Recherche avancée

Médias (39)

Mot : - Tags -/audio

Autres articles (106)

  • Websites made ​​with MediaSPIP

    2 mai 2011, par

    This page lists some websites based on MediaSPIP.

  • 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" (...)

  • Participer à sa traduction

    10 avril 2011

    Vous pouvez nous aider à améliorer les locutions utilisées dans le logiciel ou à traduire celui-ci dans n’importe qu’elle nouvelle langue permettant sa diffusion à de nouvelles communautés linguistiques.
    Pour ce faire, on utilise l’interface de traduction de SPIP où l’ensemble des modules de langue de MediaSPIP sont à disposition. ll vous suffit de vous inscrire sur la liste de discussion des traducteurs pour demander plus d’informations.
    Actuellement MediaSPIP n’est disponible qu’en français et (...)

Sur d’autres sites (9999)

  • Recording voice using HTML5 and processing it with ffmpeg

    22 mars 2015, par user3789242

    I need to use ffmpeg in my javascript/HTML5 project which allows the user to select the format he wants the audio to open with.I don’t know anything about ffmpeg and I’ve been doing lots of research I don’t know how to use it in my project. I found an example https://github.com/sopel39/audioconverter.js but the problem how can I install the ffmpeg.js which is 8 mg to m project. please if someone can help me I’ll be very thankfull
    here is my full code :

    the javascript page :

    // variables
    var leftchannel = [];
    var rightchannel = [];
    var recorder = null;
    var recording = false;
    var recordingLength = 0;
    var volume = null;
    var audioInput = null;
    var sampleRate = 44100;
    var audioContext = null;
    var context = null;
    var outputString;



    if (!navigator.getUserMedia)
    navigator.getUserMedia = navigator.getUserMedia ||
                            navigator.webkitGetUserMedia ||
                            navigator.mozGetUserMedia ||
                            navigator.msGetUserMedia;

    if (navigator.getUserMedia){
    navigator.getUserMedia({audio:true}, success, function(e) {
    alert('Error capturing audio.');
    });
    } else alert('getUserMedia not supported in this browser.');



    function getVal(value)
     {

    // if R is pressed, we start recording
    if ( value == "record"){
       recording = true;
       // reset the buffers for the new recording
       leftchannel.length = rightchannel.length = 0;
       recordingLength = 0;
       document.getElementById('output').innerHTML="Recording now...";

    // if S is pressed, we stop the recording and package the WAV file
    } else if ( value == "stop" ){

       // we stop recording
       recording = false;
       document.getElementById('output').innerHTML="Building wav file...";

       // we flat the left and right channels down
       var leftBuffer = mergeBuffers ( leftchannel, recordingLength );
       var rightBuffer = mergeBuffers ( rightchannel, recordingLength );
       // we interleave both channels together
       var interleaved = interleave ( leftBuffer, rightBuffer );



       var buffer = new ArrayBuffer(44 + interleaved.length * 2);
       var view = new DataView(buffer);

       // RIFF chunk descriptor
       writeUTFBytes(view, 0, 'RIFF');
       view.setUint32(4, 44 + interleaved.length * 2, true);
       writeUTFBytes(view, 8, 'WAVE');
       // FMT sub-chunk
       writeUTFBytes(view, 12, 'fmt ');
       view.setUint32(16, 16, true);
       view.setUint16(20, 1, true);
       // stereo (2 channels)
       view.setUint16(22, 2, true);
       view.setUint32(24, sampleRate, true);
       view.setUint32(28, sampleRate * 4, true);
       view.setUint16(32, 4, true);
       view.setUint16(34, 16, true);
       // data sub-chunk
       writeUTFBytes(view, 36, 'data');
       view.setUint32(40, interleaved.length * 2, true);


       var lng = interleaved.length;
       var index = 44;
       var volume = 1;
       for (var i = 0; i < lng; i++){
           view.setInt16(index, interleaved[i] * (0x7FFF * volume), true);
           index += 2;
       }

       var blob = new Blob ( [ view ], { type : 'audio/wav' } );

       // let's save it locally

       document.getElementById('output').innerHTML='Handing off the file now...';
       var url = (window.URL || window.webkitURL).createObjectURL(blob);

       var li = document.createElement('li');
       var au = document.createElement('audio');
       var hf = document.createElement('a');

       au.controls = true;
       au.src = url;
       hf.href = url;
       hf.download = 'audio_recording_' + new Date().getTime() + '.wav';
       hf.innerHTML = hf.download;
       li.appendChild(au);
       li.appendChild(hf);
       recordingList.appendChild(li);

    }
    }


    function success(e){

    audioContext = window.AudioContext || window.webkitAudioContext;
    context = new audioContext();


    volume = context.createGain();

    // creates an audio node from the microphone incoming stream(source)
    source = context.createMediaStreamSource(e);

    // connect the stream(source) to the gain node
    source.connect(volume);

    var bufferSize = 2048;

    recorder = context.createScriptProcessor(bufferSize, 2, 2);

    //node for the visualizer
    analyser = context.createAnalyser();
    analyser.smoothingTimeConstant = 0.3;
    analyser.fftSize = 512;

    splitter = context.createChannelSplitter();
    //when recording happens
    recorder.onaudioprocess = function(e){

       if (!recording) return;
       var left = e.inputBuffer.getChannelData (0);
       var right = e.inputBuffer.getChannelData (1);

       leftchannel.push (new Float32Array (left));
       rightchannel.push (new Float32Array (right));
       recordingLength += bufferSize;

       // get the average for the first channel
       var array =  new Uint8Array(analyser.frequencyBinCount);
       analyser.getByteFrequencyData(array);

       var c=document.getElementById("myCanvas");
       var ctx = c.getContext("2d");
       // clear the current state
       ctx.clearRect(0, 0, 1000, 325);
       var gradient = ctx.createLinearGradient(0,0,0,300);
       gradient.addColorStop(1,'#000000');
       gradient.addColorStop(0.75,'#ff0000');
       gradient.addColorStop(0.25,'#ffff00');
       gradient.addColorStop(0,'#ffffff');
       // set the fill style
       ctx.fillStyle=gradient;
       drawSpectrum(array);
       function drawSpectrum(array) {
           for ( var i = 0; i < (array.length); i++ ){
                   var value = array[i];
                   ctx.fillRect(i*5,325-value,3,325);
               }

       }
    }

    function getAverageVolume(array) {
       var values = 0;
       var average;

       var length = array.length;

       // get all the frequency amplitudes
       for (var i = 0; i < length; i++) {
           values += array[i];
       }

       average = values / length;
       return average;
    }

       // we connect the recorder(node to destination(speakers))
       volume.connect(splitter);
       splitter.connect(analyser, 0, 0);

       analyser.connect(recorder);
       recorder.connect(context.destination);

    }




    function mergeBuffers(channelBuffer, recordingLength){
    var result = new Float32Array(recordingLength);
    var offset = 0;
    var lng = channelBuffer.length;
    for (var i = 0; i < lng; i++){
    var buffer = channelBuffer[i];
    result.set(buffer, offset);
    offset += buffer.length;
    }
       return result;
      }

    function interleave(leftChannel, rightChannel){
    var length = leftChannel.length + rightChannel.length;
    var result = new Float32Array(length);

    var inputIndex = 0;

    for (var index = 0; index < length; ){
    result[index++] = leftChannel[inputIndex];
    result[index++] = rightChannel[inputIndex];
    inputIndex++;
    }
    return result;
    }


    function writeUTFBytes(view, offset, string){
    var lng = string.length;
    for (var i = 0; i < lng; i++){

    view.setUint8(offset + i, string.charCodeAt(i));
    }
    }

    and here is the html code :

       
       
       
       <code class="echappe-js">&lt;script src=&quot;http://stackoverflow.com/feeds/tag/js/functions.js&quot;&gt;&lt;/script&gt;


    • Ffmpeg sbs 3d mkv to 3d baked into 2d video

      27 octobre 2020, par goodkid38

      I have a couple of 3d blu-ray rips I'd like to stream to a tv that is not 3d compatible. I have a samsung smart tv with an app that I made to stream the video locally. I'm using ffmpeg on my backend to transcode video. I'm curoius to see if ffmpeg can take a 3d sbs mkv and bake the 3d elements into a 2d image. That way the stream is still 3d even on non-compatible devices.

      &#xA;

    • Use Video stream from Wifi device as input to stream over 4G

      1er mars 2017, par pbdev

      I’m building an Android app that streams video from a Wifi device to a Wowza server. It should be quite simple but I can’t figure out how to use both Wifi and 4G at the same time. The device I’m using is a Samsung S5 with Android 6.0.1. To sum it up, this is the goal :

      1. Fetch the video stream from a GoPro device over Wifi.
      2. Send the video stream to a Wowza server over 4G.

      When connected to the GoPro’s Wifi network I can ping the GoPro and see the stream in a MediaPlayer. Since I’m connected to a Wifi device that doesn’t provide internet access, I can’t ping my Wowza server. Once I’ve disabled Wifi this is no problem, by using FFmpeg I can reach the Wowza server over 4G.

      This is the FFmpeg command I want to use to copy the stream to the Wowza server, where 10.5.5.9 is the IP-address of the GoPro :

      ffmpeg -i http://10.5.5.9:8080/live/amba.m3u8 -acodec aac -ar 44100 -ab 48k -vcodec copy -f flv rtmp://username:password@my-wowza-server.com:1935/my-app/my-stream

      If I enable Wifi and connect to the GoPro, 10.5.5.9 is reachable but my-wowza-server.com isn’t. The Samsung S5 provides a Smart network switch which makes the Wowza server reachable but the connection to the GoPro gets lost.

      Is there any way to bind 10.5.5.9 to the Wifi interface of the phone and bind my-wowza-server.com to the cellular interface ?