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Autres articles (38)

  • Contribute to documentation

    13 avril 2011

    Documentation is vital to the development of improved technical capabilities.
    MediaSPIP welcomes documentation by users as well as developers - including : critique of existing features and functions articles contributed by developers, administrators, content producers and editors screenshots to illustrate the above translations of existing documentation into other languages
    To contribute, register to the project users’ mailing (...)

  • Selection of projects using MediaSPIP

    2 mai 2011, par

    The examples below are representative elements of MediaSPIP specific uses for specific projects.
    MediaSPIP farm @ Infini
    The non profit organizationInfini develops hospitality activities, internet access point, training, realizing innovative projects in the field of information and communication technologies and Communication, and hosting of websites. It plays a unique and prominent role in the Brest (France) area, at the national level, among the half-dozen such association. Its members (...)

  • Use, discuss, criticize

    13 avril 2011, par

    Talk to people directly involved in MediaSPIP’s development, or to people around you who could use MediaSPIP to share, enhance or develop their creative projects.
    The bigger the community, the more MediaSPIP’s potential will be explored and the faster the software will evolve.
    A discussion list is available for all exchanges between users.

Sur d’autres sites (8271)

  • avcodec/sanm : codec37 : reimplement comp4

    11 mars, par Manuel Lauss
    avcodec/sanm : codec37 : reimplement comp4
    

    Compression 4 code 0 means copy from delta buffer without mv,
    AND start of a skip run. This gets rid of the extra case and column
    index manipulation and implements this as it is implemented in the
    original game exe, i.e. as a special case for after mv copy.

    Signed-off-by : Manuel Lauss <manuel.lauss@gmail.com>

    • [DH] libavcodec/sanm.c
  • How do i get access to subproccess.py ?

    6 décembre 2023, par Kronik71

    So, my bot for some reason wants to access a folder in \WindowsApps\PythonSoftwareFoundation.Python.bunch_of_numbers\Lib called subproccess.py but it always gives the error : PermissionError: [WinError 5] Access is denied. I think it has to do with ffmpeg.

    &#xA;

    Here's the full traceback (kinda long) :

    &#xA;

    Traceback (most recent call last):&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\interactions\client\client.py", line 1900, in __dispatch_interaction&#xA;    response = await callback&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\interactions\client\client.py", line 1771, in _run_slash_command&#xA;    return await command(ctx, **ctx.kwargs)&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\interactions\models\internal\command.py", line 132, in __call__&#xA;    await self.call_callback(self.callback, context)&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\interactions\models\internal\application_commands.py", line 802, in call_callback&#xA;    return await self.call_with_binding(callback, ctx)&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\interactions\models\internal\callback.py", line 43, in call_with_binding&#xA;    return await callback(*args, **kwargs)&#xA;  File "C:\Users\myuser\OneDrive\Desktop\button.py", line 38, in press&#xA;    voice_client.play(discord.FFmpegPCMAudio(executable=r"C:\Users\myuser\OneDrive\Desktop\ffmpeg-6.1-essentials_build\bin", source=audiosource))&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.Bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\discord\player.py", line 290, in __init__&#xA;    super().__init__(source, executable=executable, args=args, **subprocess_kwargs)&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\discord\player.py", line 166, in __init__&#xA;    self._process = self._spawn_process(args, **kwargs)&#xA;  File "C:\Users\myuser\AppData\Local\Packages\PythonSoftwareFoundation.Python.bunch_of_numbers\LocalCache\local-packages\Python310\site-packages\discord\player.py", line 180, in _spawn_process&#xA;    process = subprocess.Popen(args, creationflags=CREATE_NO_WINDOW, **subprocess_kwargs)&#xA;  File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.bunch_of_numbers\lib\subprocess.py", line 971, in __init__&#xA;    self._execute_child(args, executable, preexec_fn, close_fds,&#xA;  File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.bunch_of_numbers\lib\subprocess.py", line 1456, in _execute_child&#xA;    hp, ht, pid, tid = _winapi.CreateProcess(executable, args,&#xA;PermissionError: [WinError 5] Access is denied&#xA;

    &#xA;

    heres my code :

    &#xA;

    import interactions&#xA;import discord&#xA;from discord import FFmpegPCMAudio&#xA;import tracemalloc&#xA;&#xA;ffmpegexec = r"C:\Users\myuser\OneDrive\Desktop\ffmpeg-6.1-essentials_build\bin\ffmpeg.exe"&#xA;&#xA;audiosource = r"C:\Users\myuser\Downloads\seatbelt-online-audio-converter.mp3"&#xA;&#xA;source = discord.FFmpegPCMAudio(audiosource)&#xA;&#xA;token = "my_token"&#xA;&#xA;bot = interactions.Client(token=token)&#xA;&#xA;tracemalloc.start()&#xA;&#xA;@interactions.slash_command(&#xA;    name="joinvc",&#xA;    description="starts the game"&#xA;)&#xA;&#xA;async def joinvc(ctx: interactions.ComponentContext):&#xA;    await ctx.send("Joining vc. Please make sure you are currently in a vc!")&#xA;    vc = ctx.author.voice.channel&#xA;    await vc.connect()&#xA;&#xA;@interactions.slash_command(&#xA;    name="press",&#xA;    description="Press the button"&#xA;)&#xA;&#xA;async def press(ctx: interactions.ComponentContext):&#xA;    await ctx.send(f"{ctx.author.mention} has pressed the button")&#xA;    vc = ctx.author.voice.channel&#xA;    voice_client = await vc.connect()  # Connect to the voice channel&#xA;&#xA;voice_client.play(discord.FFmpegPCMAudio(executable=r"C:\Users\myuser\OneDrive\Desktop\ffmpeg-6.1-essentials_build\bin", source=audiosource))&#xA;&#xA;&#xA;bot.start(token)&#xA;

    &#xA;

  • avcodec/sanm : implement STOR/FTCH for ANIMv1

    14 mars, par Manuel Lauss
    avcodec/sanm : implement STOR/FTCH for ANIMv1
    

    Handle STOR/FTCH the same way the RA1 game engine does :
    On STOR, save the next following FOBJ (not the decoded image)
    in a buffer ; decode it on FTCH.
    The RA1 codecs and the fobj handler now take an explicit
    GetByteContext in order to be able to replay stored data.

    Used extensively by Rebel Assault 1 for e.g. backgrounds and
    the cockpit overlay.

    For ANIMv2 keep the current system to store the decoded image, as
    replaying a FOBJ would not work with codecs37/47/48 due to sequence
    violations.

    Signed-off-by : Manuel Lauss <manuel.lauss@gmail.com>

    • [DH] libavcodec/sanm.c