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Médias (3)
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GetID3 - Bloc informations de fichiers
9 avril 2013, par
Mis à jour : Mai 2013
Langue : français
Type : Image
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GetID3 - Boutons supplémentaires
9 avril 2013, par
Mis à jour : Avril 2013
Langue : français
Type : Image
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Collections - Formulaire de création rapide
19 février 2013, par
Mis à jour : Février 2013
Langue : français
Type : Image
Autres articles (27)
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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 (...) -
HTML5 audio and video support
13 avril 2011, parMediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
For older browsers the Flowplayer flash fallback is used.
MediaSPIP allows for media playback on major mobile platforms with the above (...) -
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 (5624)
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How to force different version for arch package dependency
27 mars 2022, par Gigas002I'm building the vangers's game engine as package for AUR. Readme's recommended platform for building is ubuntu, which repos has
ffmpeg
version4.4
. Arch'sffmpeg
is5.0
, withffmpeg4.4
as a separate package. The problem is, that the game seems to be unbuildable with5.0
version. How can I force the package to be built with exactlyffmpeg4.4
's libraries, but not5.0
inPKGBUILD
file ?

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Output a Java window as a webcam stream
15 juin 2012, par ZacI would like to write a program perferably in Java that can display animated overlays on a screen.
The screen will then be broadcast streamed over the internet using a separate program called x-split.
A good way to do this would be to create a transparent window in java which will display animated files (with transparancy) and the output of this window (Its display) should ideally appear in the webcam device list so it can be easily picked up by x-split which will allow it to be arranged ontop of the game screen I'm currently broadcasting.
An example program of this type would be one where a webcam image is displayed and "virtual glasses" overlayed over the image of a persons face which could then be transmitted as an output cam.
I have found the java 6u10-translucent-shapes library to create the transparent window but I don't know how to stream it.
I've read a few things to suggest that JMF and FFMpeg might be the way to go, but I'm not sure what to install and how.
Any help or pointers to tutorials would be greatly appreciated.
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Releasing GME Players and Tools
I just can’t stop living in the past. To that end, I’ve been playing around with the Game Music Emu (GME) library again. This is a software library that plays an impressive variety of special music files extracted from old video games.
I have just posted a series of GME tools and associated utilities up on Github.
Clone the repo and try them out. The repo includes a small test corpus since one of the most tedious parts about playing these files tends to be tracking them down in the first place.
Players
At first, I started with trying to write some simple command line audio output programs based on GME. GME has to be the simplest software library that it has ever been my pleasure to code against. All it took was a quick read through the gme.h header file and it was immediately obvious how to write a simple program.First, I wrote a command line tool that output audio through PulseAudio on Linux. Then I made a second program that used ALSA. Guess what I learned through this exercise ? PulseAudio is actually far easier to program than ALSA.
I also created an SDL player, seen in my last post regarding how to write an oscilloscope. I think I have the A/V sync correct now. It’s a little more fun to use than the command line tools. It also works on non-Linux platforms (tested at least on Mac OS X).
Utilities
I also wrote some utilities. I’m interested in exporting metadata from these rather opaque game music files in order to make them a bit more accessible. To that end, I wrote gme2json, a program that uses the GME library to fetch data from a game music file and then print it out in JSON format. This makes it trivial to extract the data from a large corpus of game music files and work with it in many higher level languages.Finally, I wrote a few utilities that repack certain ad-hoc community-supported game music archives into... well, an ad-hoc game music archive of my own device. Perhaps it’s a bit NIH syndrome, but I don’t think certain of these ad-hoc community formats were very well thought-out, or perhaps made sense a decade or more ago. I guess I’m trying to bring a bit of innovation to this archival process.
Endgame
I haven’t given up on that SaltyGME idea (playing these game music files directly in a Google Chrome web browser via Google Chrome). All of this ancillary work is leading up to that goal.Silly ? Perhaps. But I still think it would be really neat to be able to easily browse and play these songs, and make them accessible to a broader audience.