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  • 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

  • Librairies et binaires spécifiques au traitement vidéo et sonore

    31 janvier 2010, par

    Les logiciels et librairies suivantes sont utilisées par SPIPmotion d’une manière ou d’une autre.
    Binaires obligatoires FFMpeg : encodeur principal, permet de transcoder presque tous les types de fichiers vidéo et sonores dans les formats lisibles sur Internet. CF ce tutoriel pour son installation ; Oggz-tools : outils d’inspection de fichiers ogg ; Mediainfo : récupération d’informations depuis la plupart des formats vidéos et sonores ;
    Binaires complémentaires et facultatifs flvtool2 : (...)

  • Support audio et vidéo HTML5

    10 avril 2011

    MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
    Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
    Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
    Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...)

Sur d’autres sites (8358)

  • Salty Game Music

    31 mai 2011, par Multimedia Mike — General

    Have you heard of Google’s Native Client (NaCl) project ? Probably not. Basically, it allows native code modules to run inside a browser (where ‘browser’ is defined pretty narrowly as ‘Google Chrome’ in this case). Programs are sandboxed so they aren’t a security menace (or so the whitepapers claim) but are allowed to access a variety of APIs including video and audio. The latter API is significant because sound tends to be forgotten in all the hullabaloo surrounding non-Flash web technologies. At any rate, enjoy NaCl while you can because I suspect it won’t be around much longer.

    After my recent work upgrading some old music synthesis programs to user more modern audio APIs, I got the idea to try porting the same code to run under NaCl in Chrome (first Nosefart, then Game Music Emu/GME). In this exercise, I met with very limited success. This blog post documents some of the pitfalls in my excursion.



    Infrastructure
    People who know me know that I’m rather partial — to put it gently — to straight-up C vs. C++. The NaCl SDK is heavily skewed towards C++. However, it does provide a Python tool called init_project.py which can create the skeleton of a project and can do so in C with the '-c' option :

    ./init_project.py -c -n saltynosefart
    

    This generates something that can be built using a simple ‘make’. When I added Nosefart’s C files, I learned that the project Makefile has places for project-necessary CFLAGS but does not honor them. The problem is that the generated Makefile includes a broader system Makefile that overrides the CFLAGS in the project Makefile. Going into the system Makefile and changing "CFLAGS =" -> "CFLAGS +=" solves this problem.

    Still, maybe I’m the first person to attempt building something in Native Client so I’m the first person to notice this ?

    Basic Playback
    At least the process to create an audio-enabled NaCl app is well-documented. Too bad it doesn’t seem to compile as advertised. According to my notes on the matter, I filled in PPP_InitializeModule() with the appropriate boilerplate as outlined in the docs but got a linker error concerning get_browser_interface().

    Plan B : C++
    Obviously, the straight C stuff is very much a second-class citizen in this NaCl setup. Fortunately, there is already that fully functional tone generator example program in the limited samples suite. Plan B is to copy that project and edit it until it accepts Nosefart/GME audio instead of a sine wave.

    The build system assumes all C++ files should have .cc extensions. I have to make some fixes so that it will accept .cpp files (either that, or rename all .cpp to .cc, but that’s not very clean).

    Making Noise
    You’ll be happy to know that I did successfully swap out the tone generator for either Nosefart or GME. Nosefart has a slightly fickle API that requires revving the emulator frame by frame and generating a certain number of audio samples. GME’s API is much easier to work with in this situation — just tell it how many samples it needs to generate and give it a pointer to a buffer. I played NES and SNES music play through this ad-hoc browser plugin, and I’m confident all the other supported formats would have worked if I went through the bother of converting the music data files into C headers to be included in the NaCl executable binaries (dynamically loading data via the network promised to be a far more challenging prospect reserved for phase 3 of the project).

    Portable ?
    I wouldn’t say so. I developed it on Linux and things ran fine there. I tried to run the same binaries on the Windows version of Chrome to no avail. It looks like it wasn’t even loading the .nexe files (NaCl executables).

    Thinking About The (Lack Of A) Future
    As I was working on this project, I noticed that the online NaCl documentation materialized explicit banners warning that my NaCl binaries compiled for Chrome 11 won’t work for Chrome 12 and that I need to code to the newly-released 0.3 SDK version. Not a fuzzy feeling. I also don’t feel good that I’m working from examples using bleeding edge APIs that feature deprecation as part of their naming convention, e.g., pp::deprecated::ScriptableObject().

    Ever-changing API + minimal API documentation + API that only works in one browser brand + requiring end user to explicitly enable feature = … well, that’s why I didn’t bother to release any showcase pertaining to this little experiment. Would have been neat, but I strongly suspect that this is yet another one of those APIs that Google decides to deprecate soon.

    See Also :

  • VP8 Codec Optimization Update

    15 juin 2010, par noreply@blogger.com (John Luther) — inside webm

    Since WebM launched in May, the team has been working hard to make the VP8 video codec faster. Our community members have contributed improvements, but there’s more work to be done in some interesting areas related to performance (more on those below).


    Encoder


    The VP8 encoder is ripe for speed optimizations. Scott LaVarnway’s efforts in writing an x86 assembly version of the quantizer will help in this goal significantly as the quantizer is called many times while the encoder makes decisions about how much detail from the image will be transmitted.

    For those of you eager to get involved, one piece of low-hanging fruit is writing a SIMD version of the ARNR temporal filtering code. Also, much of the assembly code only makes use of the SSE2 instruction set, and there surely are newer extensions that could be made use of. There are also redundant code removal and other general cleanup to be done ; (Yaowu Xu has submitted some changes for these).

    At a higher level, someone can explore some alternative motion search strategies in the encoder. Eventually the motion search can be decoupled entirely to allow motion fields to be calculated elsewhere (for example, on a graphics processor).

    Decoder


    Decoder optimizations can bring higher resolutions and smoother playback to less powerful hardware.

    Jeff Muizelaar has submitted some changes which combine the IDCT and summation with the predicted block into a single function, helping us avoid storing the intermediate result, thus reducing memory transfers and avoiding cache pollution. This changes the assembly code in a fundamental way, so we will need to sync the other platforms up or switch them to a generic C implementation and accept the performance regression. Johann Koenig is working on implementing this change for ARM processors, and we’ll merge these changes into the mainline soon.

    In addition, Tim Terriberry is attacking a different method of bounds checking on the "bool decoder." The bool decoder is performance-critical, as it is called several times for each bit in the input stream. The current code handles this check with a simple clamp in the innermost loops and a less-frequent copy into a circular buffer. This can be expensive at higher data rates. Tim’s patch removes the circular buffer, but uses a more complex clamp in the innermost loops. These inner loops have historically been troublesome on embedded platforms.

    To contribute in these efforts, I’ve started working on rewriting higher-level parts of the decoder. I believe there is an opportunity to improve performance by paying better attention to data locality and cache layout, and reducing memory bus traffic in general. Another area I plan to explore is improving utilization in the multi-threaded decoder by separating the bitstream decoding from the rest of the image reconstruction, using work units larger than a single macroblock, and not tying functionality to a specific thread. To get involved in these areas, subscribe to the codec-devel mailing list and provide feedback on the code as it’s written.

    Embedded Processors


    We want to optimize multiple platforms, not just desktops. Fritz Koenig has already started looking at the performance of VP8 on the Intel Atom platform. This platform need some attention as we wrote our current x86 assembly code with an out-of-order processor in mind. Since Atom is an in-order processor (much like the original Pentium), the instruction scheduling of all of the x86 assembly code needs to be reexamined. One option we’re looking at is scheduling the code for the Atom processor and seeing if that impacts the performance on other x86 platforms such as the Via C3 and AMD Geode. This is shaping up to be a lot of work, but doing it would provide us with an opportunity to tighten up our assembly code.

    These issues, along with wanting to make better use of the larger register file on x86_64, may reignite every assembly programmer’s (least ?) favorite debate : whether or not to use intrinsics. Yunqing Wang has been experimenting with this a bit, but initial results aren’t promising. If you have experience in dealing with a lot of assembly code across several similar-but-kinda-different platforms, these maintainability issues might be familiar to you. I hope you’ll share your thoughts and experiences on the codec-devel mailing list.

    Optimizing codecs is an iterative (some would say never-ending) process, so stay tuned for more posts on the progress we’re making, and by all means, start hacking yourself.

    It’s exciting to see that we’re starting to get substantial code contributions from developers outside of Google, and I look forward to more as WebM grows into a strong community effort.

    John Koleszar is a software engineer at Google.

  • Anomalie #1251 : Page ?exec=articles_tous ne marche pas très bien

    28 mars 2011, par cedric -

    r17547 propose une liste des articles

    r17550 propose une page plan je pense qui si on complète avec une page de suivi des traductions on aura la même couverture fonctionnelle, mais avec des pages simples à maintenir et dédiées à une (...)