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Sur d’autres sites (5412)

  • avformat/smacker : Improve timestamps

    24 juin 2020, par Andreas Rheinhardt
    avformat/smacker : Improve timestamps
    

    A Smacker file can contain up to seven audio tracks. Up until now,
    the pts for the i. audio packet contained in a Smacker frame was
    simply the end timestamp of the last i. audio packet contained in
    an earlier Smacker frame.

    The problem with this is that a Smacker stream need not contain data in
    every Smacker frame and so the current i. audio packet present may come
    from a different underlying stream than the last i. audio packet
    contained in an earlier frame.

    The sample hypnotix.smk* exhibits this. It has three audio tracks and
    the first of the three has a longer first packet, so that the audio for
    the first track is contained in only 235 packets contained in the first
    235 Smacker frames ; the end timestamp of this track is 166696 (about 7.56s
    at a timebase of 1/22050) ; the other two audio tracks both have 253 packets
    contained in the first 253 Smacker frames. Up until now, the 236th
    packet of the second track being the first audio packet in the 236th
    Smacker frame would get the end timestamp of the last first audio packet
    from the last Smacker frame containing a first audio packet and said
    last audio packet is the first audio packet from the 235th Smacker frame
    from the first audio track, so that the timestamp is 166696. In contrast,
    the 236th packet from the third track (whose packets contain the same number
    of samples as the packets from the second track) has a timestamp of
    156116 (because its timestamp is derived from the end timestamp of the
    235th packet of the second audio track). In the end, the second track
    ended up being 177360/22050 s = 8.044s long ; in contrast, the third
    track was 166780/22050 s = 7.56s long which also coincided with the
    video.

    This commit fixes this by not using timestamps from other tracks for
    a packet's pts.

    * : https://samples.ffmpeg.org/game-formats/smacker/wetlands/hypnotix.smk

    Reviewed-by : Timotej Lazar <timotej.lazar@araneo.si>
    Signed-off-by : Andreas Rheinhardt <andreas.rheinhardt@gmail.com>

    • [DH] libavformat/smacker.c
  • Audio effect ( a 20ms delay between right and the left channel) using Web Audio API or any Javascript Audio Library like howler.js, tone.js ?

    15 juillet 2020, par questionare_101

    I was wondering if there any option in howler.js, tone.js or any other javascript audio library which I can use to add a 20ms delay between the right and the left channel which makes the audio listening experience more immersive.

    &#xA;

    Can it be achieved using Audio sprites with howler.js ? (but I guess it can't separate the right and the left channels)&#xA;https://medium.com/game-development-stuff/how-to-create-audiosprites-to-use-with-howler-js-beed5d006ac1

    &#xA;

    Is there any ?

    &#xA;

    Have also asked the same quest here : https://github.com/goldfire/howler.js/issues/1374

    &#xA;

    I usually enable this option under ffdshow audio processor while playing audio using MPC-HC (Mega Version) on my pc. I was wondering how can I do it using Web Audio API or howler.js ?

    &#xA;

    enter image description here

    &#xA;

    Somewhat like this kind of effect : Just delay the either channel by 20ms&#xA;Like we do in Adobe Audition&#xA;enter image description here

    &#xA;

  • ffmpeg 'av_seek_frame()' not work in bink video

    19 juillet 2020, par ghoflvhxj

    I'm trying to play video in my game by using ffmpeg-avformatlib library.

    &#xA;

    'av_seek_frame()' work correctly when open '.avi' file.

    &#xA;

    but if open .bik file, it's not work however the function return 0(success) and seek to 0 frame.

    &#xA;

    anyone who know about this problem ? :( please tell me please...

    &#xA;

    void CMovie::Play(const Time startFrame, const Time endFrame, const bool loop/* = false*/)&#xA;{&#xA;    ...&#xA;    if (m_bStart)&#xA;    {&#xA;        av_seek_frame(GetFormatContext(), GetVideoStreamIndex(), startFrame, AVSEEK_FLAG_FRAME);&#xA;        m_bStart = false;&#xA;    }&#xA;    ...&#xA;}&#xA;

    &#xA;

    i uploaded sample video player and video which call 'av_seek_frame()' to seek.

    &#xA;

    play fire.bik and click left or right button, you can see seek to 0 frame. it's same as my program.

    &#xA;

    check it please.&#xA;https://drive.google.com/file/d/1DVrX3EOzjxSfEA4EYpeSREaE2RLhB28Q/view?usp=sharing

    &#xA;