
Recherche avancée
Autres articles (112)
-
Personnaliser en ajoutant son logo, sa bannière ou son image de fond
5 septembre 2013, parCertains thèmes prennent en compte trois éléments de personnalisation : l’ajout d’un logo ; l’ajout d’une bannière l’ajout d’une image de fond ;
-
Websites made with MediaSPIP
2 mai 2011, parThis page lists some websites based on MediaSPIP.
-
Creating farms of unique websites
13 avril 2011, parMediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...)
Sur d’autres sites (15805)
-
Android and Ffmpeg. Play video (audio and video syncing WITHOUT USING SDL)
21 janvier 2014, par user1885632I have build ffmpeg library and made simple project where I decode video stream and show it on SurfaceView. Now I need to play sound stream of my video file. And the biggest problem for me is synchronization. I saw tutorials but all of them show how to do this using SDL. But for this I need to install SDL, build it (and there are some trouble for me, because of my project structure). So I don't want to use SDL. Are there any ways how to play a videofile with sound synchronously without using SDL ?
-
Compressed mp4 video is taking too long time to play (exoplayer)
10 août 2018, par UserVideo(mp4) is recorded from android camera and sent to backend, here I am using ffmpeg wrapper to compress the video[44mb video to 5.76mb]. compression is working well, But when I send the video for play in android(exo player), is taking too long time to start.
below is my code to compress :
FFmpegBuilder builder = new FFmpegBuilder()
.setInput("D:/dummyVideos/myvideo.mp4") // Filename, or a FFmpegProbeResult
.overrideOutputFiles(true) // Override the output if it exists
.addOutput("D:/dummyVideos/myvideo_ffmpeg.mp4") // Filename for the destination
.setFormat("mp4") // Format is inferred from filename, or can be set
.disableSubtitle() // No subtiles
.setAudioChannels(1) // Mono audio
.setAudioCodec("aac") // using the aac codec
.setAudioSampleRate(48_000) // at 48KHz
.setAudioBitRate(32768) // at 32 kbit/s
.setVideoCodec("libx264") // Video using x264
.setVideoFrameRate(24, 1) // at 24 frames per second
.setVideoResolution(1280, 720) // at 640x480 resolution
.setVideoBitRate(762800)
.setStrict(FFmpegBuilder.Strict.EXPERIMENTAL) // Allow FFmpeg to use experimental specs
.done();Can anyone tell me why video is taking too long time to play in exo player ? Is anything wrong in the compression ?
-
wrong play audio samples
8 août 2014, par Ivan LisovichI have a problem with a ffmpeg and NAudio libs.
I worked with the old ffmpeg library and there the audio plays correctly.
read video in manage c++// Read frames and save to list audio frames
while(av_read_frame(pFormatCtx, &packet) >= 0)
{
if(packet.stream_index == videoStream)
{
// reade image
}
else if(packet.stream_index == audioStream)
{
int b = av_dup_packet(&packet);
if(b >= 0) {
int audio_pkt_size = packet.size;
libffmpeg::uint8_t* audio_pkt_data = packet.data;
while(audio_pkt_size > 0)
{
int got_frame = 0;
int len1 = libffmpeg::avcodec_decode_audio4(aCodecCtx, &frame, &got_frame, &packet);
if(len1 < 0)
{
/* if error, skip frame */
audio_pkt_size = 0;
break;
}
audio_pkt_data += len1;
audio_pkt_size -= len1;
if (got_frame)
{
int data_size = libffmpeg::av_samples_get_buffer_size ( NULL, aCodecCtx->channels, frame.nb_samples, aCodecCtx->sample_fmt, 1 );
array<byte>^ managedBuf = gcnew array<byte>(data_size);
System::IntPtr iptr = System::IntPtr( frame.data[0] );
System::Runtime::InteropServices::Marshal::Copy( iptr, managedBuf, 0, data_size );
audioData->Add(managedBuf);
}
}
}
}
// Free the packet that was allocated by av_read_frame
libffmpeg::av_free_packet(&packet);
}
</byte></byte>I return audioData to c# code and play in NAudio library
play in c#var recordingFormat = new WaveFormat(reader.SampleRate, 16, reader.Channels);
var waveProvider = new BufferedWaveProvider(recordingFormat) { DiscardOnBufferOverflow = true, BufferDuration = TimeSpan.FromMilliseconds(10000) };
var waveOut = new DirectSoundOut();
waveOut.Init(waveProvider);
waveOut.Play();
foreach (byte[] data in audioData)
{
waveProvider.AddSamples(data, 0, data.Length);
}but audio not playing.
what am I doing wrong ?