Recherche avancée

Médias (91)

Autres articles (50)

  • List of compatible distributions

    26 avril 2011, par

    The 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 (...)

  • 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 (...)

  • De l’upload à la vidéo finale [version standalone]

    31 janvier 2010, par

    Le chemin d’un document audio ou vidéo dans SPIPMotion est divisé en trois étapes distinctes.
    Upload et récupération d’informations de la vidéo source
    Dans un premier temps, il est nécessaire de créer un article SPIP et de lui joindre le document vidéo "source".
    Au moment où ce document est joint à l’article, deux actions supplémentaires au comportement normal sont exécutées : La récupération des informations techniques des flux audio et video du fichier ; La génération d’une vignette : extraction d’une (...)

Sur d’autres sites (5471)

  • Building FFMPEG for Visual Studio development

    28 juillet 2016, par gboy

    I’m trying to use ffmpeg in Visual Studio 2013 C++ software (ultimately as part of an OpenCV project) - but right now I’m just trying to get basic FFMPEG functionality. In general, when building in Visual Studio, I build 64—bit software with Multi-threaded DLL runtime libraries. I have built ffmpeg using the general instructions for ’Native Windows compilation using ... MinGW-w64’ at http://ffmpeg.org/platform.html#Windows (I provide a more detailed set of steps I followed below...).

    After building the ffmpeg software on my system, I tried to create a simple ’hello world’ project in Visual Studio 2013. Specifically, I tried to implement the initial tutorial file presented at http://dranger.com/ffmpeg/tutorial01.html. Upon building the project, I get the error :

    c :\msys64\usr\local\ffmpeg\libavutil\common.h(45) : fatal error C1083 : Cannot
    open include file : ’libavutil/avconfig.h’ : No such file or directory

    The following are the detailed steps I took to build ffmpeg and create my basic Visual Studio project :

    ============ Building ffmpeg ===============

    1. Downloaded and intalled msys2-x86_64-20160205.exe from http://msys2.github.io
    2. Ran update-core to update the Msys2 install
    3. Ran pacman -Suu (twice) to complete the update (following the instructions about updating shortcuts, etc.)
    4. Then I quit out of the MSys2 shell and opened the MinGW-w64 Win64 Shell. In this new shell :
    5. Installed the following packages using pacman -S The list of packages I installed is : make, pkg-config, diffutils, mingw-w64-x86_64-yasm, mingw-w64-x86_64-gcc, mingw-w64-x86_64-SDL, git
    6. Then I cd’d into cd /usr/local
    7. Ran git clone https://git.ffmpeg.org/ffmpeg.git ffmpeg
    8. I wanted to build the ffmpeg library ’out-of-tree’ of this MSys64 folder. So, in the regular file system of my Windows machine I created a folder at C :\ffmpeg
    9. Back in the Win64 Shell, I cd’d to this new folder : cd /c/ffmpeg
    10. Then ran /usr/loca/ffmpeg/configure --enable-shared
    11. Then make -r
    12. And, finally make install

    Now, if I had to guess, my ’flaw’ was in the options I used when calling the ’configure’ script of ffmpeg. Do I need to use particular options so that I can take the ffmpeg libraries built here and use them as dynamic (DLL) libraries in Visual Studio ?

    ========== Configuring my Visual Studio Project ============

    Here’s how I created a simple hello world project in Visual Studio to see if ffmpeg is working.

    1. I created a new Visual C++ ’Empty Project’ in Visual Studio 2013
    2. I then configured the project properties as follows :

      a. In C/C++ => General => Additional Include Directories, I put

      C :\msys64\usr\local\ffmpeg

      b. In Linker=>General => Additional Library Directories, I pointed to each of the built library folders (basically I pointed at all of the libraries that were built to ensure I was not inadvertently missing the critical one). The list is as follows :

      • C :\ffmpeg\libavcodec
      • C :\ffmpeg\libavdevice
      • C :\ffmpeg\libavfilter
      • C :\ffmpeg\libavformat
      • C :\ffmpeg\libavutil
      • C :\ffmpeg\libswresample
      • C :\ffmpeg\libswscale
      • C :\ffmpeg

      c. In Linker=> Input => Additional Dependencies, I pointed to the particular libraries (again - I pointed to all of the ones present). The list is :

      • avcodec.lib
      • avdevice.lib
      • avfilter.lib
      • avformat.lib
      • avutil.lib
      • swresample.lib
      • swscale.lib
    3. I then created a new source file called ’tut01.c’ and copied/pasted the code from http://dranger.com/ffmpeg/tutorial01.c

    4. Then hit F7 and got the error specified above about not finding avconfig.h

    The above is my best guess as to the steps I need to follow to get this working in Windows (btw, it’s Windows 10, 64-bit) & Microsoft Visual Studio 2013. What should I change to get this basic program to build and run ?

  • File conversion to mp3 returning failure everytime using flutter package ffmpeg_kit_flutter

    6 novembre 2024, par Sanath balthar

    I am trying to convert a .wav audio file generated from a flutter's text to speech package - "flutter_tts" to mp3 file but it is failing everytime.
I have written the below code for file conversion. I have imported the package ffmpeg_kit_flutter. It doesnt even show why the conversion is failing.
I have looked up in stackoverflow and other sites but could not find any relevant solutions. I am using vscode as editor. I have attached flutter doctor output below as well. Could anyone please guide me ? Let me know if you need more information.

    


    List<string> command = [&#xA;              &#x27;-i&#x27;, &#x27;$filePath/998tts.wav&#x27;,&#xA;              &#x27;-c:a&#x27;, &#x27;mp3&#x27;,&#xA;              &#x27;$filePath/998.mp3&#x27;&#xA;            ];&#xA;&#xA; await FFmpegKitConfig.enableLogs();&#xA;            FFmpegKitConfig.enableLogCallback((log) =>print(&#x27;FFmpeg log: $log&#x27;));        &#xA;          FFmpegSession result = await FFmpegKit.executeWithArguments(command);&#xA;          dynamic resultcode = await result.getReturnCode();&#xA;          dynamic resultlogs = await result.getLogsAsString();&#xA;          // FFmpegKitConfig.setLogLevel(logLevel)&#xA;          if(ReturnCode.isSuccess(resultcode)){&#xA;          print("file saved after conversion at $filePath/998.mp3 and result : Success and logs : $resultlogs");&#xA;          }&#xA;          else{&#xA;            print("Result : failure and logs : $resultlogs");&#xA;          }&#xA;&#xA;Flutter doctor output:&#xA;[√] Flutter (Channel stable, 3.19.6, on Microsoft Windows [Version 10.0.22631.3296], locale en-IN)&#xA;[√] Windows Version (Installed version of Windows is version 10 or higher)&#xA;[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)&#xA;[√] Chrome - develop for the web&#xA;[!] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.9.5)&#xA;X Visual Studio is missing necessary components. Please re-run the Visual Studio installer for the "Desktop development with C&#x2B;&#x2B;"&#xA;workload, and include these components:&#xA;MSVC v142 - VS 2019 C&#x2B;&#x2B; x64/x86 build tools&#xA;- If there are multiple build tool versions available, install the latest&#xA;C&#x2B;&#x2B; CMake tools for Windows&#xA;Windows 10 SDK&#xA;[√] Android Studio (version 2023.2)&#xA;[√] VS Code (version 1.89.0)&#xA;[√] Connected device (3 available)&#xA;[√] Network resources&#xA;&#xA;! Doctor found issues in 1 category.&#xA;&#xA;</string>

    &#xA;

    Edit : Attaching error logs :

    &#xA;

    I/flutter (25865): Loading ffmpeg-kit-flutter.&#xA;D/ffmpeg-kit-flutter(25865): FFmpegKitFlutterPlugin com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin@a5d9788 started listening to events on io.flutter.plugin.common.EventChannel$IncomingStreamRequestHandler$EventSinkImplementation@4cfb5f2.&#xA;I/flutter (25865): Loaded ffmpeg-kit-flutter-android-audio-arm64-v8a-6.0.3.&#xA;I/flutter (25865): Result : failure and logs : ffmpeg version n6.0 Copyright (c) 2000-2023 the FFmpeg developers&#xA;I/flutter (25865):   built with Android (7155654, based on r399163b1) clang version 11.0.5 (https://android.googlesource.com/toolchain/llvm-project 87f1315dfbea7c137aa2e6d362dbb457e388158d)&#xA;&#xA;I/flutter (25865):   configuration: --cross-prefix=aarch64-linux-android- --sysroot=/Users/sue/Library/Android/sdk/ndk/22.1.7171670/toolchains/llvm/prebuilt/darwin-x86_64/sysroot --prefix=/Users/sue/Projects/arthenica/ffmpeg-kit/prebuilt/android-arm64/ffmpeg --pkg-config=/opt/homebrew/bin/pkg-config --enable-version3 --arch=aarch64 --cpu=armv8-a --target-os=android --enable-neon --enable-asm --enable-inline-asm --ar=aarch64-linux-android-ar --cc=aarch64-linux-android24-clang --cxx=aarch64-linux-android24-clang&#x2B;&#x2B; --ranlib=aarch64-linux-android-ranlib --strip=aarch64-linux-android-strip --nm=aarch64-linux-android-nm --extra-libs=&#x27;-L/Users/sue/Projects/arthenica/ffmpeg-kit/prebuilt/android-arm64/cpu-features/lib -lndk_compat&#x27; --disable-autodetect --enable-cross-compile &#xA;

    &#xA;

  • Evolution of Multimedia Fiefdoms

    1er octobre 2014, par Multimedia Mike — General

    I want to examine how multimedia fiefdoms have risen and fallen through the years.


    Medieval Castle

    Back in the day, the multimedia fiefdoms were built around the formats put forth by competing companies : there was Microsoft/WMV, Apple/MOV, and Real/RM as the big contenders. On2 always wanted to be a player in this arena but could never quite catch a break. A few brave contenders held the line for open source and also for the power users who desired one application that could handle everything (my original motivation for wanting to get into multimedia hacking).

    The computer desktop was the battleground for internet-based media stream. Whatever happened to those days ? Actually, if memory serves, Flash-based video streaming stepped on all of them.

    Over the last 6-7 years, the battleground has expanded to cover mobile devices, where Flash’s impact has… lessened. During this time, multimedia technology pretty well standardized on a particular stack, namely, the MPEG (MP4/H.264/AAC) stack.

    The belligerents in this war tried for years to effectively penetrate new territory, namely, the living room where the television lived. This had been slowgoing for years due to various user interface and content issues, but steadily improved.

    Last April, Amazon announced their entry into the set-top box market with the Fire TV. That was when it suddenly crystallized for me that the multimedia ecosystem has radically shifted. Now, the multimedia fiefdoms revolve around access to content via streaming services.

    Off the top of my head, here are some of the fiefdoms these days (fiefdoms I have experience using) :

    • Netflix (subscription streaming)
    • Amazon (subscription, rental, and purchased streaming)
    • Hulu Plus (subscription streaming)
    • Apple (rental and purchased media)

    I checked some results on Can I Stream.It ? (which I refer to often) and found a bunch more streaming fiefdoms such as Google (both Play and YouTube, which are separate services), Sony, Xbox 360, Crackle, Redbox Instant, Vudu, Target Ticket, Epix, Sony, SnagFilms, and XFINITY StreamPix. And surely, these are probably just services available in the United States ; I know other geographical regions have their own fiefdoms.

    What happened ?

    When I got into multimedia hacking, there were all these disparate, competing ecosystems. As a consumer, I didn’t care where the media came from, I just wanted to play it. That’s what inspired me to work on open source multimedia projects. Now I realize that I have the same problem 10-15 years later : there are multiple competing ecosystems. I might subscribe to fiefdoms X and Y, but am frustrated to learn that something I’d like to watch is only available through fiefdom Z. Very few of these fiefdoms can be penetrated using open source technology.

    I’m not really sure about the point about this whole post. Multimedia technology seems really standardized these days. But that’s probably just my perspective because I have spent way too long focusing on a few areas of multimedia technology such as audio and video coding. It’s interesting that all these services probably leverage the same limited number of codecs. Their differentiation comes from the catalog of content that each is able to license for streaming. There are different problems to solve in the multimedia arena now.