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  • HTML5 audio and video support

    13 avril 2011, par

    MediaSPIP 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 (...)

  • MediaSPIP v0.2

    21 juin 2013, par

    MediaSPIP 0.2 est la première version de MediaSPIP stable.
    Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Comme pour la version précédente, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

  • MediaSPIP version 0.1 Beta

    16 avril 2011, par

    MediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

Sur d’autres sites (9066)

  • Dreamcast Development Desktop

    28 mars 2011, par Multimedia Mike — Sega Dreamcast

    Some 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.

  • Pass individual frames as BGRA byte array and set the timestamps via pipe to FFmpeg

    30 juillet 2023, par Nicke Manarin

    I have a set of images (as BGRA byte[]) with their respective timestamps in milliseconds and I want to pass it to FFmpeg to build an animation.

    


    I'm using FFmpeg v6 right now and in this example I'm expecting a GIF as output, but I'm going to export to multiple formats later.

    


    var arguments = "-vsync passthrough  
-f rawvideo 
-pix_fmt bgra 
-video_size {width}x{height} 
-i -  
-loop 0 
-lavfi palettegen=stats_mode=diff[pal],[0:v][pal]paletteuse=new=1:dither=sierra2_4a:diff_mode=rectangle 
-f gif 
-y \"C:\Users\User\Desktop\test.gif\"";

var process = new Process
{
    StartInfo = new ProcessStartInfo
    {
        FileName = "./ffmpeg.exe",
        Arguments = arguments.Replace("{width}", width.ToString()).Replace("{height}", height.ToString()),
        RedirectStandardInput = true,
        RedirectStandardOutput = true,
        UseShellExecute = false,
        CreateNoWindow = true
    }
};

_process.Start();



    


    Then on my render loop, I'm trying to send the frames and their timestamps one by one.

    


    public void EncodeFrame(IntPtr bufferAddress, int bufferStride, int width, int height, int index, long timestamp, int delay)
{
    var frameSize = height * bufferStride;
    var frameBytes = new byte[frameSize];
    System.Runtime.InteropServices.Marshal.Copy(bufferAddress, frameBytes, 0, frameSize);

    _process.StandardInput.BaseStream.Write(frameBytes, 0, frameSize);
    _process.StandardInput.BaseStream.Write(_delimiter, 0, _delimiter.Length);
    _process.StandardInput.BaseStream.Write(BitConverter.GetBytes(timestamp), 0, sizeof(long));
}


    


    The issue is that I'm getting an IOException (The pipe has been ended), so probably I'm not sending the frames correctly (not sending the delimiter and timestamp doesn't help).

    


    Is this even possible ?

    


  • Setting individual pixels of an RGB frame for ffmpeg encoding

    15 mai 2013, par Camille Goudeseune

    I'm trying to change the test pattern of an ffmpeg streamer, Trouble syncing libavformat/ffmpeg with x264 and RTP , into familiar RGB format. My broader goal is to compute frames of a streamed video on the fly.

    So I replaced its AV_PIX_FMT_MONOWHITE with AV_PIX_FMT_RGB24, which is "packed RGB 8:8:8, 24bpp, RGBRGB..." according to http://libav.org/doxygen/master/pixfmt_8h.html .

    To stuff its pixel array called data, I've tried many variations on

    for (int y=0; y/  const double j = y/double(HEIGHT);
       rgb[0] = 255*i;
       rgb[1] = 0;
       rgb[2] = 255*(1-i);
     }
    }

    At HEIGHTxWIDTH= 80x60, this version yields
    screenshot of red-to-blue stripes, when I expect a single blue-to-red horizontal gradient.

    640x480 yields the same 4-column pattern, but with far more horizontal stripes.

    640x640, 160x160, etc, yield three columns, cyan-ish / magenta-ish / yellow-ish, with the same kind of horizontal stripiness.

    Vertical gradients behave even more weirdly.

    Appearance was unaffected by an AV_PIX_FMT_RGBA attempt (4 not 3 bytes per pixel, alpha=255). Also unaffected by a port from C to C++.

    The argument srcStrides passed to sws_scale() is a length-1 array, containing the single int HEIGHT.

    Access each Pixel of AVFrame asks the same question in less detail, so far unanswered.

    The streamer emits one warning, which I doubt affects appearance :

    [rtp @ 0x269c0a0] Encoder did not produce proper pts, making some up.

    So. How do you set the RGB value of a pixel in a frame to be sent to sws_scale() (and then to x264_encoder_encode() and av_interleaved_write_frame()) ?