Recherche avancée

Médias (1)

Mot : - Tags -/bug

Autres articles (87)

  • Websites made ​​with MediaSPIP

    2 mai 2011, par

    This page lists some websites based on MediaSPIP.

  • Problèmes fréquents

    10 mars 2010, par

    PHP et safe_mode activé
    Une des principales sources de problèmes relève de la configuration de PHP et notamment de l’activation du safe_mode
    La solution consiterait à soit désactiver le safe_mode soit placer le script dans un répertoire accessible par apache pour le site

  • Multilang : améliorer l’interface pour les blocs multilingues

    18 février 2011, par

    Multilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
    Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela.

Sur d’autres sites (5000)

  • ffplay - route incoming audio stream to specific channels / convert channel layout

    7 septembre 2022, par miasma

    i need to play a mp3 stream (stereo) via ffplay and send it to specific output channels on my multichannel audio hardware.

    


    stream (stereo) -> output 3 & 4
while doing that the unused channels should stay silent, as i want to send to them from other instances of ffplay.

    


    how would i go about to do that ?

    


    i already tried a lot of different approaches without luck, mostly based on this :

    


    ffplay -i http://blablabla -af 'channelmap=map=0-2|1-3' -nodisp


    


    as well as

    


    ffplay -i http://blablabla -af 'channelmap=map=0-2|1-3=channel_layout=6.0'


    


    thank you for any help, i'm slowly going crazy digging through the manuals and trying out variations of the same command for hours …
😵‍💫

    


    ps : i'm running ffplay 5.1.1 on mac os 12.5.1 on m1max

    


  • Unable to build solution in Visual Studio 2019 : The BaseOutputPath/OutputPath property is not set for project

    23 juillet 2022, par mhadi

    In an effort to integrate FFmpeg with Unity, I have been trying to build a solution file in Visual Studio 2019. However, I am currently unable to resolve the following error when I try to build in Visual Studio :

    


    


    The BaseOutputPath/OutputPath property is not set for project
'FFmpegUnityInterop.vcxproj'. Please check to make sure that you have
specified a valid combination of Configuration and Platform for this
project. Configuration='Release' Platform='x64'. This error may
also appear if some other project is trying to follow a
project-to-project reference to this project, this project has been
unloaded or is not included in the solution, and the referencing
project does not build using the same or an equivalent Configuration
or Platform.

    


    


    I have tried a number of solutions, including :

    


      

    1. Manually adding the OutputPath in 'FFmpegUnityInterop.vcxproj'&#xA;<outputpath>bin/Build/</outputpath>.
    2. &#xA;

    3. In the FFmpegUnityInterop.vcxproj file, moving the ProjectProperty with my preferred configuration and platform combination to the very top of the list of ProjectProperties (there are 8 of them).
    4. &#xA;

    5. Building with different configuration and platforms.
    6. &#xA;

    7. Trying to build from VS Dev Command prompt using the following command :&#xA;MSbuild.exe "FFmpegUnityInterop.sln" /p:Configuration=Release /p:Platform="x64", as well as from the Visual Studio IDE.
    8. &#xA;

    9. Tried setting the OutputPath in the command line command&#xA;(>MSbuild.exe FFmpegUnityInterop.sln /p:Configuration=Release /p:Platform="AnyCPU" /p:OutputPath = bin\Debug), only to have&#xA;MSbuild throw error MSB1008 (MSBUILD : error MSB1008 : Only one&#xA;project can be specified.)
    10. &#xA;

    11. Setting the configuration and platform manually in the Configuration Manager GUI in&#xA;Visual Studio.
    12. &#xA;

    &#xA;

    I may have missed an attempted solution or two above, but I've tried most of the suggestions I found online, only to get the error pasted above. Part of me suspects that my compilation of FFmpeg libraries didn't execute fully, but I unfortunately do not have enough experience to verify that. Any suggestions to resolve this would be much appreciated.

    &#xA;

    PS. The project was developed privately by a private entity that is currently unreachable

    &#xA;

  • Setup FFMpegCore in Visual Studio 2019

    27 juillet 2022, par DsiakMondala

    I am confused on the basics of using a library. I understand that there is a library called FFMpeg and a wrapper called FFMpegCore so we can use FFMpeg with C#, correct ? I downloaded both FFMpeg and FFMpegCore and I have them in my project's folder. Although I didn't perceive any class named FFMpegOptions in either of the file's folders.&#xA;I am stuck on how to actually set it up so I can use it in my little project, I never downloaded someone's library before. Can somebody please walk me though the motions of connecting the three of them together ?

    &#xA;

    So far I experimented with :

    &#xA;

      &#xA;
    • Add a reference to my project, but there doesn't seem to be any .dll, .tlb, .olb, .ocx or .exe files to add
    • &#xA;

    • Add an existing project to my solution. There is a project called FFMpegCore.csproj but adding it raises a missing SDK error. Weirdly enough, opening the same project as a standalone doesn't raise any issues which makes me thing the operation I am trying is inadequate.
    • &#xA;

    &#xA;

    I am sure this is a silly and easy setup to perform but I just don't know enough to find a solution.

    &#xA;