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Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir -
Encoding and processing into web-friendly formats
13 avril 2011, parMediaSPIP automatically converts uploaded files to internet-compatible formats.
Video files are encoded in MP4, Ogv and WebM (supported by HTML5) and MP4 (supported by Flash).
Audio files are encoded in MP3 and Ogg (supported by HTML5) and MP3 (supported by Flash).
Where possible, text is analyzed in order to retrieve the data needed for search engine detection, and then exported as a series of image files.
All uploaded files are stored online in their original format, so you can (...) -
Supporting all media types
13 avril 2011, parUnlike most software and media-sharing platforms, MediaSPIP aims to manage as many different media types as possible. The following are just a few examples from an ever-expanding list of supported formats : images : png, gif, jpg, bmp and more audio : MP3, Ogg, Wav and more video : AVI, MP4, OGV, mpg, mov, wmv and more text, code and other data : OpenOffice, Microsoft Office (Word, PowerPoint, Excel), web (html, CSS), LaTeX, Google Earth and (...)
Sur d’autres sites (6295)
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Unable to build solution in Visual Studio 2019 : The BaseOutputPath/OutputPath property is not set for project
23 juillet 2022, par mhadiIn an effort to integrate FFmpeg with Unity, I have been trying to build a solution file in Visual Studio 2019. However, I am currently unable to resolve the following error when I try to build in Visual Studio :




The BaseOutputPath/OutputPath property is not set for project
'FFmpegUnityInterop.vcxproj'. Please check to make sure that you have
specified a valid combination of Configuration and Platform for this
project. Configuration='Release' Platform='x64'. This error may
also appear if some other project is trying to follow a
project-to-project reference to this project, this project has been
unloaded or is not included in the solution, and the referencing
project does not build using the same or an equivalent Configuration
or Platform.




I have tried a number of solutions, including :


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- Manually adding the OutputPath in 'FFmpegUnityInterop.vcxproj'

<outputpath>bin/Build/</outputpath>
. - In the FFmpegUnityInterop.vcxproj file, moving the ProjectProperty with my preferred configuration and platform combination to the very top of the list of ProjectProperties (there are 8 of them).
- Building with different configuration and platforms.
- Trying to build from VS Dev Command prompt using the following command :

MSbuild.exe "FFmpegUnityInterop.sln" /p:Configuration=Release /p:Platform="x64"
, as well as from the Visual Studio IDE. - Tried setting the OutputPath in the command line command
(
>MSbuild.exe FFmpegUnityInterop.sln /p:Configuration=Release /p:Platform="AnyCPU" /p:OutputPath = bin\Debug
), only to have
MSbuild throw error MSB1008 (MSBUILD : error MSB1008 : Only one
project can be specified.) - Setting the configuration and platform manually in the Configuration Manager GUI in
Visual Studio.














I may have missed an attempted solution or two above, but I've tried most of the suggestions I found online, only to get the error pasted above. Part of me suspects that my compilation of FFmpeg libraries didn't execute fully, but I unfortunately do not have enough experience to verify that. Any suggestions to resolve this would be much appreciated.


PS. The project was developed privately by a private entity that is currently unreachable


- Manually adding the OutputPath in 'FFmpegUnityInterop.vcxproj'

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Building FFMPEG for Visual Studio development
28 juillet 2016, par gboyI’m trying to use ffmpeg in Visual Studio 2013 C++ software (ultimately as part of an OpenCV project) - but right now I’m just trying to get basic FFMPEG functionality. In general, when building in Visual Studio, I build 64—bit software with Multi-threaded DLL runtime libraries. I have built ffmpeg using the general instructions for ’Native Windows compilation using ... MinGW-w64’ at http://ffmpeg.org/platform.html#Windows (I provide a more detailed set of steps I followed below...).
After building the ffmpeg software on my system, I tried to create a simple ’hello world’ project in Visual Studio 2013. Specifically, I tried to implement the initial tutorial file presented at http://dranger.com/ffmpeg/tutorial01.html. Upon building the project, I get the error :
c :\msys64\usr\local\ffmpeg\libavutil\common.h(45) : fatal error C1083 : Cannot
open include file : ’libavutil/avconfig.h’ : No such file or directoryThe following are the detailed steps I took to build ffmpeg and create my basic Visual Studio project :
============ Building ffmpeg ===============
- Downloaded and intalled msys2-x86_64-20160205.exe from http://msys2.github.io
- Ran
update-core
to update the Msys2 install - Ran
pacman -Suu
(twice) to complete the update (following the instructions about updating shortcuts, etc.) - Then I quit out of the MSys2 shell and opened the MinGW-w64 Win64 Shell. In this new shell :
- Installed the following packages using
pacman -S
The list of packages I installed is : make, pkg-config, diffutils, mingw-w64-x86_64-yasm, mingw-w64-x86_64-gcc, mingw-w64-x86_64-SDL, git - Then I cd’d into
cd /usr/local
- Ran
git clone https://git.ffmpeg.org/ffmpeg.git ffmpeg
- I wanted to build the ffmpeg library ’out-of-tree’ of this MSys64 folder. So, in the regular file system of my Windows machine I created a folder at C :\ffmpeg
- Back in the Win64 Shell, I cd’d to this new folder :
cd /c/ffmpeg
- Then ran
/usr/loca/ffmpeg/configure --enable-shared
- Then
make -r
- And, finally
make install
Now, if I had to guess, my ’flaw’ was in the options I used when calling the ’configure’ script of ffmpeg. Do I need to use particular options so that I can take the ffmpeg libraries built here and use them as dynamic (DLL) libraries in Visual Studio ?
========== Configuring my Visual Studio Project ============
Here’s how I created a simple hello world project in Visual Studio to see if ffmpeg is working.
- I created a new Visual C++ ’Empty Project’ in Visual Studio 2013
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I then configured the project properties as follows :
a. In C/C++ => General => Additional Include Directories, I put
C :\msys64\usr\local\ffmpeg
b. In Linker=>General => Additional Library Directories, I pointed to each of the built library folders (basically I pointed at all of the libraries that were built to ensure I was not inadvertently missing the critical one). The list is as follows :
- C :\ffmpeg\libavcodec
- C :\ffmpeg\libavdevice
- C :\ffmpeg\libavfilter
- C :\ffmpeg\libavformat
- C :\ffmpeg\libavutil
- C :\ffmpeg\libswresample
- C :\ffmpeg\libswscale
- C :\ffmpeg
c. In Linker=> Input => Additional Dependencies, I pointed to the particular libraries (again - I pointed to all of the ones present). The list is :
- avcodec.lib
- avdevice.lib
- avfilter.lib
- avformat.lib
- avutil.lib
- swresample.lib
- swscale.lib
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I then created a new source file called ’tut01.c’ and copied/pasted the code from http://dranger.com/ffmpeg/tutorial01.c
- Then hit F7 and got the error specified above about not finding avconfig.h
The above is my best guess as to the steps I need to follow to get this working in Windows (btw, it’s Windows 10, 64-bit) & Microsoft Visual Studio 2013. What should I change to get this basic program to build and run ?
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avcodec/mpeg4videodec : Clear interlaced_dct for studio profile
15 février 2019, par Michael Niedermayeravcodec/mpeg4videodec : Clear interlaced_dct for studio profile
Fixes : Out of array access
Fixes : 13090/clusterfuzz-testcase-minimized-ffmpeg_AV_CODEC_ID_MPEG4_fuzzer-5408668986638336Found-by : continuous fuzzing process https://github.com/google/oss-fuzz/tree/master/projects/ffmpeg
Reviewed-by : Kieran Kunhya <kierank@obe.tv>
Signed-off-by : Michael Niedermayer <michael@niedermayer.cc>