Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

MediaEncoder.AddFrame

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public bool AddFrame(Texture2D texture);

Declaration

public bool AddFrame(Texture2D texture, Media.MediaTime time);

Parameters

texture Texture containing the pixels to be written into the track for the current frame.
time Timestamp for the new frame.

Returns

bool True if the operation succeeded. False otherwise.

Description

Appends a frame to the file's video track.

Keep the number of video frames and audio samples aligned so that each track is syncrhonized as much as possible. For instance, in a file with 30FPS video and 48KHz audio, each added video frame should be followed by an audio buffer of 1600 sample frames.

Note about timestamps

When adding a frame, a timestamp associated with this frame can optionally be specified. For the timestamp to be used, it must be valid (see MediaTime.IsValid).

When no timestamp is provided, the frame is appended using the specified video frame rate (see VideoTrackAttributes.frameRate) to compute the inter-frame time difference. There are situations where a timestamp must be specified:

1. When the video track is created without a valid rate (see VideoTrackAttributes.frameRate. In this case, all added frames must be given a timestamp because there is no pre-defined inter-frame time difference.
2. When the time difference between the last frame and the appended frame is not as expected. For example, when recording in Unity and the game loop lasts longer than expected, the inter-frame time difference is no longer constant. In this case, you must specify the timestamp associated with the appended frame. This way, when playing back the recorded movie, it will match what was seen during recording. The resulting movie will then have a Variable Frame Rate (VFR) because there is not exactly the same time difference between each frame.

For tracks with a pre-defined rate, it is valid to mix both variants, with and without timestamps, as long as the time values end up monotonically increasing. Frames added this way do not have to be equally spaced in time. It is invalid to add a frame with a timestamp earlier than the timestamp of the last frame.


Declaration

public bool AddFrame(int width, int height, int rowBytes, TextureFormat format, NativeArray<byte> data);

Declaration

public bool AddFrame(int width, int height, int rowBytes, TextureFormat format, NativeArray<byte> data, Media.MediaTime time);

Parameters

width Image width.
height Image height.
rowBytes Bytes in one row of pixels. Useful in case lines include padding. Can be set to 0 if there is no padding.
format Pixel format. Only TextureFormat.RGBA32 is supported at this time.
data Bytes containing the image.
time Timestamp for new frame.

Returns

bool True if the operation succeeded. False otherwise.

Description

Appends a frame from a raw buffer to the file's video track.

This version of AddFrame helps save image copying if the source data is not in a Texture2D. For example, when pixel data comes from a AsyncGPUReadbackRequest. For more details, see the note about audio/video alignment in the variant of MediaEncoder.AddFrame taking a Texture2D.

For more information about the time parameter, see Note about timestamps in the other overloads of this method.