Android平台实现Unity3D下RTMP推送
像Unity3D下的RTMP或RTSP播放器一樣,好多開發者苦于在Unity環境下,如何高效率低延遲的把數據采集并編碼實時推送到流媒體服務器,實現Unity場景下的低延遲推拉流方案。
關于屏幕采集,有兩種方案:
1. 直接封裝Android原生的屏幕采集工程,在unity提供接口,拿到屏幕權限后,獲取屏幕數據并推送;
具體可以參考?https://blog.csdn.net/renhui1112/article/details/106750891
2. 如果只需要拿到Unity的窗體或攝像機數據推出去,可在Unity下獲取到需要推送的原始數據,然后封裝原生的RTMP推流接口,調用原生SDK實現數據推送,這種做法的好處是,可以自定義需要采集的數據內容,只要按照原生SDK提供的接口,完成數據對接即可,具體實現參看本文。
Android平臺Unity3D的RTSP或RTMP播放器,可以參考
https://blog.csdn.net/renhui1112/article/details/104154788
本文以Android平臺為例,介紹下Unity環境下的Android平臺RTMP推流,數據采集在Unity完成,數據編碼推送,調用大牛直播SDK(官方)Android平臺RTMP直播推送SDK原生庫對外二次封裝的接口,高效率的實現RTMP推送。廢話多說,先上圖看效果。
下圖系Android平臺Unity環境下采集屏幕,編碼推送到RTMP服務器,然后Windows平臺播放器拉取RTMP流播放,為了方便看到延遲效果,特地在Android端的Unity窗口顯示了當前時間,可以看到,整體延遲在毫秒級:
數據采集推送
unity數據采集相對簡單,可以很輕松的拿到RGB24的數據:
texture_ = new Texture2D(video_width_, video_height_, TextureFormat.RGB24, false);texture_.ReadPixels(new Rect(0, 0, video_width_, video_height_), 0, 0, false);texture_.Apply();然后通過調用texture_.GetRawTextureData<sbyte>(); 獲取到數據即可。
拿到數據后,調用原生SDK封裝的NT_PB_U3D_OnCaptureVideoRGB24PtrData()接口,完成數據投遞。
簡單調用流程
private void Start(){game_object_ = this.gameObject.name;AndroidJavaClass android_class = new AndroidJavaClass("com.unity3d.player.UnityPlayer");java_obj_cur_activity_ = android_class.GetStatic<AndroidJavaObject>("currentActivity");pusher_obj_ = new AndroidJavaObject("com.daniulive.smartpublisher.SmartPublisherUnity3d");NT_PB_U3D_Init();//NT_U3D_SetSDKClientKey("", "", 0);btn_encode_mode_.onClick.AddListener(OnEncodeModeBtnClicked);btn_pusher_.onClick.AddListener(OnPusherBtnClicked);btn_mute_.onClick.AddListener(OnMuteBtnClicked);}完成接口初始化后,調用Push()接口
public void Push(){if (is_running){Debug.Log("已推送.."); return;}if (texture_ != null){UnityEngine.Object.Destroy(texture_);texture_ = null;}video_width_ = Screen.width;video_height_ = Screen.height;scale_width_ = (video_width_ + 1) / 2;scale_height_ = (video_height_ + 1) / 2;if (scale_width_ % 2 != 0){scale_width_ = scale_width_ + 1;}if (scale_height_ % 2 != 0){scale_height_ = scale_height_ + 1;}texture_ = new Texture2D(video_width_, video_height_, TextureFormat.RGB24, false);//獲取輸入框的urlstring url = input_url_.text.Trim();if (!url.StartsWith("rtmp://")){push_url_ = "rtmp://192.168.0.199:1935/hls/stream1";}else{push_url_ = url;}OpenPusher();if (pusher_handle_ == 0)return;NT_PB_U3D_Set_Game_Object(pusher_handle_, game_object_);/* ++ 推送前參數配置可加在此處 ++ */InitAndSetConfig();NT_PB_U3D_SetPushUrl(pusher_handle_, push_url_);/* -- 推送前參數配置可加在此處 -- */int flag = NT_PB_U3D_StartPublisher(pusher_handle_);if (flag == DANIULIVE_RETURN_OK){Debug.Log("推送成功..");}else{Debug.LogError("推送失敗..");}is_running = true;}調用OpenPusher()
private void OpenPusher(){if ( java_obj_cur_activity_ == null ){Debug.LogError("getApplicationContext is null");return;}int audio_opt = 1;int video_opt = 1;pusher_handle_ = NT_PB_U3D_Open(audio_opt, video_opt, video_width_, video_height_);if (pusher_handle_ != 0)Debug.Log("NT_PB_U3D_Open success");elseDebug.LogError("NT_PB_U3D_Open fail");}InitAndSetConfig()
private void InitAndSetConfig(){if (is_hw_encode_){int h264HWKbps = setHardwareEncoderKbps(true, video_width_, video_height_);Debug.Log("h264HWKbps: " + h264HWKbps);int isSupportH264HWEncoder = NT_PB_U3D_SetVideoHWEncoder(pusher_handle_, h264HWKbps);if (isSupportH264HWEncoder == 0){Debug.Log("Great, it supports h.264 hardware encoder!");}}else {if (is_sw_vbr_mode_) //H.264 software encoder{int is_enable_vbr = 1;int video_quality = CalVideoQuality(video_width_, video_height_, true);int vbr_max_bitrate = CalVbrMaxKBitRate(video_width_, video_height_);NT_PB_U3D_SetSwVBRMode(pusher_handle_, is_enable_vbr, video_quality, vbr_max_bitrate);//NT_PB_U3D_SetSWVideoEncoderSpeed(pusher_handle_, 2);}}NT_PB_U3D_SetAudioCodecType(pusher_handle_, 1);NT_PB_U3D_SetFPS(pusher_handle_, 25);NT_PB_U3D_SetGopInterval(pusher_handle_, 25*2);//NT_PB_U3D_SetSWVideoBitRate(pusher_handle_, 600, 1200);}ClosePusher()
private void ClosePusher(){if (texture_ != null){UnityEngine.Object.Destroy(texture_);texture_ = null;}int flag = NT_PB_U3D_StopPublisher(pusher_handle_);if (flag == DANIULIVE_RETURN_OK){Debug.Log("停止成功..");}else{Debug.LogError("停止失敗..");}flag = NT_PB_U3D_Close(pusher_handle_);if (flag == DANIULIVE_RETURN_OK){Debug.Log("關閉成功..");}else{Debug.LogError("關閉失敗..");}pusher_handle_ = 0;NT_PB_U3D_UnInit();is_running = false;}為了便于測試,Update()刷新下當前時間:
private void Update(){//獲取當前時間hour = DateTime.Now.Hour;minute = DateTime.Now.Minute;millisecond = DateTime.Now.Millisecond;second = DateTime.Now.Second;year = DateTime.Now.Year;month = DateTime.Now.Month;day = DateTime.Now.Day;GameObject.Find("Canvas/Panel/LableText").GetComponent<Text>().text = string.Format("{0:D2}:{1:D2}:{2:D2}:{3:D2} " + "{4:D4}/{5:D2}/{6:D2}", hour, minute, second, millisecond, year, month, day);}相關Event處理
public void onNTSmartEvent(string param){if (!param.Contains(",")){Debug.Log("[onNTSmartEvent] android傳遞參數錯誤");return;}string[] strs = param.Split(',');string player_handle =strs[0];string code = strs[1];string param1 = strs[2];string param2 = strs[3];string param3 = strs[4];string param4 = strs[5];Debug.Log("[onNTSmartEvent] code: 0x" + Convert.ToString(Convert.ToInt32(code), 16));String publisher_event = "";switch (Convert.ToInt32(code)){case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_STARTED:publisher_event = "開始..";break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CONNECTING:publisher_event = "連接中..";break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CONNECTION_FAILED:publisher_event = "連接失敗..";break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CONNECTED:publisher_event = "連接成功..";break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_DISCONNECTED:publisher_event = "連接斷開..";break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_STOP:publisher_event = "關閉..";break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_RECORDER_START_NEW_FILE:publisher_event = "開始一個新的錄像文件 : " + param3;break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_ONE_RECORDER_FILE_FINISHED:publisher_event = "已生成一個錄像文件 : " + param3;break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_SEND_DELAY:publisher_event = "發送時延: " + param1 + " 幀數:" + param2;break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CAPTURE_IMAGE:publisher_event = "快照: " + param1 + " 路徑:" + param3;if (Convert.ToInt32(param1) == 0){publisher_event = publisher_event + "截取快照成功..";}else{publisher_event = publisher_event + "截取快照失敗..";}break;case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_RTSP_URL:publisher_event = "RTSP服務URL: " + param3;break;case EVENTID.EVENT_DANIULIVE_ERC_PUSH_RTSP_SERVER_RESPONSE_STATUS_CODE:publisher_event = "RTSP status code received, codeID: " + param1 + ", RTSP URL: " + param3;break;case EVENTID.EVENT_DANIULIVE_ERC_PUSH_RTSP_SERVER_NOT_SUPPORT:publisher_event = "服務器不支持RTSP推送, 推送的RTSP URL: " + param3;break;}Debug.Log(publisher_event);}總結
通過以上流程,可以實現Unity環境下屏幕或攝像機數據,毫秒級體驗的RTMP推送和播放,感興趣的開發者可酌情參考。
總結
以上是生活随笔為你收集整理的Android平台实现Unity3D下RTMP推送的全部內容,希望文章能夠幫你解決所遇到的問題。
- 上一篇: 请珍惜应届生的身份,这是你这辈子最大的一
- 下一篇: 腾讯视频下载安装链接_腾讯视频怎么上传视