avs2avi stripping audio channel? - avisynth

I'm trying to build a video using a command line wizard I've written. To do this, I am constructing an AVISynth file (in this case, a huge 1,820-line, 94Kb file) and use avs2avi to render it.
It works great, but for some reason it doesn't save the audio.
Here's the general layout of my AVS:
# lots of code to generate the video here
vid = titles+main+ending
aud = WAVSource("render.wav")
AudioDub(vid,aud)
It plays fine in Media Player, audio and all. But with this command line:
avs2avi render.avs render.avi -c XVID
It renders the video without any sound. Similarly, if I drop the -c XVID parameter, I get the dialog asking me for a compression format and I still get no sound.
What gives, and how can I fix this? The only alternative I'm seeing is using something like VirtualDub to put the audio track back in, but it seems like a hassle.
Edit: It doesn't work with simple scripts either.
BlankClip(length=100,width=256,height=256,fps=25).AudioDub(WAVSource("beep.wav"))
Produces sound in Media Player, and a silent video through avs2avi.

Related

How to play sound from resources using windows media player?

I am making a game, so at one point I need to play two sounds at once, so I played the first one using the "My.Computer.Audio.Play()" Method to load from resources.
As for the second, I used Windows Media Player to load the second sound In A SPECIFIC FOLDER, now I know it is possible to extract files to a folder and program it to play from there to avoid trouble, but I don't want them to be extracted.
So I'm trying to get the file path from resources and put it in WMP's URL, but couldn't get any result after searching the internet.
Am I missing something?
And if you know any better alternative, make sure it can:
1- Replay sound (coding with timer is ok),
2- Change Sound Position
You can use the MediaPlayer class in code or MediaElement in XAML for playing audio files in a WPF application. Check out the article WPF Media Player In VB.NET for code samples.

mediaStreamSource doesn't work, using an audio object with the media stream doesn't loop it through mediaElementSource

I am receiving a stream through the RTCPeerConnection, but can't get it to work properly. Using the mediaStreamSource doesn't work (I read that there was a bug in chrome?). So I tried a workaround: using webkitURL.createObjectURL to put the stream in an audio object. This works, but not with 'mediaElementSource'. When I first create the mediaElementSource and then put a dataURL of a local file in the audio element's stream, it works like normal, but whenever I add the stream to the element, it starts playing normal (like when mediaElementSource has not been made, as if it is just a normal audio element without the AudioContext. When I then put another dataURL from a local file in the element, it directly plays through the AudioContext. Does anyone have any idea?
Edit: found the chrome issue.
Guess I will use canary then. Other solutions are welcome :)
edit2: sadly that doesn't work...

How to get the video file for a movie currently playing in browser?

So I have a youtube page open where I can watch a video.
But this video was taken down by the user. My open page still has the video, if you go to it again (refresh) the new page does not.
Since I have the video loaded in my browser tab (chrome), how can I go about finding the actual file and saving it?
In the old days of YouTube, it may have been possible to find the single video file on your harddrive and save it, but this is no longer the case. As explained in this Computerphile video, all YouTube videos are now split into tiny pieces and downloaded piece by piece.
You can observe this for yourself if you open up Chrome (or Firefox's) Dev Tools and watch the nnetwork tab. You'll see:
all of the pieces of the video loading bit by bit.
One additional thing you'll learn from the Network tab is that the videos are downloaded as octet streams, so you won't be able to find the links to the pieces hidden in the DOM.
One thing you migth try is, in the Network tab, clear the results and then move the cursor to the beginning of the video. You should see the streams come up again. Right click on the path name and then do a "save as", and save it as 0000.mp4 (or whatever), for all the pieces. You should be able to reassemble these pieces in any video editing software. I tested this by getting two pieces from a random YouTube video.
I couldn't find anything that doesn't require a restart (and hence reload) of Chrome.
One (kludgy) hack if possible, though, would be to run a screen video capture and play the video.
I have done this long back using IE6, i.e. fetch the file from the temporary files location and rename it to the extension flv.
The following links should point you in the right direction, but can't say it will work for sure, as I believe recent chrome versions seem to have a defensive cache implementation.
Ubuntu Forum solutions
You might need to tweak the above for your use.
Run a screen recording/capture program such as:
Screenr
CamStudio
Then edit out the youtube bar if its visible.
The buffered video is cached at the following location:
C:\Users\<user name>\AppData\Local\Temp\flaxxxx.tmp
Note you have to change to whatever user you are using, and xxxx is a random number. Also, the .tmp file might be hidden, so make sure your windows explorer is displaying the hidden files.
While the tab is open, you won't be able to copy the file, but if you close it, the file will be automatically deleted. For doing so, download HoboCopy, extract it and after that, run cmd as administrator. Change the directory on the console to the directory where you have extracted HoboCopy and type the following command:
hobocopy C:\users\<user name>\Appdata\Local\Temp C:\videos fla1234.tmp
<user name> - replace with your windows username
C:\videos - the directory where you want the video to be copied to
fla1234.tmp - the name of the file to be copied.
Wait for the copy to be done and then you can rename the destination file, changing '.tmp' to '.flv'. This file can be played with any FLV supporting media player.
i find this software to get the video from temp files folder and play it http://www.nirsoft.net/utils/video_cache_view.html
Video file is cached, therefore suggested ways can help you to save the file. But if you deal with same problems I offer using IDM(Internet Download Manager). After installation of this application for every online video stream (e.g. all flv files in youtube) IDM brings a small picture that you can click on it and downloading will be started automatically without need of any configuration.
You have to install a browser extension to download YouTube videos. You won't find a simple URL for an mp4 file in the HTML source. Try googling "youtube downloader" + your browser name.
As far as I recall, YouTube videos are not served as a continuous HTTP resource, but instead divided into small chunks and assembled client-side by the Flash player. This is why you can jump into the middle of a video, without having to buffer the first half of the video.
Generally speaking, YouTube don't want you to rip their content, so they aren't exactly making it easy for downloaders.

MP4 in Video.js not playing until fully loaded

I'm using Video.js to play back videos in MP4 format on a client's website.
The player uses html5 video and Adobe Flash Player as a fallback.
(In my case it seems to use Flash always so I don't know if the problem exists in the native html5 player as well.)
The video only starts playing after the *.mp4 file is completely loaded. So no buffer for a few seconds. The file must be completely downloaded by the browser before it starts playing.
When the video is long, the visitor has to wait very long before he can even see that the video is working.
The question now is, is it the browser, the script (video.js) or the video file that creates that problem.
On the videojs.com website however the video is playing back while loading, so works properly. Therefore I think it can't be the browser.
Has anyone else had that problem? How can I fix this issue?
Any advice is very much appreciated!
Thanks
Max
That occurs because the moov atom of the mp4 file is on the end of the file, the player needs to know the moov atom before start playing, you can move easily the moov atom to the beginning of the file with MP4Box, there is a gui version for Windows.
In Linux command line you move the MA with: MP4Box -add my_video.mp4 my_newVideo.mp4.
This takes a few seconds.
More info:Adobe's explanation of moov atomhere
Are you sure that you have your tag with preload="none" because I was having the same issue and I had preload="auto". I changed it to "none", it worked great!!
My issue had nothing to do with the moov atom because I tried that too and it didn't have any effect. I even removed this converted video and it still worked with preload="none".
kjsharks
I use this command to add the metadata:
MP4Box -isma your-file.mp4
;)
Quoting http://docs.videojs.com/docs/guides/options.html
The preload attribute informs the browser whether or not the video data should begin downloading as soon as the video tag is loaded. The options are auto, metadata, and none.

I cannot get a QTCaptureSession to Capture when in a Terminal Application

I've got a terminal application that needs to take a webcam picture and then perform some processing on it. I'm having trouble getting it to initialize. There's a fairly complete demo with an app called MyRecorder in the Apple docs that uses QTKit, which I was able to make work fine. I was also able to modify it to grab a single frame instead of a stream.
When I move this to a terminal application, the startRunning of the QTCaptureSession command simply does nothing. There are no errors, and everything reports as successful, but my webcam doesn't light up, and no frames are captured.
Any idea what's going on here? Are there any kind of security restrictions, or other kinds of restrictions that would prevent the QTCaptureSession from working?
So switching to AVFoundation solved my problem. I'm still not certain what the issue is, but for now using AVFoundation seems like the way to go since it was designed to replace QtKit anyways.