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Autres articles (47)
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Gestion générale des documents
13 mai 2011, parMédiaSPIP ne modifie jamais le document original mis en ligne.
Pour chaque document mis en ligne il effectue deux opérations successives : la création d’une version supplémentaire qui peut être facilement consultée en ligne tout en laissant l’original téléchargeable dans le cas où le document original ne peut être lu dans un navigateur Internet ; la récupération des métadonnées du document original pour illustrer textuellement le fichier ;
Les tableaux ci-dessous expliquent ce que peut faire MédiaSPIP (...) -
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 -
Use, discuss, criticize
13 avril 2011, parTalk to people directly involved in MediaSPIP’s development, or to people around you who could use MediaSPIP to share, enhance or develop their creative projects.
The bigger the community, the more MediaSPIP’s potential will be explored and the faster the software will evolve.
A discussion list is available for all exchanges between users.
Sur d’autres sites (9178)
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How to decode Full Rate GSM Audio file ?
29 août 2012, par AndroidLearnerI have to decode a full rate gsm audio file. Full Rate GSM Audio file is decoded using
libgsm
. I have used MSVC++ with windows nightly builds of ffmpeg and libav but unable to decode file correctly. Can anyone tell me the reason ? I have tried decoding using following codecs :/* various PCM "codecs" */
AV_CODEC_ID_FIRST_AUDIO = 0x10000,
AV_CODEC_ID_PCM_S16LE = 0x10000,
AV_CODEC_ID_PCM_S16BE,
AV_CODEC_ID_PCM_U16LE,
AV_CODEC_ID_PCM_U16BE,
AV_CODEC_ID_PCM_S8,
AV_CODEC_ID_PCM_U8,
AV_CODEC_ID_PCM_MULAW,
AV_CODEC_ID_PCM_ALAW,
AV_CODEC_ID_PCM_S32LE,
AV_CODEC_ID_PCM_S32BE,
AV_CODEC_ID_PCM_U32LE,
AV_CODEC_ID_PCM_U32BE,
AV_CODEC_ID_PCM_S24LE,
AV_CODEC_ID_PCM_S24BE,
AV_CODEC_ID_PCM_U24LE,
AV_CODEC_ID_PCM_U24BE,
AV_CODEC_ID_PCM_S24DAUD,
AV_CODEC_ID_PCM_ZORK,
AV_CODEC_ID_PCM_S16LE_PLANAR,
AV_CODEC_ID_PCM_DVD,
AV_CODEC_ID_PCM_F32BE,
AV_CODEC_ID_PCM_F32LE,
AV_CODEC_ID_PCM_F64BE,
AV_CODEC_ID_PCM_F64LE,
AV_CODEC_ID_PCM_BLURAY,
AV_CODEC_ID_PCM_LXF,
AV_CODEC_ID_S302M,
AV_CODEC_ID_PCM_S8_PLANAR,
/* various ADPCM codecs */
AV_CODEC_ID_ADPCM_IMA_QT = 0x11000,
AV_CODEC_ID_ADPCM_IMA_WAV,
AV_CODEC_ID_ADPCM_IMA_DK3,
AV_CODEC_ID_ADPCM_IMA_DK4,
AV_CODEC_ID_ADPCM_IMA_WS,
AV_CODEC_ID_ADPCM_IMA_SMJPEG,
AV_CODEC_ID_ADPCM_MS,
AV_CODEC_ID_ADPCM_4XM,
AV_CODEC_ID_ADPCM_XA,
AV_CODEC_ID_ADPCM_ADX,
AV_CODEC_ID_ADPCM_EA,
AV_CODEC_ID_ADPCM_G726,
AV_CODEC_ID_ADPCM_CT,
AV_CODEC_ID_ADPCM_SWF,
AV_CODEC_ID_ADPCM_YAMAHA,
AV_CODEC_ID_ADPCM_SBPRO_4,
AV_CODEC_ID_ADPCM_SBPRO_3,
AV_CODEC_ID_ADPCM_SBPRO_2,
AV_CODEC_ID_ADPCM_THP,
AV_CODEC_ID_ADPCM_IMA_AMV,
AV_CODEC_ID_ADPCM_EA_R1,
AV_CODEC_ID_ADPCM_EA_R3,
AV_CODEC_ID_ADPCM_EA_R2,
AV_CODEC_ID_ADPCM_IMA_EA_SEAD,
AV_CODEC_ID_ADPCM_IMA_EA_EACS,
AV_CODEC_ID_ADPCM_EA_XAS,
AV_CODEC_ID_ADPCM_EA_MAXIS_XA,
AV_CODEC_ID_ADPCM_IMA_ISS,
AV_CODEC_ID_ADPCM_G722,
AV_CODEC_ID_ADPCM_IMA_APC,
AV_CODEC_ID_VIMA = MKBETAG('V','I','M','A'),
/* AMR */
AV_CODEC_ID_AMR_NB = 0x12000,
AV_CODEC_ID_AMR_WB,
/* RealAudio codecs*/
AV_CODEC_ID_RA_144 = 0x13000,
AV_CODEC_ID_RA_288,
/* various DPCM codecs */
AV_CODEC_ID_ROQ_DPCM = 0x14000,
AV_CODEC_ID_INTERPLAY_DPCM,
AV_CODEC_ID_XAN_DPCM,
AV_CODEC_ID_SOL_DPCM,
/* audio codecs */
AV_CODEC_ID_MP2 = 0x15000,
AV_CODEC_ID_MP3, ///< preferred ID for decoding MPEG audio layer 1, 2 or 3
AV_CODEC_ID_AAC,
AV_CODEC_ID_AC3,
AV_CODEC_ID_DTS,
AV_CODEC_ID_VORBIS,
AV_CODEC_ID_DVAUDIO,
AV_CODEC_ID_WMAV1,
AV_CODEC_ID_WMAV2,
AV_CODEC_ID_MACE3,
AV_CODEC_ID_MACE6,
AV_CODEC_ID_VMDAUDIO,
AV_CODEC_ID_FLAC,
AV_CODEC_ID_MP3ADU,
AV_CODEC_ID_MP3ON4,
AV_CODEC_ID_SHORTEN,
AV_CODEC_ID_ALAC,
AV_CODEC_ID_WESTWOOD_SND1,
AV_CODEC_ID_GSM, ///< as in Berlin toast format
AV_CODEC_ID_QDM2,
AV_CODEC_ID_COOK,
AV_CODEC_ID_TRUESPEECH,
AV_CODEC_ID_TTA,
AV_CODEC_ID_SMACKAUDIO,
AV_CODEC_ID_QCELP,
AV_CODEC_ID_WAVPACK,
AV_CODEC_ID_DSICINAUDIO,
AV_CODEC_ID_IMC,
AV_CODEC_ID_MUSEPACK7,
AV_CODEC_ID_MLP,
AV_CODEC_ID_GSM_MS, /* as found in WAV */
AV_CODEC_ID_ATRAC3,
AV_CODEC_ID_VOXWARE,
AV_CODEC_ID_APE,
AV_CODEC_ID_NELLYMOSER,
AV_CODEC_ID_MUSEPACK8,
AV_CODEC_ID_SPEEX,
AV_CODEC_ID_WMAVOICE,
AV_CODEC_ID_WMAPRO,
AV_CODEC_ID_WMALOSSLESS,
AV_CODEC_ID_ATRAC3P,
AV_CODEC_ID_EAC3,
AV_CODEC_ID_SIPR,
AV_CODEC_ID_MP1,
AV_CODEC_ID_TWINVQ,
AV_CODEC_ID_TRUEHD,
AV_CODEC_ID_MP4ALS,
AV_CODEC_ID_ATRAC1,
AV_CODEC_ID_BINKAUDIO_RDFT,
AV_CODEC_ID_BINKAUDIO_DCT,
AV_CODEC_ID_AAC_LATM,
AV_CODEC_ID_QDMC,
AV_CODEC_ID_CELT,
AV_CODEC_ID_G723_1,
AV_CODEC_ID_G729,
AV_CODEC_ID_8SVX_EXP,
AV_CODEC_ID_8SVX_FIB,
AV_CODEC_ID_BMV_AUDIO,
AV_CODEC_ID_RALF,
AV_CODEC_ID_IAC,
AV_CODEC_ID_ILBC,
AV_CODEC_ID_FFWAVESYNTH = MKBETAG('F','F','W','S'),
AV_CODEC_ID_8SVX_RAW = MKBETAG('8','S','V','X'),
AV_CODEC_ID_SONIC = MKBETAG('S','O','N','C'),
AV_CODEC_ID_SONIC_LS = MKBETAG('S','O','N','L'),
AV_CODEC_ID_PAF_AUDIO = MKBETAG('P','A','F','A'),
AV_CODEC_ID_OPUS = MKBETAG('O','P','U','S') -
use my full first name instead of short one in copyrights
1er juin 2013, par Kostya Shishkov -
How improves Video Player processing using Qt and FFmpeg ?
13 septembre 2016, par Eric MenezesA time ago, I started to develop a video player/analyser. For beeing an analyser as well, the application should have inside its buffer the next frames and the previous as well. That’s where the complication begins.
For that, we started to use an
VideoProducer
that decodes the frames and audio from video (usingffmpeg
), added it into a buffer from where the video and audio consumers retrieve that objects (VideoFrame
andAudioChunk
). For this job, we have someQThreads
which is one producer, 2 consumers and (the biggest trouble maker) 2 workers that is used to retrieve objects from producer’s buffer and insert them into a circular buffer (that because of previous frames). These workers are important because of the backwards buffering job (this player should play backwards too).So, now the player is running well, but not so good. It’s notable that is losing performance. Like removing producer buffer and using just the circular. But still, some questions remains :
-
Should I continue using
QThread
with reimplementedrun()
? I read that works better withSignals & Slots
; -
If
Signals & Slots
worth it, the producer still needs to reimplementQThread::run()
, right ? -
Cosidering that buffer must have some previous frames and bad quality videos will be reproduced, is that (
VideoProducer
insert objects into aBuffer
,AudioConsumer
andFrameConsumer
retrieve these objects fromBuffer
and display/reproducer them) the better way ? -
What is the best way to sync audio and video ? The sync using audio pts is doing well, but some troubles appear sometimes ; and
-
For buffering backwards,
ffmpeg
does not provide frames this way, so I need to seek back, decode older frames, reorder them and prepend to the buffer. This job has been done by thatWorkers
, anotherQThread
the keep consuming from Producer buffer and, if buffering backwards, asks for seek and do the reorder job. I can just guess that it is bad. And I assume that do this reorder job should be done atProducer
level. Is that any way to do this better ?
I know it’s a lot of questions, and I’m sorry for that, but I don’t know where to find these answers.
Thanks for helping.
For better understanding, heres how its been done :
-
VideoProducer
-> DecoderQThread
. Runs in a loop decoding and enqueuing frames into aBuffer
. -
FrameConsumer
-> Video consumer. Retrieves frames from frameCircularBuffer
in a loop using anotherQThread
. Display the frame and sleep few mseconds based on video fps andAudioConsumer
clock time. -
AudioConsumer
-> Audio consumer and video’s clock. Works with signals usingQAudioOutput::notify()
to retrieve chunks of audio from audioCircularBuffer
and insert them intoQAudioOutput
buffer. When decodes the first frame, its pts is used to start the clock. (if a seek has been called, the next audio frame will mark the clock start time) -
Worker
-> Each stream (audio and video) has one. It’s aQThread
running in a loop (run()
reimplemented) retrieving objects fromBuffer
and inserting (backwards or forward) toCircularBuffer
.
And another ones that manage UI, filters, some operations with frames/chunks...
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