如何在Unity3d平台下低延迟播放RTMP或RTSP流

随着VR类、工业仿真、智慧城市等场景的快速发展,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:

    /// <summary>
    /// Init
    /// </summary>
    public int NT_U3D_Init()
    {
        return DANIULIVE_RETURN_OK;
    }

    /// <summary>
    /// 开始
    /// 返回播放句柄
    /// </summary>
    public long NT_U3D_Open()
    {
        if ( 0 != player_obj_.Call<int>("Init", java_obj_cur_activity_) )
        {
            return 0;
        }

        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>
    /// 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;
    }

Event传递,我们在unity3d里面解析相应的字串即可:

   /// <summary>
    /// android 传递过来 code
    /// </summary>
    /// <param name="code"></param>
    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。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、C币套餐、付费专栏及课程。

余额充值