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  • Creating farms of unique websites

    13 avril 2011, par

    MediaSPIP 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" (...)

  • Websites made ​​with MediaSPIP

    2 mai 2011, par

    This page lists some websites based on MediaSPIP.

  • Possibilité de déploiement en ferme

    12 avril 2011, par

    MediaSPIP peut être installé comme une ferme, avec un seul "noyau" hébergé sur un serveur dédié et utilisé par une multitude de sites différents.
    Cela permet, par exemple : de pouvoir partager les frais de mise en œuvre entre plusieurs projets / individus ; de pouvoir déployer rapidement une multitude de sites uniques ; d’éviter d’avoir à mettre l’ensemble des créations dans un fourre-tout numérique comme c’est le cas pour les grandes plate-formes tout public disséminées sur le (...)

Sur d’autres sites (5403)

  • Releasing GME Players and Tools

    22 mai 2012, par Multimedia Mike — General, alsa, github, gme, pulseaudio, Python, sdl

    I just can’t stop living in the past. To that end, I’ve been playing around with the Game Music Emu (GME) library again. This is a software library that plays an impressive variety of special music files extracted from old video games.

    I have just posted a series of GME tools and associated utilities up on Github.

    Clone the repo and try them out. The repo includes a small test corpus since one of the most tedious parts about playing these files tends to be tracking them down in the first place.

    Players
    At first, I started with trying to write some simple command line audio output programs based on GME. GME has to be the simplest software library that it has ever been my pleasure to code against. All it took was a quick read through the gme.h header file and it was immediately obvious how to write a simple program.

    First, I wrote a command line tool that output audio through PulseAudio on Linux. Then I made a second program that used ALSA. Guess what I learned through this exercise ? PulseAudio is actually far easier to program than ALSA.

    I also created an SDL player, seen in my last post regarding how to write an oscilloscope. I think I have the A/V sync correct now. It’s a little more fun to use than the command line tools. It also works on non-Linux platforms (tested at least on Mac OS X).

    Utilities
    I also wrote some utilities. I’m interested in exporting metadata from these rather opaque game music files in order to make them a bit more accessible. To that end, I wrote gme2json, a program that uses the GME library to fetch data from a game music file and then print it out in JSON format. This makes it trivial to extract the data from a large corpus of game music files and work with it in many higher level languages.

    Finally, I wrote a few utilities that repack certain ad-hoc community-supported game music archives into... well, an ad-hoc game music archive of my own device. Perhaps it’s a bit NIH syndrome, but I don’t think certain of these ad-hoc community formats were very well thought-out, or perhaps made sense a decade or more ago. I guess I’m trying to bring a bit of innovation to this archival process.

    Endgame
    I haven’t given up on that SaltyGME idea (playing these game music files directly in a Google Chrome web browser via Google Chrome). All of this ancillary work is leading up to that goal.

    Silly ? Perhaps. But I still think it would be really neat to be able to easily browse and play these songs, and make them accessible to a broader audience.

  • Using GStreamer to receive and send h264 video (from OBS)

    16 mars 2020, par Ivorius

    I’ve been trying to set up using GStreamer to get support for some input I can output from OBS.

    OBS : rtp_mpegts to udp ://localhost:5000

    http-launch 8080 webmmux streamable=true name=stream udpsrc uri=udp://localhost:5000 caps="application/x-rtp, media=(string)video, clock-rate=(int)90000, encoding-name=(string)MP2T-ES, payload=(int)
    33" ! gstrtpjitterbuffer latency=200 ! application/x-rtp ! rtpmp2tdepay ! video/mpegts ! mpegtsdemux ! video/x-h264 ! queue ! decodebin ! vp8enc ! stream.   audiotestsrc ! vorbisenc ! stream.

    However, using this it seems to accept connections, but just closes them again after a while. Any clues on what I am doing wrong ? I am open to any format changes as long as they’re supported by OBS / ffmpeg.

    As a bonus, how do I add support for audio as well ?

    Background

    I’ve found https://github.com/sdroege/http-launch, which works well in displaying a GStreamer video over http:

    <video autoplay="autoplay" controls="">
       <source src="https://localhost:8080" type="video/mp4" codecs="avc1.4D401E, mp4a.40.2">
       You browser doesn't support element <code>video

    .

    I’ve managed to set up a pipeline where I can use a GStreamer source to pipe into a http-launch
    pipeline and display it on video :

    http-launch 8080 webmmux streamable=true name=stream udpsrc port=5000 caps = "application/x-rtp, media=(string)video, clock-rate=(int)90000, encoding-name=(string)H264, payload=(int)96" ! mpegtsdemu
    x ! h264parse ! TIViddec2 ! videoconvert ! vp8enc ! stream.   audiotestsrc ! vorbisenc ! stream.

    gst-launch-1.0 -v videotestsrc ! videoconvert ! x264enc tune=zerolatency bitrate=500 speed-preset=superfast ! rtph264pay ! udpsink host=127.0.0.1 port=5000

    However, I don’t think OBS supports rpt over UDP. It uses ffmpeg to send these packets, which can stream rtp_mpegts. I’ve found some code snippets which claim to support the format, and stitch together the above pipeline.

  • Museum of Multimedia Software, Part 2

    16 août 2010, par Multimedia Mike — Software Museum

    This installment includes a bunch of old, discontinued Adobe software as well as some Flash-related mutlimedia software.

    Screen Time for Flash Screen Saver Factory
    "Create High Impact Screen Savers Using Macromedia Flash."



    Requirements include Windows 3.1, 95 or NT 3.5.1. A 486 computer is required to play the resulting screensavers which are Flash projectors using Macromedia Flash 3.0.

    Monster Interactive Instant GUI 2
    Create eye-popping GUIs more easily for use in Flash. Usability experts would argue that this is not a good thing.



    Adobe Dimensions 3.0
    "The Easy Yet Powerful 3D Rendering Tool." This software was end-of-life’d in late 2004-early 2005 (depending on region).



    Adobe ImageStyler
    "Instantly add style to your Web site." Wikipedia claims that this product was sold from 1998 to 2000 when it was superseded by Adobe LiveMotion (see below).



    Google is able to excavate a link to the Latin American site for Adobe ImageStyler, a page that doesn’t seem to be replicated in any other language.

    Adobe LiveMotion
    "Professional Web graphics and animation." This is version 1, where the last version was #2, released in 2002.



    Adobe Streamline 4.0
    "The most powerful way to convert images into line art." This was discontinued in mid-2005.



    Adobe SuperATM
    "The magic that maintains the look of your documents." This is the oldest item in my collection. A close examination of the back of the box reveals an old Adobe logo. The latest copyright date on the box is 1992.