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Richard Stallman et le logiciel libre
19 octobre 2011, par
Mis à jour : Mai 2013
Langue : français
Type : Texte
Autres articles (80)
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Des sites réalisés avec MediaSPIP
2 mai 2011, parCette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page. -
Ecrire une actualité
21 juin 2013, parPrésentez les changements dans votre MédiaSPIP ou les actualités de vos projets sur votre MédiaSPIP grâce à la rubrique actualités.
Dans le thème par défaut spipeo de MédiaSPIP, les actualités sont affichées en bas de la page principale sous les éditoriaux.
Vous pouvez personnaliser le formulaire de création d’une actualité.
Formulaire de création d’une actualité Dans le cas d’un document de type actualité, les champs proposés par défaut sont : Date de publication ( personnaliser la date de publication ) (...) -
MediaSPIP Player : les contrôles
26 mai 2010, parLes contrôles à la souris du lecteur
En plus des actions au click sur les boutons visibles de l’interface du lecteur, il est également possible d’effectuer d’autres actions grâce à la souris : Click : en cliquant sur la vidéo ou sur le logo du son, celui ci se mettra en lecture ou en pause en fonction de son état actuel ; Molette (roulement) : en plaçant la souris sur l’espace utilisé par le média (hover), la molette de la souris n’exerce plus l’effet habituel de scroll de la page, mais diminue ou (...)
Sur d’autres sites (9864)
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ffmpeg 'av_seek_frame()' not work in bink video
19 juillet 2020, par ghoflvhxjI'm trying to play video in my game by using ffmpeg-avformatlib library.


'av_seek_frame()' work correctly when open '.avi' file.


but if open .bik file, it's not work however the function return 0(success) and seek to 0 frame.


anyone who know about this problem ? :( please tell me please...


void CMovie::Play(const Time startFrame, const Time endFrame, const bool loop/* = false*/)
{
 ...
 if (m_bStart)
 {
 av_seek_frame(GetFormatContext(), GetVideoStreamIndex(), startFrame, AVSEEK_FLAG_FRAME);
 m_bStart = false;
 }
 ...
}



i uploaded sample video player and video which call 'av_seek_frame()' to seek.


play fire.bik and click left or right button, you can see seek to 0 frame. it's same as my program.


check it please.
https://drive.google.com/file/d/1DVrX3EOzjxSfEA4EYpeSREaE2RLhB28Q/view?usp=sharing


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Audio effect ( a 20ms delay between right and the left channel) using Web Audio API or any Javascript Audio Library like howler.js, tone.js ?
15 juillet 2020, par questionare_101I was wondering if there any option in howler.js, tone.js or any other javascript audio library which I can use to add a 20ms delay between the right and the left channel which makes the audio listening experience more immersive.


Can it be achieved using Audio sprites with howler.js ? (but I guess it can't separate the right and the left channels)
https://medium.com/game-development-stuff/how-to-create-audiosprites-to-use-with-howler-js-beed5d006ac1


Is there any ?


Have also asked the same quest here : https://github.com/goldfire/howler.js/issues/1374


I usually enable this option under ffdshow audio processor while playing audio using MPC-HC (Mega Version) on my pc. I was wondering how can I do it using Web Audio API or howler.js ?




Somewhat like this kind of effect : Just delay the either channel by 20ms
Like we do in Adobe Audition



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avformat/smacker : Improve timestamps
24 juin 2020, par Andreas Rheinhardtavformat/smacker : Improve timestamps
A Smacker file can contain up to seven audio tracks. Up until now,
the pts for the i. audio packet contained in a Smacker frame was
simply the end timestamp of the last i. audio packet contained in
an earlier Smacker frame.The problem with this is that a Smacker stream need not contain data in
every Smacker frame and so the current i. audio packet present may come
from a different underlying stream than the last i. audio packet
contained in an earlier frame.The sample hypnotix.smk* exhibits this. It has three audio tracks and
the first of the three has a longer first packet, so that the audio for
the first track is contained in only 235 packets contained in the first
235 Smacker frames ; the end timestamp of this track is 166696 (about 7.56s
at a timebase of 1/22050) ; the other two audio tracks both have 253 packets
contained in the first 253 Smacker frames. Up until now, the 236th
packet of the second track being the first audio packet in the 236th
Smacker frame would get the end timestamp of the last first audio packet
from the last Smacker frame containing a first audio packet and said
last audio packet is the first audio packet from the 235th Smacker frame
from the first audio track, so that the timestamp is 166696. In contrast,
the 236th packet from the third track (whose packets contain the same number
of samples as the packets from the second track) has a timestamp of
156116 (because its timestamp is derived from the end timestamp of the
235th packet of the second audio track). In the end, the second track
ended up being 177360/22050 s = 8.044s long ; in contrast, the third
track was 166780/22050 s = 7.56s long which also coincided with the
video.This commit fixes this by not using timestamps from other tracks for
a packet's pts.* : https://samples.ffmpeg.org/game-formats/smacker/wetlands/hypnotix.smk
Reviewed-by : Timotej Lazar <timotej.lazar@araneo.si>
Signed-off-by : Andreas Rheinhardt <andreas.rheinhardt@gmail.com>