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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 (67)
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List of compatible distributions
26 avril 2011, parThe table below is the list of Linux distributions compatible with the automated installation script of MediaSPIP. Distribution nameVersion nameVersion number Debian Squeeze 6.x.x Debian Weezy 7.x.x Debian Jessie 8.x.x Ubuntu The Precise Pangolin 12.04 LTS Ubuntu The Trusty Tahr 14.04
If you want to help us improve this list, you can provide us access to a machine whose distribution is not mentioned above or send the necessary fixes to add (...) -
Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs -
Submit enhancements and plugins
13 avril 2011If you have developed a new extension to add one or more useful features to MediaSPIP, let us know and its integration into the core MedisSPIP functionality will be considered.
You can use the development discussion list to request for help with creating a plugin. As MediaSPIP is based on SPIP - or you can use the SPIP discussion list SPIP-Zone.
Sur d’autres sites (9071)
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How can i implement of video editor on ffmpeg
13 octobre 2014, par Baek Seung HoonI’m using
ffmpeg
least version.I want to make video editor on
Windows
orAndroid
Application through NDK..Video Editor must be supported to add Text(front or end frame), add transition effects between two clips, add fade-in/out effect..
So I found some libraries, such as
ffmpeg
,opencv
,mlt framework
,kdenlive
etc but I don’t know what to choose.If I use
ffmpeg
library on the project, how can I implements this function ?? -
Convert audio files to mp3 using ffmpeg
21 janvier 2017, par Hrishikesh ChoudhariI need to convert audio files to mp3 using ffmpeg.
When i write the command as
ffmpeg -i audio.ogg -acodec mp3 newfile.mp3
, I get the error :FFmpeg version 0.5.2, Copyright (c) 2000-2009 Fabrice Bellard, et al.
configuration:
libavutil 49.15. 0 / 49.15. 0
libavcodec 52.20. 1 / 52.20. 1
libavformat 52.31. 0 / 52.31. 0
libavdevice 52. 1. 0 / 52. 1. 0
built on Jun 24 2010 14:56:20, gcc: 4.4.1
Input #0, mp3, from 'ZHRE.mp3':
Duration: 00:04:12.52, start: 0.000000, bitrate: 208 kb/s
Stream #0.0: Audio: mp3, 44100 Hz, stereo, s16, 256 kb/s
Output #0, mp3, to 'audio.mp3':
Stream #0.0: Audio: 0x0000, 44100 Hz, stereo, s16, 64 kb/s
Stream mapping:
Stream #0.0 -> #0.0
Unsupported codec for output stream #0.0I also ran this command :
ffmpeg -formats | grep mp3
and got this in response :
FFmpeg version 0.5.2, Copyright (c) 2000-2009 Fabrice Bellard, et al.
configuration:
libavutil 49.15. 0 / 49.15. 0
libavcodec 52.20. 1 / 52.20. 1
libavformat 52.31. 0 / 52.31. 0
libavdevice 52. 1. 0 / 52. 1. 0
built on Jun 24 2010 14:56:20, gcc: 4.4.1
DE mp3 MPEG audio layer 3
D A mp3 MP3 (MPEG audio layer 3)
D A mp3adu ADU (Application Data Unit) MP3 (MPEG audio layer 3)
D A mp3on4 MP3onMP4
text2movsub remove_extra noise mov2textsub mp3decomp mp3comp mjpegadump imxdump h264_mp4toannexb dump_extraI guess that the mp3 codec isnt installed. Am I right here ? Can anyone help me out here ?
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Zlib vs. XZ on 2SF
I recently released my Game Music Appreciation website. It allows users to play an enormous range of video game music directly in their browsers. To do this, the site has to host the music. And since I’m a compression bore, I have to know how small I can practically make these music files. I already published the results of my effort to see if XZ could beat RAR (RAR won, but only slightly, and I still went with XZ for the project) on the corpus of Super Nintendo chiptune sets. Next is the corpus of Nintendo DS chiptunes.
Repacking Nintendo DS 2SF
The prevailing chiptune format for storing Nintendo DS songs is the .2sf format. This is a subtype of the Portable Sound Format (PSF). The designers had the foresight to build compression directly into the format. Much of payload data in a PSF file is compressed with zlib. Since I already incorporated Embedded XZ into the player project, I decided to try repacking the PSF payload data from zlib -> xz.In an effort to not corrupt standards too much, I changed the ’PSF’ file signature (seen in the first 3 bytes of a file) to ’psf’.
Results
There are about 900 Nintendo DS games currently represented in my website’s archive. Total size of the original PSF archive, payloads packed with zlib : 2.992 GB. Total size of the same archive with payloads packed as xz : 2.059 GB.Using xz vs. zlib saved me nearly a gigabyte of storage. That extra storage doesn’t really impact my hosting plan very much (I have 1/2 TB, which is why I’m so nonchalant about hosting the massive MPlayer Samples Archive). However, smaller individual files translates to a better user experience since the files are faster to download.
Here is a pretty picture to illustrate the space savings :
The blue occasionally appears to dip below the orange but the data indicates that xz is always more efficient than zlib. Here’s the raw data (comes in vanilla CSV flavor too).
Interface Impact
So the good news for the end user is that the songs are faster to load up front. The downside is that there can be a noticeable delay when changing tracks. Even though all songs are packaged into one file for download, and the entire file is downloaded before playback begins, each song is individually compressed. Thus, changing tracks triggers another decompression operation. I’m toying the possibility of some sort of background process that decompresses song (n+1) while playing song (n) in order to help compensate for this.I don’t like the idea of decompressing everything up front because A) it would take even longer to start playing ; and B) it would take a huge amount of memory.
Corner Case
There was at least one case in which I found zlib to be better than xz. It looks like zlib’s minimum block size is smaller than xz’s. I think I discovered xz to be unable to compress a few bytes to a block any smaller than about 60-64 bytes while zlib got it down into the teens. However, in those cases, it was more efficient to just leave the data uncompressed anyway.