
Recherche avancée
Médias (91)
-
Valkaama DVD Cover Outside
4 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
-
Valkaama DVD Cover Inside
4 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
-
1,000,000
27 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
Demon Seed
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
The Four of Us are Dying
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
Autres articles (111)
-
(Dés)Activation de fonctionnalités (plugins)
18 février 2011, parPour gérer l’ajout et la suppression de fonctionnalités supplémentaires (ou plugins), MediaSPIP utilise à partir de la version 0.2 SVP.
SVP permet l’activation facile de plugins depuis l’espace de configuration de MediaSPIP.
Pour y accéder, il suffit de se rendre dans l’espace de configuration puis de se rendre sur la page "Gestion des plugins".
MediaSPIP est fourni par défaut avec l’ensemble des plugins dits "compatibles", ils ont été testés et intégrés afin de fonctionner parfaitement avec chaque (...) -
Le plugin : Podcasts.
14 juillet 2010, parLe problème du podcasting est à nouveau un problème révélateur de la normalisation des transports de données sur Internet.
Deux formats intéressants existent : Celui développé par Apple, très axé sur l’utilisation d’iTunes dont la SPEC est ici ; Le format "Media RSS Module" qui est plus "libre" notamment soutenu par Yahoo et le logiciel Miro ;
Types de fichiers supportés dans les flux
Le format d’Apple n’autorise que les formats suivants dans ses flux : .mp3 audio/mpeg .m4a audio/x-m4a .mp4 (...) -
Support de tous types de médias
10 avril 2011Contrairement à beaucoup de logiciels et autres plate-formes modernes de partage de documents, MediaSPIP a l’ambition de gérer un maximum de formats de documents différents qu’ils soient de type : images (png, gif, jpg, bmp et autres...) ; audio (MP3, Ogg, Wav et autres...) ; vidéo (Avi, MP4, Ogv, mpg, mov, wmv et autres...) ; contenu textuel, code ou autres (open office, microsoft office (tableur, présentation), web (html, css), LaTeX, Google Earth) (...)
Sur d’autres sites (10612)
-
java.lang.UnsatisfiedLinkError : Couldn't load ffmpeg library findLibrary returned null
22 février 2017, par Muthukumar SubramaniamI am new to live streaming from android to youtube in android. I mentioned my Project Structrue and build the gradle file in android. FFmpeg library could not load in runtime.
Note : I am working in windows 10 and android studio 2.1.2
apply plugin: 'com.android.application'
android {
compileSdkVersion 23
buildToolsVersion "23.0.1"
packagingOptions {
exclude 'META-INF/DEPENDENCIES'
exclude 'META-INF/NOTICE'
exclude 'META-INF/NOTICE.txt'
exclude 'META-INF/LICENSE'
exclude 'META-INF/LICENSE.txt'
}
defaultConfig {
applicationId "com.ephron.mobilizerapp"
minSdkVersion 14
targetSdkVersion 23
versionCode 1
versionName "1.4"
multiDexEnabled true
}
dexOptions {
javaMaxHeapSize "4g"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
sourceSets {
main {
assets.srcDirs = ['src/main/assets', 'src/main/assets/']
}
}
sourceSets { main {
jni.srcDirs = ['src/main/jni', 'src/main/jni/libs']
jni.srcDirs = ['libs']
jni.srcDirs = []
} }
}
dependencies {
testCompile 'junit:junit:4.12'
compile files('libs/httpclient-4.5.2.jar')
compile files('libs/httpcore-4.4.4.jar')
compile files('libs/httpmime-4.2.1.jar')
compile files('libs/YouTubeAndroidPlayerApi.jar')
compile 'com.android.support:appcompat-v7:23.1.0'
compile 'com.google.android.gms:play-services:10.0.1'
compile 'com.google.code.gson:gson:2.2.2'
compile 'com.google.firebase:firebase-messaging:9.2.0'
compile 'testfairy:testfairy-android-sdk:1.+@aar'
compile 'com.android.support:multidex:1.0.0'
compile 'com.mcxiaoke.volley:library:1.0.19'
compile 'com.squareup.picasso:picasso:2.5.2'
compile 'cn.aigestudio.wheelpicker:WheelPicker:1.1.2'
compile 'com.google.android.gms:play-services-maps:10.0.1'
compile 'com.google.apis:google-api-services-youtube:v3-rev182-1.22.0'
compile 'com.google.api-client:google-api-client-android:1.22.0'
compile 'com.google.http-client:google-http-client-gson:1.19.0'
compile 'com.google.android.gms:play-services-ads:10.0.1'
compile 'com.google.android.gms:play-services-auth:10.0.1'
compile 'com.google.android.gms:play-services-gcm:10.0.1'
compile files('libs/ffmpeg-android.jar')
}
apply plugin: 'com.google.gms.google-services'My Project Structure mentioned below Link
https://www.screencast.com/t/E0TFsMUi1
Application.mk file
APP_OPTIM := release
APP_ABI := all
APP_STL := gnustl_static
APP_CPPFLAGS := -frtti -fexceptionsAndroid.mk file
#
# Copyright (c) 2014 Google Inc.
#
# Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
# in compliance with the License. You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software distributed under the License
# is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
# or implied. See the License for the specific language governing permissions and limitations under
# the License.
# set NDK_PROJECT_PATH := D:/MobilizerApp/app/src/main/jni
WORKING_DIR := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_PATH := $(WORKING_DIR)/../third_party/lame/libmp3lame
LOCAL_MODULE := lame
LOCAL_C_INCLUDES := $(WORKING_DIR)/../third_party/lame/libmp3lame \
$(WORKING_DIR)/../third_party/lame/include
LOCAL_CFLAGS := -DSTDC_HEADERS -std=c99
LOCAL_ARM_MODE := arm
APP_OPTIM := release
LOCAL_SRC_FILES := VbrTag.c \
bitstream.c \
encoder.c \
fft.c \
gain_analysis.c \
id3tag.c \
lame.c \
mpglib_interface.c \
newmdct.c \
presets.c \
psymodel.c \
quantize.c \
quantize_pvt.c \
reservoir.c \
set_get.c \
tables.c \
takehiro.c \
util.c \
vbrquantize.c \
version.c
#include $(BUILD_STATIC_LIBRARY)
include $(BUILD_STATIC_LIBRARY)
#include $(CLEAR_VARS)
#LOCAL_MODULE := mp3lame_a
#LOCAL_STATIC_LIBRARIES := lame
#include $(BUILD_EXECUTABLE)
include $(CLEAR_VARS)
LOCAL_PATH := $(WORKING_DIR)
LOCAL_MODULE := ffmpeg
LOCAL_CFLAGS := -DHAVE_AV_CONFIG_H -std=c99 -D__STDC_CONSTANT_MACROS -DSTDC_HEADERS -Wno-deprecated-declarations
LOCAL_SRC_FILES := ffmpeg-jni.c
LOCAL_C_INCLUDES := $(WORKING_DIR)/libavcodec $(WORKING_DIR)/libavcodec/arm $(WORKING_DIR)/libavformat $(WORKING_DIR)/libavutil $(WORKING_DIR)/libavutil/arm
LOCAL_STATIC_LIBRARIES := lame
LOCAL_LDLIBS := -llog -lm -lz $(WORKING_DIR)/../third_party/lib/libavformat.a $(WORKING_DIR)/../third_party/lib/libavcodec.a $(WORKING_DIR)/../third_party/lib/libavfilter.a $(WORKING_DIR)/../third_party/lib/libavresample.a $(WORKING_DIR)/../third_party/lib/libswscale.a $(WORKING_DIR)/../third_party/lib/libavutil.a $(WORKING_DIR)/../third_party/lib/libx264.a $(WORKING_DIR)/../third_party/lib/libpostproc.a $(WORKING_DIR)/../third_party/lib/libswresample.a $(WORKING_DIR)/../third_party/lib/libfdk-aac.a
APP_OPTIM := release
include $(BUILD_SHARED_LIBRARY)FFMPEG.Java
package com.ephronsystem.mobilizerapp;
public class Ffmpeg {
static {
System.loadLibrary("ffmpeg");
}
public static native boolean init(int width, int height, int audio_sample_rate, String rtmpUrl);
public static native void shutdown();
// Returns the size of the encoded frame.
public static native int encodeVideoFrame(byte[] yuv_image);
public static native int encodeAudioFrame(short[] audio_data, int length);
} -
Configure ffmpeg with android in mac [on hold]
28 novembre 2013, par Mr.GI'm using Mac 10.8.5
i want to configure ffmpeg in my android application and convert .mov to .mp4 format.
But first of all i want to configure ffmpeg in to my android project .
Is there any way to do that . i have already tried some links . But when I'm loaded the libavcodec to my activity . it gives unsatisfied link error.
Can anyone point me to a working link ?. It should compatible with Mac
i have already tried How to build + include FFMPEG into an existing Android project "@William Seemann" answer. to configure it
im pretty sure managed to add in to my android project . but when im tryng to load libavcodec it gives me
An UnsatisfiedLinkException
-
ffmpeg - Making a Clean WAV file
10 janvier 2021, par EdwardI'm looking to batch convert a number of files to audio files using
ffmpeg
for a game calledStar Wars: Jedi Knight: Dark Forces II
. The problem I'm having is thatffmpeg
seems to be doing something that does so thatJedi Knight
can't play the sound file.


Jedi Knight
accepts plain oldPCM
WAV
files of various ranges, from 5khz to 96khz, 8 and 16 bit, mono and stereo. This sounds plain and simple. Except for that if one were to create aWAV
file usingMS Sound Recorder
,Jedi Knight
could not play it. Speculation was that it added something extra to header or something. But it can play aWAV
file created byAudacity
,GoldWave
orModPlug Tracker
to name a few.


So why not
ffmpeg
? Am I using the wrong codec or params ? I took an original sound file from the game and performed the following :


ffmpeg -i "orig_thrmlpu2.wav" -f wav -acodec pcm_s16le -ar 22050 -ac 1 "ffmpeg_thrmlpu2.wav"




The
ffmpeg
version does not play in the game.ffprobe
shows that theffmpeg
version has someMetadata
which theoriginal
doesn't have. What params should I use to try and get the sameWAV
format as the original ? Mind you,-ar
,-ac
andbits
aren't the important parts.


Here are the files for you to examine : http://www.edwardleuf.org/Games/JK/thrmlpu2.zip