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Médias (10)
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Demon Seed
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Demon seed (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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The four of us are dying (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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Corona radiata (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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Lights in the sky (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
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Head down (wav version)
26 septembre 2011, par
Mis à jour : Avril 2013
Langue : English
Type : Audio
Autres articles (100)
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Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir
Sur d’autres sites (13308)
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Chiptune Database and API
14 septembre 2012, par Multimedia Mike — GeneralSo I set out to create a website that allows people to easily listen to video game music directly through their web browser. I succeeded in that goal. However, I must admit that the project has limited appeal since the web player is delivered via Chrome’s Native Client technology, somewhat limiting its audience. I’m not certain if anyone really expects NaCl to take off in any serious way, but I still have a few other projects in mind.
I recently realized that, as a side effect of this project, I accidentally created something of significant value to fans of old video games and associated music– a searchable database of chiptune music and metadata. To my knowledge, no one else has endeavored to create such a thing. I figured that I might as well make the database easily accessible with an API and see where it leads.
To that end, I created 2 API entry points. First, there is the search API located at http://gamemusic.multimedia.cx/api/search/. This can be exercised by ending the URL with a URL-encoded search string, e.g. : http://gamemusic.multimedia.cx/api/search/super+mario. This returns JSON data containing an array of results in decreasing order of relevance. Each result has a game title, database ID, media URL, system type, and an SHA-1 hash. This is the same API that the site’s own search page uses.
The database ID can be plugged into http://gamemusic.multimedia.cx/api/metadata/ to retrieve the song’s metadata in JSON format. E.g., the ID for Super Mario Bros. 3 on the NES is 161 : http://gamemusic.multimedia.cx/api/metadata/161.
I recently read an article about sins against true RESTful API principles which led me to believe I’m almost certainly doing this web API stuff wrong. I don’t think it’s a huge deal, though, since I don’t think anyone actually listens to chiptunes any more. But if there are offline chiptune music players that are still in service and actively maintained, perhaps the authors would like to implement this API. It would require some type of HTTP networking library, a JSON parser, the embedded XZ decoder, and some new code to parse through my .gamemusic and .psfarchive formats.
This database could be a significant value-add to chiptune playback software, and could help people experience classic game music much more easily.
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Exception in thread "main" java.lang.NoClassDefFoundError : Could not initialize class org.bytedeco.javacpp.avutil"
12 décembre 2016, par Ajinkyapublic static class AVFormatContext extends Pointer {
static { Loader.load(); }
/** Default native constructor. */
public AVFormatContext() { super((Pointer)null); allocate(); }
/** Native array allocator. Access with {@link Pointer#position(long)}. */
public AVFormatContext(long size) { super((Pointer)null); allocateArray(size); }
/** Pointer cast constructor. Invokes {@link Pointer#Pointer(Pointer)}. */
public AVFormatContext(Pointer p) { super(p); }
private native void allocate();
private native void allocateArray(long size);
@Override public AVFormatContext position(long position) {
return (AVFormatContext)super.position(position);
}I’ve tried to run a java application with an FFMmpegFrameGrabber while trying to run on windows. However same jar file runs on linux with no exceptions.
I have included javacpp and javacv jars .
However while running on windows I am getting this error
main" java.lang.NoClassDefFoundError : Could not initialize class org.bytedeco.javacpp.avutil"Stacktrace of exception
Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize
class org.bytedeco.javacpp.avutil
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at org.bytedeco.javacpp.Loader.load(Loader.java:413)
at org.bytedeco.javacpp.Loader.load(Loader.java:381)
at org.bytedeco.javacpp.avformat$AVFormatContext.<clinit>(avformat.java:
2719)
at org.bytedeco.javacv.FFmpegFrameGrabber.startUnsafe(FFmpegFrameGrabber
.java:391)
at org.bytedeco.javacv.FFmpegFrameGrabber.start(FFmpegFrameGrabber.java:
385)
at testffmpeg.NewStreamer.StartandRestart(NewStreamer.java:191)
at testffmpeg.NewStreamer.<init>(NewStreamer.java:95)
at testffmpeg.NewStreamer.main(NewStreamer.java:91)
</init></clinit> -
Anomalie #4513 : Undefined au post d’un message de forum public
23 août 2020Ben franchement, je considère que mon hack est super pas propre.
Et surtout, ça marche, mais je n’ai aucune idée de pourquoi ce serait la bonne méthode.Donc, non, pas de PR en l’état de ma compréhension.