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Bug de détection d’ogg
22 mars 2013, par
Mis à jour : Avril 2013
Langue : français
Type : Video
Autres articles (73)
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Le profil des utilisateurs
12 avril 2011, parChaque utilisateur dispose d’une page de profil lui permettant de modifier ses informations personnelle. Dans le menu de haut de page par défaut, un élément de menu est automatiquement créé à l’initialisation de MediaSPIP, visible uniquement si le visiteur est identifié sur le site.
L’utilisateur a accès à la modification de profil depuis sa page auteur, un lien dans la navigation "Modifier votre profil" est (...) -
Configurer la prise en compte des langues
15 novembre 2010, parAccéder à la configuration et ajouter des langues prises en compte
Afin de configurer la prise en compte de nouvelles langues, il est nécessaire de se rendre dans la partie "Administrer" du site.
De là, dans le menu de navigation, vous pouvez accéder à une partie "Gestion des langues" permettant d’activer la prise en compte de nouvelles langues.
Chaque nouvelle langue ajoutée reste désactivable tant qu’aucun objet n’est créé dans cette langue. Dans ce cas, elle devient grisée dans la configuration et (...) -
Sélection de projets utilisant MediaSPIP
29 avril 2011, parLes exemples cités ci-dessous sont des éléments représentatifs d’usages spécifiques de MediaSPIP pour certains projets.
Vous pensez avoir un site "remarquable" réalisé avec MediaSPIP ? Faites le nous savoir ici.
Ferme MediaSPIP @ Infini
L’Association Infini développe des activités d’accueil, de point d’accès internet, de formation, de conduite de projets innovants dans le domaine des Technologies de l’Information et de la Communication, et l’hébergement de sites. Elle joue en la matière un rôle unique (...)
Sur d’autres sites (4600)
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Managing Music Playback Channels
30 juin 2013, par Multimedia Mike — GeneralMy Game Music Appreciation site allows users to interact with old video game music by toggling various channels, as long as the underlying synthesizer engine supports it.
Users often find their way to the Nintendo DS section pretty quickly. This is when they notice an obnoxious quirk with the channel toggling feature : specifically, one channel doesn’t seem to map to a particular instrument or track.
When it comes to computer music playback methodologies, I have long observed that there are 2 general strategies : Fixed channel and dynamic channel allocation.
Fixed Channel Approach
One of my primary sources of computer-based entertainment used to be watching music. Sure I listened to it as well. But for things like Amiga MOD files and related tracker formats, there was a rich ecosystem of fun music playback programs that visualized the music. There exist music visualization modes in various music players these days (such as iTunes and Windows Media Player), but those largely just show you a single wave form. These files were real time syntheses based on multiple audio channels and usually showed some form of analysis for each channel. My personal favorite was Cubic Player :
Most of these players supported the concept of masking individual channels. In doing so, the user could isolate, study, and enjoy different components of the song. For many 4-channel Amiga MOD files, I observed that the common arrangement was to use the 4 channels for beat (percussion track), bass line, chords, and melody. Thus, it was easy to just listen to, e.g., the bass line in isolation.
MODs and similar formats specified precisely which digital audio sample to play at what time and on which specific audio channel. To view the internals of one of these formats, one gets the impression that they contain an extremely computer-centric view of music.
Dynamic Channel Allocation Algorithm
MODs et al. enjoyed a lot of popularity, but the standard for computer music is MIDI. While MOD and friends took a computer-centric view of music, MIDI takes, well, a music-centric view of music.There are MIDI visualization programs as well. The one that came with my Gravis Ultrasound was called PLAYMIDI.EXE. It looked like this…
… and it confused me. There are 16 distinct channels being visualized but some channels are shown playing multiple notes. When I dug into the technical details, I learned that MIDI just specifies what notes need to be played, at what times and frequencies and using which instrument samples, and it was the MIDI playback program’s job to make it happen.
Thus, if a MIDI file specifies that track 1 should play a C major chord consisting of notes C, E, and G, it would transmit events “key-on C ; delta time 0 ; key-on E ; delta time 0 ; key-on G ; delta time … ; [other commands]“. If the playback program has access to multiple channels (say, up to 32, in the case of the GUS), the intuitive approach would be to maintain a pool of all available channels. Then, when it’s time to process the “key-on C” event, fetch the first available channel from the pool, mark it as in-use, play C on the channel, and return that channel to the pool when either the sample runs its course or the corresponding “key-off C” event is encountered in the MIDI command stream.
About That Game Music
Circling back around to my game music website, numerous supported systems use the fixed channel approach for playback while others use dynamic channel allocation approach, including evey Nintendo DS game I have so far analyzed.Which approach is better ? As in many technical matters, there are trade-offs either way. For many systems, the fixed channel approach is necessary because for many older audio synthesis systems, different channels had very specific purposes. The 8-bit NES had 5 channels : 2 square wave generators (used musically for melody/treble), 1 triangle wave generator (usually used for bass line), a noise generator (subverted for all manner of percussive sounds), and a limited digital channel (was sometimes assigned richer percussive sounds). Dynamic channel allocation wouldn’t work here.
But the dynamic approach works great on hardware with 16 digital channels available like, for example, the Nintendo DS. Digital channels are very general-purpose. What about the SNES, with its 8 digital channels ? Either approach could work. In practice, most games used a fixed channel approach : Games might use 4-6 channels for music while reserving the remainder for various in-game sound effects. Some notable exceptions to this pattern were David Wise’s compositions for Rare’s SNES games (think Battletoads and the various Donkey Kong Country titles). These clearly use some dynamic channel approach since masking all but one channel will give you a variety of instrument sounds.
Epilogue
There ! That took a long time to explain but I find it fascinating for some reason. I need to distill it down to far fewer words because I want to make it a FAQ on my website for “Why can’t I isolate specific tracks for Nintendo DS games ?”Actually, perhaps I should remove the ability to toggle Nintendo DS channels in the first place. Here’s a funny tale of needless work : I found the Vio2sf engine for synthesizing Nintendo DS music and incorporated it into the program. It didn’t support toggling of individual channels so I figured out a way to add that feature to the engine. And then I noticed that most Nintendo DS games render that feature moot. After I released the webapp, I learned that I was out of date on the Vio2sf engine. The final insult was that the latest version already supports channel toggling. So I did the work for nothing. But then again, since I want to remove that feature from the UI, doubly so.
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how to create video file with image and audio using ffmpeg library
12 août 2013, par BlueGI want to merge IMAGE + AUDIO and convert them into video using FFMPEG library. I also tried with some code snippet but it's not working properly.
Please help.File mf = Environment.getExternalStorageDirectory();
String livestream = mf+"/neutral.jpg";
String folderpth = mf+"/navya.mp3";
//String output="/home/saicomputer/game.mp4";
String output = new File(Environment.getExternalStorageDirectory(),"video.mp4").getAbsolutePath();
Log.i("Test", "Let's set output to " + output);
String cmd="ffmpeg -i "+ livestream +" -i "+ folderpth +" -acodec copy "+ output;
Log.e("chck plzzzzz", "after "+ cmd);
//String jaiho="ffmpeg -i image8.jpg -i file.m4a -acodec copy test.mp4";
try{
//Process p =
Runtime.getRuntime().exec(cmd);
}
catch(Exception e)
{
System.out.println("exception"+e);
} -
merge an audio and an image and create video using fmpeg android
5 juin 2013, par Kamal SharmaI want to merge IMAGE + AUDIO and convert them into video using FFMPEG library,i compiled the library successfully,and got libfmpeg.so.but getting problem to execute the ffmpeg command through java code.This is command which i am using... "ffmpeg -i image8.jpg -i file.m4a -acodec copy test.mp4" if i execute this ffmpeg command through CMD,my video.mp4 file is successfully created,but if exceute same command through my Activity,it doesnot create any file.
I used the code :
public class Mpeg extends Activity {
static {
System.loadLibrary("ffmpeg");
}
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_mpeg);
File mf = Environment.getExternalStorageDirectory();
String livestream = mf.getAbsoluteFile()+"smile.png";
String folderpth = mf.getAbsoluteFile()+"RABBA.MP3";
//String output="/home/saicomputer/game.mp4";
String output = new File(Environment.getExternalStorageDirectory(), "video.mp4").getAbsolutePath();
Log.i("Test", "Let's set output to " + output);
String cmd="ffmpeg -i "+ livestream +" -i "+ folderpth +" -acodec copy "+ output;
Log.e("chck plzzzzz", "after "+ cmd);
//String jaiho="ffmpeg -i image8.jpg -i file.m4a -acodec copy test.mp4";
try{
Process p = Runtime.getRuntime().exec(cmd);
}
catch(Exception e)
{
System.out.println("exception"+e);
}and the logcat is
06-05 17:58:10.686: D/dalvikvm(1189): Trying to load lib /data/data/com.example.myfmpeg/lib/libffmpeg.so 0x412a5cf0
06-05 17:58:10.756: I/dalvikvm(1189): threadid=3: reacting to signal 3
06-05 17:58:10.955: D/dalvikvm(1189): Added shared lib /data/data/com.example.myfmpeg/lib/libffmpeg.so 0x412a5cf0
06-05 17:58:10.955: D/dalvikvm(1189): No JNI_OnLoad found in /data/data/com.example.myfmpeg/lib/libffmpeg.so 0x412a5cf0, skipping init
06-05 17:58:11.024: I/dalvikvm(1189): Wrote stack traces to '/data/anr/traces.txt'
06-05 17:58:11.215: I/dalvikvm(1189): threadid=3: reacting to signal 3
06-05 17:58:11.326: I/dalvikvm(1189): Wrote stack traces to '/data/anr/traces.txt'
06-05 17:58:11.466: E/image(1189): imageeeeeeeee /mnt/sdcard/smile.png
06-05 17:58:11.466: E/Test(1189): songggggggggg /mnt/sdcard/RABBA.MP3
06-05 17:58:11.476: E/Test(1189): outputttttt /mnt/sdcard/video.mp4
06-05 17:58:11.476: E/chck plzzzzz(1189): after ffmpeg -i /mnt/sdcard/smile.png -i /mnt/sdcard/RABBA.MP3 -acodec copy /mnt/sdcard/video.mp4
06-05 17:58:11.896: E/AndroidRuntime(1189): FATAL EXCEPTION: main
06-05 17:58:11.896: E/AndroidRuntime(1189): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.myfmpeg/com.example.myfmpeg.Mpeg}: java.lang.RuntimeException: java.io.IOException: Error running exec(). Command: [ffmpeg, -i, /mnt/sdcard/smile.png, -i, /mnt/sdcard/RABBA.MP3, -acodec, copy, /mnt/sdcard/video.mp4] Working Directory: null Environment: null
06-05 17:58:11.896: E/AndroidRuntime(1189): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1956)
06-05 17:58:11.896: E/AndroidRuntime(1189): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1981)
06-05 17:58:11.896: E/AndroidRuntime(1189): at android.app.ActivityThread.access$600(ActivityThread.java:123)
06-05 17:58:11.896: E/AndroidRuntime(1189): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1147)
06-05 17:58:11.896: E/AndroidRuntime(1189): at android.os.Handler.dispatchMessage(Handler.java:99)
06-05 17:58:11.896: E/AndroidRuntime(1189): at android.os.Looper.loop(Looper.java:137)
06-05 17:58:11.896: E/AndroidRuntime(1189): at android.app.ActivityThread.main(ActivityThread.java:4424)
06-05 17:58:11.896: E/AndroidRuntime(1189): at java.lang.reflect.Method.invokeNative(Native Method)
06-05 17:58:11.896: E/AndroidRuntime(1189): at java.lang.reflect.Method.invoke(Method.java:511)
06-05 17:58:11.896: E/AndroidRuntime(1189): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:784)
06-05 17:58:11.896: E/AndroidRuntime(1189): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:551)
06-05 17:58:11.896: E/AndroidRuntime(1189): at dalvik.system.NativeStart.main(Native Method)
06-05 17:58:11.896: E/AndroidRuntime(1189): Caused by: java.lang.RuntimeException: java.io.IOException: Error running exec(). Command: [ffmpeg, -i, /mnt/sdcard/smile.png, -i, /mnt/sdcard/RABBA.MP3, -acodec, copy, /mnt/sdcard/video.mp4] Working Directory: null Environment: nullI dont know what is the error when run from java. Any help ????