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  • Publier sur MédiaSpip

    13 juin 2013

    Puis-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

  • HTML5 audio and video support

    13 avril 2011, par

    MediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
    The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
    For older browsers the Flowplayer flash fallback is used.
    MediaSPIP allows for media playback on major mobile platforms with the above (...)

  • De l’upload à la vidéo finale [version standalone]

    31 janvier 2010, par

    Le chemin d’un document audio ou vidéo dans SPIPMotion est divisé en trois étapes distinctes.
    Upload et récupération d’informations de la vidéo source
    Dans un premier temps, il est nécessaire de créer un article SPIP et de lui joindre le document vidéo "source".
    Au moment où ce document est joint à l’article, deux actions supplémentaires au comportement normal sont exécutées : La récupération des informations techniques des flux audio et video du fichier ; La génération d’une vignette : extraction d’une (...)

Sur d’autres sites (10467)

  • Mingw-w64 - printf does not work

    27 décembre 2013, par Gosha U.

    First I wanted to modificate ffplay according to my requirments. Then I noticed that original ffplay from my build can't play some video files, but it didn't write any message to console. Then I noticed that ffmpeg also don't write any usage message when I run it without params. But it works. If I run it from terminal it's like running asynchronously ! The terminal just shows next row. I mean it asks for a next command. But the ffmpeg process is visible in task manager and it writes the output video file what I had requested !

    I created following souce file. I have modified the Makefile. So it have built the exe-file works just the same way. I have no idea how it can be.

    #include
    #include "cmdutils.h"

    const char program_name[] = "hello";
    const int program_birth_year = 2013;

    void show_help_default(const char *opt, const char *arg)
    {
       printf("zxcvbnm\n");
    }

    int main(int argc, char **argv)
    {
       printf("1234567890\n");
       return 0;
    }

    And after that I created real hello world app with MinGW-w64 and qmake without eny extra libs. And its printf does not work.

    I want to prevent this behavior.

    I want to make printf working in traditional manner.

    How I build FFmpeg :

    PKG_CONFIG_PATH=/home/developer/workspace/MinGW32fs/lib/pkgconfig/ \
    SDL_CONFIG=/home/developer/workspace/MinGW32fs/bin/sdl-config \
    ./configure \
     --prefix=/home/developer/workspace/MinGW32fs \
     --extra-ldflags="-L/home/developer/workspace/MinGW32fs/lib" \
     --extra-cflags="-I/home/developer/workspace/MinGW32fs/include" \
     --arch=x86 --target-os=mingw32 --cross-prefix=i686-w64-mingw32-  \
     --pkg-config=pkg-config   --enable-libtheora --enable-libvorbis --enable-libvpx \
     --enable-outdev=sdl --enable-shared --disable-static \
     --disable-doc --disable-manpages --disable-podpages

    make
  • Rtsp streaming on nodejs - Blank screen

    17 juillet 2024, par theplaceofburak

    I am currently working on a Node.js project where I need to implement streaming using ffmpeg. However, I am facing an issue with the streaming process, as I am getting an empty blank screen instead of the expected video stream.

    


    Here's a brief overview of what I have done so far on the server-side :

    


    Installed ffmpeg and made sure it is accessible in the environment.
Configured the server-side code for the streaming process.
However, despite these efforts, the stream is not working correctly, and I am unable to see the video stream on the client-side.

    


    Server-side code :
app.js

    


    const express = require('express');
const Stream = require('node-rtsp-stream');

const app = express();
const port = 4000;

// Start the RTSP stream
const stream = new Stream({
  name: 'rtsp_server_name',
  streamUrl: 'rtsp://wowzaec2demo.streamlock.net/vod/mp4:BigBuckBunny_115k.mp4',
  wsPort: 3000,
  ffmpegOptions: {
    '-stats': '', // an option with no necessary value uses a blank string
    '-r': 30, // options with required values specify the value after the key
  },
});

stream.on('data', data => {
  console.log(data);
});

app.get('/', (req, res) => {
  res.send('Hello World');
});

app.listen(port, () => {
  console.log(`Server running at http://localhost:${port}/`);
});


    


    index.html

    


    &#xA;  &#xA;    <canvas></canvas>&#xA;  &#xA;  <h1>Test rtsp video</h1>&#xA;  <code class="echappe-js">&lt;script type=&quot;text/javascript&quot; src='http://stackoverflow.com/feeds/tag/js/jsmpeg.min.js'&gt;&lt;/script&gt;&#xA;  &lt;script type=&quot;text/javascript&quot;&gt;&amp;#xA;    player = new JSMpeg.Player(&amp;#x27;ws://localhost:3000&amp;#x27;, {&amp;#xA;      canvas: document.getElementById(&amp;#x27;canvas&amp;#x27;), // Canvas should be a canvas DOM element&amp;#xA;    });&amp;#xA;  &lt;/script&gt;&#xA;&#xA;

    &#xA;

    I got no console error when I open index.html but only get blank black screen
    &#xA;Blank Screen

    &#xA;

  • Javascript sync images

    26 septembre 2021, par Ruan Matt

    I'm studying about FPS, animations, image processing in order to get into the game development world.

    &#xA;

    I took a video and extract each frame into a .jpg image, and I want to run these images, side by side, in the same sync as the original video

    &#xA;

    You can test at this link => https://jsfiddle.net/ruanmatt144/267erymL/2/

    &#xA;

    The problem : The video FPS is 30, but even if I put 1000/30, or any other value that refers to the original FPS, it doesn't work ! It doesn't stay in sync. setTimeout has a limit on decimal places that I don't know about ?

    &#xA;

    Video timestamp for each frame => https://unity-animation.ztech.gq/timestamp.txt

    &#xA;

    How can I sync those images following the original video timestamp ? Thank you.

    &#xA;

    var arr = Array();&#xA;var v = 0;&#xA;var v2 = 0;&#xA;var k = 0;&#xA;&#xA;(function getImages(i) {&#xA;  setTimeout(function() {&#xA;    v&#x2B;&#x2B;;&#xA;    var r = Math.random();&#xA;        loadImage("https://unity-animation.ztech.gq/frames/out-" &#x2B; v &#x2B; ".jpg?v=" &#x2B; r);&#xA;        arr.push("https://unity-animation.ztech.gq/frames/out-" &#x2B; v &#x2B; ".jpg?v=" &#x2B; r);&#xA;&#xA;        if (--i) getImages(i);&#xA;  }, 30)&#xA;})(20000);&#xA;&#xA;&#xA;&#xA;const loadImage = src =>&#xA;    new Promise((resolve, reject) => {&#xA;        const img = new Image();&#xA;        img.onload = () => resolve(img);&#xA;        img.src = src;&#xA;    })  &#xA;;&#xA;&#xA;var imgArray = new Array();&#xA;setTimeout(function() {&#xA;    (function runVideo(i) {&#xA;        setTimeout(function() {&#xA;            v2&#x2B;&#x2B;;&#xA;            imgArray[v2] = new Image();&#xA;            document.getElementById(&#x27;load&#x27;).appendChild(imgArray[v2]);&#xA;&#xA;            imgArray[v2].src = arr[v2];&#xA;            imgArray[v2].classList.add("overlayImage");&#xA;            imgArray.shift();&#xA;            var parent = document.querySelector("#load");&#xA;            [...parent.children].slice(0,-10).forEach(parent.removeChild.bind(parent));&#xA;            var last = document.querySelector(&#x27;#load img:last-child&#x27;).getAttribute("src");&#xA;            var _final = last.substring(&#xA;                last.indexOf("-") &#x2B; 1, &#xA;                last.lastIndexOf(".jpg")&#xA;            );&#xA;            arr.shift();&#xA;        if (--i) runVideo(i);&#xA;      }, 90) // &lt;== the problem is here, which value I must use?&#xA;    })(38194);&#xA;    document.getElementById("video").play();&#xA;}, 20000);&#xA;

    &#xA;