This patch adds support for:
- ffplay ipfs://<cid>
- ffplay ipns://<cid>
IPFS data can be played from so called "ipfs gateways".
A gateway is essentially a webserver that gives access to the
distributed IPFS network.
This protocol support (ipfs and ipns) therefore translates
ipfs:// and ipns:// to a http:// url. This resulting url is
then handled by the http protocol. It could also be https
depending on the gateway provided.
To use this protocol, a gateway must be provided.
If you do nothing it will try to find it in your
$HOME/.ipfs/gateway file. The ways to set it manually are:
1. Define a -gateway <url> to the gateway.
2. Define $IPFS_GATEWAY with the full http link to the gateway.
3. Define $IPFS_PATH and point it to the IPFS data path.
4. Have IPFS running in your local user folder (under $HOME/.ipfs).
Signed-off-by: Mark Gaiser <markg85@gmail.com>
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
The lensfun filter, at present, loads its database from a path hardcoded
at build time. This may not be known or available to end users.
Added option db_path allows custom path.
Calculate Spatial Info (SI) and Temporal Info (TI) scores for a video, as defined
in ITU-T P.910: Subjective video quality assessment methods for multimedia
applications.
This comment only applies to the scenario in which one uses
the AVCodecContexts embedded in AVStreams. Yet this code sample
stopped doing so in 9897d9f4e074cdc6c7f2409885ddefe300f18dc7;
and the last major version bump even removed the public
AVCodecContexts in AVStreams. So just remove this comment.
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
This avoids unnecessary churn and build breakage for users, by
making sure the whole version.h is included like it has been so far,
while keeping the benefit of not needing to rebuild most files in
the ffmpeg tree on minor/micro bumps.
Signed-off-by: Martin Storsjö <martin@martin.st>
Also bump the minor versions of all libraries, to signify the
API change of splitting the version.h headers and adding the
new version_major.h header.
Signed-off-by: Martin Storsjö <martin@martin.st>
This patch builds on my previous DFPWM codec patch, adding a raw
audio format to be able to read/write the raw files that are most commonly
used (as no other container format supports it yet).
The muxers are mostly copied from the PCM demuxer and the raw muxers, as
DFPWM is typically stored as raw data.
Please see the previous patch for more information on DFPWM.
Signed-off-by: Jack Bruienne <jackbruienne@gmail.com>
From the wiki page (https://wiki.vexatos.com/dfpwm):
> DFPWM (Dynamic Filter Pulse Width Modulation) is an audio codec
> created by Ben “GreaseMonkey” Russell in 2012, originally to be used
> as a voice codec for asiekierka's pixmess, a C remake of 64pixels.
> It is a 1-bit-per-sample codec which uses a dynamic-strength one-pole
> low-pass filter as a predictor. Due to the fact that a raw DPFWM decoding
> creates a high-pitched whine, it is often followed by some post-processing
> filters to make the stream more listenable.
It has recently gained popularity through the ComputerCraft mod for
Minecraft, which added support for audio through this codec, as well as
the Computronics expansion which preceeded the official support. These
both implement the slightly adjusted 1a version of the codec, which is
the version I have chosen for this patch.
This patch adds a new codec (with encoding and decoding) for DFPWM1a.
The codec sources are pretty simple: they use the reference codec with
a basic wrapper to connect it to the FFmpeg AVCodec system.
To clarify, the codec does not have a specific sample rate - it is
provided by the container (or user), which is typically 48000, but has
also been known to be 32768. The codec does not specify channel info
either, and it's pretty much always used with one mono channel.
However, since it appears that libavcodec expects both sample rate and
channel count to be handled by either the codec or container, I have
made the decision to allow multiple channels interleaved, which as far
as I know has never been used, but it works fine here nevertheless. The
accompanying raw format has a channels option to set this. (I expect
most users of this will not use multiple channels, but it remains an
option just in case.)
This patch will be highly useful to ComputerCraft developers who are
working with audio, as it is the standard format for audio, and there
are few user-friendly encoders out there, and even fewer decoders. It
will streamline the process for importing and listening to audio,
replacing the need to write code or use tools that require very
specific input formats.
You may use the CraftOS-PC program (https://www.craftos-pc.cc) to test
out DFPWM playback. To use it, run the program and type this command:
"attach left speaker" Then run "speaker play <file.dfpwm>" for each file.
The app runs in a sandbox, so files have to be transferred in first;
the easiest way to do this is to simply drag the file on the window.
(Or copy files to the folder at https://www.craftos-pc.cc/docs/saves.)
Sample DFPWM files can be generated with an online tool at
https://music.madefor.cc. This is the current best way to encode DFPWM
files. Simply drag an audio file onto the page, and it will encode it,
giving a download link on the page.
I've made sure to update all of the docs as per Developer§7, and I've
tested it as per section 8. Test files encoded to DFPWM play correctly
in ComputerCraft, and other files that work in CC are correctly decoded.
I have also verified that corrupt files do not crash the decoder - this
should theoretically not be an issue as the result size is constant with
respect to the input size.
Signed-off-by: Jack Bruienne <jackbruienne@gmail.com>