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Model API guideUpdated 9 min readBy Windflow Labs

How to use the LongLive 2 API

Use the LongLive-2.0 API to stream a multi-shot video: stage the opening shot, start, then steer with soft shots, hard cuts and shots scheduled ahead of time.

The LongLive 2 API on Windflow runs LongLive-2.0 as a realtime session: you describe a shot in text, the model streams it at 1280 × 704, and you direct what happens next while it plays. A soft shot steers the running scene without breaking it; a hard cut starts a new scene. Shots can also be scheduled ahead on a shared chunk counter, so a whole sequence can be planned before the first frame.

LongLive-2.0 directs with text only. There is no reference image in this release.

Start from something runnable

The public browser examples provide a local Node server and a plain JavaScript client for LingBot, SANA-Streaming, Helios and LongLive. They keep the account key on the server, request a single-session token capped at 180 seconds, and include an explicit release action. The repository states its verification limits; approved beta access and billable model capacity are required for a live run.

You need an approved Windflow account and an API key that begins with wf_live_ (request access). Requests go to https://api.windflow.online.

1. Check the key (server). The response lists this model's commands, messages and limitations.

curl https://api.windflow.online/v1/models/longlive-v2 \
  -H "Authorization: Bearer $WINDFLOW_API_KEY"

The model id on the API is longlive-v2; the model page lives at /models/longlive-2. Use longlive-v2 everywhere a request names the model.

2. Mint a browser token (server). The account key never reaches the browser.

// For example app/api/windflow-token/route.ts. Authenticate your own user first.
export async function POST() {
  const res = await fetch("https://api.windflow.online/v1/tokens", {
    method: "POST",
    headers: {
      Authorization: `Bearer ${process.env.WINDFLOW_API_KEY}`,
      "Content-Type": "application/json",
    },
    body: JSON.stringify({ model: "longlive-v2", max_sessions: 1 }),
  });
  return Response.json(await res.json(), { status: res.status });
}

The token is bound to this model (another model gets 403 model_mismatch) and can create one session. Read expires_at from the response instead of assuming a lifetime.

3. Open the session and draw frames (browser). Save this as windflow-session.js. It is the same file the Helios guide walks through line by line.

// windflow-session.js: plain fetch and WebSocket, no dependencies
const API = "https://api.windflow.online";

export async function call(path, jwt, body) {
  const res = await fetch(API + path, {
    method: body ? "POST" : "GET",
    headers: { Authorization: `Bearer ${jwt}`, "Content-Type": "application/json" },
    body: body && JSON.stringify(body),
  });
  const data = await res.json();
  if (!res.ok) throw Object.assign(new Error(data.error.message), data.error, { status: res.status });
  return data;
}

export function openSession(model, canvas, onMessage = () => {}) {
  const ctx = canvas.getContext("2d");
  let session, ws, closed = false, released = false;
  let painting = Promise.resolve();

  const paint = async (bytes) => {
    const frame = await createImageBitmap(new Blob([bytes], { type: "image/jpeg" }));
    if (canvas.width !== frame.width) Object.assign(canvas, { width: frame.width, height: frame.height });
    ctx.drawImage(frame, 0, 0);
    frame.close();
  };

  const release = () => {
    closed = true;
    ws?.close();
    if (!session || released) return;
    released = true;
    fetch(`${API}/v1/sessions/${session.session_id}`, {
      method: "POST",
      keepalive: true, // still sent while the page unloads
      headers: { Authorization: `Bearer ${session.jwt}`, "Content-Type": "application/json" },
      body: JSON.stringify({ action: "detach", connection_id: session.connection_id, release: true }),
    });
  };

  const ready = (async () => {
    const { jwt } = await (await fetch("/api/windflow-token", { method: "POST" })).json();
    session = await call("/v1/sessions", jwt, { model, transport: "ws-h264" });
    while (session.status === "queued" && !closed) {
      await new Promise((resolve) => setTimeout(resolve, 2000));
      const poll = await call(`/v1/sessions/${session.session_id}`, session.jwt);
      onMessage({ type: "queued", position: poll.queue_position });
      if (poll.status !== "queued") {
        session = await call("/v1/sessions", session.jwt, { model, session_id: session.session_id, transport: "ws-h264" });
      }
    }
    const offer = session.transport.offers.find((o) => o.kind === "ws-h264");
    if (closed || !offer) throw new Error(closed ? "released" : `no stream offer (status ${session.status})`);
    const url = new URL(offer.relay_path, API);
    url.protocol = "wss:";
    ws = new WebSocket(url);
    ws.binaryType = "arraybuffer";
    return new Promise((resolve, reject) => {
      ws.onopen = () => {
        ws.send(JSON.stringify({ type: "authenticate", token: offer.launch_token }));
        ws.send(JSON.stringify({ type: "client_hello", codecs: ["jpeg"] }));
      };
      ws.onmessage = ({ data }) => {
        if (typeof data !== "string") {
          painting = painting.then(() => paint(data)).catch(console.warn);
          return;
        }
        const msg = JSON.parse(data);
        if (msg.type === "worker_ready") resolve(msg);
        if (msg.type === "failed") reject(new Error(msg.message ?? msg.error));
        onMessage(msg);
      };
      ws.onclose = (event) => {
        onMessage({ type: "socket_closed", code: event.code });
        reject(new Error(`socket closed (${event.code})`));
      };
    });
  })();
  ready.catch(release); // a failed start must not leave a session running

  return {
    ready,
    release,
    get session() { return session; },
    get socket() { return ws; },
    command: (type, fields = {}) =>
      call(`/v1/sessions/${session.session_id}/commands`, session.jwt, { command: { type, ...fields } }),
    upload: async (file) => {
      const intent = await call("/v1/uploads", session.jwt, {
        filename: file.name, mime: file.type, size: file.size, session_id: session.session_id,
      });
      const put = await fetch(intent.upload_url, { method: "PUT", headers: intent.headers, body: file });
      if (!put.ok) throw new Error(`upload failed (${put.status})`);
      return call(`/v1/uploads/${intent.file_id}/complete`, session.jwt, {});
    },
  };
}

queued and socket_closed are messages this file generates; every other message comes from the session.

4. Stage the opening shot and start.

import { openSession } from "./windflow-session.js";

const film = openSession("longlive-v2", document.querySelector("canvas"), (msg) => console.log(msg.type, msg));
await film.ready; // worker_ready: commands are accepted from here
await film.command("set_shot", { prompt: "A chef chops vegetables in a quiet kitchen at dawn, medium shot" });
await film.command("start");

Wait until the session is ready

Capacity is brought up on demand, so POST /v1/sessions can answer status: "queued" with a queue_position and no transport offers. Keep polling GET /v1/sessions/{id}: a queue ticket nobody polls expires with error: "scheduler_queue_expired". When the status leaves queued, POST /v1/sessions with the same session_id returns the WebSocket offer without creating a second session.

On the socket, authenticate with the offer's launch_token must be the first message; client_hello with codecs: ["jpeg"] asks for one JPEG per binary message. Commands are accepted after worker_ready. Before it they fail with 409 queued or 409 no_active_session.

Direct the film with shots and cuts

LongLive-2.0 generates 29-frame chunks and keeps a rolling history of the current scene. Every shot command lands on a chunk boundary.

CommandWhat it doesWhen to use it
set_shotSets the opening shot before start, or queues a soft transition during the run. The new shot steers inside the rolling context, so the scene stays continuousThe same scene, a new action or camera move
scene_cut (alias cut)Queues a hard cut: the rolling context is erased and re-primed, and the new scene gets a fresh budgetA new place, time or cast
schedule_shotA soft shot at a future at_session_chunkA planned beat
schedule_scene_cutA hard cut at a future at_session_chunkA planned scene change
start, pause, resume, reset, set_seedRun control; reset aborts and clears the active shot state

A soft shot switches live, well under a second. A hard cut takes about two seconds while the engine sets up the new scene. Reserve cuts for real changes of scene.

await film.command("set_shot", { prompt: "The chef slides the vegetables into a hot pan, close-up, steam rising" });
await film.command("scene_cut", { prompt: "The plated dish is served at a candlelit table, slow push-in" });

Schedule a sequence ahead of time

schedule_shot and schedule_scene_cut take at_session_chunk, a global counter that keeps counting across cuts. The per-scene chunk_index resets at every scene, while session_chunk keeps counting for the whole session. Schedule against session_chunk.

const beats = [
  { at_session_chunk: 6, prompt: "A slow push-in on the finished dish" },
  { at_session_chunk: 12, prompt: "The same restaurant from the street at night", cut: true },
];
for (const { cut, ...beat } of beats) {
  await film.command(cut ? "schedule_scene_cut" : "schedule_shot", beat);
}

The session acknowledges each command: shot_set, scene_cut, shot_scheduled and scene_cut_scheduled confirm acceptance, and shot_started arrives when a shot actually begins on a chunk boundary. Update your interface on shot_started, not on the acknowledgement.

Plan around the scene budget

Each scene runs up to 48 chunks. When a scene reaches that ceiling the session sends scene_budget_reached and the run emits generation_complete. The session itself stays open: send set_shot or scene_cut to continue with the next scene instead of reconnecting. A scene_cut always opens a fresh 48-chunk budget.

For how to word each shot, see the LongLive 2 prompting guide.

Track arrived is not first frame visible

MilestoneSignalWhat the viewer should see
Readyworker_readyPreparing, controls enabled
Generatinggeneration_started, after startGenerating, no picture yet
Shot beganshot_started with shot_index 0Still the loader
Stream arrivedvideo_config, then the first binary messageStill the loader
First frame visibleThe first drawImage returnsThe picture

Start your first-frame timer at generation_started. The session's transport.fallback_policy.first_frame_timeout_ms (10 seconds by default) is how long the platform's own client waits for media before it treats the stream as failed.

A canvas paints without play(), so autoplay rules do not apply. If you move the picture into a <video> element, through canvas.captureStream() or the session's livekit offer, set muted and playsInline and handle the promise from play().

Release the session on unmount

Call film.release() when the component unmounts and on pagehide. It sends { action: "detach", connection_id, release: true } with keepalive, which ends the session at the worker and hands the capacity back; the response reports session_released: true. Paused time is billed, so release is what stops the meter. If a tab dies without releasing, the worker keeps the session for a reconnect grace (30 seconds by default). For drops, see recovering a dropped stream.

Troubleshooting by the stage where startup stopped

StageSymptomCause and fix
Token401 invalid_api_keySend the wf_live_ key from your server only
Create403 model_mismatch or token_sessions_exhaustedToken minted for another model, or its max_sessions used up
Create402 insufficient_balance or 429 rate_limitedBalance below the shortest useful session, or too many new sessions; honour Retry-After
Queuefailed with scheduler_queue_expiredPolling stopped while queued
SocketCloses with 4401 or 4408authenticate not sent first; or the session already hit its time limit
Readystart rejected: "prompt is required"Send the opening set_shot before start
RunningA scheduled shot fires at the wrong momentIt was scheduled against chunk_index, which resets per scene; use session_chunk
RunningA short pause at a scene changeA hard cut is setting up the new scene; use set_shot when the scene continues
RunningA scene ends after 48 chunksscene_budget_reached: send the next set_shot or scene_cut
RunningA soft shot changes more than intendedToo much changed at once; change one thing per shot

Rejected commands return 422 with a command_… code over HTTP and a command_error message on the socket.

FAQ

Can LongLive 2 start from an image?

Not in this release. LongLive-2.0 on Windflow takes text shot prompts only. For image-to-video, use Helios or LTX-2.5.

What is the difference between set_shot and scene_cut?

set_shot is a soft transition that keeps the rolling scene context, so subjects and setting carry over. scene_cut erases that context, re-primes the model with the new prompt and opens a fresh 48-chunk scene budget, taking about two seconds to set up.

How long can one session run?

Each scene runs up to 48 chunks. The session continues across scenes for as long as you keep sending shots or cuts, within the session time limit the session response states as session_max_seconds.

Run realtime models inside your product.