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  • Activation de l’inscription des visiteurs

    12 avril 2011, par

    Il est également possible d’activer l’inscription des visiteurs ce qui permettra à tout un chacun d’ouvrir soit même un compte sur le canal en question dans le cadre de projets ouverts par exemple.
    Pour ce faire, il suffit d’aller dans l’espace de configuration du site en choisissant le sous menus "Gestion des utilisateurs". Le premier formulaire visible correspond à cette fonctionnalité.
    Par défaut, MediaSPIP a créé lors de son initialisation un élément de menu dans le menu du haut de la page menant (...)

  • Des sites réalisés avec MediaSPIP

    2 mai 2011, par

    Cette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
    Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page.

  • Support audio et vidéo HTML5

    10 avril 2011

    MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
    Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
    Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
    Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...)

Sur d’autres sites (7845)

  • indeo : track tile macroblock size

    19 mai 2012, par Kostya Shishkov

    indeo : track tile macroblock size

  • Back on the Salty Track

    12 juin 2011, par Multimedia Mike — General

    After I posted about my initial encounter and frustration with Google’s Native Client (NaCl) SDK and took a deep breath, I realized that I achieved an important proof of concept— I successfully played music using the NaCl SDK audio output interface. Then I started taking a closer read through the (C-based set of) header files and realized I might be able to make a go of it after all. I had much better luck this time and managed to create a proper Native Client interface that allows for controlling playback, presenting metadata, and toggling individual voices (a fascinating tool for studying classic game music).

    I haven’t bothered to post the actual plugin because, really, what’s the point ? I started with NaCl SDK 0.3 which requires Chrome 12, which means terribly limited reach, even among Chrome users. At least, that was true when I restarted this little project. Chrome 12 was formally released this past week. Chrome development really does move at breakneck pace.

    Anyway, here is a static screenshot of what the plugin currently looks like :



    Not pretty, but it does the job.

    Dev Journal
    Various notes based on this outing :

    • Portability : I tested my plugin using Chrome 12 on 64-bit Windows, Mac, and Linux. Mac and Linux both work ; Windows does not.
    • Build System : SDK 0.3 is still lacking in its ability to compile .cpp files (instead of .cc files) ; necessary because libgme is C++ using .cpp files. This requires some build system modification.
    • Getting the interfaces : This is where I got tripped up the first time around. get_browser_interface() from their example actually refers to a parameter passed in through the PPP_InitializeModule() function. The SDK’s template generator renames this to get_browser().
    • Debugging : I feel unstoppable once I have a printf() mechanism available to me during development. To that end, console.log() from JavaScript outputs to Chrome’s built-in JavaScript console log while putting printf() statements in the actual NaCl plugin causes the messages to show up in /.xsession-errors on Linux/X.
    • Size Matters : The binaries generated with the NaCl 0.3 SDK are ridiculously huge. The basic "Hello World" example in C compiles to binaries that are 6.7 MB and 7.8 MB for the 32- and 64-bit builds, respectively. This made me apprehensive to build a full version of SaltyGME that contains all the bells and whistles offered by the library. However, all of the GME code compiled into the binary adds very little size. Curiously, the C++ version of "Hello World" only ranges from 1.8-2.0 MB for 32- and 64-bit. Is there some kind of C tax happening here ? Note that running ’strip’ on the resulting .nexe files (they’re ELF files, after all) brings the sizes down into the C++ range, but at the cost of causing them to not work (more specifically, not even load).
    • No Messaging : The NaCl SDK is supposed to have a messaging interface which allows the NaCl plugin to send asynchronous messages up to the hosting page. When I try to instantiate it, I get a NULL. I’m stuck with the alternative of polling from the JavaScript side to, e.g., determine when a song has finished loading via the network.

    That’s all I can think of for now. I may work on this a little more (I’d like to at least see some audio visualization). Maybe Google will enable NaCl per default sometime around Chrome 21 and this program will be ready for prime time by then.

    See Also :

  • Create a watermark in a separate track with FFmpeg

    29 mai 2012, par tostaky

    I have a PNG (alpha) file and a video file. I want to create a video in which the first track is the image and the second track is the video (PNG over video). The problem is that the PNG doesn't preserves transparency.

    I need create a watermark (PNG) in a separate track with ffmpeg over video track.

    ffmpeg -i base.mov -i logo.png -map 0 -map 1 output.mov

    I needed the watermark is on a track (stream) separately in order to enable or disable it with quicktime pro.

    Thanks.