Is it possible to implement a custom codec decoder and play a media file using JSR135? Actually I am interested in playing back a custom media file in J2ME. I think JSR135 is a good starting point but I am open to other suggestions. Thanks.
Update
I have not tried but I believe, if I open the file using JSR75 I will get an InputStream. I can use a custom InputStream that converts the custom codec to a known codec that MMAPI will understand and I can playback. However it would be better if I can do without using JSR75 and many security warnings that will come with it.
Related
is there any better way to play Mp3 than mciSendString?
mciSendString sucks, and hard to use in muilti-thread, eg.hard to get the current PlayingState
I'd suggest DirectShow or Windows Media Foundation, since both have flexible APIs for file based playback (you won't have to deal with reading the file and understanding the format, looking up codecs etc.) and still expose playback control. See these articles:
DirectShow and IGraphBuilder (very simple and straightforward) - How To Play a File
How to Play Media Files with Media Foundation
Link to example from the first link
I'm using Azure Media Services and I need to encode input audio files to mp3 output files. I've used Standart Encoder for encoding video files, but it seems Standart Encoder can't produce mp3 (I understand that it can encode audio with AAC and produce mp4 file with the audio but unfortunately I need exactly mp3).
So I'm trying to use Media Encoder Premium Workflow. In the documentation, I see that I need to use Workflow Designer tool but can't understand where I can get it. Could you please point me out where I can find it? Or maybe you can suggest other solution for getting mp3 after processing audio using Azure Media Services?
I see that you have considered Azure Functions. Since that does not appear to address your needs, please contact us via mepd#microsoft.com
We'll provide you the instructions on how to download the Workflow Designer, and use it.
I am looking to support playing DRM into custom player which is built using NDK C++ library as plugin which decodes, converts and then perform some image processing before final presentation. In this scenario, what is the best way to support DRM (I will use NDK's Crypto and DRM interfaces) given that documentation hints at only supporting MPEG-DASH format, which is not natively supported.
Clarify if any of my assumptions are incorrect or there are simple libraries (like libdash) which can solve the problem. Extreme solution in ExoPlayer but current infrastructure is built using C++ and NDK interface to leverage hardware decoders, which excludes that as an option.
If your image processing requires access to the raw image then unfortunately you won't (or you shouldn't!) be able to do this as encrypted video is designed to play via a secure media path which does not allow access to the raw video.
I'm developing an embedded DLNA audio media renderer in C++ which will capture audio stream and use it as a source for LED controller to create visual effects.
Currently I have chosen gupnp library. Its documentation claims that it can generate C code "scaffold" if I feed it with a correct service description XML file.
I read DLNA specifications documentation but it's not easy to put all the absolute minimal requirements together. For now, I know only that I'll need ConnectionManager, RenderingControl and maybe AVTransport service but I'm not sure which methods will be absolutely required to allow the device to receive mp3/aac/wav audio streams from any DLNA media server/radio streamer etc. out there.
I'll be grateful for information where to find such a template or instructions for building a DLNA compatible XML audio renderer template (MediaRenderer:1 should work fine) with minimum required functions and variables to feed into UPNP generator tools (specifically, gupnp).
I have an app that I have written using Xamarin forms. I wanted to know if there is any media
class I could use to record audio as well as stream audio from a server. All articles I have found on the web are platform specific so far.
thanks in advance
There currently isn't any audio support in Xamarin.Forms. You will need to write platform specific code for handling the audio and use the XF DependencyService (or something similar) to call it from your shared code.