
Recherche avancée
Autres articles (76)
-
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. -
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 (...) -
Encoding and processing into web-friendly formats
13 avril 2011, parMediaSPIP automatically converts uploaded files to internet-compatible formats.
Video files are encoded in MP4, Ogv and WebM (supported by HTML5) and MP4 (supported by Flash).
Audio files are encoded in MP3 and Ogg (supported by HTML5) and MP3 (supported by Flash).
Where possible, text is analyzed in order to retrieve the data needed for search engine detection, and then exported as a series of image files.
All uploaded files are stored online in their original format, so you can (...)
Sur d’autres sites (6254)
-
avcodec/dpx : Fix B&W film scans from Lasergraphics Inc
7 décembre 2020, par Harry Mallon -
Adding AY Files To The Game Music Website
1er décembre 2013, par Multimedia Mike — GeneralFor the first time since I launched the site in the summer of last year, I finally added support for new systems for my Game Music Appreciation site : A set of chiptune music files which bear the file extension AY. These files come from games that were on the ZX Spectrum and Amstrad CPC computer systems.
Right now, there are over 650 ZX Spectrum games in the site while there are all of 20 Amstrad CPC games. The latter system seems a bit short-changed, but I read that a lot of Amstrad games were straight ports from the Spectrum anyway since the systems possessed assorted similarities. This might help explain the discrepancy.
Technically
The AY corpus has always been low hanging fruit due to the fact that the site already supports the format courtesy of the game-music-emu backend. The thing that blocked me was that I didn’t know much about these systems. I knew that there were 2 systems (and possibly more) that shared the same chiptune format. Apparently, these machines were big in Europe (I was only vaguely aware of them before I started this project).Both the Spectrum and the Amstrad used Zilog Z-80 CPUs for computing and created music using a General Instruments synthesizer chip designated AY-3-8912, hence the chiptune file extension AY. This has 3 channels similar to the C64 SID chip. Additionally, there’s a fourth channel that game music emu calls “beeper” (and which Wikipedia describes as “one channel with 10 octaves”). Per my listening, it seems similar to the old PC speaker/honker. The metadata for a lot of the songs will specify either (AY) or (Beeper).
Wrangling Metadata
Large collections of AY files are easy to find ; as is typical for pure chiptunes, the files are incredibly small.As usual, the hardest part of the whole process was munging metadata. There seems to be 2 slightly different conventions for AY metadata, likely from 2 different people doing the bulk of the work and releasing the fruits of their labor into the wild. After I recognized the subtle differences between the 2 formats, it was straightforward to craft a tool to perform most of the work, leaving only a minimum of cleanup effort required afterwards.
(As an aside, I think this process is called extract – transform – load, or ETL. Sounds fancy and complicated, yet it’s technically one of the first computer programming tasks I was ever paid to perform.)
Collateral Damage
While pushing this feature, I managed to break the site’s search engine. The search solution I developed was always sketchy (involving compiling a C program as a static binary CGI script and trusting it to run on the server). I will probably need to find a better approach, preferably sooner than later. -
How can I start ffmpeg while playing a full screen game ?
11 janvier 2021, par Muhamed Shair benshairThis is a class of the ffmpeg :


using System; 
using System.Collections.Generic; 
using System.Linq; 
using System.Text; 
using System.Threading.Tasks; 
using System.IO; 
using System.Diagnostics; 
 
namespace Ffmpeg_App 
{ 
 class Ffmpeg 
 { 
 Process process; 
 
 public void Start(string FileName, int Framerate) 
 { 
 process = new System.Diagnostics.Process(); 
 process.StartInfo.FileName = @"D:\ffmpegx86\ffmpeg.exe"; // Change the directory where ffmpeg.exe is. 
 process.EnableRaisingEvents = false; 
 process.StartInfo.WorkingDirectory = @"D:\ffmpegx86"; // The output directory 
 process.StartInfo.Arguments = @"-f gdigrab -framerate " + Framerate + " -i desktop -preset ultrafast - pix_fmt yuv420p " + FileName; 
 process.Start(); 
 process.StartInfo.UseShellExecute = false; 
 process.StartInfo.CreateNoWindow = false; 
 Close(); 
 } 
 
 public void Close() 
 { 
 process.Close(); 
 } 
 } 
} 



And in form1 :


At the top :


Ffmpeg fmpeg = new Ffmpeg();



In a button click event :
To start :


private void Start_Click(object sender, EventArgs e) 
 { 
 fmpeg.Start("test.mp4", 24); 
 }



and to stop :


private void Stop_Click(object sender, EventArgs e) 
 { 
 fmpeg.Close(); 
 }



The problem is when I'm in full screen game I don't have access to the form and the buttons they are hidden in the background.


I need to make some global keys hook maybe ?