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Autres articles (59)

  • Support audio et vidéo HTML5

    10 avril 2011

    MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
    Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
    Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
    Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...)

  • HTML5 audio and video support

    13 avril 2011, par

    MediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
    The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
    For older browsers the Flowplayer flash fallback is used.
    MediaSPIP allows for media playback on major mobile platforms with the above (...)

  • De l’upload à la vidéo finale [version standalone]

    31 janvier 2010, par

    Le chemin d’un document audio ou vidéo dans SPIPMotion est divisé en trois étapes distinctes.
    Upload et récupération d’informations de la vidéo source
    Dans un premier temps, il est nécessaire de créer un article SPIP et de lui joindre le document vidéo "source".
    Au moment où ce document est joint à l’article, deux actions supplémentaires au comportement normal sont exécutées : La récupération des informations techniques des flux audio et video du fichier ; La génération d’une vignette : extraction d’une (...)

Sur d’autres sites (7151)

  • ffmpeg mp3 conversion failed [closed]

    14 novembre 2012, par user444757

    using ffmpeg to convert from flv to mp3 gives the following result


    ] ffmpeg-0.6.1 >> ffmpeg -i name.flv name.mp3 FFmpeg version 0.6.1, Copyright (c) 2000-2010 the FFmpeg developers built on Feb 14 2011 12:33:38 with gcc 4.1.2 20080704 (Red Hat 4.1.2-48) configuration : libavutil 50.15. 1 / 50.15. 1 libavcodec 52.72. 2 / 52.72. 2 libavformat 52.64. 2 / 52.64. 2 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0.11. 0 / 0.11. 0 [flv @ 0x10869420]Could not find codec parameters (Video : 0x0000) [flv @ 0x10869420]Estimating duration from bitrate, this may be inaccurate Input #0, flv, from 'name.flv' : Metadata : audiocodecid : 5 duration : 10 videocodecid : -1 canSeekToEnd : true Duration : 00:00:10.17, start : 0.000000, bitrate : N/A Stream #0.0 : Video : 0x0000, 1k tbr, 1k tbn, 1k tbc Stream #0.1 : Audio : nellymoser, 8000 Hz, mono, s16 Output #0, mp3, to 'name.mp3' : Stream #0.0 : Audio : 0x0000, 8000 Hz, mono, s16, 64 kb/s Stream mapping : Stream #0.1 -> #0.0 Encoder (codec id 86017) not found for output stream #0.0

    you can see in last line it says codec id 86017 not found.
    when i run following command :

    ffmpeg -formats > ffmpeg-format.txt


    mp3 is listed in available formats as
    DE mp3 MPEG audio layer 3
    .What can be the error.is it that mp3 codec is not properly installed ?Help will be appreciated

  • Revisiting Nosefart and Discovering GME

    30 mai 2011, par Multimedia Mike — Game Hacking

    I found the following screenshot buried deep in an old directory structure of mine :



    I tried to recall how this screenshot came to exist. Had I actually created a functional KDE frontend to Nosefart yet neglected to release it ? I think it’s more likely that I used some designer tool (possibly KDevelop) to prototype a frontend. This would have been sometime in 2000.

    However, this screenshot prompted me to revisit Nosefart.

    Nosefart Background
    Nosefart is a program that can play Nintendo Sound Format (NSF) files. NSF files are files containing components that were surgically separated from Nintendo Entertainment System (NES) ROM dumps. These components contain the music playback engines for various games. An NSF player is a stripped down emulation system that can simulate the NES6502 CPU along with the custom hardware (2 square waves, 1 triangle wave, 1 noise generator, and 1 limited digital channel).

    Nosefart was written by Matt Conte and eventually imported into a Sourceforge project, though it has not seen any development since then. The distribution contains standalone command line players for Linux and DOS, a GTK frontend for the Linux command line version, and plugins for Winamp, XMMS, and CL-Amp.

    The Sourceforge project page notes that Nosefart is also part of XBMC. Let the record show that Nosefart is also incorporated into xine (I did that in 2002, I think).

    Upgrading the API
    When I tried running the command line version of Nosefart under Linux, I hit hard against the legacy audio API : OSS. Remember that ?

    In fairly short order, I was able to upgrade the CL program to use PulseAudio. The program is not especially sophisticated. It’s a single-threaded affair which checks for a keypress, processes an audio frame, and sends the frame out to the OSS file interface. All that was needed was to rewrite open_hardware() and close_hardware() for PA and then replace the write statement in play(). The only quirk that stood out is that including <pulse/pulseaudio.h> is insufficient for programming PA’s simple API. <pulse/simple.h> must be included separately.

    For extra credit, I adapted the program to ALSA. The program uses the most simplistic audio output API possible — just keep filling a buffer and sending it out to the DAC.

    Discovering GME
    I’m not sure what to do with the the program now since, during my research to attempt to bring Nosefart up to date, I became aware of a software library named Game Music Emu, or GME. It’s a pure C++ library that can essentially play any classic video game format you can possible name. Wow. A lot can happen in 10 years when you’re not paying attention.

    It’s such a well-written library that I didn’t need any tutorial or documentation to come up to speed. Just a quick read of the main gme.h header library enabled me in short order to whip up a quick C program that could play NSF and SPC files. Path of least resistance : Client program asks library to open a hardcoded file, synthesize 10 seconds of audio, and dump it into a file ; ask the FLAC command line program to transcode raw data to .flac file ; use ffplay to verify the results.

    I might develop some other uses for this library.

  • FFMPEG : Stream a file with original playing rate

    21 novembre 2012, par sajad

    I want to stream a file to the network using ffmpeg in it's original frame rate ; so I can play the generated UDP stream using some receiver client such as VLC. I used this command :

    ffmpeg -i "myfile.mpg" -sameq -re -f mpegts "udp ://127.0.0.1:2000"

    By using this command the ffmpeg starts streaming the file in a very high rate ; such that streaming of a file that has about 30 minutes length, is finished after just about 40 secs. I want to see the file in original rate. Also I want to have control on rate of video to play it faster or slower. Is there any options to do this ? thank you.