Log.d("Unity", String.format("FFmpeg progress: %d", time)) Public static void executeAsync(final String arguments, final String receiver, final String onProgressCallback, final String onCompleteCallback)Ĭonfig.enableStatisticsCallback(new public void apply(final Statistics statistics) Package de.kids_interactive.mobileffmpeg But I wasn't happy that it wasn't async and I haven't had a progress during encoding, so this ist what I did: I started to call sync androidjavaobject calls like explained in his example and a lil bit more. It's me again and I like to share my progress with you. This is just a friendly advice for everyone, because I feel that the developers of the old FFmpeg Unity Bind Asset are tired of explaining the FFmpeg commands, and so they have stopped their support. PS: I feel with on all problems related to FFmpeg: it is really worth installing FFmpeg on a Linux system (like WSL on Windows) to test the commands before complaining about mobile-ffmpeg. I'll let you know if my wrapper works completely with Android. Hopefully I will be able to build on this great work. This plugin here is well written and the AAR file contains 64-bit libraries, which is necessary to upload apps to the Play Store. But what I can say so far: The encoding of my example case is 2x faster than using the FFmpeg Unity Bind Asset in the Asset Store with an old FFmpeg version and without support. I need to add Async calls and a progress and then. It works with Android so far, but not perfect. I'm trying to build a wrapper for Unity right now.
0 Comments
Leave a Reply. |