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Médias (1)
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The Slip - Artworks
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Texte
Autres articles (38)
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Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs -
Emballe médias : à quoi cela sert ?
4 février 2011, parCe plugin vise à gérer des sites de mise en ligne de documents de tous types.
Il crée des "médias", à savoir : un "média" est un article au sens SPIP créé automatiquement lors du téléversement d’un document qu’il soit audio, vidéo, image ou textuel ; un seul document ne peut être lié à un article dit "média" ; -
Supporting all media types
13 avril 2011, parUnlike most software and media-sharing platforms, MediaSPIP aims to manage as many different media types as possible. The following are just a few examples from an ever-expanding list of supported formats : images : png, gif, jpg, bmp and more audio : MP3, Ogg, Wav and more video : AVI, MP4, OGV, mpg, mov, wmv and more text, code and other data : OpenOffice, Microsoft Office (Word, PowerPoint, Excel), web (html, CSS), LaTeX, Google Earth and (...)
Sur d’autres sites (7652)
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Java - Stream OpenGL Display to Android
24 octobre 2016, par IntektorI tried to solve this problem for days now, but I couldn’t find a working solution. I am trying to stream my game screen (lwjgl) to my android smartphone(I have a frame buffer with the texture), and I already built a fully working packet system and all that stuff. But there are several problem I have no idea how to solve them, first of all, I don’t know in which format I should send the frame buffer, e.g I can’t send it as a Buffered Image, because it doesn’t exist on android. I tried using the jcodec library, but there is no documentation for it, and I didn’t find any examples that fit my case. I think I have to encode and decode it with h264 to make it a realtime live stream(that’s very important). I also heard about ffmpeg (and I found a java library for it : https://github.com/bramp/ffmpeg-cli-wrapper) but there is again no documentation for how to use it to stream it to my mobile. Also I have the problem, that when would get the frames to my smartphone, how can I make them load by the graphics card
Here is what I have done so far :
My packet :public class ImagePacketToClient implements Packet {
public byte[] jpgInfo;
public int width;
public int height;
BufferedImage image;
public ImagePacketToClient() {
}
public ImagePacketToClient(BufferedImage image, int width, int height) {
this.image = image;
this.width = width;
this.height = height;
}
@Override
public void write(DataOutputStream out) throws IOException {
ByteArrayOutputStream baos = new ByteArrayOutputStream();
ImageIO.write(image, "jpg", baos);
baos.flush();
byte[] bytes = baos.toByteArray();
baos.close();
out.writeInt(bytes.length);
for (byte aByte : bytes) {
out.writeInt(aByte);
}
}
@Override
public void read(DataInputStream in) throws IOException {
int length = in.readInt();
jpgInfo = new byte[length];
for (int i = 0; i < length; i++) {
jpgInfo[i] = in.readByte();
}
}The code that gets called after the rendering has finished : mc.framebuffer is the frame buffer I can use :
ScaledResolution resolution = new ScaledResolution(mc);
BufferedImage screenshot = ScreenShotHelper.createScreenshot(resolution.getScaledWidth(), resolution.getScaledHeight(), mc.getFramebuffer());
ImagePacketToClient packet = new ImagePacketToClient(screenshot, screenshot.getWidth(), screenshot.getHeight());
PacketHelper.sendPacket(packet, CardboardMod.communicator.connectedSocket);
screenshot.flush();
public static BufferedImage createScreenshot(int width, int height, Framebuffer framebufferIn)
{
if (OpenGlHelper.isFramebufferEnabled())
{
width = framebufferIn.framebufferTextureWidth;
height = framebufferIn.framebufferTextureHeight;
}
int i = width * height;
if (pixelBuffer == null || pixelBuffer.capacity() < i)
{
pixelBuffer = BufferUtils.createIntBuffer(i);
pixelValues = new int[i];
}
GlStateManager.glPixelStorei(3333, 1);
GlStateManager.glPixelStorei(3317, 1);
pixelBuffer.clear();
if (OpenGlHelper.isFramebufferEnabled())
{
GlStateManager.bindTexture(framebufferIn.framebufferTexture);
GlStateManager.glGetTexImage(3553, 0, 32993, 33639, pixelBuffer);
}
else
{
GlStateManager.glReadPixels(0, 0, width, height, 32993, 33639, pixelBuffer);
}
pixelBuffer.get(pixelValues);
TextureUtil.processPixelValues(pixelValues, width, height);
BufferedImage bufferedimage;
if (OpenGlHelper.isFramebufferEnabled())
{
bufferedimage = new BufferedImage(framebufferIn.framebufferWidth, framebufferIn.framebufferHeight, 1);
int j = framebufferIn.framebufferTextureHeight - framebufferIn.framebufferHeight;
for (int k = j; k < framebufferIn.framebufferTextureHeight; ++k)
{
for (int l = 0; l < framebufferIn.framebufferWidth; ++l)
{
bufferedimage.setRGB(l, k - j, pixelValues[k * framebufferIn.framebufferTextureWidth + l]);
}
}
}
else
{
bufferedimage = new BufferedImage(width, height, 1);
bufferedimage.setRGB(0, 0, width, height, pixelValues, 0, width);
}
return bufferedimage;
}Honestly I don’t want to use this Buffered Image Stuff, because it halfs my framerate, and that’s not good.
And I don’t have any code for my android application yet, because I couldn’t figure out how I could get this image recreated on Android, and how to load it after that.
I hope you understand my problem and I am happy about every tip you can give to me :) -
Capturing video over USB/HDMI/Thunderbolt
12 novembre 2016, par YatkoLooking for a solution for capturing video over USB/HDMI/Thunderbolt from a digital output (e.g. digital camera) to a computer, Mac and/or Windows.
The goal is to have an URL to a real-time video stream (e.g. IP/PATH/ ?.mp4) that we can further process/transcode/send to a media server.
I’m looking for tips and ideas -similar to the method below-, maybe someone met a new project that’s focusing on capture-cards and devices, that does’n need a custom FFmpeg build. Something different.
- we can capture the HDMI stream form a GoPro, using a Blackmagic Intensity Shuttle and DeckLink SDK with custom FFmpeg build using
--extra-cflags and --extra-ldflags
and the rest is straightforward
Is there any tool, open-source project, something that’s made for this purpose ? Maybe something that also supports the Elgato Game Capture HD60 as well ? Any experimental projects for capturing and processing the incoming video over USB/HDMI/Thunderbolt ?
The ultimate goal is live streaming to Wowza, using Cameleon live and a Sony Alpha a7S.
- we can capture the HDMI stream form a GoPro, using a Blackmagic Intensity Shuttle and DeckLink SDK with custom FFmpeg build using
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ffmpeg - Making a Clean WAV file
24 septembre 2016, par EdwardI’m looking to batch convert a number of files to audio files using
ffmpeg
for a game calledStar Wars: Jedi Knight: Dark Forces II
. The problem I’m having is thatffmpeg
seems to be doing something that does so thatJedi Knight
can’t play the sound file.Jedi Knight
accepts plain oldPCM
WAV
files of various ranges, from 5khz to 96khz, 8 and 16 bit, mono and stereo. This sounds plain and simple. Except for that if one were to create aWAV
file usingMS Sound Recorder
,Jedi Knight
could not play it. Speculation was that it added something extra to header or something. But it can play aWAV
file created byAudacity
,GoldWave
orModPlug Tracker
to name a few.So why not
ffmpeg
? Am I using the wrong codec or params ? I took an original sound file from the game and performed the following :ffmpeg -i "orig_thrmlpu2.wav" -f wav -acodec pcm_s16le -ar 22050 -ac 1 "ffmpeg_thrmlpu2.wav"
The
ffmpeg
version does not play in the game.ffprobe
shows that theffmpeg
version has someMetadata
which theoriginal
doesn’t have. What params should I use to try and get the sameWAV
format as the original ? Mind you,-ar
,-ac
andbits
aren’t the important parts.Here are the files for you to examine : http://www.edwardleuf.org/Games/JK/thrmlpu2.zip