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Médias (33)
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Stereo master soundtrack
17 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Audio
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#7 Ambience
16 octobre 2011, par
Mis à jour : Juin 2015
Langue : English
Type : Audio
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#6 Teaser Music
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#5 End Title
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#3 The Safest Place
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#4 Emo Creates
15 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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Sur d’autres sites (13420)
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Et déplacer ce qui reste de margin, font-weight et tous les Elements de notifications des boites succes, info, notice, alerte dans theme.cssBref, vider forms.css quoi :)
Tel que je le conçois, form.css devrait contenir tout le style de base des formulaires spip ainsi que boutons réponses et erreurs.
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Unity : Converting Texture2D to YUV420P using FFmpeg
23 juillet 2021, par strong_kobayashiI'm trying to create a game in Unity where each frame is rendered into a texture and then put together into a video using FFmpeg. The output created by FFmpeg should eventually be sent over the network to a client UI. However, I'm struggling mainly with the part where a frame is caught, and passed to an unsafe method as a byte array where it should be processed further by FFmpeg. The wrapper I'm using is FFmpeg.AutoGen.



The render to texture method :



private IEnumerator CaptureFrame()
{
 yield return new WaitForEndOfFrame();

 RenderTexture.active = rt;
 frame.ReadPixels(rect, 0, 0);
 frame.Apply();

 bytes = frame.GetRawTextureData();

 EncodeAndWrite(bytes, bytes.Length);
}




The unsafe encoding method so far :



private unsafe void EncodeAndWrite(byte[] bytes, int size)
{
 GCHandle pinned = GCHandle.Alloc(bytes, GCHandleType.Pinned);
 IntPtr address = pinned.AddrOfPinnedObject();

 sbyte** inData = (sbyte**)address;
 fixed(int* lineSize = new int[1])
 {
 lineSize[0] = 4 * textureWidth;
 // Convert RGBA to YUV420P
 ffmpeg.sws_scale(sws, inData, lineSize, 0, codecContext->width, inputFrame->extended_data, inputFrame->linesize);
 }

 inputFrame->pts = frameCounter++;

 if(ffmpeg.avcodec_send_frame(codecContext, inputFrame) < 0)
 throw new ApplicationException("Error sending a frame for encoding!");

 pkt = new AVPacket();
 fixed(AVPacket* packet = &pkt)
 ffmpeg.av_init_packet(packet);
 pkt.data = null;
 pkt.size = 0;

 pinned.Free();
 ...
}




sws_scale
takes asbyte**
as the second parameter, therefore I'm trying to convert the input byte array tosbyte**
by first pinning it withGCHandle
and doing an explicit type conversion afterwards. I don't know if that's the correct way, though.


Moreover, the condition
if(ffmpeg.avcodec_send_frame(codecContext, inputFrame) < 0)
alwasy throws an ApplicationException, where I also really don't know why this happens.codecContext
andinputFrame
are my AVCodecContext and AVFrame objects, respectively, and the fields are defined as the following :


codecContext



codecContext = ffmpeg.avcodec_alloc_context3(codec);
codecContext->bit_rate = 400000;
codecContext->width = textureWidth;
codecContext->height = textureHeight;

AVRational timeBase = new AVRational();
timeBase.num = 1;
timeBase.den = (int)fps;
codecContext->time_base = timeBase;
videoAVStream->time_base = timeBase;

AVRational frameRate = new AVRational();
frameRate.num = (int)fps;
frameRate.den = 1;
codecContext->framerate = frameRate;

codecContext->gop_size = 10;
codecContext->max_b_frames = 1;
codecContext->pix_fmt = AVPixelFormat.AV_PIX_FMT_YUV420P;




inputFrame



inputFrame = ffmpeg.av_frame_alloc();
inputFrame->format = (int)codecContext->pix_fmt;
inputFrame->width = textureWidth;
inputFrame->height = textureHeight;
inputFrame->linesize[0] = inputFrame->width;




Any help in fixing the issue would be greatly appreciated :)


-
FFmpeg : Decoding AVPackets received from UDP socket
8 août 2022, par strong_kobayashiI am trying to stream video frames encoded with FFmpeg from an Unity game to a client UI via UDP. To be specific, I am sending AVPackets (which contain the compressed frames, as far as I understand) from the server, which are then, on the client side, extracted as follows :



inline UDPpacket* SDLGameClient::receiveData()
{
 if(SDLNet_UDP_Recv(socket, packet))
 return packet;
 else
 return NULL;
}

int main()
{
 ...
 // Initialize UDP
 ...
 UDPpacket *udpPacket;

 int i = 0;

 for(;;)
 {
 udpPacket = client->receiveData();

 if(udpPacket != nullptr)
 {
 i++;
 std::cout << "Packet " << i << " received!" << std::endl;

 AVPacket packet;
 av_init_packet(&packet);

 packet.data = new uint8_t[udpPacket->len];
 memcpy(packet.data, udpPacket->data, udpPacket->len);
 packet.size = udpPacket->len;

 ...




To realize networking, I use the SDL_net library. Fragmenting, sending and receiving the packets seem to work without any problem. My question is, how do I decode the incoming AVPackets and stream the frames recorded in Unity to the client ?
I am aware that I need to use
avcodec_send_packet
andavcodec_receive_frame
for decoding (sinceavcodec_decode_video2
, that is used in many example decoding code, is deprecated), but when I do something like this :


int ret = avcodec_send_packet(codecContext, &packet);
if(ret < 0 || ret == AVERROR(EAGAIN) || ret == AVERROR_EOF)
 std::cout << "avcodec_send_packet: " << ret << std::endl;
else
{
 while(ret >= 0)
 {
 ret = avcodec_receive_frame(codecContext, frame);
 if(ret == AVERROR(EAGAIN) || ret == AVERROR_EOF)
 std::cout << "avcodec_receive_frame: " << ret << std::endl;

 std::cout << "Frame: " << codecContext->frame_number << std::endl;
 }
}

av_packet_unref(packet);




ret always returns a negative value (-22), so perhaps something is wrong with the AVPackets, or I'm sending the frames way too fast, I really have no clue :/



Thanks in advance for any help !