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  • Good PC-based video conference control tools?

    - by Jeremy Wadhams
    I'm looking to improve the user experience in our video conference rooms, by simplifying the things users do all the time (setting up a call, muting and unmuting, panning and zooming between a few room-appropriate presets) and totally taking away the functions that we don't use or that are more likely to ruin the experience (changing the brightness of the TV, using the VNC presenter mode). The rooms each have Tandberg Edge or MXP video units, I'm not looking at PC-based solutions like Skype or iChat. The classic way to do this would be to plunk down huge money for an AMX or Crestron panel. This does have some advantages, and I am considering that approach, but in my initial investigation, that looks expensive, inflexible, and proprietary. On the other hand, the Tandberg video units I'm looking to control are very thorough XML API (PDF), so some of the integration magic that Crestron and AMX consider to be a value add, I could reproduce at mashup speeds. Anyone aware of an Open Source or Commercial product that takes advantage of the readily available web APIs, some simple touch screen PCs, and builds a product that is more like skinning an AJAX web app, and ideally more cost effective than the proprietary panels?

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  • Fliping the video stream in Sony Vegas Studio!

    - by NoCanDo
    How do I flip a video stream, making it effectively appear to run backwards. For example, I've got a 6 second video stream. I cut it at 2, 4, 6, so I've got now 3 seperate streams with 2 seconds each. 1-2 ; 3-4; 5-6 - That how it'll be displayed normal. Now what I want to do in Sony Vegas is to copy/paste and flip a selected stream. Let say: 1-2; 3-4; 3'-4' (copy/pasted); 5-6 - Now I've got a video stream with 8 seconds. Now I want to flip this copy pasted making it effectively run backwards. 1-2; 3-4; 4'-3'; 5-6. The idea is I want something like a movie, it goes, and goes and goes, then a text appears "WAIT! What just happend?", then the movie goes back to second 3 (1-2-3-4-'WAIT, WHAT JUST HAPPEND?'-4-3-4-5-6. I hope you get what I want to do in Sony Vegas.

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  • SLI Video Cards

    - by Scott
    I'm configuring a new desktop. I'm looking through all PCI Express 2.0 x16 video cards on NewEgg at the moment. All cards seem to be stating that they have SLI Support or CrossFireX support. I know that these 2 technologies enable you to connect more than one video card together to create more of a powerful video experience. These cards that have this support seem to be more expensive that other cards though. When I did a NewEgg search for cards that did NOT have these two supports, no matches came up for PCI Express 2.0 x16 (haven't checked other interfaces yet though). Can you run an SLI/CrossFireX card as a single card (and if you can is it efficient or even good?), or do you need to have more than one card to run them? Also, do they make cards without these two technologies anymore, and are they even cheaper at this point? I really have no need for SLI/CrossFireX at all, so I was wondering what I should look into. Do cards without this technology not run on the PCI Express 2.0 x16 interface? Thanks ahead of time for all your help.

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  • SLI Video Cards

    - by Scott
    I'm configuring a new desktop. I'm looking through all PCI Express 2.0 x16 video cards on NewEgg at the moment. All cards seem to be stating that they have SLI Support or CrossFireX support. I know that these 2 technologies enable you to connect more than one video card together to create more of a powerful video experience. These cards that have this support seem to be more expensive that other cards though. When I did a NewEgg search for cards that did NOT have these two supports, no matches came up for PCI Express 2.0 x16 (haven't checked other interfaces yet though). Can you run an SLI/CrossFireX card as a single card (and if you can is it efficient or even good?), or do you need to have more than one card to run them? Also, do they make cards without these two technologies anymore, and are they even cheaper at this point? I really have no need for SLI/CrossFireX at all, so I was wondering what I should look into. Do cards without this technology not run on the PCI Express 2.0 x16 interface? Thanks ahead of time for all your help.

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  • Best video codec to store my own collection

    - by Jack
    Hello! I think this question has already been asked but with different flavours. My problem resised in the fact that my camera (Canon G9) creates video with almost raw codec (I think it's plain old MPEG) so a 10 minutes video is almost 900mb. I would like to convert them in a format that has a good trade-off between space and quality, but I would prefer having the quality as good as the original (of course this is not possible because of lossy compression) just saving as much space is possible with a minimal lose of quality. Which codec should I look for? H264? It seems to be the champion of the moment.. otherwise which other ones could I try? XviD? Which parameters should I use? I mean how many kbits/s is a fair good bitrate to keep high quality? And what about audio codec? video specs are 640x480 at 30fps or 1024x768 at 15fps.. thanks in advance!

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  • Regular expression to match one of two video ID's in a Google Video URL

    - by Baldur
    I need to grab the video ID from a Google Video URL. There are two different types of URLs that I need to be able to match: http://video.google.com/videoplay?docid=-3498228245415745977# where I need to be able to match -3498228245415745977 (note the dash; -), and video.google.com/videoplay?docid=-3498228245415745977#docid=2728972720932273543 where I need to match 2728972720932273543. Is there any good regular expression that can match this? This is what I've got so far: @"docid=(-?\d{19}+)" since the video ID seems to be 19 characters except when it's prefixed with the dash. I'm using C# (of which I have very little experience) if that changes anything. P.s. I would also appreciate you review my regular expressions for YouTube (@"[\?&]v=([^&#])";), RedTube (@"/(\d{1,6})") and Vimeo (@"/(\d*)"). I do not expect users to enter the full URL and thus do not match the ^http://\\.?sitename+\\.\\w{2,3}.

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  • Software/hardware to build video streaming server?

    - by Sasha Yanovets
    I am looking for a video streaming server solution, something like online TV server, with ability to make live broadcasts in the internet. What software could you recommend for that? What kind of hardware it should run on, should be there anything special? I am looking for a solution that could be scaled up to at least 1000 simultaneous users online with good resolution of video. I think it is good to have general answer on what direction to choose. But here more details on my specific case: I just looking for a solution almost from scratch. We have some video content that we've produced, but it is not delivered over internet yet. We do not tied to any particular vendor for now. We want to make 24 hours of steaming three 8 hour blocks with change of content every day. We want the ability to make regular live broadcasts. I guess we will need to have several options of streaming quality (low ~56 kb/s mid ~273 kb/s). Some terms just foreign to me (like play-truncation rate), if you could point out what parameters we should avare of, it would be great. Uplink to the internet is to be determined. We plan to start from something and scale up on the way. If you are already have some kind of media streaming server, just describe its configuration here (hardware, OS, software), peak number of concurrent users it serves. I think it could help people approaching this task.

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  • Linux virtualization choices with graphic acceleration / video card support

    - by Urbn
    I am in the process of building a new desktop machine for work and fun. I am looking to run a undecided flavor of Linux (guessing Ubuntu) as my primary OS and several Windows installs with a Windows 7 install for .net development and gaming as virtualized environments. From my previous experiences with virtualization software in Linux I was never able to find an application that offered descent video card support / graphic acceleration etc. to be capable of playing any games within one of the virtualized environments. And since I will be investing quite a bit of money into this system for gaming I would naturally want to find the best option available to achieve this setup. So Onto my question: Is there any virtualization software available for Linux that has full video card support, graphic acceleration and capable of taking advantage of everything the video cards have to offer within the virtualized environments? Or am I stuck with running Windows 7 as my primary OS and using virtualization for Linux and the other OS's? Also I have no preference on open/closed source and price range would be up to $175.00 to support at least 3 virtualized environments.

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  • How to create video file from DVD

    - by pkaeding
    I want to take the DVD video slideshow that I got from my wedding photographer, and put the video on youtube (I have permission, I made sure to get the non-exclusive rights to use anything she created while working for me in any way I wanted when we working out the terms before-hand). Can anyone suggest the best way to get a video file that can be uploaded to YouTube from this DVD? The source DVD is not encrypted, so I don't need to worry about that. I am using a Mac, so Mac-friendly suggestions are preferred. Thanks! EDIT: So, I tried Handbrake, and it looks very promising. However, When I select the title in Handbrake, it says it is about 12 minutes long. The resulting file ends up only being about 4 minutes long, and the music is messed up. It seems to be going normally through the photo transitions, but removing the time that the slideshow stays on each photo. I believe the DVD was created using iDVD. Does it do anything weird to save space by varying hte framerate, or anything like that? Are there special settings in Handbrake I need to use?

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  • Android playing Video data from a custom network stream?

    - by Cinar
    Does Android MediaPlayer can only work with file sources? I would like play media (video) from a network stream, but the stream comes in a non-standard protocol, so I have to somehow feed Android MediaPlayer with the data only. Is there anyway to do that? I found a few web pages suggesting using a temporary file for the buffered media data etc. but I would like to minimize the I/O usage as much as I can, so I'm looking for a API only solution if there is any? how about JNI? but looks like the permissions going to be an issue with that also.

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  • Software/hardware to build video streaming server?

    - by Sasha Yanovets
    I am looking for a video streaming server solution, something like online TV server, with ability to make live broadcasts in the internet. What software could you recommend for that? What kind of hardware it should run on, should be there anything special? I am looking for a solution that could be scaled up to at least 1000 simultaneous users online with good resolution of video. I think it is good to have general answer on what direction to choose. But here more details on my specific case: I just looking for a solution almost from scratch. We have some video content that we've produced, but it is not delivered over internet yet. We do not tied to any particular vendor for now. We want to make 24 hours of steaming three 8 hour blocks with change of content every day. We want the ability to make regular live broadcasts. I guess we will need to have several options of streaming quality (low ~56 kb/s mid ~273 kb/s). Some terms just foreign to me (like play-truncation rate), if you could point out what parameters we should avare of, it would be great. Uplink to the internet is to be determined. We plan to start from something and scale up on the way. If you are already have some kind of media streaming server, just describe its configuration here (hardware, OS, software), peak number of concurrent users it serves. I think it could help people approaching this task.

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  • reaching constant video bitrate by using ffmpeg

    - by sebastian
    We use ffmpeg and a transcoding script for transcoding and want to make some batch files which we can use for transcoding. For example I use a parameter called video_kbit and if I am writing in 30000 it should reach 30 Mbit. Of course if I use 6000 as parameter it should reach 6 MBit as well, so I have one script which reaches every video bitrate I want. As my settings are now, I only reach 18.1 Mbit. Only when I use 15000 as a parameter I am reaching my goal for a constant video bitrate of 15 MBit. If I use 8000 as parameter I get 10.1 MBit as a result. So under 15000, I get a higher bitrate and over 15000, I get a lower bitrate than I want. My presettings are: ffmpeg -threads "4" -i "$2" -f mp4 -c:v libx264 -crf 1 \ -bufsize 30000k -maxrate ${FC_PARAM_video_kbit}k \ -acodec libfaac -ac 2 -ab ${FC_PARAM_audio_kbit}k -ar 44100 \ -pix_fmt yuv420p -vf scale=${FC_PARAM_width}:${FC_PARAM_height} -y "$3" And I am using these parameters: FC_PARAM_video_kbit = 30000 FC_PARAM_audio_kbit = 192 FC_PARAM_width = 1920 FC_PARAM_height = 1080 I have tried using a higher bufsize and using profile:v and level settings, but nothing got me near the constant video bitrate of 30000 Mbit. Do you guys have any ideas or suggestions for a better way to reach my goal?

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  • How to capture footage from an analog TV?

    - by hope
    I have only an old analog TV with just RCA connectors and a coaxial/cable in/out wire. It uses no HDMI interface, etc. I would like to know the cheapest method possible where the current video footage can be transferred and made into a target digital video file format and be copyable/transferrable via USB. Are there any devices that can do this with an analog TV? Basically, how can I get something along these lines done and for cheap?P I do NOT want to stream; I want footage recorded off the TV and stored via a digital encoding of a video file.

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  • How do I merge MP4 files without audio going out of sync?

    - by djangofan
    Is there a tool I can use that can merge MP4 files without throwing the audio out of sync? I generated some MP4 files from a DVD using AVIDemux but whatever tool I try to use always ends up throwing the audio out of sync with the video. The further you get into the video the further off-sync the audio is. By themselves the MP4/AAC videos have perfect audio-video sync. later tonight i might try http://www.headbands.com/gspot/ to examine the file before and after to see if anything changed in the media format.

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  • Cutting up videos (excerpting) on Mac OS X -- iMovie produces super-large files

    - by markvgti
    I need to cut out parts of a video (+ the associated audio, of course) to make a short clip. For example, take 2 minutes from one location, 3 minutes from another part of the video, 30 seconds from another location and join it all together to form one single clip. The format of the input video is mp4 (H.264 encoding, AFAICR). Don't need very sophisticated merges or transitions from one part to the next, or sophisticated banners (text) on-screen, but some ability to do so would be a plus point. I've done this with iMovie in the past, but where the original file was under 5MB/min of play time, the chopped-up version was over 11MB/min of play time, which to me seems really bad. Is there a better/different way of doing this on OS X? Looking for free (gratis) solutions. OS: OS X 10.9.3

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  • Resizing video best practices (frame size)

    - by undefined
    I have read the following which is from Best Practices for Encoding Video with the VP6 Codec on the Adobe website here - http://www.adobe.com/devnet/flash/articles/encoding_video_print.html. It is talking about common video ratios (320x240, 640x480) Although these ratios are standard, and should be used to avoid distorting the video, the size of the encoded video is not set in stone. The original web video sizes used heights and widths that were evenly divisible by 16. This was mandatory for many early codecs. Although this is not necessary for modern codecs, you should stick to even heights and widths. What do they mean by 'even heights and widths'. I am thinking about encoding my video at 400x300 to make it slightly bigger, this is still 4x3 format but should I just stick at 320x240 and resize it on the screen? Clearly there are benefits to this in terms of storage size and delivery costs. In some places on my site I want to show the video at 400x300 but in others I want it to play full screen so this is why I am wondering if a larger original size (400x300) will give better results when blown up. Any thoughts?

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  • DirectShow Filter I wrote dies after 10-24 seconds in Skype video call

    - by Robert Oschler
    I've written a DirectShow push filter for use with Skype using Delphi Pro 6 and the DSPACK DirectShow library. In preview mode, when you test a video input device in the Skype client Video Settings window, my filter works flawlessly. I can leave it up and running for many minutes without an error. However when I start a video call after 10 to 24 seconds, never longer, the video feed freezes. The call continues fine with the call duration counter clicking away the seconds, but the video feed is dead, stuck on whatever frame the freeze happened (although after a long while it turns black which I believe means Skype has given up on the filter). I tried attaching to the process from my debugger with a breakpoint literally set on every method call and none of them are hit once the freeze takes place. It's as if the thread that makes the DirectShow FillBuffer() call to my filter on behalf of Skype is dead or has been shutdown. I can't trace my filter in the debugger because during a Skype call I get weird int 1 and int 3 debugger hard interrupt calls when a Skype video call is in progress. This behavior happens even with my standard web cam input device selected and my DirectShow filter completely unregistered as a ActiveX server. I suspect it might be some "anti-debugging" code since it doesn't happen in video input preview mode. Either way, that is why I had to attach to the process after the fact to see if my FillBuffer() called was still being called and instead discovered that appears to be dead. Note, my plain vanilla USB web cam's DirectShow filter does not exhibit the freezing behavior and works fine for many minutes. There's something about my filter that Skype doesn't like. I've tried Sleep() statements of varying intervals, no Sleep statements, doing virtually nothing in the FillBuffer() call. Nothing helps. If anyone has any ideas on what might be the culprit here, I'd like to know. Thanks, Robert

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  • HTML5 Video Element on iPad doesn't fire onclick?

    - by bhups
    I am using the video element in my HTML as following:<div id="container" style="background:black; overflow:hidden;width:320px;height:240px" <video style="background:black;display:block" id="vdo" height="240px" width="320px" src="http://mydomain/vid.mp4"</video</div And in javascript I am doing this:var video=document.getElementById('vdo'); var container=document.getElementById('container'); video.addEventListener('click', function(e) { e.preventDefault(); console.log("clicked"); }, false); container.addEventListener('click', function(e) { e.preventDefault(); console.log("clicked"); }, false); On desktop safari/chrome everything is working fine. I can see two "clicked" in the console. But on ipad there is nothing. First I tried with iOS versin 3.2, then I updated it to the latest one 4.2.1 without any success.I found a similar question HTML5 Video Element on iPad doesn't fire onclick or touchstart events? where it suggests not to use controls in video tag and I am not using it.

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • how to learn ios game development using swift.. good starting point?

    - by hamobi
    I've published a simple app on the app store using objective-c. That was a good learning experience but I never grew to love the language. Later on I jumped into learning cocos2d in order to begin developing a game.. but objective-c always seemed really cumbersome to write. Eventually I put my project aside. Now that swift has come out.. It has made me think about developing games again.. I know that xcode has some project types geared towards game development, but since I'm a beginner in this area I really need some hand holding (books / tutorials) to get started. Cocos2d seems like its really stuck in that objective-c world. What's the best way for a beginner to learn game development using swift?

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  • How do game programmers design their classes to reuse in AI, network and play and pass mode?

    - by Amogh Talpallikar
    For a two player game where, your opponent could be on the network, CPU itself or near you where you would play turn by turn on the same machine. How do people design classes for re-use ? I am in a similar situation and have no experience in making such complex games. But here is what I have thought, If I am a player object , I should only be interacting with the GameManager or GameEngine Singleton , from which I will get various notifications about the game status. I dont care where and who my opponent is, this GameManager depending upon the game mode, will interact with gameNetworkManager , or AI tell me what the opponent played. I am not sure about the scenario where we play and pass [turn by turn on same machine]. Hoping for a brief but clear explanation or at least a link to a similar resource.:)

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  • Using XNA for a 2D isometric game, but wanna move on

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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  • What is the best Video Conference integrated solution for Us? [closed]

    - by Andrei B
    we are trying to integrate a simple Video Conferencing (open source) solution into our existing application which is written in C++ and it runs on Linux. I am currently looking at using Ekiga (formely known as GnomeMeeting) or Homer Conferencing (short: Homer). My plan is to "integrate" an existing Video Conferencing client into our existing software. Please give me recommendation on which 3rd party application or library to use to add video conferencing feature to our application. PS: Please don't close this question. I asked it on StackOverflow and it got closed, so where am I supposed to ask this question? If not here, then whats the point of asking lol.

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  • How can I record an OpenGL game in Ubuntu?

    - by fish
    I would like to create a short clip of me playing Minecraft, an OpenGL game. The usual screencast recorders do not properly record OpenGL. What kind of software is available for this purpose? My experience with the software in the similar (but no longer duplicate) question: kazam: very low framerate despite setting to 60 FPS, no sound, unity menubar constantly flashing through the fullscreen window. RecordMyDesktop: max framerate setting is 50 FPS, but the video becomes extremely fast if not using the default 15 FPS. xvidcap: not available on 12.04 tibesti: not available on 12.04 wink: does not run ffmpeg: very low quality video and no sound with the recommended settings, might be tunable though (no gui unfortunately). kdenlive: uses recordmydesktop, and the recorded clip becomes corrupted aconv: video sped up, often broken image, no sound

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  • How can I handle copyrighted music?

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

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