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  • (Dés)Activation de fonctionnalités (plugins)

    18 février 2011, par

    Pour 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, par

    Le 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 2011

    Contrairement 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 Subramaniam

    I 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 -fexceptions

    Android.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.G

    I'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 Edward

    I'm looking to batch convert a number of files to audio files using ffmpeg for a game called Star Wars: Jedi Knight: Dark Forces II. The problem I'm having is that ffmpeg seems to be doing something that does so that Jedi Knight can't play the sound file.

    



    Jedi Knight accepts plain old PCM 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 a WAV file using MS Sound Recorder, Jedi Knight could not play it. Speculation was that it added something extra to header or something. But it can play a WAV file created by Audacity, GoldWave or ModPlug 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 the ffmpeg version has some Metadata which the original doesn't have. What params should I use to try and get the same WAV format as the original ? Mind you, -ar, -ac and bits aren't the important parts.

    



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