unity5.6.1 videoPlayer

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unity5.6开始增加了videoPlayer,使得视频播放相对比较简单,项目需求进行了一下研究应用,也遇到很多坑,Google 百度一下发现确实有这些问题,一些简单问题如下:

1)播放无声音

2)通过slider控制播放进度

3)视频截图(texture->texture2d)

4)视频结束时事件激活

基本上无太大问题,以上四个问题解决方案在下文红色文字区域,先介绍一下video Player应用,后续对这四个问题进行解决(代码之后有更新)。

 

(一)新建video Player 可以在ui下田间video Play组建,也可以直接右键-video-videoplayer,添加后可以看到如下图所示的组件

本文主要重点说一下一下参数:source有两种模式clip模式和url模式,clip则可以直接通过videoClip进行播放,url则可以通过url进行播放。renderMode为渲染模式,既可以为camera,material等,如果是使用ui播放的选用render texture,本文采用此模式。audioOutputMode有三种,none模式,direct模式(没尝试)和audiosource模式,本文采用audiosource模式,采用此模式时只需要将audiosource组建拖入上图中videoPlayer中的audiosource参数槽中即可,不需要任何处理,但有时会出现拖入后videoPlayer中的audiosource参数槽消失,且无声音播放,所以一般采用代码添加,如下所示:

 

      //代码添加
        videoPlayer = gameObject.AddComponent<VideoPlayer>();
        //videoPlayer = gameObject.GetComponent<VideoPlayer>();
        audioSource = gameObject.AddComponent<AudioSource>();
        //audioSource = gameObject.GetComponent<AudioSource>();
        videoPlayer.playOnAwake = false;
        audioSource.playOnAwake = false;
        audioSource.Pause();

 

(二)视频播放的控制与音频/动画播放类似,videoPlayer有play/pause等方法,具体可以参见后面完整代码。

          在调用视频播放结束时事件loopPointReached(此处为借鉴别人称呼,此事件其实并不是视频播放结束时的事件),顾名思义,此事件为达到视频播放循环点时的事件,即当videoplay 的isLooping属性为true(即循环播放视频)时,视频结束时调用此方法,所以当视频非循环播放时,此事件在视频结束时调用不到。要想调用此方法可以把视频设置为循环播放,在loopPointReached指定的事件中停止播放视频

(三)关于视频播放的ui选择问题,选用render texture时需要指定target texture。

       1)在project面板上create-renderTexture,并把新建的renderTexture拖到videoplayer相应的参数槽上

       2)在Hierarchy面板上新建ui-RawImage,并把上一步新建的renderTexture拖到RawImage的texture上即可。

       其实可以不用这么处理,videoPlayer有texture变量,直接在update里面把texture值赋给RawImage的texture即可,代码如下

rawImage.texture = videoPlayer.texture;

      视频截图时可以通过videoPlayer.texture,把图像保存下来不过需要把texture转变为texture2d,虽然后者继承在前者,但是无法强制转货回去,转换以及存储图片代码如下:

   private void SaveRenderTextureToPNG(Texture inputTex, string file)
    {
        RenderTexture temp = RenderTexture.GetTemporary(inputTex.width, inputTex.height, 0, RenderTextureFormat.ARGB32);
        Graphics.Blit(inputTex, temp);
        Texture2D tex2D = GetRTPixels(temp);
        RenderTexture.ReleaseTemporary(temp);
        File.WriteAllBytes(file, tex2D.EncodeToPNG());
    }

    private Texture2D GetRTPixels(RenderTexture rt)
    {
        RenderTexture currentActiveRT = RenderTexture.active;
        RenderTexture.active = rt;
        Texture2D tex = new Texture2D(rt.width, rt.height);
        tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
        RenderTexture.active = currentActiveRT;
        return tex;
    }

 

最后说一下通过slider控制视频播放进度的问题,

通过slider控制视频播放存在两个问题,一方面在update实时把videoPlayer.time 赋值给slider,一方面需要把slider的value反馈给time,如果用slider的OnValueChanged(float value) 方法则存在矛盾,导致问题。所以可以通过UI事件的BeginDrag和EndDrag事件

事件进行,即当BeginDrag时,停止给slider赋值,当EndDrag时重新开始赋值。如下图所示

 全代码

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;

public class VideoController : MonoBehaviour {
    public GameObject screen;
    public Text videoLength;
    public Text currentLength;
    public Slider volumeSlider;
    public Slider videoSlider;

    private string video1Url;
    private string video2Url;
    private VideoPlayer videoPlayer;
    private AudioSource audioSource;
    private RawImage videoScreen;
    private float lastCountTime = 0;
    private float totalPlayTime = 0;
    private float totalVideoLength = 0;

    private bool b_firstVideo = true;
    private bool b_adjustVideo = false;
    private bool b_skip = false;
    private bool b_capture = false;

    private string imageDir =@"D:\\test\\Test\\bwadmRe";

    // Use this for initialization
    void Start () {
        videoScreen = screen.GetComponent<RawImage>();
        string dir = Path.Combine(Application.streamingAssetsPath,"Test");
        video1Url = Path.Combine(dir, "01.mp4");
        video2Url = Path.Combine(dir, "02.mp4");

        //代码添加
        videoPlayer = gameObject.AddComponent<VideoPlayer>();
        //videoPlayer = gameObject.GetComponent<VideoPlayer>();
        audioSource = gameObject.AddComponent<AudioSource>();
        //audioSource = gameObject.GetComponent<AudioSource>();
        videoPlayer.playOnAwake = false;
        audioSource.playOnAwake = false;
        audioSource.Pause();

        videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
        videoPlayer.SetTargetAudioSource(0, audioSource);

        VideoInfoInit(video1Url);
        videoPlayer.loopPointReached += OnFinish;
    }

    #region private method
    private void VideoInfoInit(string url)
    {
        videoPlayer.source = VideoSource.Url;
        videoPlayer.url = url;        

        videoPlayer.prepareCompleted += OnPrepared;
        videoPlayer.isLooping = true;
        
        videoPlayer.Prepare();
    }

    private void OnPrepared(VideoPlayer player)
    {
        player.Play();
        totalVideoLength = videoPlayer.frameCount / videoPlayer.frameRate;
        videoSlider.maxValue = totalVideoLength;
        videoLength.text = FloatToTime(totalVideoLength);

        lastCountTime = 0;
        totalPlayTime = 0;
    }

    private string FloatToTime(float time)
    {
        int hour = (int)time / 3600;
        int min = (int)(time - hour * 3600) / 60;
        int sec = (int)(int)(time - hour * 3600) % 60;
        string text = string.Format("{0:D2}:{1:D2}:{2:D2}", hour, min, sec);
        return text;
    }

    private IEnumerator PlayTime(int count)
    {
        for(int i=0;i<count;i++)
        {
            yield return null;
        }
        videoSlider.value = (float)videoPlayer.time;
        //videoSlider.value = videoSlider.maxValue * (time / totalVideoLength);
    }

    private void OnFinish(VideoPlayer player)
    {
        Debug.Log("finished");        
    }

    private void SaveRenderTextureToPNG(Texture inputTex, string file)
    {
        RenderTexture temp = RenderTexture.GetTemporary(inputTex.width, inputTex.height, 0, RenderTextureFormat.ARGB32);
        Graphics.Blit(inputTex, temp);
        Texture2D tex2D = GetRTPixels(temp);
        RenderTexture.ReleaseTemporary(temp);
        File.WriteAllBytes(file, tex2D.EncodeToPNG());
    }

    private Texture2D GetRTPixels(RenderTexture rt)
    {
        RenderTexture currentActiveRT = RenderTexture.active;
        RenderTexture.active = rt;
        Texture2D tex = new Texture2D(rt.width, rt.height);
        tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
        RenderTexture.active = currentActiveRT;
        return tex;
    }
    #endregion

    #region public method
    //开始
    public void OnStart()
    {
        videoPlayer.Play();
    }
    //暂停
    public void OnPause()
    {
        videoPlayer.Pause();
    }
    //下一个
    public void OnNext()
    {
        string nextUrl = b_firstVideo ? video2Url : video1Url;
        b_firstVideo = !b_firstVideo;

        videoSlider.value = 0;
        VideoInfoInit(nextUrl);
    }
    //音量控制
    public void OnVolumeChanged(float value)
    {
        audioSource.volume = value;
    }
    //视频控制
    public void OnVideoChanged(float value)
    {
        //videoPlayer.time = value;
        //print(value);
        //print(value);
    }
    public void OnPointerDown()
    {
        b_adjustVideo = true;
        b_skip = true;
        videoPlayer.Pause();
        //OnVideoChanged();
        //print("down");
    }
    public void OnPointerUp()
    {
        videoPlayer.time = videoSlider.value;

        videoPlayer.Play();
        b_adjustVideo = false;  
        //print("up");
    }
    public void OnCapture()
    {
        b_capture = true;
    }
    #endregion

    // Update is called once per frame
    void Update () {
        if (videoPlayer.isPlaying)
        {            
            videoScreen.texture = videoPlayer.texture;
            float time = (float)videoPlayer.time;
            currentLength.text = FloatToTime(time);

            if(b_capture)
            {
                string name = DateTime.Now.Minute.ToString() + "_" + DateTime.Now.Second.ToString() + ".png";
                SaveRenderTextureToPNG(videoPlayer.texture,Path.Combine(imageDir,name));                
                b_capture = false;
            }

            if(!b_adjustVideo)
            {
                totalPlayTime += Time.deltaTime;
                if (!b_skip)
                {
                    videoSlider.value = (float)videoPlayer.time;
                    lastCountTime = totalPlayTime;
                }                
                if (totalPlayTime - lastCountTime >= 0.8f)
                {
                    b_skip = false;
                }
            }
            //StartCoroutine(PlayTime(15));   
            
        }
    }
}

 

 

 

如果使用插件AVPro Video所有问题不是问题

 

 

 

//-----------------------------------------2018_11_29-----------------------------------------------//

版本为2018.2.14,在新版本中videoplayer已经不存在上述问题。

通过下述两个事件可以添加时间时间和帧时间,但是帧事件要设置sendFrameReadyEvents=true

    public event TimeEventHandler clockResyncOccurred;
    public event FrameReadyEventHandler frameReady;   

 

 

代码更新

using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Video;
using UnityEngine;
using UnityEngine.EventSystems;
/// <summary>
/// 视频播放控制脚本
/// </summary>
public class CustomerVideoPlayer : MonoBehaviour
{
    public RawImage rawImage;
    public Button btnPlay;
    public Button btnPause;
    public Button btnFornt;
    public Button btnBack;
    public Button btnNext;
    public Slider sliderVolume;
    public Slider sliderVideo;
    public Text txtVolume;
    public Text txtProgress;
    public Text txtCurrentProgress;

    //需要添加播放器的物体
    public GameObject obj;
    //是否拿到视频总时长
    public bool isShow;
    //前进后退的大小
    public float numBer = 20f;

    //时 分的转换
    private int hour, min;
    private float time;
    private float time_Count;
    private float time_Current;
    private bool isVideo;
    private VideoPlayer vPlayer;
    private AudioSource source;
    private string urlNetWork = @"D:\\001.mp4";

    void Start()
    {
        //一定要动态添加这两个组件,要不然会没声音
        vPlayer = obj.AddComponent<VideoPlayer>();
        source = obj.AddComponent<AudioSource>();

        vPlayer.playOnAwake = false;
        source.playOnAwake = false;
        source.Pause();

        btnPlay.onClick.AddListener(delegate { OnClick(0); });
        btnPause.onClick.AddListener(delegate { OnClick(1); });
        btnFornt.onClick.AddListener(delegate { OnClick(2); });
        btnBack.onClick.AddListener(delegate { OnClick(3); });
        btnNext.onClick.AddListener(delegate { OnClick(4); });

        sliderVolume.value = source.volume;

        txtVolume.text = string.Format("{0:0}%", source.volume * 100);

        Init(urlNetWork);
    }

    /// <summary>
    /// 初始化信息
    /// </summary>
    /// <param name="url"></param>
    private void Init(string url)
    {
        isVideo = true;
        isShow = true;

        time_Count = 0;
        time_Current = 0;
        sliderVideo.value = 0;

        //设置为URL模式
        vPlayer.source = VideoSource.Url;
        vPlayer.url = url;
        vPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
        vPlayer.SetTargetAudioSource(0, source);

        vPlayer.prepareCompleted += OnPrepared;

        vPlayer.Prepare();
    }

    /// <summary>
    /// 声音设置
    /// </summary>
    /// <param name="value"></param>
    public void AdjustVolume(float value)
    {
        source.volume = value;
        txtVolume.text = string.Format("{0:0}%", value * 100);
    }

    /// <summary>
    /// 调整进度
    /// </summary>
    /// <param name="value"></param>
    public void AdjustVideoProgress(float value)
    {
        if (vPlayer.isPrepared)
        {
            vPlayer.time = (long)value;
            time = (float)vPlayer.time;
            hour = (int)time / 60;
            min = (int)time % 60;

            txtProgress.text = string.Format("{0:D2}:{1:D2}", hour.ToString(), min.ToString());
        }
    }

    /// <summary>
    /// 视频控制
    /// </summary>
    /// <param name="num"></param>
    private void OnClick(int num)
    {
        switch (num)
        {
            case 0:
                vPlayer.Play();
                Time.timeScale = 1;
                break;
            case 1:
                vPlayer.Pause();
                Time.timeScale = 0;
                break;
            case 2:
                sliderVideo.value = sliderVideo.value + numBer;
                break;
            case 3:
                sliderVideo.value = sliderVideo.value - numBer;
                break;
            case 4:
                vPlayer.Stop();
                Init(urlNetWork);
                break;
            default:
                break;
        }
    }

    void OnPrepared(VideoPlayer player)
    {
        player.Play();
        sliderVideo.onValueChanged.AddListener(delegate { AdjustVideoProgress(sliderVideo.value); });
    }

    void Update()
    {
        if (vPlayer.isPlaying && isShow)
        {
            rawImage.texture = vPlayer.texture;
            //帧数/帧速率=总时长    如果是本地直接赋值的视频,我们可以通过VideoClip.length获取总时长
            sliderVideo.maxValue = vPlayer.frameCount / vPlayer.frameRate;

            time = sliderVideo.maxValue;
            hour = (int)time / 60;
            min = (int)time % 60;
            txtCurrentProgress.text = string.Format("/  {0:D2}:{1:D2}", hour.ToString(), min.ToString());

            //sliderVideo.onValueChanged.AddListener(delegate { ChangeVideo(sliderVideo.value); });
            isShow = !isShow;
        }


        
        if (Mathf.Abs((int)vPlayer.time - (int)sliderVideo.maxValue) == 0)
        {

            vPlayer.frame = (long)vPlayer.frameCount;
            vPlayer.Stop();
            isVideo = false;
            return;
        }
        else if(isVideo && vPlayer.isPlaying)
        {
            time_Count += Time.deltaTime;

            if ((time_Count - time_Current) >= 1)
            {
                sliderVideo.value += 1;
                time_Current = time_Count;
            }
        }
    }
}

 

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