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Sur d’autres sites (2873)

  • Problem with Linking FFMPEG Libraries in Visual Studio on Windows 10 [closed]

    14 mars 2024, par Dentricky73

    I'm facing an issue while trying to link FFMPEG libraries in Visual Studio on a Windows 10 OS. Specifically, Visual Studio seems to locate the headers correctly, but encounters difficulties in finding the associated libraries. Initially, I attempted to compile the FFMPEG SDK myself, but encountered problems with the library extensions, which ended with a Linux .o file instead of a Windows .lib. Subsequently, I downloaded a prebuilt version from here, but I'm still encountering errors.

    


    In Visual Studio 2022, I've configured the following settings :

    


    


    Property > Configuration Properties > C/C++ > General > Additional Include Directories
C :\cmder\c++SDK\ffmpeg\include

    


    


    


    Property > Configuration Properties > Linker > General > Additional Library Directories
C :\cmder\c++SDK\ffmpeg\lib

    


    


    


    Property > Configuration Properties > Linker > Input > Additional Dependencies
avcodec.lib, avdevice.lib, avfilter.lib, avformat.lib, avutil.lib, postproc.lib, swresample.lib, swscale.lib

    


    


    Despite these configurations, Visual Studio fails to locate the FFMPEG libraries during the linking process. Could someone please provide guidance on how to resolve this issue and correctly link the FFMPEG libraries in Visual Studio on Windows ? Any help or insights would be greatly appreciated.

    


    Specific Issues Encountered :

    


    During the compilation and linking process in Visual Studio 2022, I encountered the following errors :

    


    Error 1 : A value of type "const AVCodec *" cannot be used to initialize an entity of type "AVCodec *".
Error 2 : Identifier "av_free_packet" is undefined.
Error 3 : Class "AVStream" has no member "codec".
Error 4 : Class "AVFrame" has no member "owner".
Despite configuring the project settings to include the correct include directories and library dependencies, these errors persist.

    


    Why Previous Attempts Didn't Meet My Needs :

    


    My previous attempts to resolve these issues were unsuccessful because I couldn't pinpoint the root cause of the compilation and linking errors. While I ensured that the include directories and library dependencies were correctly configured in Visual Studio, the errors persisted, indicating that there may be underlying issues with the setup or compatibility between the FFMPEG SDK and Visual Studio environment.

    


  • AddictedCS SoundFingerprinting FFmpeg.AutoGen System.NullReferenceException

    16 novembre 2023, par J D

    How can I troubleshoot below issue ? Seems to be a class override of FFmpeg.

    


    I am attempting to use AddictedCS SoundFingerprinting (https://github.com/AddictedCS/soundfingerprinting).
https://github.com/Ruslan-B/FFmpeg.AutoGen

    


    After downloading the packages with nuget, I downloaded & compiled from source to debug :

    


    For some reason FFmpeg.AutoGen.Abstractions keep crashing.
Visual Studio 2022, project set to X64

    


    The exception :

    


    FFmpeg.AutoGen.Abstractions
Code line 2906 :

    


    public static AVFormatContext avformat_alloc_context() => vectors.avformat_alloc_context() ;*

    


    System.NullReferenceException
  HResult=0x80004003
  Message=Object reference not set to an instance of an object
  Source=FFmpeg.AutoGen.Abstractions
  StackTrace:
   at FFmpeg.AutoGen.Abstractions.ffmpeg.avformat_alloc_context() in C:\FFmpeg.AutoGen-master\FFmpeg.AutoGen.Abstractions\generated\ffmpeg.functions.facade.g.cs:line 2906


    


    ffmpeg.exe as recommended on the correct location

    


    C:\fingerPrint\ConsoleApp1\ConsoleApp1\bin\x64\Debug\FFmpeg\bin\x64>ffmpeg.exe ffmpeg version 4.4.1-full_build-www.gyan.dev Copyright (c) 2000-2021 the FFmpeg developers built with gcc 11.2.0 (Rev1, Built by MSYS2 project)

    


    Sourcecode

    


    
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SoundFingerprinting;
using SoundFingerprinting.Builder;
using SoundFingerprinting.Emy;
using FFmpeg.AutoGen.Bindings.DynamicallyLoaded;
using System.IO;

namespace ConsoleApp1
{
    internal class Program
    {
        private readonly IFingerprintCommandBuilder fingerprintCommandBuilder = new FingerprintCommandBuilder();
        static async Task Main(string[] args)
        {
            var current = Environment.CurrentDirectory;
            var probe = Path.Combine("FFmpeg", "bin", Environment.Is64BitProcess ? "x64" : "x86");
            var ffmpegBinaryPath = Path.Combine(current, probe);
            Console.WriteLine(Environment.CurrentDirectory);
            Console.WriteLine($"FFmpeg binaries found in: {ffmpegBinaryPath}");
            DynamicallyLoadedBindings.LibrariesPath = ffmpegBinaryPath;
  
            var audioService = new FFmpegAudioService();
            var hashedFingerprints = await FingerprintCommandBuilder.Instance
                                             .BuildFingerprintCommand()
                                             .From("c:\\temp\\chopin_short2.wav")
                                             .UsingServices(audioService)
                                             .Hash();
        }
    }
}



    


    Where do I need to look next ? Doesn't this work with a console C# project ?

    


  • avutil/hwcontext_d3d11va : remove check for d3d11 debug layer dll

    14 mars 2024, par Timo Rothenpieler
    avutil/hwcontext_d3d11va : remove check for d3d11 debug layer dll
    

    At least on latest Win 11 and Visual Studio 2022, that DLL does not
    exist anymore and can't be installed via any of the usual means.
    However, debugging works just fine regardless, so this check makes
    debugging impossible.

    D3D11CreateDevice will fail anyway if debugging is not supported, so
    let's rely on that instead.

    • [DH] libavutil/hwcontext_d3d11va.c