Recherche avancée

Médias (2)

Mot : - Tags -/media

Autres articles (23)

  • Websites made ​​with MediaSPIP

    2 mai 2011, par

    This page lists some websites based on MediaSPIP.

  • Creating farms of unique websites

    13 avril 2011, par

    MediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
    This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...)

  • Other interesting software

    13 avril 2011, par

    We don’t claim to be the only ones doing what we do ... and especially not to assert claims to be the best either ... What we do, we just try to do it well and getting better ...
    The following list represents softwares that tend to be more or less as MediaSPIP or that MediaSPIP tries more or less to do the same, whatever ...
    We don’t know them, we didn’t try them, but you can take a peek.
    Videopress
    Website : http://videopress.com/
    License : GNU/GPL v2
    Source code : (...)

Sur d’autres sites (7235)

  • Remove a set-but-unused variable (lastdelta) in the encode-side lsp

    2 mars 2015, par Monty
    Remove a set-but-unused variable (lastdelta) in the encode-side lsp
    code.  Note that the code in question is effectively dead as it's for
    floor0 encoding, and floor zero has been deprecated for over a decade.
    

    git-svn-id : http://svn.xiph.org/trunk/vorbis@19453 0101bb08-14d6-0310-b084-bc0e0c8e3800

    • [DH] lib/barkmel.c
    • [DH] lib/lsp.c
  • How to play and seek fragmented MP4 audio using MSE SourceBuffer ?

    29 juin 2024, par Stefan Falk

    Note :

    


    


    If you end up here, you might want to take a look at shaka-player and the accompanying shaka-streamer. Use it. Don't implement this yourself unless you really have to.

    


    


    I am trying for quite some time now to be able to play an audio track on Chrome, Firefox, Safari, etc. but I keep hitting brick walls. My problem is currently that I am just not able to seek within a fragmented MP4 (or MP3).

    


    At the moment I am converting audio files such as MP3 to fragmented MP4 (fMP4) and send them chunk-wise to the client. What I do is defining a CHUNK_DURACTION_SEC (chunk duration in seconds) and compute a chunk size like this :

    


    chunksTotal = Math.ceil(this.track.duration / CHUNK_DURATION_SEC);
chunkSize = Math.ceil(this.track.fileSize / this.chunksTotal);


    


    With this I partition the audio file and can fetch it entirely jumping chunkSize-many bytes for each chunk :

    


    -----------------------------------------
| chunk 1 | chunk 2 |   ...   | chunk n |
-----------------------------------------


    


    How audio files are converted to fMP4

    


    ffmpeg -i input.mp3 -acodec aac -b:a 256k -f mp4 \
       -movflags faststart+frag_every_frame+empty_moov+default_base_moof \
        output.mp4


    


    This seems to work with Chrome and Firefox (so far).

    


    How chunks are appended

    


    After following this example, and realizing that it's simply not working as it is explained here, I threw it away and started over from scratch. Unfortunately without success. It's still not working.

    


    The following code is supposed to play a track from the very beginning to the very end. However, I also need to be able to seek. So far, this is simply not working. Seeking will just stop the audio after the seeking event got triggered.

    


    The code

    


    /* Desired chunk duration in seconds. */&#xA;const CHUNK_DURATION_SEC = 20;&#xA;&#xA;const AUDIO_EVENTS = [&#xA;  &#x27;ended&#x27;,&#xA;  &#x27;error&#x27;,&#xA;  &#x27;play&#x27;,&#xA;  &#x27;playing&#x27;,&#xA;  &#x27;seeking&#x27;,&#xA;  &#x27;seeked&#x27;,&#xA;  &#x27;pause&#x27;,&#xA;  &#x27;timeupdate&#x27;,&#xA;  &#x27;canplay&#x27;,&#xA;  &#x27;loadedmetadata&#x27;,&#xA;  &#x27;loadstart&#x27;,&#xA;  &#x27;updateend&#x27;,&#xA;];&#xA;&#xA;&#xA;class ChunksLoader {&#xA;&#xA;  /** The total number of chunks for the track. */&#xA;  public readonly chunksTotal: number;&#xA;&#xA;  /** The length of one chunk in bytes */&#xA;  public readonly chunkSize: number;&#xA;&#xA;  /** Keeps track of requested chunks. */&#xA;  private readonly requested: boolean[];&#xA;&#xA;  /** URL of endpoint for fetching audio chunks. */&#xA;  private readonly url: string;&#xA;&#xA;  constructor(&#xA;    private track: Track,&#xA;    private sourceBuffer: SourceBuffer,&#xA;    private logger: NGXLogger,&#xA;  ) {&#xA;&#xA;    this.chunksTotal = Math.ceil(this.track.duration / CHUNK_DURATION_SEC);&#xA;    this.chunkSize = Math.ceil(this.track.fileSize / this.chunksTotal);&#xA;&#xA;    this.requested = [];&#xA;    for (let i = 0; i &lt; this.chunksTotal; i&#x2B;&#x2B;) {&#xA;      this.requested[i] = false;&#xA;    }&#xA;&#xA;    this.url = `${environment.apiBaseUrl}/api/tracks/${this.track.id}/play`;&#xA;  }&#xA;&#xA;  /**&#xA;   * Fetch the first chunk.&#xA;   */&#xA;  public begin() {&#xA;    this.maybeFetchChunk(0);&#xA;  }&#xA;&#xA;  /**&#xA;   * Handler for the "timeupdate" event. Checks if the next chunk should be fetched.&#xA;   *&#xA;   * @param currentTime&#xA;   *  The current time of the track which is currently played.&#xA;   */&#xA;  public handleOnTimeUpdate(currentTime: number) {&#xA;&#xA;    const nextChunkIndex = Math.floor(currentTime / CHUNK_DURATION_SEC) &#x2B; 1;&#xA;    const hasAllChunks = this.requested.every(val => !!val);&#xA;&#xA;    if (nextChunkIndex === (this.chunksTotal - 1) &amp;&amp; hasAllChunks) {&#xA;      this.logger.debug(&#x27;Last chunk. Calling mediaSource.endOfStream();&#x27;);&#xA;      return;&#xA;    }&#xA;&#xA;    if (this.requested[nextChunkIndex] === true) {&#xA;      return;&#xA;    }&#xA;&#xA;    if (currentTime &lt; CHUNK_DURATION_SEC * (nextChunkIndex - 1 &#x2B; 0.25)) {&#xA;      return;&#xA;    }&#xA;&#xA;    this.maybeFetchChunk(nextChunkIndex);&#xA;  }&#xA;&#xA;  /**&#xA;   * Fetches the chunk if it hasn&#x27;t been requested yet. After the request finished, the returned&#xA;   * chunk gets appended to the SourceBuffer-instance.&#xA;   *&#xA;   * @param chunkIndex&#xA;   *  The chunk to fetch.&#xA;   */&#xA;  private maybeFetchChunk(chunkIndex: number) {&#xA;&#xA;    const start = chunkIndex * this.chunkSize;&#xA;    const end = start &#x2B; this.chunkSize - 1;&#xA;&#xA;    if (this.requested[chunkIndex] == true) {&#xA;      return;&#xA;    }&#xA;&#xA;    this.requested[chunkIndex] = true;&#xA;&#xA;    if ((end - start) == 0) {&#xA;      this.logger.warn(&#x27;Nothing to fetch.&#x27;);&#xA;      return;&#xA;    }&#xA;&#xA;    const totalKb = ((end - start) / 1000).toFixed(2);&#xA;    this.logger.debug(`Starting to fetch bytes ${start} to ${end} (total ${totalKb} kB). Chunk ${chunkIndex &#x2B; 1} of ${this.chunksTotal}`);&#xA;&#xA;    const xhr = new XMLHttpRequest();&#xA;    xhr.open(&#x27;get&#x27;, this.url);&#xA;    xhr.setRequestHeader(&#x27;Authorization&#x27;, `Bearer ${AuthenticationService.getJwtToken()}`);&#xA;    xhr.setRequestHeader(&#x27;Range&#x27;, &#x27;bytes=&#x27; &#x2B; start &#x2B; &#x27;-&#x27; &#x2B; end);&#xA;    xhr.responseType = &#x27;arraybuffer&#x27;;&#xA;    xhr.onload = () => {&#xA;      this.logger.debug(`Range ${start} to ${end} fetched`);&#xA;      this.logger.debug(`Requested size:        ${end - start &#x2B; 1}`);&#xA;      this.logger.debug(`Fetched size:          ${xhr.response.byteLength}`);&#xA;      this.logger.debug(&#x27;Appending chunk to SourceBuffer.&#x27;);&#xA;      this.sourceBuffer.appendBuffer(xhr.response);&#xA;    };&#xA;    xhr.send();&#xA;  };&#xA;&#xA;}&#xA;&#xA;export enum StreamStatus {&#xA;  NOT_INITIALIZED,&#xA;  INITIALIZING,&#xA;  PLAYING,&#xA;  SEEKING,&#xA;  PAUSED,&#xA;  STOPPED,&#xA;  ERROR&#xA;}&#xA;&#xA;export class PlayerState {&#xA;  status: StreamStatus = StreamStatus.NOT_INITIALIZED;&#xA;}&#xA;&#xA;&#xA;/**&#xA; *&#xA; */&#xA;@Injectable({&#xA;  providedIn: &#x27;root&#x27;&#xA;})&#xA;export class MediaSourcePlayerService {&#xA;&#xA;  public track: Track;&#xA;&#xA;  private mediaSource: MediaSource;&#xA;&#xA;  private sourceBuffer: SourceBuffer;&#xA;&#xA;  private audioObj: HTMLAudioElement;&#xA;&#xA;  private chunksLoader: ChunksLoader;&#xA;&#xA;  private state: PlayerState = new PlayerState();&#xA;&#xA;  private state$ = new BehaviorSubject<playerstate>(this.state);&#xA;&#xA;  public stateChange = this.state$.asObservable();&#xA;&#xA;  private currentTime$ = new BehaviorSubject<number>(null);&#xA;&#xA;  public currentTimeChange = this.currentTime$.asObservable();&#xA;&#xA;  constructor(&#xA;    private httpClient: HttpClient,&#xA;    private logger: NGXLogger&#xA;  ) {&#xA;  }&#xA;&#xA;  get canPlay() {&#xA;    const state = this.state$.getValue();&#xA;    const status = state.status;&#xA;    return status == StreamStatus.PAUSED;&#xA;  }&#xA;&#xA;  get canPause() {&#xA;    const state = this.state$.getValue();&#xA;    const status = state.status;&#xA;    return status == StreamStatus.PLAYING || status == StreamStatus.SEEKING;&#xA;  }&#xA;&#xA;  public playTrack(track: Track) {&#xA;    this.logger.debug(&#x27;playTrack&#x27;);&#xA;    this.track = track;&#xA;    this.startPlayingFrom(0);&#xA;  }&#xA;&#xA;  public play() {&#xA;    this.logger.debug(&#x27;play()&#x27;);&#xA;    this.audioObj.play().then();&#xA;  }&#xA;&#xA;  public pause() {&#xA;    this.logger.debug(&#x27;pause()&#x27;);&#xA;    this.audioObj.pause();&#xA;  }&#xA;&#xA;  public stop() {&#xA;    this.logger.debug(&#x27;stop()&#x27;);&#xA;    this.audioObj.pause();&#xA;  }&#xA;&#xA;  public seek(seconds: number) {&#xA;    this.logger.debug(&#x27;seek()&#x27;);&#xA;    this.audioObj.currentTime = seconds;&#xA;  }&#xA;&#xA;  private startPlayingFrom(seconds: number) {&#xA;    this.logger.info(`Start playing from ${seconds.toFixed(2)} seconds`);&#xA;    this.mediaSource = new MediaSource();&#xA;    this.mediaSource.addEventListener(&#x27;sourceopen&#x27;, this.onSourceOpen);&#xA;&#xA;    this.audioObj = document.createElement(&#x27;audio&#x27;);&#xA;    this.addEvents(this.audioObj, AUDIO_EVENTS, this.handleEvent);&#xA;    this.audioObj.src = URL.createObjectURL(this.mediaSource);&#xA;&#xA;    this.audioObj.play().then();&#xA;  }&#xA;&#xA;  private onSourceOpen = () => {&#xA;&#xA;    this.logger.debug(&#x27;onSourceOpen&#x27;);&#xA;&#xA;    this.mediaSource.removeEventListener(&#x27;sourceopen&#x27;, this.onSourceOpen);&#xA;    this.mediaSource.duration = this.track.duration;&#xA;&#xA;    this.sourceBuffer = this.mediaSource.addSourceBuffer(&#x27;audio/mp4; codecs="mp4a.40.2"&#x27;);&#xA;    // this.sourceBuffer = this.mediaSource.addSourceBuffer(&#x27;audio/mpeg&#x27;);&#xA;&#xA;    this.chunksLoader = new ChunksLoader(&#xA;      this.track,&#xA;      this.sourceBuffer,&#xA;      this.logger&#xA;    );&#xA;&#xA;    this.chunksLoader.begin();&#xA;  };&#xA;&#xA;  private handleEvent = (e) => {&#xA;&#xA;    const currentTime = this.audioObj.currentTime.toFixed(2);&#xA;    const totalDuration = this.track.duration.toFixed(2);&#xA;    this.logger.warn(`MediaSource event: ${e.type} (${currentTime} of ${totalDuration} sec)`);&#xA;&#xA;    this.currentTime$.next(this.audioObj.currentTime);&#xA;&#xA;    const currentStatus = this.state$.getValue();&#xA;&#xA;    switch (e.type) {&#xA;      case &#x27;playing&#x27;:&#xA;        currentStatus.status = StreamStatus.PLAYING;&#xA;        this.state$.next(currentStatus);&#xA;        break;&#xA;      case &#x27;pause&#x27;:&#xA;        currentStatus.status = StreamStatus.PAUSED;&#xA;        this.state$.next(currentStatus);&#xA;        break;&#xA;      case &#x27;timeupdate&#x27;:&#xA;        this.chunksLoader.handleOnTimeUpdate(this.audioObj.currentTime);&#xA;        break;&#xA;      case &#x27;seeking&#x27;:&#xA;        currentStatus.status = StreamStatus.SEEKING;&#xA;        this.state$.next(currentStatus);&#xA;        if (this.mediaSource.readyState == &#x27;open&#x27;) {&#xA;          this.sourceBuffer.abort();&#xA;        }&#xA;        this.chunksLoader.handleOnTimeUpdate(this.audioObj.currentTime);&#xA;        break;&#xA;    }&#xA;  };&#xA;&#xA;  private addEvents(obj, events, handler) {&#xA;    events.forEach(event => obj.addEventListener(event, handler));&#xA;  }&#xA;&#xA;}&#xA;</number></playerstate>

    &#xA;

    Running it will give me the following output :

    &#xA;

    enter image description here

    &#xA;

    &#xA;

    Apologies for the screenshot but it's not possible to just copy the output without all the stack traces in Chrome.

    &#xA;

    &#xA;

    What I also tried was following this example and call sourceBuffer.abort() but that didn't work. It looks more like a hack that used to work years ago but it's still referenced in the docs (see "Example" -> "You can see something similar in action in Nick Desaulnier's bufferWhenNeeded demo ..").

    &#xA;

    case &#x27;seeking&#x27;:&#xA;  currentStatus.status = StreamStatus.SEEKING;&#xA;  this.state$.next(currentStatus);        &#xA;  if (this.mediaSource.readyState === &#x27;open&#x27;) {&#xA;    this.sourceBuffer.abort();&#xA;  } &#xA;  break;&#xA;

    &#xA;

    Trying with MP3

    &#xA;

    I have tested the above code under Chrome by converting tracks to MP3 :

    &#xA;

    ffmpeg -i input.mp3 -acodec aac -b:a 256k -f mp3 output.mp3&#xA;

    &#xA;

    and creating a SourceBuffer using audio/mpeg as type :

    &#xA;

    this.mediaSource.addSourceBuffer(&#x27;audio/mpeg&#x27;)&#xA;

    &#xA;

    I have the same problem when seeking.

    &#xA;

    The issue wihout seeking

    &#xA;

    The above code has another issue :

    &#xA;

    After two minutes of playing, the audio playback starts to stutter and comes to a halt prematurely. So, the audio plays up to a point and then it stops without any obvious reason.

    &#xA;

    For whatever reason there is another canplay and playing event. A few seconds after, the audio simply stops..

    &#xA;

    enter image description here

    &#xA;

  • How to get N frames from a video at the same distance from each other ?

    15 octobre 2020, par Братислав Моргунов

    let's say I want to get 20 frames from a 10 second clip, i.e. a frame every half a second. The problem is that some clips are a little shorter or longer. It is important to keep the same spacing between frames. Maybe this can be done using ffmpeg or some c++ script (openCV works badly) ?

    &#xA;

    P.S. : in openCV its look like :

    &#xA;

    int step = floor(video_frames.size() / 20);&#xA;for (int i = 0; i &lt; 20; i&#x2B;&#x2B;) {&#xA;  Mat frame = video_frames[i * step];&#xA;  imwrite(output_name, frame);&#xA;}&#xA;

    &#xA;