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<blockquote data-quote="Flipit" data-source="post: 181109" data-attributes="member: 11608"><p>The PS3 will probably recognise your mpTino, but it will likey report that the media you are trying to play is unsopported format.. even if it's just a plain mp3. </p><p></p><p>I spent some time trying to figure this out myself using the Platinum C++ SDK (was actually trying to figure out how to get the PS3 to recognise album covers... haven't cracked tha yet.)</p><p></p><p>For the PS3 to play the content from mpTino the http-get needs to contain the DNLA references. As far as I can tell the PS3 control point is using this to filter out non DNLA content. I belive this is part of the spec for DNLA devices using http-get requests. UPnP spec staes its an optional ( i think from recollection)</p><p></p><p>Example:</p><p></p><p>mpTino:</p><p>http-get:*:audio/mpeg:*"</p><p></p><p>nero Home Media:</p><p>http-get:*:audio/mpeg<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" />LNA.ORG_PN=MP3;DLNA.ORG_OP=01;DLNA.ORG_CI=0</p><p></p><p>You could change this is the mpTino code to add this to the http-get string pretty easily. Should work, and any other UPnP v1.0 renderer should ignore this part anyway. ( in theory)</p><p></p><p>BTW. I started on a UPnPMediaRender using the same Intel Stack, hit some big problems in getting LastChange events to work....de-serializing objects into the defined XML DOM and comparing XML strings, not my stongest point, but then neither is C#, I think I've craked that.. with a bit of a hack...for now, so I will as time allows continue.</p><p></p><p>Anyone who want to help is more then welcome.</p><p></p><p>So far I have a basic MediaRenderer class with a working RenderingControlService I plan on exposing all the attributes like "Volume" to MP through public Properties. It will need a Control Point as well.. I'm using a seperate one ( Intel Device Spy) for now for testing. </p><p></p><p>Once I get into the mp code though I'm really going to slow down.... I have no idea how to buffer an MP3 using g_player and work out whether it's still in the process buffering or is able to be played ...</p></blockquote><p></p>
[QUOTE="Flipit, post: 181109, member: 11608"] The PS3 will probably recognise your mpTino, but it will likey report that the media you are trying to play is unsopported format.. even if it's just a plain mp3. I spent some time trying to figure this out myself using the Platinum C++ SDK (was actually trying to figure out how to get the PS3 to recognise album covers... haven't cracked tha yet.) For the PS3 to play the content from mpTino the http-get needs to contain the DNLA references. As far as I can tell the PS3 control point is using this to filter out non DNLA content. I belive this is part of the spec for DNLA devices using http-get requests. UPnP spec staes its an optional ( i think from recollection) Example: mpTino: http-get:*:audio/mpeg:*" nero Home Media: http-get:*:audio/mpeg:DLNA.ORG_PN=MP3;DLNA.ORG_OP=01;DLNA.ORG_CI=0 You could change this is the mpTino code to add this to the http-get string pretty easily. Should work, and any other UPnP v1.0 renderer should ignore this part anyway. ( in theory) BTW. I started on a UPnPMediaRender using the same Intel Stack, hit some big problems in getting LastChange events to work....de-serializing objects into the defined XML DOM and comparing XML strings, not my stongest point, but then neither is C#, I think I've craked that.. with a bit of a hack...for now, so I will as time allows continue. Anyone who want to help is more then welcome. So far I have a basic MediaRenderer class with a working RenderingControlService I plan on exposing all the attributes like "Volume" to MP through public Properties. It will need a Control Point as well.. I'm using a seperate one ( Intel Device Spy) for now for testing. Once I get into the mp code though I'm really going to slow down.... I have no idea how to buffer an MP3 using g_player and work out whether it's still in the process buffering or is able to be played ... [/QUOTE]
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