
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 (63)
-
HTML5 audio and video support
13 avril 2011, parMediaSPIP 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 2011MediaSPIP 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 (...) -
MediaSPIP Init et Diogène : types de publications de MediaSPIP
11 novembre 2010, parÀ l’installation d’un site MediaSPIP, le plugin MediaSPIP Init réalise certaines opérations dont la principale consiste à créer quatre rubriques principales dans le site et de créer cinq templates de formulaire pour Diogène.
Ces quatre rubriques principales (aussi appelées secteurs) sont : Medias ; Sites ; Editos ; Actualités ;
Pour chacune de ces rubriques est créé un template de formulaire spécifique éponyme. Pour la rubrique "Medias" un second template "catégorie" est créé permettant d’ajouter (...)
Sur d’autres sites (6058)
-
XCode 5 is not linking Static Library to Cocoa Application
4 septembre 2014, par aaronljxBasically I am building a Cocoa (OSX) application that uses some of the encoding/decoding libraries from ffmpeg (e.g. libavcodec.a, libavformat.a). For these libraries, I have explicitly configured it to be compiled as static library.. there were no dylibs created when I ran the make after configuring the package. Hence I am quite certain that these libraries would work as a static library.
As usual I added these libraries to my xcode project via the Build Phases and Framework section. The .a files are there and when I build my project, there were no linking errors. Everything is fine and dandy until I run otool against the executable file of my application and realised that it needs the ffmpeg library dylibs to run. An attempt to run the application would fail since there is no dylib installed on my machine. If I run it on another machine that has ffmpeg installed (compiled with dynamic library) the application would work.
Therefore, my question is, am I missing out on any of the configuration on the xcode part to instruct the linker to statically link those libraries that are used in my application ? (I remember when I develop C/C++ applications in Microsoft Visual Studio, all I need to do is to just add the static libraries (*.lib) files to my project’s linker settings and it will be automatically linked to my final assembly.)
Thanks.
-
FFmpegInteropX in Unity Hololens 2
25 juin 2024, par CocoaMilkaI'm building a UDP video stream decoder for the Hololens 2 in Unity 2021. I've compiled FFmpegInteropX for ARM64 UWP, however I'm having issues setting it up within Unity. With the binaries included in
/Plugins/WSA
I get the following error :

ArgumentException: The Assembly WinRT.Runtime is referenced by FFmpegInteropX.DotNet ('Assets/Plugins/WSA/FFmpegInteropX.DotNet/Release/FFmpegInteropX.DotNet.dll'). But the dll is not allowed to be included or could not be found.


I've wrapped all of my WinRT dependent code with the appropriate preprocessor directive as shown here, and I've also set all my plugins to target WSAPlayer and UWP.


#if ENABLE_WINMD_SUPPORT
using FFmpegInteropX;
using WinRT;
using Windows.Foundation;
using Windows.Media.Core;
using Windows.Media.Playback;
using System.Threading.Tasks;
#endif



If I include
WinRT.Runtime.dll
in the plugins folder, the issue spreads asking for more dependencies then the new dependencies (such asMicrosoft.Windows.SDK.NET.dll
) starts conflicting with the MRTK packages due to it also depending on WinRT.

How can I use this library within Unity without constantly running into dependency hell ?


-
Inaccurate sleep using C++11 on Windows
15 février 2017, par Ashe the humanI’ve been using C++11 sleep to give the interval between video frames. This method I’ve been using makes playback elongated on Windows.
#include <iostream>
#include <thread>
#include <sstream>
int main(const int argc, const char **args)
{
std::stringstream sb;
if(argc < 2)
return 1;
int fps = 0;
sb << args[1];
sb >> fps;
if(fps <= 0)
return 1;
int i;
while(true)
{
std::chrono::high_resolution_clock::time_point start, end;
start = std::chrono::high_resolution_clock::now();
for(i=0; i fps));
}
end = std::chrono::high_resolution_clock::now();
auto c = std::chrono::duration_cast(end - start).count();
std::cerr << c << std::endl;
}
return 0;
}
</sstream></thread></iostream>Running that program with 60 gives about 1004 1006 on Linux and 1065 1075 on Windows. So, I’m guessing, after playing a 2-hour long video, more than a minute is passed than just 2 hours.
timeBeginPeriod()
has no effect. Is using timer(like this one ?) is the only way to implement media players on Windows ? What about on Linux ? I think it’s the right way considering the fact that ffplay usesav_usleep()
.So sad that there’s no portable way.