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1,000,000
27 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Demon Seed
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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The Four of Us are Dying
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Corona Radiata
26 septembre 2011, par
Mis à jour : Septembre 2011
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Lights in the Sky
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Mis à jour : Septembre 2011
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Head Down
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Mis à jour : Septembre 2011
Langue : English
Type : Audio
Autres articles (83)
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MediaSPIP version 0.1 Beta
16 avril 2011, parMediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...) -
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 (...) -
Amélioration de la version de base
13 septembre 2013Jolie sélection multiple
Le plugin Chosen permet d’améliorer l’ergonomie des champs de sélection multiple. Voir les deux images suivantes pour comparer.
Il suffit pour cela d’activer le plugin Chosen (Configuration générale du site > Gestion des plugins), puis de configurer le plugin (Les squelettes > Chosen) en activant l’utilisation de Chosen dans le site public et en spécifiant les éléments de formulaires à améliorer, par exemple select[multiple] pour les listes à sélection multiple (...)
Sur d’autres sites (5009)
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Evolution #3963 : Rediriger l’accueil d’un site non installé vers /ecrire
19 juin 2017Ah oui, il faut aussi l’accès MySQL.
Sauf dans le cas d’une mutualisation facile où l’accès MySQL est fourni par le code d’initialisation.
Et où, si on efface le connect.php, on peut refaire la procédure d’installation sans que rien ne soit protégé.
Bon, on va dire que le cas est rare ;-) -
ffmpeg : init filtergraphs only after we have a frame on each input
27 mai 2016, par Anton Khirnovffmpeg : init filtergraphs only after we have a frame on each input
This makes sure the actual stream parameters are used, which is
important mainly for hardware decoding+filtering cases, which would
previously require various weird workarounds to handle the fact that a
fake software graph has to be constructed, but never used.
This should also improve behaviour in rare cases where
avformat_find_stream_info() does not provide accurate information.This merges Libav commit a3a0230. It was previously skipped.
The code in flush_encoders() which sets up a "fake" format wasn’t in
Libav. I’m not sure if it’s a good idea, but it tends to give
behavior closer to the old one in certain corner cases.The vp8-size-change gives different result, because now the size of
the first frame is used. libavformat reported the size of the largest
frame for some reason.The exr tests now use the sample aspect ratio of the first frame. For
some reason libavformat determines 0/1 as aspect ratio, while the
decoder returns the correct one.The ffm and mxf tests change the field_order values. I’m assuming
another libavformat/decoding mismatch.Signed-off-by : wm4 <nfxjfg@googlemail.com>
- [DH] ffmpeg.c
- [DH] ffmpeg.h
- [DH] ffmpeg_cuvid.c
- [DH] ffmpeg_filter.c
- [DH] ffmpeg_opt.c
- [DH] ffmpeg_qsv.c
- [DH] tests/ref/fate/exr-rgb-scanline-pxr24-half-uint32-13x9
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44-12x8-l1
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44-12x8-l2
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44-13x9-l1
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44-13x9-l2
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44a-12x8-l1
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44a-12x8-l2
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44a-13x9-l1
- [DH] tests/ref/fate/exr-rgba-scanline-float-half-b44a-13x9-l2
- [DH] tests/ref/fate/vp8-size-change
- [DH] tests/ref/lavf/ffm
- [DH] tests/ref/lavf/mxf
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Managing Music Playback Channels
30 juin 2013, par Multimedia Mike — GeneralMy Game Music Appreciation site allows users to interact with old video game music by toggling various channels, as long as the underlying synthesizer engine supports it.
Users often find their way to the Nintendo DS section pretty quickly. This is when they notice an obnoxious quirk with the channel toggling feature : specifically, one channel doesn’t seem to map to a particular instrument or track.
When it comes to computer music playback methodologies, I have long observed that there are 2 general strategies : Fixed channel and dynamic channel allocation.
Fixed Channel Approach
One of my primary sources of computer-based entertainment used to be watching music. Sure I listened to it as well. But for things like Amiga MOD files and related tracker formats, there was a rich ecosystem of fun music playback programs that visualized the music. There exist music visualization modes in various music players these days (such as iTunes and Windows Media Player), but those largely just show you a single wave form. These files were real time syntheses based on multiple audio channels and usually showed some form of analysis for each channel. My personal favorite was Cubic Player :
Most of these players supported the concept of masking individual channels. In doing so, the user could isolate, study, and enjoy different components of the song. For many 4-channel Amiga MOD files, I observed that the common arrangement was to use the 4 channels for beat (percussion track), bass line, chords, and melody. Thus, it was easy to just listen to, e.g., the bass line in isolation.
MODs and similar formats specified precisely which digital audio sample to play at what time and on which specific audio channel. To view the internals of one of these formats, one gets the impression that they contain an extremely computer-centric view of music.
Dynamic Channel Allocation Algorithm
MODs et al. enjoyed a lot of popularity, but the standard for computer music is MIDI. While MOD and friends took a computer-centric view of music, MIDI takes, well, a music-centric view of music.There are MIDI visualization programs as well. The one that came with my Gravis Ultrasound was called PLAYMIDI.EXE. It looked like this…
… and it confused me. There are 16 distinct channels being visualized but some channels are shown playing multiple notes. When I dug into the technical details, I learned that MIDI just specifies what notes need to be played, at what times and frequencies and using which instrument samples, and it was the MIDI playback program’s job to make it happen.
Thus, if a MIDI file specifies that track 1 should play a C major chord consisting of notes C, E, and G, it would transmit events “key-on C ; delta time 0 ; key-on E ; delta time 0 ; key-on G ; delta time … ; [other commands]“. If the playback program has access to multiple channels (say, up to 32, in the case of the GUS), the intuitive approach would be to maintain a pool of all available channels. Then, when it’s time to process the “key-on C” event, fetch the first available channel from the pool, mark it as in-use, play C on the channel, and return that channel to the pool when either the sample runs its course or the corresponding “key-off C” event is encountered in the MIDI command stream.
About That Game Music
Circling back around to my game music website, numerous supported systems use the fixed channel approach for playback while others use dynamic channel allocation approach, including evey Nintendo DS game I have so far analyzed.Which approach is better ? As in many technical matters, there are trade-offs either way. For many systems, the fixed channel approach is necessary because for many older audio synthesis systems, different channels had very specific purposes. The 8-bit NES had 5 channels : 2 square wave generators (used musically for melody/treble), 1 triangle wave generator (usually used for bass line), a noise generator (subverted for all manner of percussive sounds), and a limited digital channel (was sometimes assigned richer percussive sounds). Dynamic channel allocation wouldn’t work here.
But the dynamic approach works great on hardware with 16 digital channels available like, for example, the Nintendo DS. Digital channels are very general-purpose. What about the SNES, with its 8 digital channels ? Either approach could work. In practice, most games used a fixed channel approach : Games might use 4-6 channels for music while reserving the remainder for various in-game sound effects. Some notable exceptions to this pattern were David Wise’s compositions for Rare’s SNES games (think Battletoads and the various Donkey Kong Country titles). These clearly use some dynamic channel approach since masking all but one channel will give you a variety of instrument sounds.
Epilogue
There ! That took a long time to explain but I find it fascinating for some reason. I need to distill it down to far fewer words because I want to make it a FAQ on my website for “Why can’t I isolate specific tracks for Nintendo DS games ?”Actually, perhaps I should remove the ability to toggle Nintendo DS channels in the first place. Here’s a funny tale of needless work : I found the Vio2sf engine for synthesizing Nintendo DS music and incorporated it into the program. It didn’t support toggling of individual channels so I figured out a way to add that feature to the engine. And then I noticed that most Nintendo DS games render that feature moot. After I released the webapp, I learned that I was out of date on the Vio2sf engine. The final insult was that the latest version already supports channel toggling. So I did the work for nothing. But then again, since I want to remove that feature from the UI, doubly so.