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  • Taille des images et des logos définissables

    9 février 2011, par

    Dans beaucoup d’endroits du site, logos et images sont redimensionnées pour correspondre aux emplacements définis par les thèmes. L’ensemble des ces tailles pouvant changer d’un thème à un autre peuvent être définies directement dans le thème et éviter ainsi à l’utilisateur de devoir les configurer manuellement après avoir changé l’apparence de son site.
    Ces tailles d’images sont également disponibles dans la configuration spécifique de MediaSPIP Core. La taille maximale du logo du site en pixels, on permet (...)

  • Installation en mode ferme

    4 février 2011, par

    Le mode ferme permet d’héberger plusieurs sites de type MediaSPIP en n’installant qu’une seule fois son noyau fonctionnel.
    C’est la méthode que nous utilisons sur cette même plateforme.
    L’utilisation en mode ferme nécessite de connaïtre un peu le mécanisme de SPIP contrairement à la version standalone qui ne nécessite pas réellement de connaissances spécifique puisque l’espace privé habituel de SPIP n’est plus utilisé.
    Dans un premier temps, vous devez avoir installé les mêmes fichiers que l’installation (...)

  • Déploiements possibles

    31 janvier 2010, par

    Deux types de déploiements sont envisageable dépendant de deux aspects : La méthode d’installation envisagée (en standalone ou en ferme) ; Le nombre d’encodages journaliers et la fréquentation envisagés ;
    L’encodage de vidéos est un processus lourd consommant énormément de ressources système (CPU et RAM), il est nécessaire de prendre tout cela en considération. Ce système n’est donc possible que sur un ou plusieurs serveurs dédiés.
    Version mono serveur
    La version mono serveur consiste à n’utiliser qu’une (...)

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  • FFMPEG : Why aren't all my codecs showing up when I call av_codec_next()

    21 juin 2018, par alvion

    I’m trying to make a custom build of ffmpeg to use in my c++ application. The only codecs I need are encode/decode for h264 and aac. Because I cannot use GPL code, I’m trying to use openh264.

    I successfully built openh264.

    I am configuring my ffmpeg build thusly :

    ../../../configure\
    --toolchain=msvc\
    --arch=x86_64\
    --enable-shared\
    --prefix=../../../Build/Windows10/x64\
    --disable-programs\
    --disable-everything\
    --enable-libopenh264\
    --extra-ldflags=../../../../openh264/openh264.lib\
    --enable-hwaccel=h264_d3d11va\
    --enable-encoder=libopenh264\
    --enable-encoder=aac\
    --enable-decoder=h264\
    --enable-decoder=aac\
    --enable-muxer=mp4\
    --enable-demuxer=mov\
    --enable-parser=h264\
    --enable-parser=aac\
    --disable-dxva2\
    --enable-protocol=file

    Here is my configure output :

    install prefix            ../../../Build/Windows10/x64
    source path               /c/ffmpeg
    C compiler                cl
    C library                 msvcrt
    ARCH                      x86 (generic)
    big-endian                no
    runtime cpu detection     yes
    yasm                      yes
    MMX enabled               yes
    MMXEXT enabled            yes
    3DNow! enabled            yes
    3DNow! extended enabled   yes
    SSE enabled               yes
    SSSE3 enabled             yes
    AESNI enabled             yes
    AVX enabled               yes
    XOP enabled               yes
    FMA3 enabled              yes
    FMA4 enabled              yes
    i686 features enabled     yes
    CMOV is fast              yes
    EBX available             no
    EBP available             no
    debug symbols             yes
    strip symbols             no
    optimize for size         no
    optimizations             yes
    static                    no
    shared                    yes
    postprocessing support    no
    network support           no
    threading support         w32threads
    safe bitstream reader     yes
    texi2html enabled         no
    perl enabled              yes
    pod2man enabled           no
    makeinfo enabled          yes
    makeinfo supports HTML    no

    External libraries:
    libopenh264             schannel                xlib

    External libraries providing hardware acceleration:
    cuda                    cuvid                   d3d11va                 nvenc

    Libraries:
    avcodec                 avfilter                avformat                avutil                  swresample              swscale
    avdevice

    Programs:

    Enabled decoders:
    aac                     h264

    Enabled encoders:
    aac                     libopenh264

    Enabled hwaccels:
    h264_d3d11va

    Enabled parsers:
    aac                     h264

    Enabled demuxers:
    mov

    Enabled muxers:
    mov                     mp4

    Enabled protocols:
    file

    Enabled filters:

    Enabled bsfs:

    Enabled indevs:

    Enabled outdevs:

    License: LGPL version 2.1 or later

    As you can see, it is listing two values each for encoders and decoders. HOWEVER, when I try to list the codecs available like so :

    av_register_all();
    AVCodec* current_codec = av_codec_next(nullptr);
    while (current_codec != nullptr)
    {
       if (av_codec_is_encoder(current_codec))
       {
           cout << "Found encoder " << current_codec->long_name << endl;
       }
       current_codec = av_codec_next(current_codec);
    }

    Only the first call to av_codec_next returns non-null, and it is the h264 decoder. I don’t see the aac decoder, and I don’t see any encoders at all.

    I’ve tried the same source code but linking to a prebuilt version of ffmpeg (from Zeroane), so I’m sure the code to iterate over the codecs is correct.

    What do I need to do to get openh264 and aac to be listed as codecs ?

  • libvpx 0.9.1 and FFmpeg 0.6

    18 juin 2010, par Multimedia Mike — VP8

    Great news : Hot on the heels of FFmpeg’s 0.6 release, the WebM project released version 0.9.1 of their libvpx. I can finally obsolete my last set of instructions on getting FFmpeg-svn working with libvpx 0.9.

    Building libvpx 0.9.1
    Do this to build libvpx 0.9.1 on Unix-like systems :

    libvpx’s build system has been firmed up a bit since version 0.9. It’s now smart enough to install when said target is invoked and it also builds the assembly language optimizations. Be advised that on 32- and 64-bit x86 machines, Yasm must be present (install either from source or through your package manager).

    Building FFmpeg 0.6
    To build the newly-released FFmpeg 0.6 :

    • Install Vorbis through your package manager if you care to encode WebM files with audio ; e.g., ’libvorbis-dev’ is the package you want on Ubuntu
    • Download FFmpeg 0.6 from the project’s download page
    • Configure FFmpeg with at least these options : ./configure --enable-libvpx --enable-libvorbis --enable-pthreads ; the final link step still seems to fail on Linux if the pthreads option is disabled
    • ’make’

    Verifying
    Check this out :

    $ ./ffmpeg -formats 2> /dev/null | grep WebM
      E webm            WebM file format
    

    $ ./ffmpeg -codecs 2> /dev/null | grep libvpx
    DEV libvpx libvpx VP8

    That means that this FFmpeg binary can mux a WebM file and can both decode and encode VP8 video via libvpx. If you’re wondering why the WebM format does not list a ’D’ indicating the ability to demux a WebM file, that’s because demuxing WebM is handled by the general Matroska demuxer.

    Doing Work
    Encode a WebM file :

    ffmpeg -i <input_file> <output_file.webm>

    FFmpeg just does the right thing when it seems that .webm extension on the output file. It’s almost magical.

    For instant gratification that the encoded file is valid, you can view it immediately using ’ffplay’, if that binary was built (done by default if the right support libraries are present). If ffplay is not present, you can always execute this command line to see some decode operation :

    ffmpeg -i <output_file.webm> -f framecrc -

  • Pre-announcement : Piwik Marketplace soon open for paid premium features

    12 octobre 2016, par Piwik Core Team — Community

    Updates : Premium Plugins now available on the Piwik Analytics Marketplace. Further announcements about premium plugins : 1) Powerful Video Analytics and Audio Analytics and 2) A/B Testing Platform for Piwik Analytics.

    The goal of the Piwik project is to build the best open digital analytics platform that lets you measure what matters to you while giving you full control of your data. The beauty of the Piwik Analytics platform is that it can be customized and extended by building or installing new features on top of the Piwik core.

    On our open Piwik Marketplace you can already discover and download over 70 free plugins which enrich the functionality of your Piwik in many ways, and themes which change the look and feel of the Piwik user interface. To help users make more of their analytics data and ultimately be more successful, in a few weeks we will offer you the possibility to purchase subscriptions for premium features in the Marketplace.

    Get more out of your Piwik

    Opening the Marketplace for paid plugins will bring more premium and enterprise features so you get more out of your Piwik, when you need it. It will also help us, the Piwik team, to further innovate and improve the open-source Piwik platform to realize our mission :

    “To create the leading Free and open source analytics platform, and to support global organisations and communities to keep full control over their data.”

    1-click installation and update

    You will find the new premium features when you browse the Marketplace in your Piwik app and on our Piwik Marketplace website. Purchased plugins will be installable and updatable with one click, just like you are used to from free plugins.

    Sell your plugins on the Piwik Marketplace

    If you are a developer who wants to sell plugins on our Marketplace, please get in touch. As a vendor you will be able to see reports about your sales, upload new versions of your plugins, reply to pre-sales and support questions, and more. By tapping into the Marketplace’s infrastructure and distribution, including secure payments and distributing plugins to customers, developers can focus on building great products.

    Get started developing plugins

    If you are wondering how to get started developing plugins, check out our getting started developer guide and our guide about how to get your plugin ready for the Marketplace.