技术背景
好多开发者,希望我们能探讨下Unity平台RTMP或RTSP直播流数据播放和录制相关的模块,实际上,这块流程我们已经聊过多次,无非就是通过原生的RTMP或者RTSP模块,先从协议层拉取到数据,并解包解码,回调YUV或RGB数据,然后,在Unity创建响应的shader,获取图像数据填充纹理即可,说起来流程很简单,但是每个环节,如果做到极致体验,都非常难。简单来说,多一次拷贝,都会增大性能瓶颈或延迟。
目前,Unity3D下,我们覆盖了以下常用的模块:
- Windows平台RTMP直播推送模块(采集Unity窗体、摄像头或屏幕);
- Windows平台轻量级RTSP服务模块(采集Unity窗体、摄像头或屏幕);
- Windows平台RTMP|RTSP直播播放模块;
- Linux平台RTMP直播推送模块(采集Unity窗体、Unity声音),也可扩展轻量级RTSP服务模块;
- Linux平台RTMP|RTSP直播播放模块;
- Android平台RTMP直播推送模块(采集Unity窗体、麦克风或Unity声音);
- Android平台轻量级RTSP服务模块(采集Unity窗体、麦克风或Unity声音);
- Android平台RTMP|RTSP直播播放模块;
- iOS平台RTMP|RTSP直播播放模块。
下图系Linux平台RTMP播放图,可以看到,延迟非常低。
技术实现
本文以Android平台RTMP、RTSP播放模块为例,介绍下Unity相关接口设置和逻辑处理:
开始播放
public void Play()
{
if (is_running)
{
Debug.Log("已经在播放。。");
return;
}
//获取输入框的url
string videoUrl = input_url_.text.Trim();
OpenPlayer();
if ( player_handle_ == 0 )
return;
NT_U3D_Set_Game_Object(player_handle_, game_object_);
/* ++ 播放前参数配置可加在此处 ++ */
int is_using_tcp = 0; //TCP/UDP模式设置
NT_U3D_SetRTSPTcpMode(player_handle_, is_using_tcp);
int is_report = 0;
int report_interval = 1;
NT_U3D_SetReportDownloadSpeed(player_handle_, is_report, report_interval); //下载速度回调
NT_U3D_SetBuffer(player_handle_, play_buffer_time_); //设置buffer time
NT_U3D_SetPlayerLowLatencyMode(player_handle_, is_low_latency_ ? 1 : 0); //设置是否启用低延迟模式
NT_U3D_SetMute(player_handle_, is_mute_ ? 1 : 0); //是否启动播放的时候静音
NT_U3D_SetAudioVolume(player_handle_, cur_audio_volume_); //设置播放音量
NT_U3D_SetVideoDecoderMode(player_handle_, is_hw_decode_ ? 1 : 0); //设置H.264软硬解模式
NT_U3D_SetVideoHevcDecoderMode(player_handle_, is_hw_decode_ ? 1 : 0); //设置H.265软硬解模式
int is_fast_startup = 1;
NT_U3D_SetFastStartup(player_handle_, is_fast_startup); //设置快速启动模式
int rtsp_timeout = 10;
NT_U3D_SetRTSPTimeout(player_handle_, rtsp_timeout); //设置RTSP超时时间
int is_auto_switch_tcp_udp = 1;
NT_U3D_SetRTSPAutoSwitchTcpUdp(player_handle_, is_auto_switch_tcp_udp); //设置TCP/UDP模式自动切换
int is_audiotrack = 1;
NT_U3D_SetAudioOutputType(player_handle_, is_audiotrack); //设置音频输出模式: if 0: 自动选择; if with 1: audiotrack模式
NT_U3D_SetUrl(player_handle_, videoUrl);
/* -- 播放前参数配置可加在此处 -- */
int flag = NT_U3D_StartPlay(player_handle_);
if (flag == DANIULIVE_RETURN_OK)
{
is_need_get_frame_ = true;
Debug.Log("播放成功");
}
else
{
is_need_get_frame_ = false;
Debug.LogError("播放失败");
}
is_running = true;
}
这里调用了OpenPlayer()设计如下:
private void OpenPlayer()
{
if ( java_obj_cur_activity_ == null )
{
Debug.LogError("getApplicationContext is null");
return;
}
player_handle_ = NT_U3D_Open();
if (player_handle_ != 0)
Debug.Log("open success");
else
Debug.LogError("open fail");
}
停止播放:
private void ClosePlayer()
{
is_need_get_frame_ = false;
is_need_init_texture_ = false;
int flag = NT_U3D_StopPlay(player_handle_);
if (flag == DANIULIVE_RETURN_OK)
{
Debug.Log("停止成功");
}
else
{
Debug.LogError("停止失败");
}
flag = NT_U3D_Close(player_handle_);
if (flag == DANIULIVE_RETURN_OK)
{
Debug.Log("关闭成功");
}
else
{
Debug.LogError("关闭失败");
}
player_handle_ = 0;
NT_U3D_UnInit();
is_running = false;
video_width_ = 0;
video_height_ = 0;
}
Event状态回调处理:
/// <summary>
/// android 传递过来 code
/// </summary>
/// <param name="event_message"></param>
public void onNTSmartEvent(string event_message)
{
if (null == event_message || event_message.Length < 1)
return;
string[] strs = event_message.Split(',');
if (null == strs || strs.Length < 6)
return;
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 player_event = "";
switch (Convert.ToInt32(code))
{
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_STARTED:
player_event = "开始..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CONNECTING:
player_event = "连接中..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CONNECTION_FAILED:
player_event = "连接失败..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CONNECTED:
player_event = "连接成功..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_DISCONNECTED:
player_event = "连接断开..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_STOP:
player_event = "停止播放..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_RESOLUTION_INFO:
player_event = "分辨率信息: width: " + Convert.ToInt32(param1) + ", height: " + Convert.ToInt32(param2);
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_NO_MEDIADATA_RECEIVED:
player_event = "收不到媒体数据,可能是url错误..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_SWITCH_URL:
player_event = "切换播放URL..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CAPTURE_IMAGE:
player_event = "快照: " + param1 + " 路径:" + param3;
if (Convert.ToInt32(param1) == 0)
{
player_event = "截取快照成功..";
}
else
{
player_event = "截取快照失败..";
}
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_RECORDER_START_NEW_FILE:
player_event = "[record]开始一个新的录像文件 : " + param3;
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_ONE_RECORDER_FILE_FINISHED:
player_event = "[record]已生成一个录像文件 : " + param3;
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_START_BUFFERING:
player_event = "Start_Buffering..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_BUFFERING:
player_event = "Buffering: " + Convert.ToInt32(param1);
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_STOP_BUFFERING:
player_event = "Stop_Buffering..";
break;
case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_DOWNLOAD_SPEED:
player_event = "download_speed:" + param1 + "Byte/s" + ", "
+ (Convert.ToInt32(param1) * 8 / 1000) + "kbps" + ", " + (Convert.ToInt32(param1) / 1024)
+ "KB/s";
break;
}
Debug.Log(player_event);
player_event = null;
strs = null;
}
如果想扩展录像,实际上,我们也针对播放端录像做了接口的封装设计,整体接口设计如下:
/// <summary>
/// SmartPlayer Unity Interface
/// Author: daniusdk.com
/// </summary>
/// <summary>
/// Init
/// </summary>
public int NT_U3D_Init()
{
return player_obj_.Call<int>("Init", java_obj_cur_activity_);
}
/// <summary>
/// 开始
/// 返回播放句柄
/// </summary>
public long NT_U3D_Open()
{
return player_obj_.Call<long>("Open");
}
/// <summary>
/// Register Game Object,用于消息传递
/// </summary>
public int NT_U3D_Set_Game_Object(long handle, string gameObjectName)
{
return player_obj_.Call<int>("SetGameObject", handle, gameObjectName);
}
/// <summary>
/// 设置H.264解码方式 false 软件解码 true 硬件解码 默认为false
/// </summary>
/// <param name="isHwDecoder"></param>
public int NT_U3D_SetVideoDecoderMode(long handle, int isHwDecoder)
{
return player_obj_.Call<int>("SetPlayerVideoHWDecoder", handle, isHwDecoder);
}
/// <summary>
/// 设置H.265 解码方式 false 软件解码 true 硬件解码 默认为false
/// </summary>
/// <param name="isHevcHwDecoder"></param>
public int NT_U3D_SetVideoHevcDecoderMode(long handle, int isHevcHwDecoder)
{
return player_obj_.Call<int>("SetPlayerVideoHevcHWDecoder", handle, isHevcHwDecoder);
}
/// <summary>
/// 设置音频输出模式: if 0: 自动选择; if with 1: audiotrack模式
/// </summary>
/// <param name="use_audiotrack"></param>
public int NT_U3D_SetAudioOutputType(long handle, int use_audiotrack)
{
return player_obj_.Call<int>("SetAudioOutputType", handle, use_audiotrack);
}
/// <summary>
/// 设置播放端缓存大小, 默认200毫秒
/// </summary>
/// <param name="buffer"></param>
public int NT_U3D_SetBuffer(long handle, int buffer)
{
return player_obj_.Call<int>("SetBuffer", handle, buffer);
}
/// <summary>
/// 接口可实时调用:设置是否实时静音,1:静音; 0: 取消静音
/// </summary>
/// <param name="is_mute"></param>
public int NT_U3D_SetMute(long handle, int is_mute)
{
return player_obj_.Call<int>("SetMute", handle, is_mute);
}
/// <summary>
/// 接口可实时调用: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
/// </summary>
/// <param name="audio_volume"></param>
public int NT_U3D_SetAudioVolume(long handle, int audio_volume)
{
return player_obj_.Call<int>("SetAudioVolume", handle, audio_volume);
}
/// <summary>
/// 设置RTSP TCP模式, 1: TCP; 0: UDP
/// </summary>
/// <param name="is_using_tcp"></param>
public int NT_U3D_SetRTSPTcpMode(long handle, int is_using_tcp)
{
return player_obj_.Call<int>("SetRTSPTcpMode", handle, is_using_tcp);
}
/// <summary>
/// 设置RTSP超时时间, timeout单位为秒,必须大于0
/// </summary>
/// <param name="timeout"></param>
public int NT_U3D_SetRTSPTimeout(long handle, int timeout)
{
return player_obj_.Call<int>("SetRTSPTimeout", handle, timeout);
}
/// <summary>
/// 设置RTSP TCP/UDP自动切换
/// NOTE: 对于RTSP来说,有些可能支持rtp over udp方式,有些可能支持使用rtp over tcp方式.
/// 为了方便使用,有些场景下可以开启自动尝试切换开关, 打开后如果udp无法播放,sdk会自动尝试tcp, 如果tcp方式播放不了,sdk会自动尝试udp.
/// </summary>
/// <param name="timeout"></param>
/// timeout:如果设置1的话, sdk将在tcp和udp之间尝试切换播放,如果设置为0,则不尝试切换.
public int NT_U3D_SetRTSPAutoSwitchTcpUdp(long handle, int is_auto_switch_tcp_udp)
{
return player_obj_.Call<int>("SetRTSPAutoSwitchTcpUdp", handle, is_auto_switch_tcp_udp);
}
/// <summary>
/// 设置快速启动该模式,
/// </summary>
/// <param name="is_fast_startup"></param>
public int NT_U3D_SetFastStartup(long handle, int is_fast_startup)
{
return player_obj_.Call<int>("SetFastStartup", handle, is_fast_startup);
}
/// <summary>
/// 设置超低延迟模式 false不开启 true开启 默认false
/// </summary>
/// <param name="mode"></param>
public int NT_U3D_SetPlayerLowLatencyMode(long handle, int mode)
{
return player_obj_.Call<int>("SetPlayerLowLatencyMode", handle, mode);
}
/// <summary>
/// 设置视频垂直反转
/// is_flip: 0: 不反转, 1: 反转
/// </summary>
/// <param name="is_flip"></param>
public int NT_U3D_SetFlipVertical(long handle, int is_flip)
{
return player_obj_.Call<int>("SetFlipVertical", handle, is_flip);
}
/// <summary>
/// 设置视频水平反转
/// is_flip: 0: 不反转, 1: 反转
/// </summary>
/// <param name="is_flip"></param>
public int NT_U3D_SetFlipHorizontal(long handle, int is_flip)
{
return player_obj_.Call<int>("SetFlipHorizontal", handle, is_flip);
}
/// <summary>
/// 设置顺时针旋转, 注意除了0度之外, 其他角度都会额外消耗性能
/// degress: 当前支持 0度,90度, 180度, 270度 旋转
/// </summary>
/// <param name="degress"></param>
public int NT_U3D_SetRotation(long handle, int degress)
{
return player_obj_.Call<int>("SetRotation", handle, degress);
}
/// <summary>
/// 设置是否回调下载速度
/// is_report: if 1: 上报下载速度, 0: 不上报.
/// report_interval: 上报间隔,以秒为单位,>0.
/// </summary>
/// <param name="is_report"></param>
/// <param name="report_interval"></param>
public int NT_U3D_SetReportDownloadSpeed(long handle, int is_report, int report_interval)
{
return player_obj_.Call<int>("SetReportDownloadSpeed", handle, is_report, report_interval);
}
/// <summary>
/// 设置是否需要在播放或录像过程中快照
/// </summary>
/// <param name="is_save_image"></param>
public int NT_U3D_SetSaveImageFlag(long handle, int is_save_image)
{
return player_obj_.Call<int>("SetSaveImageFlag", handle, is_save_image);
}
/// <summary>
/// 播放或录像过程中快照
/// </summary>
/// <param name="imageName"></param>
public int NT_U3D_SaveCurImage(long handle, string imageName)
{
return player_obj_.Call<int>("SaveCurImage", handle, imageName);
}
/// <summary>
/// 播放或录像过程中,快速切换url
/// </summary>
/// <param name="uri"></param>
public int NT_U3D_SwitchPlaybackUrl(long handle, string uri)
{
return player_obj_.Call<int>("SwitchPlaybackUrl", handle, uri);
}
/// <summary>
/// 创建录像存储路径
/// </summary>
/// <param name="path"></param>
public int NT_U3D_CreateFileDirectory(string path)
{
return player_obj_.Call<int>("CreateFileDirectory", path);
}
/// <summary>
/// 设置录像存储路径
/// </summary>
/// <param name="path"></param>
public int NT_U3D_SetRecorderDirectory(long handle, string path)
{
return player_obj_.Call<int>("SetRecorderDirectory", handle, path);
}
/// <summary>
/// 设置单个录像文件大小
/// </summary>
/// <param name="size"></param>
public int NT_U3D_SetRecorderFileMaxSize(long handle, int size)
{
return player_obj_.Call<int>("SetRecorderFileMaxSize", handle, size);
}
/// <summary>
/// 设置录像时音频转AAC编码的开关
/// aac比较通用,sdk增加其他音频编码(比如speex, pcmu, pcma等)转aac的功能.
/// 注意: 转码会增加性能消耗
/// </summary>
/// <param name="is_transcode"></param>
/// is_transcode:设置为1的话,如果音频编码不是aac,则转成aac,如果是aac,则不做转换. 设置为0的话,则不做任何转换. 默认是0.
public int NT_U3D_SetRecorderAudioTranscodeAAC(long handle, int is_transcode)
{
return player_obj_.Call<int>("SetRecorderAudioTranscodeAAC", handle, is_transcode);
}
/// <summary>
/// 设置播放路径
/// </summary>
public int NT_U3D_SetUrl(long handle, string url)
{
return player_obj_.Call<int>("SetUrl", handle, url);
}
/// <summary>
/// 开始播放
/// </summary>
public int NT_U3D_StartPlay(long handle)
{
return player_obj_.Call<int>("StartPlay", handle);
}
/// <summary>
/// 获取YUV数据
/// </summary>
public AndroidJavaObject NT_U3D_GetVideoFrame(long handle)
{
return player_obj_.Call<AndroidJavaObject>("GetVideoFrame", handle);
}
/// <summary>
/// 停止播放
/// </summary>
public int NT_U3D_StopPlay(long handle)
{
return player_obj_.Call<int>("StopPlay", handle);
}
/// <summary>
/// 开始录像
/// </summary>
public int NT_U3D_StartRecorder(long handle)
{
return player_obj_.Call<int>("StartRecorder", handle);
}
/// <summary>
/// 停止录像
/// </summary>
public int NT_U3D_StopRecorder(long handle)
{
return player_obj_.Call<int>("StopRecorder", handle);
}
/// <summary>
/// 关闭播放
/// </summary>
public int NT_U3D_Close(long handle)
{
return player_obj_.Call<int>("Close", handle);
}
/// <summary>
/// UnInit Player
/// </summary>
public int NT_U3D_UnInit()
{
return DANIULIVE_RETURN_OK;
}
总结
Unity下实现RTMP或RTSP无论是播放还是录像,甚至快照,说难不难,但是做好真的比较难,特别是移动端,Unity和原生层交互的时候,数据交互效率相对较低,需要尽可能减少拷贝。录像的话,还需要考虑硬件性能瓶颈。此外,还需要逻辑分离,确保播放和录像相互不影响,以上是抛砖引玉,感兴趣的开发者,可以自行参考实现,如果需要单独和我交流的,可以相互交流。