Recherche avancée

Médias (1)

Mot : - Tags -/lev manovitch

Autres articles (46)

  • L’agrémenter visuellement

    10 avril 2011

    MediaSPIP est basé sur un système de thèmes et de squelettes. Les squelettes définissent le placement des informations dans la page, définissant un usage spécifique de la plateforme, et les thèmes l’habillage graphique général.
    Chacun peut proposer un nouveau thème graphique ou un squelette et le mettre à disposition de la communauté.

  • Menus personnalisés

    14 novembre 2010, par

    MediaSPIP utilise le plugin Menus pour gérer plusieurs menus configurables pour la navigation.
    Cela permet de laisser aux administrateurs de canaux la possibilité de configurer finement ces menus.
    Menus créés à l’initialisation du site
    Par défaut trois menus sont créés automatiquement à l’initialisation du site : Le menu principal ; Identifiant : barrenav ; Ce menu s’insère en général en haut de la page après le bloc d’entête, son identifiant le rend compatible avec les squelettes basés sur Zpip ; (...)

  • MediaSPIP Player : les contrôles

    26 mai 2010, par

    Les contrôles à la souris du lecteur
    En plus des actions au click sur les boutons visibles de l’interface du lecteur, il est également possible d’effectuer d’autres actions grâce à la souris : Click : en cliquant sur la vidéo ou sur le logo du son, celui ci se mettra en lecture ou en pause en fonction de son état actuel ; Molette (roulement) : en plaçant la souris sur l’espace utilisé par le média (hover), la molette de la souris n’exerce plus l’effet habituel de scroll de la page, mais diminue ou (...)

Sur d’autres sites (4903)

  • how to combine several video random any one to create 1 new video ? using ffmpeg ?

    22 décembre 2016, par Sky Moon

    how to combine several video random any one to create 1 new video ?
    for example, I have 10 videos : 01.mp4 ; 02.mp4 ... 10.mp4
    I want to combine random 5 of them to create 1 video
    example :
    (01.mp4+ 03.mp4+ 04.mp4+ 06.mp4 + 08.mp4) = 1 new video

    (02.mp4+ 04.mp4+ 05.mp4+ 06.mp4 + 09.mp4) = 1 new video

    Similar : random combination of 50 videos of 1000 videos to create 1 new video ?

  • Dreamcast SD Adapter and DreamShell

    31 décembre 2014, par Multimedia Mike — Sega Dreamcast

    Nope ! I’m never going to let go of the Sega Dreamcast hacking. When I was playing around with Dreamcast hacking early last year, I became aware that there is such a thing as an SD card adapter for the DC that plugs into the port normally reserved for the odd DC link cable. Of course I wanted to see what I could do with it.

    The primary software that leverages the DC SD adapter is called DreamShell. Working with this adapter and the software requires some skill and guesswork. Searching for these topics tends to turn up results from various forums where people are trying to cargo-cult their way to solutions. I have a strange feeling that this post might become the unofficial English-language documentation on the matter.

    Use Cases
    What can you do with this thing ? Undoubtedly, the primary use is for backing up (ripping) the contents of GD-ROMs (the custom optical format used for the DC) and playing those backed up (ripped) copies. Presumably, users of this device leverage the latter use case more than the former, i.e., download ripped games, load them on the SD card, and launch them using DreamShell.

    However, there are other uses such as multimedia playback, system exploration, BIOS reprogramming, high-level programming, and probably a few other things I haven’t figured out yet.

    Delivery
    I put in an order via the dc-sd.com website and in about 2 short months, the item arrived from China. This marked my third lifetime delivery from China and curiously, all 3 of the shipments have pertained to the Sega Dreamcast.


    Dreamcast SD Adapter package

    Click for larger image


    I thought it was very interesting that this adapter came in such complete packaging. The text is all in Chinese, though the back states “Windows 98 / ME / 2000 / XP, Mac OS 9.1, LINUX2.4”. That’s what tipped me off that they must have just cannibalized some old USB SD card readers and packaging in order to create these. Closer inspection of the internals through the translucent pink case confirms this.

    Usage
    According to its change log, DreamShell has been around for a long time with version 1.0.0 released in February of 2004. The current version is 4.0.0 RC3. There are several downloads available :

    1. DreamShell 4.0 RC 3 CDI Image
    2. DreamShell 4.0 RC 3 + Boot Loader
    3. DreamShell 4.0 RC 3 + Core CDI image

    Option #2 worked for me. It contains a CDI disc image and the DreamShell files in a directory named DS/.

    Burn the CDI to a CD-R in the normal way you would burn a bootable Dreamcast disc from a CDI image. This is open-ended and left as an exercise to the reader, since there are many procedures depending on platform. On Linux, I used a small script I found once called burncdi-dc.sh.

    Then, copy the contents of the DS/ folder to an SD card. As for filesystem, FAT16 and FAT32 are both known to work. The files in DS/ should land in the root of the SD card ; the folder DS/ should not be in the root.

    Plug the SD card into the DC SD adapter and plug the adapter in the link cable port on the back of the Dreamcast. Then, boot the disc. If it works, you will see this minor corruption of the usual Sega licensing screen :


    DreamShell logo on Dreamcast startup

    Then, there will be a brief white-on-black text screen that explains the booting process :


    DreamShell booting text

    Then, there will be the main DreamShell logo :


    DreamShell logo

    Finally, you will land on the DreamShell main desktop :


    DreamShell 4.0.0 RC3 main desktop

    Skepticism
    At first, I was supremely skeptical of the idea that this SD adapter could perform speedily enough to play games reasonably. This was predicated on the observation that my DC coder’s cable that I used to use for homebrew development could not transfer faster than 115200 bits/second, amounting to about 11 kbytes/sec. I assumed that this was a fundamental limitation of the link port.

    In fact, I ripped a few of my Dreamcast discs over a decade ago and still have those rips lying around. So I copied the ISO image of Resident Evil : Code Veronica — the game I personally played most on the DC — to the SD card (anywhere works) and used the “ISO loader” icon seen on the desktop above to launch the game.

    It works :


    Resident Evil: Code Veronica title

    The opening FMV plays at full speed. Everything loads as fast as I remember. I was quite surprised.

    Digression : My assumptions about serial speeds have often been mistaken. 10 years ago, I heard stories about how we would soon be able to watch streaming video on our cell phones. I scoffed because I thought the 56K limitation of dialup modems was some sort of fundamental speed-of-light type of limitation for telephony bandwidth, wired or wireless.

    The desktop menu also includes a ‘speedtest’ tool that profiles the write and read performance of your preferred storage medium. For my fastest SD card (a PNY 2 GB card) :


    DreamShell speedtest utility

    This is probably more representative of the true adapter bandwidth as reading and writing is a good deal faster through more modern interfaces on PC and Mac with this same card.

    Look at the other options on the speedtest console. Hard drive ? Apparently, it’s possible, but it requires a good deal more hardware hacking than just purchasing this SD adapter.

    Ripping
    As you can see from the Resident Evil screenshot, playing games works quite nicely. How about ripping ? I’m pleased to say that DreamShell has a beautiful ripping interface :


    Ripping a GD-ROM using DreamShell

    Enter a name for the disc (or read the disc label), select the storage medium, and let it, well, rip. It indicates which track it’s working on and the Sega logo acts as a progress bar, shading blue as the track rip progresses.

    I’m finally, efficiently, archiving that collection of Sega Dreamcast demo discs ; I’m hoping they’ll eventually find a home at the Internet Archive. How is overall ripping performance ? Usually about 38-40 minutes to rip a full 900-1000 MB. That certainly beats the 27-28 hours that were required when I performed the ripping at 11 kbytes/sec via the DC coders cable.

    All is well until I get a sector reading error :


    DreamShell ripping error

    That’s when it can come in handy to have 3 DC consoles (see ?! not crazy !).

    Other Uses
    There’s a file explorer. You can browse the filesystem of the SD card, visual memory unit, or the CD portion of the GD-ROM (would be more useful if it accessed the GD area). There are FFmpeg files included. So I threw a random Cinepak file and random MPEG-1 file at it to see what happens. MPEG-1 didn’t do anything, but this Cinepak file from some Sierra game played handily :


    DreamShell playing Cinepak

    If you must enter strings, it helps to have a Dreamcast keyboard (which I do). Failing that, here’s a glimpse of the onscreen keyboard that DreamShell equips :


    DreamShell onscreen keyboard

    Learning to use it is a game in itself.

    There is an option of installing DreamShell in the BIOS. I did not attempt this. I don’t know if it’s possible (not like there’s a lot of documentation)– perhaps a custom BIOS modchip is needed. But here’s what the screen looks like :


    DreamShell BIOS installation menu

    There is also a plain console to interact with (better have a physical keyboard). There are numerous file manipulation commands and custom system interaction commands. I see one interesting command called ‘addr’ that looks useful for dumping memory regions to a file.

    A Lua language interpreter is also built in. I would love to play with this if I could ascertain whether DreamShell provided Dreamcast-specific APIs.

    Tips And Troubleshooting
    I have 3 Dreamcast consoles, affectionately named Terran, Protoss, and Zerg after the StarCraft II stickers with which they are adorned. Some seem to work better than others. Protoss seemed to be able to boot the DreamShell disc more reliably than the others. However, I was alarmed when it couldn’t boot one morning when it was churning the previous day.

    I think the problem is that it was just cold. That seemed to be the issue. I put in a normal GD-ROM and let it warm up on that disc for awhile and then DreamShell booted fine. So that’s my piece of cargo-culting troubleshooting advice.

  • Get frame time in ffmpeg

    30 mai 2013, par Srv19

    I am trying to make a little video player that has seek bar (with ffmpeg, of course). For that i need function that will, using data from frame and/or packet, get me current time in the video that should be set in seek slider.

    It should work like this :

    my_time = get_cur_time()
    seek(my_time + 10)
    assert(my_time+10 == get_cur_time())
    seek(my_time - 10)
    assert(my_time-10 == get_cur_time())

    I do understand thatffmpeg does not support precise seeking, so equality here means "something reasonably cloae).

    What code have i used for this thus far :

    frame_time = frame->pts*av_q2d(video_dec_ctx->time_base) * 1000;

    where frame is AVFrame and video_dec_ctx is AVCodecContext.

    And for seeking :

      int fn = ffmpeg::av_rescale(tsms,fmt_ctx->streams[video_stream->index]->time_base.den,
                                  fmt_ctx->streams[video_stream->index]->time_base.num);
      int frame = fn/1000;

      printf("\t avformat_seek_file to %d\n",frame);
      int flags = AVSEEK_FLAG_FRAME;
      if (frame < this->frame->pts)
          flags |= AVSEEK_FLAG_BACKWARD;
      if(ffmpeg::av_seek_frame(fmt_ctx,video_stream->index,frame,flags))
      {
          printf("\nFailed to seek for time %d",frame);
         return false;
      }

      avcodec_flush_buffers(video_dec_ctx);
      int got_frame = 0;
      do
      if (av_read_frame(fmt_ctx, &pkt) >= 0) {
          decode_packet_ro(&got_frame, 0);
          av_free_packet(&pkt);
      }
      else
      {
          read_cache = true;
          pkt.data = NULL;
          pkt.size = 0;
          break;
      }
      while(!(got_frame && this->frame->pts >= frame));

    The code does forward seeking passably, but after any attempt of backward seeking my second assertion fails. After seeking to previous position, my method of getting time does not return position less that one before seeking. That causes my seek slider to work grossly incorrectly.