playing_videos.rst 11 KB

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  1. .. _doc_playing_videos:
  2. Playing videos
  3. ==============
  4. Godot supports video playback with the :ref:`class_VideoStreamPlayer` node.
  5. Supported playback formats
  6. --------------------------
  7. The only supported format in core is **Ogg Theora** (not to be confused with Ogg
  8. Vorbis audio). It's possible for extensions to bring support for additional
  9. formats, but no such extensions exist yet as of July 2022.
  10. H.264 and H.265 cannot be supported in core Godot, as they are both encumbered
  11. by software patents. AV1 is royalty-free, but it remains slow to decode on the
  12. CPU and hardware decoding support isn't readily available on all GPUs in use
  13. yet.
  14. WebM was supported in core in Godot 3.x, but support for it was removed in 4.0
  15. as it was too buggy and difficult to maintain.
  16. .. note::
  17. You may find videos with an ``.ogg`` or ``.ogx`` extensions, which are generic
  18. extensions for data within an Ogg container.
  19. Renaming these file extensions to ``.ogv`` *may* allow the videos to be
  20. imported in Godot. However, not all files with ``.ogg`` or ``.ogx``
  21. extensions are videos - some of them may only contain audio.
  22. Setting up VideoStreamPlayer
  23. ----------------------------
  24. 1. Create a VideoStreamPlayer node using the Create New Node dialog.
  25. 2. Select the VideoStreamPlayer node in the scene tree dock, go to the inspector
  26. and load an ``.ogv`` file in the Stream property.
  27. - If you don't have your video in Ogg Theora format yet, jump to
  28. :ref:`doc_playing_videos_recommended_theora_encoding_settings`.
  29. 3. If you want the video to play as soon as the scene is loaded, check
  30. **Autoplay** in the inspector. If not, leave **Autoplay** disabled and call
  31. ``play()`` on the VideoStreamPlayer node in a script to start playback when
  32. desired.
  33. Handling resizing and different aspect ratios
  34. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  35. By default in Godot 4.0, the VideoStreamPlayer will automatically be resized to match
  36. the video's resolution. You can make it follow usual :ref:`class_Control` sizing
  37. by enabling **Expand** on the VideoStreamPlayer node.
  38. To adjust how the VideoStreamPlayer node resizes depending on window size,
  39. adjust the anchors using the **Layout** menu at the top of the 2D editor
  40. viewport. However, this setup may not be powerful enough to handle all use
  41. cases, such as playing fullscreen videos without distorting the video (but with
  42. empty space on the edges instead). For more control, you can use an
  43. :ref:`class_AspectRatioContainer` node, which is designed to handle this kind of
  44. use case:
  45. Add an AspectRatioContainer node. Make sure it is not a child of any other
  46. container node. Select the AspectRatioContainer node, then set its **Layout** at
  47. the top of the 2D editor to **Full Rect**. Set **Ratio** in the
  48. AspectRatioContainer node to match your video's aspect ratio. You can use math
  49. formulas in the inspector to help yourself. Remember to make one of the operands
  50. a float. Otherwise, the division's result will always be an integer.
  51. .. figure:: img/playing_videos_aspect_ratio_container.png
  52. :figclass: figure-w480
  53. :align: center
  54. :alt: AspectRatioContainer's Ratio property being modified in the editor inspector
  55. This will evaluate to (approximately) 1.777778
  56. Once you've configured the AspectRatioContainer, reparent your VideoStreamPlayer
  57. node to be a child of the AspectRatioContainer node. Make sure **Expand** is
  58. enabled on the VideoStreamPlayer. Your video should now scale automatically
  59. to fit the whole screen while avoiding distortion.
  60. .. seealso::
  61. See :ref:`doc_multiple_resolutions` for more tips on supporting multiple
  62. aspect ratios in your project.
  63. Displaying a video on a 3D surface
  64. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  65. Using a VideoStreamPlayer node as a child of a :ref:`class_SubViewport` node,
  66. it's possible to display any 2D node on a 3D surface. For example, this can be
  67. used to display animated billboards when frame-by-frame animation would require
  68. too much memory.
  69. This can be done with the following steps:
  70. 1. Create a :ref:`class_SubViewport` node. Set its size to match your video's size
  71. in pixels.
  72. 2. Create a VideoStreamPlayer node *as a child of the SubViewport node* and specify
  73. a video path in it. Make sure **Expand** is disabled, and enable **Autoplay** if needed.
  74. 3. Create a MeshInstance3D node with a PlaneMesh or QuadMesh resource in its Mesh property.
  75. Resize the mesh to match the video's aspect ratio (otherwise, it will appear distorted).
  76. 4. Create a new StandardMaterial3D resource in the **Material Override** property
  77. in the GeometryInstance3D section.
  78. 5. Enable **Local To Scene** in the StandardMaterial3D's Resource section (at the bottom).
  79. This is *required* before you can use a ViewportTexture in its Albedo Texture property.
  80. 6. In the StandardMaterial3D, set the **Albedo > Texture** property to **New ViewportTexture**.
  81. Edit the new resource by clicking it, then specify the path to the SubViewport node
  82. in the **Viewport Path** property.
  83. 7. Enable **Albedo Texture Force sRGB** in the StandardMaterial3D to prevent colors
  84. from being washed out.
  85. 8. If the billboard is supposed to emit its own light,
  86. set **Shading Mode** to **Unshaded** to improve rendering performance.
  87. See :ref:`doc_viewports` and the
  88. `GUI in 3D demo <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/gui_in_3d>`__
  89. for more information on setting this up.
  90. Video decoding conditions and recommended resolutions
  91. -----------------------------------------------------
  92. Video decoding is performed on the CPU, as GPUs don't have hardware acceleration
  93. for decoding Theora videos. Modern desktop CPUs can decode Ogg Theora videos at
  94. 1440p @ 60 FPS or more, but low-end mobile CPUs will likely struggle with
  95. high-resolution videos.
  96. To ensure your videos decode smoothly on varied hardware:
  97. - When developing games for desktop platforms, it's recommended to encode in
  98. 1080p at most (preferably at 30 FPS). Most people are still using 1080p or
  99. lower resolution displays, so encoding higher-resolution videos may not be
  100. worth the increased file size and CPU requirements.
  101. - When developing games for mobile or web platforms, it's recommended to encode
  102. in 720p at most (preferably at 30 FPS or even lower). The visual difference
  103. between 720p and 1080p videos on a mobile device is usually not that
  104. noticeable.
  105. Playback limitations
  106. --------------------
  107. There are several limitations with the current implementation of video playback in Godot:
  108. - Seeking a video to a certain point is not supported.
  109. - Changing playback speed is not supported. VideoStreamPlayer also won't follow
  110. :ref:`Engine.time_scale<class_Engine_property_time_scale>`.
  111. - Looping is not supported, but you can connect a VideoStreamPlayer's
  112. :ref:`finished <class_VideoStreamPlayer_signal_finished>` signal to a function
  113. that plays the video again. However, this will cause a black frame to be
  114. visible when the video restarts. This can be worked around by adding a fade to
  115. black in the video file before the video ends, or by hiding the video for one
  116. frame and displaying a TextureRect with a screenshot of the first frame of the
  117. video until the video is restarted.
  118. - Streaming a video from a URL is not supported.
  119. .. _doc_playing_videos_recommended_theora_encoding_settings:
  120. Recommended Theora encoding settings
  121. ------------------------------------
  122. A word of advice is to **avoid relying on built-in Ogg Theora exporters** (most of the time).
  123. There are 2 reasons you may want to favor using an external program to encode your video:
  124. - Some programs such as Blender can render to Ogg Theora. However, the default
  125. quality presets are usually very low by today's standards. You may be able to
  126. increase the quality options in the software you're using, but you may find
  127. the output quality to remain less than ideal (given the increased file size).
  128. This usually means that the software only supports encoding to constant bit
  129. rate (CBR), instead of variable bit rate (VBR). VBR encoding should be
  130. preferred in most scenarios as it provides a better quality to file size
  131. ratio.
  132. - Some other programs can't render to Ogg Theora at all.
  133. In this case, you can **render the video to an intermediate high-quality format**
  134. (such as a high-bitrate H.264 video) then re-encode it to Ogg Theora. Ideally,
  135. you should use a lossless or uncompressed format as an intermediate format to
  136. maximize the quality of the output Ogg Theora video, but this can require a lot
  137. of disk space.
  138. `HandBrake <https://handbrake.fr/>`__
  139. (GUI) and `FFmpeg <https://ffmpeg.org/>`__ (CLI) are popular open source tools
  140. for this purpose. FFmpeg has a steeper learning curve, but it's more powerful.
  141. Here are example FFmpeg commands to convert a MP4 video to Ogg Theora. Since
  142. FFmpeg supports a lot of input formats, you should be able to use the commands
  143. below with almost any input video format (AVI, MOV, WebM, …).
  144. .. note::
  145. Make sure your copy of FFmpeg is compiled with libtheora and libvorbis support.
  146. You can check this by running ``ffmpeg`` without any arguments, then looking
  147. at the ``configuration:`` line in the command output.
  148. Balancing quality and file size
  149. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  150. The **video quality** level (``-q:v``) must be between ``1`` and ``10``. Quality
  151. ``6`` is a good compromise between quality and file size. If encoding at a high
  152. resolution (such as 1440p or 4K), you will probably want to decrease ``-q:v`` to
  153. ``5`` to keep file sizes reasonable. Since pixel density is higher on a 1440p or
  154. 4K video, lower quality presets at higher resolutions will look as good or
  155. better compared to low-resolution videos.
  156. The **audio quality** level (``-q:a``) must be between ``-1`` and ``10``. Quality
  157. ``6`` provides a good compromise between quality and file size. In contrast to
  158. video quality, increasing audio quality doesn't increase the output file size
  159. nearly as much. Therefore, if you want the cleanest audio possible, you can
  160. increase this to ``9`` to get *perceptually lossless* audio. This is especially
  161. valuable if your input file already uses lossy audio compression. See
  162. `this page <https://wiki.hydrogenaud.io/index.php?title=Recommended_Ogg_Vorbis#Recommended_Encoder_Settings>`__
  163. for a table listing Ogg Vorbis audio quality presets and their respective
  164. variable bitrates.
  165. FFmpeg: Convert while preserving original video resolution
  166. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  167. The following command converts the video while keeping its original resolution.
  168. The video and audio's bitrate will be variable to maximize quality while saving
  169. space in parts of the video/audio that don't require a high bitrate (such as
  170. static scenes).
  171. ::
  172. ffmpeg -i input.mp4 -q:v 6 -q:a 6 output.ogv
  173. FFmpeg: Resize the video then convert it
  174. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  175. The following command resizes a video to be 720 pixels tall (720p), while
  176. preserving its existing aspect ratio. This helps decrease the file size
  177. significantly if the source is recorded at a higher resolution than 720p:
  178. ::
  179. ffmpeg -i input.mp4 -vf "scale=-1:720" -q:v 6 -q:a 6 output.ogv