
Recherche avancée
Médias (21)
-
1,000,000
27 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
Demon Seed
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
The Four of Us are Dying
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
Corona Radiata
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
Lights in the Sky
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
-
Head Down
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
Autres articles (111)
-
MediaSPIP version 0.1 Beta
16 avril 2011, parMediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...) -
MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Amélioration de la version de base
13 septembre 2013Jolie sélection multiple
Le plugin Chosen permet d’améliorer l’ergonomie des champs de sélection multiple. Voir les deux images suivantes pour comparer.
Il suffit pour cela d’activer le plugin Chosen (Configuration générale du site > Gestion des plugins), puis de configurer le plugin (Les squelettes > Chosen) en activant l’utilisation de Chosen dans le site public et en spécifiant les éléments de formulaires à améliorer, par exemple select[multiple] pour les listes à sélection multiple (...)
Sur d’autres sites (9988)
-
ffmpeg burned-in subtitles render in the wrong font
21 août 2024, par dv151Trying to burn in subtitles to a video in FFMPEG in GothamProBold font. No matter what I do it keeps reverting to Helvetica. From the console, I see that FFMPEG seems to load the font without error. Then switches over to font provider "coretext"


[Parsed_subtitles_0 @ 0x7fed054048c0] Loading font file '/Projects/Fonts/GothaProBol.otf'
[Parsed_subtitles_0 @ 0x7fed054048c0] Using font provider coretext
[Parsed_subtitles_0 @ 0x7fed054048c0] fontselect: (GothaProBol.otf, 400, 0) -> /System/Library/Fonts/Helvetica.ttc, -1, Helvetica



It seems like it has my font loaded, then loads what is likely a system default of Helvetica instead. My guess is that my chosen font isn't actually loading after all.


FFMPEG command (called from python) is as follows :


ffmpeg_cmd = ["ffmpeg", 
 "-i", self.source_video_uri, 
 "-y",
 "-c:v", "prores", "-profile:v", "1", 
 "-c:a", "pcm_s16be", 
 "-vf", f"subtitles={srt_uri}:fontsdir=/Projects/Fonts:force_style='Fontname=GothaProBol.otf'",
 f"{self.source_video_uri}_render.mov"]

subprocess.call(ffmpeg_cmd)



Any ideas ?


UPDATE : Found this setting in libass header file "ass.h" - which ffmpeg calls when using the subtitle filter. Don't know how to actually set this variable when ffmpeg calls libass, but here it is. Line 182 :


* \brief Default Font provider to load fonts in libass' database
 *
 * NONE don't use any default font provider for font lookup
 * AUTODETECT use the first available font provider
 * CORETEXT force a CoreText based font provider (OS X only)
 * FONTCONFIG force a Fontconfig based font provider
 *
 * libass uses the best shaper available by default.
 */
typedef enum {
 ASS_FONTPROVIDER_NONE = 0,
 ASS_FONTPROVIDER_AUTODETECT = 1,
 ASS_FONTPROVIDER_CORETEXT,
 ASS_FONTPROVIDER_FONTCONFIG,
 ASS_FONTPROVIDER_DIRECTWRITE,
} ASS_DefaultFontProvider;



RE : ANSWER BELOW : For the most part, it seems that if your font is installed in /System/Fonts or /Library/Fonts then CoreText can find it. Though in some cases, the naming conventions can be quite particular and non-intuitive. It also can't seem to find all fonts, necessarily.


For example : Gotham Pro Bold, in the /Library/Fonts folder on my system, file named "GothaProBol.otf" is correctly passed to fontname as : GothamPro-Bold or just Gotham Pro. Gotham Pro Bold, GothamPro, Gotham Pro-Bold, GothaProBol, and GothaProBol.otf do NOT work.


For most fonts it seems the preferred convention is FontName-Style/Weight as displayed in Mac OS's FontBook, not the filename.


That said, I have a novelty 'Game of Thrones.ttf' font in the same folder as Gotham Pro, and I can't get CoreText to connect to it under any of the above naming conventions.


-
Why is the FindClass/JNI function behaving differently on nexus 5 and Honor Play ?
17 août 2020, par OwlMobileFFmpeg v4.3.1LTS works on Honor Play, but doesn't work on Nexus 5. Why ?


The build for Honor Play and nexus 5 is the same ->armeabi-v7a




https://github.com/tanersener/mobile-ffmpeg/releases/tag/v4.3.1.LTS


Nexus5 :enter image description here


HonorPlay :enter image description here






NDK = ndk-r14b






JDK = jdk1.8.0_77




I will ask the question immediately in English stackoverflow. Developing a game in
Unreal Engine 4 v24.3
. In the code itself there are only 2 lines that relate to MobileFFmpeg :

Enabling the function :


extern "C"
{
 int ffmpeg_execute(int argc, char** argv);
}



Calling a function with ffmpeg parameters


ffmpeg_execute(arg.size(), arg.data());



Without mobile FFmpeg, the app on nexus 5 starts and works stably. When I start with FFmpeg, an error immediately appears and the app crashes :




The FindClass function does not work, the call itself is declared in mobile ffmpeg.c :


/** Full name of the Config class */
const char *configClassName = "com/arthenica/mobileffmpeg/Config";



...


/**
 * Called when 'mobileffmpeg' native library is loaded.
 *
 * @param vm pointer to the running virtual machine
 * @param reserved reserved
 * @return JNI version needed by 'mobileffmpeg' library
 */
jint JNI_OnLoad(JavaVM *vm, void *reserved) {
 JNIEnv *env;
 if ((*vm)->GetEnv(vm, (void**)(&env), JNI_VERSION_1_6) != JNI_OK) {
 LOGE("OnLoad failed to GetEnv for class %s.\n", configClassName);
 return JNI_FALSE;
 }

 jclass localConfigClass = (*env)->FindClass(env, configClassName);
 if (localConfigClass == NULL) {
 LOGE("OnLoad failed to FindClass %s.\n", configClassName);
 return JNI_FALSE;
 }
...



I can't see what the FindClass(C++) function returns, Android Studio doesn't want to stop on the JNI_OnLoad(C++) function during debug.


What are the assumptions why FindClass behavior is different on two phones ?


-
How can I simply do color interpolation on this image and then save the image ? With RGBA channels as example
24 août 2020, par karl-policeSo I got this GIF here :




As you can see, it has Red, Green and Blue in it. And it also has a full transparency in it. This was composed together with FFMPEG out of images that looked exactly like that.




Then, with FFMPEG I "decomposed" the RGB and Alpha channels using the filter "extractplanes".


The gallery of that, in correct order starting from up to down, can be found here :




I am not sure if this actually helps me or if I'm supposed to decompose them. Because apperantly now, after decomposing them, I'm supposed to modify them, but I'm not really sure how. It's like how do I modify the red channel that only has black and white, so all at the end, will match to the specified HEX color that I want it to be to.




Now, my question is. How do I exactly make the color changing happen ? Can I do this simply with JavaScript ? Is it possible to do with FFMPEG, if possible without ImageMagicks ? Maybe a programming language where not much installation is needed to do that ?


What I understood is that. These channels basically contain values from 0 to 255 with black and white. I think the "brightness" is that what 0 and 255. So something inbetween, would be like grey.


So basically, like we do (255,0,0) for red. In these channels, if I want red somewhere I need to put one fully white pixel on the red channel and on all the other channels, there has to be a fully black pixel.


That's the concept. Now is the question, how can I do this ?




At the end I want to make it look like this one as example :




This is from a game. So basically that's how it looks like in the game. And the game files only use these RGBA template sprites.




I asked a similar question here : How to change colors of an image using RGBA and more channels independently of their color


But somehow, I might didn't seem to explain it that well.




I made a thing here to test around with things. I guess that's nearly close, but the lines are kinda weird. jsfiddle.net/qsgazubk