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Support audio et vidéo HTML5
10 avril 2011MediaSPIP 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, parMediaSPIP 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, parLe 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 (7166)
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Developing MobyCAIRO
26 mai 2021, par Multimedia Mike — GeneralI recently published a tool called MobyCAIRO. The ‘CAIRO’ part stands for Computer-Assisted Image ROtation, while the ‘Moby’ prefix refers to its role in helping process artifact image scans to submit to the MobyGames database. The tool is meant to provide an accelerated workflow for rotating and cropping image scans. It works on both Windows and Linux. Hopefully, it can solve similar workflow problems for other people.
As of this writing, MobyCAIRO has not been tested on Mac OS X yet– I expect some issues there that should be easily solvable if someone cares to test it.
The rest of this post describes my motivations and how I arrived at the solution.
Background
I have scanned well in excess of 2100 images for MobyGames and other purposes in the past 16 years or so. The workflow looks like this :
Image workflow
It should be noted that my original workflow featured me manually rotating the artifact on the scanner bed in order to ensure straightness, because I guess I thought that rotate functions in image editing programs constituted dark, unholy magic or something. So my workflow used to be even more arduous :
I can’t believe I had the patience to do this for hundreds of scans
Sometime last year, I was sitting down to perform some more scanning and found myself dreading the oncoming tedium of straightening and cropping the images. This prompted a pivotal question :
Why can’t a computer do this for me ?
After all, I have always been a huge proponent of making computers handle the most tedious, repetitive, mind-numbing, and error-prone tasks. So I did some web searching to find if there were any solutions that dealt with this. I also consulted with some like-minded folks who have to cope with the same tedious workflow.
I came up empty-handed. So I endeavored to develop my own solution.
Problem Statement and Prior Work
I want to develop a workflow that can automatically rotate an image so that it is straight, and also find the most likely crop rectangle, uniformly whitening the area outside of the crop area (in the case of circles).As mentioned, I checked to see if any other programs can handle this, starting with my usual workhorse, Photoshop Elements. But I can’t expect the trimmed down version to do everything. I tried to find out if its big brother could handle the task, but couldn’t find a definitive answer on that. Nor could I find any other tools that seem to take an interest in optimizing this particular workflow.
When I brought this up to some peers, I received some suggestions, including an idea that the venerable GIMP had a feature like this, but I could not find any evidence. Further, I would get responses of “Program XYZ can do image rotation and cropping.” I had to tamp down on the snark to avoid saying “Wow ! An image editor that can perform rotation AND cropping ? What a game-changer !” Rotation and cropping features are table stakes for any halfway competent image editor for the last 25 or so years at least. I am hoping to find or create a program which can lend a bit of programmatic assistance to the task.
Why can’t other programs handle this ? The answer seems fairly obvious : Image editing tools are general tools and I want a highly customized workflow. It’s not reasonable to expect a turnkey solution to do this.
Brainstorming An Approach
I started with the happiest of happy cases— A disc that needed archiving (a marketing/press assets CD-ROM from a video game company, contents described here) which appeared to have some pretty clear straight lines :
My idea was to try to find straight lines in the image and then rotate the image so that the image is parallel to the horizontal based on the longest single straight line detected.
I just needed to figure out how to find a straight line inside of an image. Fortunately, I quickly learned that this is very much a solved problem thanks to something called the Hough transform. As a bonus, I read that this is also the tool I would want to use for finding circles, when I got to that part. The nice thing about knowing the formal algorithm to use is being able to find efficient, optimized libraries which already implement it.
Early Prototype
A little searching for how to perform a Hough transform in Python led me first to scikit. I was able to rapidly produce a prototype that did some basic image processing. However, running the Hough transform directly on the image and rotating according to the longest line segment discovered turned out not to yield expected results.
It also took a very long time to chew on the 3300×3300 raw image– certainly longer than I care to wait for an accelerated workflow concept. The key, however, is that you are apparently not supposed to run the Hough transform on a raw image– you need to compute the edges first, and then attempt to determine which edges are ‘straight’. The recommended algorithm for this step is the Canny edge detector. After applying this, I get the expected rotation :
The algorithm also completes in a few seconds. So this is a good early result and I was feeling pretty confident. But, again– happiest of happy cases. I should also mention at this point that I had originally envisioned a tool that I would simply run against a scanned image and it would automatically/magically make the image straight, followed by a perfect crop.
Along came my MobyGames comrade Foxhack to disabuse me of the hope of ever developing a fully automated tool. Just try and find a usefully long straight line in this :
Darn it, Foxhack…
There are straight edges, to be sure. But my initial brainstorm of rotating according to the longest straight edge looks infeasible. Further, it’s at this point that we start brainstorming that perhaps we could match on ratings badges such as the standard ESRB badges omnipresent on U.S. video games. This gets into feature detection and complicates things.
This Needs To Be Interactive
At this point in the effort, I came to terms with the fact that the solution will need to have some element of interactivity. I will also need to get out of my safe Linux haven and figure out how to develop this on a Windows desktop, something I am not experienced with.I initially dreamed up an impressive beast of a program written in C++ that leverages Windows desktop GUI frameworks, OpenGL for display and real-time rotation, GPU acceleration for image analysis and processing tricks, and some novel input concepts. I thought GPU acceleration would be crucial since I have a fairly good GPU on my main Windows desktop and I hear that these things are pretty good at image processing.
I created a list of prototyping tasks on a Trello board and made a decent amount of headway on prototyping all the various pieces that I would need to tie together in order to make this a reality. But it was ultimately slowgoing when you can only grab an hour or 2 here and there to try to get anything done.
Settling On A Solution
Recently, I was determined to get a set of old shareware discs archived. I ripped the data a year ago but I was blocked on the scanning task because I knew that would also involve tedious straightening and cropping. So I finally got all the scans done, which was reasonably quick. But I was determined to not manually post-process them.This was fairly recent, but I can’t quite recall how I managed to come across the OpenCV library and its Python bindings. OpenCV is an amazing library that provides a significant toolbox for performing image processing tasks. Not only that, it provides “just enough” UI primitives to be able to quickly create a basic GUI for your program, including image display via multiple windows, buttons, and keyboard/mouse input. Furthermore, OpenCV seems to be plenty fast enough to do everything I need in real time, just with (accelerated where appropriate) CPU processing.
So I went to work porting the ideas from the simple standalone Python/scikit tool. I thought of a refinement to the straight line detector– instead of just finding the longest straight edge, it creates a histogram of 360 rotation angles, and builds a list of lines corresponding to each angle. Then it sorts the angles by cumulative line length and allows the user to iterate through this list, which will hopefully provide the most likely straightened angle up front. Further, the tool allows making fine adjustments by 1/10 of an angle via the keyboard, not the mouse. It does all this while highlighting in red the straight line segments that are parallel to the horizontal axis, per the current candidate angle.
The tool draws a light-colored grid over the frame to aid the user in visually verifying the straightness of the image. Further, the program has a mode that allows the user to see the algorithm’s detected edges :
For the cropping phase, the program uses the Hough circle transform in a similar manner, finding the most likely circles (if the image to be processed is supposed to be a circle) and allowing the user to cycle among them while making precise adjustments via the keyboard, again, rather than the mouse.
Running the Hough circle transform is a significantly more intensive operation than the line transform. When I ran it on a full 3300×3300 image, it ran for a long time. I didn’t let it run longer than a minute before forcibly ending the program. Is this approach unworkable ? Not quite– It turns out that the transform is just as effective when shrinking the image to 400×400, and completes in under 2 seconds on my Core i5 CPU.
For rectangular cropping, I just settled on using OpenCV’s built-in region-of-interest (ROI) facility. I tried to intelligently find the best candidate rectangle and allow fine adjustments via the keyboard, but I wasn’t having much success, so I took a path of lesser resistance.
Packaging and Residual Weirdness
I realized that this tool would be more useful to a broader Windows-using base of digital preservationists if they didn’t have to install Python, establish a virtual environment, and install the prerequisite dependencies. Thus, I made the effort to figure out how to wrap the entire thing up into a monolithic Windows EXE binary. It is available from the project’s Github release page (another thing I figured out for the sake of this project !).The binary is pretty heavy, weighing in at a bit over 50 megabytes. You might advise using compression– it IS compressed ! Before I figured out the
--onefile
command for pyinstaller.exe, the generated dist/ subdirectory was 150 MB. Among other things, there’s a 30 MB FORTRAN BLAS library packaged in !Conclusion and Future Directions
Once I got it all working with a simple tkinter UI up front in order to select between circle and rectangle crop modes, I unleashed the tool on 60 or so scans in bulk, using the Windows forfiles command (another learning experience). I didn’t put a clock on the effort, but it felt faster. Of course, I was livid with proudness the whole time because I was using my own tool. I just wish I had thought of it sooner. But, really, with 2100+ scans under my belt, I’m just getting started– I literally have thousands more artifacts to scan for preservation.The tool isn’t perfect, of course. Just tonight, I threw another scan at MobyCAIRO. Just go ahead and try to find straight lines in this specimen :
I eventually had to use the text left and right of center to line up against the grid with the manual keyboard adjustments. Still, I’m impressed by how these computer vision algorithms can see patterns I can’t, highlighting lines I never would have guessed at.
I’m eager to play with OpenCV some more, particularly the video processing functions, perhaps even some GPU-accelerated versions.
The post Developing MobyCAIRO first appeared on Breaking Eggs And Making Omelettes.
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extract subtitle from video ffmpeg. subs.srt : Invalid argument
3 juillet 2019, par evgeni fotialet filename_ext = file.path.split('/').pop()
let filename = filename_ext.split('.').slice(0, filename_ext.split('.').length-1).join('.')
var result = ffmpeg({
MEMFS: [{name: filename_ext, data: buffer}],
arguments: ["-i", filename_ext, "-map", "0:s:0", "subs.srt"],
// Ignore stdin read requests
stdin: function() {},
});
// Write out.webm to disk.
var out = result.MEMFS[0];
fs.outputFile(pathname + '/' + out.name, Buffer(out.data), 'binary');I get the following
ffmpeg version n3.1.2 Copyright (c) 2000-2016 the FFmpeg developers
built with emcc (Emscripten gcc/clang-like replacement) 1.36.7 ()
configuration: --cc=emcc --enable-cross-compile --target-os=none --arch=x86 --disable-runtime-cpudetect --disable-asm --disable-fast-unaligned --disable-pthreads --disable-w32threads --disable-os2threads --disable-debug --disable-stripping --disable-all --enable-ffmpeg --enable-avcodec --enable-avformat --enable-avutil --enable-swresample --enable-swscale --enable-avfilter --disable-network --disable-d3d11va --disable-dxva2 --disable-vaapi --disable-vda --disable-vdpau --enable-decoder=vp8 --enable-decoder=vp9 --enable-decoder=theora --enable-decoder=mpeg2video --enable-decoder=mpeg4 --enable-decoder=h264 --enable-decoder=hevc --enable-decoder=png --enable-decoder=mjpeg --enable-decoder=vorbis --enable-decoder=opus --enable-decoder=mp3 --enable-decoder=ac3 --enable-decoder=aac --enable-decoder=ass --enable-decoder=ssa --enable-decoder=srt --enable-decoder=webvtt --enable-demuxer=matroska --enable-demuxer=ogg --enable-demuxer=avi --enable-demuxer=mov --enable-demuxer=flv --enable-demuxer=mpegps --enable-demuxer=image2 --enable-demuxer=mp3 --enable-demuxer=concat --enable-protocol=file --enable-filter=aresample --enable-filter=scale --enable-filter=crop --enable-filter=overlay --disable-bzlib --disable-iconv --disable-libxcb --disable-lzma --disable-sdl --disable-securetransport --disable-xlib --disable-zlib --enable-encoder=libvpx_vp8 --enable-encoder=libopus --enable-encoder=mjpeg --enable-muxer=webm --enable-muxer=ogg --enable-muxer=null --enable-muxer=image2 --enable-filter=subtitles --enable-libass --enable-libopus --enable-libvpx --extra-cflags=-I../libvpx/dist/include --extra-ldflags=-L../libvpx/dist/lib
libavutil 55. 28.100 / 55. 28.100
libavcodec 57. 48.101 / 57. 48.101
libavformat 57. 41.100 / 57. 41.100
libavfilter 6. 47.100 / 6. 47.100
libswscale 4. 1.100 / 4. 1.100
libswresample 2. 1.100 / 2. 1.100
[h264 @ 0x7d7510] Warning: not compiled with thread support, using thread emulation
[aac @ 0x7d81c0] Warning: not compiled with thread support, using thread emulation
[ssa @ 0x7d8e30] Warning: not compiled with thread support, using thread emulation
Input #0, matroska,webm, from 'censored filename.mkv':
Metadata:
encoder : no_variable_data
creation_time : 1970-01-01 00:00:00
Duration: 00:23:40.13, start: 0.000000, bitrate: 2789 kb/s
Stream #0:0: Video: h264 (High), yuv420p, 1280x720 [SAR 1:1 DAR 16:9], 23.98 fps, 23.98 tbr, 1k tbn, 47.95 tbc (default)
Metadata:
BPS : 2658044
BPS-eng : 2658044
DURATION : 00:23:40.045000000
DURATION-eng : 00:23:40.045000000
NUMBER_OF_FRAMES: 34047
NUMBER_OF_FRAMES-eng: 34047
NUMBER_OF_BYTES : 471817808
NUMBER_OF_BYTES-eng: 471817808
_STATISTICS_WRITING_APP: no_variable_data
_STATISTICS_WRITING_APP-eng: no_variable_data
_STATISTICS_WRITING_DATE_UTC: 1970-01-01 00:00:00
_STATISTICS_WRITING_DATE_UTC-eng: 1970-01-01 00:00:00
_STATISTICS_TAGS: BPS DURATION NUMBER_OF_FRAMES NUMBER_OF_BYTES
_STATISTICS_TAGS-eng: BPS DURATION NUMBER_OF_FRAMES NUMBER_OF_BYTES
Stream #0:1(jpn): Audio: aac (LC), 44100 Hz, stereo, fltp (default)
Metadata:
BPS : 128000
BPS-eng : 128000
DURATION : 00:23:40.109000000
DURATION-eng : 00:23:40.109000000
NUMBER_OF_FRAMES: 61159
NUMBER_OF_FRAMES-eng: 61159
NUMBER_OF_BYTES : 22721748
NUMBER_OF_BYTES-eng: 22721748
_STATISTICS_WRITING_APP: no_variable_data
_STATISTICS_WRITING_APP-eng: no_variable_data
_STATISTICS_WRITING_DATE_UTC: 1970-01-01 00:00:00
_STATISTICS_WRITING_DATE_UTC-eng: 1970-01-01 00:00:00
_STATISTICS_TAGS: BPS DURATION NUMBER_OF_FRAMES NUMBER_OF_BYTES
_STATISTICS_TAGS-eng: BPS DURATION NUMBER_OF_FRAMES NUMBER_OF_BYTES
Stream #0:2(eng): Subtitle: ass (default)
Metadata:
BPS : 110
BPS-eng : 110
DURATION : 00:23:25.280000000
DURATION-eng : 00:23:25.280000000
NUMBER_OF_FRAMES: 298
NUMBER_OF_FRAMES-eng: 298
NUMBER_OF_BYTES : 19407
NUMBER_OF_BYTES-eng: 19407
_STATISTICS_WRITING_APP: no_variable_data
_STATISTICS_WRITING_APP-eng: no_variable_data
_STATISTICS_WRITING_DATE_UTC: 1970-01-01 00:00:00
_STATISTICS_WRITING_DATE_UTC-eng: 1970-01-01 00:00:00
_STATISTICS_TAGS: BPS DURATION NUMBER_OF_FRAMES NUMBER_OF_BYTES
_STATISTICS_TAGS-eng: BPS DURATION NUMBER_OF_FRAMES NUMBER_OF_BYTES
Stream #0:3: Attachment: ttf
Metadata:
filename : OpenSans-Semibold.ttf
mimetype : application/x-truetype-font
[NULL @ 0x9eac90] Unable to find a suitable output format for 'subs.srt'
subs.srt: Invalid argumentthe file is a mkv video file
Other info
Codecs:
D..... = Decoding supported
.E.... = Encoding supported
..V... = Video codec
..A... = Audio codec
..S... = Subtitle codec
...I.. = Intra frame-only codec
....L. = Lossy compression
.....S = Lossless compression
-------
..VI.. 012v Uncompressed 4:2:2 10-bit
..V.L. 4xm 4X Movie
..VI.S 8bps QuickTime 8BPS video
..VIL. a64_multi Multicolor charset for Commodore 64
..VIL. a64_multi5 Multicolor charset for Commodore 64, extended with 5th color (colram)
..V..S aasc Autodesk RLE
..VIL. aic Apple Intermediate Codec
..VI.S alias_pix Alias/Wavefront PIX image
..VIL. amv AMV Video
..V.L. anm Deluxe Paint Animation
..V.L. ansi ASCII/ANSI art
..V..S apng APNG (Animated Portable Network Graphics) image
..VIL. asv1 ASUS V1
..VIL. asv2 ASUS V2
..VIL. aura Auravision AURA
..VIL. aura2 Auravision Aura 2
..V... avrn Avid AVI Codec
..VI.. avrp Avid 1:1 10-bit RGB Packer
..V.L. avs AVS (Audio Video Standard) video
..VI.. avui Avid Meridien Uncompressed
..VI.. ayuv Uncompressed packed MS 4:4:4:4
..V.L. bethsoftvid Bethesda VID video
..V.L. bfi Brute Force & Ignorance
..V.L. binkvideo Bink video
..VI.. bintext Binary text
..VI.S bmp BMP (Windows and OS/2 bitmap)
..V..S bmv_video Discworld II BMV video
..VI.S brender_pix BRender PIX image
..V.L. c93 Interplay C93
..V.L. cavs Chinese AVS (Audio Video Standard) (AVS1-P2, JiZhun profile)
..V.L. cdgraphics CD Graphics video
..VIL. cdxl Commodore CDXL video
..V.L. cfhd Cineform HD
..V.L. cinepak Cinepak
..VIL. cljr Cirrus Logic AccuPak
..VI.S cllc Canopus Lossless Codec
..V.L. cmv Electronic Arts CMV video
..V... cpia CPiA video format
..V..S cscd CamStudio
..VIL. cyuv Creative YUV (CYUV)
..V.LS daala Daala
..VILS dds DirectDraw Surface image decoder
..V.L. dfa Chronomaster DFA
..V.LS dirac Dirac
..VIL. dnxhd VC3/DNxHD
..VI.S dpx DPX (Digital Picture Exchange) image
..V.L. dsicinvideo Delphine Software International CIN video
..VIL. dvvideo DV (Digital Video)
..V..S dxa Feeble Files/ScummVM DXA
..VI.S dxtory Dxtory
..VIL. dxv Resolume DXV
..V.L. escape124 Escape 124
..V.L. escape130 Escape 130
..VILS exr OpenEXR image
..V..S ffv1 FFmpeg video codec #1
..VI.S ffvhuff Huffyuv FFmpeg variant
..V.L. fic Mirillis FIC
..V..S flashsv Flash Screen Video v1
..V.L. flashsv2 Flash Screen Video v2
..V..S flic Autodesk Animator Flic video
..V.L. flv1 FLV / Sorenson Spark / Sorenson H.263 (Flash Video)
..V..S fraps Fraps
..VI.S frwu Forward Uncompressed
..V.L. g2m Go2Meeting
..V..S gif GIF (Graphics Interchange Format)
..V.L. h261 H.261
D.V.L. h263 H.263 / H.263-1996, H.263+ / H.263-1998 / H.263 version 2
..V.L. h263i Intel H.263
..V.L. h263p H.263+ / H.263-1998 / H.263 version 2
D.V.LS h264 H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
..VIL. hap Vidvox Hap decoder
D.V.L. hevc H.265 / HEVC (High Efficiency Video Coding)
..V.L. hnm4video HNM 4 video
..VIL. hq_hqa Canopus HQ/HQA
..VIL. hqx Canopus HQX
..VI.S huffyuv HuffYUV
..V.L. idcin id Quake II CIN video
..VI.. idf iCEDraw text
..V.L. iff_ilbm IFF ACBM/ANIM/DEEP/ILBM/PBM/RGB8/RGBN
..V.L. indeo2 Intel Indeo 2
..V.L. indeo3 Intel Indeo 3
..V.L. indeo4 Intel Indeo Video Interactive 4
..V.L. indeo5 Intel Indeo Video Interactive 5
..V.L. interplayvideo Interplay MVE video
..VILS jpeg2000 JPEG 2000
..VILS jpegls JPEG-LS
..VIL. jv Bitmap Brothers JV video
..V.L. kgv1 Kega Game Video
..V.L. kmvc Karl Morton's video codec
..VI.S lagarith Lagarith lossless
..VI.S ljpeg Lossless JPEG
..VI.S loco LOCO
..VI.S m101 Matrox Uncompressed SD
..V.L. mad Electronic Arts Madcow Video
..VI.S magicyuv MagicYUV Lossless Video
..VIL. mdec Sony PlayStation MDEC (Motion DECoder)
..V.L. mimic Mimic
DEVIL. mjpeg Motion JPEG
..VIL. mjpegb Apple MJPEG-B
..V.L. mmvideo American Laser Games MM Video
..V.L. motionpixels Motion Pixels video
..V.L. mpeg1video MPEG-1 video
D.V.L. mpeg2video MPEG-2 video
D.V.L. mpeg4 MPEG-4 part 2
..V.L. mpegvideo_xvmc MPEG-1/2 video XvMC (X-Video Motion Compensation)
..V.L. msa1 MS ATC Screen
..V.L. msmpeg4v1 MPEG-4 part 2 Microsoft variant version 1
..V.L. msmpeg4v2 MPEG-4 part 2 Microsoft variant version 2
..V.L. msmpeg4v3 MPEG-4 part 2 Microsoft variant version 3
..V..S msrle Microsoft RLE
..V.L. mss1 MS Screen 1
..VIL. mss2 MS Windows Media Video V9 Screen
..V.L. msvideo1 Microsoft Video 1
..VI.S mszh LCL (LossLess Codec Library) MSZH
..V.L. mts2 MS Expression Encoder Screen
..VIL. mvc1 Silicon Graphics Motion Video Compressor 1
..VIL. mvc2 Silicon Graphics Motion Video Compressor 2
..V.L. mxpeg Mobotix MxPEG video
..V.L. nuv NuppelVideo/RTJPEG
..V.L. paf_video Amazing Studio Packed Animation File Video
..VI.S pam PAM (Portable AnyMap) image
..VI.S pbm PBM (Portable BitMap) image
..VI.S pcx PC Paintbrush PCX image
..VI.S pgm PGM (Portable GrayMap) image
..VI.S pgmyuv PGMYUV (Portable GrayMap YUV) image
..VIL. pictor Pictor/PC Paint
..V..S png PNG (Portable Network Graphics) image
..VI.S ppm PPM (Portable PixelMap) image
..VIL. prores Apple ProRes (iCodec Pro)
..VIL. ptx V.Flash PTX image
..VI.S qdraw Apple QuickDraw
..V.L. qpeg Q-team QPEG
..V..S qtrle QuickTime Animation (RLE) video
..VI.S r10k AJA Kona 10-bit RGB Codec
..VI.S r210 Uncompressed RGB 10-bit
..VI.S rawvideo raw video
..VIL. rl2 RL2 video
..V.L. roq id RoQ video
..V.L. rpza QuickTime video (RPZA)
..V..S rscc innoHeim/Rsupport Screen Capture Codec
..V.L. rv10 RealVideo 1.0
..V.L. rv20 RealVideo 2.0
..V.L. rv30 RealVideo 3.0
..V.L. rv40 RealVideo 4.0
..V.L. sanm LucasArts SANM/SMUSH video
..V..S screenpresso Screenpresso
..VI.S sgi SGI image
..VI.S sgirle SGI RLE 8-bit
..VI.S sheervideo BitJazz SheerVideo
..V.L. smackvideo Smacker video
..V.L. smc QuickTime Graphics (SMC)
..V... smvjpeg Sigmatel Motion Video
..V.LS snow Snow
..VIL. sp5x Sunplus JPEG (SP5X)
..VI.S sunrast Sun Rasterfile image
..V.L. svq1 Sorenson Vector Quantizer 1 / Sorenson Video 1 / SVQ1
..V.L. svq3 Sorenson Vector Quantizer 3 / Sorenson Video 3 / SVQ3
..VI.S targa Truevision Targa image
..VI.. targa_y216 Pinnacle TARGA CineWave YUV16
..V.L. tdsc TDSC
..V.L. tgq Electronic Arts TGQ video
..V.L. tgv Electronic Arts TGV video
D.V.L. theora Theora
..VIL. thp Nintendo Gamecube THP video
..V.L. tiertexseqvideo Tiertex Limited SEQ video
..VI.S tiff TIFF image
..VIL. tmv 8088flex TMV
..V.L. tqi Electronic Arts TQI video
..V.L. truemotion1 Duck TrueMotion 1.0
..V.L. truemotion2 Duck TrueMotion 2.0
..V.L. truemotion2rt Duck TrueMotion 2.0 Real Time
..V..S tscc TechSmith Screen Capture Codec
..V.L. tscc2 TechSmith Screen Codec 2
..VIL. txd Renderware TXD (TeXture Dictionary) image
..V.L. ulti IBM UltiMotion
..VI.S utvideo Ut Video
..VI.S v210 Uncompressed 4:2:2 10-bit
..VI.S v210x Uncompressed 4:2:2 10-bit
..VI.. v308 Uncompressed packed 4:4:4
..VI.. v408 Uncompressed packed QT 4:4:4:4
..VI.S v410 Uncompressed 4:4:4 10-bit
..V.L. vb Beam Software VB
..VI.S vble VBLE Lossless Codec
..V.L. vc1 SMPTE VC-1
..V.L. vc1image Windows Media Video 9 Image v2
..VIL. vcr1 ATI VCR1
..VIL. vixl Miro VideoXL
..V.L. vmdvideo Sierra VMD video
..V..S vmnc VMware Screen Codec / VMware Video
D.V.L. vp3 On2 VP3
..V.L. vp5 On2 VP5
..V.L. vp6 On2 VP6
..V.L. vp6a On2 VP6 (Flash version, with alpha channel)
..V.L. vp6f On2 VP6 (Flash version)
..V.L. vp7 On2 VP7
DEV.L. vp8 On2 VP8 (encoders: libvpx )
D.V.L. vp9 Google VP9
..VILS webp WebP
..V.L. wmv1 Windows Media Video 7
..V.L. wmv2 Windows Media Video 8
..V.L. wmv3 Windows Media Video 9
..V.L. wmv3image Windows Media Video 9 Image
..VIL. wnv1 Winnov WNV1
..V..S wrapped_avframe AVFrame to AVPacket passthrough
..V.L. ws_vqa Westwood Studios VQA (Vector Quantized Animation) video
..V.L. xan_wc3 Wing Commander III / Xan
..V.L. xan_wc4 Wing Commander IV / Xxan
..VI.. xbin eXtended BINary text
..VI.S xbm XBM (X BitMap) image
..VIL. xface X-face image
..VI.S xwd XWD (X Window Dump) image
..VI.. y41p Uncompressed YUV 4:1:1 12-bit
..VI.S ylc YUY2 Lossless Codec
..V.L. yop Psygnosis YOP Video
..VI.. yuv4 Uncompressed packed 4:2:0
..V..S zerocodec ZeroCodec Lossless Video
..VI.S zlib LCL (LossLess Codec Library) ZLIB
..V..S zmbv Zip Motion Blocks Video
..A.L. 4gv 4GV (Fourth Generation Vocoder)
..A.L. 8svx_exp 8SVX exponential
..A.L. 8svx_fib 8SVX fibonacci
D.A.L. aac AAC (Advanced Audio Coding)
..A.L. aac_latm AAC LATM (Advanced Audio Coding LATM syntax)
D.A.L. ac3 ATSC A/52A (AC-3)
..A.L. adpcm_4xm ADPCM 4X Movie
..A.L. adpcm_adx SEGA CRI ADX ADPCM
..A.L. adpcm_afc ADPCM Nintendo Gamecube AFC
..A.L. adpcm_aica ADPCM Yamaha AICA
..A.L. adpcm_ct ADPCM Creative Technology
..A.L. adpcm_dtk ADPCM Nintendo Gamecube DTK
..A.L. adpcm_ea ADPCM Electronic Arts
..A.L. adpcm_ea_maxis_xa ADPCM Electronic Arts Maxis CDROM XA
..A.L. adpcm_ea_r1 ADPCM Electronic Arts R1
..A.L. adpcm_ea_r2 ADPCM Electronic Arts R2
..A.L. adpcm_ea_r3 ADPCM Electronic Arts R3
..A.L. adpcm_ea_xas ADPCM Electronic Arts XAS
..A.L. adpcm_g722 G.722 ADPCM
..A.L. adpcm_g726 G.726 ADPCM
..A.L. adpcm_g726le G.726 ADPCM little-endian
..A.L. adpcm_ima_amv ADPCM IMA AMV
..A.L. adpcm_ima_apc ADPCM IMA CRYO APC
..A.L. adpcm_ima_dat4 ADPCM IMA Eurocom DAT4
..A.L. adpcm_ima_dk3 ADPCM IMA Duck DK3
..A.L. adpcm_ima_dk4 ADPCM IMA Duck DK4
..A.L. adpcm_ima_ea_eacs ADPCM IMA Electronic Arts EACS
..A.L. adpcm_ima_ea_sead ADPCM IMA Electronic Arts SEAD
..A.L. adpcm_ima_iss ADPCM IMA Funcom ISS
..A.L. adpcm_ima_oki ADPCM IMA Dialogic OKI
..A.L. adpcm_ima_qt ADPCM IMA QuickTime
..A.L. adpcm_ima_rad ADPCM IMA Radical
..A.L. adpcm_ima_smjpeg ADPCM IMA Loki SDL MJPEG
..A.L. adpcm_ima_wav ADPCM IMA WAV
..A.L. adpcm_ima_ws ADPCM IMA Westwood
..A.L. adpcm_ms ADPCM Microsoft
..A.L. adpcm_mtaf ADPCM MTAF
..A.L. adpcm_psx ADPCM Playstation
..A.L. adpcm_sbpro_2 ADPCM Sound Blaster Pro 2-bit
..A.L. adpcm_sbpro_3 ADPCM Sound Blaster Pro 2.6-bit
..A.L. adpcm_sbpro_4 ADPCM Sound Blaster Pro 4-bit
..A.L. adpcm_swf ADPCM Shockwave Flash
..A.L. adpcm_thp ADPCM Nintendo THP
..A.L. adpcm_thp_le ADPCM Nintendo THP (Little-Endian)
..A.L. adpcm_vima LucasArts VIMA audio
..A.L. adpcm_xa ADPCM CDROM XA
..A.L. adpcm_yamaha ADPCM Yamaha
..A..S alac ALAC (Apple Lossless Audio Codec)
..A.L. amr_nb AMR-NB (Adaptive Multi-Rate NarrowBand)
..A.L. amr_wb AMR-WB (Adaptive Multi-Rate WideBand)
..A..S ape Monkey's Audio
..A.L. atrac1 ATRAC1 (Adaptive TRansform Acoustic Coding)
..A.L. atrac3 ATRAC3 (Adaptive TRansform Acoustic Coding 3)
..A.L. atrac3p ATRAC3+ (Adaptive TRansform Acoustic Coding 3+)
..A.L. avc On2 Audio for Video Codec
..A.L. binkaudio_dct Bink Audio (DCT)
..A.L. binkaudio_rdft Bink Audio (RDFT)
..A.L. bmv_audio Discworld II BMV audio
..A.L. celt Constrained Energy Lapped Transform (CELT)
..A.L. comfortnoise RFC 3389 Comfort Noise
..A.L. cook Cook / Cooker / Gecko (RealAudio G2)
..A.L. dsd_lsbf DSD (Direct Stream Digital), least significant bit first
..A.L. dsd_lsbf_planar DSD (Direct Stream Digital), least significant bit first, planar
..A.L. dsd_msbf DSD (Direct Stream Digital), most significant bit first
..A.L. dsd_msbf_planar DSD (Direct Stream Digital), most significant bit first, planar
..A.L. dsicinaudio Delphine Software International CIN audio
..A.L. dss_sp Digital Speech Standard - Standard Play mode (DSS SP)
..A..S dst DST (Direct Stream Transfer)
..A.LS dts DCA (DTS Coherent Acoustics)
..A.L. dvaudio DV audio
..A.L. eac3 ATSC A/52B (AC-3, E-AC-3)
..A.L. evrc EVRC (Enhanced Variable Rate Codec)
..A..S flac FLAC (Free Lossless Audio Codec)
..A.L. g723_1 G.723.1
..A.L. g729 G.729
..A.L. gsm GSM
..A.L. gsm_ms GSM Microsoft variant
..A.L. iac IAC (Indeo Audio Coder)
..A.L. ilbc iLBC (Internet Low Bitrate Codec)
..A.L. imc IMC (Intel Music Coder)
..A.L. interplay_dpcm DPCM Interplay
..A.L. interplayacm Interplay ACM
..A.L. mace3 MACE (Macintosh Audio Compression/Expansion) 3:1
..A.L. mace6 MACE (Macintosh Audio Compression/Expansion) 6:1
..A.L. metasound Voxware MetaSound
..A..S mlp MLP (Meridian Lossless Packing)
..A.L. mp1 MP1 (MPEG audio layer 1)
..A.L. mp2 MP2 (MPEG audio layer 2)
D.A.L. mp3 MP3 (MPEG audio layer 3)
..A.L. mp3adu ADU (Application Data Unit) MP3 (MPEG audio layer 3)
..A.L. mp3on4 MP3onMP4
..A..S mp4als MPEG-4 Audio Lossless Coding (ALS)
..A.L. musepack7 Musepack SV7
..A.L. musepack8 Musepack SV8
..A.L. nellymoser Nellymoser Asao
DEA.L. opus Opus (Opus Interactive Audio Codec) (encoders: libopus )
..A.L. paf_audio Amazing Studio Packed Animation File Audio
..A.L. pcm_alaw PCM A-law / G.711 A-law
..A..S pcm_bluray PCM signed 16|20|24-bit big-endian for Blu-ray media
..A..S pcm_dvd PCM signed 20|24-bit big-endian
..A..S pcm_f32be PCM 32-bit floating point big-endian
..A..S pcm_f32le PCM 32-bit floating point little-endian
..A..S pcm_f64be PCM 64-bit floating point big-endian
..A..S pcm_f64le PCM 64-bit floating point little-endian
..A..S pcm_lxf PCM signed 20-bit little-endian planar
..A.L. pcm_mulaw PCM mu-law / G.711 mu-law
..A..S pcm_s16be PCM signed 16-bit big-endian
..A..S pcm_s16be_planar PCM signed 16-bit big-endian planar
..A..S pcm_s16le PCM signed 16-bit little-endian
..A..S pcm_s16le_planar PCM signed 16-bit little-endian planar
..A..S pcm_s24be PCM signed 24-bit big-endian
..A..S pcm_s24daud PCM D-Cinema audio signed 24-bit
..A..S pcm_s24le PCM signed 24-bit little-endian
..A..S pcm_s24le_planar PCM signed 24-bit little-endian planar
..A..S pcm_s32be PCM signed 32-bit big-endian
..A..S pcm_s32le PCM signed 32-bit little-endian
..A..S pcm_s32le_planar PCM signed 32-bit little-endian planar
..A..S pcm_s8 PCM signed 8-bit
..A..S pcm_s8_planar PCM signed 8-bit planar
..A..S pcm_u16be PCM unsigned 16-bit big-endian
..A..S pcm_u16le PCM unsigned 16-bit little-endian
..A..S pcm_u24be PCM unsigned 24-bit big-endian
..A..S pcm_u24le PCM unsigned 24-bit little-endian
..A..S pcm_u32be PCM unsigned 32-bit big-endian
..A..S pcm_u32le PCM unsigned 32-bit little-endian
..A..S pcm_u8 PCM unsigned 8-bit
..A.L. pcm_zork PCM Zork
..A.L. qcelp QCELP / PureVoice
..A.L. qdm2 QDesign Music Codec 2
..A.L. qdmc QDesign Music
..A.L. ra_144 RealAudio 1.0 (14.4K)
..A.L. ra_288 RealAudio 2.0 (28.8K)
..A..S ralf RealAudio Lossless
..A.L. roq_dpcm DPCM id RoQ
..A..S s302m SMPTE 302M
..A.L. sdx2_dpcm DPCM Squareroot-Delta-Exact
..A..S shorten Shorten
..A.L. sipr RealAudio SIPR / ACELP.NET
..A.L. smackaudio Smacker audio
..A.L. smv SMV (Selectable Mode Vocoder)
..A.L. sol_dpcm DPCM Sol
..A... sonic Sonic
..A... sonicls Sonic lossless
..A.L. speex Speex
..A..S tak TAK (Tom's lossless Audio Kompressor)
..A..S truehd TrueHD
..A.L. truespeech DSP Group TrueSpeech
..A..S tta TTA (True Audio)
..A.L. twinvq VQF TwinVQ
..A.L. vmdaudio Sierra VMD audio
D.A.L. vorbis Vorbis
..A.L. voxware Voxware RT29 Metasound
..A... wavesynth Wave synthesis pseudo-codec
..A.LS wavpack WavPack
..A.L. westwood_snd1 Westwood Audio (SND1)
..A..S wmalossless Windows Media Audio Lossless
..A.L. wmapro Windows Media Audio 9 Professional
..A.L. wmav1 Windows Media Audio 1
..A.L. wmav2 Windows Media Audio 2
..A.L. wmavoice Windows Media Audio Voice
..A.L. xan_dpcm DPCM Xan
..A.L. xma1 Xbox Media Audio 1
..A.L. xma2 Xbox Media Audio 2
..D... bin_data binary data
..D... dvd_nav_packet DVD Nav packet
..D... klv SMPTE 336M Key-Length-Value (KLV) metadata
..D... otf OpenType font
..D... timed_id3 timed ID3 metadata
..D... ttf TrueType font
D.S... ass ASS (Advanced SSA) subtitle (decoders: ssa ass )
..S... dvb_subtitle DVB subtitles
..S... dvb_teletext DVB teletext
..S... dvd_subtitle DVD subtitles
..S... eia_608 EIA-608 closed captions
..S... hdmv_pgs_subtitle HDMV Presentation Graphic Stream subtitles
..S... hdmv_text_subtitle HDMV Text subtitle
..S... jacosub JACOsub subtitle
..S... microdvd MicroDVD subtitle
..S... mov_text MOV text
..S... mpl2 MPL2 subtitle
..S... pjs PJS (Phoenix Japanimation Society) subtitle
..S... realtext RealText subtitle
..S... sami SAMI subtitle
..S... srt SubRip subtitle with embedded timing
..S... ssa SSA (SubStation Alpha) subtitle
..S... stl Spruce subtitle format
D.S... subrip SubRip subtitle (decoders: srt )
..S... subviewer SubViewer subtitle
..S... subviewer1 SubViewer v1 subtitle
..S... text raw UTF-8 text
..S... vplayer VPlayer subtitle
D.S... webvtt WebVTT subtitle
..S... xsub XSUB -
Saying Goodbye To Old Machines
I recently sent a few old machines off for recycling. Both had relevance to the early days of the FATE testing effort. As is my custom, I photographed them (poorly, of course).
First, there’s the PowerPC-based Mac Mini I procured thanks to a Craigslist ad in late 2006. I had plans to develop automated FFmpeg building and testing and was already looking ahead toward testing multiple CPU architectures. Again, this was 2006 and PowerPC wasn’t completely on the outs yet– although Apple’s MacTel transition was in full swing, the entire new generation of video game consoles was based on PowerPC.
I remember trying to find a Mac Mini PPC on Craigslist. Many were to be found, but all asked more than the price of even a new Mac Mini Intel, always because the seller was leaving all of last year’s applications and perhaps including a monitor, neither of which I needed. Fortunately, I found this bare Mac Mini. Also fortunate was the fact that it was far easier to install Linux on it than the first PowerPC machine I owned.
After FATE operation transitioned away from me, I still kept the machine in service as an edge server and automated backup machine. That is, until the hard drive failed on reboot one day. Thus, when it was finally time to recycle the computer, I felt it necessary to disassemble the machine and remove the hard drive for possible salvage and then for destruction.
If you’ve ever attempted to upgrade or otherwise service this style of Mac Mini, you will no doubt recognize the pictured paint scraper tool as standard kit. I have had that tool since I first endeavored to upgrade the RAM to 1 GB from the standard 1/2 GB. Performing such activities on a Mac Mini is tedious, but only if you care about putting it back together afterwards.
The next machine is a bit older. I put it together nearly a decade ago, early in 2005. This machine’s original duty was “download agent”– this would be more specifically called a BitTorrent machine in modern tech parlance. Back then, I placed it on someone else’s woefully underutilized home broadband connection (with their permission, of course) when I was too cheap to upgrade from dialup.
This is a small form factor system from VIA that was clearly designed with home theater PC (HTPC) use cases in mind. It has a VIA C3 x86-compatible CPU (according to my notes, Centaur VIA Samuel 2 stepping 03, flags : fpu de tsc msr cx8 mtrr pge mmx 3dnow) and 128 MB of RAM (initially ; I upgraded it to 512 MB some years later, just for the sake of doing it). And then there was the 120 GB PATA HD for all that downloaded goodness.
I have specific memories of a time when my main computer at home wasn’t working correctly for one reason or another. Instead, I logged into this machine remotely via SSH to make several optimizations and fixes on FFmpeg’s VP3/Theora video decoder, all from the terminal, without being able to see the decoded images with my own eyes (which is why I insist that even blind people could work on video codecs).
By the time I got my own broadband, I had become inspired to attempt the automated build and test system for FFmpeg. This was the machine I used for prototyping early brainstorms of FATE. By the time I put a basic build/test system into place in early 2008, I had much faster computers that could build and test the project– obvious limitation of this machine is that it could take at least 1/2 hour to build the entire codebase, and that was the project from 8 years ago.
So the machine got stuffed in a closet somewhere along the line. The next time I pulled it out was in 2010 when I wanted to toy with Dreamcast programming once more (the machine appears in one of the photos in this post). This was the only machine I still owned which still had an RS-232 serial port (I didn’t know much about USB serial converters yet), plus it still had a bunch of pre-compiled DC homebrew binaries (I was having trouble getting the toolchain to work right).
The next time I dusted off this machine was late last year when I was trying some experiments with the Microsoft Xbox’s IDE drive (a photo in that post also shows the machine ; this thing shows up a lot on this blog). The VIA machine was the only machine I still owned which had 40-pin IDE connectors which was crucial to my experiment.
At this point, I was trying to make the machine more useful which meant replacing the ancient Gentoo Linux distribution as well as simply interacting with it via a keyboard and mouse. I have a long Evernote entry documenting a comedy of errors revolving around this little box. The interaction troubles were due to the fact that I didn’t have any PS/2 keyboards left and I couldn’t make a USB keyboard work with it. Diego was able to explain that I needed to flip a bit in the BIOS to address this which worked. As for upgrading the OS, I tried numerous Linux distributions large and small, mostly focusing on the small. None worked. I eventually learned that, while I was trying to use i686 distributions, this machine did not actually qualify as an i686 CPU ; installations usually booted but failed because the default kernel required the cmov instruction. I was advised to try i386 distros instead. My notes don’t indicate whether I had any luck on this front before I gave up and moved on.
I just made the connection that this VIA machine has two 40-pin IDE connectors which means that the thing was technically capable of supporting up to 4 IDE devices. Obviously, the computer couldn’t really accommodate that in terms of space or power. When I wanted to try installing a new OS, I needed take off the top and connect a rather bulky IDE CD-ROM drive. This computer’s casing was supposed to be able to support a slimline optical drive (perhaps like the type found in laptops), but I could never quite visualize how that was supposed to work, space-wise. When I disassembled the PowerPC Mac Mini, I realized I might be able to repurpose that machines optical drive for this computer. Obviously, I thought better of trying since both machines are off to the recycle pile.
I would still like to work on the Xbox project a bit more, but I procured a different, unused, much more powerful yet still old computer that has a motherboard with 1 PATA connector in addition to 6 SATA connectors. If I ever get around to toying with Linux kernel development, this should be a much more appropriate platform to use.
I thought about turning this machine into an old Windows XP (and lower, down to Windows 3.1) gaming platform ; the capabilities of the machine would probably be perfect for a huge portion of my Windows game collection. But I think the lack of an optical drive renders this idea intractable. External USB drives are likely out of the question since there is very little chance that this motherboard featured USB 2.0 (the specs don’t mention 2.0, so the USB ports are probably 1.1).
So it is with fond memories that I send off both machines, sans hard drives, to the recycle pile. I’m still deciding on an appropriate course of action for failed hard drives, though.