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SPIP - plugins - embed code - Exemple
2 septembre 2013, par
Mis à jour : Septembre 2013
Langue : français
Type : Image
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Publier une image simplement
13 avril 2011, par ,
Mis à jour : Février 2012
Langue : français
Type : Video
Autres articles (96)
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MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
MediaSPIP Core : La Configuration
9 novembre 2010, parMediaSPIP Core fournit par défaut trois pages différentes de configuration (ces pages utilisent le plugin de configuration CFG pour fonctionner) : une page spécifique à la configuration générale du squelettes ; une page spécifique à la configuration de la page d’accueil du site ; une page spécifique à la configuration des secteurs ;
Il fournit également une page supplémentaire qui n’apparait que lorsque certains plugins sont activés permettant de contrôler l’affichage et les fonctionnalités spécifiques (...)
Sur d’autres sites (7185)
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Managing Music Playback Channels
30 juin 2013, par Multimedia Mike — GeneralMy Game Music Appreciation site allows users to interact with old video game music by toggling various channels, as long as the underlying synthesizer engine supports it.
Users often find their way to the Nintendo DS section pretty quickly. This is when they notice an obnoxious quirk with the channel toggling feature : specifically, one channel doesn’t seem to map to a particular instrument or track.
When it comes to computer music playback methodologies, I have long observed that there are 2 general strategies : Fixed channel and dynamic channel allocation.
Fixed Channel Approach
One of my primary sources of computer-based entertainment used to be watching music. Sure I listened to it as well. But for things like Amiga MOD files and related tracker formats, there was a rich ecosystem of fun music playback programs that visualized the music. There exist music visualization modes in various music players these days (such as iTunes and Windows Media Player), but those largely just show you a single wave form. These files were real time syntheses based on multiple audio channels and usually showed some form of analysis for each channel. My personal favorite was Cubic Player :
Most of these players supported the concept of masking individual channels. In doing so, the user could isolate, study, and enjoy different components of the song. For many 4-channel Amiga MOD files, I observed that the common arrangement was to use the 4 channels for beat (percussion track), bass line, chords, and melody. Thus, it was easy to just listen to, e.g., the bass line in isolation.
MODs and similar formats specified precisely which digital audio sample to play at what time and on which specific audio channel. To view the internals of one of these formats, one gets the impression that they contain an extremely computer-centric view of music.
Dynamic Channel Allocation Algorithm
MODs et al. enjoyed a lot of popularity, but the standard for computer music is MIDI. While MOD and friends took a computer-centric view of music, MIDI takes, well, a music-centric view of music.There are MIDI visualization programs as well. The one that came with my Gravis Ultrasound was called PLAYMIDI.EXE. It looked like this…
… and it confused me. There are 16 distinct channels being visualized but some channels are shown playing multiple notes. When I dug into the technical details, I learned that MIDI just specifies what notes need to be played, at what times and frequencies and using which instrument samples, and it was the MIDI playback program’s job to make it happen.
Thus, if a MIDI file specifies that track 1 should play a C major chord consisting of notes C, E, and G, it would transmit events “key-on C ; delta time 0 ; key-on E ; delta time 0 ; key-on G ; delta time … ; [other commands]“. If the playback program has access to multiple channels (say, up to 32, in the case of the GUS), the intuitive approach would be to maintain a pool of all available channels. Then, when it’s time to process the “key-on C” event, fetch the first available channel from the pool, mark it as in-use, play C on the channel, and return that channel to the pool when either the sample runs its course or the corresponding “key-off C” event is encountered in the MIDI command stream.
About That Game Music
Circling back around to my game music website, numerous supported systems use the fixed channel approach for playback while others use dynamic channel allocation approach, including evey Nintendo DS game I have so far analyzed.Which approach is better ? As in many technical matters, there are trade-offs either way. For many systems, the fixed channel approach is necessary because for many older audio synthesis systems, different channels had very specific purposes. The 8-bit NES had 5 channels : 2 square wave generators (used musically for melody/treble), 1 triangle wave generator (usually used for bass line), a noise generator (subverted for all manner of percussive sounds), and a limited digital channel (was sometimes assigned richer percussive sounds). Dynamic channel allocation wouldn’t work here.
But the dynamic approach works great on hardware with 16 digital channels available like, for example, the Nintendo DS. Digital channels are very general-purpose. What about the SNES, with its 8 digital channels ? Either approach could work. In practice, most games used a fixed channel approach : Games might use 4-6 channels for music while reserving the remainder for various in-game sound effects. Some notable exceptions to this pattern were David Wise’s compositions for Rare’s SNES games (think Battletoads and the various Donkey Kong Country titles). These clearly use some dynamic channel approach since masking all but one channel will give you a variety of instrument sounds.
Epilogue
There ! That took a long time to explain but I find it fascinating for some reason. I need to distill it down to far fewer words because I want to make it a FAQ on my website for “Why can’t I isolate specific tracks for Nintendo DS games ?”Actually, perhaps I should remove the ability to toggle Nintendo DS channels in the first place. Here’s a funny tale of needless work : I found the Vio2sf engine for synthesizing Nintendo DS music and incorporated it into the program. It didn’t support toggling of individual channels so I figured out a way to add that feature to the engine. And then I noticed that most Nintendo DS games render that feature moot. After I released the webapp, I learned that I was out of date on the Vio2sf engine. The final insult was that the latest version already supports channel toggling. So I did the work for nothing. But then again, since I want to remove that feature from the UI, doubly so.
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Anomalie #4562 : Suite #4468 : Unification des CSS pour les boutons et les icônes
17 février 2021Bon bon bon, on a pas mal réfléchi au sujet avec rastapopoulos, et je crois qu’on est arrivé à une solution satisfaisante.
En tout cas une solution qui répond complètement aux problèmes et besoins soulevés dans ce ticket, en ce qui me concerne.Le problème était de ne traiter des icônes que sous l’angle d’une utilisation dans des boutons, de ne le faire qu’à moitié en proposant un jeu d’icônes très restreint, et avec des icônes pas toutes prévues pour cette utilisation qui plus est.
Dans l’immédiat, pour clôturer ce ticket au plus vite, il s’agirait de faire ça :
- dans le CSS, retirer complètement les variantes de boutons avec icônes :
.bouton_add
,.bouton_supprimer
, etc. (ça sera fait différemment et mieux). - renommer la classe
.bouton
en.btn
: c’est moins verbeux et on comprend aussi bien. - préfixer les variantes génériques qui restent :
.btn_mini
au lieu de.btn mini
, etc. - finir les derniers petits ajustement visuels.
Avec ça le ticket pourra enfin être fermé.
Mais alors comment fait-on pour avoir des icônes dans les boutons ?
C’est l’étape suivante.Des icônes¶
On s’est dit, tant qu’à faire, autant proposer tout de suite un jeu complet d’icônes symboliques.
Les besoins sont multiples pour pleins d’éléments d’interface, dans les plugins et dans le core : plier/déplier des trucs, dupliquer un contenu, afficher un menu, remonter dans la hiérarchie, etc., etc. (je fais vite).
Et chacun doit réimplémenter ça un peu à sa sauce.On reprendrait un jeu d’icônes existant, qu’on n’aura pas à maintenir, optimisé, et qui fournit des icônes cohérentes visuellement, utilisables dans tous les contextes.
Il y a plusieurs choix de jeux d’icônes libres : Bootstrap-icons, Octicon, Material, Entypo, etc.Ces icônes seraient utilisables de 2 façons :
1. Des classes¶
Quand il s’agit d’icônes purement décoratives, des classes que l’on peut ajouter à n’importe quel élément inline.
Pour éviter les conflits, on propose la contraption de spip + icon = spicon.
Cette solution utilise une fontface, l’icône hérite de la taille et de la couleur du texte.Pour les boutons, même principe : la classe signifie « ajoute une icône dans cet élément »
Exemples :
<span class="CodeRay"><span class="tag">span> <span class="attribute-name">class</span>=<span class="string"><span class="delimiter">"</span><span class="content">spicon_menu</span><span class="delimiter">"</span></span><span class="tag">></span>Ouvrir le menu<span class="tag"></span>
<span class="tag">span> <span class="attribute-name">class</span>=<span class="string"><span class="delimiter">"</span><span class="content">spicon_truc</span><span class="delimiter">"</span></span><span class="tag">></span><span class="tag"></span> Du texte
<span class="tag">span> <span class="attribute-name">class</span>=<span class="string"><span class="delimiter">"</span><span class="content">titrem spicon_machin</span><span class="delimiter">"</span></span><span class="tag">></span>Mon titre<span class="tag"></span>
</span></span></span></span>2. Une balise #ICON¶
En complément, on peut vouloir embarquer une icône svg dans le HTML.
On propose de reprendre et d’adapter la super balise #ICON du plugin Zcore, qui fait ça très bien.
Cette balise permet d’embarquer une icône du set par défaut, mais également n’importe quelle autre (je rentre pas dans les détails).Un modèle correspondant permettra aussi d’inclure des icônes svg dans les textes :
<span class="CodeRay">#ICONE{identifiant}
#ICONE{chemin/vers/mon_icone.svg}
#ICONE{#identifiant_autre_set}
</span>Identifiants sémantiques¶
Les identifiants des icônes seront directement ceux du jeu d’icônes choisi.
Mais ils peuvent avoir des noms un peu barbares :chevron-double-right
,eye-slash
,grip-vertical
, etc.Dans tous les cas on pourra les utiliser tels quels, mais en plus de ça, on propose de faire une correspondance sémantique pour les icônes correspondants aux actions les plus courantes. Par exemple au lieu de faire
#ICONE{chevron-double-down}
on pourra faire#ICONE{deplier}
.La liste initiale est visible ici : https://demo.hedgedoc.org/3zIXkcFLTVSwV0nKC1_qcA?both
Voilà, je crois que c’est tout, rastapopoulos tu complètera si j’ai oublié des trucs.
Peut-être qu’on peut partir sur un nouveau ticket pour ce sujet et la branche dev qui ira avec.À vous les studios.
- dans le CSS, retirer complètement les variantes de boutons avec icônes :
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Why is my DSharpPlus Slash Command not playing my desired sound using FFMPEG in C# ?
19 mai 2023, par IngeniousThoughtsI'm having a problem with my ffmpeg setup the commands work fine but my play command doesn't play my desired sound.


//The command.
 [SlashCommand("play", "plays a sound in a voice channel.")]
 public async Task HowlCommand(InteractionContext ctx, [Choice("ChoiceName", "C:\\My\\Program\\Directory\\Name\\MySound.mp3")]
 [Option("Sound", "Please select a Sound")] string filepath)
 {
 //Creates a slash command used response.
 //Also removes the error message.
 await ctx.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, new DiscordInteractionResponseBuilder()
 .WithContent("Playing sound in voice channel. Please wait just a moment!"));
 
 //Checks if the user is not a bot to send the message.
 if (ctx.Member.IsBot)
 {
 return;
 }
 else
 {
 if(filepath != "C:\\My\\Program\\Directory\\Name\\MySound.mp3")
 {
 var embedmessage = new DiscordMessageBuilder()
 .AddEmbed(new DiscordEmbedBuilder()
 
 .WithAuthor("BotName", null, ctx.Client.CurrentApplication.Icon)
 .WithTitle("Please select the following sound to play:")
 .WithImageUrl(ctx.Client.CurrentApplication.Icon)
 .WithFooter("VoiceChannel Error.", "ImageURL.png")
 .WithTimestamp(DateTime.Now)
 .Build()
 
 );
 
 //Makes the command wait 5 seconds before sending the rest of the command data.
 await Task.Delay(TimeSpan.FromSeconds(5));
 
 //Sends the embed in a message.
 await ctx.Channel.SendMessageAsync(embedmessage);
 }
 else
 {
 //Makes the command wait 5 seconds before sending the rest of the command data.
 await Task.Delay(TimeSpan.FromSeconds(5));
 
 
 var vnext = ctx.Client.GetVoiceNext();
 var vnc = vnext.GetConnection(ctx.Guild);
 
 //if null throws exception.
 if (vnc == null)
 throw new System.InvalidOperationException("Not connected in this guild.");
 
 
 //Gets the mp3 file to use.
 var ffmpeg = Process.Start(new ProcessStartInfo
 {
 FileName = "ffmpeg",
 Arguments = $@"-i ""{filepath}"" -ac 2 -f s16le -ar 48000 pipe:1",
 RedirectStandardOutput = true,
 UseShellExecute = false
 });
 Stream pcm = ffmpeg.StandardOutput.BaseStream;
 
 VoiceTransmitSink transmit = vnc.GetTransmitSink();
 await pcm.CopyToAsync(transmit);
 vnc.GetTransmitSink().VolumeModifier = 5;
 
 //Makes the command wait 10 seconds before sending the rest of the command data.
 await Task.Delay(TimeSpan.FromSeconds(10));
 
 //Disconnects the bot from the voice channel.
 vnc.Disconnect();
 }
 }
 }



//The command.
 [SlashCommand("join", "Joins a voice channel.")]
 public async Task JoinChannel(InteractionContext ctx, [Choice("MyVoiceChannel", "VoiceChannelName")]
 [Option("VoiceChannel", "Please choose a Voice Channel.")] DiscordChannel channel)
 {
 //Creates a slash command used response.
 //Also removes the error message.
 await ctx.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, new DiscordInteractionResponseBuilder()
 .WithContent("Joining voice channel. Please wait just a moment!"));
 
 //Checks if the user is not a bot to send the message.
 if (ctx.Member.IsBot)
 {
 return;
 }
 else
 {
 if (channel.Name != "MyVoiceChannelName")
 {
 var embedmessage = new DiscordMessageBuilder()
 .AddEmbed(new DiscordEmbedBuilder()
 
 .WithAuthor("BotName", null, ctx.Client.CurrentApplication.Icon)
 .WithTitle("Please Create The Following Voice Channel:")
 .WithImageUrl(ctx.Client.CurrentApplication.Icon)
 .AddField("VoiceChannel:", "**BotName**" + Environment.NewLine + "Is Case Sensitive: **Yes**")
 .WithFooter("VoiceChannel Error.", "ImageURL.png")
 .WithTimestamp(DateTime.Now)
 .Build()
 
 );
 
 //Makes the command wait 5 seconds before sending the rest of the command data.
 await Task.Delay(TimeSpan.FromSeconds(5));
 
 //Sends the embed in a message.
 await ctx.Channel.SendMessageAsync(embedmessage);
 }
 else
 {
 //Makes the command wait 5 seconds before sending the rest of the command data.
 await Task.Delay(TimeSpan.FromSeconds(5));
 
 
 channel = ctx.Member.VoiceState?.Channel;
 await channel.ConnectAsync();
 
 }
 }
 }
 
 }
}



public sealed class Program
 {
 public static DiscordClient Client { get; private set; }
 public static InteractivityExtension Interactivity { get; private set; }
 public static CommandsNextExtension Commands { get; private set; }
 public static VoiceNextExtension VoiceNext { get; private set; }
 
 
 static async Task Main(string[] args)
 {
 
 //Main Window configs specifying the title name and color.
 Console.BackgroundColor = ConsoleColor.Black;
 Console.ForegroundColor = ConsoleColor.Magenta;
 Console.Title = "BotName";
 
 //1. Get the details of your config.json file by deserialising it
 var configJsonFile = new JSONReader();
 await configJsonFile.ReadJSON();
 
 //2. Setting up the Bot Configuration
 var discordConfig = new DiscordConfiguration()
 {
 Intents = DiscordIntents.All,
 Token = configJsonFile.token,
 TokenType = TokenType.Bot,
 AutoReconnect = true
 };
 
 //3. Apply this config to our DiscordClient
 Client = new DiscordClient(discordConfig);
 
 //4. Set the default timeout for Commands that use interactivity
 Client.UseInteractivity(new InteractivityConfiguration()
 {
 Timeout = TimeSpan.FromMinutes(2)
 });
 
 //5. Set up the Task Handler Ready event
 Client.Ready += OnClientReady;
 
 //6. Set up the Commands Configuration
 var commandsConfig = new CommandsNextConfiguration()
 {
 StringPrefixes = new string[] { configJsonFile.prefix },
 EnableMentionPrefix = true,
 EnableDms = true,
 EnableDefaultHelp = false,
 };
 
 Commands = Client.UseCommandsNext(commandsConfig);
 
 //7. Register your commands
 var slashCommandsConfig = Client.UseSlashCommands();
 slashCommandsConfig.RegisterCommands<mysoundscommand>(MyGuildID);
 
 //8. Allows usage of voice channels.
 var VoiceNext = Client.UseVoiceNext();
 
 //9. Connect to get the Bot online
 await Client.ConnectAsync();
 await Task.Delay(-1);
 }
 
 private static Task OnClientReady(DiscordClient sender, ReadyEventArgs e)
 {
 return Task.CompletedTask;
 }
 }
</mysoundscommand>


SourceCode Link :




playing the playsound slash command but wasn't expecting it to not play the mp3 file.


everything else worked fine except when it transmits the sound it doesn't play it.