好多开发者问我们,Unity环境下,除了RTSP或RTMP的播放,如果有录像诉求,怎么实现?实际上录像相对播放来说,更简单一些,因为不涉及到绘制,只要拉流下来数据,直接写mp4文件就好了。
本文以大牛直播SDK的Windows平台为例,大概介绍下如何实现Unity环境下的录制,Linux、Android、iOS平台实现也类似,都是原生接口,然后对接下就好:
开始录像
因为涉及到可能同时录制多路的场景(考虑到磁盘读写IO,Windows平台一般不建议多录录制),录像的话,需要考虑的是,设置好文件录制规则,比如,是否录制纯音频或纯视频、单个录制文件大小、文件录制目录等,并设置录像回调事件:
/*
* SmartPlayerWinMono.cs
* Author: daniusdk.com
*/
private void StartRecorder(int sel)
{
Debug.Log("StartRecorder++, sel: " + sel);
if (videoctrl[sel].is_recording_)
{
Debug.Log("StartRecorder, already started.. sel: " + sel);
return;
}
if (!videoctrl[sel].is_playing_)
{
if (!OpenPlayerHandle(sel))
{
Debug.LogError("call OpenPlayerHandle failed..");
return;
}
}
bool is_rec_video = true;
bool is_rec_audio = true;
NTSmartPlayerSDK.NT_SP_SetRecorderVideo(videoctrl[sel].player_handle_, is_rec_video ? 1 : 0);
NTSmartPlayerSDK.NT_SP_SetRecorderAudio(videoctrl[sel].player_handle_, is_rec_audio ? 1 : 0);
String rec_dir = "D:\\Rec"; //录像目录可自行指定
String rec_name_file_prefix_= "daniu" + sel.ToString();
UInt32 max_file_size = 200 * 1024; // 单位是KByte, 默认200MB
bool is_append_date = true;
bool is_append_time = true;
bool is_audio_transcode_aac = true;
UInt32 ret = NTSmartPlayerSDK.NT_SP_SetRecorderDirectory(videoctrl[sel].player_handle_, rec_dir);
if (NT.NTBaseCodeDefine.NT_ERC_OK != ret)
{
Debug.LogError("设置录像目录失败,请确保目录存在且是英文目录");
return;
}
NTSmartPlayerSDK.NT_SP_SetRecorderFileMaxSize(videoctrl[sel].player_handle_, max_file_size);
NT_SP_RecorderFileNameRuler rec_name_ruler = new NT_SP_RecorderFileNameRuler();
rec_name_ruler.type_ = 0;
rec_name_ruler.file_name_prefix_ = rec_name_file_prefix_;
rec_name_ruler.append_date_ = is_append_date ? 1 : 0;
rec_name_ruler.append_time_ = is_append_time ? 1 : 0;
NTSmartPlayerSDK.NT_SP_SetRecorderFileNameRuler(videoctrl[sel].player_handle_, ref rec_name_ruler);
NTSmartPlayerSDK.NT_SP_SetRecorderAudioTranscodeAAC(videoctrl[sel].player_handle_, is_audio_transcode_aac ? 1 : 0);
videoctrl[sel].record_call_back_ = new SP_SDKRecorderCallBack(NT_SP_SDKRecorderCallBack);
NTSmartPlayerSDK.NT_SP_SetRecorderCallBack(videoctrl[sel].player_handle_, IntPtr.Zero, videoctrl[sel].record_call_back_);
videoctrl[sel].set_record_call_back_ = new VideoControl.SetRecordCallBack(RecordCallBack);
if (NT.NTBaseCodeDefine.NT_ERC_OK != NTSmartPlayerSDK.NT_SP_StartRecorder(videoctrl[sel].player_handle_))
{
Debug.LogError("call NT_SP_StartRecorder failed..");
return;
}
videoctrl[sel].is_recording_ = true;
}
其中OpenPlayerHandle()实现如下,通过调用Open()接口生成个player实例句柄,然后后续针对这个句柄操作即可,如果同一个实例句柄下需要播放,直接调用播放接口就好了。
private bool OpenPlayerHandle(int sel)
{
if (videoctrl[sel].player_handle_ != IntPtr.Zero)
return true;
window_handle_ = IntPtr.Zero;
if (videoctrl[sel].player_handle_ == IntPtr.Zero)
{
videoctrl[sel].player_handle_ = new IntPtr();
UInt32 ret_open = NTSmartPlayerSDK.NT_SP_Open(out videoctrl[sel].player_handle_, window_handle_, 0, IntPtr.Zero);
if (ret_open != 0)
{
videoctrl[sel].player_handle_ = IntPtr.Zero;
Debug.LogError("call NT_SP_Open failed, sel: " + sel);
return false;
}
}
videoctrl[sel].event_call_back_ = new SP_SDKEventCallBack(NT_SP_SDKEventCallBack);
NTSmartPlayerSDK.NT_SP_SetEventCallBack(videoctrl[sel].player_handle_, window_handle_, videoctrl[sel].event_call_back_);
videoctrl[sel].sdk_event_call_back_ = new VideoControl.SetEventCallBack(SDKEventCallBack);
if (IntPtr.Zero == videoctrl[sel].player_handle_)
return false;
/* ++ 播放前参数配置可加在此处 ++ */
int play_buffer_time_ = 100;
NTSmartPlayerSDK.NT_SP_SetBuffer(videoctrl[sel].player_handle_, play_buffer_time_); //设置buffer time
int is_using_tcp = 1; //TCP模式
NTSmartPlayerSDK.NT_SP_SetRTSPTcpMode(videoctrl[sel].player_handle_, is_using_tcp);
int timeout = 10;
NTSmartPlayerSDK.NT_SP_SetRtspTimeout(videoctrl[sel].player_handle_, timeout);
int is_auto_switch_tcp_udp = 1;
NTSmartPlayerSDK.NT_SP_SetRtspAutoSwitchTcpUdp(videoctrl[sel].player_handle_, is_auto_switch_tcp_udp);
Boolean is_mute_ = false;
NTSmartPlayerSDK.NT_SP_SetMute(videoctrl[sel].player_handle_, is_mute_ ? 1 : 0); //是否启动播放的时候静音
int is_fast_startup = 1;
NTSmartPlayerSDK.NT_SP_SetFastStartup(videoctrl[sel].player_handle_, is_fast_startup); //设置快速启动模式
Boolean is_low_latency_ = false;
NTSmartPlayerSDK.NT_SP_SetLowLatencyMode(videoctrl[sel].player_handle_, is_low_latency_ ? 1 : 0); //设置是否启用低延迟模式
//设置旋转角度(设置0, 90, 180, 270度有效,其他值无效)
int rotate_degrees = 0;
NTSmartPlayerSDK.NT_SP_SetRotation(videoctrl[sel].player_handle_, rotate_degrees);
int volume = 100;
NTSmartPlayerSDK.NT_SP_SetAudioVolume(videoctrl[sel].player_handle_, volume); //设置播放音量, 范围是[0, 100], 0是静音,100是最大音量, 默认是100
// 设置上传下载报速度
int is_report = 0;
int report_interval = 2;
NTSmartPlayerSDK.NT_SP_SetReportDownloadSpeed(videoctrl[sel].player_handle_, is_report, report_interval);
//设置播放URL
NTSmartPlayerSDK.NT_SP_SetURL(videoctrl[sel].player_handle_, videoctrl[sel].playback_url_);
/* -- 播放前参数配置可加在此处 -- */
return true;
}
录像回调事件如下:
public void RecordCallBack(UInt32 status, [MarshalAs(UnmanagedType.LPStr)] String file_name, int sel)
{
if (status == 1) //status 1:表示开始写一个新录像文件
{
Debug.Log("RecordCallBack, 开始一个新的录像文件, sel: " + sel + " status: " + status + ", filename: " + file_name);
}
else if (status == 2) //status 2:表示已经写好一个录像文件
{
Debug.Log("RecordCallBack, 已生成一个录像文件, sel: " + sel + " status: " + status + ", filename: " + file_name);
}
}
停止录像
private void StopRecorder(int sel)
{
Debug.Log("StopRecorder++, sel: " + sel);
if (videoctrl[sel].player_handle_ == IntPtr.Zero)
{
return;
}
NTSmartPlayerSDK.NT_SP_StopRecorder(videoctrl[sel].player_handle_);
videoctrl[sel].is_recording_ = false;
if (!videoctrl[sel].is_playing_)
{
NTSmartPlayerSDK.NT_SP_Close(videoctrl[sel].player_handle_);
videoctrl[sel].player_handle_ = IntPtr.Zero;
}
}
以上是Unity平台RTMP或RTSP播放端录像相关接口设计和调用实例,感兴趣的开发者可以参考。