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  • Mise à jour de la version 0.1 vers 0.2

    24 juin 2013, par

    Explications des différents changements notables lors du passage de la version 0.1 de MediaSPIP à la version 0.3. Quelles sont les nouveautés
    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 (...)

  • Personnaliser en ajoutant son logo, sa bannière ou son image de fond

    5 septembre 2013, par

    Certains thèmes prennent en compte trois éléments de personnalisation : l’ajout d’un logo ; l’ajout d’une bannière l’ajout d’une image de fond ;

  • Websites made ​​with MediaSPIP

    2 mai 2011, par

    This page lists some websites based on MediaSPIP.

Sur d’autres sites (14376)

  • Format video to upload on instagram API (Nodejs)

    6 octobre 2022, par Rafael de Carvalho

    I'm trying to automate the process of posting photos and videos on instagram but I constantly get errors when uploading to instagram.

    


    I will leave a video duration error here but several others happen, I need to follow the following requirements :

    


      

    • Container : MOV or MP4 (MPEG-4 Part 14), no edit lists, atom moov in front of file
    • 


    • Audio codec : AAC, 48 kHz maximum sampling rate, 1 or 2 channel (mono or stereo)
    • 


    • Video codec : HEVC or H.264, progressive scan, closed GOP, 4:2:0 chroma subsampling
    • 


    • Frame rate : from 23 to 60 FPS
    • 


    • photo size :

        

      • Maximum columns (horizontal pixels) : 1,920
      • 


      • Minimum aspect ratio [columns/rows] : 4/5
      • 


      • Maximum aspect ratio [columns/rows] : 9/16
      • 


      


    • 


    • Video bitrate : 5Mbps maximum VBR
    • 


    • Audio bitrate : 128 kbps
    • 


    • Duration : maximum 60 seconds and minimum 3 seconds
    • 


    • File size : max 100 MB
    • 


    


    My code :

    


    import { S3 } from 'aws-sdk';
import { IgApiClient } from 'instagram-private-api';
import fs from 'fs';

const s3 = new S3();
const ig = new IgApiClient();
const bucket = 'posts';
const { INSTA_USER, INSTA_PASS } = process.env;

ig.state.generateDevice(INSTA_USER);

export const main = async () => {
  try {
    await ig.account.login(INSTA_USER, INSTA_PASS);

    const { Contents } = await s3.listObjectsV2({ Bucket: bucket, MaxKeys: 2, Prefix: 'memes/geral' }).promise();

    const files = await Promise.all(Contents.map(async ({ Key }) => {
      const file = await s3.getObject({
        Bucket: bucket,
        Key,
      }).promise();

      return file.Body;
    }));

    const publishResult = await ig.publish.video({
      video: files[0],
      coverImage: await fs.readFileAsync("../../src/assets/cover.png")
    });

    console.dir({ publishResult }, { depth: null })
  } catch (error) {
    console.error(error);
    throw error;
  }
}


    


    When I get a file from s3, it comes in the following format.
I'm taking the content of the body property and put it in the video property of the publish method.
Is it right ?
I also tried to save the file with fs.writeFile and dps use readFileSync like in the example but it also gave the same error.

    


    {
    AcceptRanges: 'bytes',
    LastModified: 2022-08-04T23:15:24.000Z,
    ContentLength: 3252472,
    ETag: '"c491cfe2fb5bc29777fc34391fc1d56a"',
    ContentType: 'application/octet-stream',
    Body: Buffer(3252472) [Uint8Array] [
        0,   0,   0,  32, 102, 116, 121, 112, 105, 115, 111, 109,
        0,   0,   2,   0, 105, 115, 111, 109, 105, 115, 111,  50,
       97, 118,  99,  49, 109, 112,  52,  49,   0,   0, 209,   0,
      109, 111, 111, 118,   0,   0,   0, 108, 109, 118, 104, 100,
        0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,
        0,   0,   3, 232,   0,   0, 250,  17,   0,   1,   0,   0,
        1,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,
        0,   1,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,
        0,   0,   0,   0,
      ... 3252372 more items
    ]
  }


    


    Error :

    


    {
    "errorMessage": "POST /api/v1/media/upload_finish/?video=1 - 400 Bad Request; server processing error: VideoSourceDurationCheckException",
    "errorType": "IgUploadVideoError",
    "stackTrace": [
        "IgUploadVideoError: POST /api/v1/media/upload_finish/?video=1 - 400 Bad Request; server processing error: VideoSourceDurationCheckException",
        "    at C:\\Users\\User\\Desktop\\dev\\Insta\\.webpack\\service\\src\\functions\\webpack:\\instagram-private-api\\dist\\services\\publish.service.js:26:1",  
        "    at tryCatcher (C:\\Users\\User\\Desktop\\dev\\Insta\\.webpack\\service\\src\\functions\\webpack:\\bluebird\\js\\release\\util.js:16:1)"
}


    


    when I try to post a video under 60 seconds (apparently within the requirements) :

    


    {
    "errorMessage": "POST /api/v1/media/configure/?video=1 - 403 Forbidden; ",
    "errorType": "IgConfigureVideoError",
    "stackTrace": [
        "IgConfigureVideoError: POST /api/v1/media/configure/?video=1 - 403 Forbidden; ",
        "    at PublishService.video (C:\\Users\\User\\Desktop\\dev\\Insta\\.webpack\\service\\src\\functions\\webpack:\\instagram-private-api\\dist\\services\\publish.service.js:123:1)",        
        "    at C:\\Users\\User\\Desktop\\dev\\Insta\\.webpack\\service\\src\\functions\\webpack:\\src\\functions\\cronFreefireMemes.js:71:31",
        "    at async Promise.all (index 1)",
        "    at main (C:\\Users\\User\\Desktop\\dev\\Insta\\.webpack\\service\\src\\functions\\webpack:\\src\\functions\\cronFreefireMemes.js:47:5)"
    ]
}


    


    I know that the error above is happening because of the size of the video which is longer than 60 seconds.

    


    But I would like to know if there is any way I can format any video to fit the instagram requirements.

    


    Any nodejs library ?

    


  • Adding AY Files To The Game Music Website

    1er décembre 2013, par Multimedia Mike — General

    For the first time since I launched the site in the summer of last year, I finally added support for new systems for my Game Music Appreciation site : A set of chiptune music files which bear the file extension AY. These files come from games that were on the ZX Spectrum and Amstrad CPC computer systems.


    ZX Spectrum Amstrad CPC

    Right now, there are over 650 ZX Spectrum games in the site while there are all of 20 Amstrad CPC games. The latter system seems a bit short-changed, but I read that a lot of Amstrad games were straight ports from the Spectrum anyway since the systems possessed assorted similarities. This might help explain the discrepancy.

    Technically
    The AY corpus has always been low hanging fruit due to the fact that the site already supports the format courtesy of the game-music-emu backend. The thing that blocked me was that I didn’t know much about these systems. I knew that there were 2 systems (and possibly more) that shared the same chiptune format. Apparently, these machines were big in Europe (I was only vaguely aware of them before I started this project).

    Both the Spectrum and the Amstrad used Zilog Z-80 CPUs for computing and created music using a General Instruments synthesizer chip designated AY-3-8912, hence the chiptune file extension AY. This has 3 channels similar to the C64 SID chip. Additionally, there’s a fourth channel that game music emu calls “beeper” (and which Wikipedia describes as “one channel with 10 octaves”). Per my listening, it seems similar to the old PC speaker/honker. The metadata for a lot of the songs will specify either (AY) or (Beeper).

    Wrangling Metadata
    Large collections of AY files are easy to find ; as is typical for pure chiptunes, the files are incredibly small.

    As usual, the hardest part of the whole process was munging metadata. There seems to be 2 slightly different conventions for AY metadata, likely from 2 different people doing the bulk of the work and releasing the fruits of their labor into the wild. After I recognized the subtle differences between the 2 formats, it was straightforward to craft a tool to perform most of the work, leaving only a minimum of cleanup effort required afterwards.

    (As an aside, I think this process is called extract – transform – load, or ETL. Sounds fancy and complicated, yet it’s technically one of the first computer programming tasks I was ever paid to perform.)

    Collateral Damage
    While pushing this feature, I managed to break the site’s search engine. The search solution I developed was always sketchy (involving compiling a C program as a static binary CGI script and trusting it to run on the server). I will probably need to find a better approach, preferably sooner than later.

  • ffmpeg wasm - how to take client-side created mp4 and upload it to the same server hosting the index/js files being used

    29 juillet 2022, par John Farrell

    Ok, so Im an IT guy and kind of a noob on the dev side of the fence. But I've been able to create this ffmpeg wasm page that takes a canvas and converts it to webm / and .mp4 — what i WANT to do is take the resulting .mp4 file and upload it to the server where the page/js are being served from. is this possible ? I will include my source code which is fairly simple and straight forward, I just don't know how to manipulate the resulting mp4 file that ffmpeg spits out (i realize it is happening client side) to be able to push it up to the server (maybe with aupload.php type situation ?) the solution can be html/java/php whatever, so long as it takes the mp4 output and gets it onto the server. I'd VERY MUCH appreciate a hand here.

    


    Going to try my best to properly insert the html and js. please bear with me if i've done something wrong, i've never had to -ask- a question on here, usually just look up existing answers.

    


    

    

    const { createFFmpeg } = FFmpeg;
const ffmpeg = createFFmpeg({
  log: true
});

const transcode = async (webcamData) => {
  const message = document.getElementById('message');
  const name = 'record.webm';
  await ffmpeg.load();
  message.innerHTML = 'Start transcoding';
  await ffmpeg.write(name, webcamData);
  await ffmpeg.transcode(name,  'output.mp4');
  message.innerHTML = 'Complete transcoding';
  const data = ffmpeg.read('output.mp4');

  const video = document.getElementById('output-video');
  video.src = URL.createObjectURL(new Blob([data.buffer], { type: 'video/mp4' }));
  dl.href = video.src;
  dl.innerHTML = "download mp4"
}

fn().then(async ({url, blob})=>{
    transcode(new Uint8Array(await (blob).arrayBuffer()));
})

function fn() {
var recordedChunks = [];

var time = 0;
var canvas = document.getElementById("canvas");

return new Promise(function (res, rej) {
    var stream = canvas.captureStream(60);

    mediaRecorder = new MediaRecorder(stream, {
        mimeType: "video/webm; codecs=vp9"
    });

    mediaRecorder.start(time);

    mediaRecorder.ondataavailable = function (e) {
        recordedChunks.push(event.data);
        // for demo, removed stop() call to capture more than one frame
    }

    mediaRecorder.onstop = function (event) {
        var blob = new Blob(recordedChunks, {
            "type": "video/webm"
        });
        var url = URL.createObjectURL(blob);
        res({url, blob}); // resolve both blob and url in an object

        myVideo.src = url;
        // removed data url conversion for brevity
    }

// for demo, draw random lines and then stop recording
var i = 0,
tid = setInterval(()=>{
  if(i++ > 20) { // draw 20 lines
    clearInterval(tid);
    mediaRecorder.stop();
  }
  let canvas = document.querySelector("canvas");
  let cx = canvas.getContext("2d");
  cx.beginPath();
  cx.strokeStyle = 'green';
  cx.moveTo(Math.random()*100, Math.random()*100);
  cx.lineTo(Math.random()*100, Math.random()*100);
  cx.stroke();
},200)

});
}

    


    &#xA;&#xA;&#xA;<code class="echappe-js">&lt;script src=&quot;https://unpkg.com/@ffmpeg/ffmpeg@0.8.1/dist/ffmpeg.min.js&quot; defer&gt;&lt;/script&gt;&#xA;&lt;script src='http://stackoverflow.com/feeds/tag/canvas2mp4.js' defer&gt;&lt;/script&gt;&#xA;&#xA;&#xA;&#xA;here is a canvas
    &#xA;
    &#xA;&#xA;here is a recorded video of the canvas in webM format
    &#xA;
    &#xA;&#xA;&#xA;here is a transcoded mp4 from the webm above CLIENT SIDE using ffmpeg
    &#xA;
    &#xA;&#xA;

    &#xA;&#xA;

    &#xD;&#xA;

    &#xD;&#xA;

    &#xD;&#xA;&#xA;