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  • Decoding pcm_s16le with FFMPEG ?

    21 janvier, par Davide Caresia

    i have a problem decoding a wav file using ffmpeg. I'm new to it and i'm not quite used to it.

    



    In my application i have to input the audio file and get an array of samples to work on. 
I used ffmpeg to create a function that gets in input the path of the file, the position in time where to start to output the samples and the lenght of the chunk to decode in seconds.

    



    I have no reputation, so I had to make a gdrive directory where you can see the problem and the files on which I worked.

    



    Here it is : https://goo.gl/8KnjAj

    



    When I try to decode the file harp.wav everything runs fine, and I can plot the samples as in the image plot-harp.png

    



    The file is a WAV file encoded as : pcm_u8, 11025 Hz, 1 channels, u8, 88 kb/s

    



    The problems comes when i try to decode the file demo-unprocessed.wav.
It outputs a series of samples that has no sense. It outputs a serie of samples plotted as the image graph1-demo.jpg shows.

    



    The file is a WAV file encoded as : pcm_s16le, 44100 Hz, 1 channels, s16, 705 kb/s

    



    IDK where the problem in my code is, I already checked the code before and after the decoding with FFMPEG, and it works absolutely fine.

    



    Here is the code for the dataReader.cpp :

    



    /* Start by including the necessary */&#xA;#include "dataReader.h"&#xA;#include <cstdlib>&#xA;#include <iostream>&#xA;#include <fstream>&#xA;&#xA;#ifdef __cplusplus&#xA;extern "C" {&#xA;#endif&#xA;    #include <libavcodec></libavcodec>avcodec.h> &#xA;    #include <libavformat></libavformat>avformat.h>&#xA;    #include <libavutil></libavutil>avutil.h>&#xA;#ifdef __cplusplus &#xA;}&#xA;#endif&#xA;&#xA;using namespace std;&#xA;&#xA;/* initialization function for audioChunk */&#xA;audioChunk::audioChunk(){&#xA;    data=NULL;&#xA;    size=0;&#xA;    bitrate=0;&#xA;}&#xA;&#xA;/* function to get back chunk lenght in seconds */&#xA;int audioChunk::getTimeLenght(){&#xA;    return size/bitrate;&#xA;}&#xA;&#xA;/* initialization function for audioChunk_dNorm */&#xA;audioChunk_dNorm::audioChunk_dNorm(){&#xA;    data=NULL;&#xA;    size=0;&#xA;    bitrate=0;&#xA;}&#xA;&#xA;/* function to get back chunk lenght in seconds */&#xA;int audioChunk_dNorm::getTimeLenght(){&#xA;    return size/bitrate;&#xA;}&#xA;&#xA;/* function to normalize audioChunk into audioChunk_dNorm */&#xA;void audioChunk_dNorm::fillAudioChunk(audioChunk* cnk){&#xA;&#xA;    size=cnk->size;&#xA;    bitrate=cnk->bitrate;&#xA;&#xA;    double min=cnk->data[0];&#xA;    double max=cnk->data[0];&#xA;&#xA;    for(int i=0;isize;i&#x2B;&#x2B;){&#xA;        if(*(cnk->data&#x2B;i)>max) max=*(cnk->data&#x2B;i);&#xA;        else if(*(cnk->data&#x2B;i)data&#x2B;i);&#xA;    }&#xA;&#xA;    data=new double[size];&#xA;&#xA;    for(int i=0;i/data[i]=cnk->data[i]&#x2B;256*data[i&#x2B;1];&#xA;        if(data[i]!=255) data[i]=2*((cnk->data[i])-(max-min)/2)/(max-min);&#xA;        else data[i]=0;&#xA;    }&#xA;    cout&lt;&lt;"bitrate "&lt;* inizialize audioChunk */&#xA;    audioChunk output;&#xA;&#xA;    /* Check input times */&#xA;    if((start_time&lt;0)||(lenght&lt;0)) {&#xA;        cout&lt;&lt;"Input times should be positive";&#xA;        return output;&#xA;    }&#xA;&#xA;    /* Start FFmpeg */&#xA;    av_register_all();&#xA;&#xA;    /* Initialize the frame to read the data and verify memory allocation */&#xA;    AVFrame* frame = av_frame_alloc();&#xA;    if (!frame)&#xA;    {&#xA;        cout &lt;&lt; "Error allocating the frame" &lt;&lt; endl;&#xA;        return output;&#xA;    }&#xA;&#xA;    /* Initialization of the Context, to open the file */&#xA;    AVFormatContext* formatContext = NULL;&#xA;    /* Opening the file, and check if it has opened */&#xA;    if (avformat_open_input(&amp;formatContext, path_name, NULL, NULL) != 0)&#xA;    {&#xA;        av_frame_free(&amp;frame);&#xA;        cout &lt;&lt; "Error opening the file" &lt;&lt; endl;&#xA;        return output;&#xA;    }&#xA;&#xA;    /* Find the stream info, if not found, exit */&#xA;    if (avformat_find_stream_info(formatContext, NULL) &lt; 0)&#xA;    {&#xA;        av_frame_free(&amp;frame);&#xA;        avformat_close_input(&amp;formatContext);&#xA;        cout &lt;&lt; "Error finding the stream info" &lt;&lt; endl;&#xA;        return output;&#xA;    }&#xA;&#xA;    /* Check inputs to verify time input */&#xA;    if(start_time>(formatContext->duration/1000000)){&#xA;        cout&lt;&lt; "Error, start_time is over file duration"&lt;* Chunk = number of samples to output */&#xA;    long long int chunk = ((formatContext->bit_rate)*lenght/8);&#xA;    /* Start = address of sample where start to read */&#xA;    long long int start = ((formatContext->bit_rate)*start_time/8);&#xA;    /* Tot_sampl = number of the samples in the file */&#xA;    long long int tot_sampl = (formatContext->bit_rate)*(formatContext->duration)/8000000;&#xA;&#xA;    /* Set the lenght of chunk to avoid segfault and to read all the file */&#xA;    if (start&#x2B;chunk>tot_sampl) {chunk = tot_sampl-start;}&#xA;    if (lenght==0) {start = 0; chunk = tot_sampl;}&#xA;&#xA;    /* initialize the array to output */&#xA;    output.data = new unsigned char[chunk];&#xA;    output.bitrate = formatContext->bit_rate;&#xA;    output.size=chunk;&#xA;&#xA;    av_dump_format(formatContext,0,NULL,0);&#xA;    cout&lt;* Find the audio Stream, if no audio stream are found, clean and exit */&#xA;    AVCodec* cdc = NULL;&#xA;    int streamIndex = av_find_best_stream(formatContext, AVMEDIA_TYPE_AUDIO, -1, -1, &amp;cdc, 0);&#xA;    if (streamIndex &lt; 0)&#xA;    {&#xA;        av_frame_free(&amp;frame);&#xA;        avformat_close_input(&amp;formatContext);&#xA;        cout &lt;&lt; "Could not find any audio stream in the file" &lt;&lt; endl;&#xA;        return output;&#xA;    }&#xA;&#xA;    /* Open the audio stream to read data  in audioStream */&#xA;    AVStream* audioStream = formatContext->streams[streamIndex];&#xA;&#xA;    /* Initialize the codec context */&#xA;    AVCodecContext* codecContext = audioStream->codec;&#xA;    codecContext->codec = cdc;&#xA;    /* Open the codec, and verify if it has opened */&#xA;    if (avcodec_open2(codecContext, codecContext->codec, NULL) != 0)&#xA;    {&#xA;        av_frame_free(&amp;frame);&#xA;        avformat_close_input(&amp;formatContext);&#xA;        cout &lt;&lt; "Couldn&#x27;t open the context with the decoder" &lt;&lt; endl;&#xA;        return output;&#xA;    }&#xA;&#xA;    /* Initialize buffer to store compressed packets */&#xA;    AVPacket readingPacket;&#xA;    av_init_packet(&amp;readingPacket);&#xA;&#xA;&#xA;    int j=0;&#xA;    int count = 0; &#xA;&#xA;    while(av_read_frame(formatContext, &amp;readingPacket)==0){&#xA;        if((count&#x2B;readingPacket.size)>start){&#xA;            if(readingPacket.stream_index == audioStream->index){&#xA;&#xA;                AVPacket decodingPacket = readingPacket;&#xA;&#xA;                // Audio packets can have multiple audio frames in a single packet&#xA;                while (decodingPacket.size > 0){&#xA;                    // Try to decode the packet into a frame&#xA;                    // Some frames rely on multiple packets, so we have to make sure the frame is finished before&#xA;                    // we can use it&#xA;                    int gotFrame = 0;&#xA;                    int result = avcodec_decode_audio4(codecContext, frame, &amp;gotFrame, &amp;decodingPacket);&#xA;&#xA;                    count &#x2B;= result;&#xA;&#xA;                    if (result >= 0 &amp;&amp; gotFrame)&#xA;                    {&#xA;                        decodingPacket.size -= result;&#xA;                        decodingPacket.data &#x2B;= result;&#xA;                        int a;&#xA;&#xA;                        for(int i=0;idata[0][i];&#xA;&#xA;                            j&#x2B;&#x2B;;&#xA;                            if(j>=chunk) break;&#xA;                        }&#xA;&#xA;                        // We now have a fully decoded audio frame&#xA;                    }&#xA;                    else&#xA;                    {&#xA;                        decodingPacket.size = 0;&#xA;                        decodingPacket.data = NULL;&#xA;                    }&#xA;                    if(j>=chunk) break;&#xA;                }&#xA;            }              &#xA;        }else count&#x2B;=readingPacket.size;&#xA;&#xA;        // To prevent memory leak, must free packet.&#xA;        av_free_packet(&amp;readingPacket);&#xA;        if(j>=chunk) break;&#xA;    }&#xA;&#xA;    // Some codecs will cause frames to be buffered up in the decoding process. If the CODEC_CAP_DELAY flag&#xA;    // is set, there can be buffered up frames that need to be flushed, so we&#x27;ll do that&#xA;    if (codecContext->codec->capabilities &amp; CODEC_CAP_DELAY)&#xA;    {&#xA;        av_init_packet(&amp;readingPacket);&#xA;        // Decode all the remaining frames in the buffer, until the end is reached&#xA;        int gotFrame = 0;&#xA;        int a;&#xA;        int result=avcodec_decode_audio4(codecContext, frame, &amp;gotFrame, &amp;readingPacket);&#xA;        while (result >= 0 &amp;&amp; gotFrame)&#xA;        {&#xA;            // We now have a fully decoded audio frame&#xA;            for(int i=0;idata[0][i];&#xA;&#xA;                j&#x2B;&#x2B;;&#xA;                if(j>=chunk) break;&#xA;            }&#xA;            if(j>=chunk) break;&#xA;        }&#xA;    }&#xA;&#xA;    // Clean up!&#xA;    av_free(frame);&#xA;    avcodec_close(codecContext);&#xA;    avformat_close_input(&amp;formatContext);&#xA;&#xA;    cout&lt;&lt;"Ended Reading, "&lt;code></fstream></iostream></cstdlib>

    &#xA;&#xA;

    Here is the dataReader.h

    &#xA;&#xA;

    /* &#xA; * File:   dataReader.h&#xA; * Author: davide&#xA; *&#xA; * Created on 27 luglio 2015, 11.11&#xA; */&#xA;&#xA;#ifndef DATAREADER_H&#xA;#define DATAREADER_H&#xA;&#xA;/* function that reads a file and outputs an array of samples&#xA; * @ path_name = the path of the file to read&#xA; * @ start_time = the position where to start the data reading, 0 = start&#xA; *                the time is in seconds, it can hold to 10e-6 seconds&#xA; * @ lenght = the lenght of the frame to extract the data, &#xA; *            0 = read all the file (do not use with big files)&#xA; *            if lenght > of file duration, it reads through the end of file.&#xA; *            the time is in seconds, it can hold to 10e-6 seconds  &#xA; */&#xA;&#xA;#include &#xA;&#xA;class audioChunk{&#xA;public:&#xA;    uint8_t *data;&#xA;    unsigned int size;&#xA;    int bitrate;&#xA;    int getTimeLenght();&#xA;    audioChunk();&#xA;};&#xA;&#xA;class audioChunk_dNorm{&#xA;public:&#xA;    double* data;&#xA;    unsigned int size;&#xA;    int bitrate;&#xA;    int getTimeLenght();&#xA;    void fillAudioChunk(audioChunk* cnk);&#xA;    audioChunk_dNorm();&#xA;};&#xA;&#xA;audioChunk readData(const char* path_name, const double start_time, const double lenght);&#xA;&#xA;#endif  /* DATAREADER_H */&#xA;

    &#xA;&#xA;

    And finally there is the main.cpp of the application.

    &#xA;&#xA;

    /* &#xA; * File:   main.cpp&#xA; * Author: davide&#xA; *&#xA; * Created on 28 luglio 2015, 17.04&#xA; */&#xA;&#xA;#include <cstdlib>&#xA;#include "dataReader.h"&#xA;#include "transforms.h"&#xA;#include "tognuplot.h"&#xA;#include <fstream>&#xA;#include <iostream>&#xA;&#xA;using namespace std;&#xA;&#xA;/*&#xA; * &#xA; */&#xA;int main(int argc, char** argv) {&#xA;&#xA;    audioChunk *chunk1=new audioChunk;&#xA;&#xA;    audioChunk_dNorm *normChunk1=new audioChunk_dNorm;&#xA;&#xA;    *chunk1=readData("./audio/demo-unprocessed.wav",0,1);&#xA;&#xA;    normChunk1->fillAudioChunk(chunk1);&#xA;&#xA;    ofstream file1;&#xA;    file1.open("./file/2wave.txt", std::ofstream::trunc);&#xA;    if(file1.is_open()) {&#xA;        for(int i=0;isize;i&#x2B;&#x2B;) {&#xA;            int a=chunk1->data[i];&#xA;            file1&lt;code></iostream></fstream></cstdlib>

    &#xA;&#xA;

    I can't understand why the outputs goes like this. Is it possible that the decoder can't convert the samples (pcm_16le, 16bits) into FFMPEG AVFrame.data, that stores the samples ad uint8_t ? And if it is it is there some way to make FFMPEG work for audio files that stores samples at more than 8 bits ?

    &#xA;&#xA;

    The file graph1-demo_good.jpg is how the samples should be, extracted with a working LIBSNDFILE application that I made.

    &#xA;&#xA;

    EDIT : Seems like the program can't convert the decoded data, couples of little endian bytes stored in a couple of uint8_t unsigned char, into the destination format (that i set as unsigned char[]), because it stores the bits as little-endian 16 bytes. So the data into audioChunk.data is right, but I have to read it not as an unsigned char, but as a couple of little-endian bytes.

    &#xA;

  • No sounds on Apple devices after encoding videos [migrated]

    15 décembre 2013, par Ricardo

    I'm having a problem setting up a media server.
    Everything works just great except the sound of Apple devices, I'm not sure if that's something with "mute" on iOS or our codecs are just not compatible with iOS.

    OS :

    Ubuntu 12.04

    FFMPEG Config :

    ffmpeg version 0.10.8-7:0.10.8-1~lucid1 Copyright 2000-2013 the FFmpeg developers
     built on Sep  5 2013 19:50:14 with gcc 4.4.3
     configuration: --arch=amd64 --disable-stripping --enable-pthreads --enable-runtime-cpudetect --extra-version=&#39;7:0.10.8-1~lucid1&#39; --libdir=/usr/lib --prefix=/usr --enable-bzlib --enable-libdc1394 --enable-libfreetype --enable-frei0r --enable-gnutls --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-libpulse --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-vdpau --enable-libvorbis --enable-libvpx --enable-zlib --enable-gpl --enable-postproc --enable-libcdio --enable-x11grab --enable-libx264 --shlibdir=/usr/lib --enable-shared --disable-static
     avcodec     configuration: --arch=amd64 --disable-stripping --enable-pthreads --enable-runtime-cpudetect --extra-version=&#39;7:0.10.8-1~lucid1&#39; --libdir=/usr/lib --prefix=/usr --enable-bzlib --enable-libdc1394 --enable-libfreetype --enable-frei0r --enable-gnutls --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-libpulse --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-vdpau --enable-libvorbis --enable-libvpx --enable-zlib --enable-gpl --enable-postproc --enable-libcdio --enable-x11grab --enable-libx264 --shlibdir=/usr/lib --enable-shared --disable-static --enable-version3 --enable-libopencore-amrnb --enable-libopencore-amrwb
     libavutil      51. 35.100 / 51. 35.100
     libavcodec     53. 61.100 / 53. 61.100
     libavformat    53. 32.100 / 53. 32.100
     libavdevice    53.  4.100 / 53.  4.100
     libavfilter     2. 61.100 /  2. 61.100
     libswscale      2.  1.100 /  2.  1.100
     libswresample   0.  6.100 /  0.  6.100
     libpostproc    52.  0.100 / 52.  0.100
    Hyper fast Audio and Video encoder

    Codecs :

    D..... = Decoding supported
    .E.... = Encoding supported
    ..V... = Video codec
    ..A... = Audio codec
    ..S... = Subtitle codec
    ...S.. = Supports draw_horiz_band
    ....D. = Supports direct rendering method 1
    .....T = Supports weird frame truncation
    ------
    D V D  4xm             4X Movie
    D V D  8bps            QuickTime 8BPS video
    D A D  8svx_exp        8SVX exponential
    D A D  8svx_fib        8SVX fibonacci
     EV    a64multi        Multicolor charset for Commodore 64
     EV    a64multi5       Multicolor charset for Commodore 64, extended with 5th color (colram)
    DEA D  aac             Advanced Audio Coding
    D A D  aac_latm        AAC LATM (Advanced Audio Codec LATM syntax)
    D V D  aasc            Autodesk RLE
    DEA D  ac3             ATSC A/52A (AC-3)
     EA    ac3_fixed       ATSC A/52A (AC-3)
    D A D  adpcm_4xm       ADPCM 4X Movie
    DEA D  adpcm_adx       SEGA CRI ADX ADPCM
    D A D  adpcm_ct        ADPCM Creative Technology
    D A D  adpcm_ea        ADPCM Electronic Arts
    D A D  adpcm_ea_maxis_xa ADPCM Electronic Arts Maxis CDROM XA
    D A D  adpcm_ea_r1     ADPCM Electronic Arts R1
    D A D  adpcm_ea_r2     ADPCM Electronic Arts R2
    D A D  adpcm_ea_r3     ADPCM Electronic Arts R3
    D A D  adpcm_ea_xas    ADPCM Electronic Arts XAS
    D A D  adpcm_ima_amv   ADPCM IMA AMV
    D A D  adpcm_ima_apc   ADPCM IMA CRYO APC
    D A D  adpcm_ima_dk3   ADPCM IMA Duck DK3
    D A D  adpcm_ima_dk4   ADPCM IMA Duck DK4
    D A D  adpcm_ima_ea_eacs ADPCM IMA Electronic Arts EACS
    D A D  adpcm_ima_ea_sead ADPCM IMA Electronic Arts SEAD
    D A D  adpcm_ima_iss   ADPCM IMA Funcom ISS
    DEA D  adpcm_ima_qt    ADPCM IMA QuickTime
    D A D  adpcm_ima_smjpeg ADPCM IMA Loki SDL MJPEG
    DEA D  adpcm_ima_wav   ADPCM IMA WAV
    D A D  adpcm_ima_ws    ADPCM IMA Westwood
    DEA D  adpcm_ms        ADPCM Microsoft
    D A D  adpcm_sbpro_2   ADPCM Sound Blaster Pro 2-bit
    D A D  adpcm_sbpro_3   ADPCM Sound Blaster Pro 2.6-bit
    D A D  adpcm_sbpro_4   ADPCM Sound Blaster Pro 4-bit
    DEA D  adpcm_swf       ADPCM Shockwave Flash
    D A D  adpcm_thp       ADPCM Nintendo Gamecube THP
    D A D  adpcm_xa        ADPCM CDROM XA
    DEA D  adpcm_yamaha    ADPCM Yamaha
    DEA D  alac            ALAC (Apple Lossless Audio Codec)
    D A D  als             MPEG-4 Audio Lossless Coding (ALS)
    D A D  amrnb           Adaptive Multi-Rate NarrowBand
    D A D  amrwb           Adaptive Multi-Rate WideBand
    DEV    amv             AMV Video
    D V D  anm             Deluxe Paint Animation
    D V D  ansi            ASCII/ANSI art
    D A D  ape             Monkey&#39;s Audio
    DES    ass             Advanced SubStation Alpha subtitle
    DEV D  asv1            ASUS V1
    DEV D  asv2            ASUS V2
    D A D  atrac1          Atrac 1 (Adaptive TRansform Acoustic Coding)
    D A D  atrac3          Atrac 3 (Adaptive TRansform Acoustic Coding 3)
    D V D  aura            Auravision AURA
    D V D  aura2           Auravision Aura 2
    DEV D  avrp            Avid 1:1 10-bit RGB Packer
    D V D  avs             AVS (Audio Video Standard) video
    D V D  bethsoftvid     Bethesda VID video
    D V D  bfi             Brute Force &amp; Ignorance
    D A D  binkaudio_dct   Bink Audio (DCT)
    D A D  binkaudio_rdft  Bink Audio (RDFT)
    D V    binkvideo       Bink video
    D V D  bintext         Binary text
    DEV D  bmp             BMP image
    D A D  bmv_audio       Discworld II BMV audio
    D V    bmv_video       Discworld II BMV video
    D V D  c93             Interplay C93
    D V D  camstudio       CamStudio
    D V D  camtasia        TechSmith Screen Capture Codec
    D V D  cavs            Chinese AVS video (AVS1-P2, JiZhun profile)
    D V D  cdgraphics      CD Graphics video
    D V D  cinepak         Cinepak
    DEV D  cljr            Cirrus Logic AccuPak
    D A D  cook            COOK
    D V D  cyuv            Creative YUV (CYUV)
    DEA D  dca             DCA (DTS Coherent Acoustics)
    D V D  dfa             Chronomaster DFA
    D V    dirac           BBC Dirac VC-2
    DEV D  dnxhd           VC3/DNxHD
    DEV    dpx             DPX image
    D A D  dsicinaudio     Delphine Software International CIN audio
    D V D  dsicinvideo     Delphine Software International CIN video
    DES    dvbsub          DVB subtitles
    DES    dvdsub          DVD subtitles
    DEV D  dvvideo         DV (Digital Video)
    D V D  dxa             Feeble Files/ScummVM DXA
    D V D  dxtory          Dxtory
    DEA D  eac3            ATSC A/52 E-AC-3
    D V D  eacmv           Electronic Arts CMV video
    D V D  eamad           Electronic Arts Madcow Video
    D V D  eatgq           Electronic Arts TGQ video
    D V    eatgv           Electronic Arts TGV video
    D V D  eatqi           Electronic Arts TQI Video
    D V D  escape124       Escape 124
    D V D  escape130       Escape 130
    DEV D  ffv1            FFmpeg video codec #1
    DEVSD  ffvhuff         Huffyuv FFmpeg variant
    DEA D  flac            FLAC (Free Lossless Audio Codec)
    DEV D  flashsv         Flash Screen Video
    DEV D  flashsv2        Flash Screen Video Version 2
    D V D  flic            Autodesk Animator Flic video
    DEVSD  flv             Flash Video (FLV) / Sorenson Spark / Sorenson H.263
    D V D  fraps           Fraps
    D V D  frwu            Forward Uncompressed
    DEA D  g722            G.722 ADPCM
    DEA    g723_1          G.723.1
    DEA D  g726            G.726 ADPCM
    D A D  g729            G.729
    DEV D  gif             GIF (Graphics Interchange Format)
    D A D  gsm             GSM
    D A D  gsm_ms          GSM Microsoft variant
    DEV D  h261            H.261
    DEVSDT h263            H.263 / H.263-1996
    D VSD  h263i           Intel H.263
     EV    h263p           H.263+ / H.263-1998 / H.263 version 2
    D V D  h264            H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
    D V D  h264_vdpau      H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)
    DEVSD  huffyuv         Huffyuv / HuffYUV
    D V D  idcinvideo      id Quake II CIN video
    D V D  idf             iCEDraw text
    D V D  iff_byterun1    IFF ByteRun1
    D V D  iff_ilbm        IFF ILBM
    D A D  imc             IMC (Intel Music Coder)
    D V D  indeo2          Intel Indeo 2
    D V    indeo3          Intel Indeo 3
    D V    indeo4          Intel Indeo Video Interactive 4
    D V    indeo5          Intel Indeo Video Interactive 5
    D A D  interplay_dpcm  DPCM Interplay
    D V D  interplayvideo  Interplay MVE video
    DEV    j2k             JPEG 2000
    DEV D  jpegls          JPEG-LS
    D V D  jv              Bitmap Brothers JV video
    D V    kgv1            Kega Game Video
    D V D  kmvc            Karl Morton&#39;s video codec
    D V D  lagarith        Lagarith lossless
    DEA D  libgsm          libgsm GSM
    DEA D  libgsm_ms       libgsm GSM Microsoft variant
     EA    libmp3lame      libmp3lame MP3 (MPEG audio layer 3)
    DEA D  libopencore_amrnb OpenCORE Adaptive Multi-Rate (AMR) Narrow-Band
    D A D  libopencore_amrwb OpenCORE Adaptive Multi-Rate (AMR) Wide-Band
    DEV D  libopenjpeg     OpenJPEG based JPEG 2000 encoder
    DEV    libschroedinger libschroedinger Dirac 2.2
    DEA D  libspeex        libspeex Speex
     EV    libtheora       libtheora Theora
     EA    libvorbis       libvorbis Vorbis
    DEV    libvpx          libvpx VP8
     EV    libx264         libx264 H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
     EV    libx264rgb      libx264 H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 RGB
     EV    ljpeg           Lossless JPEG
    D V D  loco            LOCO
    D A D  mace3           MACE (Macintosh Audio Compression/Expansion) 3:1
    D A D  mace6           MACE (Macintosh Audio Compression/Expansion) 6:1
    D V D  mdec            Sony PlayStation MDEC (Motion DECoder)
    D V D  mimic           Mimic
    DEV D  mjpeg           MJPEG (Motion JPEG)
    D V D  mjpegb          Apple MJPEG-B
    D A D  mlp             MLP (Meridian Lossless Packing)
    D V D  mmvideo         American Laser Games MM Video
    D V D  motionpixels    Motion Pixels video
    D A D  mp1             MP1 (MPEG audio layer 1)
    D A D  mp1float        MP1 (MPEG audio layer 1)
    DEA D  mp2             MP2 (MPEG audio layer 2)
    D A D  mp2float        MP2 (MPEG audio layer 2)
    D A D  mp3             MP3 (MPEG audio layer 3)
    D A D  mp3adu          ADU (Application Data Unit) MP3 (MPEG audio layer 3)
    D A D  mp3adufloat     ADU (Application Data Unit) MP3 (MPEG audio layer 3)
    D A D  mp3float        MP3 (MPEG audio layer 3)
    D A D  mp3on4          MP3onMP4
    D A D  mp3on4float     MP3onMP4
    D A D  mpc7            Musepack SV7
    D A D  mpc8            Musepack SV8
    DEVSDT mpeg1video      MPEG-1 video
    D V DT mpeg1video_vdpau MPEG-1 video (VDPAU acceleration)
    DEVSDT mpeg2video      MPEG-2 video
    DEVSDT mpeg4           MPEG-4 part 2
    D V DT mpeg4_vdpau     MPEG-4 part 2 (VDPAU)
    D VSDT mpegvideo       MPEG-1 video
    D V DT mpegvideo_vdpau MPEG-1/2 video (VDPAU acceleration)
    D VSDT mpegvideo_xvmc  MPEG-1/2 video XvMC (X-Video Motion Compensation)
    DEVSD  msmpeg4         MPEG-4 part 2 Microsoft variant version 3
    D VSD  msmpeg4v1       MPEG-4 part 2 Microsoft variant version 1
    DEVSD  msmpeg4v2       MPEG-4 part 2 Microsoft variant version 2
    D V D  msrle           Microsoft RLE
    DEV D  msvideo1        Microsoft Video-1
    D V D  mszh            LCL (LossLess Codec Library) MSZH
    D V D  mxpeg           Mobotix MxPEG video
    DEA D  nellymoser      Nellymoser Asao
    D V D  nuv             NuppelVideo/RTJPEG
    DEV D  pam             PAM (Portable AnyMap) image
    DEV D  pbm             PBM (Portable BitMap) image
    DEA D  pcm_alaw        PCM A-law
    D A D  pcm_bluray      PCM signed 16|20|24-bit big-endian for Blu-ray media
    D A D  pcm_dvd         PCM signed 20|24-bit big-endian
    DEA D  pcm_f32be       PCM 32-bit floating point big-endian
    DEA D  pcm_f32le       PCM 32-bit floating point little-endian
    DEA D  pcm_f64be       PCM 64-bit floating point big-endian
    DEA D  pcm_f64le       PCM 64-bit floating point little-endian
    D A D  pcm_lxf         PCM signed 20-bit little-endian planar
    DEA D  pcm_mulaw       PCM mu-law
    DEA D  pcm_s16be       PCM signed 16-bit big-endian
    DEA D  pcm_s16le       PCM signed 16-bit little-endian
    D A D  pcm_s16le_planar PCM 16-bit little-endian planar
    DEA D  pcm_s24be       PCM signed 24-bit big-endian
    DEA D  pcm_s24daud     PCM D-Cinema audio signed 24-bit
    DEA D  pcm_s24le       PCM signed 24-bit little-endian
    DEA D  pcm_s32be       PCM signed 32-bit big-endian
    DEA D  pcm_s32le       PCM signed 32-bit little-endian
    DEA D  pcm_s8          PCM signed 8-bit
    D A D  pcm_s8_planar   PCM signed 8-bit planar
    DEA D  pcm_u16be       PCM unsigned 16-bit big-endian
    DEA D  pcm_u16le       PCM unsigned 16-bit little-endian
    DEA D  pcm_u24be       PCM unsigned 24-bit big-endian
    DEA D  pcm_u24le       PCM unsigned 24-bit little-endian
    DEA D  pcm_u32be       PCM unsigned 32-bit big-endian
    DEA D  pcm_u32le       PCM unsigned 32-bit little-endian
    DEA D  pcm_u8          PCM unsigned 8-bit
    D A D  pcm_zork        PCM Zork
    DEV D  pcx             PC Paintbrush PCX image
    DEV D  pgm             PGM (Portable GrayMap) image
    DEV D  pgmyuv          PGMYUV (Portable GrayMap YUV) image
    D S    pgssub          HDMV Presentation Graphic Stream subtitles
    D V D  pictor          Pictor/PC Paint
    DEV D  png             PNG image
    DEV D  ppm             PPM (Portable PixelMap) image
    DEV D  prores          Apple ProRes
    D V D  prores_lgpl     Apple ProRes (iCodec Pro)
    D V D  ptx             V.Flash PTX image
    D A D  qcelp           QCELP / PureVoice
    D A D  qdm2            QDesign Music Codec 2
    D V D  qdraw           Apple QuickDraw
    D V D  qpeg            Q-team QPEG
    DEV D  qtrle           QuickTime Animation (RLE) video
    DEV D  r10k            AJA Kona 10-bit RGB Codec
    DEV D  r210            Uncompressed RGB 10-bit
    DEV    rawvideo        raw video
    DEA D  real_144        RealAudio 1.0 (14.4K) encoder
    D A D  real_288        RealAudio 2.0 (28.8K)
    D V D  rl2             RL2 video
    DEA D  roq_dpcm        id RoQ DPCM
    DEV D  roqvideo        id RoQ video
    D V D  rpza            QuickTime video (RPZA)
    DEV D  rv10            RealVideo 1.0
    DEV D  rv20            RealVideo 2.0
    D V D  rv30            RealVideo 3.0
    D V D  rv40            RealVideo 4.0
    D A D  s302m           SMPTE 302M
    DEV    sgi             SGI image
    D A D  shorten         Shorten
    D A D  sipr            RealAudio SIPR / ACELP.NET
    D A D  smackaud        Smacker audio
    D V D  smackvid        Smacker video
    D V D  smc             QuickTime Graphics (SMC)
    DEV D  snow            Snow
    D A D  sol_dpcm        DPCM Sol
    DEA D  sonic           Sonic
     EA    sonicls         Sonic lossless
    D V D  sp5x            Sunplus JPEG (SP5X)
    DES    srt             SubRip subtitle
    D V D  sunrast         Sun Rasterfile image
    DEV D  svq1            Sorenson Vector Quantizer 1 / Sorenson Video 1 / SVQ1
    D VSD  svq3            Sorenson Vector Quantizer 3 / Sorenson Video 3 / SVQ3
    DEV D  targa           Truevision Targa image
    D VSD  theora          Theora
    D V D  thp             Nintendo Gamecube THP video
    D V D  tiertexseqvideo Tiertex Limited SEQ video
    DEV D  tiff            TIFF image
    D V D  tmv             8088flex TMV
    D A D  truehd          TrueHD
    D V D  truemotion1     Duck TrueMotion 1.0
    D V D  truemotion2     Duck TrueMotion 2.0
    D A D  truespeech      DSP Group TrueSpeech
    D A D  tta             True Audio (TTA)
    D A D  twinvq          VQF TwinVQ
    D V D  txd             Renderware TXD (TeXture Dictionary) image
    D V D  ultimotion      IBM UltiMotion
    D V D  utvideo         Ut Video
    DEV D  v210            Uncompressed 4:2:2 10-bit
    D V D  v210x           Uncompressed 4:2:2 10-bit
    DEV D  v308            Uncompressed packed 4:4:4
    DEV D  v410            Uncompressed 4:4:4 10-bit
    D V    vb              Beam Software VB
    D V D  vble            VBLE Lossless Codec
    D V D  vc1             SMPTE VC-1
    D V D  vc1_vdpau       SMPTE VC-1 VDPAU
    D V D  vc1image        Windows Media Video 9 Image v2
    D V D  vcr1            ATI VCR1
    D A D  vmdaudio        Sierra VMD audio
    D V D  vmdvideo        Sierra VMD video
    D V D  vmnc            VMware Screen Codec / VMware Video
    DEA D  vorbis          Vorbis
    D VSD  vp3             On2 VP3
    D V D  vp5             On2 VP5
    D V D  vp6             On2 VP6
    D V D  vp6a            On2 VP6 (Flash version, with alpha channel)
    D V D  vp6f            On2 VP6 (Flash version)
    D V D  vp8             On2 VP8
    D V D  vqavideo        Westwood Studios VQA (Vector Quantized Animation) video
    D A D  wavesynth       Wave synthesis pseudo-codec
    D A D  wavpack         WavPack
    D A    wmalossless     Windows Media Audio 9 Lossless
    D A D  wmapro          Windows Media Audio 9 Professional
    DEA D  wmav1           Windows Media Audio 1
    DEA D  wmav2           Windows Media Audio 2
    D A D  wmavoice        Windows Media Audio Voice
    DEVSD  wmv1            Windows Media Video 7
    DEVSD  wmv2            Windows Media Video 8
    D V D  wmv3            Windows Media Video 9
    D V D  wmv3_vdpau      Windows Media Video 9 VDPAU
    D V D  wmv3image       Windows Media Video 9 Image
    D V D  wnv1            Winnov WNV1
    D A D  ws_snd1         Westwood Audio (SND1)
    D A D  xan_dpcm        DPCM Xan
    D V D  xan_wc3         Wing Commander III / Xan
    D V D  xan_wc4         Wing Commander IV / Xxan
    D V D  xbin            eXtended BINary text
    D V D  xl              Miro VideoXL
    DES    xsub            DivX subtitles (XSUB)
    DEV D  xwd             XWD (X Window Dump) image
    DEV D  y41p            Uncompressed YUV 4:1:1 12-bit
    D V    yop             Psygnosis YOP Video
    DEV D  yuv4            Uncompressed packed 4:2:0
    DEV D  zlib            LCL (LossLess Codec Library) ZLIB
    DEV D  zmbv            Zip Motion Blocks Video

    Library we use to convert :

    public function getAvailableAudioCodecs()
       {
           return array(&#39;libvo_aacenc&#39;, &#39;libfaac&#39;, &#39;libmp3lame&#39;);
       }

    By default I use 'libmp3lame' now because 'libfaac' is not supported by ffmpeg
    and when Im trying to encode sound by libfaac I'm getting that codec not found

    Thanks in advance !

  • 7 Best Marketing Attribution Software in 2024

    22 février 2024, par Erin

    It can be hard to accurately track the impact of your marketing efforts across marketing channels and campaigns. That’s where marketing attribution software comes in. 

    It goes beyond basic web analytics solutions that just look at the final click. Instead, it shows how different channels, content, and ads are performing at every step of the buyer’s journey, which gives a more accurate picture than just focusing on the last click.

    In this guide, we’ll cover the basics of marketing attribution, list the top marketing attribution software and explain how the issue of privacy is transforming the web analytics industry.

    What is marketing attribution ?

    Marketing attribution is the process of assigning credit to each touchpoint in a buyer’s journey that leads to a desired action (such as a conversion or sale) in order to understand the effectiveness of various marketing channels and campaigns in influencing the customer’s decision-making process.

    Marketers use software tools like website analytics to to track and analyse customer interactions across different touchpoints, allowing them to attribute conversions or sales to specific marketing efforts and optimise their strategies and budgets accordingly.

    Why is marketing attribution so important ?

    If you don’t track your campaigns correctly, it’s easy to spend thousands (or even millions) in an ineffective way. A 2022 survey by Australian marketing agency Next&Co revealed their clients wasted AU$5.46 billion in ineffective ad spend.

    Illustrated statistic showing how much ad spend was wasted in 2022

    That’s 41% of all the ad spend tracked by Next&Co in 2022. A wasted marketing spend percentage this high isn’t exactly a recipe for a high marketing return on investment (ROI). And yet, it’s the average.

    Why is that ? 

    Most companies don’t actively track the results of their marketing campaigns actively enough.

    By improving your marketing attribution, you can determine which channels, ads, and campaigns work and which don’t. Then, you can move the budget from ineffective channels to effective ones.

    Even if you can only identify half of your wastage, this could be 20% or more of your total spend. Just imagine what your bottom line would look like if your marketing budget were 20% more effective.

    That’s the power that marketing attribution, when done right, brings to the table. It’s the road to a higher marketing ROI.

    Common marketing attribution models and how they’re different 

    The default model for attributing completed goals in most analytics tools is either the last interaction or the last non-direct interaction.

    However, some multi-touch models can help you get a more holistic view of the impact of your marketing efforts.

    Pros and cons of different marketing attribution models.
    • Last interaction model : attributes the conversion to the final interaction or referring source (campaign or ad).
    • Last non-direct interaction model : attributes the conversion to the final touchpoint that was not a direct visit to your website. (For example, if a search ad took them to a product page, the user bookmarked it and returned directly the next day to finish the purchase. The credit would go to the search ad as it’s the last non-direct touchpoint.)
    • First interaction model : attributes the conversion to the first referring event alone.
    • Linear model : gives equal value to every touchpoint throughout the customer journey. 
    • Time decay model : gives more value to touchpoints the closer they were to the actual sale.
    • Position-based model : gives more value to the first and last touchpoints — often 40% each, while splitting 20% among the rest.

    You can read our guide dedicated to marketing attribution models for more details on these models.

    Types of marketing attribution software and the impact of privacy regulations

    Until recently, digital advertising was the “scientific” advertisers’ utopia. Everything could be measured, with cookies from giants like Google and Facebook stalking every user across the web.

    But with the advent of regulations like GDPR and the CCPA, you can no longer blindly trust Google Analytics or the Meta Pixel without consequences.

    Multi-channel attribution tools with third-party cookies and GDPR

    Google, Meta, and other companies used to track and combine user data from their own platforms and websites across the web that installed their tags. These third-party cookies have long been under fire and have caused several GDPR fines.

    Illustration of the privacy issues with some multi-channel attribution tools

    The alternative : analytics platforms with first-party cookies

    In a post-GDPR digital marketing landscape, a compliant-by-default web analytics platform like Matomo is a more reliable and accurate alternative.

    Plus, with a platform like Matomo, you don’t need to rely on data from digital advertising platforms like Facebook Ads and Google Ads. You can accurately track referral sources using our campaign tracking parameters.

    7 best marketing attribution software in 2024

    Below is the list of our favourite marketing attribution tools in 2024. If you find and use one that suits your needs correctly, you can quickly boost your marketing performance.

    1. Matomo — Accurate and easiest to set up for marketing attribution

    Matomo is a privacy-friendly web analytics suite that empowers you to accurately attribute marketing efforts and gain valuable insights while prioritising user privacy and compliance.

    Matomo integrates with e-commerce platforms like WooCommerce and Magenta. That makes it easy for B2C marketing teams to track the revenue impact of their campaigns.

    Multi-channel conversion attribution report in Matomo analytics

    You can also compare a variety of attribution models against each other. B2B teams can use our API to integrate Matomo with their CRM.

    Pros :

    • Relies on first-party cookies for tracking, ensuring accurate data collection and attribution of user actions
    • Includes additional features like Heatmaps, Session Recordings, Form Analytics, A/B Testing, and more
    • Easy to set up and use
    • Features most common multi-touch attribution models

    Cons :

    • Limited to owned channels (website and e-commerce store) due to first-party cookies and data (but you can integrate other data sources through a CRM)

    Pricing

    The self-hosted version is free. The cloud hosted version starts at $19 per month and includes a 21-day free trial. No credit card requierd. 

    Try Matomo for Free

    Get the web insights you need, without compromising data accuracy.

    No credit card required

    2. WhatConverts — Great option for leads-based businesses with high ad spend

    WhatConverts is a marketing attribution tool with a focus on lead tracking. With most web analytics setups, it adds call and text tracking to the typical form-only tracking.

    Screenshot of the WhatConverts homepage

    Pros :

    • Reliable call and text tracking
    • Revenue attribution to specific leads (and, by extension, campaigns and ads)

    Cons :

    • Focused exclusively on leads — little utility for e-commerce companies 

    Pricing

    The cheapest plan starts at $30/month but does not include analytics integrations or form tracking. To access this and advanced flow tracking and attribution features, you need the Elite plan, which starts at $160/month.

    3. HubSpot Marketing Hub — Ideal CRM for larger B2B companies

    HubSpot is a marketing CRM with attribution features for tracking and analysis.

    Screenshot of the HubSpot homepage

    The platform is very broad — encompassing CRM, email automation and other tools — which makes it challenging to use effectively. The price tag is also quite steep for smaller companies and marketing teams.

    Pros :

    • Concretely tracks revenue to multiple different touchpoints and marketing channels
    • Includes several different multi-touch attribution models
    • Allows offline conversion tracking

    Cons :

    • The price point is too high for smaller teams
    • Cam be difficult to set up effectively

    Pricing

    Since marketing attribution is only included in HubSpot Marketing Hub’s Professional and Enterprise plans, pricing starts at $800/month (paid annually). If you commit for a year but pay monthly, the price is $890/month for the professional plan. This goes up with additional add-ons and as your contacts increase as well. 

    4. ActiveCampaign — Good CRM option for small B2B companies

    ActiveCampaign is a CRM and marketing automation platform that can help you trace leads and revenue back to their source.

    Screenshot of the ActiveCampaign homepage

    Although it has a similar scope of features to HubSpot, it is more affordable and slightly easier to use for beginners.

    Pros :

    • Tracks sales revenue back to specific marketing touchpoints
    • Powerful marketing automation features

    Cons :

    • B2B companies may need to purchase two plans, one ActiveCampaign marketing and one CRM.

    Pricing

    Unlike HubSpot, ActiveCampaign offers a much more affordable plan, starting at $29/month billed annually (for up to 1,000 contacts). The marketing and sales CRM bundle starts at $93/month with up to five users.

    5. Salesforce Data Cloud for Marketing — Ideal CRM for enterprises

    Salesforce is a robust and feature-rich CRM that many enterprises rely on for their sales teams.

    Screenshot of the Salesforce homepage

    That makes Salesforce’s marketing attribution platform a logical choice for existing Salesforce users.

    Pros :

    • Uses prospect and sales data from CRM to attribute revenue
    • Revenue prediction analytics
    • Lead scoring to help your sales team focus on high-value leads

    Cons :

    • Difficult to set up and use
    • Clunky and aged user interface
    • Relatively high price point

    Pricing

    The limited Marketing Cloud Account Engagement Growth plan starts at $1,250/month, billed annually. To access advanced cross-channel journeys, you need the Pro plan, which starts at $2,750 monthly.

    6. Terminus — Great for account-based marketing

    If your marketing team uses an account-based marketing (ABM) approach, Terminus might be the right option for you.

    Screenshot of the Terminus homepage

    It offers ABM tools like target account event tracking and revenue attribution tools for your marketing campaigns.

    Pros :

    • Advanced multi-channel revenue attribution tools with a wide range of reports
    • Track intent touchpoints back to target accounts
    • Reliable revenue predictions help you focus your marketing activities

    Cons :

    • Complex and difficult to set up, understand and use effectively
    • Lacks native integrations with many common advertising platforms and analytics tools

    Pricing

    Terminus offers no standard pricing plans. You must contact their sales team for a custom quote based on your needs.

    7. Adobe Analytics — An analytics for enterprises

    Adobe Analytics is part of the Adobe Experience Cloud, with plenty of big data analysis tools for enterprises. Although the platform is quite powerful, it is equally complex and difficult to use. The price point is also prohibitive for many smaller companies.

    Screenshot of the Adobe Analytics homepage

    Pros :

    • Very extensive reporting tools
    • Predictive analytics give you solid leading indicator for future campaign performance
    • Track multiple digital touchpoints across the entire customer journey

    Cons :

    • Like Google Analytics, Adobe Analytics aggregates your visitor data by default, making compliant “consent-free tracking” — tracking user actions without asking for consent — impossible according to GDPR. (See more differences in Matomo’s comparison against Adobe Analytics and Google Analytics.)
    • Prohibitively expensive for most smaller companies
    • Very steep learning curve for setting up and using it correctly

    Pricing

    Adobe Analytics uses usage-based pricing — which means they adjust the pricing based on the traffic volume to your website. Still, their lower price points aren’t exactly SMB-friendly — multiple sources put Adobe’s lowest starting price point at $2,000–2,500 per month.

    Get accurate marketing attribution with Matomo (without privacy concerns)

    Matomo allows you to do marketing attribution effectively and accurately without compromising your users’ privacy. By default, we only use first-party cookies and offer consent-free tracking – meaning no more annoying cookie consent banners (excluding in Germany and the UK).

    If you want to boost your marketing performance without disregarding your users’ privacy, get started with our 21-day free trial. No credit card required. It’s time to make more informed decisions about your marketing campaigns.