FFMPEG with AoTuV win32 binary - Open Source Software and ...

An initial guide to get the best performance for Overwatch on Linux

I have promised many of you guys that I will make a guide to get most out of your Linux machine to smooth sail on Overwatch and get those fine blink punches/sleeps/deflects/6 man shatters/etc... And I haven't done it yet! Because I am still working on figuring it out (there are so many things to consider and test out), I am also working on making scripts that will be useful to you guys!
So for now, I will state what I am using along with my experience with things. Note that for example that I don't have any information on tweaks related to Nvidia cards and Intel CPUs, feedback is appreciated on that end. If you have questions please ask on the comments.
Now let's start!

My specs and stats

System configuration

This is the interesting part for you!


I have only used Lutris to install and run Overwatch, I don't think there's room for improvement in here since Lutris is just here to run overwatch with a chosen Wine version and environment variables. Correct me if I am wrong.
Some useful settings: * Enable FSYNC (if you have a patched custom kernel) otherwise enable ESYNC: once overwatch is installed, go to "Configure" > "Runner Options" > Toggle FSYNC or ESYNC.


This is the library that maps DirectX (Windows) calls to Vulkan (Multi-platform and open source). It's better than wine's built-in mapper called WineD3D. Lutris provides a version already. You can compile your own latest one with some better compiler optimizations if you wish, and that's what I am doing but I have no idea about the possible FPS benefits of doing that. To do so you will need to put what DXVK's compile script gives you in ~/.local/share/lutris/runtime/dxvk/. Link here: https://github.com/doitsujin/dxvk
```shell git clone https://github.com/doitsujin/dxvk.git
cd dxvk
export CFLAGS="-march=native -O3 -pipe" export CXXFLAGS="${CFLAGS}"

Build new DLLS

./package-release.sh master ~/.local/share/lutris/runtime/dxvk/ --no-package And if you feel even more adventurous, you can replace `CFLAGS` export with this set of compiler flags: shell export CFLAGS="-march=native -O3 -pipe -floop-interchange -ftree-loop-distribution -floop-strip-mine -floop-block -ftree-vectorize -fno-semantic-interposition -fipa-pta -fdevirtualize-at-ltrans" `` Then you go in Lutris and tell it to use this version of dxvk: "Configure" > "Runner Options" > "DXVK Version" and putdxvk-master`


  1. Update to the latest possible driver for your GPU
  2. If you are hesitating between AMD and Nvidia for your next GPU buy. As far as Linux is concerned: AMD all the way, because they are way more supported since they give out an open source driver.
A nice documentation is given by, once again, Arch's documentation: https://wiki.archlinux.org/index.php/AMDGPU
Mesa / RADV
If you are running RADV and with a mesa version prior to 20.2, you should consider trying out ACO as it makes shader compilation (which happens on the CPU) way faster : go to "Configure" > "System Options" > Toggle ACO.
Your distro ships the latest stable version, you can go more bleeding edge to get the latest additions, but keep in mind that regressions often come with it. On Ubuntu there's a PPA that gives out the latest mesa. Otherwise you can compile only RADV by hand with the extra bonus of using "agressive" compiler optimisations (-march=native, -O3, and LTO, PGO is also possible but I am still failing to successfully pull it off) and use it for Overwatch (and any other Vulkan game) in a per game basis:
shell git clone --depth=1 https://gitlab.freedesktop.org/mesa/mesa.git cd mesa mkdir build export CFLAGS="-march=native -O3 -pipe" export CXXFLAGS="${CFLAGS}" meson .. \ -D prefix="$HOME/radv-master" \ --libdir="$HOME/radv-mastelib" \ -D b_ndebug=true \ -D b_lto=true \ -D b_pgo=off \ -D buildtype=release \ -D platforms=drm,x11,wayland \ -D dri-drivers= \ -D gallium-drivers= \ -D vulkan-drivers=amd \ -D gles1=disabled \ -D gles2=disabled \ -D opengl=false meson configure ninja install And here again, if you feel even more adventurous, you can for this set of compiler flags: shell export CFLAGS="-march=native -O3 -pipe -floop-interchange -ftree-loop-distribution -floop-strip-mine -floop-block -ftree-vectorize -fno-semantic-interposition -fipa-pta -fdevirtualize-at-ltrans"
After running the lines above, you get the driver installed in $HOME/radv-master. Now, to use it for Overwatch, you go to "Configure" > "System Options" > Environment variables and add the following line:
VK_ICD_FILENAMES=$HOME/radv/share/vulkan/icd.d/radeon_icd.x86_64.json:$OTHER_PATH/radeon_icd.i686.json where you should manually replace $HOME by your home path /home/Joe and $OTHER_PATH by where radeon_icd.i686.json actually is, you can find out with sudo updatedb locate radeon_icd.i686.json If the games crashes after doing all this, you can either try other git commits (you will need some git knowledge) or revert to the stable driver by simply removing the VK_ICD_FILENAMES environment variable. And if you don't wanna hear about bleeding edge mesa anymore you can simply remove the mesa folder along with $HOME/radv-master.
The least one can do is redirect to Arch's documentation about it: https://wiki.archlinux.org/index.php/NVIDIA
If you didn't install the proprietary driver your computer is likely to be running an open source driver called nouveau, but you wouldn't want that to play games with that as it works based off reverse engineering and doesn't offer much performance.
Once you have the proprietary driver installed, open nvidia-settings, make sure you have set your main monitor to its maximum refresh rate and have 'Force Full Composition Pipeline' disabled (advanced settings).
Also, in Lutris, you can disable the size limit of the NVidia shader cache by adding __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1 to the environement variables.


First, try to get the latest kernel your distro ships, it often comes with performance improvements (it contains the base updates for the amd gpu driver for example).
Otherwise, this is something not many touch, but using a custom one can bring improvements, especially on the 1% low fps (a benchmark here: https://flightlessmango.com/benchmarks/XDXMkN8m_FY). I am running linux-tkg, with the PDS scheduler and FSYNC patch. Both of these help getting better performance in games. Linux-tkg needs to be compiled on your own machine (where you can use compiler optimisations such as -O3 and -march=native) with an interactive script and a config file, I worked on the script to install on Ubuntu recently :D. link here: https://github.com/Frogging-Family/linux-tkg
For a less efforts solution, you can look up Xanmod kernel, Liquorix, Linux-zen. That provide precompiled binaries.

Game mode

It's a small program that puts your computer in performance mode when you start your game, it's available in most distro's repositories and I believe it helps in giving consistent FPS. Lutris uses it automatically if it's detected, otherwise you need to go, for Overwatch, "Configure" > "System Options" > "Environment variables" and add LD_PRELOAD="$GAMEMODE_PATH/libgamemodeauto.so.0" where you should replace $GAMEMODE_PATH with the actual path (you can do a locate libgamemodeauto.so.0 on your terminal to find it). Link here: https://github.com/FeralInteractive/gamemode.
You can check whether or not gamemode is running with the command gamemoded -s. For GNOME users, there's a status indicator shell extension that show a notification and a tray icon when gamemode is running: https://extensions.gnome.org/extension/1852/gamemode/


Wine can have quite the impact on Overwatch, both positive and negative. Latest wine from Lutris works fine. You can give a try to wine-tkg here, it offers quite the amount of performance patches and, for overwatch, improve the game's performance. It also can be compiled with more agressive optimisations: https://github.com/Frogging-Family/wine-tkg-git


I use only X11 for now, and works nicely. Wayland is not a good idea, except if you want to try a custom wine with Wayland patches: https://github.com/varmd/wine-wayland. I tried once and failed, haven't retried, to see if some performance benefits can be reaped.

Performance overlays

Two possibilities:


Works nicely with X11 on AMD GPUs, actually better than Windows, since you can use VAAPI-FFMPEG on Linux, and it has a better video quality than the AMD thingy on windows. Nvidia has been reported to work nicely on linux and on windows with their new NVENC thing.

Compositor / desktop effects

The compositor is the part of your DE that adds desktop transparency effects and animations. In games, this can result in a noticeable loss in fps and added input lag. Some DEs properly detect the fullscreen application and disable compositing for that window, others don't. Luckily, Lutris has a system option called Disable desktop effects which will disable compositing when you launch the game and restore it when you close it.


I will update this post whenever something new comes up or someone has new things to share: Your feedback is more than welcome!
submitted by Aliezan to Linux_Overwatch [link] [comments]

NotItgv3 crashes when playing a song

This song and many others crash as soon as they begins and I don't understand why
OpenITG PC FUCK DEV crash report (build 14)

Crash reason: The Acesses have been violated (AV)

Thread: Main thread
.\ScreenGameplay.cpp:3094 HandleScreenMessage(6)
.\Screen.cpp:117 ScreenMessage(10)
.\ScreenGameplay.cpp:3094 HandleScreenMessage(10)
.\ScreenGameplay.cpp:3094 HandleScreenMessage(73)
.\ScreenGameplay.cpp:3094 HandleScreenMessage(0)
Thread: Decode thread
Thread: Mixer thread
Thread: MusicThread
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/Sounds/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/*
.\RageFileDriverDirectHelpers.cpp:222 C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/Themes/SIMPLY LOVE (NITGV3)/Sounds/*
Thread: Worker thread (MemoryCardWorker)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(0) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(0) OK
.\RageUtil_WorkerThread.cpp:147 HandleRequest(1)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(1) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(1) OK
Thread: Worker thread (/@mc1int/)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(8) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(8) OK
.\RageUtil_WorkerThread.cpp:147 HandleRequest(9)
.\RageUtil_WorkerThread.cpp:149 HandleRequest(9) done
.\RageUtil_WorkerThread.cpp:175 HandleRequest(9) OK
Thread: Worker thread (/@mc2int/)
Thread: DirectInput thread
Thread: Pump thread
Thread: MovieTexture_FFMpeg(/Songs/DDR ACE/Arifureta sekai seifuku/Arifureta sekai seifuku.avi)

654ed307: avcodec!pixelFormatTags [65480000+64ce0+8627]
77545c60: ntdll!bsearch [774d0000+75c00+60]
77510dfc: ntdll!RtlFindActivationContextSectionString [774d0000+40670+78c]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
77510355: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+5f5]
775103b3: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+653]
775100ba: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+35a]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
7751082a: ntdll!RtlFindActivationContextSectionString [774d0000+40670+1ba]
7750e223: ntdll!EtwNotificationRegister [774d0000+3d9d0+853]
7750e232: ntdll!EtwNotificationRegister [774d0000+3d9d0+862]
775103b3: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+653]
775100ba: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+35a]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
77510135: ntdll!RtlDosApplyFileIsolationRedirection_Ustr [774d0000+3fd60+3d5]
7751754a: ntdll!RtlFreeUnicodeString [774d0000+46440+110a]
7751737b: ntdll!RtlFreeUnicodeString [774d0000+46440+f3b]
7750fa6c: ntdll!RtlDeactivateActivationContextUnsafeFast [774d0000+3f9d0+9c]
7751712e: ntdll!RtlFreeUnicodeString [774d0000+46440+cee]
7751714c: ntdll!RtlFreeUnicodeString [774d0000+46440+d0c]
7751714c: ntdll!RtlFreeUnicodeString [774d0000+46440+d0c]
77518ef4: ntdll!RtlCultureNameToLCID [774d0000+48c40+2b4]
77554432: ntdll!wcstok_s [774d0000+7e2a0+6192]
77518f4e: ntdll!RtlCultureNameToLCID [774d0000+48c40+30e]
77518e98: ntdll!RtlCultureNameToLCID [774d0000+48c40+258]
77518f5c: ntdll!RtlCultureNameToLCID [774d0000+48c40+31c]
77513779: ntdll!RtlAllocateHeap [774d0000+41f00+1879]
7751774c: ntdll!RtlEqualUnicodeString [774d0000+47660+ec]
775178ac: ntdll!RtlEqualUnicodeString [774d0000+47660+24c]
775178ac: ntdll!RtlEqualUnicodeString [774d0000+47660+24c]
74c5bf1b: KERNELBASE!GetNamedLocaleHashNode [74b50000+10a890+168b]
654a6191: avcodec!ff_avg_qpel16_mc32_old_c [65480000+22fb5+31dc]
77519664: ntdll!RtlMultiByteToUnicodeSize [774d0000+49080+5e4]
77516c02: ntdll!RtlFreeUnicodeString [774d0000+46440+7c2]
77526636: ntdll!RtlInitializeCriticalSectionEx [774d0000+56390+2a6]
7752668a: ntdll!RtlInitializeCriticalSectionEx [774d0000+56390+2fa]
77513779: ntdll!RtlAllocateHeap [774d0000+41f00+1879]
775123b0: ntdll!RtlAllocateHeap [774d0000+41f00+4b0]
77511f3e: ntdll!RtlAllocateHeap [774d0000+41f00+3e]
77511f3e: ntdll!RtlAllocateHeap [774d0000+41f00+3e]
769e87c0: msvcrt!malloc [769a0000+48730+90]
65483e12: avcodec!DCT_common_init [65480000+37e1+631]
654dd4ac: avcodec!ff_er_frame_start [65480000+5d47c+30]
654ece74: avcodec!pixelFormatTags [65480000+64ce0+8194]
654ef3a3: avcodec!pixelFormatTags [65480000+64ce0+a6c3]
654f827d: avcodec!pixelFormatTags [65480000+64ce0+1359d]
654f856b: avcodec!pixelFormatTags [65480000+64ce0+1388b]
6548232a: avcodec!avcodec_decode_video [65480000+2305+25]
004fcf5f: int FFMpeg_Helper::DecodePacket(void)
004fd270: int FFMpeg_Helper::GetFrame(void)
004fde7f: bool MovieTexture_FFMpeg::DecodeFrame(void)
74c61260: KERNELBASE!SleepEx [74b50000+1111f0+70]
74c611df: KERNELBASE!Sleep [74b50000+1111d0+f]
004fdffd: void MovieTexture_FFMpeg::DecoderThread(void)
004fe45d: static int MovieTexture_FFMpeg::DecoderThread_start(void *)
00502bfe: unsigned long StartThread(void *)
775365fd: ntdll!RtlGetAppContainerNamedObjectPath [774d0000+66540+bd]

Static log:
Compiled Mon Aug 27 23:52:52 2018 (build 14)
Log starting 2019-10-08 15:36:17
VFS: No patch data found
======= MOUNTPOINTS =========
mountpoints ..... ..... /
mem ..... (cache) ..... /@mem/
oitg ..... C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart/CryptPackages ..... /Packages/
dir ..... C:/Users/waddl/OneDrive/Desktop/NotITG/NotITG-V3-1-QuickStart ..... /

Loading window: win32
Windows 6.2 (unknown NT-based) build 9200 []
Memory: 2047mb total, 4095mb swap (2836mb swap avail)
Video driver: Intel(R) HD Graphics 610 [Intel Corporation], 1-9-2019 [pci\ven_8086&dev_5906&subsys_832a103c]
Drive: "ST500LT012-1DG142 1003" Driver: iaStorAC DMA: N/A
Drive: "hp DVDRW GUE1N UE00" Driver: iaStorAC DMA: N/A
Sound device 0: SpeakeHeadphone (Realtek High, 10.0, MID 1, PID 100
DirectSound Driver: Primary Sound Driver
DirectSound Driver: SpeakeHeadphone (Realtek High Definition Audio) {}.{f23efd79-c41c-404a-beca-69e744800acc}
DirectSound sample rates: 100..200000 (continuous)
Sound driver: DirectSound-sw
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/DDR ACE/ACE FOR ACES/'. This is not a valid song directory.
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/DDR ACE/CHAOS Terror-Tech Mix/'. This is not a valid song directory.
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/Otaku's Dream Mix 5 -Pad-/Otaku's Dream Mix 5 -Pad-/'. This is not a valid song directory.
WARNING: Couldn't find any SM, DWI, BMS, or KSF files in '/Songs/Puyo Puyo Revolution/Puyo Puyo Chronicle - Domination (Rafisol Battle)/'. This is not a valid song directory.
Loading courses.
WARNING: Course file '/Courses/LCDSRT/Stage 3.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/LCDSRT/Stage 4.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/LCDSRT/Stage 5.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/LCDSRT2/Stage 4.crs' contains an invalid #METER string: "Intense"
WARNING: Course file '/Courses/Puuro/warpdrive.crs' contains an invalid #METER string: "NORMAL"
WARNING: Video renderer list has been changed from 'opengl,d3d' to 'opengl'
Mode: ICD 32 (888) 8 alpha 16 depth 64 accum
OpenGL shading language: 4.50 - Build
Paletted textures disabled: GL_EXT_paletted_texture missing.
Attempting Shader Compilation: attribute vec4 TextureMatrixScale;
void main() {
gl\_Position = (gl\_ModelViewProjectionMatrix \* gl\_Vertex); gl\_TexCoord\[0\] = (gl\_TextureMatrix\[0\] \* gl\_MultiTexCoord0 \* TextureMatrixScale) + (gl\_MultiTexCoord0 \* (vec4(1)-TextureMatrixScale)); gl\_FrontColor = gl\_Color; 
OGL Vendor: Intel
OGL Renderer: Intel(R) HD Graphics 610
OGL Version: 4.5.0 - Build
OGL Max texture size: 16384
OGL Texture units: 8
OGL Extensions: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
GLU Version: Microsoft Corporation
Attempting Shader Compilation: attribute vec4 TextureMatrixScale;
void main() {
gl\_Position = (gl\_ModelViewProjectionMatrix \* gl\_Vertex); gl\_TexCoord\[0\] = (gl\_TextureMatrix\[0\] \* gl\_MultiTexCoord0 \* TextureMatrixScale) + (gl\_MultiTexCoord0 \* (vec4(1)-TextureMatrixScale)); gl\_FrontColor = gl\_Color; 
Windowed 640x480 32 color 32 texture 0Hz NoVsync AA
Found 2 DirectInput devices:
0: 'Keyboard' axes: 0, hats: 0, buttons: 256 (buffered)
1: 'DDR Mat for PlayStation(R)3' axes: 4, hats: 1, buttons: 13 (buffered)
Found Pump pad 0
WARNING: Theme element 'Fonts/ScreenDebugOverlay title' could not be found in 'Themes/SIMPLY LOVE (NITGV3)/' or 'Themes/default/'.
WARNING: Theme element 'Fonts/ScreenDebugOverlay line' could not be found in 'Themes/SIMPLY LOVE (NITGV3)/' or 'Themes/default/'.
Attempting Shader Compilation: attribute vec4 TextureMatrixScale;
void main() {
gl\_Position = (gl\_ModelViewProjectionMatrix \* gl\_Vertex); gl\_TexCoord\[0\] = (gl\_TextureMatrix\[0\] \* gl\_MultiTexCoord0 \* TextureMatrixScale) + (gl\_MultiTexCoord0 \* (vec4(1)-TextureMatrixScale)); gl\_FrontColor = gl\_Color; 
WARNING: ScreenSelectPlayMode::OptionOrderLeft out of range
WARNING: ScreenSelectPlayMode::OptionOrderLeft out of range
WARNING: ScreenSelectPlayMode::OptionOrderRight out of range
WARNING: ScreenSelectPlayMode::OptionOrderRight out of range
WARNING: ScreenSelectPlayMode::OptionOrderAuto out of range
WARNING: ScreenSelectPlayMode::OptionOrderAuto out of range
WARNING: Speed mod 3x does not exist in the list of possible speed mods, using default...
Players joined: P1
Language: english
Current renderer: OpenGL

Partial log:
00:52.636: 512x256 ( 1) _difficulty icons 6x1.png
00:52.636: 256x256 ( 1) MenuTimer numbers 5x3.png
00:52.636: 8x 8 ( 1) _blank 5x3.png
00:52.636: 1024x128 ( 1) _wendy numbers nospacing 1x12.png
00:52.636: 2048x128 ( 1) _wendy score 1x15.png
00:52.636: 512x512 ( 1) _eurostile normal (mipmaps) 16x16.png
00:52.636: total 10610112 texels
00:52.636: Zeroing this update. Was 0.001766
00:52.636: Song::LoadFromSMFile(Cache//Songs/3455556375)
00:52.644: old bga -1 -> new bga 1, 0.000000, 0.000000

-- End of report
submitted by CatkidNeb to Stepmania [link] [comments]

Soundclown Be Like

Audacity(R): free, open source, cross-platform audio software for
multi-track recording and editing: https://www.audacityteam.org/ .

User support is provided on Audacity Forum:
https://forum.audacityteam.org/ .

We welcome feedback on Audacity, suggestions for new or improved features,
and bug reports. Please visit
https://forum.audacityteam.org/viewforum.php?f=25 .

Audacity is copyright (c) 1999-2019 by Audacity Team. This copyright
notice applies to all documents in the Audacity source code archive,
except as otherwise noted (mostly in the lib-src subdirectories).
"Audacity" is a registered trademark of Dominic Mazzoni.

The Audacity documentation is licensed under the Creative Commons
Attribution 3.0 license: https://creativecommons.org/licenses/by/3.0/legalcode .

Compilation instructions for Audacity are provided in the source code:
* Windows: win\build.txt
* macOS: mac/build.txt
* GNU/Linux: linux/build.txt

You can ask for help with compilation problems at:
https://forum.audacityteam.org/viewforum.php?f=19 .

If you want to suggest some simple text change in our code, please submit a
pull request on https://github.com/audacity/audacity/pulls . It's usually
best to discuss functional code changes with us first on audacity-devel:
https://lists.sourceforge.net/lists/listinfo/audacity-devel .

Version 2.3.3

Contents of this README:

  1. Licensing
  2. Changes since version 2.3.2
  3. Known Issues at Release
  4. Source Code, Libraries and Additional Copyright Information


  1. Licensing

This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation; either version 2 of the License, or (at your
option) any later version. The program source code is also freely
available as per Section 4 of this README.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
License for more details.

You should have received a copy of the GNU General Public License
along with this program (in a file called LICENSE.txt); if not, go
to https://www.gnu.org/licenses/old-licenses/gpl-2.0.html or write to

Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307 USA


  1. Changes since version 2.3.2:


* Equalization effect now split into two effects, Filter Curve and Graphic EQ.
* Presets (using manage button) now active/working.
* Can now have two points at same frequency for steep steps.
* 'What you hear is what you get' for exports. Formerly the solo button
preferences could lead to differences in which tracks were exported.
* Leading silence (blank space) not skipped over in exports.
* Quality setting on AAC/M4A exports.
* Some confusing functionality removed (better achieved in other ways)
* Removed Nyquist Workbench (use built-in nyquist features)
* Removed Vocal Remover (use Vocal Reduction)
* Removed On-Demand aliased files (copy files instead)
* Removed 'Normalize on Load' (Normalize as needed on export, instead)

See also: https://wiki.audacityteam.org/wiki/New_features_in_Audacity_2.3.3

Bug Fixes

Over 150 bugs in 2.3.2 fixed, including:

* 2112 - Crash when opening Equalization settings in a Macro
* 2127 - Crash deleting a track while in Record/Pause state
* 2176 - Crash when attempting to time shift multiple tracks
* 2141 - Tabbing between labels stopped working
* 2200 - Refusal to export some large (4GB) files on size grounds

See also: https://wiki.audacityteam.org/wiki/Release_Notes_2.3.3


  1. Known Issues in 2.3.3:

Audacity 2.3.3 does not properly support macOS Catalina. There are new
security restrictions in Catalina on using the microphone. For example,
Audacity may run, but fail to record. Catalina was released towards the end
of 2.3.2 development.

For best workarounds and other known issues in 2.3.2, please see:


  1. Source Code, Libraries and Additional Copyright Information

Source code to this program is always available; for more information visit
our web site at:


Audacity is built upon other free libraries; some of these libraries may have
come with Audacity in the lib-src directory. Others you are expected to install
first if you want Audacity to have certain capabilities. Most of these libraries
are not distributed under the terms of the GPL, but rather some other free,
GPL-compatible license. Specifically:

expat: BSD-like license.
Provides XML parsing. Included with Audacity.

FFmpeg: GPL or LGPL (according to how you obtain/configure it)
Provides decoding/encoding of additional formats. Optional separate

libid3tag: GPL
Reads/writes ID3 tags in MP3 files. Optional
separate download as part of libmad.

libflac: Xiph.Org BSD-like licence (the parts we use)
Decodes and Encodes Free Lossless Audio Codec files. Optional separate

libmad: GPL
Decodes MP3 files. Optional separate download.

libnyquist: BSD-like license.
Functional language for manipulating audio; available
within Audacity for effects processing.

libogg: BSD-like license.
Optional separate download, along with libvorbis.

libsndfile: LGPL
Reads and writes uncompressed PCM audio files.
Included with Audacity.

libsoxr: LGPL
The SoX Resampler library performs one-dimensional sample-rate conversion.

libvamp: new-style BSD
Plug-in interface and support library for audio analysis plug-ins.
Included with Audacity.

libvorbis: BSD-like license.
Decodes and encodes Ogg Vorbis files. Optional
separate download.

lv2: a merging of the lilv (ISC license), lv2 (LGPL), msinttypes, serd (ISC),
sord, sratom, and suil libraries to support LV2 plug-ins.

portsmf: BSD-like license.
library for reading and writing midi files. Included with Audacity

sbsms: GPL v2
Pitch and tempo changing library. Included in Audacity

SoundTouch: LGPL
Changes tempo without changing pitch and vice versa.
Included in audacity

Twolame: LGPL
Encodes MPEG I layer 2 audio (used in DVDs and Radio). Optional separate

wxWidgets: wxWindows license (based on LGPL)
Cross-platform GUI library - must be downloaded and
compiled separately.

For more information, see the documentation inside each library's
source code directory.

Additional copyright information:


Copyright (c) 2000-2002, by Roger B. Dannenberg
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.

Redistributions of source code must retain the copyright notice, the
list of conditions, and the disclaimer, all three of which appear below under

Redistributions in binary form must reproduce the above copyright notice, this
list of conditions and the following disclaimer in the documentation and/or
other materials provided with the distribution.

Redistributions in binary form must reproduce the copyright notice, the
list of conditions, and the disclaimer, all three of which appear below under
and/or other materials provided with the distribution.

Neither the name of Roger B. Dannenberg, Carnegie Mellon University, nor the
names of any contributors may be used to endorse or promote products derived
from this software without specific prior written permission.


Copyright (c) 1984-2002, by David Michael Betz
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this
list of conditions and the following disclaimer in the documentation and/or
other materials provided with the distribution.

Neither the name of David Michael Betz nor the names of any contributors may be
used to endorse or promote products derived from this software without specific
prior written permission.

submitted by 329_ProductionZ_ to copypasta [link] [comments]

A Modern C/C++ build tools (Simple, Fast, Cross-platform)

Build project

bash $ xmake

Run target

bash $ xmake run console

Debug target

bash $ xmake run -d console

Configure platform

bash $ xmake f -p [windows|linux|macosx|android|iphoneos ..] -a [x86|arm64 ..] -m [debug|release] $ xmake

Menu configuration

bash $ xmake f --menu

Supported platforms

Supported Languages

Supported Projects

Builtin Plugins

Generate IDE project file plugin(makefile, vs2002 - vs2019 .. )

bash $ xmake project -k vs2017 -m "debug,release" $ xmake project -k cmakelists $ xmake project -k compile_commands

Macros script plugin

bash $ xmake m -b # start to record $ xmake f -p iphoneos -m debug $ xmake $ xmake f -p android --ndk=~/files/android-ndk-r16b $ xmake $ xmake m -e # stop to record $ xmake m . # playback commands

Run the custom lua script plugin

bash $ xmake l ./test.lua $ xmake l -c "print('hello xmake!')" $ xmake l lib.detect.find_tool gcc

Generate doxygen document plugin

bash $ xmake doxygen [srcdir]

More Plugins

Please download and install from the plugins repository xmake-plugins.

IDE/Editor Integration

More Examples

Debug and release modes:
```lua add_rules("mode.debug", "mode.release")
target("console") set_kind("binary") add_files("src/*.c") if is_mode("debug") then add_defines("DEBUG") end ```
Download and use packages in xmake-repo:
lua add_requires("libuv master", "ffmpeg", "zlib 1.20.*") add_requires("tbox >1.6.1", {optional = true, debug = true}) target("test") set_kind("shared") add_files("src/*.c") add_packages("libuv", "ffmpeg", "tbox", "zlib")
Download and use packages in third-party package manager:
lua add_requires("brew::pcre2/libpcre2-8", {alias = "pcre2"}) add_requires("conan::OpenSSL/[email protected]/stable", {alias = "openssl"}) target("test") set_kind("shared") add_files("src/*.c") add_packages("pcre2", "openssl")
Find and use local packages:
lua target("test") set_kind("shared") add_files("src/*.c") on_load(function (target) target:add(find_packages("zlib", "openssl", "brew::pcre2/libpcre2-8", "conan::OpenSSL/[email protected]/stable")) end)
submitted by waruqi to learnprogramming [link] [comments]

Swedish mic-only videos and how to make them (by popular demand)

Some of you have noticed that I post "mic-only" videos of the acts in Melodifestivalen on Dailymotion, under the same username as here, and privately asked me how to do it, so this is for you, guys.
If you don't know what I'm talking about, it's these (they might be taken down by SVT any day now, as usual, so hurry up):
1. SaRaha - Kizunguzungu
2. Swingfly feat. Helena Gutarra - You Carved Your Name
3. SMILO - Weight of the World
4. After Dark - Kom ut som en stjärna
5. Lisa Ajax - My Heart Wants Me Dead
6. Boris René - Put Your Love on Me
7. Oscar Zia - Human
Oscar Zia - Human (reprise)
Lisa Ajax - My Heart Wants Me Dead (reprise)
First of all, you have to record the show from SVT1 HD, or download an HDTV rip from another source coughtorrentscough. This is because you need a recording with 5.1 audio for this to work. Otherwise, don't bother reading the rest.
This tutorial assumes that:
This is a 5.1 speaker configuration: image here
Each speaker plays a different audio channel. A 5.1 surround sound recording will have - that's right - 6 audio channels (I will start the numbering from 0, not 1):
# Abbr. Name
0 LF/FL Front Left
1 RF/FR Front Right
2 CF/FC/C Front Center / Center
3 LFE Low Frequency Effects / Subwoofer
4 LS/SL Surround Left
5 RS/SR Surround Right
In comparison, a stereo sound recording will only have - of course - 2 audio channels:
# Abbr. Name
0 L Left
1 R Right
The sound mix for Melodifestivalen and various other shows (such as Eurovision 2011 and 2013) has:
The main point of this tutorial is that we somehow need to extract the front center channel only.
Initially, I wanted to use Audacity (with the FFmpeg plugin/library) and just export the FC channel with the built-in option in Audacity, but, for some reason, I couldn't get Audacity to recognize my FFmpeg installation, so, for the remainder of this post, we will extract the front center channel using an FFmpeg binary (which is a command-line application).
The thing is, most useful audio editing programs are either:
FFmpeg builds can be found here. You only need the static builds for this.
Unzip the contents to whatever folder you like (no installation required) and add the path of the folder containing ffmpeg.exe, ffplay.exe and ffprobe.exe into the PATH environment variable in Windows. First, go into that folder, click a blank spot on your address bar and copy the folder path into your clipboard.
Adding the path into the Path variable can vary in difficulty, depending on your version of Windows.
  1. Open the Win+X menu (press Win key + X or just right click the start button, if you have one) and go to System > Advanced system settings.
  2. In the Advanced tab, click Environment Variables....
  3. Double click either one of the Path variables that I highlighted.
  4. Find the end of all that text and add a semi-colon (;), followed by the path you copied earlier.
  5. Click all the OK buttons on your way out.
  1. Install Path Editor.
  2. Run it as administrator.
  3. Add your path to one of the lists.
  1. Open the Win+X menu (press Win key + X or just right click the start button, if you have one) and go to System > Advanced system settings.
  2. In the Advanced tab, click Environment Variables....
  3. Double click either one of the Path variables that I highlighted.
  4. Add your path to the list.
  5. Click all the OK buttons on your way out.
This is so that you can use FFmpeg comfortably, no matter the folder you work in.
Test the Path variable by:
  1. Going to a random folder (not the one containing ffmpeg.exe), Shift-rightclicking a blank spot and selecting Open command window here.
  2. Run the command ffmpeg by typing ffmpeg and pressing the Enter key.
  3. If you get a message like this, you're good to go. If it claims that "ffmpeg" can't be recognized, restart your computer.
You can close the command prompt/window.
Go to the folder containing your Melodifestivalen recording and open a command prompt there. Run ffprobe [YOUR_FILENAME_HERE] (replace [YOUR_FILENAME_HERE] with your actual filename). If it's a long filename, you can type the first few characters and press the Tab key. If you have multiple, similarly-named files, you can press Tab multiple times and it will cycle through them. Because who types all that? Don't forget to press Enter.
What we care about is this. I highlighted the information about the tracks. There is a video track (stream #0:0) and an audio track (stream #0:1). File and track numbering starts from 0, not 1. Therefore, "stream #0:1" means "the second track of the first file" (0 = first, 1 = second, 2 = third and so on). Usually, video streams come first, then the audio tracks, then subtitles and chapters. They might not always be in this order, so it's important to know which track is the 5.1 audio track that you need.
Some releases of Melodifestivalen will erroneously show a stereo audio track, when, in fact, it's 5.1. To fix that, you need to extract the audio into its own file, which is what we would have done anyway, so let's do that.
Now, since ffmpeg is a command-line program, you will have to follow a specific syntax.
A general syntax would be:
In order to extract the audio track, we will type something along the lines of:
In this example, I will type:
ffmpeg -i Melodifestivalen.2016.Deltavling.1.SWEDiSH.720p.HDTV.x264-xD2V.mkv -map 0:1 -c copy audio_only.ac3
Let's break this down:
Wait for a few seconds (max. 1-2 minutes) while the file is being created.
When the prompt reappears (which, for me, will be A:\Melodifestivalen.2016.Deltavling.1.SWEDiSH.720p.HDTV.x264-xD2V\melodifestivalen.2016.deltavling.1.swedish.720p.hdtv.x264-xd2v>), you will know that the transcoding has finished. As we can see, the file audio_only.ac3 has been created in the same folder.
Let's run ffprobe audio_only.ac3, to see that we only have an audio track (stream #0:0) right now.
Now that we have an audio-only file, we can extract the front center channel:
ffmpeg -i audio_only.ac3 -map_channel 0.0.2 vocals_only.wav
Let's break it down:
Short Q&A time!
Q: Okay, whoa, you lose data with .mp3?
A: Yes, there are lossless audio formats (WAV, FLAC, ALAC) and lossy audio formats (AAC, AC3, MP3). If you convert WAV files to FLAC back and forth, you will not lose a single bit of information. If you, however, convert an MP3 file to MP3, and then you convert the resulted MP3 to MP3 and so on, you will get small quality losses each time. So I'll usually use WAV and let Dailymotion compress my audio. That way, they won't ruin it as badly as they could. Blame them :P
Q: Why don't we all use FLAC, then?
A: Because the files can be 3 or 4 times larger than an MP3. My music collection is in FLAC, by the way.
Q: What about M4A files from iTunes?
A: They use the AAC codec, which, if used correctly, results in smaller files and higher quality than the best MP3 possible. Apple knows what they're doing with their music.
Q: So why did you not just use -c copy?
A: Because it would just copy the entire track instead of only giving me the channel that I need.
Let's continue.
When the prompt reappears, you can open the resulted file and see that, indeed, the music is gone, but the voices still remain. What we can do now is mux (multiplex) the audio back in with the video:
ffmpeg -i Melodifestivalen.2016.Deltavling.1.SWEDiSH.720p.HDTV.x264-xD2V.mkv -i vocals_only.wav -map 0:0 -map 0:1 -map 1:1 -c copy mf1.mkv
Let's break it down:
  • ffmpeg is the name of the program;
  • -i Melodifestivalen.2016.Deltavling.1.SWEDiSH.720p.HDTV.x264-xD2V.mkv means that Melodifestivalen.2016.Deltavling.1.SWEDiSH.720p.HDTV.x264-xD2V.mkv is my first input file (file 0);
  • -i vocals_only.wav means that vocals_only.wav is my second input file (file 1);
  • -map 0:0 means that I want to include track 0 from the first file (thus, the video);
  • -map 0:1 means that I want to include track 1 from the first file (thus, the original audio) - you can leave this part out, if you want;
  • -map 1:0 means that I want to include track 0 from the second file (thus, the vocal-only audio);
  • -c copy means that I don't want to re-encode the tracks;
  • mf1.mkv is the name of my final output file.
It'll take a little longer this time, because it has to copy the whole video (I'm writing a 4.49 GB file here). I think it took, like 3-4 minutes on my end. When you're done, you can just close the command prompt. Don't close it while the files are being created!
Or you could just make short videos of what you want. When muxing MKVs, I much prefer using MKVtoolnix, as I can just cut the parts that I need. And yes, this one has a proper GUI :)
To illustrate the result, I uploaded this:


Now you can play a video of me playing a video. The password is melodifestivalen.
And there you have it! Happy editing! :)
submitted by andreyyshore to eurovision [link] [comments]

Binary Options - How to Always win in Trading with Binary Options Strategy Binary Options Strategy 2020  100% WIN GUARANTEED ... Installing ffmpeg on ubuntu from source This is how to trade Binary Options Full Time! - YouTube BEST 1 MINUTE STRATEGY FOR BINARY OPTIONS IN 2020? - YouTube 100% Win Strategy - $50 to $7K - Binary Options Newest ... Binary Options - 5-Mins Binary Options Strategy - How to Win

- name: Ensure ffmpeg installed win_chocolatey: name: ffmpeg state: present version: source: STEP 3 URL See docs ... When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place ... ffmpeg_deps.7z 3.31MB (static library and headers of ffmpeg dependencies in dwarf2 mingw32 binary, for rebuild/updating ffmpeg) Notes: - I'm aware that due to intense UPX packing, some incompetent heuristic AV might report them as virus but I don't care... - Executables with 'w' suffix means it wont show console dialog (mute), they maybe useful in some circumstance. Redirecting stdout to a ... We can setup a new binary distribution repository where we can distribute LGPL binaries for Windows to replace the Zeranoe one. In order to compile the binaries, we can "easily" cross-compile FFmpeg and all of the downstream libraries on Linux and package them. I've built FFmpeg locally on linux by using MXE, and we could set a Docker image to do so. I've done some tests using this repository ... Download FFmpeg Não é possível acessar o Git ou desejar acelerar a clonagem e reduzir o uso de largura de banda FFmpeg sempre foi um projeto... It is the latest stable FFmpeg release from the 4.3 release branch, which was cut from master on 2020-06-08. It includes the following library versions: libavutil 56. 51.100 libavcodec 58. 91.100 libavformat 58. 45.100 libavdevice 58. 10.100 libavfilter 7. 85.100 libswscale 5. 7.100 libswresample 3. 7.100 libpostproc 55. 7.100 . Download xz tarball PGP signature. Download bzip2 tarball PGP ... How to Install FFmpeg on Windows. This wikiHow teaches you how to install FFmpeg onto your Windows 10 computer. FFmpeg is a command line-only program that allows you to convert videos and audio into different formats, as well as record... FFmpeg 2.2.2 Binary for Windows, compatible with Audacity 2.0.6 and later (please update, or use v0.6.2 below) ffmpeg-win-2.2.2.exe - (SHA256 SUM here ) (FFmpeg is not for MP3 export for that you need LAME, see above

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Binary Options - How to Always win in Trading with Binary Options Strategy

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