FFME.Windows 4.2.330

FFME is an advanced WPF MediaElement alternative. While the standard MediaElement uses DirectX (DirectShow) for media playback, FFME uses FFmpeg to read and decode audio and video.

Install-Package FFME.Windows -Version 4.2.330
dotnet add package FFME.Windows --version 4.2.330
<PackageReference Include="FFME.Windows" Version="4.2.330" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add FFME.Windows --version 4.2.330
The NuGet Team does not provide support for this client. Please contact its maintainers for support.

How to use FFME

In order to use the FFME MediaElement control, you will need to setup a folder with FFmpeg binaries and point to it from your application code.
Here are the steps:

  1. You can build your own FFmpeg shared binaries or download a compatible build from the wonderful Zeranoe FFmpeg Builds site: (https://ffmpeg.zeranoe.com/).
  2. Your FFmpeg build (see the bin folder) should have 3 exe files and a number of dll files and must match your app's architecture (32-bit or 64-bit). Copy all of them to a folder such as (c:\ffmpeg)
  3. Within you application's startup code (Main method), set Unosquare.FFME.Library.FFmpegDirectory = @"path to ffmpeg binaries from the previous step";.
  4. Use the FFME MediaElement control as any other WPF control!
    For example: In your MainForm.xaml, add the namespace: xmlns:ffme="clr-namespace:Unosquare.FFME;assembly=ffme.win"
    And then add the FFME control your window: <ffme:MediaElement x:Name="Media" Background="Gray" LoadedBehavior="Play" UnloadedBehavior="Manual" />
    To play files or streams, call the asyncrhonous Open method: await Media.Open(new Uri(@"c:\your-file-here"));

Happy coding!
Mario, Unosquare and the FFME contributors.

How to use FFME

In order to use the FFME MediaElement control, you will need to setup a folder with FFmpeg binaries and point to it from your application code.
Here are the steps:

  1. You can build your own FFmpeg shared binaries or download a compatible build from the wonderful Zeranoe FFmpeg Builds site: (https://ffmpeg.zeranoe.com/).
  2. Your FFmpeg build (see the bin folder) should have 3 exe files and a number of dll files and must match your app's architecture (32-bit or 64-bit). Copy all of them to a folder such as (c:\ffmpeg)
  3. Within you application's startup code (Main method), set Unosquare.FFME.Library.FFmpegDirectory = @"path to ffmpeg binaries from the previous step";.
  4. Use the FFME MediaElement control as any other WPF control!
    For example: In your MainForm.xaml, add the namespace: xmlns:ffme="clr-namespace:Unosquare.FFME;assembly=ffme.win"
    And then add the FFME control your window: <ffme:MediaElement x:Name="Media" Background="Gray" LoadedBehavior="Play" UnloadedBehavior="Manual" />
    To play files or streams, call the asyncrhonous Open method: await Media.Open(new Uri(@"c:\your-file-here"));

Happy coding!
Mario, Unosquare and the FFME contributors.

Release Notes

This is a release package of the Floyd Engine build referencing bindings to FFmpeg version 4.2.0
     This package does not contain the required FFmpeg binaries. Please refer to the following URL for instructions on how to obtain the binaries: https://github.com/unosquare/ffmediaelement
     Release details: https://github.com/unosquare/ffmediaelement/milestone/14?closed=1

This package is not used by any popular GitHub repositories.

Version History

Version Downloads Last updated
4.2.330 313 12/28/2019
4.2.320 566 11/16/2019
4.1.310 2,587 7/1/2019
4.1.300 1,177 4/19/2019
4.1.290 318 3/31/2019
4.1.280 2,055 3/17/2019
4.0.270 6,254 9/24/2018
4.0.260 1,127 6/3/2018
4.0.250 758 5/20/2018
3.4.240 685 4/25/2018
3.4.230 890 3/29/2018
3.4.220 478 3/7/2018
3.4.210 437 2/19/2018
3.4.200 512 2/3/2018
3.4.0.2-rc1 303 2/1/2018
3.4.0.2-b9 323 1/18/2018
3.4.0.2-b7 433 1/8/2018
3.4.0.2-b6 518 12/14/2017
3.4.0.2-b5 311 12/12/2017
3.4.0.2-b4 308 12/12/2017
3.4.0.2-b3 334 12/11/2017
3.4.0.2-b2 264 12/11/2017