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Médias (29)
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#7 Ambience
16 octobre 2011, par
Mis à jour : Juin 2015
Langue : English
Type : Audio
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#6 Teaser Music
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#5 End Title
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#3 The Safest Place
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#4 Emo Creates
15 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#2 Typewriter Dance
15 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
Autres articles (12)
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XMP PHP
13 mai 2011, parDixit Wikipedia, XMP signifie :
Extensible Metadata Platform ou XMP est un format de métadonnées basé sur XML utilisé dans les applications PDF, de photographie et de graphisme. Il a été lancé par Adobe Systems en avril 2001 en étant intégré à la version 5.0 d’Adobe Acrobat.
Étant basé sur XML, il gère un ensemble de tags dynamiques pour l’utilisation dans le cadre du Web sémantique.
XMP permet d’enregistrer sous forme d’un document XML des informations relatives à un fichier : titre, auteur, historique (...) -
Emballe Médias : Mettre en ligne simplement des documents
29 octobre 2010, parLe plugin emballe médias a été développé principalement pour la distribution mediaSPIP mais est également utilisé dans d’autres projets proches comme géodiversité par exemple. Plugins nécessaires et compatibles
Pour fonctionner ce plugin nécessite que d’autres plugins soient installés : CFG Saisies SPIP Bonux Diogène swfupload jqueryui
D’autres plugins peuvent être utilisés en complément afin d’améliorer ses capacités : Ancres douces Légendes photo_infos spipmotion (...) -
Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs
Sur d’autres sites (2983)
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Enhanced Privacy Control : Matomo’s Guide for Consent Manager Platform Integrations
13 février, par Alex Carmona — Development, Latest ReleasesIn today’s digital landscape, protecting user privacy isn’t just about compliance—it’s about building trust and demonstrating respect for user choices. Even though you can use Matomo without requiring consent when properly configured in compliance with privacy regulations, we’re excited to introduce a new Consent Manager Platforms (CMP) category on our Integrations page to make it easier than ever to implement privacy-respecting analytics.
What’s a consent manager platform ?
A Consent Management Platform (CMP) is a tool that helps websites collect, manage, and store user consent for data tracking and cookies in compliance with privacy regulations like GDPR and CCPA. A CMP allows users to choose which types of data they want to share, ensuring transparency and respecting their privacy preferences. By integrating a CMP with Matomo, organisations can make sure that analytics tracking occurs only after obtaining explicit user consent.
Remember, you can configure Matomo to remain fully GDPR compliant, without requiring user consent.
Why consent management matters
With privacy regulations reshaping data collection practices daily, organisations need to ensure that analytics data is gathered only after users have explicitly given their consent. Integrating Matomo with a Consent Management Platform helps you :
- Strengthen regulatory compliance
- Enhance user trust through transparency
- Clearly document consent choices
- Simplify privacy management
By making consent management seamless, you can maintain compliance while delivering a privacy-first experience to your users.
Introducing our CMP integration options
We’ve carefully curated integrations with leading Consent Management Platforms that work seamlessly with Matomo Analytics and Matomo Tag Manager. Our supported platforms include :
Supported consent management platforms
- Osano – Comprehensive consent management with global regulation support
- Cookiebot – Advanced cookie consent and compliance automation
- CookieYes – User-friendly consent management solution
- Tarte au Citron – Open-source consent management tool
- Klaro – Privacy-focused consent management system
- OneTrust – Enterprise-grade privacy management platform
- Complianz for WordPress – Specialised WordPress consent solution
Each platform provides unique features and compliance options, allowing you to select the best fit for your privacy needs.
Getting started with simplified implementation
Ready to enhance your privacy compliance ? We’ve made the integration process straightforward, so you can set up a privacy-compliant analytics environment in just a few steps. Here’s how to begin :
- Explore our new CMP category on the Integrations page
- Select and implement the CMP that best suits your needs
- Check our implementation guides for step-by-step instructions
- Configure your consent management settings in Matomo
- Start collecting analytics data with proper consent management
Moving Forward
As privacy regulations evolve and user expectations around data protection grow, proper consent management is more important than ever. With Matomo’s new CMP integrations, you can ensure compliance while maintaining full control over your analytics data.
Visit our Integrations page and our Implementation guides today to explore these privacy-enhancing solutions and take the next step in your privacy-first analytics journey.
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compiling ffmpeg for Mac OSX High Sierra 10.13
29 juillet 2021, par MartinHello I made an electron app that uses ffmpeg to combine audio and renders video, it works fine on windows, linux, and modern mac osx computers, but a user has reported to me that on an older version of mac osx such as High Sierra 10.13, the way that I have setup ffmpeg does not work.


I have a virtual machine with High Sierra v10.13 where I install
RenderTune-mac.dmg
from my RenderTune releases page, then I download 2 audio files and the image from this link. I open RenderTune, and try render a video. My command to combine the audio files into a single mp3 works fine, but when I try to combine that mp3 with the image file, the ffmpeg build I have packaged with my electron app fails with this error :

Command was killed with SIGABRT (Aborted): /Applications/RenderTune.app/Contents/Resources/ffmpeg -loop 1 -framerate 2 -i /Users/martin/Downloads/R-3777978-1344032418-8379.jpeg.jpg -i /Users/martin/Downloads/output-871140.mp3 -y -acodec copy -b:a 320k -vcodec libx264 -b:v 8000k -maxrate 8000k -minrate 8000k -bufsize 3M -filter:v scale=w=1920:h=1954 -preset medium -tune stillimage -crf 18 -pix_fmt yuv420p -shortest /Users/martin/Downloads/concatVideo-871140.mp4
ffmpeg version git-2021-03-24-13335df Copyright (c) 2000-2021 the FFmpeg developers
 built with Apple LLVM version 10.0.1 (clang-1001.0.46.4)
 configuration: --pkgconfigdir=/Users/martinbarker/Documents/projects/rendertune-0.5.0/workspace/lib/pkgconfig --prefix=/Users/martinbarker/Documents/projects/rendertune-0.5.0/workspace --pkg-config-flags=--static --extra-cflags='-I/Users/martinbarker/Documents/projects/rendertune-0.5.0/workspace/include -mmacosx-version-min=10.10' --extra-ldflags='-L/Users/martinbarker/Documents/projects/rendertune-0.5.0/workspace/lib -mmacosx-version-min=10.10' --extra-libs='-lpthread -lm' --enable-static --disable-securetransport --disable-debug --disable-shared --disable-ffplay --disable-lzma --disable-doc --enable-version3 --enable-pthreads --enable-runtime-cpudetect --enable-avfilter --enable-filters --disable-libxcb --enable-gpl --enable-nonfree --disable-libass --enable-libfdk-aac --enable-libmp3lame --enable-libx264
 libavutil 56. 66.100 / 56. 66.100
 libavcodec 58.128.100 / 58.128.100
 libavformat 58. 69.100 / 58. 69.100
 libavdevice 58. 12.100 / 58. 12.100
 libavfilter 7.107.100 / 7.107.100
 libswscale 5. 8.100 / 5. 8.100
 libswresample 3. 8.100 / 3. 8.100
 libpostproc 55. 8.100 / 55. 8.100
Input #0, image2, from '/Users/martin/Downloads/R-3777978-1344032418-8379.jpeg.jpg':
 Duration: 00:00:00.50, start: 0.000000, bitrate: 1758 kb/s
 Stream #0:0: Video: mjpeg (Progressive), yuvj444p(pc, bt470bg/unknown/unknown), 590x600 [SAR 1:1 DAR 59:60], 2 fps, 2 tbr, 2 tbn, 2 tbc
Input #1, mp3, from '/Users/martin/Downloads/output-871140.mp3':
 Metadata:
 title : My Little Grass Shack
 album : Our Hawaii - A Collection Of Personal Favorites
 artist : Society Of Seven
 track : 11
 encoder : Lavf58.69.100
 Duration: 00:06:25.59, start: 0.025057, bitrate: 320 kb/s
 Stream #1:0: Audio: mp3, 44100 Hz, stereo, fltp, 320 kb/s
 Metadata:
 encoder : Lavc58.12
Stream mapping:
 Stream #0:0 -> #0:0 (mjpeg (native) -> h264 (libx264))
 Stream #1:0 -> #0:1 (copy)
Press [q] to stop, [?] for help
[swscaler @ 0x7fbad9167600] deprecated pixel format used, make sure you did set range correctly
[libx264 @ 0x7fbad9040400] using SAR=2681/2679
dyld: lazy symbol binding failed: Symbol not found: ____chkstk_darwin
 Referenced from: /Applications/RenderTune.app/Contents/Resources/ffmpeg
 Expected in: /usr/lib/libSystem.B.dylib

dyld: Symbol not found: ____chkstk_darwin
 Referenced from: /Applications/RenderTune.app/Contents/Resources/ffmpeg
 Expected in: /usr/lib/libSystem.B.dylib

 at makeError (/Applications/Render…eca/lib/error.js:59)
 at handlePromise (/Applications/Render…/execa/index.js:114)
 at async file:/Applicat…js/newindex.js:1323



These files will render fine on windows/linux and recent mac versions. In order to package ffmpeg in my electron app on mac computers I had to build a custom sandboxed version with no dynamically linked libraries. I have a .sh file that automatically downloads ffmpeg and builds it with all the necessary flags for mac computers.
https://github.com/MartinBarker/RenderTune/blob/master/buildffmpeg.sh
Inside this .sh file is where I compile ffmpeg using these flags :


./configure \
 --pkgconfigdir="$WORKSPACE/lib/pkgconfig" \
 --prefix=${WORKSPACE} \
 --pkg-config-flags="--static" \
 --extra-cflags="-I$WORKSPACE/include -mmacosx-version-min=${MACOS_MIN}" \
 --extra-ldflags="-L$WORKSPACE/lib -mmacosx-version-min=${MACOS_MIN}" \
 --extra-libs="-lpthread -lm" \
 --enable-static \
 --disable-securetransport \
 --disable-debug \
 --disable-shared \
 --disable-ffplay \
 --disable-lzma \
 --disable-doc \
 --enable-version3 \
 --enable-pthreads \
 --enable-runtime-cpudetect \
 --enable-avfilter \
 --enable-filters \
 --disable-libxcb \
 --enable-gpl \
 --enable-nonfree \
 --disable-libass \
 --enable-libfdk-aac \
 --enable-libmp3lame \
 --enable-libx264 



If I try to run this script in my High Sierra VM, it fails with this message :


Unknown option "-extra-libs=-lpthread"


if I remove that flag it fails with a different message :


Unknown option "--enable-static"


I need this flag in order to release my electron app on the mac apple store, can anyone help me compile a static version of ffmpeg that works on old versions like High Sierra 10.13 as well as works on modern mac os systems ?


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Approaches To Modifying Game Resource Files
16 août 2016, par Multimedia Mike — Game HackingI have been assisting The Translator in the translation of another mid-1990s adventure game. This one isn’t quite as multimedia-heavy as the last title, and the challenges are a bit different. I wanted to compose this post in order to describe my thought process and mental model in approaching this problem. Hopefully, this will help some others understand my approach since what I’m doing here often appears as magic to some of my correspondents.
High Level Model
At the highest level, it is valuable to understand the code and the data at play. The code is the game’s engine and the data refers to the collection of resources that comprise the game’s graphics, sound, text, and other assets.
Simplistic high-level game engine model
Ideally, we want to change the data in such a way that the original game engine adopts it as its own because it has the same format as the original data. It is very undesirable to have to modify the binary engine executable in any way.
Modifying The Game Data Directly
How to modify the data ? If we modify the text strings for the sake of language translation, one approach might be to search for strings within the game data files and change them directly. This model assumes that the text strings are stored in a plain, uncompressed format. Some games might store these strings in a text format which can be easily edited with any text editor. Other games will store them as binary data.
In the latter situation, a game hacker can scan through data files with utilities like Unix ‘strings’ to find the resources with the desired strings. Then, use a hex editor to edit the strings directly. For example, change “Original String”…
0098F800 00 00 00 00 00 00 00 4F 72 69 67 69 6E 61 6C 20 .......Original 0098F810 53 74 72 69 6E 67 00 00 00 00 00 00 00 00 00 00 String..........
…to “Short String” and pad the difference in string lengths using spaces (0x20) :
0098F800 00 00 00 00 00 00 00 53 68 6F 72 74 20 53 74 72 .......Short Str 0098F810 69 6E 67 20 20 20 00 00 00 00 00 00 00 00 00 00 ing ..........
This has some obvious problems. First, translated strings need to be of equal our smaller length compared to the original. What if we want to encode “Much Longer String” ?
0098F800 00 00 00 00 00 00 00 4D 75 63 68 20 4C 6F 6E 67 .......Much Long 0098F810 65 72 20 53 74 72 00 00 00 00 00 00 00 00 00 00 er Str..........
It won’t fit. The second problem pertains to character set limitations. If the font in use was only designed for ASCII, it’s going to be inadequate for expressing nearly any other language.
So a better approach is needed.
Understanding The Data Structures
An alternative to the approach outlined above is to understand the game’s resources so they can be modified at a deeper level. Here’s a model to motivate this investigation :
Model of the game resource archive format
This is a very common layout for such formats : there is a file header, a sequence of resource blocks, and a trailing index which describes the locations and types of the foregoing blocks.
What use is understanding the data structures ? In doing so, it becomes possible to write new utilities that disassemble the data into individual pieces, modify the necessary pieces, and then reassemble them into a form that the original game engine likes.
It’s important to take a careful, experimental approach to this since mistakes can be ruthlessly difficult to debug (unless you relish the thought of debugging the control flow through an opaque DOS executable). Thus, the very first goal in all of this is to create a program that can disassemble and reassemble the resource, thus creating an identical resource file. This diagram illustrates this complex initial process :
Rewriting the game resource file
So, yeah, this is one of the most complicated “copy file” operations that I can possibly code. But it forms an important basis, since the next step is to carefully replace one piece at a time.
Modifying a specific game resource
This diagram shows a simplistic model of a resource block that contains a series of message strings. The header contains pointers to each of the strings within the block. Instead of copying this particular resource block directly to the new file, a proposed modification utility will intercept it and rewrite the entire thing, writing new strings of arbitrary length and creating an adjusted header which will correctly point to the start of each new string. Thus, translated strings can be longer than the original strings.
Further Work
Exploiting this same approach, we can intercept and modify other game resources including fonts, images, and anything else that might need to be translated. I will explore specific examples in a later blog post.Followup
- Translating Return to Ringworld, in which I apply the ideas expressed in this post.