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  • Les vidéos

    21 avril 2011, par

    Comme les documents de type "audio", Mediaspip affiche dans la mesure du possible les vidéos grâce à la balise html5 .
    Un des inconvénients de cette balise est qu’elle n’est pas reconnue correctement par certains navigateurs (Internet Explorer pour ne pas le nommer) et que chaque navigateur ne gère en natif que certains formats de vidéos.
    Son avantage principal quant à lui est de bénéficier de la prise en charge native de vidéos dans les navigateur et donc de se passer de l’utilisation de Flash et (...)

  • Les tâches Cron régulières de la ferme

    1er décembre 2010, par

    La gestion de la ferme passe par l’exécution à intervalle régulier de plusieurs tâches répétitives dites Cron.
    Le super Cron (gestion_mutu_super_cron)
    Cette tâche, planifiée chaque minute, a pour simple effet d’appeler le Cron de l’ensemble des instances de la mutualisation régulièrement. Couplée avec un Cron système sur le site central de la mutualisation, cela permet de simplement générer des visites régulières sur les différents sites et éviter que les tâches des sites peu visités soient trop (...)

  • Publier sur MédiaSpip

    13 juin 2013

    Puis-je poster des contenus à partir d’une tablette Ipad ?
    Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir

Sur d’autres sites (3561)

  • Error : "No such option : -l" when running yt-dlp

    12 juin 2022, par garson

    I have adapted code from this Stack Overflow answer to try to download a video and use ffmpeg to alter it

    


    yt-dlp    "https://www.youtube.com/watch?v=PtkqwslbLY8" -o  ffmpeg -i in.mp4 -vcodec libx264 -crf 23 -preset fast -profile:v baseline \
-level 3 -refs 6 -vf "scale=640:-1,pad=iw:480:0:(oh-ih)/2,format=yuv420p" \
-acodec copy output.mp4


    


    However, when I run this I'm getting the error :

    


    yt-dlp: error: no such option: -l


    


    Any ideas of how to fix this ?

    


  • Managing Music Playback Channels

    30 juin 2013, par Multimedia Mike — General

    My Game Music Appreciation site allows users to interact with old video game music by toggling various channels, as long as the underlying synthesizer engine supports it.


    5 NES voices

    Users often find their way to the Nintendo DS section pretty quickly. This is when they notice an obnoxious quirk with the channel toggling feature : specifically, one channel doesn’t seem to map to a particular instrument or track.

    When it comes to computer music playback methodologies, I have long observed that there are 2 general strategies : Fixed channel and dynamic channel allocation.

    Fixed Channel Approach
    One of my primary sources of computer-based entertainment used to be watching music. Sure I listened to it as well. But for things like Amiga MOD files and related tracker formats, there was a rich ecosystem of fun music playback programs that visualized the music. There exist music visualization modes in various music players these days (such as iTunes and Windows Media Player), but those largely just show you a single wave form. These files were real time syntheses based on multiple audio channels and usually showed some form of analysis for each channel. My personal favorite was Cubic Player :


    Open Cubic Player -- oscilloscopes

    Most of these players supported the concept of masking individual channels. In doing so, the user could isolate, study, and enjoy different components of the song. For many 4-channel Amiga MOD files, I observed that the common arrangement was to use the 4 channels for beat (percussion track), bass line, chords, and melody. Thus, it was easy to just listen to, e.g., the bass line in isolation.

    MODs and similar formats specified precisely which digital audio sample to play at what time and on which specific audio channel. To view the internals of one of these formats, one gets the impression that they contain an extremely computer-centric view of music.

    Dynamic Channel Allocation Algorithm
    MODs et al. enjoyed a lot of popularity, but the standard for computer music is MIDI. While MOD and friends took a computer-centric view of music, MIDI takes, well, a music-centric view of music.

    There are MIDI visualization programs as well. The one that came with my Gravis Ultrasound was called PLAYMIDI.EXE. It looked like this…


    Gravis Ultrasound PLAYMIDI.EXE application

    … and it confused me. There are 16 distinct channels being visualized but some channels are shown playing multiple notes. When I dug into the technical details, I learned that MIDI just specifies what notes need to be played, at what times and frequencies and using which instrument samples, and it was the MIDI playback program’s job to make it happen.

    Thus, if a MIDI file specifies that track 1 should play a C major chord consisting of notes C, E, and G, it would transmit events “key-on C ; delta time 0 ; key-on E ; delta time 0 ; key-on G ; delta time … ; [other commands]“. If the playback program has access to multiple channels (say, up to 32, in the case of the GUS), the intuitive approach would be to maintain a pool of all available channels. Then, when it’s time to process the “key-on C” event, fetch the first available channel from the pool, mark it as in-use, play C on the channel, and return that channel to the pool when either the sample runs its course or the corresponding “key-off C” event is encountered in the MIDI command stream.

    About That Game Music
    Circling back around to my game music website, numerous supported systems use the fixed channel approach for playback while others use dynamic channel allocation approach, including evey Nintendo DS game I have so far analyzed.

    Which approach is better ? As in many technical matters, there are trade-offs either way. For many systems, the fixed channel approach is necessary because for many older audio synthesis systems, different channels had very specific purposes. The 8-bit NES had 5 channels : 2 square wave generators (used musically for melody/treble), 1 triangle wave generator (usually used for bass line), a noise generator (subverted for all manner of percussive sounds), and a limited digital channel (was sometimes assigned richer percussive sounds). Dynamic channel allocation wouldn’t work here.

    But the dynamic approach works great on hardware with 16 digital channels available like, for example, the Nintendo DS. Digital channels are very general-purpose. What about the SNES, with its 8 digital channels ? Either approach could work. In practice, most games used a fixed channel approach : Games might use 4-6 channels for music while reserving the remainder for various in-game sound effects. Some notable exceptions to this pattern were David Wise’s compositions for Rare’s SNES games (think Battletoads and the various Donkey Kong Country titles). These clearly use some dynamic channel approach since masking all but one channel will give you a variety of instrument sounds.

    Epilogue
    There ! That took a long time to explain but I find it fascinating for some reason. I need to distill it down to far fewer words because I want to make it a FAQ on my website for “Why can’t I isolate specific tracks for Nintendo DS games ?”

    Actually, perhaps I should remove the ability to toggle Nintendo DS channels in the first place. Here’s a funny tale of needless work : I found the Vio2sf engine for synthesizing Nintendo DS music and incorporated it into the program. It didn’t support toggling of individual channels so I figured out a way to add that feature to the engine. And then I noticed that most Nintendo DS games render that feature moot. After I released the webapp, I learned that I was out of date on the Vio2sf engine. The final insult was that the latest version already supports channel toggling. So I did the work for nothing. But then again, since I want to remove that feature from the UI, doubly so.

  • G.I. Joe Custom Multimedia

    30 mars 2012, par Multimedia Mike — General

    I received this 3-disc set of G.I. Joe CD-ROMs today :



    Copyright 2003, and labeled as PC ONLY. Each disc claims to have 2 episodes. So are these some sort of video discs ? Any gaming elements ? I dove in to investigate.

    So, it turns out that there are some games on these discs, done in Flash Player (which tells me that these were probably available on the web at some point). Here’s a shooting gallery game from the first disc :



    As promised by the CD-ROM copy, the menu does grant access to 2 classic G.I. Joe episodes. Selecting either one launches this :



    Powered by C-ezy ? Am I interpreting that correctly ? Anyway, the video player goes fullscreen and looks fine (given the source material). I can’t capture screenshots and controls are limited to : space for pause, ESC to exit player, and up/down to control volume. No seeking and certainly no onscreen controls. Pretty awful player.

    Studying the first disc, I find a 550 MB file with the name 5859Hasbro.egm. Coupled with ep58.cfg and ep59.cfg files in the same directory, I gather that the disc has G.I. Joe episodes 58 and 59 (though the exact episodes, “There’s No Place Like Springfield” parts 1 and 2, are listed on Wikipedia as being episodes 154 and 155 ; but who’s counting ?). The cfg files contain this text :

    ep58.cfg :
    EGM_GIJOE.exe
    5859Hasbro.egm /noend /track:0 /singletrack
    

    ep59.cfg :
    EGM_GIJOE.exe
    5859Hasbro.egm /noend /track:1 /singletrack

    The big EGM file starts with the string “Egenie Player”. After that, I see absolutely no clues. The supporting EGM_GIJOE.exe file has some interesting strings : “Decore Bits Per Pixel” (I know I have seen “Decore” used to mean “decoding core” in some libraries), “Egenie Player – %s, Version :%s”, “4th June 2002″, a list of common FourCC tags seen in AVI files, “Brought to you by Martin, Patrick Bob and Bren” (do you suppose “Patrick Bob” is one person’s name ?), a list of command line options…

    Aha ! A URL : http:\www.e-genie.tv (yep, backslashes, not forward slashes). e-genie.tv seems to redirect to mygenie.tv, which… doesn’t appear to be strictly related to video technology these days.