so I have a .MOV file that has a transparent background (I think it means it has a alpha channel?). I want to play it back using WPF, but the MediaElement control is not able to play .MOV files natively. I tried using this library to play the file but it didn't work.
Is there any library that is able to play these types of files and also maybe play other files too like a MP4?
Thanks.
Related
I have a UWP app that want to display the whole waveform from mp3 or mp4 etc. I tried to use NAudio.WaveFormRenderer(https://github.com/naudio/NAudio.WaveFormRenderer), but it doesn’t use in UWP app due to .Net.Core is strict about reading files.
I want to know how to draw whole waveform from read mp3, mp4.
Are there any solutions?
I would like to know if there's a way to create an animated GIF from a .mp4 file. I've researched it a bit and it seems like there is just one option:
Creating a GIF manually by getting each frame of an .mp4 video using a MediaPlayer's VideoFrameServer
I'm willing to use any open source projects that could help as well.
I'm developing an app that consumes the 8tracks API. Some of the playlists have gifs as the playlist art and I would like to have those gifs play in the app. UWP does not support native gif playback so i'm trying to figure out a way to make them play. So far I have tried using XamlAnimatedGif but its performance is bad, especially on phones.
Now i'm using Giphy API to upload the gif which also creates an mp4 version of the gif and plays back smoothly in a MediaElement. I can play up to 10 MP4s at a time smoothly(not that ill ever need that many playing at a given time). I'm wondering if i can eliminate Giphy and have the computer/phone just take each frame from the gif and then encode them to an mp4(or other video file). Is this a good option? what would be any cons to doing this vs. what im already doing with Giphy? If i decide to at least try this Is there any where i can read up on decoding the gifs to frames and encoding them to a video?
You could use the GifBitmapDecoder to get the frames
https://msdn.microsoft.com/en-us/library/system.windows.media.imaging.gifbitmapdecoder(v=vs.90).aspx
and there are a number of options here to convert stills to a video:
How can I create a video from a directory of images in C#?
I have tried to approach this problem several ways.
I have a web application that will load a sprite (which is a large jpeg that 'holds' 100 frames. Using the offset of div properties I am able to 'move' the image along so it looks like a movie clip.
This works well.
I need to produce the same on mobile devices.
I have to support Windows Mobile 6.5.
I was using jQuery/ajax to move the sprite image along to stop any flickering of the image within the browser.
Windows mobile 6.5 does not support this.
So, i decided to do a native app using C# Framework 2.0.
I thought about converting the sprite to a mp4 file and playing within a web browser control. but IE on the device will not support html5.
I have been told there is a CAB file from adobe so that I can play flash videos on the IE. But, apart from using ffmpeg to convert these images to a flv there is not much control as to adding menu like pause,stop,play etc when playing the flv file. I have not started any of this by the way i assume that would be the case.
So.. I thought if I download the sprite to the device i could use the graphics object of a picture box and render the rectangle of interest from large sprite to picture box.
I could not download the Sprite and save it to an image though. I get 'out of memory exception'.
I used the OpenNetCF.Drawing as it is supposed to support large files. I still get the error message. I have reduced the size of the image and it will work on about 20 frames.
I would then have to 'stack' these images containing 20 frames and load them up when necessary.
I am beginning to wonder now whether i am doing the right thing?
Is there a different way of trying to achieve what i am trying to achieve that is quicker and more efficient as I have run out of ideas.
If I am OK doing it this way then what is the best way to render images in a picturebox like a video. Memory efficiency says load the image from the file on the device when needed and dispose of it but that would cause 'flickering'. What IS the best way to handle multitude of images on a device?
i have plenty of code I can upload but I was worried the question would look 'messy' as I have tried so many things. I will of course edit/upload the code as required.
Thanks.
My own tests have shown that GIF images saved to the Windows Phone 8 MediaLibrary always get converted to JPG. Is there any way around that other than managing my own library - which I'm already doing?
As far as i know you can not directly save .gif file into Media Library, you can try to save in Camera Roll using Image Tool Library.
Hope it helps
Just to clear up some misconceptions here, WP8 does in fact save gifs from IE, MMS, emails etc as full gif files, NOT jpgs. It is just that when displayed in the Picture hub, only the first frame is displayed. WP7, however, did convert gif to jpg on save.
You can prove this yourself by downloading the GIF Viewer app which will allow you to browse and play gifs in your media library.