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The Slip - Artworks
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Texte
Autres articles (58)
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MediaSPIP Core : La Configuration
9 novembre 2010, parMediaSPIP Core fournit par défaut trois pages différentes de configuration (ces pages utilisent le plugin de configuration CFG pour fonctionner) : une page spécifique à la configuration générale du squelettes ; une page spécifique à la configuration de la page d’accueil du site ; une page spécifique à la configuration des secteurs ;
Il fournit également une page supplémentaire qui n’apparait que lorsque certains plugins sont activés permettant de contrôler l’affichage et les fonctionnalités spécifiques (...) -
MediaSPIP v0.2
21 juin 2013, parMediaSPIP 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 (...) -
Gestion des droits de création et d’édition des objets
8 février 2011, parPar défaut, beaucoup de fonctionnalités sont limitées aux administrateurs mais restent configurables indépendamment pour modifier leur statut minimal d’utilisation notamment : la rédaction de contenus sur le site modifiables dans la gestion des templates de formulaires ; l’ajout de notes aux articles ; l’ajout de légendes et d’annotations sur les images ;
Sur d’autres sites (6567)
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saving ffmpeg output in a file field in django using tempfiles
27 janvier 2017, par StarLordI am trying to extract audio from video when uploaded, and store it in a different model.
this is the task code :
def set_metadata(input_file, video_id):
"""
Takes the file path and video id, sets the metadata and audio
:param input_file: file url or file path
:param video_id: video id of the file
:return: True
"""
# extract metadata
command = [FFPROBE_BIN,
'-v', 'quiet',
'-print_format', 'json',
'-show_format',
'-show_streams',
'-select_streams', 'v:0',
input_file]
output = sp.check_output(command)
output = output.decode('utf-8')
metadata_output = json.loads(output)
video_instance = Video.objects.get(pk=video_id)
stream = metadata_output['streams'][0]
tot_frames_junk = int(stream['avg_frame_rate'].split("/")[0])
tot_time_junk = int(stream['avg_frame_rate'].split("/")[1])
# update the video model with newly acquired metadata
video_instance.width = stream['width']
video_instance.height = stream['height']
video_instance.frame_rate = tot_frames_junk/tot_time_junk
video_instance.duration = stream['duration']
video_instance.total_frames = stream['nb_frames']
video_instance.video_codec = stream['codec_name']
video_instance.save()
# extract audio
tmpfile = temp.NamedTemporaryFile(suffix='.mp2')
command = ['ffmpeg',
'-y',
'-i', input_file,
'-loglevel', 'quiet',
'-acodec', 'copy',
tmpfile.name]
sp.check_output(command)
audio_obj = Audio.objects.create(title='awesome', audio=tmpfile)
audio_obj.save()I am passing video object id and the file path to the method. The file path is a url from azure storage.
The part where I am processing for metadata, it works and the video object gets updated. But the audio model is not created.
It throws this error :
AttributeError("'_io.BufferedRandom' object has no attribute '_committed'",)
at command :
audio_obj = Audio.objects.create(title='awesome', audio=tmpfile)
What am I doing wrong with the temp file.
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How to transcode MP3 files in django by using FFMPEG, Celery and RabbitMQ ?
12 janvier 2017, par Srinivas 25I am trying to transcode user uploaded MP3 audio files into ogg, ac3 wav or other formats by using django, celery, rabbitMQ and FFMPEG. But i am getting the error with [WinError 10042] An unknown, invalid, or unsupported option or level was specified in a getsockopt or setsockopt call
OS-Window 10-64bit
Python 3.0
Django - 1.10here is the code I followed :
models.py
import uuid
from django.db import models
# Create your models here.
def unique_file_path(instance, filename):
new_file_name = uuid.uuid4()
return str(new_file_name)
class AudioFile(models.Model):
name = models.CharField(max_length=100, blank=True)
mp3_file = models.FileField(upload_to=unique_file_path)
ogg_file = models.FileField(blank=True, upload_to=unique_file_path)
wav_file = models.FileField(blank=True, upload_to=unique_file_path)
ac3_file = models.FileField(blank=True, upload_to=unique_file_path)
def __str__(self):
return self.name
views.py
from django.shortcuts import render
# Create your views here.
from django.views.generic.edit import FormView
from django.http import HttpResponseRedirect
from django.core.urlresolvers import reverse
from django.views.generic import FormView
from audio_transcoder.taskapp.tasks import transcode_mp3
from .forms import AudioFileFrom
from .models import AudioFile
class UploadAudioFileView(FormView):
template_name = 'upload/upload.html'
form_class = AudioFileFrom
def form_valid(self, form):
audio_file = AudioFile(
name=self.get_form_kwargs().get('data')['name'],
mp3_file=self.get_form_kwargs().get('files')['mp3_file']
)
audio_file.save()
transcode_mp3.delay(audio_file.id)
return HttpResponseRedirect(self.get_success_url())
def get_success_url(self):
return reverse('/')
tasks.py
import os
import os.path
import subprocess
from audio_transcoder.taskapp.celery import app
from celery import Celery
app = Celery('fftest',
broker='amqp://guest@localhost//',
include=['taskapp.tasks'])
if __name__ == '__main__':
app.start()
from audio_transcoder.models import AudioFile
import fftest.settings as settings
@app.task
def transcode_mp3(mp3_id):
audio_file = AudioFile.objects.get(id=mp3_id)
input_file_path = audio_file.mp3_file.path
filename = os.path.basename(input_file_path)
ogg_output_file_name = os.path.join('transcoded', '{}.ogg'.format(filename))
ogg_output_file_path = os.path.join(settings.MEDIA_ROOT, ogg_`enter code
here`output_file_name)
enter code here
ac3_output_file_name = os.path.join('transcoded', '{}.ac3'.format(filename))
ac3_output_file_path = os.path.join(settings.MEDIA_ROOT,
ac3_output_file_name)
wav_output_file_name = os.path.join('transcoded', '{}.wav'.format(filename))
wav_output_file_path = os.path.join(settings.MEDIA_ROOT,
wav_output_file_name)
if not os.path.isdir(os.path.dirname(ogg_output_file_path)):
os.makedirs(os.path.dirname(ogg_output_file_path))
subprocess.call([
settings.FFMPEG_PATH,
'-i',
input_file_path,
ogg_output_file_path,
ac3_output_file_path,
wav_output_file_path
]
)
audio_file.ogg_file = ogg_output_file_name
audio_file.ac3_file = ac3_output_file_name
audio_file.wav_file = wav_output_file_name
audio_file.save()Not sure where the mistake is happening. While uploading video it is showing below :
OperationalError at /new/
[WinError 10042] An unknown, invalid, or unsupported option or level was specified in a getsockopt or setsockopt call
Request Method: POST
Request URL: http://127.0.0.1:8000/new/
Django Version: 1.10.4
Exception Type: OperationalError`enter code here`
Exception Value:
[WinError 10042] An unknown, invalid, or unsupported option or level was specified in a getsockopt or setsockopt call
Exception Location: C:\Users\RAMa2r3e4s5h6\fftest\lib\site-packages\amqp\transport.py in _set_socket_options, line 204 -
Approaches To Modifying Game Resource Files
16 août 2016, par Multimedia Mike — Game HackingI have been assisting The Translator in the translation of another mid-1990s adventure game. This one isn’t quite as multimedia-heavy as the last title, and the challenges are a bit different. I wanted to compose this post in order to describe my thought process and mental model in approaching this problem. Hopefully, this will help some others understand my approach since what I’m doing here often appears as magic to some of my correspondents.
High Level Model
At the highest level, it is valuable to understand the code and the data at play. The code is the game’s engine and the data refers to the collection of resources that comprise the game’s graphics, sound, text, and other assets.
Simplistic high-level game engine model
Ideally, we want to change the data in such a way that the original game engine adopts it as its own because it has the same format as the original data. It is very undesirable to have to modify the binary engine executable in any way.
Modifying The Game Data Directly
How to modify the data ? If we modify the text strings for the sake of language translation, one approach might be to search for strings within the game data files and change them directly. This model assumes that the text strings are stored in a plain, uncompressed format. Some games might store these strings in a text format which can be easily edited with any text editor. Other games will store them as binary data.
In the latter situation, a game hacker can scan through data files with utilities like Unix ‘strings’ to find the resources with the desired strings. Then, use a hex editor to edit the strings directly. For example, change “Original String”…
0098F800 00 00 00 00 00 00 00 4F 72 69 67 69 6E 61 6C 20 .......Original 0098F810 53 74 72 69 6E 67 00 00 00 00 00 00 00 00 00 00 String..........
…to “Short String” and pad the difference in string lengths using spaces (0x20) :
0098F800 00 00 00 00 00 00 00 53 68 6F 72 74 20 53 74 72 .......Short Str 0098F810 69 6E 67 20 20 20 00 00 00 00 00 00 00 00 00 00 ing ..........
This has some obvious problems. First, translated strings need to be of equal our smaller length compared to the original. What if we want to encode “Much Longer String” ?
0098F800 00 00 00 00 00 00 00 4D 75 63 68 20 4C 6F 6E 67 .......Much Long 0098F810 65 72 20 53 74 72 00 00 00 00 00 00 00 00 00 00 er Str..........
It won’t fit. The second problem pertains to character set limitations. If the font in use was only designed for ASCII, it’s going to be inadequate for expressing nearly any other language.
So a better approach is needed.
Understanding The Data Structures
An alternative to the approach outlined above is to understand the game’s resources so they can be modified at a deeper level. Here’s a model to motivate this investigation :
Model of the game resource archive format
This is a very common layout for such formats : there is a file header, a sequence of resource blocks, and a trailing index which describes the locations and types of the foregoing blocks.
What use is understanding the data structures ? In doing so, it becomes possible to write new utilities that disassemble the data into individual pieces, modify the necessary pieces, and then reassemble them into a form that the original game engine likes.
It’s important to take a careful, experimental approach to this since mistakes can be ruthlessly difficult to debug (unless you relish the thought of debugging the control flow through an opaque DOS executable). Thus, the very first goal in all of this is to create a program that can disassemble and reassemble the resource, thus creating an identical resource file. This diagram illustrates this complex initial process :
Rewriting the game resource file
So, yeah, this is one of the most complicated “copy file” operations that I can possibly code. But it forms an important basis, since the next step is to carefully replace one piece at a time.
Modifying a specific game resource
This diagram shows a simplistic model of a resource block that contains a series of message strings. The header contains pointers to each of the strings within the block. Instead of copying this particular resource block directly to the new file, a proposed modification utility will intercept it and rewrite the entire thing, writing new strings of arbitrary length and creating an adjusted header which will correctly point to the start of each new string. Thus, translated strings can be longer than the original strings.
Further Work
Exploiting this same approach, we can intercept and modify other game resources including fonts, images, and anything else that might need to be translated. I will explore specific examples in a later blog post.Followup
- Translating Return to Ringworld, in which I apply the ideas expressed in this post.
The post Approaches To Modifying Game Resource Files first appeared on Breaking Eggs And Making Omelettes.