track of stream.getTracks()) {
permissions = { video: true, audio: true };
} catch (err) {
permissions = { video: false, audio: false };
// If we still don't have permissions after requesting them display the error message
if (! {
console.error('Failed to get video permissions.');
} else if (! {
console.error('Failed to get audio permissions.');

For additional information, see the and

Set Up a Stream Preview

To preview what will be broadcast, provide the SDK with a <canvas> element.

// where #preview is an existing <canvas> DOM element on your page
const previewEl = document.getElementById('preview');

List Available Devices

To see what devices are available to capture, query the browser's method:

const devices = await navigator.mediaDevices.enumerateDevices();
window.videoDevices = devices.filter((d) => d.kind === 'videoinput');
window.audioDevices = devices.filter((d) => d.kind === 'audioinput');

Retrieve a MediaStream from a Device

After acquiring the list of available devices, you can retrieve a stream from any number of devices. For example, you can use the getUserMedia() method to retrieve a stream from a camera.

If you'd like to specify which device to capture the stream from, you can explicitly set the deviceId in the audio or video section of the media constraints. Alternately, you can omit the deviceId and have users select their devices from the browser prompt.

You also can specify an ideal camera resolution using the width and height constraints. (Read more about these constraints here.) The SDK automatically applies max width and height constraints that correspond to your maximum broadcast resolution; however, it's a good idea to also apply these yourself to ensure that the source aspect ratio is not changed after you add the source to the SDK.

const streamConfig = IVSBroadcastClient.BASIC_LANDSCAPE;
window.cameraStream = await navigator.mediaDevices.getUserMedia({
video: {
deviceId: window.videoDevices[0].deviceId,
width: {
ideal: streamConfig.maxResolution.width,
max: streamConfig.maxResolution.width,
height: {
ideal: streamConfig.maxResolution.height,
max: streamConfig.maxResolution.height,
window.microphoneStream = await navigator.mediaDevices.getUserMedia({
audio: { deviceId: window.audioDevices[0].deviceId },

Add Device to a Stream

After acquiring the stream, you may add devices to the layout by specifying a unique name (below, this is camera1) and composition position (for video). For example, by specifying your webcam device, you add your webcam video source to the broadcast stream.

When specifying the video-input device, you must specify the index, which represents the “layer” on which you want to broadcast. This is synonymous to image editing or CSS, where a z-index represents the ordering of layers to render. Optionally, you can provide a position, which defines the x/y coordinates (as well as the size) of the stream source.

For details on parameters, see

client.addVideoInputDevice(window.cameraStream, 'camera1', { index: 0 }); // only 'index' is required for the position parameter
client.addAudioInputDevice(window.microphoneStream, 'mic1');

Start a Broadcast

To start a broadcast, provide the stream key for your Amazon IVS channel:

.then((result) => {
console.log('I am successfully broadcasting!');
.catch((error) => {
console.error('Something drastically failed while broadcasting!', error);

Stop a Broadcast


Swap Video Positions

The client supports swapping the composition positions of video devices:

client.exchangeVideoDevicePositions('camera1', 'camera2');

Mute Audio

To mute audio, either remove the audio device using removeAudioInputDevice or set the enabled property on the audio track:

let audioStream = client.getAudioInputDevice(AUDIO_DEVICE_NAME);
audioStream.getAudioTracks()[0].enabled = false;

Where AUDIO_DEVICE_NAME is the name given to the original audio device during the addAudioInputDevice() call.

To unmute:

let audioStream = client.getAudioInputDevice(AUDIO_DEVICE_NAME);
audioStream.getAudioTracks()[0].enabled = true;

Hide Video

To hide video, either remove the video device using removeVideoInputDevice or set the enabled property on the video track:

let videoStream = client.getVideoInputDevice(VIDEO_DEVICE_NAME);
videoStream.getVideoTracks()[0].enabled = false;

Where VIDEO_DEVICE_NAME is the name given to the audio device during the original addVideoInputDevice() call.

To unhide:

let videoStream = client.getVideoInputDevice(VIDEO_DEVICE_NAME);
videoStream.getVideoTracks()[0].enabled = true;