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Autres articles (111)

  • XMP PHP

    13 mai 2011, par

    Dixit Wikipedia, XMP signifie :
    Extensible Metadata Platform ou XMP est un format de métadonnées basé sur XML utilisé dans les applications PDF, de photographie et de graphisme. Il a été lancé par Adobe Systems en avril 2001 en étant intégré à la version 5.0 d’Adobe Acrobat.
    Étant basé sur XML, il gère un ensemble de tags dynamiques pour l’utilisation dans le cadre du Web sémantique.
    XMP permet d’enregistrer sous forme d’un document XML des informations relatives à un fichier : titre, auteur, historique (...)

  • Configuration spécifique d’Apache

    4 février 2011, par

    Modules spécifiques
    Pour la configuration d’Apache, il est conseillé d’activer certains modules non spécifiques à MediaSPIP, mais permettant d’améliorer les performances : mod_deflate et mod_headers pour compresser automatiquement via Apache les pages. Cf ce tutoriel ; mode_expires pour gérer correctement l’expiration des hits. Cf ce tutoriel ;
    Il est également conseillé d’ajouter la prise en charge par apache du mime-type pour les fichiers WebM comme indiqué dans ce tutoriel.
    Création d’un (...)

  • Script d’installation automatique de MediaSPIP

    25 avril 2011, par

    Afin de palier aux difficultés d’installation dues principalement aux dépendances logicielles coté serveur, un script d’installation "tout en un" en bash a été créé afin de faciliter cette étape sur un serveur doté d’une distribution Linux compatible.
    Vous devez bénéficier d’un accès SSH à votre serveur et d’un compte "root" afin de l’utiliser, ce qui permettra d’installer les dépendances. Contactez votre hébergeur si vous ne disposez pas de cela.
    La documentation de l’utilisation du script d’installation (...)

Sur d’autres sites (3199)

  • FFMPEG - make a stable & zero-padded frame counter

    2 octobre 2020, par L0Lock

    I use FFMPEG to print a frame counter on my videos, but I have two issues :

    


    demo GIF

    


      

    1. The text stutters
    2. 


    3. I'd like to have the possibility to have the number zero-padded (I.E. write 001 002 003 instead of 1 2 3).
    4. 


    


    Code :

    


    @echo off
:again

cd /D %~p1

ffmpeg ^
    -i "%~nx1" ^
    -vf "drawtext=fontfile=arialbd.ttf: text='Frame \: %%{n}': start_number=1: x=(w-tw)/2: y=h-(2*lh): fontcolor=white: fontsize=40: box=1: boxcolor=black@0.4: boxborderw=8" ^
    -c:a copy ^
    "%~p1%~n1_framenumbered.mov"
if NOT ["%errorlevel%"]==["0"] goto:error
echo [92m%~n1 Done![0m

shift
if "%~1" == "" goto:end
goto:again

:error

echo [93mThere was an error. Please check your input file or report an issue on github.com/L0Lock/FFmpeg-bat-collection/issues.[0m
pause
exit 0

:end

cls
echo [92mEncoding succesful. This window will close after 10 seconds.[0m
timeout /t 10


    


    Solutions :

    


      

    • use `text='Frame : %eif:n:d:3' to get the zero-padded frame count (thanks to this answer)
    • 


    • use a monospace font (courrier new is common on Windows)
    • 


    • the script was failing to load the font, use the full path instead but without the drive (thanks to this answer) :

        

      • Do : /Windows/Fonts/courbd.ttf
      • 


      • Don't C:/Windows/Fonts/courbd.ttf nor use \
      • 


      


    • 


    


  • WebVTT Audio Descriptions for Elephants Dream

    10 mars 2015, par silvia

    When I set out to improve accessibility on the Web and we started developing WebSRT – later to be renamed to WebVTT – I needed an example video to demonstrate captions / subtitles, audio descriptions, transcripts, navigation markers and sign language.

    I needed a freely available video with spoken text that either already had such data available or that I could create it for. Naturally I chose “Elephants Dream” by the Orange Open Movie Project , because it was created under the Creative Commons Attribution 2.5 license.

    As it turned out, the Blender Foundation had already created a collection of SRT files that would represent the English original as well as the translated languages. I was able to reuse them by merely adding a WEBVTT header.

    Then there was a need for a textual audio description. I read up on the plot online and finally wrote up a time-alignd audio description. I’m hereby making that file available under the Create Commons Attribution 4.0 license. I’ve added a few lines to the medadata headers so it doesn’t confuse players. Feel free to reuse at will – I know there are others out there that have a similar need to demonstrate accessibility features.

    The post WebVTT Audio Descriptions for Elephants Dream first appeared on ginger’s thoughts.

  • Releasing GME Players and Tools

    22 mai 2012, par Multimedia Mike — General, alsa, github, gme, pulseaudio, Python, sdl

    I just can’t stop living in the past. To that end, I’ve been playing around with the Game Music Emu (GME) library again. This is a software library that plays an impressive variety of special music files extracted from old video games.

    I have just posted a series of GME tools and associated utilities up on Github.

    Clone the repo and try them out. The repo includes a small test corpus since one of the most tedious parts about playing these files tends to be tracking them down in the first place.

    Players
    At first, I started with trying to write some simple command line audio output programs based on GME. GME has to be the simplest software library that it has ever been my pleasure to code against. All it took was a quick read through the gme.h header file and it was immediately obvious how to write a simple program.

    First, I wrote a command line tool that output audio through PulseAudio on Linux. Then I made a second program that used ALSA. Guess what I learned through this exercise ? PulseAudio is actually far easier to program than ALSA.

    I also created an SDL player, seen in my last post regarding how to write an oscilloscope. I think I have the A/V sync correct now. It’s a little more fun to use than the command line tools. It also works on non-Linux platforms (tested at least on Mac OS X).

    Utilities
    I also wrote some utilities. I’m interested in exporting metadata from these rather opaque game music files in order to make them a bit more accessible. To that end, I wrote gme2json, a program that uses the GME library to fetch data from a game music file and then print it out in JSON format. This makes it trivial to extract the data from a large corpus of game music files and work with it in many higher level languages.

    Finally, I wrote a few utilities that repack certain ad-hoc community-supported game music archives into... well, an ad-hoc game music archive of my own device. Perhaps it’s a bit NIH syndrome, but I don’t think certain of these ad-hoc community formats were very well thought-out, or perhaps made sense a decade or more ago. I guess I’m trying to bring a bit of innovation to this archival process.

    Endgame
    I haven’t given up on that SaltyGME idea (playing these game music files directly in a Google Chrome web browser via Google Chrome). All of this ancillary work is leading up to that goal.

    Silly ? Perhaps. But I still think it would be really neat to be able to easily browse and play these songs, and make them accessible to a broader audience.