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  • MediaSPIP v0.2

    21 juin 2013, par

    MediaSPIP 0.2 est la première version de MediaSPIP stable.
    Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Comme pour la version précédente, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

  • Les formats acceptés

    28 janvier 2010, par

    Les commandes suivantes permettent d’avoir des informations sur les formats et codecs gérés par l’installation local de ffmpeg :
    ffmpeg -codecs ffmpeg -formats
    Les format videos acceptés en entrée
    Cette liste est non exhaustive, elle met en exergue les principaux formats utilisés : h264 : H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 m4v : raw MPEG-4 video format flv : Flash Video (FLV) / Sorenson Spark / Sorenson H.263 Theora wmv :
    Les formats vidéos de sortie possibles
    Dans un premier temps on (...)

  • Ajouter notes et légendes aux images

    7 février 2011, par

    Pour pouvoir ajouter notes et légendes aux images, la première étape est d’installer le plugin "Légendes".
    Une fois le plugin activé, vous pouvez le configurer dans l’espace de configuration afin de modifier les droits de création / modification et de suppression des notes. Par défaut seuls les administrateurs du site peuvent ajouter des notes aux images.
    Modification lors de l’ajout d’un média
    Lors de l’ajout d’un média de type "image" un nouveau bouton apparait au dessus de la prévisualisation (...)

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  • Ode to the Gravis Ultrasound

    1er août 2011, par Multimedia Mike — General

    WARNING : This post is a bunch of nostalgia. Feel free to follow along if you recall the DOS days of the early-mid 1990s.

    I finally let go of my Gravis Ultrasound MAX sound card a little while ago. It felt like the end of an era for me, even though I had scarcely used the card in recent memory.



    The Beginning
    What is the Gravis Ultrasound ? Only the finest PC sound card from the classic DOS days. Back in the day (very early 1990s), most consumer PC sound cards were Yamaha OPL FM synthesizers paired with a basic digital to analog converter (DAC). Gravis, a company known for game controllers, dared to break with the dominant paradigm of Sound Blaster clones and create a sound card that had 32 digital channels.

    I heard about the GUS sometime in 1992 through one of the dominant online services at the time, Prodigy. Through the message boards, I learned of a promotion with Electronic Arts in which customers could pre-order a GUS at a certain discount along with 2 EA games from a selected catalog (with progressive discounts when ordering more games from the list). I know I got the DOS version of PowerMonger ; I think the other was Night Shift, though that doesn’t seem to be an EA title.

    Anyway, 1992 saw many maddening delays of the GUS hardware. Finally, reports of GUS shipments began to trickle into the Prodigy message forums. Then one day in November, 1992, mine arrived. Into the 286 machine it went and a valiant attempt at software installation was made. A friend and I fought with the software late into the evening, trying to make this thing work reasonably. I remember grabbing a pair of old headphones sitting near the computer that were used for an ancient (even for the time) portable radio. That was the only means of sound reproduction we had available at that moment. And it still sounded incredible.

    After graduating to progressively superior headphones, I would later return to that original pair only to feel my ears were being physically assaulted. Strange, they sounded fine that first night I was trying to make the GUS work. I guess this was my first understanding that the degree to which one is a snobby audiophile is all a matter of hard-earned experience.

    Technology
    The GUS was powered by something called a GF1 which was supposed to use a technology called wavetable synthesis. In the early days, I thought (and I wasn’t alone in this) that this meant that the GF1 chip had a bunch of digitized instrument samples stored in the ASIC. That wasn’t it.

    However, it did feature 32 digital channels at a time when most PC audio cards had 2 (plus that Yamaha FM synthesizer). There was some hemming and hawing about how the original GUS couldn’t drive all 32 channels at a full 44.1 kHz ("CD quality") playback rate. It’s true— if 14 channels were enabled, all could be played at 44.1 kHz. Enabling more channels started progressive degradation and with all 32 channels, each was only playing at around 19 kHz. Still, from my emerging game programmer perspective, that allowed for 8-channel tracker music and 6 channels of sound effects, all at the vaunted CD level of quality.

    Games and Compatibility
    The primary reason to have a discrete sound card was for entertainment applications — ahem, games. GUS support was pretty sketchy out of the gate (ostensibly a major reason for the card’s delay). While many sound cards offered Sound Blaster emulation by basically having the same hardware as Sound Blaster cards, the GUS took a software route towards emulating the SB. To do this required a program called the Sound Blaster Operating System, or SBOS.

    Oh, how awesome it was to hear the program exclaim "SBOS installed !" And how harshly it grated on your nerves after the 200th time hearing it due to so many reboots and fiddling with options to make your games work. Also, I’ve always wondered if there’s something special about sampling an ’s’ sound — does it strain the sampling frequency range ? Perhaps the phrase was sampled at too low a bitrate because the ’s’ sounds didn’t come through very clearly, which is something you notice after hundreds of iterations when there are 3 ’s’ sounds in the phrase.

    Fortunately, SBOS became less relevant with the advent of Mega-Em, a separate emulator which intercepted calls to Roland MIDI systems and routed them to the very capable GUS. Roland-supporting games sounded beautiful.

    Eventually, more and more DOS games were released with native Gravis support, sometimes with the help of The Miles Sound System (from our friends at Rad Game Tools — you know, the people behind Smacker and Bink). The library changelog is quite the trip down PC memory lane.

    An important area where the GUS shined brightly was that of demos and music trackers. The emerging PC demo scene embraced the powerful GUS (aided, no doubt, by Gravis’ sponsorship of the community) and the coolest computer art and music of the time natively supported the card.

    Programming
    At this point in my life, I was a budding programmer in high school and was fairly intent on programming video games. So far, I had figured out how to make a few blips using a borrowed Sound Blaster card. I went to great lengths to learn how to program the Gravis Ultrasound.

    Oh you kids today, with your easy access to information at the tips of your fingers thanks to Google and the broader internet. I had to track down whatever information I could find through a combination of Prodigy message boards and local dialup BBSes and FidoNet message bases. Gravis was initially tight-lipped about programming information for its powerful card, as was de rigueur of hardware companies (something that largely persists to this day). But Gravis eventually saw an opportunity to one-up encumbent Creative Labs and released a full SDK for the Ultrasound. I wanted the SDK badly.

    So it was early-mid 1993. Gravis released an SDK. I heard that it was available on their support BBS. Their BBS with a long distance phone number. If memory serves, the SDK was only in the neighborhood of 1.5 Mbytes. That takes a long time to transfer via a 2400 baud modem at a time when long distance phone charges were still a thing and not insubstantial.

    Luckily, they also put the SDK on something called an ’FTP site’. Fortunately, about this time, I had the opportunity to get some internet access via the local university.

    Indeed, my entire motivation for initially wanting to get on the internet was to obtain special programming information. Is that nerdy enough for you ?

    I see that the GUS SDK is still available via the Gravis FTP site. The file GUSDK222.ZIP is dated 1998 and is less than a megabyte.

    Next Generation : CD Support
    So I had my original GUS by the end of 1992. That was just the first iteration of the Gravis Ultrasound. The next generation was the GUS MAX. When I was ready to get into the CD-ROM era, this was what I wanted in my computer. This is because the GUS MAX had CD-ROM support. This is odd to think about now when all optical drives have SATA interfaces and (P)ATA interfaces before that— what did CD-ROM compatibility mean back then ? I wasn’t quite sure. But in early 1995, I headed over to Computer City (R.I.P.) and bought a new GUS MAX and Sony double-speed CD-ROM drive to install in the family’s PC.



    About the "CD-ROM compatibility" : It seems that there were numerous competing interfaces in the early days of CD-ROM technology. The GUS MAX simply integrated 3 different CD-ROM controllers onto the audio card. This was superfluous to me since the Sony drive came with an appropriate controller card anyway, though I didn’t figure out that the extra controller card was unnecessary until after I installed it. No matter ; computers of the day were rife with expansion ports.



    The 3 different CD-ROM controllers on the GUS MAX

    Explaining The Difference
    It was difficult to explain the difference in quality to those who didn’t really care. Sometime during 1995, I picked up a quasi-promotional CD-ROM called "The Gravis Ultrasound Experience" from Babbage’s computer store (remember when that was a thing ?). As most PC software had been distributed on floppy discs up until this point, this CD-ROM was an embarrassment of riches. Tons of game demos, scene demos, tracker music, and all the latest GUS drivers and support software.

    Further, the CD-ROM had a number of red book CD audio tracks that illustrated the difference between Sound Blaster cards and the GUS. I remember loaning this to a tech-savvy coworker who disbelieved how awesome the GUS was. The coworker took it home, listened to it, and wholly agreed that the GUS audio sounded better than the SB audio in the comparison — and was thoroughly confused because she was hearing this audio emanating from her Sound Blaster. It was the difference between real-time and pre-rendered audio, I suppose, but I failed to convey that message. I imagine the same issue comes up even today regarding real-time video rendering vs., e.g., a pre-rendered HD cinematic posted on YouTube.

    Regrettably, I can’t find that CD-ROM anymore which leads me to believe that the coworker never gave it back. Too bad, because it was quite the treasure trove.

    Aftermath
    According to folklore I’ve heard, Gravis couldn’t keep up as the world changed to Windows and failed to deliver decent drivers. Indeed, I remember trying to keep my GUS in service under Windows 95 well into 1998 but eventually relented and installed some kind of more appropriate sound card that was better supported under Windows.

    Of course, audio output capability has been standard issue for any PC for at least 10 years and many people aren’t even aware that discrete sound cards still exist. Real-time audio rendering has become less essential as full musical tracks can be composed and compressed into PCM format and delivered with the near limitless space afforded by optical storage.

    A few years ago, it was easy to pick up old GUS cards on eBay for cheap. As of this writing, there are only a few and they’re pricy (but perhaps not selling). Maybe I was just viewing during the trough of no value a few years ago.

    Nowadays, of course, anyone interested in studying the old GUS or getting a nostalgia fix need only boot up the always-excellent DOSBox emulator which provides remarkable GUS emulation support.

  • what is wrong about the I420 render from ffmpeg ?

    9 mai 2022, par DLKUN

    I use glfw render YUV from ffmpeg ;the Y is ok(only use data Y ,and frag texture2D Y is ok ,the color is Grayscale).but when I add U,V ;the display show pink and green ; I try to change frag shader or the imgtexture ,there have no use .

    


    #include <glad></glad>glad.h>&#xA;#include <glfw></glfw>glfw3.h>&#xA;&#xA;#include<string>&#xA;#include<fstream>&#xA;#include<sstream>&#xA;#include<iostream>&#xA;#include&#xA;&#xA;#include &#xA;&#xA;// settings&#xA;const unsigned int SCR_WIDTH = 544;&#xA;const unsigned int SCR_HEIGHT = 960;&#xA;const int len = 544 * 960 * 3/2;&#xA;BYTE YUVdata [len];//&#xA;BYTE Ydata [544 * 960];//&#xA;BYTE Udata [272 * 480];//&#xA;BYTE Vdata [272 * 480];//&#xA;unsigned int VBO = 0;&#xA;unsigned int VAO = 0;&#xA;unsigned int EBO = 0;&#xA;unsigned int texturePIC = 0;&#xA;int shaderProgram = 0;&#xA;&#xA;GLuint texIndexarray[3];&#xA;GLuint texUniformY = 99;&#xA;GLuint texUniformU = 99;&#xA;GLuint texUniformV = 99;&#xA;&#xA;void LoadPicture()&#xA;{&#xA;&#xA;&#xA;    glGenTextures(3, texIndexarray);&#xA;&#xA;    glBindTexture(GL_TEXTURE_2D, texIndexarray[0]);&#xA;    &#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);&#xA;&#xA;    glBindTexture(GL_TEXTURE_2D, texIndexarray[1]);&#xA;    &#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);&#xA;    glBindTexture(GL_TEXTURE_2D, texIndexarray[2]);&#xA;    &#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);&#xA;    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);&#xA;&#xA;&#xA;    glValidateProgram(shaderProgram);&#xA;&#xA;    texUniformY = glGetUniformLocation(shaderProgram, "dataY");//2&#xA;    texUniformU = glGetUniformLocation(shaderProgram, "dataU");//0&#xA;    texUniformV = glGetUniformLocation(shaderProgram, "dataV");//1&#xA;&#xA;    &#xA;    FILE* fp = fopen("./output544_960.yuv","rb&#x2B;");//I420&#xA;    int returns  =fread(YUVdata,1,len,fp);&#xA;    int w = 544;&#xA;    int h = 960;&#xA;    int ysize = w*h;&#xA;    int uvsize = w * h / 4;&#xA;&#xA;    void* uptr = &amp;YUVdata[ysize];&#xA;    void* vptr = &amp;YUVdata[ysize * 5 / 4];&#xA;&#xA;    memcpy(Ydata,YUVdata,ysize);&#xA;    memcpy(Udata, uptr,uvsize);&#xA;    memcpy(Vdata, vptr,uvsize);&#xA;    glActiveTexture(GL_TEXTURE0);&#xA;    glBindTexture(GL_TEXTURE_2D, texIndexarray[0]);&#xA;    &#xA;    glTexImage2D(GL_TEXTURE_2D, 0 , GL_RED, w, h ,0, GL_RED,GL_UNSIGNED_BYTE ,Ydata);&#xA;    glUniform1i(texUniformY, texIndexarray[0]);               &#xA;&#xA;&#xA;    glActiveTexture(GL_TEXTURE1);&#xA;    glBindTexture(GL_TEXTURE_2D, texIndexarray[1]);&#xA;    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w/2, h/2, 0, GL_RED, GL_UNSIGNED_BYTE,Udata );&#xA;&#xA;    glUniform1i(texUniformU, texIndexarray[1]);&#xA;&#xA;&#xA;    glActiveTexture(GL_TEXTURE2);&#xA;    glBindTexture(GL_TEXTURE_2D, texIndexarray[2]);&#xA;    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w/2, h/2, 0, GL_RED, GL_UNSIGNED_BYTE,Vdata);&#xA;    glUniform1i(texUniformV, texIndexarray[2]);&#xA;&#xA;}&#xA;&#xA;&#xA;void render()&#xA;{&#xA;    glBindVertexArray(VAO);&#xA;    glUseProgram(shaderProgram);&#xA;    glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);&#xA;    //glDrawArrays(GL_TRIANGLE_FAN,0,4);&#xA;    glUseProgram(0);&#xA;    glBindVertexArray(0);&#xA;}&#xA;&#xA;void initmodule()&#xA;{&#xA;    &#xA;    float vertexs[] = {&#xA;        &#xA;        1.0f,  1.0f, 0.0f,  1.0f, 0.0f,   &#xA;        1.0f, -1.0f, 0.0f,  1.0f, 1.0f,   &#xA;        -1.0f, -1.0f, 0.0f,  0.0f, 1.0f,   &#xA;        -1.0f,  1.0f, 0.0f,  0.0f, 0.0f    &#xA;    &#xA;    &#xA;    };&#xA;    &#xA;    unsigned int indexs[] = {&#xA;        0,1,3,&#xA;        1,2,3,&#xA;    };&#xA;&#xA;    &#xA;    glGenVertexArrays(1,&amp;VAO);&#xA;    glBindVertexArray(VAO);&#xA;&#xA;    &#xA;&#xA;    glGenBuffers(1, &amp;VBO);&#xA;    glBindBuffer(GL_ARRAY_BUFFER, VBO);&#xA;    &#xA;    glBufferData(GL_ARRAY_BUFFER,sizeof(vertexs), vertexs, GL_STATIC_DRAW);&#xA;&#xA;    &#xA;    glGenBuffers(1,&amp;EBO);&#xA;    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);&#xA;    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indexs),indexs,GL_STATIC_DRAW);&#xA;    &#xA;    LoadPicture();&#xA;&#xA;    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,5*sizeof(float),(void*)0);&#xA;    &#xA;    glEnableVertexAttribArray(0);&#xA;    &#xA;    glVertexAttribPointer(1,2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));&#xA;    &#xA;    glEnableVertexAttribArray(1);&#xA;&#xA;    &#xA;    glBindBuffer(GL_ARRAY_BUFFER,0);&#xA;&#xA;    &#xA;    glBindVertexArray(0);&#xA;&#xA;&#xA;&#xA;}&#xA;&#xA;void initshader(const char* verpath,const char* fragpath)&#xA;{&#xA;    &#xA;    std::string VerCode("");&#xA;    std::string fregCode("");&#xA;    &#xA;    std::ifstream  vShaderFile;&#xA;    std::ifstream  fShaderFile;&#xA;&#xA;    vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);&#xA;    fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);&#xA;&#xA;    try&#xA;    {&#xA;        vShaderFile.open(verpath);&#xA;        fShaderFile.open(fragpath);&#xA;&#xA;        std::stringstream vsstream, fsstream;&#xA;        vsstream &lt;&lt; vShaderFile.rdbuf();&#xA;        fsstream &lt;&lt; fShaderFile.rdbuf();&#xA;        VerCode = vsstream.str();&#xA;        fregCode = fsstream.str();&#xA;    &#xA;    }&#xA;    catch (const std::exception&amp;)&#xA;    {&#xA;        std::cout &lt;&lt; "read file error" &lt;&lt; std::endl;&#xA;    }&#xA;&#xA;    const char* vshader = VerCode.c_str();&#xA;    const char* fshader = fregCode.c_str();&#xA;&#xA;    &#xA;    unsigned int vertexID = 0, fragID = 0;&#xA;    char infoLog[512];&#xA;    int  successflag = 0;&#xA;    vertexID = glCreateShader(GL_VERTEX_SHADER);&#xA;    glShaderSource(vertexID,1,&amp;vshader,NULL );&#xA;    glCompileShader(vertexID);&#xA;    &#xA;    glGetShaderiv(vertexID,GL_COMPILE_STATUS,&amp;successflag);&#xA;    if (!successflag)&#xA;    {&#xA;        glGetShaderInfoLog(vertexID,512,NULL,infoLog);&#xA;        std::string errstr(infoLog);&#xA;        std::cout &lt;&lt; "v shader err"&lt;/frag&#xA;    fragID = glCreateShader(GL_FRAGMENT_SHADER);&#xA;    glShaderSource(fragID, 1, &amp;fshader, NULL);&#xA;    glCompileShader(fragID);&#xA;    &#xA;    glGetShaderiv(fragID, GL_COMPILE_STATUS, &amp;successflag);&#xA;    if (!successflag)&#xA;    {&#xA;        glGetShaderInfoLog(fragID, 512, NULL, infoLog);&#xA;        std::string errstr(infoLog);&#xA;        std::cout &lt;&lt; "f shader err"&lt;/&#xA;    initmodule();&#xA;&#xA;&#xA;    &#xA;    while (!glfwWindowShouldClose(window))&#xA;    {&#xA;        &#xA;        processInput(window);&#xA;&#xA;        glClearColor(0.0f,0.0f,0.0f,1.0f);&#xA;        glClear(GL_COLOR_BUFFER_BIT);&#xA;        render();&#xA;    &#xA;        &#xA;        glfwSwapBuffers(window);&#xA;        &#xA;        glfwPollEvents();&#xA;    }&#xA;&#xA;    &#xA;    glfwTerminate();&#xA;    return 0;&#xA;}&#xA;</iostream></sstream></fstream></string>

    &#xA;

    I get the Y data ,and run the code is ok ;the color is gray ;but when I add the U ,the color is Light green;and when i add the V is pink and green ;

    &#xA;

        #version 330 core&#xA;layout(location = 0) out vec4 FragColor;&#xA;in vec2 TexCoord;&#xA;uniform sampler2D dataY;&#xA;uniform sampler2D dataU;&#xA;uniform sampler2D dataV;&#xA;vec3 yuv;&#xA;vec3 rgb;&#xA;void main()&#xA;{&#xA;&#xA;&#xA;   yuv.x = texture2D(dataY, TexCoord).r-0.0625;&#xA;   yuv.y = texture2D(dataU, TexCoord).r-0.5;&#xA;   yuv.z = texture2D(dataV, TexCoord).r-0.5;&#xA;&#xA;   rgb = mat3(1,              1,      1,     &#xA;            0,       -0.18732, 1.8556,    &#xA;            1.57481, -0.46813,      0) * yuv;   &#xA;    FragColor = vec4(rgb.x, rgb.y,rgb.z,1); &#xA;};&#xA;

    &#xA;

  • FFmpeg compose, multi layers and filters

    10 octobre 2019, par jadeshohy

    Pretty new to FFmpeg. We would like to use FFmpeg as a important part of an AR project.

    Currently, we find it is not easy for us.

    We want to compose the footages with FFmpeg.

    We got 5 layers, wanted to blend them with specific mode, like the things in After Effects.

    • layer-1/ [A.webm] video,vp9 codec, which has a transparent BG,has to be added as [normal mode]

    • layer-2/ [B.mp4] video, optical-flare things with black BG,has to be added as [screen mode]

    • layer-3/ [C.mp4] video, some motion graphic things with light BG,has to be added as [overlay mode]

    • layer-4/ [BG.MP4], backgound things, has to be added as [normal mode]

    After we blend those 4 (like pre-compose,use blend filter), we want to add another layer-5/[icon.png] which is the special icon.

    Layer-5 need to overlay the pre-compose. We have to overlay it at the special position (use overlay filter ?).

    Cause [icon.png] may change frequently. we want to deal with that after the 4 layer blending.

    But at the first step, when we set normal mode for layer-1 in blend filter, layer-1 [A.webm] lost the transparent BG,it gave us a black BG which block all other things.
    Blend filter can not handle the alpha channel of vp9 webm ?
    When we set the mode of layer-1 to screen mode,the translucent thing was not what we need.

    Could you please give us some commands to achieve the blend above ?

    The commands that really work will be extremely useful for our FFmpeg initiation.

    ffmpeg -c:v libvpx-vp9 -i transparent.webm -i bg.mp4 -filter_complex "[0:v]format=yuva420p [a]; [1:v]format=yuv420p [b]; [a][b]blend=all_mode='normal':shortest=1:all_opacity=1,format=yuv420p" output.mp4 >log
    ffmpeg version 4.1.4 Copyright (c) 2000-2019 the FFmpeg developers
     built with Apple LLVM version 10.0.1 (clang-1001.0.46.4)
     configuration: --prefix=/usr/local/Cellar/ffmpeg/4.1.4_1 --enable-shared --enable-pthreads --enable-version3 --enable-avresample --cc=clang --host-cflags='-I/Library/Java/JavaVirtualMachines/adoptopenjdk-12.0.1.jdk/Contents/Home/include -I/Library/Java/JavaVirtualMachines/adoptopenjdk-12.0.1.jdk/Contents/Home/include/darwin' --host-ldflags= --enable-ffplay --enable-gnutls --enable-gpl --enable-libaom --enable-libbluray --enable-libmp3lame --enable-libopus --enable-librubberband --enable-libsnappy --enable-libtesseract --enable-libtheora --enable-libvorbis --enable-libvpx --enable-libx264 --enable-libx265 --enable-libxvid --enable-lzma --enable-libfontconfig --enable-libfreetype --enable-frei0r --enable-libass --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-libopenjpeg --enable-librtmp --enable-libspeex --enable-videotoolbox --disable-libjack --disable-indev=jack --enable-libaom --enable-libsoxr
     libavutil      56. 22.100 / 56. 22.100
     libavcodec     58. 35.100 / 58. 35.100
     libavformat    58. 20.100 / 58. 20.100
     libavdevice    58.  5.100 / 58.  5.100
     libavfilter     7. 40.101 /  7. 40.101
     libavresample   4.  0.  0 /  4.  0.  0
     libswscale      5.  3.100 /  5.  3.100
     libswresample   3.  3.100 /  3.  3.100
     libpostproc    55.  3.100 / 55.  3.100
    [libvpx-vp9 @ 0x7f8876008600] v1.8.0
       Last message repeated 1 times
    Input #0, matroska,webm, from 'transparent.webm':
     Metadata:
       encoder         : Chrome
     Duration: N/A, start: 0.000000, bitrate: N/A
       Stream #0:0(eng): Video: vp9 (Profile 0), yuva420p(tv), 640x360, SAR 1:1 DAR 16:9, 60 fps, 60 tbr, 1k tbn, 1k tbc (default)
       Metadata:
         alpha_mode      : 1
    Input #1, mov,mp4,m4a,3gp,3g2,mj2, from 'bg.mp4':
     Metadata:
       major_brand     : isom
       minor_version   : 512
       compatible_brands: isomiso2avc1mp41
       encoder         : Lavf57.83.100
     Duration: 00:00:04.00, start: 0.000000, bitrate: 728 kb/s
       Stream #1:0(und): Video: h264 (Constrained Baseline) (avc1 / 0x31637661), yuv420p, 640x360, 725 kb/s, 25 fps, 25 tbr, 12800 tbn, 50 tbc (default)
       Metadata:
         handler_name    : VideoHandler
    [libvpx-vp9 @ 0x7f8877806600] v1.8.0
    Stream mapping:
     Stream #0:0 (libvpx-vp9) -> format
     Stream #1:0 (h264) -> format
     format -> Stream #0:0 (libx264)
    Press [q] to stop, [?] for help
    [libvpx-vp9 @ 0x7f8877806600] v1.8.0
    [libx264 @ 0x7f8877817200] using SAR=1/1
    [libx264 @ 0x7f8877817200] using cpu capabilities: MMX2 SSE2Fast SSSE3 SSE4.2 AVX FMA3 BMI2 AVX2
    [libx264 @ 0x7f8877817200] profile High, level 3.1
    [libx264 @ 0x7f8877817200] 264 - core 155 r2917 0a84d98 - H.264/MPEG-4 AVC codec - Copyleft 2003-2018 - http://www.videolan.org/x264.html - options: cabac=1 ref=3 deblock=1:0:0 analyse=0x3:0x113 me=hex subme=7 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=16 chroma_me=1 trellis=1 8x8dct=1 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=6 lookahead_threads=1 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=2 b_adapt=1 b_bias=0 direct=1 weightb=1 open_gop=0 weightp=2 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=40 rc=crf mbtree=1 crf=23.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 ip_ratio=1.40 aq=1:1.00
    Output #0, mp4, to 'output.mp4':
     Metadata:
       encoder         : Lavf58.20.100
       Stream #0:0: Video: h264 (libx264) (avc1 / 0x31637661), yuv420p, 640x360 [SAR 1:1 DAR 16:9], q=-1--1, 60 fps, 15360 tbn, 60 tbc (default)
       Metadata:
         encoder         : Lavc58.35.100 libx264
       Side data:
         cpb: bitrate max/min/avg: 0/0/0 buffer size: 0 vbv_delay: -1
    frame=  239 fps=113 q=-1.0 Lsize=     232kB time=00:00:03.93 bitrate= 482.5kbits/s dup=1 drop=2 speed=1.86x
    video:228kB audio:0kB subtitle:0kB other streams:0kB global headers:0kB muxing overhead: 1.586669%
    [libx264 @ 0x7f8877817200] frame I:1     Avg QP:20.55  size:  5385
    [libx264 @ 0x7f8877817200] frame P:62    Avg QP:24.42  size:  2373
    [libx264 @ 0x7f8877817200] frame B:176   Avg QP:31.31  size:   456
    [libx264 @ 0x7f8877817200] consecutive B-frames:  1.3%  0.8%  2.5% 95.4%
    [libx264 @ 0x7f8877817200] mb I  I16..4: 18.6% 68.4% 13.0%
    [libx264 @ 0x7f8877817200] mb P  I16..4:  1.6%  4.0%  0.7%  P16..4: 14.8%  7.0%  4.5%  0.0%  0.0%    skip:67.5%
    [libx264 @ 0x7f8877817200] mb B  I16..4:  0.2%  0.0%  0.0%  B16..8: 17.4%  2.5%  0.4%  direct: 0.5%  skip:78.9%  L0:53.1% L1:40.4% BI: 6.6%
    [libx264 @ 0x7f8877817200] 8x8 transform intra:60.1% inter:60.4%
    [libx264 @ 0x7f8877817200] coded y,uvDC,uvAC intra: 16.6% 27.4% 10.7% inter: 3.0% 2.2% 0.1%
    [libx264 @ 0x7f8877817200] i16 v,h,dc,p: 56% 37%  6%  2%
    [libx264 @ 0x7f8877817200] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 40%  6% 48%  1%  1%  1%  1%  1%  1%
    [libx264 @ 0x7f8877817200] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 35% 22% 23%  3%  3%  4%  3%  4%  3%
    [libx264 @ 0x7f8877817200] i8c dc,h,v,p: 57% 20% 21%  2%
    [libx264 @ 0x7f8877817200] Weighted P-Frames: Y:0.0% UV:0.0%
    [libx264 @ 0x7f8877817200] ref P L0: 69.3% 12.8% 13.6%  4.3%
    [libx264 @ 0x7f8877817200] ref B L0: 92.9%  5.9%  1.1%
    [libx264 @ 0x7f8877817200] ref B L1: 96.1%  3.9%
    [libx264 @ 0x7f8877817200] kb/s:467.59