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Autres articles (68)

  • MediaSPIP v0.2

    21 juin 2013, par

    MediaSPIP 0.2 est la première version de MediaSPIP stable.
    Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Comme pour la version précédente, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

  • MediaSPIP version 0.1 Beta

    16 avril 2011, par

    MediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

  • 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 (8006)

  • How to force different version for arch package dependency

    27 mars 2022, par Gigas002

    I'm building the vangers's game engine as package for AUR. Readme's recommended platform for building is ubuntu, which repos has ffmpeg version 4.4. Arch's ffmpeg is 5.0, with ffmpeg4.4 as a separate package. The problem is, that the game seems to be unbuildable with 5.0 version. How can I force the package to be built with exactly ffmpeg4.4's libraries, but not 5.0 in PKGBUILD file ?

    


  • Output a Java window as a webcam stream

    15 juin 2012, par Zac

    I would like to write a program perferably in Java that can display animated overlays on a screen.

    The screen will then be broadcast streamed over the internet using a separate program called x-split.

    A good way to do this would be to create a transparent window in java which will display animated files (with transparancy) and the output of this window (Its display) should ideally appear in the webcam device list so it can be easily picked up by x-split which will allow it to be arranged ontop of the game screen I'm currently broadcasting.

    An example program of this type would be one where a webcam image is displayed and "virtual glasses" overlayed over the image of a persons face which could then be transmitted as an output cam.

    I have found the java 6u10-translucent-shapes library to create the transparent window but I don't know how to stream it.

    I've read a few things to suggest that JMF and FFMpeg might be the way to go, but I'm not sure what to install and how.

    Any help or pointers to tutorials would be greatly appreciated.

  • Releasing GME Players and Tools

    22 mai 2012, par Multimedia Mike — General, alsa, github, gme, pulseaudio, Python, sdl

    I just can’t stop living in the past. To that end, I’ve been playing around with the Game Music Emu (GME) library again. This is a software library that plays an impressive variety of special music files extracted from old video games.

    I have just posted a series of GME tools and associated utilities up on Github.

    Clone the repo and try them out. The repo includes a small test corpus since one of the most tedious parts about playing these files tends to be tracking them down in the first place.

    Players
    At first, I started with trying to write some simple command line audio output programs based on GME. GME has to be the simplest software library that it has ever been my pleasure to code against. All it took was a quick read through the gme.h header file and it was immediately obvious how to write a simple program.

    First, I wrote a command line tool that output audio through PulseAudio on Linux. Then I made a second program that used ALSA. Guess what I learned through this exercise ? PulseAudio is actually far easier to program than ALSA.

    I also created an SDL player, seen in my last post regarding how to write an oscilloscope. I think I have the A/V sync correct now. It’s a little more fun to use than the command line tools. It also works on non-Linux platforms (tested at least on Mac OS X).

    Utilities
    I also wrote some utilities. I’m interested in exporting metadata from these rather opaque game music files in order to make them a bit more accessible. To that end, I wrote gme2json, a program that uses the GME library to fetch data from a game music file and then print it out in JSON format. This makes it trivial to extract the data from a large corpus of game music files and work with it in many higher level languages.

    Finally, I wrote a few utilities that repack certain ad-hoc community-supported game music archives into... well, an ad-hoc game music archive of my own device. Perhaps it’s a bit NIH syndrome, but I don’t think certain of these ad-hoc community formats were very well thought-out, or perhaps made sense a decade or more ago. I guess I’m trying to bring a bit of innovation to this archival process.

    Endgame
    I haven’t given up on that SaltyGME idea (playing these game music files directly in a Google Chrome web browser via Google Chrome). All of this ancillary work is leading up to that goal.

    Silly ? Perhaps. But I still think it would be really neat to be able to easily browse and play these songs, and make them accessible to a broader audience.