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Autres articles (106)
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Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
Encoding and processing into web-friendly formats
13 avril 2011, parMediaSPIP automatically converts uploaded files to internet-compatible formats.
Video files are encoded in MP4, Ogv and WebM (supported by HTML5) and MP4 (supported by Flash).
Audio files are encoded in MP3 and Ogg (supported by HTML5) and MP3 (supported by Flash).
Where possible, text is analyzed in order to retrieve the data needed for search engine detection, and then exported as a series of image files.
All uploaded files are stored online in their original format, so you can (...) -
Librairies et logiciels spécifiques aux médias
10 décembre 2010, parPour un fonctionnement correct et optimal, plusieurs choses sont à prendre en considération.
Il est important, après avoir installé apache2, mysql et php5, d’installer d’autres logiciels nécessaires dont les installations sont décrites dans les liens afférants. Un ensemble de librairies multimedias (x264, libtheora, libvpx) utilisées pour l’encodage et le décodage des vidéos et sons afin de supporter le plus grand nombre de fichiers possibles. Cf. : ce tutoriel ; FFMpeg avec le maximum de décodeurs et (...)
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Releasing GME Players and Tools
I just can’t stop living in the past. To that end, I’ve been playing around with the Game Music Emu (GME) library again. This is a software library that plays an impressive variety of special music files extracted from old video games.
I have just posted a series of GME tools and associated utilities up on Github.
Clone the repo and try them out. The repo includes a small test corpus since one of the most tedious parts about playing these files tends to be tracking them down in the first place.
Players
At first, I started with trying to write some simple command line audio output programs based on GME. GME has to be the simplest software library that it has ever been my pleasure to code against. All it took was a quick read through the gme.h header file and it was immediately obvious how to write a simple program.First, I wrote a command line tool that output audio through PulseAudio on Linux. Then I made a second program that used ALSA. Guess what I learned through this exercise ? PulseAudio is actually far easier to program than ALSA.
I also created an SDL player, seen in my last post regarding how to write an oscilloscope. I think I have the A/V sync correct now. It’s a little more fun to use than the command line tools. It also works on non-Linux platforms (tested at least on Mac OS X).
Utilities
I also wrote some utilities. I’m interested in exporting metadata from these rather opaque game music files in order to make them a bit more accessible. To that end, I wrote gme2json, a program that uses the GME library to fetch data from a game music file and then print it out in JSON format. This makes it trivial to extract the data from a large corpus of game music files and work with it in many higher level languages.Finally, I wrote a few utilities that repack certain ad-hoc community-supported game music archives into... well, an ad-hoc game music archive of my own device. Perhaps it’s a bit NIH syndrome, but I don’t think certain of these ad-hoc community formats were very well thought-out, or perhaps made sense a decade or more ago. I guess I’m trying to bring a bit of innovation to this archival process.
Endgame
I haven’t given up on that SaltyGME idea (playing these game music files directly in a Google Chrome web browser via Google Chrome). All of this ancillary work is leading up to that goal.Silly ? Perhaps. But I still think it would be really neat to be able to easily browse and play these songs, and make them accessible to a broader audience.
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Encode uncompressed avi from webcam
17 août 2013, par shaunI have to record videos for a project I'm doing. Two of these are USB cameras and another is a n IP overhead camera.All three are connected to a laptop computer. After recording the videos I need to be able to open them in an editor (not for editing particularly but for modeling stuff in them for which I need a timeline). I have chosen Sony Vegas Pro for my editor. I have been able to record the uncompressed avi using gstreamer with this command :
gst-launch v4l2src device=/dev/video0 ! 'video/x-rawyuv,width=640,height=480,framerate=10/1' ! mux. avimux name=mux ! filesink location=temp.avi
I had to set the framerate to 10 because I was using two USB cameras and a framerate of 30 on both could not be accomodated in the bandwidth of the USB controller. I do not care about audio in my file so I don't grab audio. Similary, while encoding I wouldn't care about audio as well. This is raw uncompressed avi. I was not able to open this in Sony Vegas Pro. I believe I need to encode this uncompressed avi using a codec that will be opened by Sony Vegas Pro (I don't know which codecs Sony likes, so I'll probably try different ones until one of them opens).
For encoding this video, I have several options : mencoder, ffmpeg, gstreamer. But I am not able to figure out how to use these tools to get what I want. Ideally, I would like just to sort of "insert" a codec with other settings remaining the same. I don't really care about the how much space the resulting video takes since the length of the videos are not going to be more than 3 minutes and I have space available, so lossless codecs also work. I believe Sony reads mpeg avi's so if I can get that, it'll be great.
Thanks for reading and I appreciate all the help.
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XDCam EX gets some friends
21 octobre 2009Sony has announced a couple new additions to the XDCamEX family - the PMW-350 and the PMW-EX1R.
The 350 is a shouldermount camera with interchangeable lenses and 2/3" chips. That puts it somewhere between the 1/2" PDW-F355 and the 2/3" 4:2:2 PDW-700.
The EX1R is a minor bump to the EX1, adding features that users have asked for, like a dedicated viewfinder and a DVCam recording mode.
For me, the most interesting bit of news is that Sony is launching the "MEAD-MS01," an SXS to MemoryStick adapter. I guess Sony noticed that many EX1 and EX3 users have been using SD adapters, and decided to get into that market. And of course, they had to use everyone’s least favorite flash format, Memorystick. I’ll stick to my SD cards for now, but it’s nice to see Sony "legitimize" that recording option a bit.