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  • Submit bugs and patches

    13 avril 2011

    Unfortunately a software is never perfect.
    If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
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  • Les sons

    15 mai 2013, par
  • Récupération d’informations sur le site maître à l’installation d’une instance

    26 novembre 2010, par

    Utilité
    Sur le site principal, une instance de mutualisation est définie par plusieurs choses : Les données dans la table spip_mutus ; Son logo ; Son auteur principal (id_admin dans la table spip_mutus correspondant à un id_auteur de la table spip_auteurs)qui sera le seul à pouvoir créer définitivement l’instance de mutualisation ;
    Il peut donc être tout à fait judicieux de vouloir récupérer certaines de ces informations afin de compléter l’installation d’une instance pour, par exemple : récupérer le (...)

Sur d’autres sites (7423)

  • H.264 (MP4) video not play in IE9, but will play in Safari [closed]

    27 septembre 2011, par Austin S

    I have encoded a video using FFMPEG into three formats : WebM, MP4, and FLV. Chrome, Mozilla, and theoretically Opera (although I haven't tested it) should all use the WebM version. IE9, iOS devices, and Adriod should use the MP4 container. While all legacy browsers should default back to the flash version of the file. I'm using video-js to help serve the content. The content is set to preload and autoplay.

    I have found that everything is working as intended except for IE9, where all I get is the poster image and a white dot that typically spins indicating that the file is loading however it is not spinning in this scenario. The MP4 file opens in Safari, an iPad, an iPhone, and an Andriod - verifying that the file is infact legit.

    The following is the specs for the MP4 file when I stream it using VLC. I don't know if this is particularly useful, I'm just trying to provide as much detail as possible.

    VLC Codec Details

    • Stream 0

      Type : Video

      Codec : MPEG-4 Video (mp4v)

      Language : English

      Resolution : 480x270

      Frame rate : 2997

    • Stream 1

      Type : Audio

      Codec : MPEG AAC Audio (mp4a)

      Language : English

      Channels : Stereo

      Sample rate : 48000 Hz

    When accessing videojs.com from my coworkers computer, the video on their main page wouldn't play the video correctly in IE9, but we could hear the audio. When I went to another coworkers computer it played just fine. I'm wondering if IE9, or video-js, is tempermental depending on how updated your OS is.

    The fact that I'm working on XP with IE7 is making this all the more difficult to fix, so if you have any suggestions on what could point me in the right direction, I would greatly appreciate it !

    Thanks,

    Austin S

  • ffmpeg transcoding move to mp4

    16 août 2022, par Paul

    I currently use windows free software called : AnyVideoConverter to convert my iPhone huge MOV files to MP4s that can be played on other devices via my plex server.
I want to automate that process so it runs in the background on one of my linux machines.
However I am struggling to get it working. Here is what I have so far.

    


    Original file details :
Duration : 00:00:13.53
Original Video : 40MB
Video details : Stream #0:0(und) : Video : hevc (Main) (hvc1 / 0x31637668), yuv420p(tv, bt709), 3840x2160, 23453 kb/s, 30 fps, 30 tbr, 600 tbn, 600 tbc (default)

    


    AnyVideoConverted file :
File Size : 5MB
Video Details : Stream #0:0(und) : Video : h264 (Constrained Baseline) (avc1 / 0x31637661), yuv420p, 3840x2160, 2870 kb/s, 24 fps, 24 tbr, 12288 tbn, 48 tbc (default)

    


    This format works great on all my devices

    


    So far the closes I managed to get to that is this ffmpeg command :

    


    ffmpeg -i original.mov -c:v libx264 -profile:v baseline -maxrate 3M -bufsize 3M -c:a aac -b:a 128k x264.mp4


File size:5MB
Video details :     Stream #0:0(und) : Video : h264 (Constrained Baseline) (avc1 / 0x31637661), yuv420p, 2160x3840, 3063 kb/s, 30 fps, 30 tbr, 15360 tbn, 60 tbc (default)

    


    problem is that when I try to play it via plex I get :

    


    Playback Error : This server is not powerful enough to convert video

    


    What am I doing wrong here ?

    


    My knowledge of ffmpeg or video encoding/transcoding is zero. Can someone advise me how to get my mov files converted to mp4 so they can be played via plex without additional transcoding by plex and without reducing the resolution size of the converted video.

    


    Any pointers ?
Thanks

    


  • Managing Music Playback Channels

    30 juin 2013, par Multimedia Mike — General

    My 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.


    5 NES voices

    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 :


    Open Cubic Player -- oscilloscopes

    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…


    Gravis Ultrasound PLAYMIDI.EXE application

    … 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.