Unity调用Android封装的声网sdk

文章目录

      • unity3调用Android 封装的声网SDK
      • 1、环境版本
      • 2、创建Android library 工程
      • 3、unity3D 依赖包添加到工程libs下
      • 4、UnityPlayerActivity 添加到项目中
      • 5、自定义Activity 继承 UnityPlayerActivity
      • 6、清单文件设置
      • 7、build.gradle 添加 jar 脚本
      • 8、集成 声网sdk
        • 8.1 so库 添加到项目中
        • 8.2 声网jar 添加 libs 目录下
        • 8.4 编写 集成声网sdk的工具类
        • 8.5 MainActivity中 提供方法给 unity 调用
      • 9、jar 生成
      • 10、 unity中集成‘
        • 10.1Assets 文件下 新建 Plugins 目录
        • 10.2 AndroidPlugin.jar 放在 bin 目录下
        • 10.3 声网so 库和jar 放在 libs目录下
        • 10.4 清单文件放在Android目录下
      • 11、 unity 脚本中调用 android 提供的方法
      • 12、参考 资料

unity3调用Android 封装的声网SDK

1、环境版本

unity3D 编辑器 2020

Android Studio 4.2

2、创建Android library 工程

Unity调用Android封装的声网sdk_第1张图片

3、unity3D 依赖包添加到工程libs下

依赖包的位置(unity 安装目录下):E:\Unity_install\2020.3.28f1c1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Release\Classes

Unity调用Android封装的声网sdk_第2张图片

4、UnityPlayerActivity 添加到项目中

Unity调用Android封装的声网sdk_第3张图片

添加到项目中

Unity调用Android封装的声网sdk_第4张图片

5、自定义Activity 继承 UnityPlayerActivity

注销掉 设置布局方法

Unity调用Android封装的声网sdk_第5张图片

6、清单文件设置

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.xyx.astounity">
    <uses-permission android:name="android.permission.INTERNET" />
    <uses-permission android:name="android.permission.RECORD_AUDIO" />
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
    <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />
    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE">uses-permission>
    <application>
        <activity android:name="com.xyx.astounity.MainActivity">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />

                <category android:name="android.intent.category.LAUNCHER" />
            intent-filter>
         
            <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
        activity>

    application>

manifest>

7、build.gradle 添加 jar 脚本

//----------------这是一组将module导出为jar的gradle命令-------------------
task deleteOldJar(type: Delete) {
    delete 'release/AndroidPlugin.jar'
}

//task to export contents as jar
task exportJar(type: Copy) {
    from('build/intermediates/aar_main_jar/release/')
    into('release/')
    include('classes.jar')
    ///Rename the jar
    rename('classes.jar', 'AndroidPlugin.jar')
}

exportJar.dependsOn(deleteOldJar, build)

8、集成 声网sdk

8.1 so库 添加到项目中

Unity调用Android封装的声网sdk_第6张图片

8.2 声网jar 添加 libs 目录下

Unity调用Android封装的声网sdk_第7张图片

8.4 编写 集成声网sdk的工具类

package com.xyx.astounity;

import android.app.Activity;
import android.content.Context;
import android.os.Handler;
import android.os.Looper;
import android.text.TextUtils;
import android.util.Log;
import android.widget.Toast;


import io.agora.rtc.Constants;
import io.agora.rtc.IRtcEngineEventHandler;
import io.agora.rtc.RtcEngine;

public class VoiceUtils {

    private String appKey="5c203ec6100d4f1bbbc79265a81ef0f0";
    private String token="0065c203ec6100d4f1bbbc79265a81ef0f0IABoJ4pt255quepmrqcN+P+MzHNWvu489IlD6C43eOajEKDfQtYAAAAAEAAn2yw6p4gZYgEAAQC/iBli";
    private String channel="demo";

    private RtcEngine mRtcEngine;

    private Handler handler=new Handler(Looper.getMainLooper());
    private Context context;

    public boolean isIsSpeak(){
        return isSpeak;
    }

    public void initializeAgoraEngine(Context context){
        try {
            mRtcEngine = RtcEngine.create(context, appKey, mRtcEventHandler);

            this.context=context;
            int i = mRtcEngine.enableDeepLearningDenoise(true);
            mRtcEngine.enableAudioVolumeIndication(100,3,true);
            Log.e("zyb", "initializeAgoraEngine: "+i );

        } catch (Exception e) {
            throw new RuntimeException("NEED TO check rtc sdk init fatal error\n" + Log.getStackTraceString(e));
        }
    }


    public void joinChannel() {
        String accessToken = token;
        if (TextUtils.equals(accessToken, "") || TextUtils.equals(accessToken, "#YOUR ACCESS TOKEN#")) {
            accessToken = null; // default, no token
        }

        // Sets the channel profile of the Agora RtcEngine.
        // CHANNEL_PROFILE_COMMUNICATION(0): (Default) The Communication profile. Use this profile in one-on-one calls or group calls, where all users can talk freely.
        // CHANNEL_PROFILE_LIVE_BROADCASTING(1): The Live-Broadcast profile. Users in a live-broadcast channel have a role as either broadcaster or audience. A broadcaster can both send and receive streams; an audience can only receive streams.
        mRtcEngine.setChannelProfile(Constants.CHANNEL_PROFILE_COMMUNICATION);

        // Allows a user to join a channel.
        mRtcEngine.joinChannel(accessToken, channel, "Extra Optional Data", 0); // if you do not specify the uid, we will generate the uid for you

        mRtcEngine.enableAudioVolumeIndication(50,3,true);

    }

    private final IRtcEngineEventHandler mRtcEventHandler = new IRtcEngineEventHandler() {
        // Tutorial Step 1

        /**
         * Occurs when a remote user (Communication)/host (Live Broadcast) leaves the channel.
         *
         * There are two reasons for users to become offline:
         *
         *     Leave the channel: When the user/host leaves the channel, the user/host sends a goodbye message. When this message is received, the SDK determines that the user/host leaves the channel.
         *     Drop offline: When no data packet of the user or host is received for a certain period of time (20 seconds for the communication profile, and more for the live broadcast profile), the SDK assumes that the user/host drops offline. A poor network connection may lead to false detections, so we recommend using the Agora RTM SDK for reliable offline detection.
         *
         * @param uid ID of the user or host who
         * leaves
         * the channel or goes offline.
         * @param reason Reason why the user goes offline:
         *
         *     USER_OFFLINE_QUIT(0): The user left the current channel.
         *     USER_OFFLINE_DROPPED(1): The SDK timed out and the user dropped offline because no data packet was received within a certain period of time. If a user quits the call and the message is not passed to the SDK (due to an unreliable channel), the SDK assumes the user dropped offline.
         *     USER_OFFLINE_BECOME_AUDIENCE(2): (Live broadcast only.) The client role switched from the host to the audience.
         */
        @Override
        public void onUserOffline(final int uid, final int reason) { // Tutorial Step 4


//            runOnUiThread(new Runnable() {
//                @Override
//                public void run() {
//                    onRemoteUserLeft(uid, reason);
//                }
//            });
        }


        @Override
        public void onAudioVolumeIndication(AudioVolumeInfo[] speakers, int totalVolume) {
            super.onAudioVolumeIndication(speakers, totalVolume);
//            Log.e("zyb", "onAudioVolumeIndication: "+uid );
            if (speakers.length == 1) {
                int uid = speakers[0].uid;
                int vad = speakers[0].vad;

                Log.e("zyb", "onAudioVolumeIndication: "+uid );
                if (uid != 0 ) {
//
                    if (vad == 1) {
                        try {
                            isSpeak = true;
                        } catch (Exception e) {
                            e.printStackTrace();

                        }
                    } else {

                        isSpeak = false;

                    }

                }
            }else {
                isSpeak=false;
            }

        }

        /**
         * Occurs when a remote user stops/resumes sending the audio stream.
         * The SDK triggers this callback when the remote user stops or resumes sending the audio stream by calling the muteLocalAudioStream method.
         *
         * @param uid ID of the remote user.
         * @param muted Whether the remote user's audio stream is muted/unmuted:
         *
         *     true: Muted.
         *     false: Unmuted.
         */
        @Override
        public void onUserMuteAudio(final int uid, final boolean muted) { // Tutorial Step 6


            handler.post(() -> Toast.makeText(context,"用户:"+uid +" \t 加入房间 ",Toast.LENGTH_SHORT).show());

        }
    };

    public static volatile boolean isSpeak = false;
}

8.5 MainActivity中 提供方法给 unity 调用

 public boolean  isIsSpeak(){
        if (voiceUtils==null){
            Toast.makeText(this,"对象没有初始化",Toast.LENGTH_SHORT).show();
            return false;
        }
        return voiceUtils.isIsSpeak();
    }


    public void initializeAgoraEngine(){
        voiceUtils.initializeAgoraEngine(this);
    }


    public void joinChannel(){
        if (voiceUtils==null){
            Toast.makeText(this,"对象没有初始化",Toast.LENGTH_SHORT).show();
            return;
        }

        voiceUtils.joinChannel();

    }

9、jar 生成

Unity调用Android封装的声网sdk_第8张图片

生成 目录

Unity调用Android封装的声网sdk_第9张图片

10、 unity中集成‘

10.1Assets 文件下 新建 Plugins 目录

10.2 AndroidPlugin.jar 放在 bin 目录下

10.3 声网so 库和jar 放在 libs目录下

10.4 清单文件放在Android目录下

Unity调用Android封装的声网sdk_第10张图片

11、 unity 脚本中调用 android 提供的方法

unity的包名和Android的版本设置的和jar包的一样

初始化 声网sdk的脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if(UNITY_2018_3_OR_NEWER)
using UnityEngine.Android;
#endif




public class CallAndroid : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {

        Permission.RequestUserPermission("android.permission.RECORD_AUDIO");

#if (UNITY_2018_3_OR_NEWER)
        if (Permission.HasUserAuthorizedPermission(Permission.Microphone))
        {
                
        }
        else
        {
            Permission.RequestUserPermission(Permission.Microphone);
        }
#endif

    }

    // Update is called once per frame
    void Update()
    {
        
    }

    private AndroidJavaClass jc;
    private AndroidJavaObject jo;


    private void OnGUI()
    {

        if (GUILayout.Button("Call Android",GUILayout.Width(200), GUILayout.Height(100)))
       
        {
            //这两行是固定写法
            jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
            jo = jc.GetStatic<AndroidJavaObject>("currentActivity");

            int result =jo.Call<int>("add",1,2);
            jo.Call("UnityCallAndroid");



           // bool isSpeek = jo.Call("isIsSpeak");

             


        }


        if (GUILayout.Button("init", GUILayout.Width(200), GUILayout.Height(100)))

        {
            //这两行是固定写法
            jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
            jo = jc.GetStatic<AndroidJavaObject>("currentActivity");

            jo.Call("initializeAgoraEngine");


        }


        if (GUILayout.Button("join", GUILayout.Width(200), GUILayout.Height(100)))

        {
            //这两行是固定写法
            jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
            jo = jc.GetStatic<AndroidJavaObject>("currentActivity");

            jo.Call("joinChannel");


        }

    }

    public void UnityMethod(string str)
    {
        Debug.Log("UnityMethod被调用,参数:" + str);
      
    }
}

判断声网sdk VAD 脚本

using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;

public class Switch : MonoBehaviour
{
    // Start is called before the first frame update


    private AndroidJavaClass jc;
    private AndroidJavaObject jo;

    long currentTime=0;
    GameObject a;
    GameObject b;
    void Start()
    {
        a = GameObject.Find("a_demo");
        b = GameObject.Find("b");

    }


    bool flag=false;

    // Update is called once per frame
    [System.Obsolete]
    void Update()
    {



        //这两行是固定写法
        jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
        jo = jc.GetStatic<AndroidJavaObject>("currentActivity");


        bool isSpeek = jo.Call<bool>("isIsSpeak");

        Debug.Log("isSpeek::::====" + isSpeek);
        Thread.Sleep(300);
        if (isSpeek)
        {
            //Thread.Sleep(200);

            a.SetActive(flag);
            b.SetActive(!flag);
            flag = !flag;
           
            Debug.Log("-----" + flag);
            // a.SetActive(true);
            // b.SetActive(false);
        }
        else {

            if (b.active)
            {
                b.SetActive(false);
                a.SetActive(true);
                flag = !flag;
            }

        }
      
        
    }
}

12、参考 资料

https://www.cnblogs.com/Jason-c/p/6743224.html

https://blog.csdn.net/u014361280/article/details/107692986

https://www.kancloud.cn/hujunjob/unity/139595

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