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    9 novembre 2010, par

    MediaSPIP Core fournit par défaut trois pages différentes de configuration (ces pages utilisent le plugin de configuration CFG pour fonctionner) : une page spécifique à la configuration générale du squelettes ; une page spécifique à la configuration de la page d’accueil du site ; une page spécifique à la configuration des secteurs ;
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    MediaSPIP transforme et ré-encode les documents mis en ligne afin de les rendre lisibles sur Internet et automatiquement utilisables sans intervention du créateur de contenu.
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  • Des sites réalisés avec MediaSPIP

    2 mai 2011, par

    Cette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
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Sur d’autres sites (4793)

  • Decode android's hardware encoded H264 camera feed using ffmpeg in real time

    31 octobre 2012, par user971871

    I'm trying to use the hardware H264 encoder on Android to create video from the camera, and use FFmpeg to mux in audio (all on the Android phone itself)

    What I've accomplished so far is packetizing the H264 video into rtsp packets, and decoding it using VLC (over UDP), so I know the video is at least correctly formatted. However, I'm having trouble getting the video data to ffmpeg in a format it can understand.

    I've tried sending the same rtsp packets to a port 5006 on localhost (over UDP), then providing ffmpeg with the sdp file that tells it which local port the video stream is coming in on and how to decode the video, if I understand rtsp streaming correctly. However this doesn't work and I'm having trouble diagnosing why, as ffmpeg just sits there waiting for input.

    For reasons of latency and scalability I can't just send the video and audio to the server and mux it there, it has to be done on the phone, in as lightweight a manner as possible.

    What I guess I'm looking for are suggestions as to how this can be accomplished. The optimal solution would be sending the packetized H264 video to ffmpeg over a pipe, but then I can't send ffmpeg the sdp file parameters it needs to decode the video.

    I can provide more information on request, like how ffmpeg is compiled for Android but I doubt that's necessary.

    Oh, and the way I start ffmpeg is through command line, I would really rather avoid mucking about with jni if that's at all possible.

    And help would be much appreciated, thanks.

  • Is there any way to detect and cut out the real video part from a full video

    27 octobre 2020, par Jemma.Z

    Not sure whether I can explain my question. I have a bunch of video material. Some of them are recorded videos from mobile phones. When people record the video on their phone, their produced video may contain more than just the recorded video I need. I need to detect and cut out the useless part. The useless part would be still while the part I need is changing and on the play.

    


    I do not know whether there is any way for me to do it. I can write some code but I just do not know what libraries to use. Does it have something to do with OpenCV. Or is there a way to solve it with ffmpeg ?

    


    Hopefully someone can give me some ideas. Thanks a lot.

    


  • How to render two videos with alpha channel in real time in pygame with synched audio ?

    21 décembre 2024, par Francesco Calderone

    I need to play two videos with synched sound in real-time with Pygame.
Pygame does not currently support video streams, so I am using a ffmpeg subprocess.
The first video is a prores422_hq. This is a background video with no alpha channel.
The second video is a prores4444 overlay video with an alpha channel, and it needs to be played in real-tim on top of the first video (with transparency).
All of this needs synched sound from the first base video only.

    


    I have tried many libraries, including pymovie pyav and opencv. The best result so far is to use a subprocess with ffmpeg.

    


    ffmpeg -i testing/stefano_prores422_hq.mov -stream_loop -1 -i testing/key_prores4444.mov -filter_complex "[1:v]format=rgba,colorchannelmixer=aa=1.0[overlay];[0:v][overlay]overlay" -f nut pipe:1 | ffplay -

    


    When running this in the terminal and playing with ffplay, everything is perfect, the overlay looks good, no dropped frames, and the sound is in synch.

    


    However, trying to feed that to pygame via a subprocess creates either video delays and drop frames or audio not in synch.

    


    EXAMPLE ONE :

    


    # SOUND IS NOT SYNCHED - sound is played via ffplay
import pygame
import subprocess
import numpy as np
import sys

def main():
    pygame.init()
    screen_width, screen_height = 1920, 1080
    screen = pygame.display.set_mode((screen_width, screen_height))
    pygame.display.set_caption("PyGame + FFmpeg Overlay with Audio")
    clock = pygame.time.Clock()

    # LAUNCH AUDIO-ONLY SUBPROCESS
    audio_cmd = [
        "ffplay",
        "-nodisp",          # no video window
        "-autoexit",        # exit when video ends
        "-loglevel", "quiet",
        "testing/stefano_prores422_hq.mov"
    ]
    audio_process = subprocess.Popen(audio_cmd)

    # LAUNCH VIDEO-OVERLAY SUBPROCESS
    ffmpeg_command = [
        "ffmpeg",
        "-re",                        # read at native frame rate
        "-i", "testing/stefano_prores422_hq.mov",
        "-stream_loop", "-1",         # loop alpha video
        "-i", "testing/key_prores4444.mov",
        "-filter_complex",
        "[1:v]format=rgba,colorchannelmixer=aa=1.0[overlay];"  # ensure alpha channel
        "[0:v][overlay]overlay",      # overlay second input onto first
        "-f", "rawvideo",             # output raw video
        "-pix_fmt", "rgba",           # RGBA format
        "pipe:1"                      # write to STDOUT
    ]
    video_process = subprocess.Popen(
        ffmpeg_command,
        stdout=subprocess.PIPE,
        stderr=subprocess.DEVNULL
    )
    frame_size = screen_width * screen_height * 4  # RGBA = 4 bytes/pixel
    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
                break

        raw_frame = video_process.stdout.read(frame_size)

        if len(raw_frame) < frame_size:
            running = False
            break
        # Convert raw bytes -> NumPy array -> PyGame surface
        frame_array = np.frombuffer(raw_frame, dtype=np.uint8)
        frame_array = frame_array.reshape((screen_height, screen_width, 4))
        frame_surface = pygame.image.frombuffer(frame_array.tobytes(), 
                                                (screen_width, screen_height), 
                                                "RGBA")
        screen.blit(frame_surface, (0, 0))
        pygame.display.flip()
        clock.tick(25)
    video_process.terminate()
    video_process.wait()
    audio_process.terminate()
    audio_process.wait()
    pygame.quit()
    sys.exit()

if __name__ == "__main__":
    main()



    


    EXAMPLE TWO

    


    # NO VIDEO OVERLAY - SOUND SYNCHED
import ffmpeg
import pygame
import sys
import numpy as np
import tempfile
import os

def extract_audio(input_file, output_file):
    """Extract audio from video file to temporary WAV file"""
    (
        ffmpeg
        .input(input_file)
        .output(output_file, acodec='pcm_s16le', ac=2, ar='44100')
        .overwrite_output()
        .run(capture_stdout=True, capture_stderr=True)
    )

def get_video_fps(input_file):
    probe = ffmpeg.probe(input_file)
    video_info = next(s for s in probe['streams'] if s['codec_type'] == 'video')
    fps_str = video_info.get('r_frame_rate', '25/1')
    num, den = map(int, fps_str.split('/'))
    return num / den

input_file = "testing/stefano_prores422_hq.mov"

# Create temporary WAV file
temp_audio = tempfile.NamedTemporaryFile(suffix='.wav', delete=False)
temp_audio.close()
extract_audio(input_file, temp_audio.name)

probe = ffmpeg.probe(input_file)
video_info = next(s for s in probe['streams'] if s['codec_type'] == 'video')
width = int(video_info['width'])
height = int(video_info['height'])
fps = get_video_fps(input_file)

process = (
    ffmpeg
    .input(input_file)
    .output('pipe:', format='rawvideo', pix_fmt='rgb24')
    .run_async(pipe_stdout=True)
)

pygame.init()
pygame.mixer.init(frequency=44100, size=-16, channels=2, buffer=4096)
clock = pygame.time.Clock()
screen = pygame.display.set_mode((width, height))

pygame.mixer.music.load(temp_audio.name)
pygame.mixer.music.play()

frame_count = 0
start_time = pygame.time.get_ticks()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.mixer.music.stop()
            os.unlink(temp_audio.name)
            sys.exit()

    in_bytes = process.stdout.read(width * height * 3)
    if not in_bytes:
        break

    # Calculate timing for synchronization
    expected_frame_time = frame_count * (1000 / fps)
    actual_time = pygame.time.get_ticks() - start_time
    
    if actual_time < expected_frame_time:
        pygame.time.wait(int(expected_frame_time - actual_time))
    
    in_frame = (
        np.frombuffer(in_bytes, dtype="uint8")
        .reshape([height, width, 3])
    )
    out_frame = pygame.surfarray.make_surface(np.transpose(in_frame, (1, 0, 2)))
    screen.blit(out_frame, (0, 0))
    pygame.display.flip()
    
    frame_count += 1

pygame.mixer.music.stop()
process.wait()
pygame.quit()
os.unlink(temp_audio.name)


    


    I also tried using pygame mixer and a separate mp3 audio file, but that didn't work either. Any help on how to synch the sound while keeping the playback of both videos to 25 FPS would be greatly appreciated !!!