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Médias (91)
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Head down (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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Echoplex (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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Discipline (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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Letting you (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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1 000 000 (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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999 999 (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
Autres articles (48)
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Installation en mode ferme
4 février 2011, parLe mode ferme permet d’héberger plusieurs sites de type MediaSPIP en n’installant qu’une seule fois son noyau fonctionnel.
C’est la méthode que nous utilisons sur cette même plateforme.
L’utilisation en mode ferme nécessite de connaïtre un peu le mécanisme de SPIP contrairement à la version standalone qui ne nécessite pas réellement de connaissances spécifique puisque l’espace privé habituel de SPIP n’est plus utilisé.
Dans un premier temps, vous devez avoir installé les mêmes fichiers que l’installation (...) -
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 -
Other interesting software
13 avril 2011, parWe don’t claim to be the only ones doing what we do ... and especially not to assert claims to be the best either ... What we do, we just try to do it well and getting better ...
The following list represents softwares that tend to be more or less as MediaSPIP or that MediaSPIP tries more or less to do the same, whatever ...
We don’t know them, we didn’t try them, but you can take a peek.
Videopress
Website : http://videopress.com/
License : GNU/GPL v2
Source code : (...)
Sur d’autres sites (4667)
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Adding C64 SID Music
1er novembre 2012, par Multimedia Mike — GeneralI have been working on adding support for SID files — the music format for the Commodore 64 — to the game music website for awhile. I feel a bit out of my element since I’m not that familiar with the C64. But why should I let that slow me down ? Allow me to go through the steps I have previously outlined in order to make this happen.
I need to know what picture should represent the system in the search results page. The foregoing picture should be fine, but I’m getting way ahead of myself.
Phase 1 is finding adequate player software. The most venerable contender in this arena is libsidplay, or so I first thought. It turns out that there’s libsidplay (originally hosted at Geocities, apparently, and no longer on the net) and also libsidplay2. Both are kind of old (libsidplay2 was last updated in 2004). I tried to compile libsidplay2 and the C++ didn’t agree with current version of g++.
However, a recent effort named libsidplayfp is carrying on the SID emulation tradition. It works rather well, notwithstanding the fact that compiling the entire library has a habit of apparently hanging the Linux VM where I develop this stuff.
Phase 2 is to develop a testbench app around the playback library. With the help of the libsidplayfp library maintainers, I accomplished this. The testbench app consistently requires about 15% of a single core of a fairly powerful Core i7. So I look forward to recommendations that I port that playback library to pure JavaScript.
Phase 3 is plug into the web player. I haven’t worked on this yet. I’m confident that this will work since phase 2 worked (plus, I have a plan to combine phases 2 and 3).
One interesting issue that has arisen is that proper operation of libsidplayfp requires that 3 C64 ROM files be present (the, ahem, KERNAL, BASIC interpreter, and character generator). While these are copyrighted ROMs, they are easily obtainable on the internet. The goal of my project is to eliminate as much friction as possible for enjoying these old tunes. To that end, I will just bake the ROM files directly into the player.
Phase 4 is collecting a SID song corpus. This is the simplest part of the whole process thanks to the remarkable curation efforts of the High Voltage SID Collection (HVSC). Anyone can download a giant archive of every known SID file. So that’s a done deal.
Or is it ? One small issue is that I was hoping that the first iteration of my game music website would focus on, well, game music. There is a lot of music in the HVSC that are original compositions or come from demos. The way that the archive is organized makes it difficult to automatically discern whether a particular SID file comes from a game or not.
Phase 5 is munging the metadata. The good news here is that the files have the metadata built in. The not-so-great news is that there isn’t quite as much as I might like. Each file is tagged with title, author, and publisher/copyright. If there is more than one song in a file, they all have the same metadata. Fortunately, if I can import them all into my game music database, there is an opportunity to add a lot more metadata.
Further, there is no play length metadata for these files. This means I will need to set each to a default length like 2 minutes and do something like I did before in order to automatically determine if any songs terminate sooner.
Oddly, the issue I’m most concerned about is character encoding. This is the first project for which I’m making certain that I understand character encoding since I can’t reasonably get away with assuming that everything is ASCII. So far, based on the random sampling of SID files I have checked, there is a good chance of encountering metadata strings with characters that are not in the lower ASCII set. From what I have observed, these characters map to Unicode code points. So I finally get to learn about manipulating strings in such a way that it preserves the character encoding. At the very least, I need Python to rip the strings out of the binary SID files and make sure the Unicode remains intact while being inserted into an SQLite3 database.
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Error (ERR_STREAM_DESTROYED) : Cannot call write after a stream was destroyed
3 avril 2021, par TTT Tobi Triple TalkI'm getting this error when I run my discord bot on my raspberry pi. It worked everytime when I run it on my windows machine. I installed FFmpeg with sudo apt-get install ffmpeg. I don't know if I need to install something else for ffmpeg on my raspberry pi
This is the error I'm getting


events.js:291
 throw er; // Unhandled 'error' event
 ^

Error [ERR_STREAM_DESTROYED]: Cannot call write after a stream was destroyed
 at doWrite (_stream_writable.js:399:19)
 at writeOrBuffer (_stream_writable.js:387:5)
 at Socket.Writable.write (_stream_writable.js:318:11)
 at PassThrough.ondata (_stream_readable.js:718:22)
 at PassThrough.emit (events.js:314:20)
 at addChunk (_stream_readable.js:297:12)
 at readableAddChunk (_stream_readable.js:272:9)
 at PassThrough.Readable.push (_stream_readable.js:213:10)
 at PassThrough.Transform.push (_stream_transform.js:152:32)
 at PassThrough.afterTransform (_stream_transform.js:96:10)
Emitted 'error' event on FFmpeg instance at:
 at errorOrDestroy (internal/streams/destroy.js:108:12)
 at FFmpeg.onerror (_stream_readable.js:754:7)
 at FFmpeg.emit (events.js:314:20)
 at Socket.processError (node_modules/prism-media/src/core/FFmpeg.js:64:40)
 at Socket.emit (events.js:314:20)
 at errorOrDestroy (internal/streams/destroy.js:108:12)
 at onwriteError (_stream_writable.js:418:5)
 at onwrite (_stream_writable.js:445:5)
 at doWrite (_stream_writable.js:399:11)
 at writeOrBuffer (_stream_writable.js:387:5) {
 code: 'ERR_STREAM_DESTROYED'
}



Normally it should play an audio stream to a discord channel.
I don't think my code is wrong, because it's working on my other computer.
My code :


let stream;
//Meme.url is just a youtube link, like https://www.youtube.com/watch?v=dQw4w9WgXcQ
stream = ytdl(meme.url, {
 filter: "audioonly",
 opusEncoded: true,
 encoderArgs: ['-af', "dynaudnorm=f=150"]
}).on("error", (err) => {
 console.log(err);
});
 try {
 song_queue.connection.play(stream, { type: "opus" })
 .on('finish', () => {
 
 });
 } catch (err) {
 console.log(err);
 message.channel.send("Error while the meme song");
 }



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FFMPEG how to use https dynamic url as input for amovie filter
2 juillet 2020, par Johny SharmaBasically what i am trying to do is to calling a dynamic php url which is generating a audio file for me and just want to use that file as an input for amovie filter.
I hope you have understand my question.


What i have done so far ?


I have a FFMPEG code which is :


ffmpeg-y -i 'bg-file.mp3' -c copy -map 0:0 -map 1:0 -filter_complex "amovie='/auth.php?input=string&l=hi&f.mp3':loop=999[sc][mix];[0:a][sc]sidechaincompress=threshold=0.100:ratio=20,volume=10dB:precision=fixed[bg], [bg][mix]amix=duration=first" -c:a libmp3lame -ac 2 "save.mp3"



This line is calling my dynamic url for generating the required song.


"amovie='/auth.php?input=string&l=hi&f.mp3'



Everything is working if i check them apart. but when i use them together the ffmpeg is giving the following error.


[22] => [Parsed_amovie_0 @ 0x1378140] Failed to avformat_open_input '/auth.php?input=string&l=hi&f.mp3':loop=999'
[23] => [AVFilterGraph @ 0x1368ca0] Error initializing filter 'amovie' with args '/auth.php?input=string&l=hi&f.mp3':loop=999'
[24] => Error initializing complex filters.
[25] => No such file or directory



I dont know is it possible to put a dynamically generated url as an input for amovie filter or not ?
if i open my dynamic url in browser its works like a mp3 file and play similar to any mp3 file.


using this code to play that mp3 :


header('Content-Description: File Transfer');
header('Content-Type: application/octet-stream');
header('Content-Disposition: attachment; filename='.basename($path));
header('Content-Transfer-Encoding: binary');
header('Expires: 0');
header('Cache-Control: must-revalidate, post-check=0, pre-check=0');
header('Pragma: public');
ob_clean();
flush();
readfile($path);
exit;



This one looks similar to my query but slightly different and that's why i am still looking for a solution


How to use https input with ffmpeg "amovie" filter ?