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Product Overview
Opa RTC SDK can help users integrate real-time audio and video functions into the App. In large-scale real-time interaction scenarios, you can use it to achieve better real-time interaction effects. On the basis of the SDK, Opa has built the Opa Cloud market and introduced a number of top service providers in the audio and video field, aiming to help users seamlessly integrate extended services and more easily realize a variety of extended features. After integrating the new version of SDK, you can publish multiple external audio and video streams (including multi-channel camera acquisition, multi-channel screen acquisition, and multi-channel self acquisition) to any channel. In addition, you can also use the built-in player and push multiple audio or video streams of the player to the network.
AdvantagesThis section describes the main advantages of the Aopa SDK.
Cloud market
- Convenient integration: Just implement a simple and unified API to realize the integration of modular functions, and improve the integration efficiency of real-time interactive modules by about 95%.
- Extensibility design: The modular and extensible SDK design style endows the Opa SDK with good scalability, which is more conducive to developers to quickly build useful real-time interactive applications based on the plug-in ecology of the Opa cloud market.
- Build an ecosystem: a real-time audio and video app community that can accommodate many developers, providing a variety of expansion combinations. After adding and opening the cloud market plug-in, developers can realize more rich real-time audio and video interaction functions.
- Helping service providers: support service providers to integrate technology products with the Opa SDK in the form of plug-ins, display and sell them in the Opa Cloud Market, and work with Opa to build a real-time interactive ecosystem for developers. Dynamic function.
Multi media streaming[]
- Support simultaneous release of multiple audio or video streams to one or more channels.
- Support multiple audio or video acquisition sources, such as: multi-channel camera, multi-channel screen, multi-channel microphone, multi-channel self acquisition.
Built in media player
- Reduce the SDK package volume.
- Simplify API calling steps and reduce integration time.
- It supports pushing the audio and video stream of the media player to any channel.
- Unified management of audio and video makes the app more stable.
Channel Media Options
The design of channel media options has been added to simplify users' publishing/subscribing operations in the channel.
Difference between live scenes
You can quickly understand the differences of various live scenes through the following table.
Project | Opa Interactive Live | Opa Fast Live | Traditional CDN Live |
---|---|---|---|
Typical scenes | Live scenes where the host and audience need frequent audio and video interaction, requiring ultra-low delay on the audience side | Live scenes where the host needs to respond to the audience's text, bullet screen and reward information in a timely manner, or has low-frequency audio and video interaction with the audience | Live scenes where audio and video interaction is not required at all |
Delay index | The delay between the anchor and the audience is ≤ 400 ms, and the delay between the anchor and the audience is 400 ms to 800 ms | The delay between the anchor and the audience is 1500 ms to 2000 ms | The delay between the anchor and the audience is>3000 ms |
Synchronization | Good synchronization between anchor and audience, good synchronization between audience and audience | Good synchronization between anchor and audience, good synchronization between audience and audience | Poor synchronization between anchor and audience, poor synchronization between audience and audience |
Interactive experience | excellent | good | poor |
Cost | High | Moderate | Low |
Function and scenario
Opa interactive live broadcast provides rich functions, which can be flexibly combined according to your own scene needs.
Function | Description | Typical Application Scenario |
---|---|---|
Single anchor live broadcast | Support low delay live broadcast (fast live broadcast) in single anchor scenarios, and viewers can join the live broadcast room to watch the live broadcast | Large class education. Live broadcast of the show. E-commerce live broadcast. Live broadcast of the event |
Audience Lian Mai | Audience chat with the anchor Lian Mai, and other audiences watch | During large-scale live broadcast, the host invites the audience to interact. Garou kill, script kill |
Across the live broadcast room, even the microphone | Multiple anchors cross the live broadcast room, interact with each other, and the audience gathers around | PK Lianmai |
Style Mix | Mix local or online audio and user voice, and send and play them to other users in the channel at the same time | Online chorus. Music interactive classroom for children |
Basic beautification | Support basic beautification functions, including whitening, skin grinding, acne elimination, and ruddy effects | Live entertainment and beauty |
Screen sharing | Display screen content to other users in the channel synchronously. It supports specifying a screen or window to share, and also supports specifying a sharing area | Interactive classroom. The game anchor shows the actual game |
Modify the original audio and video data | It can support voice change, and it can obtain the original audio or video data of the media engine and process the original data | Voice chat room voice changes. Live entertainment and beauty |
Customized video source and renderer | Customized video source and renderer are supported. Instead of using the system camera, you can use your own camera video source, screen sharing video source, file video source, etc. You can process videos more flexibly, such as adding beauty effects and filters | You need to use a customized beauty library or pre-processing library. The developer app already has its own image and video module. Developers want to use non camera video sources, such as screen recording data. Some system exclusive video capture devices need flexible device management strategies to avoid conflicts with other services |
Bypass streaming | Push audio and video content in the channel to other RTMP servers through CDN: you can start or stop streaming at any time. The streaming address can be increased or decreased while continuously streaming. Be able to adjust the layout of the composite drawing | Promote live content in the circle of friends, microblog, etc. When the number of channel members exceeds the limit, more people can watch the live broadcast |
Space sound effect | Shaping the sense of direction of the voice of remote users, simulating the transmission process of sound in the real world, so that users in the channel can perceive the changes in the space environment and the location of remote users through sound. Set space sound effect for media player, so that local users can hear space sense when playing media files | Multiplayer games. Metacosmic interaction. Media player |
Key Feature
Characteristic | Opa index |
---|---|
App increment after SDK integration | 4.61 to 13.94 MB |
Multi anchor interaction | 17 people |
Maximum number of visitors | 1 million |
Minimum delay of the audience | 400 to 800 ms |
Video properties | SDK collection supports 1080p resolution, 60 fps frame rate, and self collection supports 4K |
Audio properties | Audio sampling rate: 16 kHz to 48 kHz, supporting single and dual channels |
Anti packet loss rate of audio | 80% anti packet loss rate of uplink and downlink |
Delay between anchors | ≤ 400 ms |
Platform compatible
It supports multiple platforms and inter platform interoperability. See the following table for specific compatibility requirements.
Platform | Supported Version |
---|---|
Android | ≥ 4.1 The Android SDK supports the following ABI: armeabi-v7a, arm64-v8a,x86,x86-64 |
IOS | ≥ 9.0 |
MacOS | ≥ 10.10 The macOS SDK supports the following architectures: x86-64, arm64 |
Windows | ≥ Windows 7. The Windows SDK supports the following architectures: x86, x86-64 |
Maximum Concurrency Number
Please regularly check the PCU, PCW and bandwidth in your project to ensure that all indicators are less than the quota baseline, so as to ensure that your project operates normally.
- For basic real-time interaction scenarios, when any PCU or bandwidth indicator reaches the quota benchmark, it is deemed that the quota benchmark has been reached.
- For the bypass streaming function, the quota benchmark is related to the video resolution. When the PCW index of any resolution gear reaches the quota benchmark, it is deemed that the quota benchmark has been reached.
information
- PCU (Peak Concurrent Users): refers to the maximum number of simultaneous online users
- PCW (Per Channel Workrate): refers to the maximum number of concurrent tasks
- The bandwidth calculation formula is: * * PCU × transmission code rate of the anchor × number of concurrent anchors (single channel)**
Services | PCU/PCW/Bandwidth | Domestic | Europe | America | Asia |
---|---|---|---|---|---|
Real time interaction | PCU | 10K | 10K | 10K | 10K |
Bandwidth | 10 Gbps | 10 Gbps | 10 Gbps | 10 Gbps | |
Bypass Pushing | PCW | SD: 200, HD:50,FHD:20 | SD:50,HD:20,FHD:5 | SD:50,HD:20,FHD:5 | SD:50,HD:20,FHD:5 |