Recherche avancée

Médias (91)

Autres articles (102)

  • Multilang : améliorer l’interface pour les blocs multilingues

    18 février 2011, par

    Multilang 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 v0.2

    21 juin 2013, par

    MediaSPIP 0.2 est la première version de MediaSPIP stable.
    Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Comme pour la version précédente, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

  • Gestion des droits de création et d’édition des objets

    8 février 2011, par

    Par défaut, beaucoup de fonctionnalités sont limitées aux administrateurs mais restent configurables indépendamment pour modifier leur statut minimal d’utilisation notamment : la rédaction de contenus sur le site modifiables dans la gestion des templates de formulaires ; l’ajout de notes aux articles ; l’ajout de légendes et d’annotations sur les images ;

Sur d’autres sites (8687)

  • Using DirectX from subprocess executed by windows service

    26 mai 2019, par Igor Gorelik

    I need to execute ffmpeg process from windows service and capture it’s standard output. It works fine until I use hardware acceleration. Because accessing DirectX from windows service is restricted, the subprocess also fails to access it.

    When I’m executing the same code from console application, everything works OK, but the same code executed from windows service fails to use hardware acceleration.

           string ffmpegArgs = /*-hwaccel dxva2 */"-threads 0 -probesize 100512 -i c:/Temp/test.mp4 -vf yadif -vcodec libx264 -preset ultrafast -tune zerolatency -profile baseline -x264-params keyint=20:min-keyint=20:scenecut=-1 -acodec aac -b:a 48k -flags +cgop -f mp4 -movflags empty_moov+default_base_moof+frag_keyframe c:/temp/output.avi";

           var psi = new ProcessStartInfo
           {
               FileName = "c:/Temp/ffmpeg4/ffmpeg.exe",
               Arguments = ffmpegArgs,
               WorkingDirectory = "c:/Temp/ffmpeg4",
               CreateNoWindow = false,
               WindowStyle = ProcessWindowStyle.Hidden,
               RedirectStandardInput = false,
               RedirectStandardOutput = true,
               RedirectStandardError = true,
               UseShellExecute = false
           };

           var processVideo = new Process { StartInfo = psi }.Start();

    I need somehow break the inherited restrictions to be able to execute ffmpeg with hardware acceleration (access DirectX API). Any suggestions ?

  • where to put opencv2 ffmpeg.dll in path in conda environment ?

    28 juillet 2020, par smaillis

    Im trying to load a saved mp4 video with opencv with th following code found somewhere on SO, and cap.isOpened() returns false. I looked around and some says its to do with the ffmpeg.dll not on PATH, but I found it in my conda env directory env\Lib\site-packages\cv2\opencv_videoio_ffmpeg430_64.dll

    


    How do I fix this ?

    


    Also VideoCapture(0) works fine (camera stream works).

    


    import cv2
import numpy as np

cap = cv2.VideoCapture('../sandbox/vid.mp4')  
if (cap.isOpened()== False):
    print("Error opening video stream or file")

while(cap.isOpened()):
    ret, frame = cap.read()
    if ret == True:
        cv2.imshow('Frame',frame)
    if cv2.waitKey(25) & 0xFF == ord('q'):
        break     

cap.release()
cv2.destroyAllWindows()


    


    Platform Windows 10

    


    >>>cv.__version__
'4.3.0'


    


  • Play AAC in SoundManager2 won't start

    27 novembre 2012, par sasa

    I converted audio file MP4 to AAC and then want to play that file in SoundManager2. If I use some software for Windows for convert, everying is fine, audio is playing well. But, on server side when MP4 file is converted to AAC using ffmpeg, file is loaded in SM2, but playing is not started.

    I use this command :

    ffmpeg -i in.mp4 out.aac

    Here is SoundManager2 log :

    -- SoundManager 2: HTML5 support tests (/^(probably|maybe)$/i): mp3: true (preferring flash), mp4: true (preferring flash), ogg: true, wav: true -- soundmanager2.js:1156
    -- SoundManager 2 V2.97a.20120916 (AS3/Flash 9) + HTML5 audio, high performance mode, custom (1ms) polling, wmode: transparent, flash debug mode, flashBlock mode -- soundmanager2.js:1156
    soundManager::createMovie(): Trying to load /soundmanager/swf/soundmanager2_flash9_debug.swf soundmanager2.js:1156
    soundManager::initMovie(): Waiting for ExternalInterface call from Flash... soundmanager2.js:1158
    soundManager::externalInterfaceOK() (~0 ms) soundmanager2.js:1158
    soundManager::init() soundmanager2.js:1158
    soundManager: Attempting JS to Flash call... soundmanager2.js:1158
    (Flash): SM2 SWF V2.97a.20120916 (AS3/Flash 9) soundmanager2.js:1158
    Flash security sandbox type: remote soundmanager2.js:1158
    (Flash): JS to/from Flash OK soundmanager2.js:1158
    (Flash): Enabling polling, 1 ms interval soundmanager2.js:1158
    -- SoundManager 2 loaded (OK) -- soundmanager2.js:1156
    soundManager: Firing 1 onready() item soundmanager2.js:1158
    threeSixtyPlayer.init() soundmanager2.js:1158
    threeSixtyPlayer.init(): Found 1 relevant items. soundmanager2.js:1158
    handleClick() soundmanager2.js:1158
    soundManager.createSound(): ui360Sound0 (http://[private url]/out.aac?v=1350309261) soundmanager2.js:1156
    soundManager.createSound(): Enabling usePolicyFile for data access soundmanager2.js:1158
    SMSound() merged options: {
    id: ui360Sound0,
    url: http://[private url]/out.aac?v=1350309261,
    onplay: { pl.removeClass(this._360data.oUIBox,this._360data.className); t... },
    onstop: { pl.removeClass(this._360data.oUIBox,this._360data.className); t... },
    onpause: { pl.removeClass(this._360data.oUIBox,this._360data.className); t... },
    onresume: { pl.removeClass(this._360data.oUIBox,this._360data.className); t... },
    onfinish: { var nextLink; pl.removeClass(this._360data.oUIBox,this._360data... },
    onbufferchange: { if (this.isBuffering) { pl.addClass(this._360data.oUIBox,pl.css... },
    whileloading: { if (this.paused) { self.updatePlaying.apply(this); } }... },
    whileplaying: { self.updatePlaying.apply(this); this._360data.fps++; }... },
    useWaveformData: false,
    useEQData: false,
    usePeakData: true,
    autoLoad: false,
    autoPlay: false,
    loops: 1,
    multiShot: true,
    multiShotEvents: false,
    pan: 0,
    stream: true,
    usePolicyFile: true,
    volume: 50,
    useMovieStar: false,
    isMovieStar: false,
    bufferTime: 3
    } soundmanager2.js:1158
    (Flash): SoundManager2_SMSound_AS3: Got duration: 0, autoPlay: false soundmanager2.js:1158
    SMSound.play(): Attempting to load "ui360Sound0" soundmanager2.js:1156
    SMSound.load(): http://[private url]/out.aac?v=1350309261 soundmanager2.js:1156
    SMSound.play(): "ui360Sound0" is starting to play soundmanager2.js:1158
    fanOut: ui360Sound0: http://[private url]/out.aac?v=1350309261 soundmanager2.js:1158
    (Flash): start (ui360Sound0): 0 soundmanager2.js:1158
    SMSound._onbufferchange(): 1 soundmanager2.js:1158
    SMSound._onbufferchange(): 0 soundmanager2.js:1158
    SMSound._onload(): "ui360Sound0" loaded.

    What can be a problem ?