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Autres articles (42)

  • Des sites réalisés avec MediaSPIP

    2 mai 2011, par

    Cette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
    Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page.

  • Ajouter des informations spécifiques aux utilisateurs et autres modifications de comportement liées aux auteurs

    12 avril 2011, par

    La manière la plus simple d’ajouter des informations aux auteurs est d’installer le plugin Inscription3. Il permet également de modifier certains comportements liés aux utilisateurs (référez-vous à sa documentation pour plus d’informations).
    Il est également possible d’ajouter des champs aux auteurs en installant les plugins champs extras 2 et Interface pour champs extras.

  • Publier sur MédiaSpip

    13 juin 2013

    Puis-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 (7617)

  • avformat/avs : add descriptive name and url

    2 août 2018, par Gyan Doshi
    avformat/avs : add descriptive name and url
    

    AVS now more commonly refers to the Chinese AVS format. This demuxer
    processes video files for Creature Shock game

    • [DH] libavformat/avs.c
  • Given an x264 stream and an ogg vorbis stream, how do I make a muxed stream that mplayer/VLC can read ?

    14 avril 2012, par dascandy

    I'm confused and a bit stuck with this question. All I can find on Google is basic usage of transcoding software, which is not related to the question.

    I'm making a game and I'd like to include native capture ability to stream video. I would much like to stream this to a standard-ish client, such as VLC. It needs to be both in a format it recognizes and it needs to be multiplexed in order for this to work.

    My question therefore is, I know how to encode stuff from raw video frames to x264 (see also How to encode series of images into H264 using x264 API ? (C/C++) ). I know how to encode raw audio samples into ogg/vorbis. Now, how do I put one and one together for VLC ?

  • 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.