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  • HTML5 audio and video support

    13 avril 2011, par

    MediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
    The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
    For older browsers the Flowplayer flash fallback is used.
    MediaSPIP allows for media playback on major mobile platforms with the above (...)

  • Support audio et vidéo HTML5

    10 avril 2011

    MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
    Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
    Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
    Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...)

  • De l’upload à la vidéo finale [version standalone]

    31 janvier 2010, par

    Le chemin d’un document audio ou vidéo dans SPIPMotion est divisé en trois étapes distinctes.
    Upload et récupération d’informations de la vidéo source
    Dans un premier temps, il est nécessaire de créer un article SPIP et de lui joindre le document vidéo "source".
    Au moment où ce document est joint à l’article, deux actions supplémentaires au comportement normal sont exécutées : La récupération des informations techniques des flux audio et video du fichier ; La génération d’une vignette : extraction d’une (...)

Sur d’autres sites (7805)

  • Evolution #2621 : ergonomie du gestionnaire de plugins

    14 juin 2015, par chan kalan

    Le défaut me semble être au niveau de la recherche + validation d’un seul plugin à la fois. Si on se retrouve sur la page des plugins activés il faut revenir si on en a d’autres à activer. Alors que si je suis en train d’activer des plugins, je comprends que je peux y rester pour continuer, ou alors décider d’aller configurer et je décide d’aller sur la page des plugins déjà activés... j’ai l’impression de choisir ce que je veux faire.
    = si au moment de la recherche de plugin je peux en sélectionner plusieurs pour les activer en même temps, alors pourquoi pas aller directement sur la page des plugins activés pour les configurer.

  • Ffmpeg Symfony5 PHP8 [duplicate]

    11 septembre 2021, par Kévin Ducrocq

    I'm a french student learning web development, and how to create websites on Symfony 5.

    


    I've got this project to create a kind of Youtube website using Ffmpeg to convert and treat videos.

    


    However, when I try to use the "composer require php-ffmpeg/php-ffmpeg" command, it doesn't work and I really don't know what to do.

    


    here's the error I've got :

    


    PS C :\Users\Dev\Documents\Dev\Symfony\Youride> composer require php-ffmpeg/php-ffmpeg
Using version ^0.18.0 for php-ffmpeg/php-ffmpeg
./composer.json has been updated
Running composer update php-ffmpeg/php-ffmpeg
Loading composer repositories with package information
Updating dependencies
Your requirements could not be resolved to an installable set of packages.

    


    Problem 1
- Root composer.json requires php-ffmpeg/php-ffmpeg ^0.18.0 -> satisfiable by php-ffmpeg/php-ffmpeg[v0.18.0].
- php-ffmpeg/php-ffmpeg v0.18.0 requires doctrine/cache ^1.0 -> found doctrine/cache[v1.0, ..., 1.12.1] but it conflicts with your root composer.json require (^2.1).

    


    Use the option —with-all-dependencies (-W) to allow upgrades, downgrades and removals for packages currently locked to specific versions.

    


    Installation failed, reverting ./composer.json and ./composer.lock to their original content.
PS C :\Users\Dev\Documents\Dev\Symfony\Youride>

    


    thank you for your help, I'm a beginner... :)

    


  • Pushing Projects to Github

    17 février 2012, par Multimedia Mike — Game Hacking, Python

    I finally got around to importing some old projects into my Github account. I guess it’s good to have a backup out there in the cloud.

    GhettoRSS
    https://github.com/multimediamike/GhettoRSS
    I describe this as a true offline RSS reader. Technically, it’s arguably not a true offline RSS reader. Rather, it does what most people actually want an offline RSS reader to do.

    I wrote this about 2 years ago when I had a long daily train ride with a disconnected netbook. I quickly learned that I couldn’t count on offline RSS readers simply because most RSS feeds to not contain much meat. Thus, I created a program that follows URLs in RSS feeds, downloads web pages and supporting images and CSS files, and caches them in an offline database which can be read via a local web browser.

    I wrote more information about this little project 2 years ago (here is part 1 and here is part 2). I fixed a few bugs in preparation for posting it but I probably won’t work on this anymore since I don’t have any use for it (the commute is long gone, but I didn’t even use it when I was commuting because I decided I just didn’t care enough to read the feeds on the train).

    xbfuse
    https://github.com/multimediamike/xbfuse
    This is a FUSE module for mounting Xbox/360 optical disc filesystems. Here is when I first discussed it. The tool has had its own little homepage for a long time. This tool has seen some development, as I learned from Googling for “xbfuse”. Regrettably, no one who has modified the tool has ever contacted me about it (at least, not that I can recall). This is unfortunate because the patches I have seen floating around which fix my xbfuse for various installations usually boil down replacing many occurrences of an include path in the autotool-generated build system. There is probably a simpler, cleaner fix.

    gcfuse
    https://github.com/multimediamike/gcfuse
    Written prior to xbfuse, this is a FUSE module for mounting GameCube optical disc filesystems. I first discussed this here and here. This tool has not seen too much direct development although someone eventually used it as the basis for WiiFuse which, as you can predict, mounts optical disc filesystems from Nintendo Wii games.