
Recherche avancée
Médias (91)
-
Richard Stallman et le logiciel libre
19 octobre 2011, par
Mis à jour : Mai 2013
Langue : français
Type : Texte
-
Stereo master soundtrack
17 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Audio
-
Elephants Dream - Cover of the soundtrack
17 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
-
#7 Ambience
16 octobre 2011, par
Mis à jour : Juin 2015
Langue : English
Type : Audio
-
#6 Teaser Music
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
-
#5 End Title
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
Autres articles (55)
-
Amélioration de la version de base
13 septembre 2013Jolie sélection multiple
Le plugin Chosen permet d’améliorer l’ergonomie des champs de sélection multiple. Voir les deux images suivantes pour comparer.
Il suffit pour cela d’activer le plugin Chosen (Configuration générale du site > Gestion des plugins), puis de configurer le plugin (Les squelettes > Chosen) en activant l’utilisation de Chosen dans le site public et en spécifiant les éléments de formulaires à améliorer, par exemple select[multiple] pour les listes à sélection multiple (...) -
Emballe médias : à quoi cela sert ?
4 février 2011, parCe plugin vise à gérer des sites de mise en ligne de documents de tous types.
Il crée des "médias", à savoir : un "média" est un article au sens SPIP créé automatiquement lors du téléversement d’un document qu’il soit audio, vidéo, image ou textuel ; un seul document ne peut être lié à un article dit "média" ; -
Menus personnalisés
14 novembre 2010, parMediaSPIP utilise le plugin Menus pour gérer plusieurs menus configurables pour la navigation.
Cela permet de laisser aux administrateurs de canaux la possibilité de configurer finement ces menus.
Menus créés à l’initialisation du site
Par défaut trois menus sont créés automatiquement à l’initialisation du site : Le menu principal ; Identifiant : barrenav ; Ce menu s’insère en général en haut de la page après le bloc d’entête, son identifiant le rend compatible avec les squelettes basés sur Zpip ; (...)
Sur d’autres sites (3397)
-
Combine Audio and Images in Stream
19 décembre 2017, par SenorContentoI would like to be able to create images on the fly and also create audio on the fly too and be able to combine them together into an rtmp stream (for Twitch or YouTube). The goal is to accomplish this in Python 3 as that is the language my bot is written in. Bonus points for not having to save to disk.
So far, I have figured out how to stream to rtmp servers using ffmpeg by loading a PNG image and playing it on loop as well as loading a mp3 and then combining them together in the stream. The problem is I have to load at least one of them from file.
I know I can use Moviepy to create videos, but I cannot figure out whether or not I can stream the video from Moviepy to ffmpeg or directly to rtmp. I think that I have to generate a lot of really short clips and send them, but I want to know if there’s an existing solution.
There’s also OpenCV which I hear can stream to rtmp, but cannot handle audio.
A redacted version of an ffmpeg command I have successfully tested with is
ffmpeg -loop 1 -framerate 15 -i ScreenRover.png -i "Song-Stereo.mp3" -c:v libx264 -preset fast -pix_fmt yuv420p -threads 0 -f flv rtmp://SITE-SUCH-AS-TWITCH/.../STREAM-KEY
or
cat Song-Stereo.mp3 | ffmpeg -loop 1 -framerate 15 -i ScreenRover.png -i - -c:v libx264 -preset fast -pix_fmt yuv420p -threads 0 -f flv rtmp://SITE-SUCH-AS-TWITCH/.../STREAM-KEY
I know these commands are not set up properly for smooth streaming, the result manages to screw up both Twitch’s and Youtube’s player and I will have to figure out how to fix that.
The problem with this is I don’t think I can stream both the image and the audio at once when creating them on the spot. I have to load one of them from the hard drive. This becomes a problem when trying to react to a command or user chat or anything else that requires live reactions. I also do not want to destroy my hard drive by constantly saving to it.
As for the python code, what I have tried so far in order to create a video is the following code. This still saves to the HD and is not responsive in realtime, so this is not very useful to me. The video itself is okay, with the one exception that as time passes on, the clock the qr code says versus the video’s clock start to spread apart farther and farther as the video gets closer to the end. I can work around that limitation if it shows up while live streaming.
def make_frame(t):
img = qrcode.make("Hello! The second is %s!" % t)
return numpy.array(img.convert("RGB"))
clip = mpy.VideoClip(make_frame, duration=120)
clip.write_gif("test.gif",fps=15)
gifclip = mpy.VideoFileClip("test.gif")
gifclip.set_duration(120).write_videofile("test.mp4",fps=15)My goal is to be able to produce something along the psuedo-code of
original_video = qrcode_generator("I don't know, a clock, pyotp, today's news sources, just anything that can be generated on the fly!")
original_video.overlay_text(0,0,"This is some sample text, the left two are coordinates, the right three are font, size, and color", Times_New_Roman, 12, Blue)
original_video.add_audio(sine_wave_generator(0,180,2)) # frequency min-max, seconds
# NOTICE - I did not add any time measurements to the actual video itself. The whole point is this is a live stream and not a video clip, so the time frame would be now. The 2 seconds list above is for our psuedo sine wave generator to know how long the audio clip should be, not for the actual streaming library.
stream.send_to_rtmp_server(original_video) # Doesn't matter if ffmpeg or some native libraryThe above example is what I am looking for in terms of video creation in Python and then streaming. I am not trying to create a clip and then stream it later, I am trying to have the program be able to respond to outside events and then update it’s stream to do whatever it wants. It is sort of like a chat bot, but with video instead of text.
def track_movement(...):
...
return ...
original_video = user_submitted_clip(chat.lastVideoMessage)
original_video.overlay_text(0,0,"The robot watches the user's movements and puts a blue square around it.", Times_New_Roman, 12, Blue)
original_video.add_audio(sine_wave_generator(0,180,2)) # frequency min-max, seconds
# It would be awesome if I could also figure out how to perform advance actions such as tracking movements or pulling a face out of a clip and then applying effects to it on the fly. I know OpenCV can track movements and I hear that it can work with streams, but I cannot figure out how that works. Any help would be appreciated! Thanks!Because I forgot to add the imports, here are some useful imports I have in my file !
import pyotp
import qrcode
from io import BytesIO
from moviepy import editor as mpyThe library, pyotp, is for generating one time pad authenticator codes, qrcode is for the qr codes, BytesIO is used for virtual files, and moviepy is what I used to generate the GIF and MP4. I believe BytesIO might be useful for piping data to the streaming service, but how that happens, depends entirely on how data is sent to the service, whether it be ffmpeg over command line (from subprocess import Popen, PIPE) or it be a native library.
-
Anomalie #4128 : Bug de génération de boucle avec les modèles Spip
11 avril 2018, par Julien PORIAUSalut,
parfois le jeu de caractère "binaire" est visible uniquement dans le
code source (ligne 1233). Mais on observe tout de même un soucis dans la
mise en page.view-source:http://spip-dev.nidecker.com/probleme-de-langue.html?lang=ca
Julien.
Le 11.04.2018 à 14:28, redmine@spip.org a écrit :
La demande #4128 a été mise à jour par b b.
- Statut changé de /Nouveau/ à /En cours/
- Priorité changé de /Haut/ à /Bas/
Salut, peux-tu fournir le code du modèle en question ?
De mon côté, je n’ai aucun problème sur la page que tu cites en exemple...
Anomalie #4128 : Bug de génération de boucle avec les modèles Spip
<https://core.spip.net/issues/4128#change-13824>- Auteur : Julien PORIAU
- Statut : En cours
- Priorité : Bas
- Assigné à :
- Catégorie : code généré
- Version cible : 3.2
- Resolution :
- Navigateur : Firefox
Dans les modèles personnalisés Spip, les images (boucle documents ou
logos) sont mal générées et provoque un bug d’encodage visible dans le
front-end lors du passage dans une autre langue (balises multi).
Nous n’avons pas trouvé où était le souci dans Spip, mais les
caractères qui remontent dans le code source, ressemblent aux octets
qui composent le fichier binaire d’une image.
Voir en live ici :
http://spip-dev.nidecker.com/probleme-de-langue.html?lang=ca.Pour essayer d’isoler cette anomalie, nous avons procédé de la sorte
avec l’aide de mon développeur :1. Nous sommes reparti d’un SPIP 3.1.7 entièrement neuf (minimal),
avec deux modèles Spip, rien d’autre.
Le bug se reproduit, ce qui exclus un problème lié aux squelettes ou
autres plugins.Nous n’avons pas réussi a déterminer précisément ce qui génère ce bug,
à part que c’est dans un contexte où on appelle une langue pas définie
dans le multi.
En fonction du contenu de l’article, du nombre de modèles dans
l’article, en fonction des boucles dans les inclure, le bug n’arrive
pas au même endroit...Le problème vient de la génération des logos ou documents : si on
supprime les balises |#LOGO_*| ou si on renomme |IMG| en |IMG_|, plus
d’erreur.
Même sans traitements, avec juste |[(#LOGO_*)]|, rien à faire.2. Nous avons pensé que c’était peut être une image au mauvais format :
On a alors tenté de passer |ImageOptim| sur tout le répertoire |/IMG|,
redimensionné tous les logos en vignettes png de 320x240, rien à faire...3. On a fini par passer ce site de test en 3.2, pas mieux.
4. Nous avons épluché les caches générés dans |/tmp/cache| et
|/tmp/cache/skel|, tout paraît normal de ce côté là..5. On a ensuite un peu avancé en enlevant dans |mes_options.php| la
variable |$GLOBALS[’forcer_lang’] = true|".
Sur la version minimal, plus de bug. Mais sur le site de production,
le problème réside toujours.
Mais en faisant des tests avec et sans (et en supprimant bien
|/tmp/cache/| à chaque fois), ça se confirme pour la version minimal.6. A partir d’une copie de la version production, nous avons désactivé
tout les plugins, passer |ImageOptim| sur |/IMG| et rien a faire..
Impossible de déterminé d’où vient le problème :(7. Nous avons essayé d’écrire comme ceci : |[
src="(#LOGO_MOT|image_reduire50,*|extraire_attributsrc)" alt="">]|
Cela fonctionne sur la version minimal mais pas sur la version production.8. Dans la version minimal, j’ai encore récemment testé une dernière
chose. J’ai supprimé les documents non sollicités sur ma page de teste
(spip.php ?article1441&lang=ca).
Avec la requête SQL suivante : |DELETE FROM jones_documents WHERE
id_document NOT IN
(1948,1949,2534,2535,630,631,1783,1784,1785,1786,1787,1788,1781,1782)|
Le bug n’apparait plus..Je sèche..
Vous trouverez ici en téléchargement une archive de la version minimal
(Spip 3.1.7) :
https://www.dropbox.com/s/dek0zg7jafl8uxe/jones.zip?dl=0] ( 20mo)
Pour reproduire le bug, il suffit de passer la variable "&lang=ca"
dans l’article 1441 (localhost/spip.php ?article1441&lang=ca).Je donne volontiers un accès à la version production si besoin.
Vous recevez ce mail car vous êtes impliqués sur ce projet.
Pour changer les préférences d’envoi de mail, allez sur
http://core.spip.org/my/account---
L’absence de virus dans ce courrier électronique a été vérifiée par le logiciel antivirus Avast.
https://www.avast.com/antivirus -
Dreamcast SD Adapter and DreamShell
31 décembre 2014, par Multimedia Mike — Sega DreamcastNope ! I’m never going to let go of the Sega Dreamcast hacking. When I was playing around with Dreamcast hacking early last year, I became aware that there is such a thing as an SD card adapter for the DC that plugs into the port normally reserved for the odd DC link cable. Of course I wanted to see what I could do with it.
The primary software that leverages the DC SD adapter is called DreamShell. Working with this adapter and the software requires some skill and guesswork. Searching for these topics tends to turn up results from various forums where people are trying to cargo-cult their way to solutions. I have a strange feeling that this post might become the unofficial English-language documentation on the matter.
Use Cases
What can you do with this thing ? Undoubtedly, the primary use is for backing up (ripping) the contents of GD-ROMs (the custom optical format used for the DC) and playing those backed up (ripped) copies. Presumably, users of this device leverage the latter use case more than the former, i.e., download ripped games, load them on the SD card, and launch them using DreamShell.However, there are other uses such as multimedia playback, system exploration, BIOS reprogramming, high-level programming, and probably a few other things I haven’t figured out yet.
Delivery
I put in an order via the dc-sd.com website and in about 2 short months, the item arrived from China. This marked my third lifetime delivery from China and curiously, all 3 of the shipments have pertained to the Sega Dreamcast.
I thought it was very interesting that this adapter came in such complete packaging. The text is all in Chinese, though the back states “Windows 98 / ME / 2000 / XP, Mac OS 9.1, LINUX2.4”. That’s what tipped me off that they must have just cannibalized some old USB SD card readers and packaging in order to create these. Closer inspection of the internals through the translucent pink case confirms this.
Usage
According to its change log, DreamShell has been around for a long time with version 1.0.0 released in February of 2004. The current version is 4.0.0 RC3. There are several downloads available :- DreamShell 4.0 RC 3 CDI Image
- DreamShell 4.0 RC 3 + Boot Loader
- DreamShell 4.0 RC 3 + Core CDI image
Option #2 worked for me. It contains a CDI disc image and the DreamShell files in a directory named DS/.
Burn the CDI to a CD-R in the normal way you would burn a bootable Dreamcast disc from a CDI image. This is open-ended and left as an exercise to the reader, since there are many procedures depending on platform. On Linux, I used a small script I found once called burncdi-dc.sh.
Then, copy the contents of the DS/ folder to an SD card. As for filesystem, FAT16 and FAT32 are both known to work. The files in DS/ should land in the root of the SD card ; the folder DS/ should not be in the root.
Plug the SD card into the DC SD adapter and plug the adapter in the link cable port on the back of the Dreamcast. Then, boot the disc. If it works, you will see this minor corruption of the usual Sega licensing screen :
Then, there will be a brief white-on-black text screen that explains the booting process :
Then, there will be the main DreamShell logo :
Finally, you will land on the DreamShell main desktop :
Skepticism
At first, I was supremely skeptical of the idea that this SD adapter could perform speedily enough to play games reasonably. This was predicated on the observation that my DC coder’s cable that I used to use for homebrew development could not transfer faster than 115200 bits/second, amounting to about 11 kbytes/sec. I assumed that this was a fundamental limitation of the link port.In fact, I ripped a few of my Dreamcast discs over a decade ago and still have those rips lying around. So I copied the ISO image of Resident Evil : Code Veronica — the game I personally played most on the DC — to the SD card (anywhere works) and used the “ISO loader” icon seen on the desktop above to launch the game.
It works :
The opening FMV plays at full speed. Everything loads as fast as I remember. I was quite surprised.
Digression : My assumptions about serial speeds have often been mistaken. 10 years ago, I heard stories about how we would soon be able to watch streaming video on our cell phones. I scoffed because I thought the 56K limitation of dialup modems was some sort of fundamental speed-of-light type of limitation for telephony bandwidth, wired or wireless.
The desktop menu also includes a ‘speedtest’ tool that profiles the write and read performance of your preferred storage medium. For my fastest SD card (a PNY 2 GB card) :
This is probably more representative of the true adapter bandwidth as reading and writing is a good deal faster through more modern interfaces on PC and Mac with this same card.
Look at the other options on the speedtest console. Hard drive ? Apparently, it’s possible, but it requires a good deal more hardware hacking than just purchasing this SD adapter.
Ripping
As you can see from the Resident Evil screenshot, playing games works quite nicely. How about ripping ? I’m pleased to say that DreamShell has a beautiful ripping interface :
Enter a name for the disc (or read the disc label), select the storage medium, and let it, well, rip. It indicates which track it’s working on and the Sega logo acts as a progress bar, shading blue as the track rip progresses.
I’m finally, efficiently, archiving that collection of Sega Dreamcast demo discs ; I’m hoping they’ll eventually find a home at the Internet Archive. How is overall ripping performance ? Usually about 38-40 minutes to rip a full 900-1000 MB. That certainly beats the 27-28 hours that were required when I performed the ripping at 11 kbytes/sec via the DC coders cable.
All is well until I get a sector reading error :
That’s when it can come in handy to have 3 DC consoles (see ?! not crazy !).
Other Uses
There’s a file explorer. You can browse the filesystem of the SD card, visual memory unit, or the CD portion of the GD-ROM (would be more useful if it accessed the GD area). There are FFmpeg files included. So I threw a random Cinepak file and random MPEG-1 file at it to see what happens. MPEG-1 didn’t do anything, but this Cinepak file from some Sierra game played handily :
If you must enter strings, it helps to have a Dreamcast keyboard (which I do). Failing that, here’s a glimpse of the onscreen keyboard that DreamShell equips :
Learning to use it is a game in itself.
There is an option of installing DreamShell in the BIOS. I did not attempt this. I don’t know if it’s possible (not like there’s a lot of documentation)– perhaps a custom BIOS modchip is needed. But here’s what the screen looks like :
There is also a plain console to interact with (better have a physical keyboard). There are numerous file manipulation commands and custom system interaction commands. I see one interesting command called ‘addr’ that looks useful for dumping memory regions to a file.
A Lua language interpreter is also built in. I would love to play with this if I could ascertain whether DreamShell provided Dreamcast-specific APIs.
Tips And Troubleshooting
I have 3 Dreamcast consoles, affectionately named Terran, Protoss, and Zerg after the StarCraft II stickers with which they are adorned. Some seem to work better than others. Protoss seemed to be able to boot the DreamShell disc more reliably than the others. However, I was alarmed when it couldn’t boot one morning when it was churning the previous day.I think the problem is that it was just cold. That seemed to be the issue. I put in a normal GD-ROM and let it warm up on that disc for awhile and then DreamShell booted fine. So that’s my piece of cargo-culting troubleshooting advice.