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The pirate bay depuis la Belgique
1er avril 2013, par
Mis à jour : Avril 2013
Langue : français
Type : Image
Autres articles (16)
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Ajouter notes et légendes aux images
7 février 2011, parPour pouvoir ajouter notes et légendes aux images, la première étape est d’installer le plugin "Légendes".
Une fois le plugin activé, vous pouvez le configurer dans l’espace de configuration afin de modifier les droits de création / modification et de suppression des notes. Par défaut seuls les administrateurs du site peuvent ajouter des notes aux images.
Modification lors de l’ajout d’un média
Lors de l’ajout d’un média de type "image" un nouveau bouton apparait au dessus de la prévisualisation (...) -
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 (...) -
Support audio et vidéo HTML5
10 avril 2011MediaSPIP 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 (3661)
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When I use Fluent-Ffmpeg to access Ffmpeg, there are two different threads but I dont want it
25 mars 2019, par Ahmet Hakan BillurI try to broadcast with rtsp live stream from IP camera on web app that is improved with node.js-jsmpeg([a link]https://www.npmjs.com/package/fluent-ffmpeg !), web socket, html5(canvas).Everything ok that live streaming works but missing frame and high CPU usaged by streaming on web app and I try to reduce so I can intervene ffmpeg with fluent-ffmpeg but when I monitor CPU usaged I can see there 2 different threads following as and look at screenshot of CPU ;
ffmpeg -rtsp_trasport tcp -i rtsp ://10.6.0.225 -f mpeg1video - is worked by jsmpeg and canvas/html5
index.html
<div><canvas width="640" height="360"></canvas></div>
div><canvas width="640" height="360"></canvas>
<code class="echappe-js"><script type="text/javascript" src='http://stackoverflow.com/feeds/tag/jsLib/jsmpeg.js'></script><script type="text/javascript" src='http://stackoverflow.com/feeds/tag/jsLib/ffmpegUtil.js'></script>
<script type="text/javascript"><br />
var canvas = document.getElementById('videoCanvas');<br />
var ws = new WebSocket("ws://10.6.0.206:9999")<br />
var player = new jsmpeg(ws, {canvas:canvas, autoplay:true,audio:false,loop: true});<br />
</script>other one /usr/bin/ffmpeg -i rtsp ://10.6.0.225 -y out.ts is work by following piece of code in app.js
Stream = require('node-rtsp-stream');
stream = new Stream({
name: 'name',
streamUrl: 'rtsp://10.6.0.225',
wsPort: 9999
});
var ffmpeg = require('fluent-ffmpeg');
var proc = new ffmpeg();
proc
.addInput('rtsp://10.6.0.225')
.on('start', function(ffmpegCommand) {
/// log something maybe
console.log('start-->'+ffmpegCommand)
})
.on('progress', function(data) {
/// do stuff with progress data if you want
console.log('progress-->'+data)
})
.on('end', function() {
/// encoding is complete, so callback or move on at this point
console.log('end-->')
})
.on('error', function(error) {
/// error handling
console.log('error-->'+error)
})
.output('out.ts')
.run();and then I don’t want to get two different ffmpeg command threads in there.
Does anyone have an idea ?
Thanks in advice. -
HTML Video Exporting Using MediaRecorder vs ffmpeg.js
3 octobre 2020, par Owen OvadozTLDR


Imagine I have one video and one image. I want to create another video that overlays the image (e.g. watermark) at the center for 2 seconds in the beginning of the video and export it as the final video. I need to do this on the client-side only. Is it possible to use MediaRecorder + Canvas or should I resort to using ffmpeg.js ?


Context


I am making a browser-based video editor where the user can upload videos and images and combine them. So far, I implemented this by embedding the video and images inside a canvas element appropriately. The data representation looks somewhat like this :


video: {
 url: 'https://archive.com/video.mp4',
 duration: 34,
},
images: [{
 url: 'https://archive.com/img1.jpg',
 start_time: 0,
 end_time: 2,
 top: 30,
 left: 20,
 width: 50,
 height: 50,
}]



Attempts


- 

- I play the video and show/hide images in the canvas. Then, I can use the
MediaRecorder
to capture the canvas' stream and export it as a data blob at the end. The final output is as expected, but the problem with this approach is I need to play the video from the beginning to the end for me to capture the stream from the canvas. If the video is 60 seconds, exporting it also takes 60 seconds.






function record(canvas) {
 return new Promise(function (res, rej) {
 const stream = canvas.captureStream();
 const mediaRecorder = new MediaRecorder(stream);
 const recordedData = [];

 // Register recorder events
 mediaRecorder.ondataavailable = function (event) {
 recordedData.push(event.data);
 };
 mediaRecorder.onstop = function (event) {
 var blob = new Blob(recordedData, {
 type: "video/webm",
 });
 var url = URL.createObjectURL(blob);
 res(url);
 };

 // Start the video and start recording
 videoRef.current.currentTime = 0;
 videoRef.current.addEventListener(
 "play",
 (e) => {
 mediaRecorder.start();
 },
 {
 once: true,
 }
 );
 videoRef.current.addEventListener(
 "ended",
 (e) => {
 mediaRecorder.stop();
 },
 {
 once: true,
 }
 );
 videoRef.current.play();
 });
}







- 

- I can use ffmpeg.js to encode the video. I haven't tried this method yet as I will have to convert my image representation into ffmpeg args (I wonder how much work that is).




- I play the video and show/hide images in the canvas. Then, I can use the
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Encoding rawframes to raw h264 live [closed]
25 juillet 2024, par Enry FrafranciI'm trying to make an application that generates an mp4 stream live in node.js.


So far I've successfully got the stream part working with static pre-encoded raw h264 files, then passing them trough
jmuxer
, streaming it to anexpress
endpoint.
Now I would like to generate live the h264 stream based on a canvas that gets drawn live.
I've managed to use thecanvas
module to do that with no issue, but problems arise when trying to compress and encode the canvas output withffmpeg
. This is the command that I'm running, while piping in the raw video frames, and expecting on the pipe output the raw h264 stream :

ffmpeg -f rawvideo -r 30 -pixel_format rgb24 -video_size 640x480 -i pipe:0 -c:v libx264 -pixel_format yuv420p -preset fast -f h264_mp4toannexb pipe:1



But this is the error message I receive instead :


Output format h264_mp4toannexb is not available



I know for sure my frame generation works correctly and
ffmpeg
accepts it because a previous project of mine used basically the same exact code, with the exception of the output being a simple mp4 file and not a stream.

Any help to figure out what's a good solution is appreciated !


Thanks


Rico