技术背景
Unity平台下,RTSP、RTMP播放和RTMP推送,甚至包括轻量级RTSP服务这块都不再赘述,今天探讨的一位开发者提到的问题,如果在Unity下,实现RTSP播放的同时,随时转RTMP推送出去?
RTSP转RTMP,在原生环境下老早已经有了,这里,其实就是把原生的挪到Unity即可,相关流程如下:
技术实现
本文以Windows平台为例,在RTSP播放模块的基础上,加个RTSP转RTMP推送模块,废话不多说,上代码:
实时播放、停止播放
/** SmartPlayerWinMono.cs.cs* * Author: daniusdk.com* Created on 2017/04/19.*/
public void StartPlayer(int sel)
{Debug.Log("StartPlayer++, sel: " + sel);if (videoctrl[sel].is_playing_){Debug.Log("StartPlayer, already started.. sel: " + sel);return;}lock (videoctrl[sel].frame_lock_){videoctrl[sel].cur_video_frame_ = null;}if (!videoctrl[sel].is_recording_ && !videoctrl[sel].is_pulling_){if (!OpenPlayerHandle(sel)){Debug.LogError("call OpenPlayerHandle failed, sel:" + sel);return;}}if (is_enable_hardware_decoder_){NTSmartPlayerSDK.NT_SP_SetH264HardwareDecoder(videoctrl[sel].player_handle_, is_support_h264_hardware_decoder_ ? 1 : 0, 0);NTSmartPlayerSDK.NT_SP_SetH265HardwareDecoder(videoctrl[sel].player_handle_, is_support_h265_hardware_decoder_ ? 1 : 0, 0);}else{NTSmartPlayerSDK.NT_SP_SetH264HardwareDecoder(videoctrl[sel].player_handle_, 0, 0);NTSmartPlayerSDK.NT_SP_SetH265HardwareDecoder(videoctrl[sel].player_handle_, 0, 0);}//video frame callback (YUV/RGB)videoctrl[sel].sdk_video_frame_call_back_ = new VideoControl.SetVideoFrameCallBack(SDKVideoFrameCallBack);videoctrl[sel].video_frame_call_back_ = new SP_SDKVideoFrameCallBack(NT_SP_SetVideoFrameCallBack);NTSmartPlayerSDK.NT_SP_SetVideoFrameCallBack(videoctrl[sel].player_handle_, (Int32)NT.NTSmartPlayerDefine.NT_SP_E_VIDEO_FRAME_FORMAT.NT_SP_E_VIDEO_FRAME_FROMAT_I420, window_handle_, videoctrl[sel].video_frame_call_back_);UInt32 flag = NTSmartPlayerSDK.NT_SP_StartPlay(videoctrl[sel].player_handle_);if (flag == DANIULIVE_RETURN_OK){videoctrl[sel].is_need_get_frame_ = true;Debug.Log("NT_SP_StartPlay succeed, sel:" + sel);}else{videoctrl[sel].is_need_get_frame_ = false;Debug.LogError("NT_SP_StartPlay failed, sel:" + sel);}videoctrl[sel].is_playing_ = true;
}private void StopPlayer(int sel)
{Debug.Log("StopPlayer++, sel: " + sel);videoctrl[sel].is_need_get_frame_ = false;videoctrl[sel].is_need_init_texture_ = false;if (videoctrl[sel].player_handle_ == IntPtr.Zero){return;}UInt32 flag = NTSmartPlayerSDK.NT_SP_StopPlay(videoctrl[sel].player_handle_);if (flag == DANIULIVE_RETURN_OK){Debug.Log("call NT_SP_StopPlay succeed, sel: " + sel);}else{Debug.LogError("call NT_SP_StopPlay failed, sel: " + sel);}if (!videoctrl[sel].is_recording_ && !videoctrl[sel].is_pulling_){NTSmartPlayerSDK.NT_SP_Close(videoctrl[sel].player_handle_);videoctrl[sel].player_handle_ = IntPtr.Zero;}videoctrl[sel].is_playing_ = false;
}
如果需要转RTMP出去,首先拉流端,需要调用拉流接口:
开始拉流、停止拉流
public void StartPull(int sel)
{if (videoctrl[sel].is_pulling_){Debug.Log("StartPull, already started.. sel: " + sel);return;}if (!videoctrl[sel].is_playing_ && !videoctrl[sel].is_recording_ ){if (!OpenPlayerHandle(sel)){Debug.LogError("call OpenPlayerHandle failed, sel:" + sel);return;}}videoctrl[sel].pull_stream_video_data_call_back_ = new SP_SDKPullStreamVideoDataCallBack(OnVideoDataHandle);videoctrl[sel].pull_stream_audio_data_call_back_ = new SP_SDKPullStreamAudioDataCallBack(OnAudioDataHandle);NTSmartPlayerSDK.NT_SP_SetPullStreamVideoDataCallBack(videoctrl[sel].player_handle_, IntPtr.Zero, videoctrl[sel].pull_stream_video_data_call_back_);NTSmartPlayerSDK.NT_SP_SetPullStreamAudioDataCallBack(videoctrl[sel].player_handle_, IntPtr.Zero, videoctrl[sel].pull_stream_audio_data_call_back_);int is_transcode_aac = 1; //PCMA/PCMU/Speex格式转AAC后 再转发NTSmartPlayerSDK.NT_SP_SetPullStreamAudioTranscodeAAC(videoctrl[sel].player_handle_, is_transcode_aac);UInt32 ret = NTSmartPlayerSDK.NT_SP_StartPullStream(videoctrl[sel].player_handle_);if (NTBaseCodeDefine.NT_ERC_OK != ret){if (!videoctrl[sel].is_playing_ && !videoctrl[sel].is_recording_){NTSmartPlayerSDK.NT_SP_Close(videoctrl[sel].player_handle_);videoctrl[sel].player_handle_ = IntPtr.Zero;}return;}videoctrl[sel].is_pulling_ = true;
}public void StopPull(int sel)
{if (!videoctrl[sel].is_pulling_)return;NTSmartPlayerSDK.NT_SP_StopPullStream(videoctrl[sel].player_handle_);if (!videoctrl[sel].is_playing_ && !videoctrl[sel].is_recording_){NTSmartPlayerSDK.NT_SP_Close(videoctrl[sel].player_handle_);videoctrl[sel].player_handle_ = IntPtr.Zero;}videoctrl[sel].is_pulling_ = false;
}
拉流设置的时候,需要注意的是,如果是其他比如PCMA、PCMU的,考虑到通用性,可以转AAC后再回调数据上来,此外,拉流或播放的时候,判断是不是已经打开了RTSP URL,确保同一路流在一个实例内,不要开两个实例,占用额外的资源。
此外,关闭播放或拉流的时候,需要判断是不是处于拉流或播放状态,只要二者有一个还没关闭,实例就无法关闭。
开始转推RTMP、停止转推:
public bool StartPush(int sel, String url)
{if (videoctrl[sel].is_pushing_)return false;if (String.IsNullOrEmpty(url))return false;if (!OpenPushHandle(sel))return false;if (GetPushHandle(sel) == IntPtr.Zero)return false;IntPtr push_handle = GetPushHandle(sel);if (NTBaseCodeDefine.NT_ERC_OK != NTSmartPublisherSDK.NT_PB_SetURL(push_handle, url, IntPtr.Zero)){NTSmartPublisherSDK.NT_PB_Close(push_handle);SetPushHandle(sel, IntPtr.Zero);return false;}if (NTBaseCodeDefine.NT_ERC_OK != NTSmartPublisherSDK.NT_PB_StartPublisher(push_handle, IntPtr.Zero)){NTSmartPublisherSDK.NT_PB_Close(push_handle);SetPushHandle(sel, IntPtr.Zero);return false;}videoctrl[sel].is_pushing_ = true;return true;
}public void StopPush(int sel)
{if (!videoctrl[sel].is_pushing_)return;videoctrl[sel].is_pushing_ = false;lock (videoctrl[sel].push_handle_mutex_){if (videoctrl[sel].push_handle_ == IntPtr.Zero)return;NTSmartPublisherSDK.NT_PB_StopPublisher(videoctrl[sel].push_handle_);NTSmartPublisherSDK.NT_PB_Close(videoctrl[sel].push_handle_);videoctrl[sel].push_handle_ = IntPtr.Zero;}
}
音视频数据回调
private void OnVideoDataHandle(IntPtr handle, IntPtr user_data,UInt32 video_codec_id, IntPtr data, UInt32 size,IntPtr info, IntPtr reserve)
{int cur_sel = -1;for ( int i = 0; i < videoctrl.Length; i++){if(handle == videoctrl[i].player_handle_){cur_sel = i;break;}}if (cur_sel < 0)return;if (!videoctrl[cur_sel].is_pushing_)return;if (data == IntPtr.Zero)return;if (size < 1)return;if (info == IntPtr.Zero)return;NT_SP_PullStreamVideoDataInfo video_info = (NT_SP_PullStreamVideoDataInfo)Marshal.PtrToStructure(info, typeof(NT_SP_PullStreamVideoDataInfo));lock (videoctrl[cur_sel].push_handle_mutex_){if (!videoctrl[cur_sel].is_pushing_)return;if (videoctrl[cur_sel].push_handle_ == IntPtr.Zero)return;//新接口NTSmartPublisherSDK.NT_PB_PostVideoEncodedDataV2(videoctrl[cur_sel].push_handle_, video_codec_id,data, size, video_info.is_key_frame_, video_info.timestamp_, video_info.presentation_timestamp_);}
}private void OnAudioDataHandle(IntPtr handle, IntPtr user_data,UInt32 audio_codec_id, IntPtr data, UInt32 size,IntPtr info, IntPtr reserve)
{int cur_sel = -1;for (int i = 0; i < videoctrl.Length; i++){if (handle == videoctrl[i].player_handle_){cur_sel = i;break;}}if (cur_sel < 0)return;if (!videoctrl[cur_sel].is_pushing_)return;if (data == IntPtr.Zero)return;if (size < 1)return;if (info == IntPtr.Zero)return;NT_SP_PullStreamAuidoDataInfo audio_info = (NT_SP_PullStreamAuidoDataInfo)Marshal.PtrToStructure(info, typeof(NT_SP_PullStreamAuidoDataInfo));lock (videoctrl[cur_sel].push_handle_mutex_){if (!videoctrl[cur_sel].is_pushing_)return;if (videoctrl[cur_sel].push_handle_ == IntPtr.Zero)return;NTSmartPublisherSDK.NT_PB_PostAudioEncodedData(videoctrl[cur_sel].push_handle_, audio_codec_id, data, size,audio_info.is_key_frame_, audio_info.timestamp_,audio_info.parameter_info_, audio_info.parameter_info_size_);}
}
总结
实际上,Unity环境下的RTSP转RTMP推送,相对RTMP、RTSP播放或推流,对接更容易,因为基本不涉及到页面交互,感兴趣的开发者可以尝试看。