Android实现Unity3D下RTMP推送的示例
关于屏幕采集,有两种方案:
1. 直接封装Android原生的屏幕采集工程,在unity提供接口,拿到屏幕权限后,获取屏幕数据并推送;
2. 如果只需要拿到Unity的窗体或摄像机数据推出去,可在Unity下获取到需要推送的原始数据,然后封装原生的RTMP推流接口,调用原生SDK实现数据推送,这种做法的好处是,可以自定义需要采集的数据内容,只要按照原生SDK提供的接口,完成数据对接即可,具体实现参看本文。
本文以Android平台为例,介绍下Unity环境下的Android平台RTMP推流,数据采集在Unity完成,数据编码推送,调用大牛直播SDK(官方)Android平台RTMP直播推送SDK原生库对外二次封装的接口,高效率的实现RTMP推送。废话多说,先上图看效果。
下图系Android平台Unity环境下采集屏幕,编码推送到RTMP服务器,然后Windows平台播放器拉取RTMP流播放,为了方便看到延迟效果,特地在Android端的Unity窗口显示了当前时间,可以看到,整体延迟在毫秒级:
数据采集推送unity数据采集相对简单,可以很轻松的拿到RGB24的数据:
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();
然后通过调用texture_.GetRawTextureData(); 获取到数据即可。
拿到数据后,调用原生SDK封装的NT_PB_U3D_OnCaptureVideoRGB24PtrData()接口,完成数据投递。
简单调用流程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,调用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);//获取输入框的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_);/* ++ 推送前参数配置可加在此处 ++ */InitAndSetConfig();NT_PB_U3D_SetPushUrl(pusher_handle_, push_url_);/* -- 推送前参数配置可加在此处 -- */int flag = NT_PB_U3D_StartPublisher(pusher_handle_);if (flag == DANIULIVE_RETURN_OK){ Debug.Log('推送成功..');}else{ Debug.LogError('推送失败..');}is_running = true; }调用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');else Debug.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('停止失败..');}flag = NT_PB_U3D_Close(pusher_handle_);if (flag == DANIULIVE_RETURN_OK){ Debug.Log('关闭成功..');}else{ Debug.LogError('关闭失败..');}pusher_handle_ = 0;NT_PB_U3D_UnInit();is_running = false; }
为了便于测试,Update()刷新下当前时间:
private void Update() {//获取当前时间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); }相关Event处理
public void onNTSmartEvent(string param) {if (!param.Contains(',')){ Debug.Log('[onNTSmartEvent] android传递参数错误'); 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 = '开始..';break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CONNECTING:publisher_event = '连接中..';break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CONNECTION_FAILED:publisher_event = '连接失败..';break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CONNECTED:publisher_event = '连接成功..';break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_DISCONNECTED:publisher_event = '连接断开..';break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_STOP:publisher_event = '关闭..';break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_RECORDER_START_NEW_FILE:publisher_event = '开始一个新的录像文件 : ' + param3;break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_ONE_RECORDER_FILE_FINISHED:publisher_event = '已生成一个录像文件 : ' + param3;break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_SEND_DELAY:publisher_event = '发送时延: ' + param1 + ' 帧数:' + param2;break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_CAPTURE_IMAGE:publisher_event = '快照: ' + param1 + ' 路径:' + param3;if (Convert.ToInt32(param1) == 0){ publisher_event = publisher_event + '截取快照成功..';}else{ publisher_event = publisher_event + '截取快照失败..';}break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_RTSP_URL:publisher_event = 'RTSP服务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 = '服务器不支持RTSP推送, 推送的RTSP URL: ' + param3;break;}Debug.Log(publisher_event); }总结
通过以上流程,可以实现Unity环境下屏幕或摄像机数据,毫秒级体验的RTMP推送和播放,感兴趣的开发者可酌情参考。
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