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  • 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) (...)

  • Supporting all media types

    13 avril 2011, par

    Unlike most software and media-sharing platforms, MediaSPIP aims to manage as many different media types as possible. The following are just a few examples from an ever-expanding list of supported formats : images : png, gif, jpg, bmp and more audio : MP3, Ogg, Wav and more video : AVI, MP4, OGV, mpg, mov, wmv and more text, code and other data : OpenOffice, Microsoft Office (Word, PowerPoint, Excel), web (html, CSS), LaTeX, Google Earth and (...)

  • Encoding and processing into web-friendly formats

    13 avril 2011, par

    MediaSPIP automatically converts uploaded files to internet-compatible formats.
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    Audio files are encoded in MP3 and Ogg (supported by HTML5) and MP3 (supported by Flash).
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    All uploaded files are stored online in their original format, so you can (...)

Sur d’autres sites (5212)

  • FFmpeg compile opus error

    10 août 2015, par David Norgren

    I’m following this tutorial to build FFmpeg statically (to not need DLLs) using Microsoft’s compilers : http://cristobaldobranco.github.io/blog/2015/01/20/compiling-ffmpeg-with-windows-tools/

    I’m however running into trouble when attempting to compile this :

    #pragma comment (lib, "libavformat.a")
    #define __STDC_CONSTANT_MACROS

    extern "C" {
       #include <libavformat></libavformat>avformat.h>
    }

    int main() {
       av_register_all();
       return 0;
    }

    It seems to be able to find the header and library files, but I’m getting weird errors about opus :

    Opus error

    Here are my MSYS commands :

    cd C:/Libs/ffmpeg
    ./configure --toolchain=msvc --arch=x86 --prefix=build/ --disable-network
    make
    make install

    How do I get rid of these errors ?

  • Inaccurate sleep using C++11 on Windows

    15 février 2017, par Ashe the human

    I’ve been using C++11 sleep to give the interval between video frames. This method I’ve been using makes playback elongated on Windows.

    #include <iostream>
    #include <thread>
    #include <sstream>


    int main(const int argc, const char **args)
    {
       std::stringstream sb;

       if(argc &lt; 2)
           return 1;
       int fps = 0;
       sb &lt;&lt; args[1];
       sb >> fps;

       if(fps &lt;= 0)
           return 1;
       int i;


       while(true)
       {
           std::chrono::high_resolution_clock::time_point start, end;

           start = std::chrono::high_resolution_clock::now();
           for(i=0; i fps));
           }
           end = std::chrono::high_resolution_clock::now();

           auto c = std::chrono::duration_cast(end - start).count();
           std::cerr &lt;&lt; c &lt;&lt; std::endl;
       }

       return 0;
    }
    </sstream></thread></iostream>

    Running that program with 60 gives about 1004 1006 on Linux and 1065 1075 on Windows. So, I’m guessing, after playing a 2-hour long video, more than a minute is passed than just 2 hours.

    timeBeginPeriod() has no effect. Is using timer(like this one ?) is the only way to implement media players on Windows ? What about on Linux ? I think it’s the right way considering the fact that ffplay uses av_usleep().

    So sad that there’s no portable way.

  • FFmpegInteropX in Unity Hololens 2

    25 juin 2024, par CocoaMilka

    I'm building a UDP video stream decoder for the Hololens 2 in Unity 2021. I've compiled FFmpegInteropX for ARM64 UWP, however I'm having issues setting it up within Unity. With the binaries included in /Plugins/WSA I get the following error :

    &#xA;

    ArgumentException: The Assembly WinRT.Runtime is referenced by FFmpegInteropX.DotNet (&#x27;Assets/Plugins/WSA/FFmpegInteropX.DotNet/Release/FFmpegInteropX.DotNet.dll&#x27;). But the dll is not allowed to be included or could not be found.

    &#xA;

    I've wrapped all of my WinRT dependent code with the appropriate preprocessor directive as shown here, and I've also set all my plugins to target WSAPlayer and UWP.

    &#xA;

    #if ENABLE_WINMD_SUPPORT&#xA;using FFmpegInteropX;&#xA;using WinRT;&#xA;using Windows.Foundation;&#xA;using Windows.Media.Core;&#xA;using Windows.Media.Playback;&#xA;using System.Threading.Tasks;&#xA;#endif&#xA;

    &#xA;

    If I include WinRT.Runtime.dll in the plugins folder, the issue spreads asking for more dependencies then the new dependencies (such as Microsoft.Windows.SDK.NET.dll) starts conflicting with the MRTK packages due to it also depending on WinRT.

    &#xA;

    How can I use this library within Unity without constantly running into dependency hell ?

    &#xA;