
Recherche avancée
Autres articles (44)
-
Websites made with MediaSPIP
2 mai 2011, parThis page lists some websites based on MediaSPIP.
-
Creating farms of unique websites
13 avril 2011, parMediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...) -
Contribute to a better visual interface
13 avril 2011MediaSPIP is based on a system of themes and templates. Templates define the placement of information on the page, and can be adapted to a wide range of uses. Themes define the overall graphic appearance of the site.
Anyone can submit a new graphic theme or template and make it available to the MediaSPIP community.
Sur d’autres sites (6640)
-
How I can load testing my web application if I host it in Azure and Google Cloud
29 décembre 2018, par Anirudha GuptaI am trying to stream the video on Youtube using FFmpeg. Earlier I have a preset which is used to stream at lower resolution.
Now I want to send the video as it is. I am trying to use this code
./ffmpeg -re -i "C:\Users\Anirudha\Desktop\abc.mp4" -codec copy -f flv "rtmp://a.rtmp.youtube.com/live2/mykey1"
I got this code from here https://www.wowza.com/docs/how-to-configure-security-using-wowza-streaming-engine-manager
This code is working fine for Wowza but it’s shown running on youtube (in the command line) in Actual it’s not doing anything on the youtube website.
Is there any way to send the file to youtube the file as it is, What I am looking for is I don’t want to do anything on file. Let the resolution same as it is.
-
Use ffmpeg to compile RGBA image sequence into two separate videos (RGB + Alpha)
27 novembre 2018, par MirceaKitsuneI plan on using Blender to render animated sequences for a game. I need the videos to have transparent backgrounds in the format expected by its engine. This format involves the transparency being defined as a separate grayscale video of equal FPS and duration. Since splitting the RGB and Alpha channels in Blender is more complicated, I’d prefer doing this directly from ffmpeg.
The input directory contains an image sequence of png files in RGBA format (eg : 0000.png to 0100.png). What I need ffmpeg to do is compile them into two separate videos : One containing only the RGB channels (leave transparency black) and another containing only the grayscale alpha channel. In the end I’d have something like my_video.mp4 + my_video_mask.mp4.
I’m familiar with compiling non-transparent image sequences into video using :
ffmpeg -f image2 -i /path/to/sequence/%04d.png output.mp4
But I don’t know how to extract the alpha channel and make it a separate video file. What is the simplest ffmpeg command to achieve this result ?
-
Files such as libavcodec.so of the Unreal ffmpeg library cannot be packaged into the APK
26 décembre 2023, par user1875144I currently use Unreal 4.23.1 to develop Android system programs. I currently use the ffmpeg library to dynamically convert the sampling rate of sound. I add the relevant SO libraries to my Build.cs code. I use UE to package the Android APK program.
There is no problem with packaging, but the SO file cannot be packaged into the APK file, which causes the Android system to crash as soon as I run it. Has anyone encountered such a problem ? The programming language I use is C++
Below is the code in my build.cs file


using UnrealBuildTool;
using System.IO;
using System;

public class MIC : ModuleRules
{
 public MIC(ReadOnlyTargetRules Target) : base(Target)
 {
 PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

 PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "AudioCapture", "AudioMixer", "WebSockets", "Json", "JsonUtilities", "MediaAssets", "Voice","OnlineSubsystem"});
 
 string ThirdPartyPath = Path.Combine(ModuleDirectory, "../../ThirdParty/ffmpeg");
 string LibrariesPath = Path.Combine(ThirdPartyPath, "lib");
 string BinariesPath = Path.Combine(ModuleDirectory, "../../Binaries/Win64");

 PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "include"));

 // 根据目标平台加载相应的库文件
 if (Target.Platform == UnrealTargetPlatform.Win64)
 {
 // Windows 使用的库和 DLL 文件
 PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "avcodec.lib"));
 PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "avformat.lib"));
 PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "avutil.lib"));
 PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "swresample.lib"));
 PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "swscale.lib"));

 PublicDelayLoadDLLs.Add("avcodec-58.dll");
 PublicDelayLoadDLLs.Add("avformat-58.dll");
 PublicDelayLoadDLLs.Add("avutil-56.dll");
 PublicDelayLoadDLLs.Add("swresample-3.dll");
 PublicDelayLoadDLLs.Add("swscale-5.dll");

 if (!Directory.Exists(BinariesPath))
 {
 Directory.CreateDirectory(BinariesPath);
 }

 string[] DllNames = { "avcodec-58.dll", "avformat-58.dll", "avutil-56.dll", "swresample-3.dll", "swscale-5.dll" };
 foreach (string DllName in DllNames)
 {
 string SourcePath = Path.Combine(LibrariesPath, DllName);
 string DestinationPath = Path.Combine(BinariesPath, DllName);

 if (File.Exists(SourcePath))
 {
 File.Copy(SourcePath, DestinationPath, true);
 }
 }

 foreach (string DllName in DllNames)
 {
 RuntimeDependencies.Add(Path.Combine(BinariesPath, DllName));
 }
 }
 else if (Target.Platform == UnrealTargetPlatform.Android)
 {
 // Android 使用的 SO 文件
 string AndroidLibrariesPath = Path.Combine(LibrariesPath, "android", "armeabi-v7a");
 PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libavcodec.so"));
 PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libavformat.so"));
 PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libavutil.so"));
 PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libswresample.so"));
 PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libswscale.so"));

 // 这里修改为动态加载 OnlineSubsystemGooglePlay
 DynamicallyLoadedModuleNames.Add("OnlineSubsystemGooglePlay");
 // 可能还需要保留对其他模块的私有依赖
 PrivateDependencyModuleNames.Add("OnlineSubsystem");
 //PrivateDependencyModuleNames.Add("AndroidAdvertising");
 }

 // 其他配置保持不变
 }
}