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Sur d’autres sites (6967)

  • Salty Game Music

    31 mai 2011, par Multimedia Mike — General

    Have you heard of Google’s Native Client (NaCl) project ? Probably not. Basically, it allows native code modules to run inside a browser (where ‘browser’ is defined pretty narrowly as ‘Google Chrome’ in this case). Programs are sandboxed so they aren’t a security menace (or so the whitepapers claim) but are allowed to access a variety of APIs including video and audio. The latter API is significant because sound tends to be forgotten in all the hullabaloo surrounding non-Flash web technologies. At any rate, enjoy NaCl while you can because I suspect it won’t be around much longer.

    After my recent work upgrading some old music synthesis programs to user more modern audio APIs, I got the idea to try porting the same code to run under NaCl in Chrome (first Nosefart, then Game Music Emu/GME). In this exercise, I met with very limited success. This blog post documents some of the pitfalls in my excursion.



    Infrastructure
    People who know me know that I’m rather partial — to put it gently — to straight-up C vs. C++. The NaCl SDK is heavily skewed towards C++. However, it does provide a Python tool called init_project.py which can create the skeleton of a project and can do so in C with the '-c' option :

    ./init_project.py -c -n saltynosefart
    

    This generates something that can be built using a simple ‘make’. When I added Nosefart’s C files, I learned that the project Makefile has places for project-necessary CFLAGS but does not honor them. The problem is that the generated Makefile includes a broader system Makefile that overrides the CFLAGS in the project Makefile. Going into the system Makefile and changing "CFLAGS =" -> "CFLAGS +=" solves this problem.

    Still, maybe I’m the first person to attempt building something in Native Client so I’m the first person to notice this ?

    Basic Playback
    At least the process to create an audio-enabled NaCl app is well-documented. Too bad it doesn’t seem to compile as advertised. According to my notes on the matter, I filled in PPP_InitializeModule() with the appropriate boilerplate as outlined in the docs but got a linker error concerning get_browser_interface().

    Plan B : C++
    Obviously, the straight C stuff is very much a second-class citizen in this NaCl setup. Fortunately, there is already that fully functional tone generator example program in the limited samples suite. Plan B is to copy that project and edit it until it accepts Nosefart/GME audio instead of a sine wave.

    The build system assumes all C++ files should have .cc extensions. I have to make some fixes so that it will accept .cpp files (either that, or rename all .cpp to .cc, but that’s not very clean).

    Making Noise
    You’ll be happy to know that I did successfully swap out the tone generator for either Nosefart or GME. Nosefart has a slightly fickle API that requires revving the emulator frame by frame and generating a certain number of audio samples. GME’s API is much easier to work with in this situation — just tell it how many samples it needs to generate and give it a pointer to a buffer. I played NES and SNES music play through this ad-hoc browser plugin, and I’m confident all the other supported formats would have worked if I went through the bother of converting the music data files into C headers to be included in the NaCl executable binaries (dynamically loading data via the network promised to be a far more challenging prospect reserved for phase 3 of the project).

    Portable ?
    I wouldn’t say so. I developed it on Linux and things ran fine there. I tried to run the same binaries on the Windows version of Chrome to no avail. It looks like it wasn’t even loading the .nexe files (NaCl executables).

    Thinking About The (Lack Of A) Future
    As I was working on this project, I noticed that the online NaCl documentation materialized explicit banners warning that my NaCl binaries compiled for Chrome 11 won’t work for Chrome 12 and that I need to code to the newly-released 0.3 SDK version. Not a fuzzy feeling. I also don’t feel good that I’m working from examples using bleeding edge APIs that feature deprecation as part of their naming convention, e.g., pp::deprecated::ScriptableObject().

    Ever-changing API + minimal API documentation + API that only works in one browser brand + requiring end user to explicitly enable feature = … well, that’s why I didn’t bother to release any showcase pertaining to this little experiment. Would have been neat, but I strongly suspect that this is yet another one of those APIs that Google decides to deprecate soon.

    See Also :

  • Music Video Idiosyncrasies

    18 juin 2011, par Multimedia Mike — General

    So I’m watching a fairly recent music video for a song named "XXXO" from an artist named M.I.A. when I’m suddenly assaulted by this imagery :



    ... and I enter nervous convulsions. You see, while this might seem to be an odd video effect to the casual viewer, to a multimedia hacker, it appears to be deliberately antagonistic. To anyone who has written a video codec, this scene looks like an entire casserole of video bugs, combining creeping plane offsets errors, chroma problems, and interlacing havoc. The craziest part is to realize that this is probably some kind of standard video effect / filter type. Upon a repeat viewing, I realized that the entire video sort of looks like an amateur video editor’s first week using video software.

    Elsewhere in the video, a YouTube-style video frame vortex highlights the proceedings. I guess I need to come to terms with the fact that the ubiquitous player frame is just part of the digital Zeitgeist now :



    Vintage Video Strangeness
    I’m a long-time music video junkie but I have a tendency of examining them entirely too closely. I first saw Paula Abdul’s video for "Cold-Hearted" when I was just starting to understand multimedia technology and how it interacted with emerging home computers. Imagine how confused I was when I tried to make sense of the actions performed by our eMaestro "Chuck" whom Paula has instructed to "hit it". First, he hits a key followed by 3 quick strikes on a second key :



    Then, the "start music" action is apparently bound to a particular key on the electronic keyboard :



    Which kicks off the electronic metronome on the computer. Each identical-sounding beat quizzically maps to a different frequency transform :



    a one...

    and a two...

    and a three...

    I had no trouble believing things up to this point. But even though I didn’t understand what was going on with that frequency transform, I knew that it must have had something to do with the audio. And if the audio was the same, the visualization ought to be the same. Though, to be fair, I will concede that the first and third ticks pictured bear some mutual resemblance.

    Anyway, the software is probably real even if the keyboard interaction was stylized. Can anyone identify the software ? What about the computer ? This is perhaps the best view the video gives us :



    So, remember, don’t base your understanding of technology — or anything, really — on stylized media representations. Don’t even get me started on the movie "Sneakers." That had me confused about cryptography and computer security for many years.

  • how to write a music player in linux using ffmpeg

    30 mai 2012, par user1426122

    i have a course project in making a music player in linux with ffmpeg, can anyone give me some instruction about it. Does anyone know of any good resources for learning how to use ffmpeg ? Considering I just want to write a simple music player with support for a broad range of formats and codecs, is ffmpeg too heavyweight for a project of this scope ? thank you !