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Médias (91)
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Corona Radiata
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Lights in the Sky
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Head Down
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Echoplex
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Discipline
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Letting You
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
Autres articles (31)
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Librairies et binaires spécifiques au traitement vidéo et sonore
31 janvier 2010, parLes logiciels et librairies suivantes sont utilisées par SPIPmotion d’une manière ou d’une autre.
Binaires obligatoires FFMpeg : encodeur principal, permet de transcoder presque tous les types de fichiers vidéo et sonores dans les formats lisibles sur Internet. CF ce tutoriel pour son installation ; Oggz-tools : outils d’inspection de fichiers ogg ; Mediainfo : récupération d’informations depuis la plupart des formats vidéos et sonores ;
Binaires complémentaires et facultatifs flvtool2 : (...) -
Support audio et vidéo HTML5
10 avril 2011MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...) -
De l’upload à la vidéo finale [version standalone]
31 janvier 2010, parLe chemin d’un document audio ou vidéo dans SPIPMotion est divisé en trois étapes distinctes.
Upload et récupération d’informations de la vidéo source
Dans un premier temps, il est nécessaire de créer un article SPIP et de lui joindre le document vidéo "source".
Au moment où ce document est joint à l’article, deux actions supplémentaires au comportement normal sont exécutées : La récupération des informations techniques des flux audio et video du fichier ; La génération d’une vignette : extraction d’une (...)
Sur d’autres sites (5175)
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FFmpeg performance on android devices
14 juin 2017, par LemanRassI’m trying to make an app for android via Unity3D game engine which will basically
be a video player.
I decide to use FFmpeg library which i linked to my C++ plugin using Android NDK.
I’m trying to play at least HD video and i stuck on performance problem.
Retrieving each frame of HD resolution takes near than 40 milliseconds of time. 1000 / 40 = 25 fps which is already not good enough because i did n`t even wrote audio handling yet. But how about full hd videos ? Another video players on my device somehow playing full hd videos but i don’t even know how they do. -
Reverse Engineering Radius VideoVision
3 avril 2011, par Multimedia Mike — Reverse EngineeringI was called upon to help reverse engineer an old video codec called VideoVision (FourCC : PGVV), ostensibly from a company named Radius. I’m not sure of the details exactly but I think a game developer has a bunch of original FMV data from an old game locked up in this format. The name of the codec sounded familiar. Indeed, we have had a sample in the repository since 2002. Alex B. did some wiki work on the codec some years ago. The wiki mentions that there existed a tool to transcode PGVV data into MJPEG-B data, which is already known and supported by FFmpeg.
The Software
My contacts were able to point me to some software, now safely archived in the PGVV samples directory. There is StudioPlayer2.6.2.sit.hqx which is supposed to be a QuickTime component for working with PGVV data. I can’t even remember how to deal with .sit or .hqx data. Then there is RadiusVVTranscoder101.zip which is the tool that transcodes to MJPEG-B.Disassembling for Reverse Engineering
Since I could actually unpack the transcoder, I set my sights on that. Unpacking the archive sets up a directory structure for a component. There is a binary called RadiusVVTranscoder under RadiusVVTranscoder.component/Contents/MacOS/. Basic deadlisting disassembly is performed via ’otool’ as shown :otool -tV RadiusVVTranscoder | c++filt
This results in a deadlisting of both PowerPC and 32-bit x86 code, as the binary is a "fat" Mac OS X binary designed to run on both architectures. The command line also demangles C++ function signatures which gives useful insight into the parameters passed to a function.
Pretty Pictures
The binary had a lot of descriptive symbols. As a basis for reverse engineering, I constructed call graphs using these symbols. Here are the 2 most relevant portions (click for larger images).The codec initialization generates Huffman tables relevant to the codec :
The main decode function calls AddMJPGFrame which apparently does the heavy lifting for the transcode process :
Based on this tree, I’m guessing that luma blocks can be losslessly transcoded (perhaps with different Huffman tables) which chroma blocks may rely on a different quantization method.
Assembly Constructs
I started looking at the instructions (the x86 ones, of course). The binary uses a calling convention I haven’t seen before, at least not for the x86 : Rather than pushing function arguments onto the stack, the code manually subtracts, e.g., 12 from the ESP register, loads 3 32-bit arguments into memory relative to ESP, and then proceeds with the function call.I’m also a little unclear on constructs such as "call ___i686.get_pc_thunk.bx" seen throughout relevant functions such as MakeRadiusQuantizationTables().
I’m just presenting what I have so far in case anyone else wants to try their hand.
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Curator of the Samples Archive
13 mai 2011, par Multimedia Mike — GeneralRemember how I mirrored the world-famous MPlayerHQ samples archive a few months ago ? Due to a series of events, the original archive is no longer online. However, me and the people who control the mplayerhq.hu domain figured out how to make samples.mplayerhq.hu point to samples.multimedia.cx.
That means... I’m the current owner and curator of our central multimedia samples repository. Such power ! This should probably be the fulfillment of a decade-long dream for me, having managed swaths of the archive, most notably the game formats section.
How This Came To Be
If you pay any attention to the open source multimedia scene, you might have noticed that there has been a smidge of turmoil. Heated words were exchanged, authority was questioned, some people probably said some things they didn’t mean, and the upshot is that, where once there was one project (FFmpeg), there are now 2 projects (also Libav). And to everyone who has wanted me to mention it on my blog— there, I finally broke my silence and formally acknowledged the schism.
For my part, I was just determined to ensure that the samples archive remained online, preferably at the original samples.mplayerhq.hu address. There are 10 years worth of web links out there pointing into the original repository.
Better Solution
I concede that it’s not entirely optimal to host the repository here at multimedia.cx. While I can offer a crazy amount of monthly bandwidth, I can’t offer rsync (invaluable for keeping mirrors in sync), nor can the server provide anonymous FTP or allow me to offer accounts to other admins who can manage the repository.
The samples archive is also mirrored at samples.libav.org/samples. I understand that service is provided by VideoLAN. Right now, both repositories are known to be static. I’m open to brainstorms about how to improve the situation.