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Android實(shí)現(xiàn)Unity3D下RTMP推送的示例

瀏覽:78日期:2022-09-17 18:30:23
目錄數(shù)據(jù)采集推送簡(jiǎn)單調(diào)用流程完成接口初始化后,調(diào)用Push()接口調(diào)用OpenPusher()InitAndSetConfig()ClosePusher()相關(guān)Event處理總結(jié)

關(guān)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(quán)限后,獲取屏幕數(shù)據(jù)并推送;

2. 如果只需要拿到Unity的窗體或攝像機(jī)數(shù)據(jù)推出去,可在Unity下獲取到需要推送的原始數(shù)據(jù),然后封裝原生的RTMP推流接口,調(diào)用原生SDK實(shí)現(xiàn)數(shù)據(jù)推送,這種做法的好處是,可以自定義需要采集的數(shù)據(jù)內(nèi)容,只要按照原生SDK提供的接口,完成數(shù)據(jù)對(duì)接即可,具體實(shí)現(xiàn)參看本文。

本文以Android平臺(tái)為例,介紹下Unity環(huán)境下的Android平臺(tái)RTMP推流,數(shù)據(jù)采集在Unity完成,數(shù)據(jù)編碼推送,調(diào)用大牛直播SDK(官方)Android平臺(tái)RTMP直播推送SDK原生庫對(duì)外二次封裝的接口,高效率的實(shí)現(xiàn)RTMP推送。廢話多說,先上圖看效果。

下圖系A(chǔ)ndroid平臺(tái)Unity環(huán)境下采集屏幕,編碼推送到RTMP服務(wù)器,然后Windows平臺(tái)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(dāng)前時(shí)間,可以看到,整體延遲在毫秒級(jí):

Android實(shí)現(xiàn)Unity3D下RTMP推送的示例

數(shù)據(jù)采集推送

unity數(shù)據(jù)采集相對(duì)簡(jiǎn)單,可以很輕松的拿到RGB24的數(shù)據(jù):

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(diào)用texture_.GetRawTextureData(); 獲取到數(shù)據(jù)即可。

拿到數(shù)據(jù)后,調(diào)用原生SDK封裝的NT_PB_U3D_OnCaptureVideoRGB24PtrData()接口,完成數(shù)據(jù)投遞。

簡(jiǎn)單調(diào)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(diào)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(shù)配置可加在此處 ++ */InitAndSetConfig();NT_PB_U3D_SetPushUrl(pusher_handle_, push_url_);/* -- 推送前參數(shù)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(diào)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('停止失敗..');}flag = NT_PB_U3D_Close(pusher_handle_);if (flag == DANIULIVE_RETURN_OK){ Debug.Log('關(guān)閉成功..');}else{ Debug.LogError('關(guān)閉失敗..');}pusher_handle_ = 0;NT_PB_U3D_UnInit();is_running = false; }

為了便于測(cè)試,Update()刷新下當(dāng)前時(shí)間:

private void Update() {//獲取當(dāng)前時(shí)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(guān)Event處理

public void onNTSmartEvent(string param) {if (!param.Contains(',')){ Debug.Log('[onNTSmartEvent] android傳遞參數(shù)錯(cuò)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(guān)閉..';break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_RECORDER_START_NEW_FILE:publisher_event = '開始一個(gè)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(gè)錄像文件 : ' + param3;break; case EVENTID.EVENT_DANIULIVE_ERC_PUBLISHER_SEND_DELAY:publisher_event = '發(fā)送時(shí)延: ' + param1 + ' 幀數(shù):' + 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(wù)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(wù)器不支持RTSP推送, 推送的RTSP URL: ' + param3;break;}Debug.Log(publisher_event); }總結(jié)

通過以上流程,可以實(shí)現(xiàn)Unity環(huán)境下屏幕或攝像機(jī)數(shù)據(jù),毫秒級(jí)體驗(yàn)的RTMP推送和播放,感興趣的開發(fā)者可酌情參考。

以上就是Android實(shí)現(xiàn)Unity3D下RTMP推送的示例的詳細(xì)內(nèi)容,更多關(guān)于Android實(shí)現(xiàn)Unity3D下RTMP推送的資料請(qǐng)關(guān)注好吧啦網(wǎng)其它相關(guān)文章!

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