Exemple #1
0
        /// <summary>
        /// Initialize the underlying WebRTC peer connection.
        /// </summary>
        /// <remarks>
        /// This method must be called once before using the peer connection. If <see cref="AutoInitializeOnStart"/>
        /// is <c>true</c> then it is automatically called during <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html">MonoBehaviour.Start()</a>.
        ///
        /// This method is asynchronous and completes its task when the initializing completed.
        /// On successful completion, it also trigger the <see cref="OnInitialized"/> event.
        /// Note however that this completion is free-threaded and complete immediately when the
        /// underlying peer connection is initialized, whereas any <see cref="OnInitialized"/>
        /// event handler is invoked when control returns to the main Unity app thread. The former
        /// is faster, but does not allow accessing the underlying peer connection because it
        /// returns before <see cref="OnPostInitialize"/> executed. Therefore it is generally
        /// recommended to listen to the <see cref="OnInitialized"/> event, and ignore the returned
        /// <see xref="System.Threading.Tasks.Task"/> object.
        ///
        /// If the peer connection is already initialized, this method returns immediately with
        /// a <see xref="System.Threading.Tasks.Task.CompletedTask"/> object. The caller can check
        /// that the <see cref="Peer"/> property is non-<c>null</c> to confirm that the connection
        /// is in fact initialized.
        /// </remarks>
        private Task InitializeAsync(CancellationToken token = default(CancellationToken))
        {
            CreateNativePeerConnection();

            // Ensure Android binding is initialized before accessing the native implementation
            Android.Initialize();

#if UNITY_WSA && !UNITY_EDITOR
            if (UnityEngine.WSA.Application.RunningOnUIThread())
#endif
            {
                return(RequestAccessAndInitAsync(token));
            }
#if UNITY_WSA && !UNITY_EDITOR
            else
            {
                UnityEngine.WSA.Application.InvokeOnUIThread(() => RequestAccessAndInitAsync(token), waitUntilDone: true);
                return(Task.CompletedTask);
            }
#endif
        }
Exemple #2
0
        protected async void OnEnable()
        {
            if (Source != null)
            {
                return;
            }

#if PLATFORM_ANDROID
            // Ensure Android binding is initialized before accessing the native implementation
            Android.Initialize();

            // Check for permission to access the camera
            if (!Permission.HasUserAuthorizedPermission(Permission.Microphone))
            {
                if (!_androidRecordAudioRequestPending)
                {
                    // Monitor the OnApplicationFocus(true) event during the next 5 minutes,
                    // and check for permission again each time (see below why).
                    _androidRecordAudioRequestPending        = true;
                    _androidRecordAudioRequestRetryUntilTime = Time.time + 300;

                    // Display dialog requesting user permission. This will return immediately,
                    // and unfortunately there's no good way to tell when this completes. As a rule
                    // of thumb, application should lose focus, so check when focus resumes should
                    // be sufficient without having to poll every frame.
                    Permission.RequestUserPermission(Permission.Microphone);
                }
                return;
            }
#endif

#if UNITY_WSA && !UNITY_EDITOR
            // Request access to audio capture. The OS may show some popup dialog to the
            // user to request permission. This will succeed only if the user approves it.
            try
            {
                if (UnityEngine.WSA.Application.RunningOnUIThread())
                {
                    await RequestAccessAsync();
                }
                else
                {
                    UnityEngine.WSA.Application.InvokeOnUIThread(() => RequestAccessAsync(), waitUntilDone: true);
                }
            }
            catch (Exception ex)
            {
                // Log an error and prevent activation
                Debug.LogError($"Audio access failure: {ex.Message}.");
                this.enabled = false;
                return;
            }
#endif

            var initConfig = new LocalAudioDeviceInitConfig
            {
                AutoGainControl = _autoGainControl,
            };
            try
            {
                Source = await DeviceAudioTrackSource.CreateAsync(initConfig);

                if (Source == null)
                {
                    throw new Exception("DeviceAudioTrackSource.CreateAsync() returned a NULL source.");
                }
            }
            catch (Exception ex)
            {
                Debug.LogError($"Failed to create device track source for {nameof(MicrophoneSource)} component '{name}'.");
                Debug.LogException(ex, this);
                return;
            }

            IsStreaming = true;
            AudioSourceStarted.Invoke(this);
        }
Exemple #3
0
        protected async void OnEnable()
        {
            if (Source != null)
            {
                return;
            }

#if PLATFORM_ANDROID
            // Ensure Android binding is initialized before accessing the native implementation
            Android.Initialize();

            // Check for permission to access the camera
            if (!Permission.HasUserAuthorizedPermission(Permission.Camera))
            {
                if (!_androidCameraRequestPending)
                {
                    // Monitor the OnApplicationFocus(true) event during the next 5 minutes,
                    // and check for permission again each time (see below why).
                    _androidCameraRequestPending        = true;
                    _androidCameraRequestRetryUntilTime = Time.time + 300;

                    // Display dialog requesting user permission. This will return immediately,
                    // and unfortunately there's no good way to tell when this completes. As a rule
                    // of thumb, application should lose focus, so check when focus resumes should
                    // be sufficient without having to poll every frame.
                    Permission.RequestUserPermission(Permission.Camera);
                }
                return;
            }
#elif UNITY_WSA && !UNITY_EDITOR
            // Request UWP access to video capture. The OS may show some popup dialog to the
            // user to request permission. This will succeed only if the user grants permission.
            try
            {
                // Note that the UWP UI thread and the main Unity app thread are always different.
                // https://docs.unity3d.com/Manual/windowsstore-appcallbacks.html
                // We leave the code below as an example of generic handling in case this would be used in
                // some other place, and in case a future version of Unity decided to change that assumption,
                // but currently OnEnable() is always invoked from the main Unity app thread so here the first
                // branch is never taken.
                if (UnityEngine.WSA.Application.RunningOnUIThread())
                {
                    await RequestAccessAsync();
                }
                else
                {
                    UnityEngine.WSA.Application.InvokeOnUIThread(() => RequestAccessAsync(), waitUntilDone: true);
                }
            }
            catch (Exception ex)
            {
                // Log an error and prevent activation
                Debug.LogError($"Video access failure: {ex.Message}.");
                this.enabled = false;
                return;
            }
#endif

            // Handle automatic capture format constraints
            string videoProfileId   = VideoProfileId;
            var    videoProfileKind = VideoProfileKind;
            int    width            = Constraints.width;
            int    height           = Constraints.height;
            double framerate        = Constraints.framerate;
#if ENABLE_WINMD_SUPPORT
            if (FormatMode == LocalVideoSourceFormatMode.Automatic)
            {
                // Do not constrain resolution by default, unless the device calls for it (see below).
                width  = 0; // auto
                height = 0; // auto

                // Avoid constraining the framerate; this is generally not necessary (formats are listed
                // with higher framerates first) and is error-prone as some formats report 30.0 FPS while
                // others report 29.97 FPS.
                framerate = 0; // auto

                // For HoloLens, use video profile to reduce resolution and save power/CPU/bandwidth
                if (global::Windows.Graphics.Holographic.HolographicSpace.IsAvailable)
                {
                    if (!global::Windows.Graphics.Holographic.HolographicDisplay.GetDefault().IsOpaque)
                    {
                        if (global::Windows.ApplicationModel.Package.Current.Id.Architecture == global::Windows.System.ProcessorArchitecture.X86)
                        {
                            // Holographic AR (transparent) x86 platform - Assume HoloLens 1
                            videoProfileKind = WebRTC.VideoProfileKind.VideoRecording; // No profile in VideoConferencing
                            width            = 896;                                    // Target 896 x 504
                        }
                        else
                        {
                            // Holographic AR (transparent) non-x86 platform - Assume HoloLens 2
                            videoProfileKind = WebRTC.VideoProfileKind.VideoConferencing;
                            width            = 960; // Target 960 x 540
                        }
                    }
                }
            }
#elif PLATFORM_ANDROID
            if (FormatMode == LocalVideoSourceFormatMode.Automatic)
            {
                // Avoid constraining the framerate; this is generally not necessary (formats are listed
                // with higher framerates first) and is error-prone as some formats report 30.0 FPS while
                // others report 29.97 FPS.
                framerate = 0; // auto

                string deviceId = WebcamDevice.id;
                if (string.IsNullOrEmpty(deviceId))
                {
                    List <VideoCaptureDevice> listedDevices = await PeerConnection.GetVideoCaptureDevicesAsync();

                    if (listedDevices.Count > 0)
                    {
                        deviceId = listedDevices[0].id;
                    }
                }
                if (!string.IsNullOrEmpty(deviceId))
                {
                    // Find the closest format to 720x480, independent of framerate
                    List <VideoCaptureFormat> formats = await DeviceVideoTrackSource.GetCaptureFormatsAsync(deviceId);

                    double smallestDiff = double.MaxValue;
                    bool   hasFormat    = false;
                    foreach (var fmt in formats)
                    {
                        double diff = Math.Abs(fmt.width - 720) + Math.Abs(fmt.height - 480);
                        if ((diff < smallestDiff) || !hasFormat)
                        {
                            hasFormat    = true;
                            smallestDiff = diff;
                            width        = (int)fmt.width;
                            height       = (int)fmt.height;
                        }
                    }
                    if (hasFormat)
                    {
                        Debug.Log($"WebcamSource automated mode selected resolution {width}x{height} for Android video capture device #{deviceId}.");
                    }
                }
            }
#endif

            // TODO - Fix codec selection (was as below before change)

            // Force again PreferredVideoCodec right before starting the local capture,
            // so that modifications to the property done after OnPeerInitialized() are
            // accounted for.
            //< FIXME
            //PeerConnection.Peer.PreferredVideoCodec = PreferredVideoCodec;

            // Check H.264 requests on Desktop (not supported)
            //#if !ENABLE_WINMD_SUPPORT
            //            if (PreferredVideoCodec == "H264")
            //            {
            //                Debug.LogError("H.264 encoding is not supported on Desktop platforms. Using VP8 instead.");
            //                PreferredVideoCodec = "VP8";
            //            }
            //#endif

            // Create the track
            var deviceConfig = new LocalVideoDeviceInitConfig
            {
                videoDevice                 = WebcamDevice,
                videoProfileId              = videoProfileId,
                videoProfileKind            = videoProfileKind,
                width                       = (width > 0 ? (uint?)width : null),
                height                      = (height > 0 ? (uint?)height : null),
                framerate                   = (framerate > 0 ? (double?)framerate : null),
                enableMrc                   = EnableMixedRealityCapture,
                enableMrcRecordingIndicator = EnableMRCRecordingIndicator
            };
            try
            {
                var source = await DeviceVideoTrackSource.CreateAsync(deviceConfig);

                AttachSource(source);
            }
            catch (Exception ex)
            {
                Debug.LogError($"Failed to create device track source for {nameof(WebcamSource)} component '{name}'.");
                Debug.LogException(ex, this);
                return;
            }
        }
        private Task <bool> RequestAccessAsync(CancellationToken token)
        {
#if !UNITY_EDITOR && UNITY_ANDROID
            // Ensure Android binding is initialized before accessing the native implementation
            Android.Initialize();

            // Check for permission to access the camera
            if (!Permission.HasUserAuthorizedPermission(Permission.Microphone))
            {
                // Display dialog requesting user permission. This will return immediately,
                // and unfortunately there's no good way to tell when this completes.
                Permission.RequestUserPermission(Permission.Microphone);

                // As a rule of thumb, application should lose focus, so check when focus resumes should
                // be sufficient without having to poll every frame.
                // Monitor the OnApplicationFocus(true) event during the next 5 minutes,
                // and check for permission again each time
                var tcs = new TaskCompletionSource <bool>();
                lock (_androidPermissionRequestLock)
                {
                    Debug.Assert(_androidPermissionRequestTcs == null);
                    _androidPermissionRequestTcs = tcs;
                }
                Task.Delay(TimeSpan.FromMinutes(5)).ContinueWith(_ =>
                {
                    lock (_androidPermissionRequestLock)
                    {
                        // Check if the component is still waiting on the same permission request.
                        // If it has been disabled and then re-enabled, _androidPermissionRequestTcs will be different.
                        if (_androidPermissionRequestTcs == tcs)
                        {
                            Debug.LogError("User denied RecordAudio (microphone) permission; cannot use MicrophoneSource.");
                            _androidPermissionRequestTcs.SetResult(false);
                            _androidPermissionRequestTcs = null;
                        }
                    }
                });

                // If the initialization is canceled, end the task and reset the TCS.
                token.Register(() =>
                {
                    lock (_androidPermissionRequestLock)
                    {
                        // Check if the component is still waiting on the same permission request.
                        // If the request has completed or timed out, _androidPermissionRequestTcs will be null.
                        if (_androidPermissionRequestTcs != null)
                        {
                            Debug.Assert(_androidPermissionRequestTcs == tcs);
                            _androidPermissionRequestTcs.SetCanceled();
                            _androidPermissionRequestTcs = null;
                        }
                    }
                });
                return(tcs.Task);
            }

            // Already has permission.
            return(Task.FromResult(true));
#elif UNITY_WSA && !UNITY_EDITOR
            return(UwpUtils.RequestAccessAsync(StreamingCaptureMode.Audio));
#else
            return(Task.FromResult(true));
#endif
        }