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Autres articles (36)
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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 -
MediaSPIP v0.2
21 juin 2013, parMediaSPIP 0.2 is the first MediaSPIP stable release.
Its official release date is June 21, 2013 and is announced here.
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 (...) -
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 : (...)
Sur d’autres sites (5002)
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FLutter : Read frames fom video, process it, put it to output video
26 juin 2023, par RAITONI have video record and I need to process frames of this video, and for each frame/image write random integer on top left or right of image ( the random integer is only example I will replace this random int by my logic )


something like :


// 1. extract list of frames from video
// 2. process images/frames and add random integer in top left or right of image
// 3. Write output Video with new Frames contain the random integer 



can someone help to have code example to resolve this by using ffmpeg package or any other package ?


Thanks


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FFmpeg throwing error during video render process using Remotion
31 mai 2022, par VinceI'm using a tool called Remotion, which allows you to create videos using javascript (node & react). I have the server-side rendering process working, unless I try to include an mp3. Per their docs, I have my audio imported like this :


import goodtimes from '../../music/GoodTimes.mp3';

...

<audio src="{goodtimes}"></audio>



I'm currently trying to troubleshoot this using the CLI, because the error messaging is better. The command runs, and seems to generate the full video – 2400 out of 2400 frames. But then it fails with this output :


(2/3) [====================] Rendered frames (6x) 176540ms
 + [====================] Downloading http://localhost:3000/1ba90857580e6291.mp3
(3/3) [====================] Encoding video 2400/2400
An error occurred:
Error: Command failed with exit code 1: ffprobe -v error -show_entries stream=channels:format=duration -of default=nw=1 /var/folders/6n/_nfb38t53dgdj092_pcnqqmw0000gn/T/remotion-assets-dir2jc2oppruh/7744374580215663.mp3
[mp3 @ 0x7fa78152ec40] Failed to read frame size: Could not seek to 5244.
/var/folders/6n/_nfb38t53dgdj092_pcnqqmw0000gn/T/remotion-assets-dir2jc2oppruh/7744374580215663.mp3: Invalid argument
 at makeError (/Users/voverson/clm-video/server/node_modules/execa/lib/error.js:60:11)
 at handlePromise (/Users/voverson/clm-video/server/node_modules/execa/index.js:118:26)
 at runMicrotasks (<anonymous>)
 at processTicksAndRejections (internal/process/task_queues.js:93:5)
 at async getAudioChannelsAndDuration (/Users/voverson/clm-video/server/node_modules/@remotion/renderer/dist/assets/get-audio-channels.js:17:18)
 at async preprocessAudioTrackUnlimited (/Users/voverson/clm-video/server/node_modules/@remotion/renderer/dist/preprocess-audio-track.js:14:36)
</anonymous>


I'm hoping some ffmpeg experts might recognize this error and have some idea what might be causing it.


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Faster way to write image to Process.StandardInput.BaseStream
4 septembre 2012, par HasibiiIm trying to send a lot of desktop captured images to an encoders (FFmpeg) stdin.
The following code example works.
the
CaptureScreen()
function provides an image in 5-10 ms.If I save the image in a MemoryStream it takes almost no time.
But I can only save 1 image every 45 ms to
proc.StandardInput.BaseStream.public void Start(string bitrate, string buffer, string fps, string rtmp, string resolution, string preset)
{
proc.StartInfo.FileName = myPath + "\\ffmpeg.exe";
proc.StartInfo.Arguments = "-f image2pipe -i pipe:.bmp -vcodec libx264 -preset " + preset + " -maxrate " + bitrate + "k -bufsize " +
buffer + "k -bt 10 -r " + fps + " -an -y test.avi"; //+ rtmp;
proc.StartInfo.UseShellExecute = false;
proc.StartInfo.RedirectStandardInput = true;
proc.StartInfo.RedirectStandardOutput = true;
proc.Start();
Stopwatch st = new Stopwatch();
BinaryWriter writer = new BinaryWriter(proc.StandardInput.BaseStream);
System.Drawing.Image img;
st.Reset();
st.Start();
for (int z = 0; z < 100; z++)
{
img = ScrCap.CaptureScreen();
img.Save(writer.BaseStream, System.Drawing.Imaging.ImageFormat.Bmp);
img.Dispose();
}
st.Stop();
System.Windows.Forms.MessageBox.Show(st.ElapsedMilliseconds.ToString());
}The question is :
Can I do the saving process faster ?
I try to get stable 60 fps this way