
Recherche avancée
Médias (3)
-
Elephants Dream - Cover of the soundtrack
17 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
-
Valkaama DVD Label
4 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Image
-
Publier une image simplement
13 avril 2011, par ,
Mis à jour : Février 2012
Langue : français
Type : Video
Autres articles (87)
-
Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir -
De l’upload à la vidéo finale [version standalone]
31 janvier 2010, parLe 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 (...) -
Librairies et binaires spécifiques au traitement vidéo et sonore
31 janvier 2010, parLes logiciels et librairies suivantes sont utilisées par SPIPmotion d’une manière ou d’une autre.
Binaires obligatoires FFMpeg : encodeur principal, permet de transcoder presque tous les types de fichiers vidéo et sonores dans les formats lisibles sur Internet. CF ce tutoriel pour son installation ; Oggz-tools : outils d’inspection de fichiers ogg ; Mediainfo : récupération d’informations depuis la plupart des formats vidéos et sonores ;
Binaires complémentaires et facultatifs flvtool2 : (...)
Sur d’autres sites (8366)
-
Can moviepy render via GPU, using something like FFMPEG ?
21 août, par Shenhav MorI'm working on something that concatenate videos and adds some titles on through moviepy.


As I saw on the web and on my on pc moviepy works on the CPU and takes a lot of time to save(render) a movie. Is there a way to improve the speed by running the writing of moviepy on GPU ? Like using FFmpeg or something like this ?


I didn't find an answer to that on the web, so I hope that some of you can help me.
I tried using
thread=4
andthread=16
but they are still very very slow and didn't change much.

My CPU is very strong (i7 10700k), but still, rendering on moviepy takes me for a compilation with a total of 8 minutes 40 seconds, which is a lot.


Any ideas ?Thanks !
the code doesnt realy matter but :


def Edit_Clips(self):

 clips = []

 time=0.0
 for i,filename in enumerate(os.listdir(self.path)):
 if filename.endswith(".mp4"):
 tempVideo=VideoFileClip(self.path + "\\" + filename)

 txt = TextClip(txt=self.arrNames[i], font='Amiri-regular',
 color='white', fontsize=70)
 txt_col = txt.on_color(size=(tempVideo.w + txt.w, txt.h - 10),
 color=(0, 0, 0), pos=(6, 'center'), col_opacity=0.6)

 w, h = moviesize = tempVideo.size
 txt_mov = txt_col.set_pos(lambda t: (max(w / 30, int(w - 0.5 * w * t)),
 max(5 * h / 6, int(100 * t))))

 sub=txt_mov.subclip(time,time+4)
 time = time + tempVideo.duration

 final=CompositeVideoClip([tempVideo,sub])

 clips.append(final)

 video = concatenate_videoclips(clips, method='compose')
 print("after")
 video.write_videofile(self.targetPath+"\\"+'test.mp4',threads=16,audio_fps=44100,codec = 'libx264')



-
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 to combine 2 images with ffmpeg ?
7 octobre 2018, par senopsI have 2 images which I’d like to place one on top of the other. I made this line :
ffmpeg -i "C:\image_1.jpg" -i "C:\image_2.jpg" -q:v 1 -filter_complex "[0:v]scale=800:-1[v0];[v0][1:v]vstack" C:\combined.jpg
and it works when they have the same resolution 800x800 and when the resolution of the first one is smaller than
image_2
.Is it possible to add some mathematics instead of 800 to make this line suitable for any type of resolutions when the first one is bigger or the second is bigger (width and height separately) ?
I want to find a maximal dimension and scale another image to it preserving aspect ratio. If the aspect ratio of 2 images is not the same fill the holes with plain white (255,255,255).
I suppose the mathematics should be like this :
w1, h1 - width and height of the 1st img
w2, h2 - width and height of the 2st img
w1', h1', w2', h2' - width and height of resulted images
if w1 max{w1, h1, w2, h2} -> if w2/h2>=1 -> w2'=w1; h2'=h2*w2'/w2
if w1 max{w1, h1, w2, h2} -> if w2/h2<1 -> h2'=w1; w2'=w2*h2'/h2
if h1 max{w1, h1, w2, h2} -> if w2/h2>=1 -> w2'=h1; h2'=h2*w2'/w2
if h1 max{w1, h1, w2, h2} -> if w2/h2<1 -> h2'=h1; w2'=w2*h2'/h2
if w2 max{w1, h1, w2, h2} -> if w1/h1>=1 -> w1'=w2; h1'=h1*w1'/w1
if w2 max{w1, h1, w2, h2} -> if w1/h1<1 -> h1'=w2; w1'=w1*h1'/h1
if h2 max{w1, h1, w2, h2} -> if w1/h1>=1 -> w1'=h2; h1'=h1*w1'/w1
if h2 max{w1, h1, w2, h2} -> if w1/h1<1 -> h1'=h2; w1'=w1*h1'/h1If the two images i1 and i2 are 800x800 and - 436x800 resp :
the combined image will be 800x1600.If the two images i1 and i2 are 300x400 and 200x500 resp :
max(300,400,200,500)=500 ; 300x400 -> (300*500/400=375)x500 ; 200x500 -> 200x500. Align the smallest one (200x500) to center, fill the gaps (2 gaps : (375-200)/2=88) with white (255,255,255).