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Médias (29)
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#7 Ambience
16 octobre 2011, par
Mis à jour : Juin 2015
Langue : English
Type : Audio
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#6 Teaser Music
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#5 End Title
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#3 The Safest Place
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#4 Emo Creates
15 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#2 Typewriter Dance
15 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
Autres articles (50)
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Personnaliser les catégories
21 juin 2013, parFormulaire de création d’une catégorie
Pour ceux qui connaissent bien SPIP, une catégorie peut être assimilée à une rubrique.
Dans le cas d’un document de type catégorie, les champs proposés par défaut sont : Texte
On peut modifier ce formulaire dans la partie :
Administration > Configuration des masques de formulaire.
Dans le cas d’un document de type média, les champs non affichés par défaut sont : Descriptif rapide
Par ailleurs, c’est dans cette partie configuration qu’on peut indiquer le (...) -
Publier sur MédiaSpip
13 juin 2013Puis-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 -
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.
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Sur d’autres sites (9704)
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unable to compile ffmpeg for iOS
25 mars 2014, par HaneTVI'm trying to compile FFmpeg for iOS (for iPhone5, in order to do some RSTP streaming stuff) following the tutorial here but I get stuck with this error :
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc is unable to create an executable file.
C compiler test failed.In my config.log file I have this :
BEGIN /var/folders/9g/zv_vdz7x16g1hgx9pqj57zz80000gn/T//ffconf.D3a73otQ.c
1 int main(void){ return 0; }
END /var/folders/9g/zv_vdz7x16g1hgx9pqj57zz80000gn/T//ffconf.D3a73otQ.c
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc --sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk -arch armv7 -mfpu=neon -miphoneos-version-min=6.0 -mcpu=cortex-a9 -c -o /var/folders/9g/zv_vdz7x16g1hgx9pqj57zz80000gn/T//ffconf.Wv4eZtHX.o /var/folders/9g/zv_vdz7x16g1hgx9pqj57zz80000gn/T//ffconf.D3a73otQ.c
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc -arch armv7 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk -miphoneos-version-min=6.0 --sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk -o /var/folders/9g/zv_vdz7x16g1hgx9pqj57zz80000gn/T//ffconf.y84bbrJt /var/folders/9g/zv_vdz7x16g1hgx9pqj57zz80000gn/T//ffconf.Wv4eZtHX.o
ld: library not found for -lcrt1.3.1.o
collect2: ld returned 1 exit status
C compiler test failed.I have other errors with other scripts found on stackoverflow or with google
Any idea ?
Ok (i'm kinda new on mac environment), I managed to pass the configure step by fixing the sdk target to the last sdk I have (6.1), removing Other Linker Flags but then the "make" command is full of errors (either with gcc or arm-apple-darwin10-gcc-4.2) :
In file included from ./libavutil/internal.h:113,
from ./libavutil/common.h:385,
from ./libavutil/avutil.h:238,
from libavdevice/version.h:28,
from libavdevice/avdevice.h:22,
from libavdevice/alldevices.c:22:
./libavutil/libm.h:53: error: static declaration of ‘cbrt’ follows non-static declaration
./libavutil/libm.h:60: error: static declaration of ‘cbrtf’ follows non-static declaration
./libavutil/libm.h:86: error: expected identifier or ‘(’ before ‘sizeof’
./libavutil/libm.h:96: error: expected identifier or ‘(’ before ‘sizeof’
./libavutil/libm.h:142: error: static declaration of ‘rint’ follows non-static declaration
./libavutil/libm.h:149: error: static declaration of ‘lrint’ follows non-static declaration
./libavutil/libm.h:156: error: static declaration of ‘lrintf’ follows non-static declaration
./libavutil/libm.h:163: error: static declaration of ‘round’ follows non-static declaration
./libavutil/libm.h:170: error: static declaration of ‘roundf’ follows non-static declaration
./libavutil/libm.h:177: error: static declaration of ‘trunc’ follows non-static declaration
./libavutil/libm.h:184: error: static declaration of ‘truncf’ follows non-static declaration
make: *** [libavdevice/alldevices.o] Error 1 -
Mpeg TS player on android using GStreamer
21 mars 2013, par RuchiI am supposed to design a MPEG-TS demux and player in android on my win 7 platform using the libraries of GStreamer as well as ffmpeg. I am using eclipse juno version in my win 7 system. Now, I was successfully able to configure ffmpeg in eclipse. I downloaded GStreamer sdk from docs.gstreamer.com and successfully configured gstreamer in eclipse. As it turns out, the 5th tutorial of GStreamer is a media player app only. But when I execute that project, I am not able to see the video. Only audio sound is heard. So, my next step should be configuring gst-ffmpeg plug-in in my eclipse and code a media player accepting transport stream (.ts) files. But after surfing a lot on internet, I am not able to get a single solution of moving further. I am using windows platform so the problem increases a bit. I am aware that there is Vplayer that accepts files of .ts format. But I am not able to reach to the source code of Vplayer. Can anyone please please guide me further ? Help needed.
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Is 'Android+FFMpeg' friendship really available ?
26 janvier 2016, par vold_byThe question does not mean that I’m interested if ffmpeg code can be used on Andoid. I know that it can. I’m just asking if somebody has the real performance progress with that stuff.
I’ve created the question after several weeks of experiments with the stuff and I’ve had enough...
I do not want to write to branches where people even do not say what kind of video they decode (resolution, codec) and talk only about some mystical FPS. I just don’t understand what they want to do. Also I’m not going to develop application only for my phone or for Android 2.2++ phones that have some extended OpenGL features. I have quite popular phone HTC Desire so if the application does not work on it, so what’s next ?Well, what do I have ?
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FFMpeg source from the latest HEAD branch. Actually I could not buld it with NDK5 so I decided to use stolen one.
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Bambuser’s build script (bash) with appropriate ffmpeg source ([web] : http://bambuser.com/r/opensource/ffmpeg-4f7d2fe-android-2011-03-07.tar.gz).
It builds well after some corrections by using NDK5. -
Rockplayer’s gelded ffmpeg source code with huge Android.mk in the capacity of build script ([web] : http://www.rockplayer.com/download/rockplayer_ffmpeg_git_20100418.zip).
It builds by NDK3 and NDK5 after some corrections. Rockplayer is probably the most cool media player for Android and I supposed that I would have some perks using it’s build.
I had suitable video for a project (is not big and is not small) : 600x360 H.264.
Both libraries we got from clauses 2 and 3 provide us possibility to get frames from video (frame-by-frame, seek etc.). I did not try to get an audio track because I did not need one for the project. I’m not publishing my source here because I think that’s traditional and it’s easy to find.
Well, what’s the results with video ?
HTC Desire, Android 2.2
600x360, H.264
decoding and rendering are in different threads- Bambuser (NDK5 buld for armv5te, RGBA8888) : 33 ms/frame average.
- Rockplayer (NDK3 build for neon, RGB565) : 27 ms/frame average.
It’s not bad for the first look, but just think that these are results only to decode frames.
If somebody has much better results with decoding time, let me know.The most hard thing for a video is rendering. If we have bitmap 600x360 we should scale one somehow before painting because different phones have different screen sizes and we can not expect that our video will be the same size as screen.
What options do we have to rescale a frame to fit it to screen ?
I was able to check (the same phone and video source) those cases :- sws_scale() C function in Bambuser’s build : 70 ms/frame. Unacceptable.
- Stupid bitmap rescaling in Android (Bitmap.createScaledBitmap) : 65 ms/frame. Unacceptable.
- OpenGL rendering in ortho projection on textured quad. In this case I did not need to scale frame. I just needed to prepare texture 1024x512 (in my case it was RGBA8888) containig frame pixels and than load it in GPU (gl.glTexImage2D). Result : 220 ms/frame to render. Unacceptable. I did not expect that glTexImage2D just sucked on Snapdragon CPU.
That’s all.
I know that there is some way to use fragment shader to convert YUV pixels using GPU, but we will have the same glTexImage2D and 200 ms just to texture loading.But this is not the end. ...my only friend the end... :)
It’s not hopeless condition.Trying to use RockPlayer you definitely will wonder how they do that damn frame scaling so fast. I suppose that they have really good experience in ARM achitecture. They most probably use avcodec_decode_video2 and than img_convert (as I did in RP version), but then they use some tricks (depends of ARM version) for scaling.
Maybe they also have some "magic" buld configuration for ffmpeg decreasing decoding time but Android.mk that they published is not THE Android.mk they use. Dunno...So, now it looks like you can not just buld some easy JNI bridge for ffmpeg and than have real media player for Android platform. You can do this only if you have suitable video that you do not need to scale.
Any ideas ? I hope for you ;)
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