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The Great Big Beautiful Tomorrow
28 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Texte
Autres articles (88)
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Soumettre améliorations et plugins supplémentaires
10 avril 2011Si vous avez développé une nouvelle extension permettant d’ajouter une ou plusieurs fonctionnalités utiles à MediaSPIP, faites le nous savoir et son intégration dans la distribution officielle sera envisagée.
Vous pouvez utiliser la liste de discussion de développement afin de le faire savoir ou demander de l’aide quant à la réalisation de ce plugin. MediaSPIP étant basé sur SPIP, il est également possible d’utiliser le liste de discussion SPIP-zone de SPIP pour (...) -
Organiser par catégorie
17 mai 2013, parDans MédiaSPIP, une rubrique a 2 noms : catégorie et rubrique.
Les différents documents stockés dans MédiaSPIP peuvent être rangés dans différentes catégories. On peut créer une catégorie en cliquant sur "publier une catégorie" dans le menu publier en haut à droite ( après authentification ). Une catégorie peut être rangée dans une autre catégorie aussi ce qui fait qu’on peut construire une arborescence de catégories.
Lors de la publication prochaine d’un document, la nouvelle catégorie créée sera proposée (...) -
Récupération d’informations sur le site maître à l’installation d’une instance
26 novembre 2010, parUtilité
Sur le site principal, une instance de mutualisation est définie par plusieurs choses : Les données dans la table spip_mutus ; Son logo ; Son auteur principal (id_admin dans la table spip_mutus correspondant à un id_auteur de la table spip_auteurs)qui sera le seul à pouvoir créer définitivement l’instance de mutualisation ;
Il peut donc être tout à fait judicieux de vouloir récupérer certaines de ces informations afin de compléter l’installation d’une instance pour, par exemple : récupérer le (...)
Sur d’autres sites (10460)
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How to transcode MP3 files in django by using FFMPEG, Celery and RabbitMQ ?
12 janvier 2017, par Srinivas 25I am trying to transcode user uploaded MP3 audio files into ogg, ac3 wav or other formats by using django, celery, rabbitMQ and FFMPEG. But i am getting the error with [WinError 10042] An unknown, invalid, or unsupported option or level was specified in a getsockopt or setsockopt call
OS-Window 10-64bit
Python 3.0
Django - 1.10here is the code I followed :
models.py
import uuid
from django.db import models
# Create your models here.
def unique_file_path(instance, filename):
new_file_name = uuid.uuid4()
return str(new_file_name)
class AudioFile(models.Model):
name = models.CharField(max_length=100, blank=True)
mp3_file = models.FileField(upload_to=unique_file_path)
ogg_file = models.FileField(blank=True, upload_to=unique_file_path)
wav_file = models.FileField(blank=True, upload_to=unique_file_path)
ac3_file = models.FileField(blank=True, upload_to=unique_file_path)
def __str__(self):
return self.name
views.py
from django.shortcuts import render
# Create your views here.
from django.views.generic.edit import FormView
from django.http import HttpResponseRedirect
from django.core.urlresolvers import reverse
from django.views.generic import FormView
from audio_transcoder.taskapp.tasks import transcode_mp3
from .forms import AudioFileFrom
from .models import AudioFile
class UploadAudioFileView(FormView):
template_name = 'upload/upload.html'
form_class = AudioFileFrom
def form_valid(self, form):
audio_file = AudioFile(
name=self.get_form_kwargs().get('data')['name'],
mp3_file=self.get_form_kwargs().get('files')['mp3_file']
)
audio_file.save()
transcode_mp3.delay(audio_file.id)
return HttpResponseRedirect(self.get_success_url())
def get_success_url(self):
return reverse('/')
tasks.py
import os
import os.path
import subprocess
from audio_transcoder.taskapp.celery import app
from celery import Celery
app = Celery('fftest',
broker='amqp://guest@localhost//',
include=['taskapp.tasks'])
if __name__ == '__main__':
app.start()
from audio_transcoder.models import AudioFile
import fftest.settings as settings
@app.task
def transcode_mp3(mp3_id):
audio_file = AudioFile.objects.get(id=mp3_id)
input_file_path = audio_file.mp3_file.path
filename = os.path.basename(input_file_path)
ogg_output_file_name = os.path.join('transcoded', '{}.ogg'.format(filename))
ogg_output_file_path = os.path.join(settings.MEDIA_ROOT, ogg_`enter code
here`output_file_name)
enter code here
ac3_output_file_name = os.path.join('transcoded', '{}.ac3'.format(filename))
ac3_output_file_path = os.path.join(settings.MEDIA_ROOT,
ac3_output_file_name)
wav_output_file_name = os.path.join('transcoded', '{}.wav'.format(filename))
wav_output_file_path = os.path.join(settings.MEDIA_ROOT,
wav_output_file_name)
if not os.path.isdir(os.path.dirname(ogg_output_file_path)):
os.makedirs(os.path.dirname(ogg_output_file_path))
subprocess.call([
settings.FFMPEG_PATH,
'-i',
input_file_path,
ogg_output_file_path,
ac3_output_file_path,
wav_output_file_path
]
)
audio_file.ogg_file = ogg_output_file_name
audio_file.ac3_file = ac3_output_file_name
audio_file.wav_file = wav_output_file_name
audio_file.save()Not sure where the mistake is happening. While uploading video it is showing below :
OperationalError at /new/
[WinError 10042] An unknown, invalid, or unsupported option or level was specified in a getsockopt or setsockopt call
Request Method: POST
Request URL: http://127.0.0.1:8000/new/
Django Version: 1.10.4
Exception Type: OperationalError`enter code here`
Exception Value:
[WinError 10042] An unknown, invalid, or unsupported option or level was specified in a getsockopt or setsockopt call
Exception Location: C:\Users\RAMa2r3e4s5h6\fftest\lib\site-packages\amqp\transport.py in _set_socket_options, line 204 -
Approaches To Modifying Game Resource Files
16 août 2016, par Multimedia Mike — Game HackingI have been assisting The Translator in the translation of another mid-1990s adventure game. This one isn’t quite as multimedia-heavy as the last title, and the challenges are a bit different. I wanted to compose this post in order to describe my thought process and mental model in approaching this problem. Hopefully, this will help some others understand my approach since what I’m doing here often appears as magic to some of my correspondents.
High Level Model
At the highest level, it is valuable to understand the code and the data at play. The code is the game’s engine and the data refers to the collection of resources that comprise the game’s graphics, sound, text, and other assets.
Simplistic high-level game engine model
Ideally, we want to change the data in such a way that the original game engine adopts it as its own because it has the same format as the original data. It is very undesirable to have to modify the binary engine executable in any way.
Modifying The Game Data Directly
How to modify the data ? If we modify the text strings for the sake of language translation, one approach might be to search for strings within the game data files and change them directly. This model assumes that the text strings are stored in a plain, uncompressed format. Some games might store these strings in a text format which can be easily edited with any text editor. Other games will store them as binary data.
In the latter situation, a game hacker can scan through data files with utilities like Unix ‘strings’ to find the resources with the desired strings. Then, use a hex editor to edit the strings directly. For example, change “Original String”…
0098F800 00 00 00 00 00 00 00 4F 72 69 67 69 6E 61 6C 20 .......Original 0098F810 53 74 72 69 6E 67 00 00 00 00 00 00 00 00 00 00 String..........
…to “Short String” and pad the difference in string lengths using spaces (0x20) :
0098F800 00 00 00 00 00 00 00 53 68 6F 72 74 20 53 74 72 .......Short Str 0098F810 69 6E 67 20 20 20 00 00 00 00 00 00 00 00 00 00 ing ..........
This has some obvious problems. First, translated strings need to be of equal our smaller length compared to the original. What if we want to encode “Much Longer String” ?
0098F800 00 00 00 00 00 00 00 4D 75 63 68 20 4C 6F 6E 67 .......Much Long 0098F810 65 72 20 53 74 72 00 00 00 00 00 00 00 00 00 00 er Str..........
It won’t fit. The second problem pertains to character set limitations. If the font in use was only designed for ASCII, it’s going to be inadequate for expressing nearly any other language.
So a better approach is needed.
Understanding The Data Structures
An alternative to the approach outlined above is to understand the game’s resources so they can be modified at a deeper level. Here’s a model to motivate this investigation :
Model of the game resource archive format
This is a very common layout for such formats : there is a file header, a sequence of resource blocks, and a trailing index which describes the locations and types of the foregoing blocks.
What use is understanding the data structures ? In doing so, it becomes possible to write new utilities that disassemble the data into individual pieces, modify the necessary pieces, and then reassemble them into a form that the original game engine likes.
It’s important to take a careful, experimental approach to this since mistakes can be ruthlessly difficult to debug (unless you relish the thought of debugging the control flow through an opaque DOS executable). Thus, the very first goal in all of this is to create a program that can disassemble and reassemble the resource, thus creating an identical resource file. This diagram illustrates this complex initial process :
Rewriting the game resource file
So, yeah, this is one of the most complicated “copy file” operations that I can possibly code. But it forms an important basis, since the next step is to carefully replace one piece at a time.
Modifying a specific game resource
This diagram shows a simplistic model of a resource block that contains a series of message strings. The header contains pointers to each of the strings within the block. Instead of copying this particular resource block directly to the new file, a proposed modification utility will intercept it and rewrite the entire thing, writing new strings of arbitrary length and creating an adjusted header which will correctly point to the start of each new string. Thus, translated strings can be longer than the original strings.
Further Work
Exploiting this same approach, we can intercept and modify other game resources including fonts, images, and anything else that might need to be translated. I will explore specific examples in a later blog post.Followup
- Translating Return to Ringworld, in which I apply the ideas expressed in this post.
The post Approaches To Modifying Game Resource Files first appeared on Breaking Eggs And Making Omelettes.
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FFMPEG RTSP stream to MPEG4/H264 file using libx264
4 décembre 2016, par PhiHeyo folks,
I’m attempting to transcode/remux an RTSP stream in H264 format into a MPEG4 container, containing just the H264 video stream. Basically, webcam output into a MP4 container.
I can get a poorly coded MP4 produced, using this code :
// Variables here for demo
AVFormatContext * video_file_output_format = nullptr;
AVFormatContext * rtsp_format_context = nullptr;
AVCodecContext * video_file_codec_context = nullptr;
AVCodecContext * rtsp_vidstream_codec_context = nullptr;
AVPacket packet = {0};
AVStream * video_file_stream = nullptr;
AVCodec * rtsp_decoder_codec = nullptr;
int errorNum = 0, video_stream_index = 0;
std::string outputMP4file = "D:\\somemp4file.mp4";
// begin
AVDictionary * opts = nullptr;
av_dict_set(&opts, "rtsp_transport", "tcp", 0);
if ((errorNum = avformat_open_input(&rtsp_format_context, uriANSI.c_str(), NULL, &opts)) < 0) {
errOut << "Connection failed: avformat_open_input failed with error " << errorNum << ":\r\n" << ErrorRead(errorNum);
TacticalAbort();
return;
}
rtsp_format_context->max_analyze_duration = 50000;
if ((errorNum = avformat_find_stream_info(rtsp_format_context, NULL)) < 0) {
errOut << "Connection failed: avformat_find_stream_info failed with error " << errorNum << ":\r\n" << ErrorRead(errorNum);
TacticalAbort();
return;
}
video_stream_index = errorNum = av_find_best_stream(rtsp_format_context, AVMEDIA_TYPE_VIDEO, -1, -1, NULL, 0);
if (video_stream_index < 0) {
errOut << "Connection in unexpected state; made a connection, but there was no video stream.\r\n"
"Attempts to find a video stream resulted in error " << errorNum << ": " << ErrorRead(errorNum);
TacticalAbort();
return;
}
rtsp_vidstream_codec_context = rtsp_format_context->streams[video_stream_index]->codec;
av_init_packet(&packet);
if (!(video_file_output_format = av_guess_format(NULL, outputMP4file.c_str(), NULL))) {
TacticalAbort();
throw std::exception("av_guess_format");
}
if (!(rtsp_decoder_codec = avcodec_find_decoder(rtsp_vidstream_codec_context->codec_id))) {
errOut << "Connection failed: connected, but avcodec_find_decoder returned null.\r\n"
"Couldn't find codec with an AV_CODEC_ID value of " << rtsp_vidstream_codec_context->codec_id << ".";
TacticalAbort();
return;
}
video_file_format_context = avformat_alloc_context();
video_file_format_context->oformat = video_file_output_format;
if (strcpy_s(video_file_format_context->filename, sizeof(video_file_format_context->filename), outputMP4file.c_str())) {
errOut << "Couldn't open video file: strcpy_s failed with error " << errno << ".";
std::string log = errOut.str();
TacticalAbort();
throw std::exception("strcpy_s");
}
if (!(video_file_encoder_codec = avcodec_find_encoder(video_file_output_format->video_codec))) {
TacticalAbort();
throw std::exception("avcodec_find_encoder");
}
// MARKER ONE
if (!outputMP4file.empty() &&
!(video_file_output_format->flags & AVFMT_NOFILE) &&
(errorNum = avio_open2(&video_file_format_context->pb, outputMP4file.c_str(), AVIO_FLAG_WRITE, nullptr, &opts)) < 0) {
errOut << "Couldn't open video file \"" << outputMP4file << "\" for writing : avio_open2 failed with error " << errorNum << ": " << ErrorRead(errorNum);
TacticalAbort();
return;
}
// Create stream in MP4 file
if (!(video_file_stream = avformat_new_stream(video_file_format_context, video_file_encoder_codec))) {
TacticalAbort();
return;
}
AVCodecContext * video_file_codec_context = video_file_stream->codec;
// MARKER TWO
// error -22/-21 in avio_open2 if this is skipped
if ((errorNum = avcodec_copy_context(video_file_codec_context, rtsp_vidstream_codec_context)) != 0) {
TacticalAbort();
throw std::exception("avcodec_copy_context");
}
//video_file_codec_context->codec_tag = 0;
/*
// MARKER 3 - is this not needed? Examples suggest not.
if ((errorNum = avcodec_open2(video_file_codec_context, video_file_encoder_codec, &opts)) < 0)
{
errOut << "Couldn't open video file codec context: avcodec_open2 failed with error " << errorNum << ": " << ErrorRead(errorNum);
std::string log = errOut.str();
TacticalAbort();
throw std::exception("avcodec_open2, video file");
}*/
//video_file_format_context->flags |= AVFMT_FLAG_GENPTS;
if (video_file_format_context->oformat->flags & AVFMT_GLOBALHEADER)
{
video_file_codec_context->flags |= CODEC_FLAG_GLOBAL_HEADER;
}
if ((errorNum = avformat_write_header(video_file_format_context, &opts)) < 0) {
errOut << "Couldn't open video file: avformat_write_header failed with error " << errorNum << ":\r\n" << ErrorRead(errorNum);
std::string log = errOut.str();
TacticalAbort();
return;
}However, there are several issues :
- I can’t pass any x264 options to the output file. The output H264 matches the input H264’s profile/level - switching cameras to a different model switches H264 level.
- The timing of the output file is off, noticeably.
- The duration of the output file is off, massively. A few seconds of footage becomes hours, although playtime doesn’t match. (FWIW, I’m using VLC to play them.)
Passing x264 options
If I manually increment PTS per packet, and set DTS equal to PTS, it plays too fast, 2-3 seconds’ worth of footage in one second playtime, and duration is hours long. The footage also blurs past several seconds, about 10 seconds’ footage in a second.
If I let FFMPEG decide (with or without GENPTS flag), the file has a variable frame rate (probably as expected), but it plays the whole file in an instant and has a long duration too (over forty hours for a few seconds). The duration isn’t "real", as the file plays in an instant.
At Marker One, I try to set the profile by passing options to
avio_open2
. The options are simply ignored by libx264. I’ve tried :av_dict_set(&opts, "vprofile", "main", 0);
av_dict_set(&opts, "profile", "main", 0); // error, missing '('
// FF_PROFILE_H264_MAIN equals 77, so I also tried
av_dict_set(&opts, "vprofile", "77", 0);
av_dict_set(&opts, "profile", "77", 0);It does seem to read the profile setting, but it doesn’t use them. At Marker Two, I tried to set it after the
avio_open2
, beforeavformat_write_header
.// I tried all 4 av_dict_set from earlier, passing it to avformat_write_header.
// None had any effect, they weren't consumed.
av_opt_set(video_file_codec_context, "profile", "77", 0);
av_opt_set(video_file_codec_context, "profile", "main", 0);
video_file_codec_context->profile = FF_PROFILE_H264_MAIN;
av_opt_set(video_file_codec_context->priv_data, "profile", "77", 0);
av_opt_set(video_file_codec_context->priv_data, "profile", "main", 0);Messing with privdata made the program unstable, but I was trying anything at that point.
I’d like to solve issue 1 with passing settings, since I imagine it’d bottleneck any attempt to solve issues 2 or 3.I’ve been fiddling with this for the better part of a month now. I’ve been through dozens of documentation, Q&As, examples. It doesn’t help that quite a few are outdated.
Any help would be appreciated.
Cheers