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Médias (91)

Autres articles (81)

  • Support de tous types de médias

    10 avril 2011

    Contrairement à beaucoup de logiciels et autres plate-formes modernes de partage de documents, MediaSPIP a l’ambition de gérer un maximum de formats de documents différents qu’ils soient de type : images (png, gif, jpg, bmp et autres...) ; audio (MP3, Ogg, Wav et autres...) ; vidéo (Avi, MP4, Ogv, mpg, mov, wmv et autres...) ; contenu textuel, code ou autres (open office, microsoft office (tableur, présentation), web (html, css), LaTeX, Google Earth) (...)

  • List of compatible distributions

    26 avril 2011, par

    The table below is the list of Linux distributions compatible with the automated installation script of MediaSPIP. Distribution nameVersion nameVersion number Debian Squeeze 6.x.x Debian Weezy 7.x.x Debian Jessie 8.x.x Ubuntu The Precise Pangolin 12.04 LTS Ubuntu The Trusty Tahr 14.04
    If you want to help us improve this list, you can provide us access to a machine whose distribution is not mentioned above or send the necessary fixes to add (...)

  • Automated installation script of MediaSPIP

    25 avril 2011, par

    To overcome the difficulties mainly due to the installation of server side software dependencies, an "all-in-one" installation script written in bash was created to facilitate this step on a server with a compatible Linux distribution.
    You must have access to your server via SSH and a root account to use it, which will install the dependencies. Contact your provider if you do not have that.
    The documentation of the use of this installation script is available here.
    The code of this (...)

Sur d’autres sites (11536)

  • Android and Ffmpeg. Play video (audio and video syncing WITHOUT USING SDL)

    21 janvier 2014, par user1885632

    I have build ffmpeg library and made simple project where I decode video stream and show it on SurfaceView. Now I need to play sound stream of my video file. And the biggest problem for me is synchronization. I saw tutorials but all of them show how to do this using SDL. But for this I need to install SDL, build it (and there are some trouble for me, because of my project structure). So I don't want to use SDL. Are there any ways how to play a videofile with sound synchronously without using SDL ?

  • Compressed mp4 video is taking too long time to play (exoplayer)

    10 août 2018, par User

    Video(mp4) is recorded from android camera and sent to backend, here I am using ffmpeg wrapper to compress the video[44mb video to 5.76mb]. compression is working well, But when I send the video for play in android(exo player), is taking too long time to start.

    below is my code to compress :

    FFmpegBuilder builder = new FFmpegBuilder()
                      .setInput("D:/dummyVideos/myvideo.mp4")     // Filename, or a FFmpegProbeResult
                      .overrideOutputFiles(true) // Override the output if it exists
                      .addOutput("D:/dummyVideos/myvideo_ffmpeg.mp4")   // Filename for the destination
                      .setFormat("mp4")       // Format is inferred from filename, or can be set
                      .disableSubtitle()       // No subtiles
                      .setAudioChannels(1)         // Mono audio
                      .setAudioCodec("aac")       // using the aac codec
                      .setAudioSampleRate(48_000) // at 48KHz
                      .setAudioBitRate(32768)     // at 32 kbit/s
                      .setVideoCodec("libx264")     // Video using x264
                      .setVideoFrameRate(24, 1)     // at 24 frames per second
                      .setVideoResolution(1280, 720) // at 640x480 resolution
                      .setVideoBitRate(762800)
                      .setStrict(FFmpegBuilder.Strict.EXPERIMENTAL) // Allow FFmpeg to use experimental specs
                      .done();

    Can anyone tell me why video is taking too long time to play in exo player ? Is anything wrong in the compression ?

  • wrong play audio samples

    8 août 2014, par Ivan Lisovich

    I have a problem with a ffmpeg and NAudio libs.
    I worked with the old ffmpeg library and there the audio plays correctly.
    read video in manage c++

    // Read frames and save to list audio frames
    while(av_read_frame(pFormatCtx, &packet) >= 0)
    {
       if(packet.stream_index == videoStream)
       {
           // reade image
       }
       else if(packet.stream_index == audioStream)
       {
           int b = av_dup_packet(&packet);
           if(b >= 0) {
               int audio_pkt_size = packet.size;
               libffmpeg::uint8_t* audio_pkt_data = packet.data;
               while(audio_pkt_size > 0)
               {
                   int got_frame = 0;
                   int len1 = libffmpeg::avcodec_decode_audio4(aCodecCtx, &frame, &got_frame, &packet);
                   if(len1 < 0)
                   {
                       /* if error, skip frame */
                       audio_pkt_size = 0;
                       break;
                   }
                   audio_pkt_data += len1;
                   audio_pkt_size -= len1;
                   if (got_frame)
                   {
                       int data_size = libffmpeg::av_samples_get_buffer_size ( NULL, aCodecCtx->channels, frame.nb_samples, aCodecCtx->sample_fmt, 1 );
                       array<byte>^ managedBuf = gcnew array<byte>(data_size);
                       System::IntPtr iptr = System::IntPtr( frame.data[0] );
                       System::Runtime::InteropServices::Marshal::Copy( iptr, managedBuf, 0, data_size );
                       audioData->Add(managedBuf);
                   }
               }
           }
       }
       // Free the packet that was allocated by av_read_frame
       libffmpeg::av_free_packet(&amp;packet);
    }
    </byte></byte>

    I return audioData to c# code and play in NAudio library
    play in c#

    var recordingFormat = new WaveFormat(reader.SampleRate, 16, reader.Channels);
    var waveProvider = new BufferedWaveProvider(recordingFormat) { DiscardOnBufferOverflow = true, BufferDuration = TimeSpan.FromMilliseconds(10000) };
    var waveOut = new DirectSoundOut();
    waveOut.Init(waveProvider);
    waveOut.Play();
    foreach (byte[] data in audioData)
    {
       waveProvider.AddSamples(data, 0, data.Length);
    }

    but audio not playing.
    what am I doing wrong ?