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Rennes Emotion Map 2010-11
19 octobre 2011, par
Mis à jour : Juillet 2013
Langue : français
Type : Texte
Autres articles (96)
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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 (...) -
ANNEXE : Les plugins utilisés spécifiquement pour la ferme
5 mars 2010, parLe site central/maître de la ferme a besoin d’utiliser plusieurs plugins supplémentaires vis à vis des canaux pour son bon fonctionnement. le plugin Gestion de la mutualisation ; le plugin inscription3 pour gérer les inscriptions et les demandes de création d’instance de mutualisation dès l’inscription des utilisateurs ; le plugin verifier qui fournit une API de vérification des champs (utilisé par inscription3) ; le plugin champs extras v2 nécessité par inscription3 (...)
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Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir
Sur d’autres sites (10556)
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FFMpeg on docker
31 mai 2022, par user1765862I'm trying to run FFMpegCore library in the docker
Here is my Dockerfile


FROM public.ecr.aws/lambda/dotnet:6 AS base

FROM mcr.microsoft.com/dotnet/sdk:6.0-bullseye-slim as build
WORKDIR /src
COPY ["AWSServerless.csproj", "AWSServerless/"]
RUN dotnet restore "AWSServerless/AWSServerless.csproj"

WORKDIR "/src/AWSServerless"
COPY . .
RUN dotnet build "AWSServerless.csproj" --configuration Release --output /app/build

FROM build AS publish

#fix for using System.Drawing.Common on docker
RUN apt-get update && apt-get install -y apt-utils libgdiplus libc6-dev

RUN apt-get install -y ffmpeg

RUN dotnet publish "AWSServerless.csproj" \
 --configuration Release \ 
 --runtime linux-x64 \
 --self-contained false \ 
 --output /app/publish \
 -p:PublishReadyToRun=true 

FROM base AS final
WORKDIR /var/task

CMD ["AWSServerless::AWSServerless.LambdaEntryPoint::FunctionHandlerAsync"]
COPY --from=publish /app/publish .



When I try to use any of FFMpegCore commands I'm getting following error in the log




System.ComponentModel.Win32Exception (2) : An error occurred trying to
start process 'ffmpeg' with working directory '/var/task'. No such
file or directory




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Render image without creating Bitmap/WritableBitmap C#
8 février 2018, par Mohamed Al-HosaryI’m using ffmpeg to decode H.264 streams. I have a pointer to image data in memory and i can create a WritableBitmap using this code :
var _rmlive = new WriteableBitmap(e.Width, e.Hieght, 1, 1, PixelFormats.Bgr24, null);
_rmlive.WritePixels(_rectLive, e.PointerToBuffer, _arraySize, e.Stride);and i can get a Bitmap object out of the pointer using this code :
byte[] inBytes = new byte[size];
Marshal.Copy(ptr, inBytes, 0, (int)size);
var b = new Bitmap(width, height, PixelFormat.Format24bppRgb);
var BoundsRect = new System.Drawing.Rectangle(0, 0, width, height);
BitmapData bmpData = b.LockBits(BoundsRect,
ImageLockMode.WriteOnly,
b.PixelFormat);
IntPtr ptr = bmpData.Scan0;
int bytes = bmpData.Stride * b.Height;
try
{
Marshal.Copy(inBytes, 0, ptr, bytes);
}
catch (Exception e)
{
}
finally
{
b.UnlockBits(bmpData);
}then i can render and display it in WPF but it consumes a lot of CPU resources (specially for full HD frames).
the question is it is possible to render/display the image directly from the pointer without creating Bitmap/WritableBitmap in c# / WPF ? -
How to decode mp3 to raw sample data for FFMpeg using FFMediaToolkit
28 décembre 2022, par LeeMy objective is to create a video slideshow with audio using a database as the source. The final implementation video and audio inputs need to be memory streams or byte arrays, not a file system path. The sample code is file based for portability. It's just trying to read a file based mp3 then write it to the output.


I've tried a few FFMpeg wrappers and I'm open to alternatives. This code is using FFMediaToolkit. The video portion of the code works. It's the audio that I can't get to work.


The input is described as "A 2D jagged array of multi-channel sample data with NumChannels rows and NumSamples columns." The datatype is float[][].


My mp3 source is mono. I'm using NAudio.Wave to decode the mp3. It is then split into chunks equal to the frame size for the sample rate. It is then converted into the jagged float with the data on channel 0.


The FFMpeg decoder displays a long list of "buffer underflow" and "packet too large, ignoring buffer limits to mux it". C# returns "Specified argument was out of the range of valid values." The offending line of code being "file.Audio.AddFrame(frameAudio)".


The source is 16 bit samples. The PCM_S16BE codec is the only one that I could get to accept 16 bit sample format. I could only get the MP3 encoder to work with "Signed 32-bit integer (planar)" as the sample format. I'm not certain if the source data needs to be converted from 16 to 32 bit to use the codec.


`


using FFMediaToolkit;
using FFMediaToolkit.Decoding;
using FFMediaToolkit.Encoding;
using FFMediaToolkit.Graphics;
using System;
using System.Collections.Generic;
using System.Drawing.Imaging;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFMediaToolkit.Audio;
using NAudio.Wave;
using FFmpeg.AutoGen;

 internal class FFMediaToolkitTest
 {
 const int frameRate = 30;
 const int vWidth = 1920;
 const int vHeight = 1080;
 const int aSampleRate = 24_000; // source sample rate
 //const int aSampleRate = 44_100;
 const int aSamplesPerFrame = aSampleRate / frameRate;
 const int aBitRate = 32_000;
 const string dirInput = @"D:\Websites\Vocabulary\Videos\source\";
 const string pathOutput = @"D:\Websites\Vocabulary\Videos\example.mpg";

 public FFMediaToolkitTest()
 {
 try
 {
 FFmpegLoader.FFmpegPath = "."; // FFMpeg DLLs in root project directory
 var settings = new VideoEncoderSettings(width: vWidth, height: vHeight, framerate: frameRate, codec: VideoCodec.H264);
 settings.EncoderPreset = EncoderPreset.Fast;
 settings.CRF = 17;

 //var settingsAudio = new AudioEncoderSettings(aSampleRate, 1, (AudioCodec)AVCodecID.AV_CODEC_ID_PCM_S16BE); // Won't run with low bitrate.
 var settingsAudio = new AudioEncoderSettings(aSampleRate, 1, AudioCodec.MP3); // mpg runs with SampleFormat.SignedDWordP
 settingsAudio.Bitrate = aBitRate;
 //settingsAudio.SamplesPerFrame = aSamplesPerFrame;
 settingsAudio.SampleFormat = SampleFormat.SignedDWordP;

 using (var file = MediaBuilder.CreateContainer(pathOutput).WithVideo(settings).WithAudio(settingsAudio).Create())
 {
 var files = Directory.GetFiles(dirInput, "*.jpg");
 foreach (var inputFile in files)
 {
 Console.WriteLine(inputFile);
 var binInputFile = File.ReadAllBytes(inputFile);
 var memInput = new MemoryStream(binInputFile);
 var bitmap = Bitmap.FromStream(memInput) as Bitmap;
 var rect = new System.Drawing.Rectangle(System.Drawing.Point.Empty, bitmap.Size);
 var bitLock = bitmap.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
 var bitmapData = ImageData.FromPointer(bitLock.Scan0, ImagePixelFormat.Bgr24, bitmap.Size);

 for (int i = 0; i < 60; i++)
 file.Video.AddFrame(bitmapData); 
 bitmap.UnlockBits(bitLock);
 }

 var mp3files = Directory.GetFiles(dirInput, "*.mp3");
 foreach (var inputFile in mp3files)
 {
 Console.WriteLine(inputFile);
 var binInputFile = File.ReadAllBytes(inputFile);
 var memInput = new MemoryStream(binInputFile);

 foreach (float[][] frameAudio in GetFrames(memInput))
 {
 file.Audio.AddFrame(frameAudio); // encode the frame
 }
 }
 //Console.WriteLine(file.Audio.CurrentDuration);
 Console.WriteLine(file.Video.CurrentDuration);
 Console.WriteLine(file.Video.Configuration);
 }
 }
 catch (Exception e)
 {
 Vocab.LogError("FFMediaToolkitTest", e.StackTrace + " " + e.Message);
 Console.WriteLine(e.StackTrace + " " + e.Message);
 }

 Console.WriteLine();
 Console.WriteLine("Done");
 Console.ReadLine();
 }


 public static List GetFrames(MemoryStream mp3stream)
 {
 List output = new List();
 
 int frameCount = 0;

 NAudio.Wave.StreamMediaFoundationReader smfReader = new StreamMediaFoundationReader(mp3stream);
 Console.WriteLine(smfReader.WaveFormat);
 Console.WriteLine(smfReader.WaveFormat.AverageBytesPerSecond); //48000
 Console.WriteLine(smfReader.WaveFormat.BitsPerSample); // 16
 Console.WriteLine(smfReader.WaveFormat.Channels); // 1 
 Console.WriteLine(smfReader.WaveFormat.SampleRate); //24000

 Console.WriteLine("PCM bytes: " + smfReader.Length);
 Console.WriteLine("Total Time: " + smfReader.TotalTime);

 int samplesPerFrame = smfReader.WaveFormat.SampleRate / frameRate;
 int bytesPerFrame = samplesPerFrame * smfReader.WaveFormat.BitsPerSample / 8;
 byte[] byteBuffer = new byte[bytesPerFrame];

 while (smfReader.Read(byteBuffer, 0, bytesPerFrame) != 0)
 {
 float[][] buffer = Convert16BitToFloat(byteBuffer);
 output.Add(buffer);
 frameCount++;
 }
 return output;
 }

 public static float[][] Convert16BitToFloat(byte[] input)
 {
 // Only works with single channel data
 int inputSamples = input.Length / 2;
 float[][] output = new float[1][]; 
 output[0] = new float[inputSamples];
 int outputIndex = 0;
 for (int n = 0; n < inputSamples; n++)
 {
 short sample = BitConverter.ToInt16(input, n * 2);
 output[0][outputIndex++] = sample / 32768f;
 }
 return output;
 }

 }





`


I've tried multiple codecs with various settings. I couldn't get any of the codecs to accept a mp4 output file extension. FFMpeg will run but error out with mpg as the output file.