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  • Participer à sa traduction

    10 avril 2011

    Vous pouvez nous aider à améliorer les locutions utilisées dans le logiciel ou à traduire celui-ci dans n’importe qu’elle nouvelle langue permettant sa diffusion à de nouvelles communautés linguistiques.
    Pour ce faire, on utilise l’interface de traduction de SPIP où l’ensemble des modules de langue de MediaSPIP sont à disposition. ll vous suffit de vous inscrire sur la liste de discussion des traducteurs pour demander plus d’informations.
    Actuellement MediaSPIP n’est disponible qu’en français et (...)

  • Support de tous types de médias

    10 avril 2011

    Contrairement à beaucoup de logiciels et autres plate-formes modernes de partage de documents, MediaSPIP a l’ambition de gérer un maximum de formats de documents différents qu’ils soient de type : images (png, gif, jpg, bmp et autres...) ; audio (MP3, Ogg, Wav et autres...) ; vidéo (Avi, MP4, Ogv, mpg, mov, wmv et autres...) ; contenu textuel, code ou autres (open office, microsoft office (tableur, présentation), web (html, css), LaTeX, Google Earth) (...)

  • MediaSPIP Player : problèmes potentiels

    22 février 2011, par

    Le lecteur ne fonctionne pas sur Internet Explorer
    Sur Internet Explorer (8 et 7 au moins), le plugin utilise le lecteur Flash flowplayer pour lire vidéos et son. Si le lecteur ne semble pas fonctionner, cela peut venir de la configuration du mod_deflate d’Apache.
    Si dans la configuration de ce module Apache vous avez une ligne qui ressemble à la suivante, essayez de la supprimer ou de la commenter pour voir si le lecteur fonctionne correctement : /** * GeSHi (C) 2004 - 2007 Nigel McNie, (...)

Sur d’autres sites (14889)

  • FFMPEG - Moving text to appear every 'X' Seconds

    23 septembre 2015, par Kevin

    This is a ffmpeg command for moving text (left to right)

    ffmpeg -i input.mp4 -vf drawtext="fontfile=/path/to/fonts/FreeSans.ttf:text='Hello World':fontcolor=white@1.0:fontsize=16:y=h-line_h-100:x=(2*n)-tw" -codec:v libx264 -codec:a copy output.mp4

    And I would like to know how to make the moving text to start after ’X’ seconds and appear every ’X’ seconds ?

  • PC Video Conferencing in the Year 1999

    21 juin 2011, par Multimedia Mike — General

    Remember Intel’s custom flavor of H.263 cleverly named I.263 ? I think I have finally found an application that used it thanks to a recent thrift shop raid— Intel Video Phone :



    The root directory of the disc has 2 copies of an intro.avi video. One copy uses Intel Indeo 3 video and PCM audio. The other uses I.263 video and an undetermined (presumably Intel-proprietary) audio codec — RIFF id 0x0402 at a bitrate of 88 kbits/sec for stereo, 22 kHz audio. The latter video looks awful but is significantly smaller (like 4 MB vs. 25 MB).

    This is the disc marked as "Send it to a friend...". Here’s the way this concept was supposed to operate :

    • You buy an Intel Video Phone Camera Pack (forgotten page courtesy of the Internet Archive) which includes a camera and 2 CDs.
    • You install the camera and video phone software on your computer.
    • You send the other CD to the person whom you want to be able to see your face when you’re teleconferencing with them.
    • The other party installs the software.
    • The 2 of you may make an internet phone call presumably using commodity PC microphones for the voice component ; the person who doesn’t have a camera is able to see the person who does have a camera.
    • In a cunning viral/network marketing strategy, Intel encourages the other party to buy the physical hardware as well so that they may broadcast their own visage back to the other person.

    If you need further explanation, the intro lady does a great job :



    I suspect I.263 was the video codec driving this since Indeo 3 would probably be inappropriate for real time video applications due to its vector quantizing algorithm.

  • Dreamcast Archival

    24 mai 2011, par Multimedia Mike — Sega Dreamcast

    Console homebrew communities have always had a precarious relationship with console pirates. The same knowledge and skills useful for creating homebrew programs can usually be parlayed into ripping games and cajoling a console into honoring ripped copies. For this reason, the Dreamcast homebrew community tried hard to distance itself from pirates, rippers, and other unsavory characters.


    Lot of 9 volumes of the Official Sega Dreamcast Magazine

    Funny how times change. While I toed the same line while I was marginally a part of the community back in the day, now I think I’m performing a service for video game archivists and historians by openly publishing the same information. I know of at least one solution already. But I think it’s possible to do much better.

    Pre-existing Art
    Famed Japanese game hacker BERO (FFmpeg contributors should recognize his name from a number of Dreamcast-related multimedia contributions including CRI ADX and SH-4 optimizations) crafted a program called dreamrip based on KOS’s precursor called libdream. This is the program I used to extract 4XM multimedia files from Alone in the Dark : The New Nightmare.

    Fun facts : The Sega Dreamcast used special optical discs called GD-ROMs. The GD stands for ‘GigaDisc’ which implied that they could hold roughly a gigabyte of data. How long do you think it takes to transfer that much data over a serial cable operating at 115,200 bits/second (on the order of 11 Kbytes/sec) ? I seem to recall entire discs requiring on the order of 27-28 hours to archive.

    If only I possessed some expertise in data compression which might expedite this process.

    KallistiOS’ Unwitting Help
    The KallistiOS (KOS) console-oriented RTOS provides all the software infrastructure necessary for archiving (that’s what we’ll call it in this post) Dreamcast games. KOS exposes the optical disc’s filesystem via the /cd mount point on the VFS. From there, KOS provides functions for communicating with a host computer via ethernet (broadband adapter) or serial line (DC coder’s cable). To this end, KOS exposes another mount point on the VFS named /pc which allows direct access to the host PC’s filesystem.

    Thus, it’s pretty straightforward to use KOS to access the files (or raw sectors) of the Dreamcast disc and then send them over the communication line to the host PC. Simple.

    Compressing Before Transfer
    Right away, I wonder about compiling 3 different compression libraries : libz, libbz2, and liblzma. The latter 2 are exceptionally CPU-intensive to compress. Then again, it doesn’t really matter how long the compressor takes to do its job as long as it can average better than 11 Kbytes/sec on a 200MHz Hitachi SH-4 CPU. KOS can be set up in a preemptive threading mode which means it should be possible to read sectors and compress them while keeping the UART operating at full tilt.

    A 4th compression algorithm should be in play here as well : FLAC. Since some of these discs contain red book CD audio tracks that need archival, lossless audio compression should be useful.

    This post serves as a rough overview for possible future experiments. Readers might have further brainstorms.