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Médias (2)
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SPIP - plugins - embed code - Exemple
2 septembre 2013, par
Mis à jour : Septembre 2013
Langue : français
Type : Image
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Publier une image simplement
13 avril 2011, par ,
Mis à jour : Février 2012
Langue : français
Type : Video
Autres articles (93)
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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 (...) -
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 ; (...) -
Des sites réalisés avec MediaSPIP
2 mai 2011, parCette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page.
Sur d’autres sites (5866)
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How to avoid audio sample 16bit clipping after equalization ?
28 mai 2013, par testCoderI have samples which come from ffmpeg, very often it is 16 bit samples (short type), i have used iir band pass filter with dbGain as described here, after filtering i sometimes got a short type overflow and result of it is some noise when calculated sample value go out from 32767/-32767, Is any way to escape audio pcm sample clipping. May be exists any approaches ?
I have googled but not found any worked example ?
UPDATE
When i cast transfer function calculation result to integer and check overflow then noise still occurs: :
int result = A1 * ((int) Rx) + A2 * ((int) Rxx) + A3 * ((int) Rxxx)
- B1 * ((int) Ryy) - B2 * ((int) Ryyy);
if (result > 32767)
result = 32767;
if (result < -32700)
result = -32700;
y = (short) result; -
Fast green screen video processing on android device
17 mars 2015, par Si-NI have written an app in iOS that takes two video sources, one with moving character on a green screen and any other video. The program then uses the GPUImage framework to add a chroma key shader via OpenGL ES 2 and then merges each frame (so the bottom frame now shows where the green pixels are) and outputs to a new video file. This happens very quickly, faster than real time.
I have now been tasked with porting the app to Android. I thought it would be fairly straightforward. After doing some research I think I am wrong. There is an Android port of GPUImage but it does not handle video at the moment. I have done some research and come up with a very basic idea.
I was wondering if you think this approach is feasible :
Convert one video file to match resolution and type of other video using ffmpeg or JavaCV wrappers.
Read frame by frame of each video using ffmpeg as MediaMetadataRetriever is very slow and convert into some RGB format. Use shader to apply chroma key effect so both frames are merged.
Use ffmpeg to output result to a new file.
This sounds slow, but if it sounds feasible I will try it out. I am not at all sure about making sure the 2 video resolutions / bitrate etc match. One video will be fixed at 1280 * 720 and the other video source will come from the camera on the device so will be variable. Also I think ffmpeg means using NDK which is a whole world of pain I wanted to avoid.
I have a headache thinking about it. Any advice would be greatly appreciated.
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Dreamcast Development Desktop
28 mars 2011, par Multimedia Mike — Sega DreamcastSome people are curious about what kind of equipment is required to program a Sega Dreamcast. This is my setup :
It’s a bit overcomplicated. The only piece in that picture which doesn’t play a role in the Dreamcast development process is the scanner. The Eee PC does the heavy lifting of development (i.e., text editing and cross compilation) and uploads to the Dreamcast via a special serial cable. Those are the most essential parts and are really the only pieces necessary for a lot of algorithmic stuff (things that can be validated via a serial console). But then I have to go up a level where I output video. That’s where things get messy.
The Mac Mini and giant monitor really just act as a glorified TV in this case. Ideally, it will be more than that. The DC outputs audio and video via composite cables to a Canopus DV capture bridge. That’s connected via FireWire to the external hard drive underneath the Mac Mini, which is connected to the Mac. Adobe Premiere Pro handles the DV capture / display.
One day I hope to have something worthwhile to capture.