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Android如何實現Unity3D下RTMP推送

發布時間:2021-06-21 10:31:02 來源:億速云 閱讀:194 作者:小新 欄目:開發技術

小編給大家分享一下Android如何實現Unity3D下RTMP推送,相信大部分人都還不怎么了解,因此分享這篇文章給大家參考一下,希望大家閱讀完這篇文章后大有收獲,下面讓我們一起去了解一下吧!

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;

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。

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:

Android如何實現Unity3D下RTMP推送

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(); 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");
        else
            Debug.LogError("NT_PB_U3D_Open fail");
    }

InitAndSetConfig()

private void InitAndSetConfig()
    {
        if (is_hw_encode_)
        {
            int h364HWKbps = setHardwareEncoderKbps(true, video_width_, video_height_);

            Debug.Log("h364HWKbps: " + h364HWKbps);

            int isSupportH264HWEncoder = NT_PB_U3D_SetVideoHWEncoder(pusher_handle_, h364HWKbps);

            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);

    }

以上是“Android如何實現Unity3D下RTMP推送”這篇文章的所有內容,感謝各位的閱讀!相信大家都有了一定的了解,希望分享的內容對大家有所幫助,如果還想學習更多知識,歡迎關注億速云行業資訊頻道!

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