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
4.2.330 471 12/28/2019
4.2.320 662 11/16/2019
4.1.310 2,884 7/1/2019
4.1.300 1,231 4/19/2019
4.1.290 322 3/31/2019
4.1.280 2,195 3/17/2019
4.0.270 6,332 9/24/2018
4.0.260 1,131 6/3/2018
4.0.250 768 5/20/2018
3.4.240 689 4/25/2018
3.4.230 950 3/29/2018
3.4.220 484 3/7/2018
3.4.210 441 2/19/2018
3.4.200 518 2/3/2018
3.4.0.2-rc1 307 2/1/2018
3.4.0.2-b9 324 1/18/2018
3.4.0.2-b7 435 1/8/2018
3.4.0.2-b6 520 12/14/2017
3.4.0.2-b5 312 12/12/2017
3.4.0.2-b4 310 12/12/2017
3.4.0.2-b3 336 12/11/2017
3.4.0.2-b2 268 12/11/2017