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  • Problèmes fréquents

    10 mars 2010, par

    PHP et safe_mode activé
    Une des principales sources de problèmes relève de la configuration de PHP et notamment de l’activation du safe_mode
    La solution consiterait à soit désactiver le safe_mode soit placer le script dans un répertoire accessible par apache pour le site

  • Les autorisations surchargées par les plugins

    27 avril 2010, par

    Mediaspip core
    autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs

  • Les formats acceptés

    28 janvier 2010, par

    Les commandes suivantes permettent d’avoir des informations sur les formats et codecs gérés par l’installation local de ffmpeg :
    ffmpeg -codecs ffmpeg -formats
    Les format videos acceptés en entrée
    Cette liste est non exhaustive, elle met en exergue les principaux formats utilisés : h264 : H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 m4v : raw MPEG-4 video format flv : Flash Video (FLV) / Sorenson Spark / Sorenson H.263 Theora wmv :
    Les formats vidéos de sortie possibles
    Dans un premier temps on (...)

Sur d’autres sites (3976)

  • php shell scripting for FFmpeg video conversion

    18 juillet 2012, par Subhransu

    I have a shell script for converting any video into mp4 format(using ffmpeg) . I want to write a php script for executing ffmpeg to convert any video format into mp4 video format .

    Here is the shell script : http://pastebin.com/PH3QWFqQ

    Shell script running good without shell_exec() .
    Update :

    I have tried doing it by using shell_exec() but i am getting an error :

    PHP Parse error : syntax error, unexpected T_STRING in test1.php on line 33

    UPDATE :

    I have tried with shell_exec() :
    It executes but not showing any output . But the .sh file alone shows output

  • Wav File Encoding with FFMPEG

    7 septembre 2011, par user924702

    I want to convert raw PCM data(Taken from Android Phone mic) into a libGSM Wave file. After encoding into file, VLC player shows right codec information and duration but unable to play contents. Please help me to find what I am doing wrong.

    Below is my code for encoding and header writing :

    void EncodeTest(uint8_t *audioData, size_t audioSize)
    {
       AVCodecContext  *audioCodec;
       AVCodec *codec;
       uint8_t *buf;    int bufSize, frameBytes;
       __android_log_print(ANDROID_LOG_INFO, DEBUG_TAG,"Lets encode :%u with size %d\n",(int)audioData, (int)audioSize);
       //Set up audio encoder
       codec = avcodec_find_encoder(CODEC_ID_GSM);
       if (codec == NULL){
           __android_log_print(ANDROID_LOG_ERROR, DEBUG_TAG,"ERROR:: Unable to find encoder(CODEC_ID_GSM)");
           codec = avcodec_find_encoder(CODEC_ID_GSM);
           if (codec == NULL){
               __android_log_print(ANDROID_LOG_ERROR, DEBUG_TAG,"ERROR:: Unable to find encoder(CODEC_ID_GSM)");
               return;
           }
       }
       audioCodec                  = avcodec_alloc_context();
       audioCodec->channels        = 1;
       audioCodec->sample_rate     = 8000;
       audioCodec->sample_fmt      = SAMPLE_FMT_S16;
       audioCodec->bit_rate        = 13200;
       audioCodec->priv_data       = gsm_create();

       switch(audioCodec->codec_id) {
           case CODEC_ID_GSM:
               audioCodec->frame_size = GSM_FRAME_SIZE;
               audioCodec->block_align = GSM_BLOCK_SIZE;
               int one = 1;
               gsm_option(audioCodec->priv_data, GSM_OPT_WAV49, &one);
               break;
           case CODEC_ID_GSM_MS: {
               int one = 1;
               gsm_option(audioCodec->priv_data, GSM_OPT_WAV49, &one);
               audioCodec->frame_size = 2*GSM_FRAME_SIZE;
               audioCodec->block_align = GSM_MS_BLOCK_SIZE;
           }
       }
       audioCodec->coded_frame= avcodec_alloc_frame();
       audioCodec->coded_frame->key_frame= 1;
       audioCodec->time_base       = (AVRational){1,  audioCodec->sample_rate};
       audioCodec->codec_type      = CODEC_TYPE_AUDIO;

       if (avcodec_open(audioCodec, codec) < 0){
           __android_log_print(ANDROID_LOG_ERROR, DEBUG_TAG,"ERROR:: Unable to avcodec_open");
           return;
       }

       bufSize     = FF_MIN_BUFFER_SIZE * 10;
       buf         = (uint8_t *)malloc(bufSize);
       if (buf == NULL) return;
       frameBytes = audioCodec->frame_size * audioCodec->channels * 2;
       FILE *fileWrite = fopen(FILE_NAME,"w+b");
       if(NULL == fileWrite){
           __android_log_print(ANDROID_LOG_ERROR, DEBUG_TAG,"ERROR:: Unable to open file for reading.");
       }
       /*Write wave header*/
       WriteWav(fileWrite, 32505);/*Just for test*/

       /*Lets encode raw packet and write into file after header.*/
       __android_log_print(ANDROID_LOG_INFO, DEBUG_TAG,"Lets Encode Actual Bytes");
       int nChunckSize = 0;
       while (audioSize >= frameBytes)
       {
           int packetSize;

           packetSize = avcodec_encode_audio(audioCodec, buf, bufSize, (short *)audioData);
           __android_log_print(ANDROID_LOG_INFO, DEBUG_TAG,"Encoder returned %d bytes of data\n", packetSize);
           nChunckSize += packetSize;
           audioData += frameBytes;
           audioSize -= frameBytes;
           if(NULL != fileWrite){
               fwrite(buf, packetSize, 1, fileWrite);
           }
           else{
               __android_log_print(ANDROID_LOG_ERROR, DEBUG_TAG,"Unable to open file for writting... NULL");
           }
       }
       if(NULL != fileWrite){
           fclose(fileWrite);
       }
       __android_log_print(ANDROID_LOG_INFO, DEBUG_TAG,"----- Done with nChunckSize: %d --- ",nChunckSize);
        __android_log_print(ANDROID_LOG_INFO, DEBUG_TAG,"*****************************");
       wavReadnDisplayHeader(FILE_NAME);
       __android_log_print(ANDROID_LOG_INFO, DEBUG_TAG,"*****************************");
       wavReadnDisplayHeader("/sdcard/Voicemail2.wav");
    }

    Header Writing :

    /** Writes WAV headers */
    void WriteWav(FILE *f, long int bytes)
    {
       /* quick and dirty */
       fwrite("RIFF",sizeof(char),4,f);                /*  0-3 */      //RIFF
       PutNum(bytesã8,f,1,4);                       /*  4-7 */      //ChunkSize
       fwrite("WAVEfmt ",sizeof(char),8,f);            /*  8-15 */     //WAVE Header + FMT header
       PutNum(16,f,1,4);                               /* 16-19 */     //Size of the fmt chunk
       PutNum(49,f,1,2);                                /* 20-21 */     //Audio format, 49=libgsm wave, 1=PCM,6=mulaw,7=alaw, 257=IBM Mu-Law, 258=IBM A-Law, 259=ADPCM
       PutNum(1,f,1,2);                                /* 22-23 */     //Number of channels 1=Mono 2=Sterio
       PutNum(8000,f,1,4);                             /* 24-27 */     //Sampling Frequency in Hz
       PutNum(2*8000,f,1,4);                           /* 28-31 */     //bytes per second /Sample/persec
       PutNum(2,f,1,2);                                /* 32-33 */     // 2=16-bit mono, 4=16-bit stereo
       PutNum(16,f,1,2);                                /* 34-35 */     // Number of bits per sample
       fwrite("data",sizeof(char),4,f);                /* 36-39 */    
       PutNum(bytes,f,1,4);                            /* 40-43 */     //Sampled data length  
    }

    Please help....

  • Re-solving My Search Engine Problem

    28 juillet 2012, par Multimedia Mike — General, swish-e

    14 years ago, I created a web database of 8-bit Nintendo Entertainment System games. To make it useful, I developed a very primitive search feature.

    A few months ago, I decided to create a web database of video game music. To make it useful, I knew it would need to have a search feature. I realized I needed to solve the exact same problem again.

    Requirements
    The last time I solved this problem, I came up with an excruciatingly naïve idea. Hey, it worked. I really didn’t want to deploy the same solution again because it felt so silly the first time. Surely there are many better ways to solve it now ? Many different workable software solutions that do all the hard work for me ?

    The first time I attacked this, it was 1998 and hosting resources were scarce. On my primary web host I was able to put static HTML pages, perhaps with server side includes. The web host also offered dynamic scripting capabilities via something called htmlscript (a.k.a. MIVA Script). I had a secondary web host in my ISP which allowed me to host conventional CGI scripts on a Unix host, so that’s where I hosted the search function (Perl CGI script accessing a key/value data store file).

    Nowadays, sky’s the limit. Any type of technology you want to deploy should be tractable. Still, a key requirement was that I didn’t want to pay for additional hosting resources for this silly little side project. That leaves me with options that my current shared web hosting plan allows, which includes such advanced features as PHP, Perl and Python scripts. I can also access MySQL.

    Candidates
    There are a lot of mature software packages out there which can index and search data and be plugged into a website. But a lot of them would be unworkable on my web hosting plan due to language or library package limitations. Further, a lot of them feel like overkill. At the most basic level, all I really want to do is map a series of video game titles to URLs in a website.

    Based on my research, Lucene seems to hold a fair amount of mindshare as an open source indexing and search solution. But I was unsure of my ability to run it on my hosting plan. I think MySQL does some kind of full text search, so I could have probably made a solution around that. Again, it just feels like way more power than I need for this project.

    I used Swish-e once about 3 years ago for a little project. I wasn’t confident of my ability to run that on my server either. It has a Perl API but it requires custom modules.

    My quest for a search solution grew deep enough that I started perusing a textbook on information retrieval techniques in preparation for possibly writing my own solution from scratch. However, in doing so, I figured out how I might subvert an existing solution to do what I want.

    Back to Swish-e
    Again, all I wanted to do was pull data out of a database and map that data to a URL in a website. Reading the Swish-e documentation, I learned that the software supports a mode specifically tailored for this. Rather than asking Swish-e to index a series of document files living on disk, you can specify a script for Swish-e to run and the script will generate what appears to be a set of phantom documents for Swish-e to index.

    When I ’add’ a game music file to the game music website, I have a scripts that scrape the metadata (game title, system, song titles, composers, company, copyright, the original file name on disk, even the ripper/dumper who extracted the chiptune in the first place) and store it all in an SQLite database. When it’s time to update the database, another script systematically generates a series of pseudo-documents that spell out the metadata for each game and prefix each document with a path name. Searching for a term in the index returns a lists of paths that contain the search term. Thus, it makes sense for that path to be a site URL.

    But what about a web script which can search this Swish-e index ? That’s when I noticed Swish-e’s C API and came up with a crazy idea : Write the CGI script directly in C. It feels like sheer madness (or at least the height of software insecurity) to write a CGI script directly in C in this day and age. But it works (with the help of cgic for input processing), just as long as I statically link the search script with libswish-e.a (and libz.a). The web host is an x86 machine, after all.

    I’m not proud of what I did here— I’m proud of how little I had to do here. The searching CGI script is all of about 30 lines of C code. The one annoyance I experienced while writing it is that I had to consult the Swish-e source code to learn how to get my search results (the "swishdocpath" key — or any other key — for SwishResultPropertyStr() is not documented). Also, the C program just does the simplest job possible, only querying the term in the index and returning the results in plaintext, in order of relevance, to the client-side JavaScript code which requested them. JavaScript gets the job of sorting and grouping the results for presentation.

    Tuning the Search
    Almost immediately, I noticed that the search engine could not find one of my favorite SNES games, U.N. Squadron. That’s because all of its associated metadata names Area 88, the game’s original title. Thus, I had to modify the metadata database to allow attaching somewhat free-form tags to games in order to compensate. In this case, an alias title would show up in the game’s pseudo-document.

    Roman numerals are still a thorn in my side, just as they were 14 years ago in my original iteration. I dealt with it back then by converting all numbers to Roman numerals during the index and searching processes. I’m not willing to do that for this case and I’m still looking for a good solution.

    Another annoying problem deals with Mega Man, a popular franchise. The proper spelling is 2 words but it’s common for people to mash it into one word, Megaman (see also : Spider-Man, Spiderman, Spider Man). The index doesn’t gracefully deal with that and I have some hacks in place to cope for the time being.

    Positive Results
    I’m pleased with the results so far, and so are the users I have heard from. I know one user expressed amazement that a search for Castlevania turned up Akumajou Densetsu, the Japanese version of Castlevania III : Dracula’s Curse. This didn’t surprise me because I manually added a hint for that mapping. (BTW, if you are a fan of Castlevania III, definitely check out the Akumajou Densetsu soundtrack which has an upgraded version of the same soundtrack using special audio channels.)

    I was a little more surprised when a user announced that searching for ’probotector’ correctly turned up Contra : Hard Corps. I looked into why this was. It turns out that the original chiptune filename was extremely descriptive : "Contra - Hard Corps [Probotector] (1994-08-08)(Konami)". The filenames themselves often carry a bunch of useful metadata which is why it’s important to index those as well.

    And of course, many rippers, dumpers, and taggers have labored for over a decade to lovingly tag these songs with as much composer information as possible, which all gets indexed. The search engine gets a lot of compliments for its ability to find many songs written by favorite composers.