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Sur d’autres sites (10555)
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ffmpeg trouble with NetMaui and Android [closed]
15 juin 2024, par Billy VanegasI find myself in a following predicament. While I work with Visual Studio 2022, ffmpeg performs flawlessly on Windows platform. However, I'm encountering difficulties when attempting to replicate this functionality on Android. Despite exploring NuGet packages like FFMpegCore, which seem to be ffmpeg wrappers but lack ffmpeg itself, I'm still struggling to find a clear path forward. I've even tried integrating ffmpeg-kit for Android as per the instructions, only to face repeated failures and a sense of confusion. I must admit my puzzlement : why isn't there a straightforward method to seamlessly add ffmpeg to a .NET MAUI project that functions consistently across both iOS and Android platforms ?


I want to convert MP3 files to WAV format using FFmpeg on the Android platform within a .NET MAUI project.


I am using the FFmpegCore library and have downloaded the FFmpeg binaries from the official FFmpeg website. However, I encountered issues when attempting to pass the binary folder on the emulator, when I try to pass it, I get
permission denied
in working folder :
/data/user/0/com.companyname.projectname/files/ffmpeg
on this part of code :

await FFMpegArguments
 .FromFileInput(mp3Path)
 .OutputToFile(wavPath, true, options => options
 .WithAudioCodec("pcm_s16le")
 .WithAudioSamplingRate(44100)
 .WithAudioBitrate(320000)
 )
 .ProcessAsynchronously();



This is the
AndroidManifest.xml


<?xml version="1.0" encoding="utf-8"?>
<manifest>
 <application></application>
 
 
 
 
</manifest>



private async Task ConvertMp3ToWav(string mp3Path, string wavPath)
 {
 try
 {
 var directory = Path.GetDirectoryName(wavPath);
 if (!Directory.Exists(directory))
 Directory.CreateDirectory(directory!);
 if (!File.Exists(wavPath))
 Console.WriteLine($"File not found {wavPath}, creating empty file.");
 using var fs = new FileStream(wavPath, FileMode.CreateNew);
 if (!File.Exists(mp3Path))
 Console.WriteLine($"File not found {mp3Path}");

 string? ffmpegBinaryPath = await ExtractFFmpegBinaries(Platform.AppContext);
 FFMpegCore.GlobalFFOptions.Configure(new FFOptions { BinaryFolder = Path.GetDirectoryName(ffmpegBinaryPath!)! });

 await FFMpegArguments
 .FromFileInput(mp3Path)
 .OutputToFile(wavPath, true, options => options
 .WithAudioCodec("pcm_s16le")
 .WithAudioSamplingRate(44100)
 .WithAudioBitrate(320000)
 )
 .ProcessAsynchronously();
 }
 catch (Exception ex)
 {
 Console.WriteLine($"An error occurred during the conversion process: {ex.Message}");
 throw;
 }
 }



private async Task<string> ExtractFFmpegBinaries(Context context)
 {
 var architectureFolder = "x86"; // "armeabi-v7a";
 var ffmpegBinaryName = "ffmpeg"; 
 var ffmpegBinaryPath = Path.Combine(context.FilesDir!.AbsolutePath, ffmpegBinaryName);
 var tempFFMpegFileName = Path.Combine(FileSystem.AppDataDirectory, ffmpegBinaryName);

 if (!File.Exists(ffmpegBinaryPath))
 {
 try
 {
 var assetPath = $"Libs/{architectureFolder}/{ffmpegBinaryName}";
 using var assetStream = context.Assets!.Open(assetPath);
 
 await using var tempFFMpegFile = File.OpenWrite(tempFFMpegFileName);
 await assetStream.CopyToAsync(tempFFMpegFile);

 //new MainActivity().RequestStoragePermission();
 Java.Lang.Runtime.GetRuntime()!.Exec($"chmod 755 {tempFFMpegFileName}");
 }
 catch (Exception ex)
 {
 Console.WriteLine($"An error occurred while extracting FFmpeg binaries: {ex.Message}");
 throw;
 }
 }
 else
 {
 Console.WriteLine($"FFmpeg binaries already extracted to: {ffmpegBinaryPath}");
 }

 return tempFFMpegFileName!;
 }
</string>


-
Should I open source my source code when I rebuild ffmpeg and dynamiclly link to my program ? [closed]
20 septembre 2024, par openjzI have a c++ program developed on visual studio 2022, and my program need to work with ffmpeg, I rebuild it and I don't know if there is open source problem.


I rebuild ffmpeg for windows msvc paltform (according to https://trac.ffmpeg.org/wiki/CompilationGuide/MSVC) by customize the build configuration, but I don't modify the source code and build script of ffmpeg, and I don't enable
gpl
orgpl v3
in the build configuration, ffmpeg is dynamiclly linked to my program, I'm sure that the only license I should concern is theLGPL-2.1 or later
, in this case, if I want to distribute my program for commercial use, should I open source my source code ?

-
File conversion to mp3 returning failure everytime using flutter package ffmpeg_kit_flutter
6 novembre 2024, par Sanath baltharI am trying to convert a .wav audio file generated from a flutter's text to speech package - "flutter_tts" to mp3 file but it is failing everytime.
I have written the below code for file conversion. I have imported the package ffmpeg_kit_flutter. It doesnt even show why the conversion is failing.
I have looked up in stackoverflow and other sites but could not find any relevant solutions. I am using vscode as editor. I have attached flutter doctor output below as well. Could anyone please guide me ? Let me know if you need more information.


List<string> command = [
 '-i', '$filePath/998tts.wav',
 '-c:a', 'mp3',
 '$filePath/998.mp3'
 ];

 await FFmpegKitConfig.enableLogs();
 FFmpegKitConfig.enableLogCallback((log) =>print('FFmpeg log: $log')); 
 FFmpegSession result = await FFmpegKit.executeWithArguments(command);
 dynamic resultcode = await result.getReturnCode();
 dynamic resultlogs = await result.getLogsAsString();
 // FFmpegKitConfig.setLogLevel(logLevel)
 if(ReturnCode.isSuccess(resultcode)){
 print("file saved after conversion at $filePath/998.mp3 and result : Success and logs : $resultlogs");
 }
 else{
 print("Result : failure and logs : $resultlogs");
 }

Flutter doctor output:
[√] Flutter (Channel stable, 3.19.6, on Microsoft Windows [Version 10.0.22631.3296], locale en-IN)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[!] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.9.5)
X Visual Studio is missing necessary components. Please re-run the Visual Studio installer for the "Desktop development with C++"
workload, and include these components:
MSVC v142 - VS 2019 C++ x64/x86 build tools
- If there are multiple build tool versions available, install the latest
C++ CMake tools for Windows
Windows 10 SDK
[√] Android Studio (version 2023.2)
[√] VS Code (version 1.89.0)
[√] Connected device (3 available)
[√] Network resources

! Doctor found issues in 1 category.

</string>


Edit : Attaching error logs :


I/flutter (25865): Loading ffmpeg-kit-flutter.
D/ffmpeg-kit-flutter(25865): FFmpegKitFlutterPlugin com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin@a5d9788 started listening to events on io.flutter.plugin.common.EventChannel$IncomingStreamRequestHandler$EventSinkImplementation@4cfb5f2.
I/flutter (25865): Loaded ffmpeg-kit-flutter-android-audio-arm64-v8a-6.0.3.
I/flutter (25865): Result : failure and logs : ffmpeg version n6.0 Copyright (c) 2000-2023 the FFmpeg developers
I/flutter (25865): built with Android (7155654, based on r399163b1) clang version 11.0.5 (https://android.googlesource.com/toolchain/llvm-project 87f1315dfbea7c137aa2e6d362dbb457e388158d)

I/flutter (25865): configuration: --cross-prefix=aarch64-linux-android- --sysroot=/Users/sue/Library/Android/sdk/ndk/22.1.7171670/toolchains/llvm/prebuilt/darwin-x86_64/sysroot --prefix=/Users/sue/Projects/arthenica/ffmpeg-kit/prebuilt/android-arm64/ffmpeg --pkg-config=/opt/homebrew/bin/pkg-config --enable-version3 --arch=aarch64 --cpu=armv8-a --target-os=android --enable-neon --enable-asm --enable-inline-asm --ar=aarch64-linux-android-ar --cc=aarch64-linux-android24-clang --cxx=aarch64-linux-android24-clang++ --ranlib=aarch64-linux-android-ranlib --strip=aarch64-linux-android-strip --nm=aarch64-linux-android-nm --extra-libs='-L/Users/sue/Projects/arthenica/ffmpeg-kit/prebuilt/android-arm64/cpu-features/lib -lndk_compat' --disable-autodetect --enable-cross-compile