
Recherche avancée
Médias (91)
-
Valkaama DVD Cover Outside
4 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
-
Valkaama DVD Label
4 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Image
-
Valkaama DVD Cover Inside
4 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
-
1,000,000
27 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
Demon Seed
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
The Four of Us are Dying
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
Autres articles (31)
-
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)
-
MP4 codec support in Chromium
18 mai 2018, par StagganWe have integrated Chromium Embedded Framework into our Windows game to allow us to render web pages from within our application, and everything works fine, except MP4 videos.
I understand Chromium does not include this codec due to licensing issues, but can anyone provide details on how we can add support, even if we have to license a codec for it.
All the information we can find seems to be old, and the functions referred to appear to be deprecated... so we are at a bit of a loss.
All the video serving networks we have spoken to appear to serve MP4s.. so changing encoding does not seem to be an option.
Any advice would be greatly appreciated.
Thanks
-
Dreamcast Archival
24 mai 2011, par Multimedia Mike — Sega DreamcastConsole homebrew communities have always had a precarious relationship with console pirates. The same knowledge and skills useful for creating homebrew programs can usually be parlayed into ripping games and cajoling a console into honoring ripped copies. For this reason, the Dreamcast homebrew community tried hard to distance itself from pirates, rippers, and other unsavory characters.
Funny how times change. While I toed the same line while I was marginally a part of the community back in the day, now I think I’m performing a service for video game archivists and historians by openly publishing the same information. I know of at least one solution already. But I think it’s possible to do much better.
Pre-existing Art
Famed Japanese game hacker BERO (FFmpeg contributors should recognize his name from a number of Dreamcast-related multimedia contributions including CRI ADX and SH-4 optimizations) crafted a program called dreamrip based on KOS’s precursor called libdream. This is the program I used to extract 4XM multimedia files from Alone in the Dark : The New Nightmare.Fun facts : The Sega Dreamcast used special optical discs called GD-ROMs. The GD stands for ‘GigaDisc’ which implied that they could hold roughly a gigabyte of data. How long do you think it takes to transfer that much data over a serial cable operating at 115,200 bits/second (on the order of 11 Kbytes/sec) ? I seem to recall entire discs requiring on the order of 27-28 hours to archive.
If only I possessed some expertise in data compression which might expedite this process.
KallistiOS’ Unwitting Help
The KallistiOS (KOS) console-oriented RTOS provides all the software infrastructure necessary for archiving (that’s what we’ll call it in this post) Dreamcast games. KOS exposes the optical disc’s filesystem via the/cd
mount point on the VFS. From there, KOS provides functions for communicating with a host computer via ethernet (broadband adapter) or serial line (DC coder’s cable). To this end, KOS exposes another mount point on the VFS named/pc
which allows direct access to the host PC’s filesystem.Thus, it’s pretty straightforward to use KOS to access the files (or raw sectors) of the Dreamcast disc and then send them over the communication line to the host PC. Simple.
Compressing Before Transfer
Right away, I wonder about compiling 3 different compression libraries : libz, libbz2, and liblzma. The latter 2 are exceptionally CPU-intensive to compress. Then again, it doesn’t really matter how long the compressor takes to do its job as long as it can average better than 11 Kbytes/sec on a 200MHz Hitachi SH-4 CPU. KOS can be set up in a preemptive threading mode which means it should be possible to read sectors and compress them while keeping the UART operating at full tilt.A 4th compression algorithm should be in play here as well : FLAC. Since some of these discs contain red book CD audio tracks that need archival, lossless audio compression should be useful.
This post serves as a rough overview for possible future experiments. Readers might have further brainstorms.
-
Multimedia Exploration Journal : The Past Doesn’t Die
12 juillet 2011, par Multimedia Mike — Game HackingNew haul of games, new (old) multimedia formats.
Lords of Midnight
Check out the box copy scan for Lords of Midnight in MobyGames. In particular, I’d like to call your attention to this little blurb :
Ahem, "Journey through an immense world — the equivalent of 8 CD-ROMs." Yet, when I procured the game, it only came on a single CD-ROM. It’s definitely a CD-ROM (says so on the disc) and, coming from 1995, certainly predates the earliest DVD-ROMs (which can easily store 8 CD-ROMs on a disc). Thus, I wanted to jump in a see if they were using some phenomenal compression in order to squeeze so much info into 600 or so megabytes.
I was surprised to see the contents of the disc clocking in at just under 40 megabytes. An intro movie and an outro movie account for 75% of that. Format ? None other than that curious ASCII anomaly, ARMovie/RPL with Escape 122 codec data.
Cyclemania
Cyclemania is one of those FMV backdrop action games, but with a motorcycle theme. I had a good feeling I would find some odd multimedia artifacts here and the game didn’t disappoint. The videos are apparently handled using 3-4 discrete files per animation. I’ve documented my cursory guesses and linked some samples at the new MultimediaWiki page.
Interplay ACMP
This is unrelated to this particular acquistion, but I was contacted today about audio files harvested from the 1993 DOS game Star Trek : Judgment Rites. The files begin with the ASCII signature "Interplay ACMP Data". This reminds me of Interplay MVE files which begin with the similar string "Interplay MVE File". My theory is that these files use the ACOMP compression format, though I’m still trying to make it fit.Wiki and samples are available as usual if you’d like to add your own research.