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Publier une image simplement
13 avril 2011, par ,
Mis à jour : Février 2012
Langue : français
Type : Video
Autres articles (58)
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Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs -
Ajouter notes et légendes aux images
7 février 2011, parPour pouvoir ajouter notes et légendes aux images, la première étape est d’installer le plugin "Légendes".
Une fois le plugin activé, vous pouvez le configurer dans l’espace de configuration afin de modifier les droits de création / modification et de suppression des notes. Par défaut seuls les administrateurs du site peuvent ajouter des notes aux images.
Modification lors de l’ajout d’un média
Lors de l’ajout d’un média de type "image" un nouveau bouton apparait au dessus de la prévisualisation (...) -
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 (7325)
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Back on the Salty Track
12 juin 2011, par Multimedia Mike — GeneralAfter I posted about my initial encounter and frustration with Google’s Native Client (NaCl) SDK and took a deep breath, I realized that I achieved an important proof of concept— I successfully played music using the NaCl SDK audio output interface. Then I started taking a closer read through the (C-based set of) header files and realized I might be able to make a go of it after all. I had much better luck this time and managed to create a proper Native Client interface that allows for controlling playback, presenting metadata, and toggling individual voices (a fascinating tool for studying classic game music).
I haven’t bothered to post the actual plugin because, really, what’s the point ? I started with NaCl SDK 0.3 which requires Chrome 12, which means terribly limited reach, even among Chrome users. At least, that was true when I restarted this little project. Chrome 12 was formally released this past week. Chrome development really does move at breakneck pace.
Anyway, here is a static screenshot of what the plugin currently looks like :
Not pretty, but it does the job.
Dev Journal
Various notes based on this outing :- Portability : I tested my plugin using Chrome 12 on 64-bit Windows, Mac, and Linux. Mac and Linux both work ; Windows does not.
- Build System : SDK 0.3 is still lacking in its ability to compile .cpp files (instead of .cc files) ; necessary because libgme is C++ using .cpp files. This requires some build system modification.
- Getting the interfaces : This is where I got tripped up the first time around. get_browser_interface() from their example actually refers to a parameter passed in through the PPP_InitializeModule() function. The SDK’s template generator renames this to get_browser().
- Debugging : I feel unstoppable once I have a printf() mechanism available to me during development. To that end, console.log() from JavaScript outputs to Chrome’s built-in JavaScript console log while putting printf() statements in the actual NaCl plugin causes the messages to show up in /.xsession-errors on Linux/X.
- Size Matters : The binaries generated with the NaCl 0.3 SDK are ridiculously huge. The basic "Hello World" example in C compiles to binaries that are 6.7 MB and 7.8 MB for the 32- and 64-bit builds, respectively. This made me apprehensive to build a full version of SaltyGME that contains all the bells and whistles offered by the library. However, all of the GME code compiled into the binary adds very little size. Curiously, the C++ version of "Hello World" only ranges from 1.8-2.0 MB for 32- and 64-bit. Is there some kind of C tax happening here ? Note that running ’strip’ on the resulting .nexe files (they’re ELF files, after all) brings the sizes down into the C++ range, but at the cost of causing them to not work (more specifically, not even load).
- No Messaging : The NaCl SDK is supposed to have a messaging interface which allows the NaCl plugin to send asynchronous messages up to the hosting page. When I try to instantiate it, I get a NULL. I’m stuck with the alternative of polling from the JavaScript side to, e.g., determine when a song has finished loading via the network.
That’s all I can think of for now. I may work on this a little more (I’d like to at least see some audio visualization). Maybe Google will enable NaCl per default sometime around Chrome 21 and this program will be ready for prime time by then.
See Also :
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Audio Files downloaded from YouTube-DL are corrupted
1er juin 2022, par SushilI have written a small piece of code that downloads audios and videos from YouTube using
YouTube-DL
. Here is my code :

from __future__ import unicode_literals
import youtube_dl

link = input("Enter the video link:")

while True:
 choice = input("Enter a for audio file, v for video file:")
 if choice == "a" or choice == "v":
 break

ydl_opts = {}

if choice == "a":
 ydl_opts = {
 'format': 'bestaudio/best',
 'postprocessors': [{
 'key': 'FFmpegExtractAudio',
 'preferredcodec': 'mp3',
 'preferredquality': '192',
 }],
 }
else:
 ydl_opts = {'format':137}
 
with youtube_dl.YoutubeDL(ydl_opts) as ydl:
 info_dict = ydl.extract_info(link, download=False)
 video_title = info_dict.get('title', None)

if choice == "a":
 path = f'D:\\DwnldsYT\\{video_title}.mp3'
if choice == "v":
 path = f'D:\\DwnldsYT\\{video_title}.mp4'

ydl_opts.update({'outtmpl':path})

with youtube_dl.YoutubeDL(ydl_opts) as ydl:
 ydl.download([link])



This works fine. I am able to play the downloaded audio. But when I try to read the same audio file, it shows me an error.


Code :


from pydub import AudioSegment

song = AudioSegment.from_mp3("D:\\DwnldsYT\\Cartoon - On & On (feat. Daniel Levi) [NCS Release].mp3")



Output :


Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[mp3float @ 000001f2425c2500] Header missing
Error while decoding stream #0:0: Invalid data found when processing input
[abuffer @ 000001f242280300] Value inf for parameter 'time_base' out of range [0 - 2.14748e+09]
 Last message repeated 3 times
[abuffer @ 000001f242280300] Error setting option time_base to value 1/0.
[graph_0_in_0_0 @ 000001f242280e80] Error applying options to the filter.
Error reinitializing filters!
Error while filtering: Result too large
Finishing stream 0:0 without any data written to it.
[abuffer @ 000001f242280300] Value inf for parameter 'time_base' out of range [0 - 2.14748e+09]
 Last message repeated 3 times
[abuffer @ 000001f242280300] Error setting option time_base to value 1/0.
[graph_0_in_0_0 @ 000001f242280e80] Error applying options to the filter.
Error configuring filter graph
Conversion failed!



Is this because the audio downloaded is corrupted ? And how to solve this problem ? Any help would be appreciated. Thanks !


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Adding A New System To The Game Music Website
1er août 2012, par Multimedia Mike — GeneralAt first, I was planning to just make a little website where users could install a Chrome browser extension and play music from old 8-bit NES games. But, like many software projects, the goal sort of ballooned. I created a website where users can easily play old video game music. It doesn’t cover too many systems yet, but I have had individual requests to add just about every system you can think of.
The craziest part is that I know it’s possible to represent most of the systems. Eventually, it would be great to reach Chipamp parity (a combination plugin for Winamp that packages together plugins for many of these chiptunes). But there is a process to all of this. I have taken to defining a number of phases that are required to get a new system covered.
Phase 0 informally involves marveling at the obscurity of some of the console systems for which chiptune collections have evolved. WonderSwan ? Sharp X68000 ? PC-88 ? I may be viewing this through a terribly Ameri-centric lens. I’ve at least heard of the ZX Spectrum and the Amstrad CPC even if I’ve never seen either.
No matter. The goal is to get all their chiptunes cataloged and playable.
Phase 1 : Finding A Player
The first step is to find a bit of open source code that can play a particular format. If it’s a library that can handle many formats, like Game Music Emu or Audio Overload SDK, even better (probably). The specific open source license isn’t a big concern for me. I’m almost certain that some of the libraries that SaltyGME currently mixes are somehow incompatible, license-wise. I’ll worry about it when I encounter someone who A) cares, and B) is in a position to do something about it. Historical preservation comes first, and these software libraries aren’t getting any younger (I’m finding some that haven’t been touched in a decade).Phase 2 : Test Program
The next phase is to create a basic test bench program that sends a music file into the library, generates a buffer of audio, and shoves it out to the speakers via PulseAudio’s simple API (people like to rip on PulseAudio, but its simple API really lives up to its name and requires pages less boilerplate code to play a few samples than ALSA).Phase 3 : Plug Into Web Player
After successfully creating the test bench and understanding exactly which source files need to be built, the next phase is to hook it up to the main SaltyGME program via the ad-hoc plugin API I developed. This API requires that a player backend can, at the very least, initialize itself based on a buffer of bytes and generate audio samples into an array of 16-bit numbers. The API also provides functions for managing files with multiple tracks and toggling individual voices/channels if the library supports such a feature. Having the test bench application written beforehand usually smooths out this step.But really, I’m just getting started.
Phase 4 : Collecting A Song Corpus
Then there is the matter of staging a collection of songs for a given system. It seems like it would just be a matter of finding a large collection of songs for a given format, downloading them in bulk, and mirroring them. Honestly, that’s the easy part. People who are interested in this stuff have been lovingly curating massive collections of these songs for years (see SNESmusic.org for one of the best examples, and they also host a torrent of all their music for really quick and easy hoarding).
In my drive to make this game music website more useful for normal people, the goal is to extract as much metadata as possible to make searching better, and to package the data so that it’s as convenient as possible for users. Whenever I seek to add a new format to the collection, this is the phase where I invariably find that I have to fundamentally modify some of the assumptions I originally made in the player.First, there were the NES Sound Format (NSF) files, the original format I wanted to play. These are files that have any number of songs packed into a single file. Playback libraries expose APIs to jump to individual tracks. So the player was designed around that. Game Boy GBS files also fall into this category but present a different challenge vis-à-vis metadata, addressed in the next phase.
Then, there were the SPC files. Each SPC file is its own song and multiple SPC files are commonly bundled as RAR files. Not wanting to deal with RAR, or any format where I interacted with a general compression API to pull a few files out, I created a custom resource format (inspired by so many I have studied and documented) and compressed it with a simpler compression API. I also had to modify some of the player’s assumptions to deal with this archive format. Genesis VGMs, bundled either in .zip or .7z, followed the same model as SPC in RAR.
Then it was suggested that I attempt to bring SaltyGME closer to feature parity with Chipamp, rather than just being a Chrome browser frontend for Game Music Emu. When I studied the Portable Sound Format (PSF), I realized it didn’t fit into the player model I already had. PSF uses a sort of shared library model for code execution and I developed another resource archive format to cope with it. So that covers quite a few formats.
One more architecture challenge arose when I started to study one of the prevailing metadata formats, explained in the next phase.
Phase 5 : Metadata
Finally, for the collections to really be useful, I need to harvest that juicy metadata for search and presentation.I have created a series of programs and scripts to scrape metadata out of these music files and store it all in a database that drives the website and search engine. I recognize that it’s no good to have a large corpus of songs with minimal metadata and while importing bulk quantities of music, the scripts harshly reject songs that have too little metadata.
Again, challenges abound. One of the biggest challenges I’m facing is the peculiar quasi-freeform metadata format that emerged as .m3u that takes a form similar to :
################################################################# # # GRADIUS2 # (c) KONAMI by Furukawa Motoaki, IKACHAN # #################################################################
nemesis2.kss::KSS,62,[Nemesis2] (Opening),2:23,,0
nemesis2.kss::KSS,61,[Nemesis2] (Start),7,,0
nemesis2.kss::KSS,43,[Nemesis2] (Air Battle),34,0-
nemesis2.kss::KSS,44,[Nemesis2] (1st. BGM),51,0-
[...]A lot of file formats (including Game Boy GBS mentioned earlier) store their metadata separately using this format. I have some ideas about tools I can use to help me process this data but I’m pretty sure each one will require some manual intervention.
As alluded to in phase 4, .m3u presents another architectural challenge : Notice the second field in the CSV .m3u data. That’s a track number. A player can’t expect every track in a bundled chiptune file to be valid, nor to be in any particular order. Thus, I needed to alter the architecture once more to take this into account. However, instead of modifying the SaltyGME player, I simply extended the metadata database to include a playback order which, by default, is the same as the track order but can also accommodate this new issue. This also has the bonus of providing a facility to exclude playback of certain tracks. This comes in handy for many PSF archives which tend to include files that only provide support for other files and aren’t meant to be played on their own.
Bright Side
The reward for all of this effort is that the data lands in a proper database in the end. None of it goes back into the chiptune files themselves. This makes further modification easier as all of the data that is indexed and presented on the site comes from the database. Somewhere down the road, I should probably create an API for accessing this metadata.