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Bug de détection d’ogg
22 mars 2013, par
Mis à jour : Avril 2013
Langue : français
Type : Video
Autres articles (96)
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8 février 2011, parPar défaut, beaucoup de fonctionnalités sont limitées aux administrateurs mais restent configurables indépendamment pour modifier leur statut minimal d’utilisation notamment : la rédaction de contenus sur le site modifiables dans la gestion des templates de formulaires ; l’ajout de notes aux articles ; l’ajout de légendes et d’annotations sur les images ;
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Dépôt de média et thèmes par FTP
31 mai 2013, parL’outil MédiaSPIP traite aussi les média transférés par la voie FTP. Si vous préférez déposer par cette voie, récupérez les identifiants d’accès vers votre site MédiaSPIP et utilisez votre client FTP favori.
Vous trouverez dès le départ les dossiers suivants dans votre espace FTP : config/ : dossier de configuration du site IMG/ : dossier des média déjà traités et en ligne sur le site local/ : répertoire cache du site web themes/ : les thèmes ou les feuilles de style personnalisées tmp/ : dossier de travail (...) -
Mise à jour de la version 0.1 vers 0.2
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Au niveau des dépendances logicielles Utilisation des dernières versions de FFMpeg (>= v1.2.1) ; Installation des dépendances pour Smush ; Installation de MediaInfo et FFprobe pour la récupération des métadonnées ; On n’utilise plus ffmpeg2theora ; On n’installe plus flvtool2 au profit de flvtool++ ; On n’installe plus ffmpeg-php qui n’est plus maintenu au (...)
Sur d’autres sites (13569)
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How to buffer videojs so preload won't show ?
9 septembre 2015, par toyI’m building video cutting tool using videojs. In order to give the feedback to user right away instead of using ffmpeg to merge the video right away. I just swap the videos instead. However, during the swapping you would see the loading icon when the second video is being loaded. Is there any tricks that would tell videojs to load the video before so when the video plays it would just play right away.
http://jsfiddle.net/noppanit/odwqqoss/2/
Here’s my code
<div>
<video preload="auto" class="vjs-tech" src="http://www.w3schools.com/html/mov_bbb.mp4">
<source src="http://www.w3schools.com/html/mov_bbb.mp4" type="video/mp4">
</source></video>
</div>
<div>
<div>
<label>From</label>
<input type="text" class="start-time" />
</div>
<div>
<label>To</label>
<input type="text" class="stop-time" />
</div>
<div>
<input type="button" value="Select" />
</div>
</div>
<div>
<video preload="auto" class="vjs-tech" src="http://www.w3schools.com/html/mov_bbb.mp4">
<source src="http://www.w3schools.com/html/mov_bbb.mp4" type="video/mp4">
</source></video>
</div>
<div>
<div>
<label>From</label>
<input type="text" class="start-time-video1" />
</div>
<div>
<label>To</label>
<input type="text" class="stop-time-video1" />
</div>
<div>
<input type="button" value="Select" />
</div>
</div>
<div>
<input type="button" value="Cut!" />
</div>
<div></div>
(function ($) {
$('#cut-video').on('click', function () {
var video = videojs("example_video_1");
var startTime = $('.start-time');
var stopTime = $('.stop-time');
video.currentTime(startTime.val());
video.play();
video.on('timeupdate', function (e) {
if (video.currentTime() >= stopTime.val()) {
video.pause();
}
});
});
$('#cut-video1').on('click', function () {
var video = videojs("example_video_2");
var startTime = $('.start-time-video1');
var stopTime = $('.stop-time-video1');
video.currentTime(startTime.val());
video.play();
video.on('timeupdate', function (e) {
if (video.currentTime() >= stopTime.val()) {
video.pause();
}
});
});
$('#cut').on('click', function () {
var video = $('<video></video>');
video.attr('id', 'result1');
video.addClass('video-js vjs-default-skin');
video.attr('width', 300);
var source = $('<source></source>');
source.attr('src', 'http://www.w3schools.com/html/mov_bbb.mp4');
source.attr('type', 'video/mp4');
video.append(source);
$('#result').append(video);
var player = videojs("result1");
var startTime = $('.start-time');
var stopTime = $('.stop-time');
player.currentTime(startTime.val());
player.play();
player.on('timeupdate', function (e) {
if (player.currentTime() >= stopTime.val()) {
player.src({
"type": "video/mp4",
src: 'http://www.w3schools.com/html/mov_bbb.mp4'
});
var startTime1 = $('.start-time-video1');
var stopTime1 = $('.stop-time-video1');
player.currentTime(startTime1.val());
player.play();
player.on('timeupdate', function (e1) {
if (player.currentTime() >= stopTime1.val()) {
player.pause();
}
});
}
});
});
})(jQuery); -
Unable to build solution in Visual Studio 2019 : The BaseOutputPath/OutputPath property is not set for project
23 juillet 2022, par mhadiIn an effort to integrate FFmpeg with Unity, I have been trying to build a solution file in Visual Studio 2019. However, I am currently unable to resolve the following error when I try to build in Visual Studio :




The BaseOutputPath/OutputPath property is not set for project
'FFmpegUnityInterop.vcxproj'. Please check to make sure that you have
specified a valid combination of Configuration and Platform for this
project. Configuration='Release' Platform='x64'. This error may
also appear if some other project is trying to follow a
project-to-project reference to this project, this project has been
unloaded or is not included in the solution, and the referencing
project does not build using the same or an equivalent Configuration
or Platform.




I have tried a number of solutions, including :


- 

- Manually adding the OutputPath in 'FFmpegUnityInterop.vcxproj'

<outputpath>bin/Build/</outputpath>
. - In the FFmpegUnityInterop.vcxproj file, moving the ProjectProperty with my preferred configuration and platform combination to the very top of the list of ProjectProperties (there are 8 of them).
- Building with different configuration and platforms.
- Trying to build from VS Dev Command prompt using the following command :

MSbuild.exe "FFmpegUnityInterop.sln" /p:Configuration=Release /p:Platform="x64"
, as well as from the Visual Studio IDE. - Tried setting the OutputPath in the command line command
(
>MSbuild.exe FFmpegUnityInterop.sln /p:Configuration=Release /p:Platform="AnyCPU" /p:OutputPath = bin\Debug
), only to have
MSbuild throw error MSB1008 (MSBUILD : error MSB1008 : Only one
project can be specified.) - Setting the configuration and platform manually in the Configuration Manager GUI in
Visual Studio.














I may have missed an attempted solution or two above, but I've tried most of the suggestions I found online, only to get the error pasted above. Part of me suspects that my compilation of FFmpeg libraries didn't execute fully, but I unfortunately do not have enough experience to verify that. Any suggestions to resolve this would be much appreciated.


PS. The project was developed privately by a private entity that is currently unreachable


- Manually adding the OutputPath in 'FFmpegUnityInterop.vcxproj'

-
Setup FFMpegCore in Visual Studio 2019
27 juillet 2022, par DsiakMondalaI am confused on the basics of using a library. I understand that there is a library called FFMpeg and a wrapper called FFMpegCore so we can use FFMpeg with C#, correct ? I downloaded both FFMpeg and FFMpegCore and I have them in my project's folder. Although I didn't perceive any class named FFMpegOptions in either of the file's folders.
I am stuck on how to actually set it up so I can use it in my little project, I never downloaded someone's library before. Can somebody please walk me though the motions of connecting the three of them together ?


So far I experimented with :


- 

- Add a reference to my project, but there doesn't seem to be any .dll, .tlb, .olb, .ocx or .exe files to add
- Add an existing project to my solution. There is a project called FFMpegCore.csproj but adding it raises a missing SDK error. Weirdly enough, opening the same project as a standalone doesn't raise any issues which makes me thing the operation I am trying is inadequate.






I am sure this is a silly and easy setup to perform but I just don't know enough to find a solution.