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Autres articles (68)
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Submit bugs and patches
13 avril 2011Unfortunately a software is never perfect.
If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
If you think you have solved the bug, fill in a ticket and attach to it a corrective patch.
You may also (...) -
Supporting all media types
13 avril 2011, parUnlike most software and media-sharing platforms, MediaSPIP aims to manage as many different media types as possible. The following are just a few examples from an ever-expanding list of supported formats : images : png, gif, jpg, bmp and more audio : MP3, Ogg, Wav and more video : AVI, MP4, OGV, mpg, mov, wmv and more text, code and other data : OpenOffice, Microsoft Office (Word, PowerPoint, Excel), web (html, CSS), LaTeX, Google Earth and (...)
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Keeping control of your media in your hands
13 avril 2011, parThe vocabulary used on this site and around MediaSPIP in general, aims to avoid reference to Web 2.0 and the companies that profit from media-sharing.
While using MediaSPIP, you are invited to avoid using words like "Brand", "Cloud" and "Market".
MediaSPIP is designed to facilitate the sharing of creative media online, while allowing authors to retain complete control of their work.
MediaSPIP aims to be accessible to as many people as possible and development is based on expanding the (...)
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Loading and unloading C jni library based on when it's needed
30 septembre 2014, par AlinI finally managed to compile ffmpeg for android and I’ve been able to use it in my app.
Here is the scenario of my app :
- I show the user a gridview with thumbnails of images and videos
- the user can click on a cell and it is taken to image/video details where he can see the full image or play the video
- the user can apply an image over an video and this is when ffmpeg is used
So basically, the user might never actually use the watermarking option or he can do it very rare because the amount of available videos is way smaller than images.
I am loading the ffmpeg library, first time it is needed by running :
static {
System.loadLibrary("ffmpeglib");
}Now here are my questions :
- loading the library like this, uses app’s memory and resources ?
- can I unload the library, or better said, is it needed to unload it ? I have not found any java code like System.unloadLibrary to take care of unloading
- Since the library might be used rarely, wouldn’t a load => do encoding => unload be a better approach ? Or maybe having it loaded would allow easy reuse since no loading is necessary.
- If I use an IntentService to load the library and make the encoding, when the service completes the job, does the library gets unloaded ?
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I am trying add text and image over video using FFmpeg lib in androoid studio
21 juin 2019, par vikramI am using FFmpeg lib for add text over video and add image over video but could not get successful. I am testing this one in a real device.
I am have already tried 2 commands for add text and add image over video but could not get proper output
String command[]={"ffmpeg","-i",inputpath,"-vf", "drawtext="+"\""+"fontfile=/sdcard/retro.ttf: text='Test Text'"+"\"",outputpath};
String addimg[]={"ffmpeg","-i", inputpath,"-i", imagepath ,"-filter_complex", "[0:v][1:v] overlay=25:25:enable='between(t,0,10)'" ,"-pix_fmt", "yuv420p", "-c:a copy",outputpath};
public void LoadFFmpegLibrary()
{
if(ffmpeg==null)
{
ffmpeg = FFmpeg.getInstance(MainActivity.this);
try {
ffmpeg.loadBinary(new LoadBinaryResponseHandler() {
@Override
public void onStart() {
Log.e("ffmpeg","Start to load");
}
@Override
public void onFailure() {
Log.e("ffmpeg","failed to load");
}
@Override
public void onSuccess() {
Log.e("ffmpeg","load Successfully");
ExcuteFfmpefLibrabry(command);
// Toast.makeText(MainActivity.this,"Success",Toast.LENGTH_LONG).show();
}
@Override
public void onFinish() {
Log.e("ffmpeg","failed to load");
}
});
} catch (FFmpegNotSupportedException e) {
// Handle if FFmpeg is not supported by device
Log.e("ffmpeg",e.toString());
}
}
}
public void ExcuteFfmpefLibrabry(String command[])
{
ffmpeg = FFmpeg.getInstance(MainActivity.this);
try {
// to execute "ffmpeg -version" command you just need to pass "-version"
ffmpeg.execute(command, new ExecuteBinaryResponseHandler() {
@Override
public void onStart() {
Log.e("ffmpeg","Exaction Start");
}
@Override
public void onProgress(String message) {}
@Override
public void onFailure(String message) {
Log.e("ffmpeg","failed to Excute Command");
Log.e("ok",message);
}
@Override
public void onSuccess(String message) {
Log.e("ffmpeg","Video Edited Successfully");
Log.e("ok",message);
// ExcuteFfmpefLibrabry(tetxcommand);
Toast.makeText(MainActivity.this,"Success",Toast.LENGTH_LONG).show();
}
@Override
public void onFinish() {
}
});
} catch (FFmpegCommandAlreadyRunningException e) {
Log.e("ffmpeg",e.toString());
}
}Unable to find a suitable output format for ’ffmpeg’
ffmpeg : Invalid argumentI am getting an error --->
Unable to find a suitable output format for 'ffmpeg' ffmpeg: Invalid argument
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How to enable HW decoder via Stagefright in FFmpeg Android port
29 juin 2012, par vitakotI have created a media player based on FFmpeg, it works well, but I need to enable HW decoder. I am trying to compile FFmpeg with Stagefright support – using prepared build script in FFmpeg/tools directory. It compiles fine without any error. I have all libraries. The problem is that once I link resulting libraries with my player I am getting an exception when trying to load it :
java.lang.UnsatisfiedLinkError: Cannot load library: reloc_library[1314]: 1269 cannot locate '__aeabi_lasr'...
Without that support everything works perfectly.
Somebody had a similar problem here. But the solution does not work for me.
I also changed a build script a bit according to this one - added
--extra-libs="-lgcc"
and–nostdlib
, but nothing changed.Has anyone made it working ? There is no readme, no clue, just a build script and that’s all...