一、准备工作
使用到的插件:ffmpeg 和 ScreenCapturerRecorder。
ffmpeg 录屏的核心,ScreenCapturerRecorder是对ffmpeg的扩充插件。
ffmpeg 放在工程的StreamingAssets中,如图:
ScreenCapturerRecorder直接安装就行,装完桌面会有一个这样的图标:
弄好这两个东西基本就准备好了。
二、功能逻辑
调用ffmpeg的逻辑,是使用命令行的方式,具体可参考文章:https://blog.csdn.net/qq_21397217/article/details/80537263
// 参数:-b比特率 -r帧率 -s分辨率 文件路径 文件名
//private const string FFARGS_DSHOW = "-f dshow -i video=\"screen-capture-recorder\" -f dshow -i audio=\"virtual-audio-capturer\" -y -preset ultrafast -rtbufsize 3500k -b:v {0} -r {1} -s {2} \"{3}\"/{4}.mp4";
//+麦克风
private string FFARGS_DSHOW = "-f dshow -i video=\"screen-capture-recorder\" -f dshow -i audio=\"" + GMRecordManager.audioDevice + "\" -y -preset ultrafast -rtbufsize 3500k -b:v {0} -r {1} -s {2} \"{3}\"/{4}.mp4";
screen-capture-recorder 和 screen-capture-recorder 就是virtual-audio-capturer插件对截取视频、音频的扩展,因为ffmpeg 自带抓屏只能抓取指定窗口。
GMRecordManager.audioDevice 是自定义变量,获取的是当前接入的麦克风设备。
录像机逻辑:
public class FFRecorder : MonoBehaviour
{
#region 模拟控制台信号需要使用的DLL
[DllImport("kernel32.dll")]
static extern bool GenerateConsoleCtrlEvent(int dwCtrlEvent, int dwProcessGroupId);
[DllImport("kernel32.dll")]
static extern bool SetConsoleCtrlHandler(IntPtr handlerRoutine, bool add);
[DllImport("kernel32.dll")]
static extern bool AttachConsole(int dwProcessId);
[DllImport("kernel32.dll")]
static extern bool FreeConsole();
#endregion
#region 设置菜单
public enum RecordType
{
GDIGRAB,
DSHOW
}
public enum Bitrate
{
_1000k,
_1500k,
_2000k,
_2500k,
_3000k,
_3500k,
_4000k,
_5000k,
_8000k
}
public enum Framerate
{
_14,
_24,
_30,
_45,
_60
}
public enum Resolution
{
_1280x720,
_1920x1080,
_Auto
}
public enum OutputPath
{
Desktop,
StreamingAsset,
DataPath,
Custom
}
#endregion
#region 成员
[Tooltip("启用Debug则显示CMD窗口,否则不显示。")]
[SerializeField]
private bool _debug = false;
[Tooltip("DSHOW - 录制全屏 \nGUIGRAB - 录制游戏窗口(仅用于发布版)")]
public RecordType recordType = RecordType.DSHOW;
public Resolution resolution = Resolution._1280x720;
public Framerate framerate = Framerate._24;
public Bitrate bitrate = Bitrate._1500k;
public OutputPath outputPath = OutputPath.Desktop;
public string customOutputPath = @"D:/Records";
public string fileName = string.Empty;
public bool IsRecording { get { return _isRecording; } }
/** ffmpeg参数说明
* -f :格式
* gdigrab :ffmpeg内置的用于抓取Windows桌面的方法,支持抓取指定名称的窗口
* dshow :依赖于第三方软件Screen Capture Recorder(后面简称SCR)
* -i :输入源
* title :要录制的窗口的名称,仅用于GDIGRAB方式
* video :视频播放硬件名称或者"screen-capture-recorder",后者依赖SCR
* audio :音频播放硬件名称或者"virtual-audio-capturer",后者依赖SCR
* -preset ultrafast :以最快的速度进行编码,生成的视频文件大
* -c:v :视频编码方式
* -c:a :音频编码方式
* -b:v :视频比特率
* -r :视频帧率
* -s :视频分辨率
* -y :输出文件覆盖已有文件不提示
*
* FFMPEG官方文档:http://ffmpeg.org/ffmpeg-all.html
* Screen Capture Recorder主页:https://github.com/rdp/screen-capture-recorder-to-video-windows-free
*/
// 参数:窗口名称 -b比特率 -r帧率 -s分辨率 文件路径 文件名
private const string FFARGS_GDIGRAB = "-f gdigrab -i title={0} -f dshow -i audio=\"virtual-audio-capturer\" -y -preset ultrafast -rtbufsize 3500k -b:v {1} -r {2} -s {3} \"{4}\"/{5}.mp4";
// 参数:-b比特率 -r帧率 -s分辨率 文件路径 文件名
//private const string FFARGS_DSHOW = "-f dshow -i video=\"screen-capture-recorder\" -f dshow -i audio=\"virtual-audio-capturer\" -y -preset ultrafast -rtbufsize 3500k -b:v {0} -r {1} -s {2} \"{3}\"/{4}.mp4";
//+麦克风
private string FFARGS_DSHOW = "-f dshow -i video=\"screen-capture-recorder\" -f dshow -i audio=\"" + GMRecordManager.audioDevice + "\" -y -preset ultrafast -rtbufsize 3500k -b:v {0} -r {1} -s {2} \"{3}\"/{4}.mp4";
//private const string FFARGS_DSHOW = "-f dshow -i video=\"screen-capture-recorder\" -f dshow -i audio=\"麦克风 (Realtek(R) Audio)\" -y -preset ultrafast -rtbufsize 3500k -b:v {0} -r {1} -s {2} \"{3}\"/{4}.mp4";
private string _ffpath;
private string _ffargs;
private int _pid;
private bool _isRecording = false;
#endregion
#if UNITY_EDITOR
private void OnValidate()
{
if (_debug) UnityEngine.Debug.Log("FFRecorder - CMD窗口已启用。");
else UnityEngine.Debug.Log("FFRecorder - CMD窗口已禁用。");
if (recordType == RecordType.GDIGRAB)
{
UnityEngine.Debug.Log("FFRecorder - 使用【GDIGRAB】模式录制当前窗口。");
UnityEngine.Debug.LogError("FFRecorder - 【GDIGRAB】模式在编辑器中不可用。");
}
else if (recordType == RecordType.DSHOW)
{
UnityEngine.Debug.Log("FFRecorder - 使用【DSHOW】模式录制全屏。");
}
}
#endif
public void StartRecording()
{
if (_isRecording)
{
UnityEngine.Debug.LogError("FFRecorder::StartRecording - 当前已有录制进程。");
return;
}
// 杀死已有的ffmpeg进程,不要加.exe后缀
Process[] goDie = Process.GetProcessesByName("ffmpeg");
foreach (Process p in goDie) p.Kill();
// 解析设置,如果设置正确,则开始录制
bool validSettings = ParseSettings();
if (validSettings)
{
UnityEngine.Debug.Log("FFRecorder::StartRecording - 执行命令:" + _ffpath + " " + _ffargs);
StartCoroutine(IERecording());
}
else
{
UnityEngine.Debug.LogError("FFRecorder::StartRecording - 设置不当,录制取消,请检查控制台输出。");
}
}
public void StopRecording(Action _OnStopRecording)
{
if (!_isRecording)
{
UnityEngine.Debug.LogError("FFRecorder::StopRecording - 当前没有录制进程,已取消操作。");
return;
}
StartCoroutine(IEExitCmd(_OnStopRecording));
}
private bool ParseSettings()
{
_ffpath = Application.streamingAssetsPath + "/ffmpeg/ffmpeg.exe";
if (string.IsNullOrEmpty(fileName))
{
fileName = Application.productName + "_" + DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss");
}
// 分辨率
string s;
if (resolution == Resolution._1280x720)
{
int w = 1280;
int h = 720;
if (Screen.width < w)
{
w = Screen.width;
UnityEngine.Debug.LogWarning(string.Format("录制水平分辨率大于屏幕水平分辨率,已自动缩小为{0}。", w));
}
if (Screen.height < h)
{
h = Screen.height;
UnityEngine.Debug.LogWarning(string.Format("录制垂直分辨率大于屏幕垂直分辨率,已自动缩小为{0}。", h));
}
s = w.ToString() + "x" + h.ToString();
}
else if (resolution == Resolution._1920x1080)
{
int w = 1920;
int h = 1080;
if (Screen.width < w)
{
w = Screen.width;
UnityEngine.Debug.LogWarning(string.Format("录制水平分辨率大于屏幕水平分辨率,已自动缩小为{0}。", w));
}
if (Screen.height < h)
{
h = Screen.height;
UnityEngine.Debug.LogWarning(string.Format("录制垂直分辨率大于屏幕垂直分辨率,已自动缩小为{0}。", h));
}
s = w.ToString() + "x" + h.ToString();
}
else /*(resolution == Resolution._Auto)*/
{
s = Screen.width.ToString() + "x" + Screen.height.ToString();
}
// 帧率
string r = framerate.ToString().Remove(0, 1);
// 比特率
string b = bitrate.ToString().Remove(0, 1);
// 输出位置
string output;
if (outputPath == OutputPath.Desktop) output = Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + "/" + Application.productName + "_Records";
else if (outputPath == OutputPath.DataPath) output = Application.dataPath + "/" + Application.productName + "_Records";
else if (outputPath == OutputPath.StreamingAsset) output = Application.streamingAssetsPath + "/" + Application.productName + "_Records";
else /*(outputPath == OutputPath.Custom)*/ output = customOutputPath;
// 命令行参数
if (recordType == RecordType.GDIGRAB)
{
_ffargs = string.Format(FFARGS_GDIGRAB, Application.productName, b, r, s, output, fileName);
}
else /*(recordType == RecordType.DSHOW)*/
{
_ffargs = string.Format(FFARGS_DSHOW, b, r, s, output, fileName);
}
// 创建输出文件夹
if (!System.IO.Directory.Exists(output))
{
try
{
System.IO.Directory.CreateDirectory(output);
}
catch (Exception e)
{
UnityEngine.Debug.LogError("FFRecorder::ParseSettings - " + e.Message);
return false;
}
}
return true;
}
// 不一定要用协程
private IEnumerator IERecording()
{
yield return null;
Process ffp = new Process();
ffp.StartInfo.FileName = _ffpath; // 进程可执行文件位置
ffp.StartInfo.Arguments = _ffargs; // 传给可执行文件的命令行参数
ffp.StartInfo.CreateNoWindow = !_debug; // 是否显示控制台窗口
ffp.StartInfo.UseShellExecute = _debug; // 是否使用操作系统Shell程序启动进程
ffp.StartInfo.Verb = "runas";
// 开始进程
_isRecording = ffp.Start();
_pid = ffp.Id;
}
private IEnumerator IEExitCmd(Action _OnStopRecording)
{
// 将当前进程附加到pid进程的控制台
AttachConsole(_pid);
// 将控制台事件的处理句柄设为Zero,即当前进程不响应控制台事件
// 避免在向控制台发送【Ctrl C】指令时连带当前进程一起结束
SetConsoleCtrlHandler(IntPtr.Zero, true);
// 向控制台发送 【Ctrl C】结束指令
// ffmpeg会收到该指令停止录制
GenerateConsoleCtrlEvent(0, 0);
// ffmpeg不能立即停止,等待一会,否则视频无法播放
yield return new WaitForSeconds(3.0f);
// 卸载控制台事件的处理句柄,不然之后的ffmpeg调用无法正常停止
SetConsoleCtrlHandler(IntPtr.Zero, false);
// 剥离已附加的控制台
FreeConsole();
_isRecording = false;
if (_OnStopRecording != null)
{
_OnStopRecording();
}
}
// 程序结束时要杀掉后台的录制进程,但这样会导致输出文件无法播放
private void OnDestroy()
{
if (_isRecording)
{
try
{
UnityEngine.Debug.LogError("FFRecorder::OnDestroy - 录制进程非正常结束,输出文件可能无法播放。");
Process.GetProcessById(_pid).Kill();
}
catch (Exception e)
{
UnityEngine.Debug.LogError("FFRecorder::OnDestroy - " + e.Message);
}
}
}
}
然后就是对录像机的调用,首先开启录像机
public void OpenVCR(long recordID)
{
if (CreateVCR(recordingsVideoPath, recordID.ToString()))
{
if (ffRecorder != null)
{
ffRecorder.StartRecording();
}
}
}
其中 recordingsVideoPath 即为要保存的视频地址
CreateVCR创建一个录像机
/// <summary>
/// 创建一个录像机
/// </summary>
/// <param name="outputFolderPath">保存路径</param>
/// <param name="autoFilenamePrefix">文件前缀</param>
/// <param name="type">录像类型</param>
/// <param name="downScale">分辨率精度系数</param>
/// <param name="frameRate">帧率</param>
/// <returns></returns>
private bool CreateVCR(string outputFolderPath, string fileName, bool audioEnable = true)
{
Debug.Log("检查录屏条件");
if (string.IsNullOrEmpty(outputFolderPath))
{
Debug.LogWarning("请先设置保存路径!");
return false;
}
customOutputPath = outputFolderPath + @"/";
if (!Directory.Exists(customOutputPath))
{
Directory.CreateDirectory(customOutputPath);
}
if (ffRecorder == null)
{
ffRecorder = this.gameObject.AddComponent<FFRecorder>();
ffRecorder.recordType = FFRecorder.RecordType.DSHOW;
ffRecorder.resolution = FFRecorder.Resolution._Auto;
ffRecorder.customOutputPath = customOutputPath;
}
ffRecorder.outputPath = FFRecorder.OutputPath.Custom;
ffRecorder.fileName = fileName;
ffRecorder.framerate = FFRecorder.Framerate._30;
ffRecorder.bitrate = FFRecorder.Bitrate._2500k;
Debug.Log("CreateVCR Success");
return true;
}
录完接下来就需要关闭录像机,注意:不能直接停掉Unity的运行
public void CloseVCR(bool bSave = false)
{
if (ffRecorder == null || !ffRecorder.IsRecording)
{
return;
}
this.bSave = bSave;
ffRecorder.StopRecording(() => {
UnityEngine.Debug.Log("CloseVCR");
if (!this.bSave)
{
File.Delete(customOutputPath + ffRecorder.fileName + ".mp4");
}
else
{
UnityEngine.Debug.Log("VCRPath: " + customOutputPath + ffRecorder.fileName + ".mp4");
}
});
}
来看下效果,这个就是使用上面方法录出来的视频。
三、资源分享
我写的测试工程,大家可以拿去参考一下:
https://download.csdn.net/download/YasinXin/12095470
另附ScreenCapturerRecorder插件下载链接:
来源:CSDN
作者:辛羊华
链接:https://blog.csdn.net/YasinXin/article/details/103925736