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Médias (1)
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MediaSPIP Simple : futur thème graphique par défaut ?
26 septembre 2013, par
Mis à jour : Octobre 2013
Langue : français
Type : Video
Autres articles (61)
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L’agrémenter visuellement
10 avril 2011MediaSPIP est basé sur un système de thèmes et de squelettes. Les squelettes définissent le placement des informations dans la page, définissant un usage spécifique de la plateforme, et les thèmes l’habillage graphique général.
Chacun peut proposer un nouveau thème graphique ou un squelette et le mettre à disposition de la communauté. -
Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs -
Personnaliser les catégories
21 juin 2013, parFormulaire de création d’une catégorie
Pour ceux qui connaissent bien SPIP, une catégorie peut être assimilée à une rubrique.
Dans le cas d’un document de type catégorie, les champs proposés par défaut sont : Texte
On peut modifier ce formulaire dans la partie :
Administration > Configuration des masques de formulaire.
Dans le cas d’un document de type média, les champs non affichés par défaut sont : Descriptif rapide
Par ailleurs, c’est dans cette partie configuration qu’on peut indiquer le (...)
Sur d’autres sites (12056)
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Audio delay after resuming FFmpeg on Windows
27 mars, par Iman SajadpurI'm building a screen recording software for Windows using Python. I use FFmpeg for recording and psutil to pause and resume the process.


Here is a sample of my code :


import psutil
import subprocess

process = subprocess.Popen([
 'ffmpeg', '-y',
 '-rtbufsize', '100M',
 '-f', 'gdigrab',
 '-thread_queue_size', '1024',
 '-probesize', '50M',
 '-r', '24',
 '-draw_mouse', '1',
 '-video_size', '1920x1080',
 '-i', 'desktop', 
 '-f', 'dshow',
 '-channel_layout', 'stereo',
 '-thread_queue_size', '1024',
 '-i', 'audio=Microphone (2- High Definition Audio Device)', # my audio device
 '-c:v', 'h264_nvenc', # encoding via Nvidia
 '-r', '24',
 '-preset', 'p1',
 '-pix_fmt', 'yuv444p',
 '-fps_mode', 'cfr',
 '-c:a', 'aac', 
 '-ac', '2',
 '-b:a', '128k',
 'output.mp4'])

ffmpeg_proc = psutil.Process(process.pid)

# pause
ffmpeg_proc.suspend()

# resume
ffmpeg_proc.resume() 



The issue is that after resuming, the audio becomes choppy and delayed, while the video continues smoothly.


I have tried using following flags, but they didn't solve the issue :


-analyzeduration
-fflags +genpts
-async
-use_wallclock_as_timestamps
-af aresample=async=1



How can I properly pause and resume FFmpeg without causing audio delay ?
Is there any other method to handle this properly ?


Thanks for any suggestions.


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Back porting ffmpeg.dll from electron for windows xp by disassembling
28 juillet 2024, par Oosuke RenI've recently gotten into a really interesting project of having a fully functional (and as futuristic as possible) physical retro gaming machine with windows xp. I had found One Core Api that successfully works to allow for some programs to work that otherwise wouldn't have. One of them is electron (5.0.13). Thanks to a vast testing between a VM with the kernel extender and a vanilla XP, I found out that the only thing stopping me from succeeding is because it's dependent on an EXTREMELY specific version/fork of ffmpeg (Chromium fork of ffmpeg 4.1) . Due to that being a relatively old fork/version, the build tools/links for some of the stuff are nonexistent right now, so even if I do have the fork locally with all the instructions, I can't build it. (and if I do I have to patch Win Vista+ Api functions, with one custom stub dll I have)


AcquireSRWLockExclusive InitializeConditionVariable SleepConditionVariableSRW InitOnceBeginInitialize InitOnceComplete InitializeSRWLock ReleaseSRWLockExclusive WakeAllConditionVariable WakeConditionVariable


Since I can't custom build ffmpeg I have to patch it's calls by redirecting them to my custom dll that includes these back ported functions and more.


I tried many different ways => IDA Pro, Ghidra, objconv, currently am the closest with "DLL to C"


Ida Pro and Ghidra seem to not be creating assembly code that I'd be able to assemble back after patching.


objconv produces a really accurate disassembly, but the issue is it doesn't have an assembler. And the produced .asm won't assemble with Fasm, masm or nasm


As for DLL to C-> successfully created a quite presentable VS project, the project successfully compiles with only one warning, the byte sizes is quite similar, the problem is => the functions are getting wrongly directed (towards wrong functions in my dll- and thus the ones needed are undefined) And this is too deep to be able to tell if it's a VS version issue, wrong code implementation or if just DLL to C has wrongly disassembled the logic.


Question is, is my last option remaining to manually edit the HEXES of the Import Address Table and Import Names so they get redirected ? (the problem is my knowledge in Assembly isn't too good, so I'm not sure if that's all I'd have to do, and even if so, I have a feeling I'd mess up the Virtual Addresses or something.


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FFmpegInteropX in Unity Hololens 2
25 juin 2024, par CocoaMilkaI'm building a UDP video stream decoder for the Hololens 2 in Unity 2021. I've compiled FFmpegInteropX for ARM64 UWP, however I'm having issues setting it up within Unity. With the binaries included in
/Plugins/WSA
I get the following error :

ArgumentException: The Assembly WinRT.Runtime is referenced by FFmpegInteropX.DotNet ('Assets/Plugins/WSA/FFmpegInteropX.DotNet/Release/FFmpegInteropX.DotNet.dll'). But the dll is not allowed to be included or could not be found.


I've wrapped all of my WinRT dependent code with the appropriate preprocessor directive as shown here, and I've also set all my plugins to target WSAPlayer and UWP.


#if ENABLE_WINMD_SUPPORT
using FFmpegInteropX;
using WinRT;
using Windows.Foundation;
using Windows.Media.Core;
using Windows.Media.Playback;
using System.Threading.Tasks;
#endif



If I include
WinRT.Runtime.dll
in the plugins folder, the issue spreads asking for more dependencies then the new dependencies (such asMicrosoft.Windows.SDK.NET.dll
) starts conflicting with the MRTK packages due to it also depending on WinRT.

How can I use this library within Unity without constantly running into dependency hell ?