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url

string 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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