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  • Participer à sa traduction

    10 avril 2011

    Vous pouvez nous aider à améliorer les locutions utilisées dans le logiciel ou à traduire celui-ci dans n’importe qu’elle nouvelle langue permettant sa diffusion à de nouvelles communautés linguistiques.
    Pour ce faire, on utilise l’interface de traduction de SPIP où l’ensemble des modules de langue de MediaSPIP sont à disposition. ll vous suffit de vous inscrire sur la liste de discussion des traducteurs pour demander plus d’informations.
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    25 avril 2011, par

    MediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
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  • Formulaire personnalisable

    21 juin 2013, par

    Cette page présente les champs disponibles dans le formulaire de publication d’un média et il indique les différents champs qu’on peut ajouter. Formulaire de création d’un Media
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  • Having issues compiling ffmpeg 0.11.1 for iPhone

    1er août 2012, par ron garay

    I'm only asking this because I've successfully built previous versions of ffmpeg. Currently I use 0.10.2 since 0.11.1 fails.

    This is the errors I get when compiling 0.11.1

    CC libavcodec/arm/h264dsp_init_arm.o
    CC libavcodec/arm/h264pred_init_arm.o
    Unable to identify target architecture at /usr/bin/gas-preprocessor.pl line 82.
    CC libavcodec/arm/mpegaudiodsp_init_arm.o
    AS libavcodec/arm/jrevdct_arm.o
    CC libavcodec/arm/mpegvideo_arm.o
    libavcodec/arm/jrevdct_arm.S:72:garbage following instruction — `ldr r11,.Lpicoff\'
    libavcodec/arm/jrevdct_arm.S:73:Unknown pseudo-op : .Lpic
    libavcodec/arm/jrevdct_arm.S:73:Rest of line ignored. 1st junk character valued 92 ().
    libavcodec/arm/jrevdct_arm.S:75:Unknown pseudo-op : .altmacro
    libavcodec/arm/jrevdct_arm.S:76:Unknown pseudo-op : .noaltmacro
    make : * [libavcodec/arm/jrevdct_arm.o] Error 1

    I would want either of these :
    1)Fix this issue an compile ffmpeg for armv7
    2)Know what I have to put in a script to ensure I'm downloading ffmpeg 0.10.2

    Thank You

  • HLS Content Throwing 403 Errors on iPhone Indeterminately [closed]

    10 août 2023, par Shishir Jakati

    I am facing an issue with video content that I have converted to HLS playlist content (using ffmpeg) added to an S3 bucket that is shared through a Cloudfront Distribution. My scenario is the following :

    


    I have a bucket called bucket-a, with a "folder" video-1 which contains the following files :

    


      

    • output.m3u8
    • 


    • output0.ts
    • 


    • ...
    • 


    • output15.ts
    • 


    • audio/

        

      • audio.aac
      • 


      


    • 


    • image.jpg
    • 


    


    All items in bucket-a are blocked from public access through S3. Content is only vended through a Cloudfront distribution which has origin bucket-a. I am able to access https://<distro>.cloudfront.net/path/output.m3u8</distro> on a desktop browser without fail, and no errors thrown. But the file output.m3u8 and all .ts files are not available on iPhone mobile browsers. The part that is peculiar is that this is not true for all playlist content in bucket-a. For example, I have a "folder" video-2 within bucket-a that has the same file structure as video-1 that is completely accessible through all mobile browsers.

    &#xA;

    Here is an example master playlist error : https://dbs3s11vyxuw0.cloudfront.net/bottle-promo/script_four/output.m3u8

    &#xA;

    Even more head-scratching is that I am able to access all the playlists that are within this playlist.

    &#xA;

    What I've tried :

    &#xA;

      &#xA;
    • Initially, I believed the issue to be due to the way the video was transcoding so I standardized the video transcoding.
    • &#xA;

    • Then I believed the issue to be due to CloudFront permissions, though those seem to be fine.
    • &#xA;

    • I've validated my stream here : https://ott.dolby.com/OnDelKits_dev/StreamValidator/Start_Here.html
    • &#xA;

    &#xA;

    Not sure which way to turn.

    &#xA;

  • video frames render slow using opengl and ffmpeg in iphone

    17 février 2012, par resident_

    I'm developing an video player for iPhone. I'm using ffmpeg libraries to decode frames of video and I'm using opengl 2.0 to render the frames to the screen.

    But my app is very slow render the frames and some videos played slowly.

    I have played AVI, MOV, FLV, MP4 and WMV, and only several AVI files are correct played.

    I don't have much idea of ffmpeg and opengl, and I have used a tutorials and examples until now. But I think that the problem can be two things :

    1. The render method is very slowly. I don't use correctly the glTexSubImage2D function.

    2. I don't scale the frames correctly. I don't use correctly the sws_getContext function.

    I'm here parts of my code, to see if anyone can help me.

    So I use sws_getContext

    ctx->p_sws_ctx = sws_getContext(ctx->p_video_ctx->width,
                                   ctx->p_video_ctx->height,
                                   ctx->p_video_ctx->pix_fmt,
                                   ctx->p_video_ctx->width,
                                   ctx->p_video_ctx->height,
                                   PIX_FMT_RGB565, SWS_FAST_BILINEAR, NULL, NULL, NULL);




    // Framebuffer for RGB data
    ctx->p_frame_buffer = malloc(avpicture_get_size(PIX_FMT_RGB565,
                                                   ctx->p_video_ctx->width,
                                                   ctx->p_video_ctx->height));

    avpicture_fill((AVPicture*)ctx->p_picture_rgb, ctx->p_frame_buffer, PIX_FMT_RGB565,
                  ctx->p_video_ctx->width,
                  ctx->p_video_ctx->height);

    My render method of opengl 2.0

    - (void) render: (uint8_t*) buffer

    [EAGLContext setCurrentContext:context] ;

    glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    glViewport(0, 0, backingWidth, backingHeight);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // OpenGL loads textures lazily so accessing the buffer is deferred until draw; notify
    // the movie player that we&#39;re done with the texture after glDrawArrays.          
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mFrameW, mFrameH, GL_RGB,GL_UNSIGNED_SHORT_5_6_5, buffer);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);


    [moviePlayerDelegate bufferDone];

    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER];

    Someone, can I Help me ?

    Thanks,