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Support de tous types de médias
10 avril 2011Contrairement 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) (...)
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Supporting all media types
13 avril 2011, parUnlike 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 (...)
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Submit bugs and patches
13 avril 2011Unfortunately a software is never perfect.
If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
If you think you have solved the bug, fill in a ticket and attach to it a corrective patch.
You may also (...)
Sur d’autres sites (5765)
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Android NDK Build FFMPEG in 2021
19 janvier 2023, par KyrosI'm working on an android app, and I have to convert
webm
files tomp3
.
I really want to make a custom ffmpeg build, because it reduces the ffmpeg executable size to only 2MB.

My library works absolutely fine when running on my PC, but i'm struggling to build it for android... It seems like NDK architecture has changed and tutorials are outdated, and I can't find a proper and recent guide for android compiling...


I also would like to target all architectures (
aarch64
,armv7
,i686
, andx86_64
)...

I've been on this for hours, fixed many errors, but still nothing has worked ><.
Please help me ! :


PS. I'm compiling on Linux, here is my configuration script :


#!/bin/bash

API=31 # target android api

OUTPUT=/home/romain/dev/android/ffmpeg_build

NDK=/home/romain/android-sdk/ndk/23.0.7599858
TOOLCHAIN=$NDK/toolchains/llvm/prebuilt/linux-x86_64
SYSROOT=$TOOLCHAIN/sysroot

TOOL_PREFIX="$TOOLCHAIN/bin/aarch64-linux-android"

CC="$TOOL_PREFIX$API-clang"
CXX="$TOOL_PREFIX$API-clang++"

./configure \
 --prefix=$OUTPUT \
 --target-os=android \
 --arch=$ARCH \
 --cpu=$CPU \
 --disable-everything \
 --disable-everything \
 --disable-network \
 --disable-autodetect \
 --enable-small \
 --enable-decoder=opus,vorbis \
 --enable-demuxer=matroska \
 --enable-muxer=mp3 \
 --enable-protocol=file \
 --enable-filter=aresample \
 --enable-libshine \
 --enable-encoder=libshine \
 --cc=$CC \
 --cxx=$CXX \
 --sysroot=$SYSROOT \
 --extra-cflags="-0s -fpic"

make
make install



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Encode RGB565 raw data using ffmpeg libx264 for android
23 janvier 2014, par nmxprimei have below questions regarding android implementation
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How various video codecs differ especially `which are stream based and which are frame based'
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Over many forums and questions everyone is talking SPS,PPS,etc., so where i can find enough details about codec(Please mention something other than RFC documents !!) to understand it and use ffmpeg relevantly ?
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From this Is it possible to use in-built HW Decoders od android devices ? If so, How ? Do i need to use OpenMax-IL (or AL or DL , i mean which is for what ?)
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Does ffmpeg supports H264 encoding of RGB (or RGBA) or RGB565(or RGB555) input data through libx264 ?
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If my requirement is only h264 encode & decode, can i use libx264 without ffmpeg ?If so any sample/guide ?
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Hardware accelerated FFmpeg on android ?
3 juillet 2012, par U AvalosI compiled an older version of FFmpeg for Android (if I recall correctly it was 0.6.X). FFmpeg decodes a video frame, scales it, then I'm using OpenGL to draw it on the screen. As far as I can tell, the problem is the decoding and scaling---they're not hardware accelerated.
My question is :
- Is the latest version of FFmpeg hardware accelerated for ARM (Android) processors ?
- Am I going about this the wrong way ? i.e., is there a better way of doing this ? Where "this" is playing a h264 HD video as a video live wallpaper---the framerate needs to be high, so hardware acceleration is desirable whenever available.