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Médias (39)
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Stereo master soundtrack
17 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Audio
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ED-ME-5 1-DVD
11 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Audio
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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
Langue : English
Type : Audio
Autres articles (76)
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L’agrémenter visuellement
10 avril 2011MediaSPIP est basé sur un système de thèmes et de squelettes. Les squelettes définissent le placement des informations dans la page, définissant un usage spécifique de la plateforme, et les thèmes l’habillage graphique général.
Chacun peut proposer un nouveau thème graphique ou un squelette et le mettre à disposition de la communauté. -
Le profil des utilisateurs
12 avril 2011, parChaque utilisateur dispose d’une page de profil lui permettant de modifier ses informations personnelle. Dans le menu de haut de page par défaut, un élément de menu est automatiquement créé à l’initialisation de MediaSPIP, visible uniquement si le visiteur est identifié sur le site.
L’utilisateur a accès à la modification de profil depuis sa page auteur, un lien dans la navigation "Modifier votre profil" est (...) -
Configurer la prise en compte des langues
15 novembre 2010, parAccéder à la configuration et ajouter des langues prises en compte
Afin de configurer la prise en compte de nouvelles langues, il est nécessaire de se rendre dans la partie "Administrer" du site.
De là, dans le menu de navigation, vous pouvez accéder à une partie "Gestion des langues" permettant d’activer la prise en compte de nouvelles langues.
Chaque nouvelle langue ajoutée reste désactivable tant qu’aucun objet n’est créé dans cette langue. Dans ce cas, elle devient grisée dans la configuration et (...)
Sur d’autres sites (6459)
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ffmpeg, /dev/video0, -f decklink
20 mars 2019, par Camille GoudeseuneI’m trying to capture video from a PCI card, the Blackmagic DeckLink Mini Recorder, via ffmpeg, on a headless host running Ubuntu 18.04.2 LTS, hopefully with a command like
ffmpeg -f decklink -i /dev/video0 ...
How can I make that work ? I have two obstacles.
No /dev/video0
ffmpeg -i /dev/video0 ...
fails :/dev/video0: No such device or address
.
v4l2-ctl --list-devices
fails with the same error message.I built /dev/video0, and it looks okay :
mknod /dev/video0 c 81 0
chown root.video /dev/video0
chmod g+rw /dev/video0To compare this file with a working one, I ran
strace cat /dev/video0
on this host, and on another host (Ubuntu 14) with a working /dev/video0. The outputs began to differ here (good, then bad) :fstat(1, {st_mode=S_IFREG|0644, st_size=0, ...}) = 0
open("/dev/video0", O_RDONLY) = 3
fstat(3, {st_mode=S_IFCHR|0660, st_rdev=makedev(81, 0), ...}) = 0
fadvise64(3, 0, 0, POSIX_FADV_SEQUENTIAL) = 0
----
fstat(1, {st_mode=S_IFCHR|0620, st_rdev=makedev(136, 0), ...}) = 0
openat(AT_FDCWD, "/dev/video0", O_RDONLY) = -1 ENXIO (No such device or address)So /dev/video0 is broken at a level lower than ffmpeg or v4l2 or even cat.
On Ubuntu 14,
man 8 MAKEDEV
suggests that the error message means that "the kernel does not have the driver configured or loaded."This Ubuntu 18 host lacks that manpage, but it does have a few
/snap/core/*/sbin/MAKEDEV
, all the same, so I tried/snap/core/6350/sbin/MAKEDEV -n -v video
It would have created over a hundred devices videoXX, radioXX, vtxXX, vbiXX. Those devices didn’t exist yet, so it seemed harmless to try it.
rm /dev/video0; /snap/core/6350/sbin/MAKEDEV video
That rebuilt /dev/video0, but "No such device" remains, from cat or ffmpeg.
No decklink
ffmpeg -f decklink ...
fails withUnknown input format: 'decklink'
.Neither black nor deck nor link is mentioned by
ffmpeg -devices
(fbdev, lavfi, oss, v4l2) andffmpeg -formats
(about 350), either for Ubuntu’s own version 3.4.4-0ubuntu0.18.04.1, or for version N-93330-g7ff89574c7 compiled from source on 2019 Mar 13 :git clone https://git.ffmpeg.org/ffmpeg.git ffmpeg
cd ffmpeg
./configure --enable-nonfree --disable-doc --disable-w32threads --enable-pthreads(Although
./configure --help
mentions--enable-decklink
, using that yielded "ERROR : DeckLinkAPI.h not found."updatedb && locate DeckLinkAPI.h
finds no file with that name, either.)The DeckLink PCI card is recognized by
hwinfo
andlspci
.lsmod
reports the loaded modulesblackmagic
andblackmagic_io
.Maybe the PCI card is installed ok, but ffmpeg just can’t reach it because I can’t configure it for that.
Edit : Rebooting didn’t fix anything.
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FFMPEG stereo track stops capturing at random times during a capture session
26 mai 2022, par mrwassenI am currently working on building a workflow to capture and archive a large stash of family and friends PAL and NTSC VHS tapes. The hardware setup is as follows :


- 

- JVC HR-7860S VCR
- s-video / RCA audio >
- ADVC-3000 converter
- SDI / BNC cable >
- Blackmagic Decklink Mini Recorder 4K PCIe card
- installed in a fairly hi-spec windows machine : AMD Ryzen 9 5900X 3.7 Ghz base 12 core, GEFORCE RTX 3060 12 gB, 32 gB ram














The plan is to capture to lossless AVI, then drop into an NLE (Vegas Pro v.16) to do a minimal amount of cleanup / trimming, then render to a more compressed video format (TBD) for upload to AWS S3 accessible through a family website.


The issue I am having is that when I run the capture using ffmpeg/directshow e.g. for a perfectly fine 90 min. PAL tape, at some random point of time during the capture one of the 2 stereo channels just stops capturing. This has happened with all of the tapes I have tested so far, and it happens at different times during the same video. I have examined the frames surrounding points in time when this happens, and it doesn't correlate to any transitions or jitter, but often just randomly in the middle of a perfectly smooth scene. Once the one channel stops capturing it never starts back up again during that capture session.


The ADVC-3000 and the VCR are both showing both stereo channels playing normally throughout the capture. The windows machine running the capture hardly breaks a sweat at any time, and the transfer easily keeps up constantly showing a speed = 1x which I assume means nothing lagging. Also there are no video/audio sync issues at any point in time even towards the end of long tapes e.g. 90 mins.


I am fairly new at ffmpeg, so I have spent extensive amounts of time reading up on forum posts and experimenting and have ended up with the following syntax :


ffmpeg -y -f dshow -rtbufsize 2000M -i video="Blackmagic WDM Capture":audio="Blackmagic WDM Capture" -codec:v v210 -pix_fmt yuv422p -codec:a pcm_s16le -b:a 128k -t 02:00:00 -r 25 -threads 4 -maxrate 2500k -filter:a "volume=1.5" output_v210_audio.avi



The capture runs without a single dropped frame, the only error I am getting when launching (and perhaps this is a smoking gun ?) is :




"Non-monotonous DTS in output stream 0:1 ; previous : 0, current : -30 ;
changing to 1. This may result in incorrect timestamps in the output
file."




I have tried to troubleshoot this in the hopes that it is tied to my issue but so far without luck.


Hoping somebody can help correct or modify my command line or perhaps other ideas to help resolve the issue.


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Things I Have Learned About Emscripten
1er septembre 2015, par Multimedia Mike — Cirrus Retro3 years ago, I released my Game Music Appreciation project, a website with a ludicrously uninspired title which allowed users a relatively frictionless method to experience a range of specialized music files related to old video games. However, the site required use of a special Chrome plugin. Ever since that initial release, my #1 most requested feature has been for a pure JavaScript version of the music player.
“Impossible !” I exclaimed. “There’s no way JS could ever run fast enough to run these CPU emulators and audio synthesizers in real time, and allow for the visualization that I demand !” Well, I’m pleased to report that I have proved me wrong. I recently quietly launched a new site with what I hope is a catchier title, meant to evoke a cloud-based retro-music-as-a-service product : Cirrus Retro. Right now, it’s basically the same as the old site, but without the wonky Chrome-specific technology.
Along the way, I’ve learned a few things about using Emscripten that I thought might be useful to share with other people who wish to embark on a similar journey. This is geared more towards someone who has a stronger low-level background (such as C/C++) vs. high-level (like JavaScript).
General Goals
Do you want to cross-compile an entire desktop application, one that relies on an extensive GUI toolkit ? That might be difficult (though I believe there is a path for porting qt code directly with Emscripten). Your better wager might be to abstract out the core logic and processes of the program and then create a new web UI to access them.Do you want to compile a game that basically just paints stuff to a 2D canvas ? You’re in luck ! Emscripten has a porting path for SDL. Make a version of your C/C++ software that targets SDL (generally not a tall order) and then compile that with Emscripten.
Do you just want to cross-compile some functionality that lives in a library ? That’s what I’ve done with the Cirrus Retro project. For this, plan to compile the library into a JS file that exports some public functions that other, higher-level, native JS (i.e., JS written by a human and not a computer) will invoke.
Memory Levels
When porting C/C++ software to JavaScript using Emscripten, you have to think on 2 different levels. Or perhaps you need to force JavaScript into a low level C lens, especially if you want to write native JS code that will interact with Emscripten-compiled code. This often means somehow allocating chunks of memory via JS and passing them to the Emscripten-compiled functions. And you wouldn’t believe the type of gymnastics you need to execute to get native JS and Emscripten-compiled JS to cooperate.
“Emscripten : Pointers and Pointers” is the best (and, really, ONLY) explanation I could find for understanding the basic mechanics of this process, at least when I started this journey. However, there’s a mistake in the explanation that left me confused for a little while, and I’m at a loss to contact the author (doesn’t anyone post a simple email address anymore ?).
Per the best of my understanding, Emscripten allocates a large JS array and calls that the memory space that the compiled C/C++ code is allowed to operate in. A pointer in C/C++ code will just be an index into that mighty array. Really, that’s not too far off from how a low-level program process is supposed to view memory– as a flat array.
Eventually, I just learned to cargo-cult my way through the memory allocation process. Here’s the JS code for allocating an Emscripten-compatible byte buffer, taken from my test harness (more on that later) :
var musicBuffer = fs.readFileSync(testSpec[’filename’]) ; var musicBufferBytes = new Uint8Array(musicBuffer) ; var bytesMalloc = player._malloc(musicBufferBytes.length) ; var bytes = new Uint8Array(player.HEAPU8.buffer, bytesMalloc, musicBufferBytes.length) ; bytes.set(new Uint8Array(musicBufferBytes.buffer)) ;
So, read the array of bytes from some input source, create a Uint8Array from the bytes, use the Emscripten _malloc() function to allocate enough bytes from the Emscripten memory array for the input bytes, then create a new array… then copy the bytes…
You know what ? It’s late and I can’t remember how it works exactly, but it does. It has been a few months since I touched that code (been fighting with front-end website tech since then). You write that memory allocation code enough times and it begins to make sense, and then you hope you don’t have to write it too many more times.
Multithreading
You can’t port multithreaded code to JS via Emscripten. JavaScript has no notion of threads ! If you don’t understand the computer science behind this limitation, a more thorough explanation is beyond the scope of this post. But trust me, I’ve thought about it a lot. In fact, the official Emscripten literature states that you should be able to port most any C/C++ code as long as 1) none of the code is proprietary (i.e., all the raw source is available) ; and 2) there are no threads.Yes, I read about the experimental pthreads support added to Emscripten recently. Don’t get too excited ; that won’t be ready and widespread for a long time to come as it relies on a new browser API. In the meantime, figure out how to make your multithreaded C/C++ code run in a single thread if you want it to run in a browser.
Printing Facility
Eventually, getting software to work boils down to debugging, and the most primitive tool in many a programmer’s toolbox is the humble print statement. A print statement allows you to inspect a piece of a program’s state at key junctures. Eventually, when you try to cross-compile C/C++ code to JS using Emscripten, something is not going to work correctly in the generated JS “object code” and you need to understand what. You’ll be pleading for a method of just inspecting one variable deep in the original C/C++ code.I came up with this simple printf-workalike called emprintf() :
#ifndef EMPRINTF_H #define EMPRINTF_H
#include <stdio .h>
#include <stdarg .h>
#include <emscripten .h>#define MAX_MSG_LEN 1000
/* NOTE : Don’t pass format strings that contain single quote (’) or newline
* characters. */
static void emprintf(const char *format, ...)
char msg[MAX_MSG_LEN] ;
char consoleMsg[MAX_MSG_LEN + 16] ;
va_list args ;/* create the string */
va_start(args, format) ;
vsnprintf(msg, MAX_MSG_LEN, format, args) ;
va_end(args) ;/* wrap the string in a console.log(’’) statement */
snprintf(consoleMsg, MAX_MSG_LEN + 16, "console.log(’%s’)", msg) ;/* send the final string to the JavaScript console */
emscripten_run_script(consoleMsg) ;
#endif /* EMPRINTF_H */
Put it in a file called “emprint.h”. Include it into any C/C++ file where you need debugging visibility, use emprintf() as a replacement for printf() and the output will magically show up on the browser’s JavaScript debug console. Heed the comments and don’t put any single quotes or newlines in strings, and keep it under 1000 characters. I didn’t say it was perfect, but it has helped me a lot in my Emscripten adventures.
Optimization Levels
Remember to turn on optimization when compiling. I have empirically found that optimizing for size (-Os) leads to the best performance all around, in addition to having the smallest size. Just be sure to specify some optimization level. If you don’t, the default is -O0 which offers horrible performance when running in JS.Static Compression For HTTP Delivery
JavaScript code compresses pretty efficiently, even after it has been optimized for size using -Os. I routinely see compression ratios between 3.5:1 and 5:1 using gzip.Web servers in this day and age are supposed to be smart enough to detect when a requesting web browser can accept gzip-compressed data and do the compression on the fly. They’re even supposed to be smart enough to cache compressed output so the same content is not recompressed for each request. I would have to set up a series of tests to establish whether either of the foregoing assertions are correct and I can’t be bothered. Instead, I took it into my own hands. The trick is to pre-compress the JS files and then instruct the webserver to serve these files with a ‘Content-Type’ of ‘application/javascript’ and a ‘Content-Encoding’ of ‘gzip’.
- Compress your large Emscripten-build JS files with ‘gzip’ : ‘gzip compiled-code.js’
- Rename them from extension .js.gz to .jsgz
- Tell the webserver to deliver .jsgz files with the correct Content-Type and Content-Encoding headers
To do that last step with Apache, specify these lines :
AddType application/javascript jsgz AddEncoding gzip jsgz
They belong in either a directory’s .htaccess file or in the sitewide configuration (/etc/apache2/mods-available/mime.conf works on my setup).
Build System and Build Time Optimization
Oh goodie, build systems ! I had a very specific manner in which I wanted to build my JS modules using Emscripten. Can I possibly coerce any of the many popular build systems to do this ? It has been a few months since I worked on this problem specifically but I seem to recall that the build systems I tried to used would freak out at the prospect of compiling stuff to a final binary target of .js.I had high hopes for Bazel, which Google released while I was developing Cirrus Retro. Surely, this is software that has been battle-tested in the harshest conditions of one of the most prominent software-developing companies in the world, needing to take into account the most bizarre corner cases and still build efficiently and correctly every time. And I have little doubt that it fulfills the order. Similarly, I’m confident that Google also has a team of no fewer than 100 or so people dedicated to developing and supporting the project within the organization. When you only have, at best, 1-2 hours per night to work on projects like this, you prefer not to fight with such cutting edge technology and after losing 2 or 3 nights trying to make a go of Bazel, I eventually put it aside.
I also tried to use Autotools. It failed horribly for me, mostly for my own carelessness and lack of early-project source control.
After that, it was strictly vanilla makefiles with no real dependency management. But you know what helps in these cases ? ccache ! Or at least, it would if it didn’t fail with Emscripten.
Quick tip : ccache has trouble with LLVM unless you set the CCACHE_CPP2 environment variable (e.g. : “export CCACHE_CPP2=1”). I don’t remember the specifics, but it magically fixes things. Then, the lazy build process becomes “make clean && make”.
Testing
If you have never used Node.js, testing Emscripten-compiled JS code might be a good opportunity to start. I was able to use Node.js to great effect for testing the individually-compiled music player modules, wiring up a series of invocations using Python for a broader test suite (wouldn’t want to go too deep down the JS rabbit hole, after all).Be advised that Node.js doesn’t enjoy the same kind of JIT optimizations that the browser engines leverage. Thus, in the case of time critical code like, say, an audio synthesis library, the code might not run in real time. But as long as it produces the correct bitwise waveform, that’s good enough for continuous integration.
Also, if you have largely been a low-level programmer for your whole career and are generally unfamiliar with the world of single-threaded, event-driven, callback-oriented programming, you might be in for a bit of a shock. When I wanted to learn how to read the contents of a file in Node.js, this is the first tutorial I found on the matter. I thought the code presented was a parody of bad coding style :
var fs = require("fs") ; var fileName = "foo.txt" ;
fs.exists(fileName, function(exists)
if (exists)
fs.stat(fileName, function(error, stats)
fs.open(fileName, "r", function(error, fd)
var buffer = new Buffer(stats.size) ;fs.read(fd, buffer, 0, buffer.length, null, function(error, bytesRead, buffer)
var data = buffer.toString("utf8", 0, buffer.length) ;console.log(data) ;
fs.close(fd) ;
) ;
) ;
) ;
) ;Apparently, this kind of thing doesn’t raise an eyebrow in the JS world.
Now, I understand and respect the JS programming model. But this was seriously frustrating when I first encountered it because a simple script like the one I was trying to write just has an ordered list of tasks to complete. When it asks for bytes from a file, it really has nothing better to do than to wait for the answer.
Thankfully, it turns out that Node’s fs module includes synchronous versions of the various file access functions. So it’s all good.
Conclusion
I’m sure I missed or underexplained some things. But if other brave souls are interested in dipping their toes in the waters of Emscripten, I hope these tips will come in handy.