随着VR类、游戏类场景的快速发展,开发者对Unity3d低延迟的直播需求量越来越大,前两年,大牛直播SDK发布了Windows平台、Android平台和iOS平台的Unity3d RTMP和RTSP的播放,好多公司用起来体验都非常好,以下介绍大概实现流程。
本文以Android平台为例,我们的实现:基于大牛直播SDK现有非常成熟的native RTMP和RTSP播放模块,回调解码后的原始数据,传递给Unity3d,实现相应的绘制即可,对应demo,可以参考 Github。
具体步骤如下:
1. Native RTSP或RTSP直播播放SDK回调RGB/YUV420/NV12等其中的一种未压缩的图像格式;
2. Unity3D创建相应的RGB/YUV420等Shader;
3.Unity3D从各个平台获取图像数据来填充纹理即可。
以Android平台为例,我们在原有接口基础上,做了桥接接口,供Unity平台使用:
////// Init ///public int NT_U3D_Init() { return DANIULIVE_RETURN_OK; } ////// 开始 /// 返回播放句柄 ///public long NT_U3D_Open() { if ( 0 != player_obj_.Call("Init", java_obj_cur_activity_) ) { return 0; } return player_obj_.Call("Open"); } ////// Register Game Object,用于消息传递 ///public int NT_U3D_Set_Game_Object(long handle, string gameObjectName) { return player_obj_.Call("SetGameObject", handle, gameObjectName); } ////// 设置H.264解码方式 false 软件解码 true 硬件解码 默认为false //////public int NT_U3D_SetVideoDecoderMode(long handle, int isHwDecoder) { return player_obj_.Call("SetPlayerVideoHWDecoder", handle, isHwDecoder); } ////// 设置H.265 解码方式 false 软件解码 true 硬件解码 默认为false //////public int NT_U3D_SetVideoHevcDecoderMode(long handle, int isHevcHwDecoder) { return player_obj_.Call("SetPlayerVideoHevcHWDecoder", handle, isHevcHwDecoder); } ////// 设置音频输出模式: if 0: 自动选择; if with 1: audiotrack模式 //////public int NT_U3D_SetAudioOutputType(long handle, int use_audiotrack) { return player_obj_.Call("SetAudioOutputType", handle, use_audiotrack); } ////// 设置播放端缓存大小, 默认200毫秒 //////public int NT_U3D_SetBuffer(long handle, int buffer) { return player_obj_.Call("SetBuffer", handle, buffer); } ////// 接口可实时调用:设置是否实时静音,1:静音; 0: 取消静音 //////public int NT_U3D_SetMute(long handle, int is_mute) { return player_obj_.Call("SetMute", handle, is_mute); } ////// 设置RTSP TCP模式, 1: TCP; 0: UDP //////public int NT_U3D_SetRTSPTcpMode(long handle, int is_using_tcp) { return player_obj_.Call("SetRTSPTcpMode", handle, is_using_tcp); } ////// 设置RTSP超时时间, timeout单位为秒,必须大于0 //////public int NT_U3D_SetRTSPTimeout(long handle, int timeout) { return player_obj_.Call("SetRTSPTimeout", handle, timeout); } ////// 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. ///////// 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("SetRTSPAutoSwitchTcpUdp", handle, is_auto_switch_tcp_udp); } ////// 设置快速启动该模式, //////public int NT_U3D_SetFastStartup(long handle, int is_fast_startup) { return player_obj_.Call("SetFastStartup", handle, is_fast_startup); } ////// 设置超低延迟模式 false不开启 true开启 默认false //////public int NT_U3D_SetPlayerLowLatencyMode(long handle, int mode) { return player_obj_.Call("SetPlayerLowLatencyMode", handle, mode); } ////// 设置视频垂直反转 /// is_flip: 0: 不反转, 1: 反转 //////public int NT_U3D_SetFlipVertical(long handle, int is_flip) { return player_obj_.Call("SetFlipVertical", handle, is_flip); } ////// 设置视频水平反转 /// is_flip: 0: 不反转, 1: 反转 //////public int NT_U3D_SetFlipHorizontal(long handle, int is_flip) { return player_obj_.Call("SetFlipHorizontal", handle, is_flip); } ////// 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 //////public int NT_U3D_SetRotation(long handle, int degress) { return player_obj_.Call("SetRotation", handle, degress); } ////// 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. /////////public int NT_U3D_SetReportDownloadSpeed(long handle, int is_report, int report_interval) { return player_obj_.Call("SetReportDownloadSpeed", handle, is_report, report_interval); } ////// 设置是否需要在播放或录像过程中快照 //////public int NT_U3D_SetSaveImageFlag(long handle, int is_save_image) { return player_obj_.Call("SetSaveImageFlag", handle, is_save_image); } ////// 播放或录像过程中快照 //////public int NT_U3D_SaveCurImage(long handle, string imageName) { return player_obj_.Call("SaveCurImage", handle, imageName); } ////// 播放或录像过程中,快速切换url //////public int NT_U3D_SwitchPlaybackUrl(long handle, string uri) { return player_obj_.Call("SwitchPlaybackUrl", handle, uri); } ////// 创建录像存储路径 //////public int NT_U3D_CreateFileDirectory(string path) { return player_obj_.Call("CreateFileDirectory", path); } ////// 设置录像存储路径 //////public int NT_U3D_SetRecorderDirectory(long handle, string path) { return player_obj_.Call("SetRecorderDirectory", handle, path); } ////// 设置单个录像文件大小 //////public int NT_U3D_SetRecorderFileMaxSize(long handle, int size) { return player_obj_.Call("SetRecorderFileMaxSize", handle, size); } ////// 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 ///////// 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("SetRecorderAudioTranscodeAAC", handle, is_transcode); } ////// 设置播放路径 ///public int NT_U3D_SetUrl(long handle, string url) { return player_obj_.Call("SetUrl", handle, url); } ////// 开始播放 ///public int NT_U3D_StartPlay(long handle) { return player_obj_.Call("StartPlay", handle); } ////// 获取YUV数据 ///public AndroidJavaObject NT_U3D_GetVideoFrame(long handle) { return player_obj_.Call("GetVideoFrame", handle); } ////// 停止播放 ///public int NT_U3D_StopPlay(long handle) { return player_obj_.Call("StopPlay", handle); } ////// 开始录像 ///public int NT_U3D_StartRecorder(long handle) { return player_obj_.Call("StartRecorder", handle); } ////// 停止录像 ///public int NT_U3D_StopRecorder(long handle) { return player_obj_.Call("StopRecorder", handle); } ////// 关闭播放 ///public int NT_U3D_Close(long handle) { return player_obj_.Call("Close", handle); } ////// UnInit Player ///public int NT_U3D_UnInit() { return DANIULIVE_RETURN_OK; }
Event传递,我们在unity3d里面解析相应的字串即可:
////// android 传递过来 code //////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)); switch (Convert.ToInt32(code)) { case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_STARTED: Debug.Log("开始。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CONNECTING: Debug.Log("连接中。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CONNECTION_FAILED: Debug.Log("连接失败。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CONNECTED: Debug.Log("连接成功。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_DISCONNECTED: Debug.Log("连接断开。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_STOP: Debug.Log("停止播放。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_RESOLUTION_INFO: Debug.Log("分辨率信息: width: " + Convert.ToInt32(param1) + ", height: " + Convert.ToInt32(param2)); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_NO_MEDIADATA_RECEIVED: Debug.Log("收不到媒体数据,可能是url错误。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_SWITCH_URL: Debug.Log("切换播放URL。。"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_CAPTURE_IMAGE: Debug.Log("快照: " + param1 + " 路径:" + param3); if (Convert.ToInt32(param1) == 0) { Debug.Log("截取快照成功。."); } else { Debug.Log("截取快照失败。."); } break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_RECORDER_START_NEW_FILE: Debug.Log("[record]开始一个新的录像文件 : " + param3); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_ONE_RECORDER_FILE_FINISHED: Debug.Log("[record]已生成一个录像文件 : " + param3); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_START_BUFFERING: Debug.Log("Start_Buffering"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_BUFFERING: Debug.Log("Buffering: " + Convert.ToInt32(param1)); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_STOP_BUFFERING: Debug.Log("Stop_Buffering"); break; case EVENTID.EVENT_DANIULIVE_ERC_PLAYER_DOWNLOAD_SPEED: Debug.Log("download_speed:" + param1 + "Byte/s" + ", " + (Convert.ToInt32(param1) * 8 / 1000) + "kbps" + ", " + (Convert.ToInt32(param1) / 1024) + "KB/s"); break; } }
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 url = input_url_.text.Trim(); if (!url.StartsWith("rtmp://") && !url.StartsWith("rtsp://")) { videoUrl = "rtmp://202.69.69.180:443/webcast/bshdlive-pc"; } else { videoUrl = url; } OpenPlayer(); if ( player_handle_ == 0 ) return; NT_U3D_Set_Game_Object(player_handle_, game_object_); NT_U3D_SetUrl(player_handle_, videoUrl); /* ++ 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_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 /* -- 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; }
开始播放后,native模块,回调yuv/rgb数据,unity3d模块,做相应的绘制处理即可。
private void Update() { if (!is_need_get_frame_) return; if (player_handle_ == 0) return; AndroidJavaObject u3d_video_frame_obj = NT_U3D_GetVideoFrame(player_handle_); if (u3d_video_frame_obj == null) return; VideoFrame converted_video_frame = ConvertToVideoFrame(u3d_video_frame_obj); if (converted_video_frame == null) return; if ( !is_need_init_texture_) { if (converted_video_frame.width_ != video_width_ || converted_video_frame.height_ != video_height_ || converted_video_frame.y_stride_ != y_row_bytes_ || converted_video_frame.u_stride_ != u_row_bytes_ || converted_video_frame.v_stride_ != v_row_bytes_) { is_need_init_texture_ = true; } } if (is_need_init_texture_) { if (InitYUVTexture(converted_video_frame)) { is_need_init_texture_ = false; } } UpdateYUVTexture(converted_video_frame); converted_video_frame = null; }
关闭播放:
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; }
以上是大概的实现流程,Unity环境下,实际测试时延,和 native直播模块相差无几,都是毫秒级延迟。Windows平台和iOS平台也是如此。