Bink video player 1.9r [2010, проигрыватель]

Nintendo Wii U™ Console

  • Currently Bink 1 only.
  • Available as a static library.
  • Works with the default Wii U toolchain.
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 290 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Nintendo DS Handheld

  • Bink 1 only.
  • Available as a static library.
  • Works with both SN Systems and CodeWarrior (we use SN Systems internally).
  • Supports the Nintendo DS audio hardware directly.
  • Supplies fast assembly optimized YUV to RGB converters to 8- and 16-bit RGB.
    Can color convert directly into back buffer or video textures.
  • Can access the YUV bits directly (YUV12).
  • The Bink library is about 145 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions. By default, the Bink IO system uses all asynchronous background reading.

Nintendo 3DS™ Handheld

  • Bink 1 only.
  • Available as a static library.
  • Supports the Nintendo 3DS audio hardware directly.
  • Includes a complete API for blitting using the 3DS’s GPU register combiners that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 145 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions. By default, the Bink IO system uses all asynchronous background reading.

Audio settings:

Compression level: This option controls how much audio compression Bink applies. Bink’s powerful audio codec is capable of up to 10 to 1 compression in perceptually lossless mode (which basically means you can save a ton of space in your audio tracks without hearing any compression artifacts). Quality level 4 is perceptually lossless on most files, and many files can even use a setting of 5 or 6. Settings of 9 and higher get pretty noisy.

Convert to rate/format: These settings let you convert the sound format as it is compressed into the Bink file. They are there for your convenience, but for maximum quality, you should always start with original high-quality recordings. The RAD Converter can convert a 22 Khz file up to a 44 Khz file, but it can’t make it magically sound any better that the original 22 Khz

Sony PLAYSTATION ® 3 Console

  • Available as a static library.
  • Uses the SPUs for background decompression — decompress up to ten 1280×720 or
    thirty-six 640×480 in the background without any PPU overhead!
  • Bink 1 supports SPU-threads, RAW, and SPURS tasks for SPU decompression.
    Bink 2 supports running across two PPU-threads.
  • Works with the default PS/3 toolchain (GCC and SN Systems).
  • Supports 7.1 audio output using LibAudio — PS/3 has terrific sound and Bink can
    maximize it!
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 242 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Apple iOS — iPhone/iPad

  • Bink 1 and Bink 2! Bink 2 requires Neon (iPhone 4+ or iPad).
  • Available as a static library (fat with slices for ARM6, ARM7, and simulator).
  • Works with Xcode.
  • The Bink library is about 182 KB at runtime and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Buffering settings:

Preload the entire file into memory: If checked, this will load all of the video data into memory. It allows you to save the read time completely.

Don’t use multi-threaded I/O: This option tells Bink not to do its file IO on a background thread. You should normally not have to mess with this option, but it you have an ancient CD-ROM driver and your video is skipping, then this is a good place to start experimenting.

Memory for read ahead buffer: This option controls how much memory Bink allocates to read ahead in the movie. The larger the buffer, the less chance of a frame being dropped due to slow IO. Bink uses one second of the toughest segment of frames in a video by default.

Don’t fill in open: This option tells Bink not to completely fill the read ahead buffer when the file is loaded. You can use this option to force Bink to start playing your movie immediately, but it is at the risk of skipping early in the movie.

Simulate this read speed: This setting tells Bink to simulate the entered playback rate. This is handy to test how your video will playback on a CD-ROM without having to go through the trouble of burning a CD-R disc. This value is in bytes per second (not kilobytes per second), so, to simulate a double-speed CD-ROM, use 300000.

Microsoft Xbox 360 Console

  • Bink 1 and Bink 2 support!
  • Available both as a static library and a static link time code generation library (LTCG libs are little faster at runtime and save about 20K, but they link much slower).
  • Works perfectly with Visual Studio.
  • Built-in support for background thread decompression — use any of the Xbox cores to
    do the Bink decompression.
  • Supports XAudio for sound output. Includes support for 5.1 movies (decodes 6 channels of audio and routes them to the proper mix bin).
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • Can access the YUV bits directly (YUY2 and YUV12) for fast copying to YUV
    textures.
  • The Bink libraries link to about 200 KB in your XBE image, and are contained in sections, so you can unload them when you aren’t using Bink.
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is
    much less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can open from a filename string, a file handle, or you can completely overload all of the IO functions. By default, the Bink IO system does all reading on a low-overhead background thread.
  • Includes examples of using pixel shaders, and alpha textures.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Bink has shipped in nearly all Xbox 360 titles since the summer 2006.

Nintendo Wii™ Console

  • Bink 1 only.
  • Available as a static library.
  • Works with the default Wii toolchain.
  • Includes a complete API for blitting using the Wii’s GPU register combiners that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 142 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

All features

Bink videos look amazing! Bink can scale its data rate from 1200 kps for 1280x720p videos down to 75 kps for Nintendo DS videos. Bink will always make the best possible video for your data rate.
Bink’s SDK is simple and powerful. Your game is always in control — there are no callbacks or other difficult-to-debug constructs. Using Bink is like using a codec that you wrote yourself.
Bink is completely self-contained — it needs no special system software, it needs no other audio codec, it needs no other surrounding architecture. Just one small library and you are good to go — there are no external installation or dependencies.
Bink is super, super fast. In some cases, up to 10 times faster than other modern codecs. It’s fast enough to use for in-game videos, as well as cut-scene videos.
Bink uses as little memory as possible. In some cases, up to 16 MB less than other codecs. You don’t have to worry about a simple video codec hogging all your memory.
Bink runs on every platform. You can use the same API and data files on 14 different platforms.
Bink runs on most game engine middleware natively. Epic supplies pre-written Bink support for the Unreal Engine, for example.
Bink has a VBR psycho-acoustic based audio codec capable up to 15:1 compression built-in. You don’t need to license another codec for your audio.
Bink can play many audio tracks at once — this allows the playback of 5.1 and 7.1 sound tracks (on supported platforms) as well as optional language tracks where you can turn on and off a language based on the system setting.
Bink runs on every game platform and is customized to take advantage of each one. It uses SPUs on PS3, VMX on Xbox360, SSE 2 on x86, massive assembly optimizations on Nintendo DS, etc.
Bink includes sound support for every platform it supports. We have 16 different modules for sound playback on the various platforms.
Bink is super robust. The fact that it ships in so many games makes it better and better — it just doesn’t crash. Bink can also handle bad input data — it just keeps chugging along until the input data gets better again.

Sony PLAYSTATION ® 4 Console

  • Bink 1 and Bink 2 support — we love the PS4!
  • Available as a static library.
  • Works with the default PS4 toolchain.
  • Allows you to offload much of the video decoding onto the PS4 GPU using compute shaders — this is up to four times
    faster than CPU-only decoding! 4K video uses 2.3 ms CPU and 1.6 ms GPU (times overlap, so 2.3 ms is the limit).
  • Includes a complete API for blitting using the PS4 wonderful GPU that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 282 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Android

  • Bink 1 and Bink 2! Bink 2 requires Neon.
  • Available as a static library.
  • Works with GCC toolchain.
  • The Bink library is about 164 KB at runtime and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Microsoft Windows (all versions, 32-bit and 64-bit)

  • Bink 1 and Bink 2! Bink 2 requires SSE 2.
  • Available as a DLL file that ships with your application.
  • Should work fine with any Windows C/C++ compiler (including Microsoft Visual Studio 6 and .NET which we build with).
  • Built-in support for background thread decompression — playback is twice as
    fast on a dual core machine!
  • Allows you to offload much of the video decoding onto the GPU using DX11 compute shaders — this is two to three times
    faster than CPU-only decoding (and the higher the resolution, the bigger the win).
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • Supports the Miles Sound System, DirectSound, or waveout for sound output. We
    also support 5.1 or 7.1 multi-channel output using Miles.
  • Supplies super-fast MMX optimized YUV to RGB converters to 16-bit, 32-bit, and 24-bit RGB.
  • Can access the YUV bits directly in several formats (YUY2, UYUV, YUV12).
  • The Bink DLL is about 170 KB and is completely standalone (no other DLLs are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can open from a filename string, a file handle, or you can completely overload all of the IO functions. By default, the Bink IO system does all reading on a low-overhead background thread.
  • Includes a full-featured blitting and buffering API on Windows. This BinkBuffer API can use DirectDraw, DIBSections, and overlays in RGB or YUV mode. Blitting is normally complicated on Windows due to the huge number of APIs — Bink simplies this down to one simple API.
  • Includes wrappers for alpha-blitting through OpenGL, D3D 9, and D3D 11 with pixel shaders. Source code included to this layer, so you can easily integrate with the rest of your 3D game. Possible to use the Bink 3D buffer API without knowing GL or DX.
  • Bink 2 includes full GPU-assisted decoding for OpenGL and D3D 11.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.

OVT TV Player 9.1 Portable [2013, ТВ плеер]

Год выпуска: 2013Жанр: ТВ плеерРазработчик: OVTsoftСайт разработчика: http://ovtsoft.3dn.ru/Язык интерфейса: РусскийТип сборки: PortableРазрядность: 32/64-bitОперационная система: Windows XP, Vista, 7 Системные требования: Браузер Internet Explorer Доступ к Интернету Adobe Flash Player для браузеров Internet Explorer и Mozilla Firefox (Или Opera) Windows Media Player (для радио онлайн) Torrent Stream (для просмотра ТВ каналов на 4-ом и 5-ом серверах)Описание: OVT TV Player – бесплатный ТВ плеер c помощью которого можно смотреть телевидение онлайн, смотреть фильмы онлайн, слушать радио …

Программы / Интернет и сети / Разное (RSS, ТВ, радио и др)
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Sony PS Vita ® Handheld

  • Bink 1 (Bink 2 coming soon).
  • Available as a static library.
  • Works with the default Vita toolchain.
  • Includes a complete API for blitting using the Vita’s GPU register combiners that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 182 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Presentation settings:

Screen position and scaling: This option lets you choose the offset and the width and height on the screen as well as a zoom setting. You can use a negative number to scale. For example, -2 would mean play back the movie twice as large. -1 means fill the entire the screen. Most video cards have video acceleration that makes zoomed video playback possible — if you don’t have hardware blitting or overlays, then the video will still zoom, it’s just going to be really slow.

Scaling: This option lets you force one of the Bink software scaling modes. Normally, you’ll just use whatever scaling compression that the movie was compressed with. You can override the file’s default with 2x height doubled, 2x height interlaced, 2x width doubled, 2x width and height doubled, 2 width and height interlaced, and a run-time only option: 1x interlaced. 1x interlaced is great for slow machines — the output is interlaced, but it will cut the blitting CPU time in half!

Win Style: This feature controls the style of the playback window — you can choose title bar and border, thick border / no title bar, or no title bar and border at all. You can also force the window to always remain on top.

Disable: This feature lets you turn off certain input keys during video playback.

Guides and How to’s

Rad Video Tools video tutorials

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I tried to convert a 701 MB .MOV file which had a 5 minute playtime to .avi and got a humongous 4 GB .avi file. I tried twice with different output resolutions, same thing. Either it doesn’t work right or it’s too complicated for me to understand.

on
Jul 4, 2012 Version: 199r
OS: WinXP Ease of use: 1/10
Functionality: 1/10
Value for money: 1/10
Overall: 1/10

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this tool is amazing. after 2 days of trying to make TMPGEnc, WinAvi, AVS, Magic Video Converter and some other tools produce a simple .mov to .avi compilation I.ve found this tool superior to all of the above ones. TMPGEnc crushes with the popular «invalid sample format error» that seems to be quite a common problem without universal solution. The rest of the bunch either crushed or produced movie with no sound.
RAD said there’s something muddy in the source’s audio but magically crunched the video with no problem. It just works.

on
Sep 2, 2008 Version: 1.9h
OS: Vista Ease of use: 10/10
Functionality: 9/10
Value for money: 10/10
Overall: 10/10

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My new digital camera takes short movie clips. Minolta Dimage Z3. I needed a simple tool to convert QuickTime *.mov files into *.avi files. This was so that I could edit them in Pure Motion’s Edit Studio. This tool was great to use — just click the convert button — don’t fiddle with the settings and done.
The only complication was having to reinstall QuickTime with ALL it’s extra utilities using the ‘custom’ settings!

on
Jul 7, 2005 Version: N/A
OS: WinXP Ease of use: 8/10
Functionality: 10/10
Value for money: 10/10
Overall: 10/10

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I needed something quick and something that I was not going to need 2 hours to learn how to use. Tried a couple of other converters until I came accross this one. Wow, really easy and got the job done done. I was able to tweak a few setting and get the exact output I was hoping for.

on
Feb 11, 2005 Version: 1.7d / 4.2a
OS: WinXP Ease of use: 10/10
Functionality: 10/10
Value for money: 10/10
Overall: 10/10

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Sony PlayStation 2 Console

  • Bink 1 only.
  • Available as a static library.
  • Works with both SN Systems and CodeWarrior (we use SN Systems internally).
  • Uses one of the two PCM output channels (one on each SPU) for sound output. Will run simultaneously with other sound systems perfectly.
  • Supplies massively optimized assembly YUV to RGB converters to 16-bit, and 32-bit RGB.
  • Can access the YUV bits directly (YUV12).
  • A standard Bink player will link in about 115 KB of code and data and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or a starting logic sector number, or you can completely overload all of the IO functions.
  • Bink supplies a sophisticated IOP-side streaming system that does perfect asynchronous streaming and can run simultaneously with any other system IO being performed at the same time (so you can play videos during level loads).

Playback settings:

Loop the playback (blank for infinite): This option tells Bink to loop the Bink movie over and over.
You can choose a specific number of loops or simply leave the count blank for infinite looping until you press escape.

Use this frame rate (blank for fast): This option tells Bink to use the specified frame rate to playback the movie. You will usually just leave the frame rate blank on this option, which tells Bink to play flat out as fast as it can.

Show a playback summary: This option tells Bink to display a summary window when playback is finished. This summary contains all kinds of handy info, including the number of skipped frames, the speed of the IO device, percentage of time spent in various parts of Bink, and more. This summary is crucial if you’re having playback problems — these stats will help you pinpoint the problem area.

Show runtime playback statistics: This is one of my favorite features in Bink. Use this switch to display runtime information about the playback at the top of the video window. It’s even cooler than the summary window because this data is constantly updated during playback — it’s a piece of cake to find playback problems, since you just watch the runtime info where the IO buffer full percentage is displayed. If the buffer empties, then Bink is going to start skipping frames. Bink displays: the frame number, the current frame rate, the IO buffer filled percentage, the decompress time, the blitting time, the reading time, and the last one second’s data rate.

Don’t skip frames: This option tells Bink to never skip frames. If the video starts lagging behind, then the audio will start to skip.

Auto-pause when focus is lost: This switch tells Bink to automatically pause the video, when you switch to another window. Note: some DirectDraw drivers don’t clip the window display correctly, so your video may bleed through.

Clear outside window to black: This option tells Bink to center the window with all black around the edges.

Planes: This pull-down tells Bink what color planes to display. You can
show «full-color» (the default), «force grayscale» (which is slightly faster),
«swap Y for alpha» (which draws the alpha plane in place of the luminance
plane), and «show alpha only» (which draws the alpha plane in monochrome mode).

Hide Windows mouse cursor in the Bink window:
If you use this switch, Bink will hide the mouse cursor when it is within the confines of the Bink window.

Full-screen: This pull-down allows you to use a full-screen mode. Note that not all screen modes and color depths are supported by all video cards and/or DirectDraw drivers. You can choose both the resolution and the color depth to use. Many video cards only support accelerated video playback in certain resolutions and color depths.

Blitting style: Use this pull-down to choose the blitting technology to display the video frames. Bink uses a colorspace called YUV (YCrCb to be perfectly accurate),
which needs to be converted to RGB before viewing. By default, Bink does this
conversion in software and draws the frames with DIBSections.

You can use Bink’s software YUV to RGB converters, but if you have a good video card, all of this processing can be handled by the video card. One catch, though — different video cards support different YUV formats (kind of like they support different 16-bit RGB formats — 565, 555, for example), so Bink supports conversion to three types of YUV surfaces: YV12, YUYV, and YUY2. Most video cards support at least one of these YUV formats with hardware.

Video cards use two different techniques for display of YUV data — overlays and blitting conversion.

Overlays seem like black magic — they are high color surfaces that float above the normal desktop (kind of like a hardware window). They can even display high-color data while in 256 color mode on some video cards! Overlays are the very best way to display Bink video, if your video card supports them. But watch out — overlays can sometimes have bugs that cause Bink movies to look odd — if you suspect this is happening, use the software blitter to see if there’s any improvement in the appearance of the video.

Blitting conversion means that the pixels are converted from YUV color to RGB format while the data is being copied to the screen. Almost all video cards (even old ones), support hardware blitting conversion, usually even with stretching and shrinking for free. Bink can still fall back to its internal software mode, if necessary.

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