When we first decided to add live streaming, it felt simple enough.
We weren’t building a streaming platform, just letting users go live from inside the app. A feature, not a system. Something we could wire up in a sprint or two. So we sketched it out. RTMP ingest, HLS output, a player in the frontend.
Easy. But the moment we tried to plug it into the real product with real users, real sessions, and real expectations things started to break in weird ways. Not in the video itself. In everything around it.
Suddenly, issue started happening…
It failed on mobile. Streams buffered endlessly on random browsers. And no one could tell if it was a network issue or just the player freezing. We thought we were adding a live stream. What we really added was a fragile, real-time dependency that touched every layer of our app.
And we had no idea how deep the rabbit hole went.
No one tells you how ‘live’ is never just video
When we started, I thought live was just about streaming pixels. Set up ingest, send out HLS, embed a player. Done.
But almost immediately, we ran into questions we hadn’t even considered. Who gets to see the stream? What happens if someone joins late, do they see the stream right away, or wait for it to start? How do we update the UI when the host goes live? When they drop off? When the stream ends?
We weren’t just pushing video anymore we were syncing real-time state across clients.
The frontend needed to know if the stream was active. The backend had to manage host status, viewers, tokens, access control. Reconnects had to be graceful. Transitions had to be smooth. The app had to stay in sync with the stream at all times.
None of this was obvious when we started.
No one tells you how ‘live’ is never just video
We thought we were adding a video tag.
In reality, we were adding state, timing, identity, and a dozen race conditions we didn’t plan for.
It’s not just streaming pixels. It’s...
- Who’s allowed to see the stream?
- What happens if they join late?
- How do we show when the host goes live, and when they stop?
- What if they disconnect and reconnect mid-session? Live has no natural pause button. Everything has to stay in sync, the video, the app, the user, the UI. And suddenly, you’re not just building features. You’re orchestrating a real-time system on top of a stack that was never meant to be real-time.
No one tells you how observability goes out the window
The stream was live. The server logs looked clean. FFmpeg was running. Our ingest endpoint showed traffic. From our side, everything looked fine.
But users? Some were stuck buffering. Others said the video froze. A few dropped off without a word. We only knew something was wrong when support tickets started rolling in with vague messages like “the stream’s not working.”
And that’s when we realized we were flying completely blind. Once the stream hits ingest, it disappears into the stack. There’s no built-in way to confirm what’s actually being received on the other side, or whether playback is even happening.
Then came HLS. It doesn’t give you any feedback by default. No player-level metrics, no error reporting, no standardized events. We couldn’t tell if the stream had started, if it was buffering, if the resolution had dropped, or if the user had bounced because of quality issues.
And don’t even get me started on the CDN. One region would serve stale manifests. Another would drop a segment mid-stream. We’d push a stream update, and half the users would still get the old version for a few minutes. No alerts. No logs. Just ghosts in the playback.
What we wanted was simple:
- Did the video actually start playing?
- Did it buffer and if so, for how long?
- What devices or browsers were failing the most?
- Where were users dropping off?
But all we had were logs that said “stream started” and users who quietly disappeared.
By the time we started stitching together workarounds adding WebSocket signals, proxying player events, hacking in custom telemetry we’d already lost days of debugging time and most of our sanity.
No one tells you how fast it burns engineering time
At first, we thought we could squeeze it in. One live stream. A basic player. Maybe a couple settings for quality. Seemed like a feature we could ship and move on.
But live doesn’t sit quietly in the corner of your stack. It demands attention constantly.
Every new request added another layer of complexity.
“Can we record the stream?”
“Can we make it available later as on-demand?”
“Can we let users clip highlights or add captions?”
Each of these sounds small. None of them are. What started as a single RTMP input turned into a full-time side project across every part of the team.
Backend devs were pulled into FFmpeg tuning just to fix minor quality issues. Ops ended up chasing bugs around expired tokens, failed ingest nodes, or streams mysteriously failing to start. Frontend had to write brittle code to guess whether the stream was actually playing because no player gave consistent signals across all browsers. QA spent hours doing manual checks on mobile networks, older devices, and obscure browser combinations all just to confirm that playback still worked after every change.
And through it all, the roadmap kept moving.
The product team had no idea we were spending full sprint cycles debugging live video.
At some point, we looked around and realized: We weren’t building product anymore. We were maintaining infrastructure. Fragile infrastructure.
And for most of us, that’s not why we joined this team.
What I wish someone told me before we shipped live
The cost of live isn’t bandwidth. It’s engineering time. Debugging time. Maintenance time.
The hours you never plan for but lose anyway.
We thought we were just setting up an ingest server and embedding a player.
But the moment it went live, we were knee-deep in things we never scoped:
- Tuning FFmpeg flags to avoid playback stalls on mobile
- Rewriting HLS playlists to fix segment drift issues
- Monitoring ingest health without real metrics
- Building queue systems just to retry encoding jobs that failed silently
- Writing custom WebSocket bridges just so the UI could tell when the host went live
- Tracking which browsers needed which autoplay workaround this week We didn’t have tooling for any of this. We didn’t have alerts for stream failures. We didn’t even know when playback failed until a user told us.
What we thought would be a streaming feature turned into an entire system. And maintaining that system? It started to swallow everything else.
If I had to summarize it:
- Live isn’t just feature. It’s a set of distributed, real-time problems disguised as a UI layer.
- Users don’t care how clever your ingest is. They care if the stream plays immediately and doesn’t buffer.
- The first stream is exciting. The fifth is tedious. The tenth exposes everything you didn’t build to scale.
- If live isn’t your core product, don’t build the infrastructure. You’ll end up maintaining a broadcast stack when all you wanted was a play button. We didn’t go looking for complexity. But by the time we realized how deep it went, we were already maintaining it full-time.
What we ended up doing (or wish we had done sooner)
Eventually, we stopped trying to own everything.
Live had taken over our backlog. We were spending more time fixing streams than building the actual product. Every new feature request came with a new layer of infrastructure. And the more we tried to patch it, the more fragile it became. So we started looking around.
We weren’t interested in another hosted platform where everything ran behind a dashboard we couldn’t customize. We didn’t want a service that let us start a stream but gave us zero control over what happened after no access to stream status, no way to monitor playback, no way to tie events back to our app.
We decided to take the API route because it was the only thing that let us build live around our architecture, not around someone else’s interface.
That’s when we made the switch to FastPix.
Here’s what changed:
- Ingest was flexible we could push with RTMPS or SRT, depending our requirements
- Live encoding was built in we didn’t have to manage FFmpeg jobs or ABR ladder generation.
- Playback came with real-time health buffering, resolution shifts, errors all surfaced through APIs.
- We could simulcast streams to other platforms
- Instant clipping meant we could generate shareable highlights
- Live-to-VOD was available in case we wanted to save the live to VOD.
We didn’t need to change our product to make it work. FastPix just fit into how we already build with APIs. And for the first time, live stopped feeling like a liability.
If you’re about to put live inside your app…
Know this: it’s not a video problem. It’s a system problem.
What looks like a simple stream on day one turns into a chain of moving parts, across network conditions, devices, players, encoders, CDNs, and your own app’s state.
You’ll fix one thing and break another. You’ll test something that works in staging and watch it fail in production with no logs, no metrics, and no clear reason why.
So yes put live in your app. It’s an important feature. Just don’t underestimate what it takes to make it feel seamless. And if you can offload the parts that don’t need to be yours use a API or service for ingest, encoding, playback logic, stream health tracking you’ll give your team room to focus on what actually matters: the experience.
Live is worth building.
Just don’t let it take over everything else you came here to build.
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