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Autres articles (39)
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Submit bugs and patches
13 avril 2011Unfortunately a software is never perfect.
If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
If you think you have solved the bug, fill in a ticket and attach to it a corrective patch.
You may also (...) -
List of compatible distributions
26 avril 2011, parThe table below is the list of Linux distributions compatible with the automated installation script of MediaSPIP. Distribution nameVersion nameVersion number Debian Squeeze 6.x.x Debian Weezy 7.x.x Debian Jessie 8.x.x Ubuntu The Precise Pangolin 12.04 LTS Ubuntu The Trusty Tahr 14.04
If you want to help us improve this list, you can provide us access to a machine whose distribution is not mentioned above or send the necessary fixes to add (...) -
Librairies et binaires spécifiques au traitement vidéo et sonore
31 janvier 2010, parLes logiciels et librairies suivantes sont utilisées par SPIPmotion d’une manière ou d’une autre.
Binaires obligatoires FFMpeg : encodeur principal, permet de transcoder presque tous les types de fichiers vidéo et sonores dans les formats lisibles sur Internet. CF ce tutoriel pour son installation ; Oggz-tools : outils d’inspection de fichiers ogg ; Mediainfo : récupération d’informations depuis la plupart des formats vidéos et sonores ;
Binaires complémentaires et facultatifs flvtool2 : (...)
Sur d’autres sites (7815)
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ffmpeg is not working while uploading file using uploadify
21 janvier 2016, par Ranjithfor a particular video i tried like this, and it worked
exec('/usr/bin/ffmpeg -i /home/xxxxxx/public_html/test/video1.mp4 /home/xxxxxxx/public_html/test/video1.flv');
but for uploadify i write code like this ,
<?php
if (!empty($_FILES)) {
$userId=$_SESSION["user_userid"];
$filename = $_FILES['Filedata']['name'];
$filetmpname = $_FILES['Filedata']['tmp_name'];
$fileType = $_FILES["Filedata"]["type"];
$fileSizeMB = ($_FILES["Filedata"]["size"] / 1024 / 1024);
$folder=$_REQUEST['folder'];
exec("/usr/bin/ffmpeg -i"."/home/xxxxxx/public_html/private/".$folder."/".$filename." "."/home/xxxxxx/public_html/private/".$folder."/".$filename.".flv");
}elseif($_POST['d']){
$filename = $_POST['d'];
$folder=$_REQUEST['folder'];
$dFile = $folder.$filename;
if(file_exists($dFile)){
unlink($dFile);
}
}
?>this code is not converting the uploaded file.
help me please.thanks
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FFmpeg.wasm demuxing - Get encodedChunks in Javascript
16 mars 2023, par Kevin BavingI am building a video editor whose process looks like this :


Demuxing -> Decoding -> Editing -> Encoding -> Muxing.


The demuxing and muxing process is currently done with mp4box.js. I would like to replace mp4box.js with ffmpeg.wasm. Unfortunately, I can't get along with the process.


What should FFmpeg.wasm do in the demuxing process ?


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- load a .mp4 file
- extract the encodedVideoChunks and store them as EncodedVideoChunk objects in an array
- extract the encodedAudioChunks and store them as EncodedAudioChunk objects in an array
- get some metadata like : duration, timescale, fps, track_width, track_height, codec, audio_channel_count, sample_rate ....










public async loadFile(file: File) {
 let data = await fetchFile(file)
 let blob = new Blob();
 await this.ffmpeg.setProgress(({ratio }) => console.log(`Extracting frames: ${Math.round(ratio * 100)}%`));
 this.ffmpeg.FS('writeFile', 'videoTest.mp4', data);
 //Here is where I am struggling
 //Should look like this: 
 //const command = '-i videoTest.mp4 -c:v copy .... '
 //await this.ffmpeg.run(command);
 //....
}



Lets get deeper into my problem :


Because FFmpeg.wasm is still a cli tool, I have no idea what the best way to safe the encodedChunks into a file is (and what kind of filetype I should use). Further I would like to know how to read that file propertly so that i can safe the input of the file into seperate EncodedVideo- and AudioChunks.


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Chiptune Database and API
14 septembre 2012, par Multimedia Mike — GeneralSo I set out to create a website that allows people to easily listen to video game music directly through their web browser. I succeeded in that goal. However, I must admit that the project has limited appeal since the web player is delivered via Chrome’s Native Client technology, somewhat limiting its audience. I’m not certain if anyone really expects NaCl to take off in any serious way, but I still have a few other projects in mind.
I recently realized that, as a side effect of this project, I accidentally created something of significant value to fans of old video games and associated music– a searchable database of chiptune music and metadata. To my knowledge, no one else has endeavored to create such a thing. I figured that I might as well make the database easily accessible with an API and see where it leads.
To that end, I created 2 API entry points. First, there is the search API located at http://gamemusic.multimedia.cx/api/search/. This can be exercised by ending the URL with a URL-encoded search string, e.g. : http://gamemusic.multimedia.cx/api/search/super+mario. This returns JSON data containing an array of results in decreasing order of relevance. Each result has a game title, database ID, media URL, system type, and an SHA-1 hash. This is the same API that the site’s own search page uses.
The database ID can be plugged into http://gamemusic.multimedia.cx/api/metadata/ to retrieve the song’s metadata in JSON format. E.g., the ID for Super Mario Bros. 3 on the NES is 161 : http://gamemusic.multimedia.cx/api/metadata/161.
I recently read an article about sins against true RESTful API principles which led me to believe I’m almost certainly doing this web API stuff wrong. I don’t think it’s a huge deal, though, since I don’t think anyone actually listens to chiptunes any more. But if there are offline chiptune music players that are still in service and actively maintained, perhaps the authors would like to implement this API. It would require some type of HTTP networking library, a JSON parser, the embedded XZ decoder, and some new code to parse through my .gamemusic and .psfarchive formats.
This database could be a significant value-add to chiptune playback software, and could help people experience classic game music much more easily.