I have to play a MPEG-4 from memory, not file.
Because I only get a MPEG-4 file from streaming server and have to display it immediately.
I guess that I should use libvlc_media_new_path and libvlc_media_player_play, but the functions need a file in order to play.
Please helpl me~! :->
May be you cay try imem module, which can fetch data from memory.
Some sample code that posted from VLC forum.
Related
I have an iOS project that play online radio streams, it is use FFmpeg to play. Also I added ability to record streams, decode streams via avcodec_decode_audio4 function, and write output to .wav file. But this files are too big, because it is uncompressed format, so I want to decode files to .mp3.
I have found couple ways to convert audio but only when audio it is ready file, but I want decode to some compressed format as soon as I get chunk of data from stream, not ready file.
Is it possible?
Can you give me some advise how to achieve this?
You can use ffmpeg (aka libav) to encode the audio you're reading with avcodec_decode_audio4 into a file as mp3, as long as libav was configured with lame (--enable-libmp3lame).
Basically, you configure an mp3 codec, then call avcodec_encode_audio2 (who names these things?) on the progressive output of avcodec_decode_audio4.
The canonical example can be confusing because it also deals with video, but you should be able to tease the details you want out of it.
This post on transcoding audio by arashafiei is broadly helpful.
Which audio file format is best to use for large audio files? I have many large audio files to be used in my app but their current mp3 size is of hundred of MB's
If you want to save more storage on audio files, file format may not change too much on the file size, reducing the bit rate(for example 320Kbps to 128Kbps) can reduce the file size significantly.
:how to do it using microsofts audio compression manager?(practically its not well documented in m.s.d.n.
Windows provide codecs that compress specifically audio files. The audio files tipically are PCM format (WAVE_FORMAT_PCM) and get played by using the simplest directsound method (check msdn it`s at hand and it works)
To play a file using directsound, thus PCM format you first create a directsound object, create a directsoundbuffer, and then pump the PCM data directly to the buffer using a keep-fill-buffer algorithm.
If you wish to use codecs, u try and write a procedure that opens a stream file and passes it through a acm driver object, thus (de)compressing it.
The driver for ACM (audio compression manager) finds a codecs that suits the input source and decompresses it yet again to WAVE_FORMAT_PCM for your app be able to play it.
Is this possible to access the raw audio PCM data that is being played when using XAudio2 to play file?
I've been searching for several ways to access a decoded version of audio files being played in SL4/Windows Phone, without success.
According to this post someone had success writing a custom XAPO that just grabs samples and is enabled on a Submix Voice. http://social.msdn.microsoft.com/Forums/windowsapps/en-US/05593fad-dfd8-4c77-983b-8c84cd4a324b/xaudio2-saving-output-custom-xapos-slow-down-audio-play-backwards
Please note that if you just want to do this for audio processing this approach is not optimal because you are limited to the speed of audio playback.
I would like to write an iphone app that continuously capture video, h.264 encode them in 10 seconds interval and upload to a storage server. This can be done with avassetwriter, and I can keep on deleting the old files as I create new ones. However, as flash memory have a limited write cycles, this scheme will destroy the flash after a few thousand write cycles through the flash. Is there a way to redirect avassetwriter to memory, or create a ram drive on the iphone?
Thanks!
Yes avassetwriter is the only way to get to the hardware decoder. and simply reading back the file while its written doesn't give you the moov atoms so avfoundation or mpmediaplayer based players won't be able to read it back. you only have a couple choices , periodically stop the asassetwriter and write to the file on a background thread, effectively segmenting your movie into smaller complete files. or you could deal with the incomplete mp4 on the server side, you will have to decode the raw nalu's and recreate the missing moov atoms. If your using ffmpeg mov.c is source to look at. This is also were an incomplete mp4 file would fail.
i'm currently working on a project in college. my application should do some things with audio files from my computer. i'm using FMOD as sound library.
the problem i have is, that i dont know how to access the data of a soundfile (wich was opened and startet using the FMOD methods) to stream it over network for playback on another pc in the net.
does anyone has a similar problem?! any help is apreciated.
thanks in advance.
chris
There are two simple ways to access sound data from an FMOD sound. The first is you can load the file as a sample using createSound then use Sound::lock and Sound::unlock to get parts of the result PCM file.
The other method is load the sound as a stream using createStream (you'll want to use the OPEN_ONLY flag here too so it doesn't automatically fill the stream buffer) and use Sound::readData to read a chunk at a time from the file, this will decompress data on demand instead of doing it up front like the other method.