This repository is about presenting libvlc
and its capabilities to .NET developers.
It also contains packaging tools and files for nuget packaging/deployment.
In other words: It's just the same thing as if you had downloaded the files from VideoLAN's website, in a NuGet package,
that you can add in your .NET project so that it gets copied into the output directory.
- What is libvlc?
- How do I use this thing from .NET?
- Build and packaging customization with MSBuild
- Supported platforms
- Roadmap
- Commercial services
libvlc
is the multimedia framework powering the VLC applications. It is fully opensource, so other apps use it too.
API documentation: https://www.videolan.org/developers/vlc/doc/doxygen/html/group__libvlc.html
it contains all modules, data structures and functions documentation to understand how to use the libvlc
C API.
The source is in the main VLC repository: https://github.com/videolan/vlc
libvlc
is modularized into hundreds of plugins, which may be loaded at runtime. This architecture provides great flexibility to developers (both VLC devs and devs consuming the library). The unified, complete and (somewhat) high level libvlc
C API allows a wide range of operations, such as:
- Play every media file formats, every codec and every streaming protocols
- Run on every platform, from desktop (Windows, Linux, Mac) to mobile (Android, iOS) and TVs
- Hardware and efficient decoding on every platform, up to 8K
- Network browsing for distant filesystems (SMB, FTP, SFTP, NFS...) and servers (UPnP, DLNA)
- Playback of Audio CD, DVD and Bluray with menu navigation
- Support for HDR, including tonemapping for SDR streams
- Audio passthrough with SPDIF and HDMI, including for Audio HD codecs, like DD+, TrueHD or DTS-HD
- Support for video and audio filters
- Support for 360 video and 3D audio playback, including Ambisonics
- Able to cast and stream to distant renderers, like Chromecast and UPnP renderers.
Full list of the new 3.0 features can be found here: https://www.videolan.org/vlc/releases/3.0.0.html
Full directory tree overview of what's included (dlls, headers, lib files) in the nuget can be found at https://github.com/mfkl/libvlc-nuget/blob/master/tree.md
There are usually 2 ways to go about consuming C code from .NET:
- Using C++/CX. This allows to author Windows Runtime components and it is Windows-specific. VLC for UWP currrently works this way using both libvlcppcx and libvlcpp.
- Using P/Invoke. If crossplatform is a focus, you should checkout LibVLCSharp.
Versioning of the nuget packages naturally follow the libvlc versioning.
How do I configure what gets copied to my output directory?
Currently, you can customize three things during the build:
- Whether the library gets copied or not
- Where the library is placed in the output folder
- Which files are copied
Latest stable version is 3.0.21. Feel free to check out the release notes.
Minimum OS version supported by LibVLC 3.x:
- Windows XP
- macOS 10.7
- iOS 7
- Android 2.3
dotnet add package VideoLAN.LibVLC.Windows
For the GPL version, use the following command:
dotnet add package VideoLAN.LibVLC.Windows.GPL
- x86
- x64
Note: if you intend to use libvlc with UWP projects, you probably need to install the UWP package instead because this build directly uses win32 APIs.
dotnet add package VideoLAN.LibVLC.UWP
- x86
- x64
- ARM
dotnet add package VideoLAN.LibVLC.Android
- armeabi-v7a
- arm64-v8a
- x86
- x86_64
dotnet add package VideoLAN.LibVLC.iOS
- i386
- x86_64
- ARMv7
- ARM64
dotnet add package VideoLAN.LibVLC.Mac
- x86_64
dotnet add package VideoLAN.LibVLC.tvOS
- x86_64
- ARM64
For Ubuntu, follow this guide.
Platform | Unity Store Asset |
---|---|
Unity3D - Windows | |
Unity3D - UWP | |
Unity3D - Android | |
Unity3D - iOS | |
Unity3D - macOS |
- More Unity back-ends and other game engines
- WebAssembly
- LibVLC 4
If you would like VLC developers to provide you with:
- custom development on LibVLC and/or LibVLCSharp,
- training and workshops,
- LibVLCSharp commercial licenses,
- support services,
- consulting services,
- other multimedia services.
Feel free to contact us.