├── avpro-video-timeline-playable.unitypackage ├── Scripts ├── AVProVideoPlayableTrack.cs ├── AVProVideoPlayableClip.cs ├── AVProVideoPlayableBehaviour.cs └── AVProVideoPlayableMixerBehaviour.cs ├── README.md ├── LICENSE ├── DemoTimeline.playable └── Scenes └── TimelineDemo.unity /avpro-video-timeline-playable.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/smoothblur/Unity-AVPro-Timeline-Playable/HEAD/avpro-video-timeline-playable.unitypackage -------------------------------------------------------------------------------- /Scripts/AVProVideoPlayableTrack.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | using RenderHeads.Media.AVProVideo; 6 | 7 | [Serializable] 8 | [TrackColor(0.855f, 0.8623f, 0.87f)] 9 | [TrackBindingType(typeof(MediaPlayer))] 10 | [TrackClipType(typeof(AVProVideoPlayableClip))] 11 | public class AVProVideoPlayableTrack : TrackAsset 12 | { 13 | public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount) 14 | { 15 | return ScriptPlayable.Create(graph, inputCount); 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Scripts/AVProVideoPlayableClip.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | 6 | [Serializable] 7 | public class AVProVideoPlayableClip : PlayableAsset, ITimelineClipAsset 8 | { 9 | public AVProVideoPlayableBehaviour template = new AVProVideoPlayableBehaviour(); 10 | 11 | public ClipCaps clipCaps 12 | { 13 | get { return ClipCaps.None; } 14 | } 15 | 16 | public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) 17 | { 18 | var playable = ScriptPlayable.Create(graph, template); 19 | return playable; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-AVPro-Timeline-Playable 2 | Super basic Unity Timeline Playable for AVPro Video MediaPlayer 3 | 4 | ## Demo Scene: 5 | 1. Create a new Unity project and import AVProVideo from the Unity Asset Store (last tested with Unity 2019.1.x) 6 | 2. Import the .unitypackage "avpro-video-timeline-playable.unitypackage" 7 | 3. Open the included demo scene "TimelineDemo.unity" 8 | 4. Enter Play mode and click on the GameObject "DemoTimeline" 9 | 5. Open a Timeline Window in the Unity Editor and either press the play button on the Timeline or manually scrub the Timeline to see the video playback update 10 | 11 | ## Current Caveats: 12 | - This Unity Playable is super barebones. 13 | - It currently updates the MediaPlayer.Seek() position based on the Timeline time and clip position. 14 | - Only works in Play Mode and Runtime. (not in Edit mode) 15 | - It doesn't automatically set the Timeline Clip length to match the actual video length. 16 | - It doesn't set the target video, it expects the target MediaPlayer to have a video set or other code to set the target video. 17 | - If video playback is choppy the video might not have enough keyframes. (Fix that with ffmpeg or other encoding tools) 18 | - Probably loads of other things... 19 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | This is free and unencumbered software released into the public domain. 2 | 3 | Anyone is free to copy, modify, publish, use, compile, sell, or 4 | distribute this software, either in source code form or as a compiled 5 | binary, for any purpose, commercial or non-commercial, and by any 6 | means. 7 | 8 | In jurisdictions that recognize copyright laws, the author or authors 9 | of this software dedicate any and all copyright interest in the 10 | software to the public domain. We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /Scripts/AVProVideoPlayableBehaviour.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | using RenderHeads.Media.AVProVideo; 6 | 7 | [Serializable] 8 | public class AVProVideoPlayableBehaviour : PlayableBehaviour 9 | { 10 | public float startTime = 0; 11 | public float duration = 0; 12 | public float inverseDuration = 0; 13 | [SerializeField] 14 | private MediaPlayer m_VideoPlayer; 15 | 16 | private FrameData.EvaluationType lastEval; 17 | 18 | public override void OnGraphStart(Playable playable) 19 | { 20 | //m_VideoPlayer = m_Theater.GetComponentInChildren(); 21 | //m_VideoPlayer.Prepare(); 22 | 23 | duration = (float)playable.GetDuration(); 24 | inverseDuration = 1f / duration; 25 | 26 | //m_VideoPlayer = m_Theater.GetComponentInChildren(); 27 | //m_VideoPlayer.Prepare(); 28 | } 29 | 30 | public override void PrepareFrame(Playable playable, FrameData info) 31 | { 32 | if (info.evaluationType == FrameData.EvaluationType.Evaluate) 33 | { 34 | //m_videoplayer.prepare(); 35 | //m_videoplayer.time = playable.gettime(); 36 | //m_videoplayer.pause(); 37 | } 38 | if (lastEval == FrameData.EvaluationType.Evaluate && info.evaluationType == FrameData.EvaluationType.Playback) 39 | { 40 | //m_VideoPlayer.Play(); 41 | } 42 | if (info.evaluationType == FrameData.EvaluationType.Playback) 43 | { 44 | //m_VideoPlayer.time = playable.GetTime(); 45 | } 46 | 47 | lastEval = info.evaluationType; 48 | } 49 | 50 | public override void OnBehaviourPause(Playable playable, FrameData info) 51 | { 52 | base.OnBehaviourPause(playable, info); 53 | /*if (m_VideoPlayer) 54 | { 55 | m_VideoPlayer.Prepare(); 56 | m_VideoPlayer.time = playable.GetTime(); 57 | m_VideoPlayer.Pause(); 58 | }*/ 59 | lastEval = FrameData.EvaluationType.Evaluate; 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Scripts/AVProVideoPlayableMixerBehaviour.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | using RenderHeads.Media.AVProVideo; 6 | 7 | public class AVProVideoPlayableMixerBehaviour : PlayableBehaviour 8 | { 9 | MediaPlayer m_TrackBinding; 10 | bool m_FirstFrameHappened; 11 | float m_DefaultStartTime; 12 | float normalizedTime; 13 | 14 | // NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties. 15 | public override void ProcessFrame(Playable playable, FrameData info, object playerData) 16 | { 17 | m_TrackBinding = playerData as MediaPlayer; 18 | 19 | if (m_TrackBinding == null) 20 | return; 21 | 22 | if (!m_FirstFrameHappened) 23 | { 24 | m_DefaultStartTime = 0; //m_TrackBinding.Control.GetCurrentTimeMs(); 25 | m_FirstFrameHappened = true; 26 | } 27 | 28 | int inputCount = playable.GetInputCount(); 29 | for (int i = 0; i < inputCount; i++) 30 | { 31 | // use for blending between clips 32 | //float inputWeight = playable.GetInputWeight(i); 33 | 34 | ScriptPlayable playableInput = (ScriptPlayable)playable.GetInput(i); 35 | //AVProVideoPlayableBehaviour input = playableInput.GetBehaviour(); 36 | 37 | // Use the above variables to process each frame of this playable. 38 | 39 | //normalizedTime = (float)(playableInput.GetTime() * input.inverseDuration); 40 | normalizedTime = ((float)playableInput.GetTime()) * 1000f; 41 | 42 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