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La file d’attente de SPIPmotion
28 novembre 2010, parUne file d’attente stockée dans la base de donnée
Lors de son installation, SPIPmotion crée une nouvelle table dans la base de donnée intitulée spip_spipmotion_attentes.
Cette nouvelle table est constituée des champs suivants : id_spipmotion_attente, l’identifiant numérique unique de la tâche à traiter ; id_document, l’identifiant numérique du document original à encoder ; id_objet l’identifiant unique de l’objet auquel le document encodé devra être attaché automatiquement ; objet, le type d’objet auquel (...) -
Contribute to documentation
13 avril 2011Documentation is vital to the development of improved technical capabilities.
MediaSPIP welcomes documentation by users as well as developers - including : critique of existing features and functions articles contributed by developers, administrators, content producers and editors screenshots to illustrate the above translations of existing documentation into other languages
To contribute, register to the project users’ mailing (...) -
Le plugin : Podcasts.
14 juillet 2010, parLe problème du podcasting est à nouveau un problème révélateur de la normalisation des transports de données sur Internet.
Deux formats intéressants existent : Celui développé par Apple, très axé sur l’utilisation d’iTunes dont la SPEC est ici ; Le format "Media RSS Module" qui est plus "libre" notamment soutenu par Yahoo et le logiciel Miro ;
Types de fichiers supportés dans les flux
Le format d’Apple n’autorise que les formats suivants dans ses flux : .mp3 audio/mpeg .m4a audio/x-m4a .mp4 (...)
Sur d’autres sites (1930)
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Playing Video on a Sega Dreamcast
9 mars 2011, par Multimedia Mike — Sega DreamcastHere’s an honest engineering question : If you were tasked to make compressed video play back on a Sega Dreamcast video game console, what video format would you choose ? Personally, I would choose RoQ, the format invented for The 11th Hour computer game and later used in Quake III and other games derived from the same engine. This post explains my reasoning.
Video Background
One of the things I wanted to do when I procured a used Sega Dreamcast back in 2001 was turn it into a set-top video playback unit. This is something that a lot of people tried to do, apparently, to varying degrees of success. Interest would wane in a few years as it became easier and easier to crack an Xbox and install XBMC. The Xbox was much better suited to playing codecs that were getting big at the time, most notably MPEG-4 part 2 video (DivX/XviD).The Dreamcast, while quite capable when it was released in 1999, was not very well-equipped to deal with an MPEG-type codec. I have recently learned that there are other hackers out there on the internet who are still trying to get the most out of this system. I was contacted for advice about how to make Theora perform better on the Dreamcast.
Interesting thing about consoles and codecs : Since you are necessarily distributing code along with your data, you have far more freedom to use whatever codecs you want for your audio and video data. This is why Vorbis and even Theora have seen quite a bit of use in video games, "internet standards" be darned. Thus, when I realized this application had no hard and fast requirement to use Theora, and that it could use any codec that fit the platform, my mind started churning. When I was programming the DC 10 years ago, I didn’t have access to the same wealth of multimedia knowledge that is currently available.Requirements Gathering
What do we need here ?- Codec needs to run on the Sega Dreamcast ; this eliminates codecs for which only binary decoder implementations are available
- Must decode 320x240 video at 30 fps ; higher resolutions up to 640x480 would be desirable
- Must deliver decent quality at 12X optical read speeds (DC drive speed)
- There must be some decent, preferably free, encoder readily available ; speed of encoding, however, is not important ; i.e., "take as long as you need, encoder"
Theora was the go-to codec because it’s just commonly known as "the free, open source video codec". But clearly it’s not suitable for, well... any purpose, really (sorry, easy target ; OW ! stop throwing things !). VP8/WebM — Theora’s heir apparent — would not qualify either, as my prior experiments have already demonstrated.
Candidates
What did the big boys use for video on the Dreamcast ? A lot of games relied on CRI’s Sofdec middleware which was MPEG-1 video and a custom ADPCM format. I don’t know if I have ever seen DC games that used MPEG-1 video at a higher resolution than 320x240 (though I have not searched exhaustively). The fact that CRI used a custom ADPCM format for this application may indicate that there wasn’t enough CPU power left over to decode a perceptual, transform-based audio codec alongside the 320x240 video.A few other DC games used 4X Technologies’ 4XM format. The most notable licensee was Alone in the Dark : The New Nightmare (DC version only ; PC version used Bink). This codec was DCT-based but incorporated 16-bit RGB colorspace into its design, presumably to optimize for applications like game consoles that couldn’t directly handle planar YUV. AITD:TNN’s videos were 640x360, a marked improvement over the typical Sofdec fare. I was about to write off 4XM as a contender due to lack of encoder, but the encoding tools are preserved on our samples site. A few other issues, though : The FFmpeg decoder doesn’t seem to work correctly as of this writing (and nobody has noticed yet, even though it’s tested via FATE).
What ideas do I have ? Right off the bat, I’m thinking vector quantizer (VQ). Vector quantizers are notoriously slow to compress but are blazingly fast to decompress which is why they were popular in the early days of video compression. First, there’s Cinepak. I fear that might be too simple for this application. Plus, I don’t know if existing (binary-only) compressors are very decent. It seems that they only ever had to handle small videos and I’ve heard that they can really fall over if anything more is demanded of them.
Sorenson Video 1 is another contender. FFmpeg has an encoder (which some allege is better than Sorenson’s original compressor). However, I fear that the wonky algorithm and colorspace might not mesh well with the Dreamcast.
My thinking quickly converged on RoQ. This was designed to run fullscreen (640x480) video on i486-class hardware. While RoQ fundamentally operates in a YUV colorspace, it’s trivial to convert it to any other colorspace during decoding and the image will be rendered in that colorspace. Plus, there are open source encoders available for the format (namely, several versions of Eric Lasota’s Switchblade encoder, one of which lives natively in FFmpeg), as well as the original proprietary encoder.
Which Library ?
There are several code choices here : FFmpeg (LGPL), Switchblade (GPL), and the original Quake 3 source code (GPL). There is one more option that I think might be easiest, which is the decoder Dr. Tim created when he reverse engineered the format in the first place. That has a very liberal "do whatever you like, but be nice and give me credit" license (probably qualifies as BSD).This code is no longer at its original home but the Wayback Machine still had a copy, which I have now mirrored (idroq.tar.gz).
Adaptation
Dr. Tim’s code still compiles and runs great on Linux (64-bit !) with SDL output. I would like to get it ported to the Dreamcast using the same SDL output, which KallistiOS supports. Then, there is the matter of fixing the longstanding chroma bug in the original sample decoder (described here). The decoder also needs to be modified to natively render RGB565 data, as that will work best with the DC’s graphics hardware.After making the code work, I want to profile it and test whether it can handle full-frame 640x480 playback at 30 frames/second. I will need to contrive a sample to achieve this.
Unfortunately, things went off the rails pretty quickly when I tried to get the RoQ decoder ported to DC/KOS. It looks like there’s a bug in KallistiOS’s minimalistic standard C library, or at least a discrepancy with my desktop Linux system. When you read to the end of a file and then seek backwards to someplace that isn’t the end, is the file still in EOF state ?
According to my Linux desktop :
open file ; feof() = 0 seek to end ; feof() = 0 read one more byte ; feof() = 1 seek back to start ; feof() = 0
According to KallistiOS :
open file ; feof() = 0 seek to end ; feof() = 0 read one more byte ; feof() = 1 seek back to start ; feof() = 1
Here’s the seek-test.c program I used to test this issue :
C :-
#include <stdio .h>
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int main()
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{
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FILE *f ;
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unsigned char byte ;
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f = fopen("seek_test.c", "r") ;
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fseek(f, 0, SEEK_END) ;
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fread(&byte, 1, 1, f) ;
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fseek(f, 0, SEEK_SET) ;
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fclose(f) ;
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return 0 ;
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}
EOF
Speaking of EOF, I’m about done for this evening.What codec would you select for this task, given the requirements involved ?
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Web Analytics : The Quick Start Guide
25 janvier 2024, par Erin -
FFMPEG stereo track stops capturing at random times during a capture session
26 mai 2022, par mrwassenI am currently working on building a workflow to capture and archive a large stash of family and friends PAL and NTSC VHS tapes. The hardware setup is as follows :


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- JVC HR-7860S VCR
- s-video / RCA audio >
- ADVC-3000 converter
- SDI / BNC cable >
- Blackmagic Decklink Mini Recorder 4K PCIe card
- installed in a fairly hi-spec windows machine : AMD Ryzen 9 5900X 3.7 Ghz base 12 core, GEFORCE RTX 3060 12 gB, 32 gB ram














The plan is to capture to lossless AVI, then drop into an NLE (Vegas Pro v.16) to do a minimal amount of cleanup / trimming, then render to a more compressed video format (TBD) for upload to AWS S3 accessible through a family website.


The issue I am having is that when I run the capture using ffmpeg/directshow e.g. for a perfectly fine 90 min. PAL tape, at some random point of time during the capture one of the 2 stereo channels just stops capturing. This has happened with all of the tapes I have tested so far, and it happens at different times during the same video. I have examined the frames surrounding points in time when this happens, and it doesn't correlate to any transitions or jitter, but often just randomly in the middle of a perfectly smooth scene. Once the one channel stops capturing it never starts back up again during that capture session.


The ADVC-3000 and the VCR are both showing both stereo channels playing normally throughout the capture. The windows machine running the capture hardly breaks a sweat at any time, and the transfer easily keeps up constantly showing a speed = 1x which I assume means nothing lagging. Also there are no video/audio sync issues at any point in time even towards the end of long tapes e.g. 90 mins.


I am fairly new at ffmpeg, so I have spent extensive amounts of time reading up on forum posts and experimenting and have ended up with the following syntax :


ffmpeg -y -f dshow -rtbufsize 2000M -i video="Blackmagic WDM Capture":audio="Blackmagic WDM Capture" -codec:v v210 -pix_fmt yuv422p -codec:a pcm_s16le -b:a 128k -t 02:00:00 -r 25 -threads 4 -maxrate 2500k -filter:a "volume=1.5" output_v210_audio.avi



The capture runs without a single dropped frame, the only error I am getting when launching (and perhaps this is a smoking gun ?) is :




"Non-monotonous DTS in output stream 0:1 ; previous : 0, current : -30 ;
changing to 1. This may result in incorrect timestamps in the output
file."




I have tried to troubleshoot this in the hopes that it is tied to my issue but so far without luck.


Hoping somebody can help correct or modify my command line or perhaps other ideas to help resolve the issue.