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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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@code{--enable-libopencore-amrwb} to configure to enable the libraries.
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Note that OpenCORE is under the Apache License 2.0 (see
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@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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incompatible with the LGPL version 2.1 and GPL version 2. You have to
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upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab   @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item RTMP                      @tab X @tab X
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    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab   @tab X
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@item RTSP                      @tab   @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item BMP          @tab X @tab X
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    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
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    @tab Digital Picture Exchange
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item JPEG-LS      @tab X @tab X
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@item LJPEG        @tab X @tab
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    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
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    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab     @tab  X
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    @tab AVS1-P2, JiZhun profile
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
356 d698c5d3 Diego Biurrun
    @tab fourcc: DUCK
357 68dddf53 Justin Ruggles
@item Duck TrueMotion 2.0    @tab     @tab  X
358 d698c5d3 Diego Biurrun
    @tab fourcc: TM20
359 9510f59a Diego Biurrun
@item DV (Digital Video)     @tab  X  @tab  X
360
@item Feeble Files/ScummVM DXA  @tab     @tab  X
361 d698c5d3 Diego Biurrun
    @tab Codec originally used in Feeble Files game.
362 9510f59a Diego Biurrun
@item Electronic Arts CMV video  @tab     @tab  X
363 d698c5d3 Diego Biurrun
    @tab Used in NHL 95 game.
364 c63ea92b Peter Ross
@item Electronic Arts Madcow video  @tab     @tab  X
365 dd2d651d Diego Biurrun
@item Electronic Arts TGV video  @tab     @tab  X
366
@item Electronic Arts TGQ video  @tab     @tab  X
367
@item Electronic Arts TQI video  @tab     @tab  X
368
@item Escape 124             @tab     @tab  X
369 f4258b13 Diego Biurrun
@item FFmpeg video codec #1  @tab  X  @tab  X
370 d698c5d3 Diego Biurrun
    @tab experimental lossless codec (fourcc: FFV1)
371 dd2d651d Diego Biurrun
@item Flash Screen Video v1  @tab  X  @tab  X
372 d698c5d3 Diego Biurrun
    @tab fourcc: FSV1
373 dd2d651d Diego Biurrun
@item Flash Video (FLV)      @tab  X  @tab  X
374 d698c5d3 Diego Biurrun
    @tab Sorenson H.263 used in Flash
375 dd2d651d Diego Biurrun
@item Fraps                  @tab     @tab  X
376 d66d8b83 Diego Biurrun
@item H.261                  @tab  X  @tab  X
377 dd2d651d Diego Biurrun
@item H.263 / H.263-1996     @tab  X  @tab  X
378
@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
379
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
380 360f980b Diego Biurrun
    @tab encoding supported through external library libx264
381 dd2d651d Diego Biurrun
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
382 d66d8b83 Diego Biurrun
@item HuffYUV                @tab  X  @tab  X
383 dd2d651d Diego Biurrun
@item HuffYUV FFmpeg variant @tab  X  @tab  X
384 d66d8b83 Diego Biurrun
@item IBM Ultimotion         @tab     @tab  X
385 d698c5d3 Diego Biurrun
    @tab fourcc: ULTI
386 bac4c85c Diego Biurrun
@item id Cinematic video     @tab     @tab  X
387 d698c5d3 Diego Biurrun
    @tab Used in Quake II.
388 a1c5b6ec Justin Ruggles
@item id RoQ video           @tab  X  @tab  X
389 d698c5d3 Diego Biurrun
    @tab Used in Quake III, Jedi Knight 2, other computer games.
390 b9e06ddd Peter Ross
@item IFF ILBM               @tab     @tab  X
391
    @tab IFF interlaved bitmap
392
@item IFF ByteRun1           @tab     @tab  X
393
    @tab IFF run length encoded bitmap
394 dd2d651d Diego Biurrun
@item Intel H.263            @tab     @tab  X
395
@item Intel Indeo 2          @tab     @tab  X
396 d66d8b83 Diego Biurrun
@item Intel Indeo 3          @tab     @tab  X
397 dd2d651d Diego Biurrun
@item Interplay C93          @tab     @tab  X
398 9510f59a Diego Biurrun
    @tab Used in the game Cyberia from Interplay.
399 dd2d651d Diego Biurrun
@item Interplay MVE video    @tab     @tab  X
400 d698c5d3 Diego Biurrun
    @tab Used in Interplay .MVE files.
401 dd2d651d Diego Biurrun
@item Karl Morton's video codec  @tab     @tab  X
402 d698c5d3 Diego Biurrun
    @tab Codec used in Worms games.
403 dd2d651d Diego Biurrun
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
404
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
405 d66d8b83 Diego Biurrun
@item LOCO                   @tab     @tab  X
406
@item lossless MJPEG         @tab  X  @tab  X
407
@item Microsoft RLE          @tab     @tab  X
408 dd2d651d Diego Biurrun
@item Microsoft Video 1      @tab     @tab  X
409 d66d8b83 Diego Biurrun
@item Mimic                  @tab     @tab  X
410 d698c5d3 Diego Biurrun
    @tab Used in MSN Messenger Webcam streams.
411 d66d8b83 Diego Biurrun
@item Miro VideoXL           @tab     @tab  X
412 d698c5d3 Diego Biurrun
    @tab fourcc: VIXL
413 eacf8613 Justin Ruggles
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
414 dd2d651d Diego Biurrun
@item Motion Pixels video    @tab     @tab  X
415
@item MPEG-1 video           @tab  X  @tab  X
416
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
417
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
418
@item MPEG-2 video           @tab  X  @tab  X
419
@item MPEG-4 part 2          @tab  X  @tab  X
420
    @ libxvidcore can be used alternatively for encoding.
421
@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
422
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
423
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
424 eacf8613 Justin Ruggles
@item Nintendo Gamecube THP video  @tab     @tab  X
425 641992de Diego Biurrun
@item NuppelVideo/RTjpeg     @tab     @tab  X
426
    @tab Video encoding used in NuppelVideo files.
427 d66d8b83 Diego Biurrun
@item On2 VP3                @tab     @tab  X
428 d698c5d3 Diego Biurrun
    @tab still experimental
429 d66d8b83 Diego Biurrun
@item On2 VP5                @tab     @tab  X
430 d698c5d3 Diego Biurrun
    @tab fourcc: VP50
431 d66d8b83 Diego Biurrun
@item On2 VP6                @tab     @tab  X
432 d698c5d3 Diego Biurrun
    @tab fourcc: VP60,VP61,VP62
433 d66d8b83 Diego Biurrun
@item planar RGB             @tab     @tab  X
434 d698c5d3 Diego Biurrun
    @tab fourcc: 8BPS
435 a1c5b6ec Justin Ruggles
@item Q-team QPEG            @tab     @tab  X
436 d698c5d3 Diego Biurrun
    @tab fourccs: QPEG, Q1.0, Q1.1
437 9510f59a Diego Biurrun
@item QuickTime 8BPS video   @tab     @tab  X
438 a1c5b6ec Justin Ruggles
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
439
    @tab fourcc: 'rle '
440
@item QuickTime Graphics (SMC)  @tab     @tab  X
441
    @tab fourcc: 'smc '
442
@item QuickTime video (RPZA) @tab     @tab  X
443
    @tab fourcc: rpza
444 4aaab0a3 Reimar Döffinger
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
445 a1c5b6ec Justin Ruggles
@item Raw Video              @tab  X  @tab  X
446 d0e1cd3d Diego Biurrun
@item RealVideo 1.0          @tab  X  @tab  X
447
@item RealVideo 2.0          @tab  X  @tab  X
448 6beb8b26 Kostya Shishkov
@item RealVideo 3.0          @tab     @tab  X
449
    @tab still far from ideal
450 11c0f9ec Kostya Shishkov
@item RealVideo 4.0          @tab     @tab  X
451 68dddf53 Justin Ruggles
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
452 d698c5d3 Diego Biurrun
    @tab Texture dictionaries used by the Renderware Engine.
453 a1c5b6ec Justin Ruggles
@item RL2 video              @tab     @tab  X
454
    @tab used in some games by Entertainment Software Partners
455 68dddf53 Justin Ruggles
@item Sierra VMD video       @tab     @tab  X
456
    @tab Used in Sierra VMD files.
457 bac4c85c Diego Biurrun
@item Smacker video          @tab     @tab  X
458 d698c5d3 Diego Biurrun
    @tab Video encoding used in Smacker.
459 68dddf53 Justin Ruggles
@item SMPTE VC-1             @tab     @tab  X
460 d66d8b83 Diego Biurrun
@item Snow                   @tab  X  @tab  X
461 d698c5d3 Diego Biurrun
    @tab experimental wavelet codec (fourcc: SNOW)
462 eacf8613 Justin Ruggles
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
463 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
464 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ1
465 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 3  @tab     @tab  X
466 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ3
467 a1c5b6ec Justin Ruggles
@item Sunplus JPEG (SP5X)    @tab     @tab  X
468 d698c5d3 Diego Biurrun
    @tab fourcc: SP5X
469 68dddf53 Justin Ruggles
@item TechSmith Screen Capture Codec  @tab     @tab  X
470 d698c5d3 Diego Biurrun
    @tab fourcc: TSCC
471 82ced5a9 Diego Biurrun
@item Theora                 @tab  E  @tab  X
472 360f980b Diego Biurrun
    @tab encoding supported through external library libtheora
473 a1c5b6ec Justin Ruggles
@item Tiertex Limited SEQ video  @tab     @tab  X
474 d698c5d3 Diego Biurrun
    @tab Codec used in DOS CD-ROM FlashBack game.
475 ca0bb1c4 Baptiste Coudurier
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
476 eacf8613 Justin Ruggles
@item VMware Screen Codec / VMware Video  @tab     @tab  X
477 d698c5d3 Diego Biurrun
    @tab Codec used in videos captured by VMware.
478 eacf8613 Justin Ruggles
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
479 dd2d651d Diego Biurrun
@item Windows Media Video 7  @tab  X  @tab  X
480 eacf8613 Justin Ruggles
@item Windows Media Video 8  @tab  X  @tab  X
481 68dddf53 Justin Ruggles
@item Windows Media Video 9  @tab     @tab  X
482
    @tab not completely working
483 eacf8613 Justin Ruggles
@item Wing Commander III / Xan  @tab     @tab  X
484
    @tab Used in Wing Commander III .MVE files.
485 d66d8b83 Diego Biurrun
@item Winnov WNV1            @tab     @tab  X
486
@item WMV7                   @tab  X  @tab  X
487 39271be4 Diego Biurrun
@item YAMAHA SMAF            @tab  X  @tab  X
488 d66d8b83 Diego Biurrun
@item ZLIB                   @tab  X  @tab  X
489 d698c5d3 Diego Biurrun
    @tab part of LCL, encoder experimental
490 eacf8613 Justin Ruggles
@item Zip Motion Blocks Video  @tab   X @tab  X
491 d698c5d3 Diego Biurrun
    @tab Encoder works only in PAL8.
492 d0e1cd3d Diego Biurrun
@end multitable
493
494
@code{X} means that encoding (resp. decoding) is supported.
495
496 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
497
498 d0e1cd3d Diego Biurrun
@section Audio Codecs
499
500 485ec4f1 Aurelien Jacobs
@multitable @columnfractions .4 .1 .1 .4
501 b3de4544 Diego Biurrun
@item Name @tab Encoding @tab Decoding @tab Comments
502 16d81b27 Diego Biurrun
@item 8SVX audio             @tab     @tab  X
503 82ced5a9 Diego Biurrun
@item AAC                    @tab  E  @tab  X
504 360f980b Diego Biurrun
    @tab encoding supported through external library libfaac
505 c76d1bb2 Justin Ruggles
@item AC-3                   @tab IX  @tab  X
506 fd75cedd Diego Biurrun
@item ADPCM 4X Movie         @tab     @tab  X
507
@item ADPCM CDROM XA         @tab     @tab  X
508
@item ADPCM Creative Technology @tab     @tab  X
509
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
510
@item ADPCM Electronic Arts  @tab     @tab  X
511
    @tab Used in various EA titles.
512
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
513
    @tab Used in Sim City 3000.
514
@item ADPCM Electronic Arts R1  @tab     @tab  X
515
@item ADPCM Electronic Arts R2  @tab     @tab  X
516
@item ADPCM Electronic Arts R3  @tab     @tab  X
517
@item ADPCM Electronic Arts XAS @tab     @tab  X
518
@item ADPCM G.726            @tab  X  @tab  X
519
@item ADPCM IMA AMV          @tab     @tab  X
520
    @tab Used in AMV files
521
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
522
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
523
@item ADPCM IMA Funcom       @tab     @tab  X
524
@item ADPCM IMA QuickTime    @tab  X  @tab  X
525
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
526
@item ADPCM IMA WAV          @tab  X  @tab  X
527
@item ADPCM IMA Westwood     @tab     @tab  X
528
@item ADPCM ISS IMA          @tab     @tab  X
529
    @tab Used in FunCom games.
530
@item ADPCM IMA Duck DK3     @tab     @tab  X
531
    @tab Used in some Sega Saturn console games.
532
@item ADPCM IMA Duck DK4     @tab     @tab  X
533
    @tab Used in some Sega Saturn console games.
534
@item ADPCM Microsoft        @tab  X  @tab  X
535
@item ADPCM MS IMA           @tab  X  @tab  X
536
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
537
@item ADPCM QT IMA           @tab  X  @tab  X
538
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
539
    @tab Used in Sega Dreamcast games.
540
@item ADPCM Shockwave Flash  @tab  X  @tab  X
541
@item ADPCM SMJPEG IMA       @tab     @tab  X
542
    @tab Used in certain Loki game ports.
543
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
544
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
545
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
546
@item ADPCM Westwood Studios IMA @tab     @tab  X
547
    @tab Used in Westwood Studios games like Command and Conquer.
548
@item ADPCM Yamaha           @tab  X  @tab  X
549 82ced5a9 Diego Biurrun
@item AMR-NB                 @tab  E  @tab  E
550 fc1206a4 Diego Biurrun
    @tab supported through external library libopencore-amrnb
551
@item AMR-WB                 @tab     @tab  E
552
    @tab decoding supported through external library libopencore-amrwb
553 833e90dd Jai Menon
@item Apple lossless audio   @tab  X  @tab  X
554 d698c5d3 Diego Biurrun
    @tab QuickTime fourcc 'alac'
555 61dc238b Benjamin Larsson
@item Atrac 1                @tab     @tab  X
556 9510f59a Diego Biurrun
@item Atrac 3                @tab     @tab  X
557 c0d3f516 Peter Ross
@item Bink Audio             @tab     @tab  X
558
    @tab Used in Bink and Smacker files in many games.
559 9510f59a Diego Biurrun
@item Delphine Software International CIN audio  @tab     @tab  X
560 d698c5d3 Diego Biurrun
    @tab Codec used in Delphine Software International games.
561 9510f59a Diego Biurrun
@item COOK                   @tab     @tab  X
562
    @tab All versions except 5.1 are supported.
563
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
564 12dd57fd Diego Biurrun
@item DPCM id RoQ            @tab  X  @tab  X
565
    @tab Used in Quake III, Jedi Knight 2, other computer games.
566
@item DPCM Interplay         @tab     @tab  X
567
    @tab Used in various Interplay computer games.
568
@item DPCM Sierra Online     @tab     @tab  X
569
    @tab Used in Sierra Online game audio files.
570
@item DPCM Sol               @tab     @tab  X
571
@item DPCM Xan               @tab     @tab  X
572 eff9011d Sascha Sommer
    @tab Used in Origin's Wing Commander IV AVI files.
573 16d81b27 Diego Biurrun
@item DSP Group TrueSpeech   @tab     @tab  X
574
@item DV audio               @tab     @tab  X
575 44723c84 Justin Ruggles
@item Enhanced AC-3          @tab     @tab  X
576 dd2d651d Diego Biurrun
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
577
@item G.729                  @tab     @tab  X
578 82ced5a9 Diego Biurrun
@item GSM                    @tab  E  @tab  E
579 3f33271a Diego Biurrun
    @tab supported through external library libgsm
580 dd2d651d Diego Biurrun
@item GSM Microsoft variant  @tab  E  @tab  E
581 3f33271a Diego Biurrun
    @tab supported through external library libgsm
582 dd2d651d Diego Biurrun
@item IMC (Intel Music Coder)  @tab     @tab  X
583
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
584
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
585 9ba4821d Ramiro Polla
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
586
    @tab Used in DVD-Audio discs.
587 16d81b27 Diego Biurrun
@item Monkey's Audio         @tab     @tab  X
588 d698c5d3 Diego Biurrun
    @tab Only versions 3.97-3.99 are supported.
589 dd2d651d Diego Biurrun
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
590
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
591
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
592
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
593 99971952 Thilo Borgmann
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
594 dd2d651d Diego Biurrun
@item Musepack SV7           @tab     @tab  X
595
@item Musepack SV8           @tab     @tab  X
596 641992de Diego Biurrun
@item Nellymoser Asao        @tab  X  @tab  X
597
@item PCM A-law              @tab  X  @tab  X
598
@item PCM mu-law             @tab  X  @tab  X
599
@item PCM 16-bit little-endian planar  @tab     @tab  X
600
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
601
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
602
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
603
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
604
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
605
@item PCM signed 8-bit       @tab  X  @tab  X
606
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
607
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
608
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
609
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
610
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
611
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
612 5dd3707b Christian Schmidt
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
613 641992de Diego Biurrun
@item PCM unsigned 8-bit     @tab  X  @tab  X
614
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
615
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
616
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
617
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
618
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
619
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
620
@item PCM Zork               @tab  X  @tab  X
621 73b458e3 Kenan Gillet
@item QCELP / PureVoice      @tab     @tab  X
622 a1c5b6ec Justin Ruggles
@item QDesign Music Codec 2  @tab     @tab  X
623 d698c5d3 Diego Biurrun
    @tab There are still some distortions.
624 a1c5b6ec Justin Ruggles
@item RealAudio 1.0 (14.4K)  @tab     @tab  X
625 d698c5d3 Diego Biurrun
    @tab Real 14400 bit/s codec
626 a1c5b6ec Justin Ruggles
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
627 d698c5d3 Diego Biurrun
    @tab Real 28800 bit/s codec
628 a1c5b6ec Justin Ruggles
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
629 a692130f Justin Ruggles
    @tab Real low bitrate AC-3 codec
630 7bd3096f Vladimir Voroshilov
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
631 bac4c85c Diego Biurrun
@item Shorten                @tab     @tab  X
632 68dddf53 Justin Ruggles
@item Sierra VMD audio       @tab     @tab  X
633
    @tab Used in Sierra VMD files.
634 bac4c85c Diego Biurrun
@item Smacker audio          @tab     @tab  X
635 e6fa1ca5 Justin Ruggles
@item Sonic                  @tab  X  @tab  X
636
    @tab experimental codec
637
@item Sonic lossless         @tab  X  @tab  X
638
    @tab experimental codec
639 82ced5a9 Diego Biurrun
@item Speex                  @tab     @tab  E
640 360f980b Diego Biurrun
    @tab supported through external library libspeex
641 16d81b27 Diego Biurrun
@item True Audio (TTA)       @tab     @tab  X
642 9ba4821d Ramiro Polla
@item TrueHD                 @tab     @tab  X
643
    @tab Used in HD-DVD and Blu-Ray discs.
644 7bd47335 Vitor Sessak
@item TwinVQ (VQF flavor)    @tab     @tab  X
645 dd2d651d Diego Biurrun
@item Vorbis                 @tab  E  @tab  X
646
    @ A native but very primitive encoder exists.
647 bac4c85c Diego Biurrun
@item WavPack                @tab     @tab  X
648 eacf8613 Justin Ruggles
@item Westwood Audio (SND1)  @tab     @tab  X
649
@item Windows Media Audio 1  @tab  X  @tab  X
650
@item Windows Media Audio 2  @tab  X  @tab  X
651 c1061cc7 Sascha Sommer
@item Windows Media Audio Pro @tab    @tab  X
652 d0e1cd3d Diego Biurrun
@end multitable
653
654
@code{X} means that encoding (resp. decoding) is supported.
655
656 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
657
658 d0e1cd3d Diego Biurrun
@code{I} means that an integer-only version is available, too (ensures high
659
performance on systems without hardware floating point support).
660
661 bd3151f2 Diego Biurrun
@section Subtitle Formats
662
663 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1 .1 .1 .1
664 9afc2917 Diego Biurrun
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
665 913c3e2c Diego Biurrun
@item SSA/ASS      @tab X @tab X
666 9afc2917 Diego Biurrun
@item DVB          @tab X @tab X @tab X @tab X
667
@item DVD          @tab X @tab X @tab X @tab X
668 c58b82a2 Stephen Backway
@item PGS          @tab   @tab   @tab   @tab X
669 a4276ba2 Reimar Döffinger
@item XSUB         @tab   @tab   @tab X @tab X
670 bd3151f2 Diego Biurrun
@end multitable
671
672
@code{X} means that the feature is supported.
673
674 fbd52050 Diego Biurrun
@section Network Protocols
675
676 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1
677 fbd52050 Diego Biurrun
@item Name         @tab Support
678
@item file         @tab X
679
@item Gopher       @tab X
680
@item HTTP         @tab X
681
@item pipe         @tab X
682
@item RTP          @tab X
683
@item TCP          @tab X
684
@item UDP          @tab X
685
@end multitable
686
687
@code{X} means that the protocol is supported.
688
689
690 fa3f2a35 Diego Biurrun
@section Input/Output Devices
691
692
@multitable @columnfractions .4 .1 .1
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@item Name              @tab Input  @tab Output
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@item ALSA              @tab X      @tab X
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@item BEOS audio        @tab X      @tab X
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@item BKTR              @tab X      @tab
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@item DV1394            @tab X      @tab
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@item JACK              @tab X      @tab
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@item LIBDC1394         @tab X      @tab
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@item OSS               @tab X      @tab X
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@item Video4Linux       @tab X      @tab
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@item Video4Linux2      @tab X      @tab
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@item VfW capture       @tab X      @tab
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@item X11 grabbing      @tab X      @tab
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@end multitable
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@code{X} means that input/output is supported.
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@chapter Platform Specific information
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@section BSD
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BSD make will not build FFmpeg, you need to install and use GNU Make
715
(@file{gmake}).
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@section Windows
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To get help and instructions for building FFmpeg under Windows, check out
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the FFmpeg Windows Help Forum at
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@url{http://ffmpeg.arrozcru.org/}.
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@subsection Native Windows compilation
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FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
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You can find detailed installation
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instructions in the download section and the FAQ.
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FFmpeg does not build out-of-the-box with the packages the automated MinGW
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installer provides. It also requires coreutils to be installed and many other
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packages updated to the latest version. The minimum version for some packages
733
are listed below:
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@itemize
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@item bash 3.1
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@item msys-make 3.81-2 (note: not mingw32-make)
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@item w32api 3.13
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@item mingw-runtime 3.15
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@end itemize
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FFmpeg automatically passes @code{-fno-common} to the compiler to work around
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a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
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Within the MSYS shell, configure and make with:
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@example
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./configure --enable-memalign-hack
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make
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make install
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@end example
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This will install @file{ffmpeg.exe} along with many other development files
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to @file{/usr/local}. You may specify another install path using the
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@code{--prefix} option in @file{configure}.
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Notes:
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@itemize
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@item Building natively using MSYS can be sped up by disabling implicit rules
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in the Makefile by calling @code{make -r} instead of plain @code{make}. This
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speed up is close to non-existent for normal one-off builds and is only
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noticeable when running make for a second time (for example in
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@code{make install}).
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@item In order to compile FFplay, you must have the MinGW development library
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of SDL. Get it from @url{http://www.libsdl.org}.
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Edit the @file{bin/sdl-config} script so that it points to the correct prefix
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where SDL was installed. Verify that @file{sdl-config} can be launched from
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the MSYS command line.
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@item By using @code{./configure --enable-shared} when configuring FFmpeg,
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you can build libavutil, libavcodec and libavformat as DLLs.
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776
@end itemize
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@subsection Microsoft Visual C++ compatibility
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As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
781
want to use the libav* libraries in your own applications, you can still
782
compile those applications using MSVC++. But the libav* libraries you link
783
to @emph{must} be built with MinGW. However, you will not be able to debug
784
inside the libav* libraries, since MSVC++ does not recognize the debug
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symbols generated by GCC.
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We strongly recommend you to move over from MSVC++ to MinGW tools.
787 d0e1cd3d Diego Biurrun
788 c1989552 Ramiro Polla
This description of how to use the FFmpeg libraries with MSVC++ is based on
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Microsoft Visual C++ 2005 Express Edition. If you have a different version,
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you might have to modify the procedures slightly.
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@subsubsection Using static libraries
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Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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@enumerate
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@item Create a new console application ("File / New / Project") and then
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select "Win32 Console Application". On the appropriate page of the
800
Application Wizard, uncheck the "Precompiled headers" option.
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@item Write the source code for your application, or, for testing, just
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copy the code from an existing sample application into the source file
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that MSVC++ has already created for you. For example, you can copy
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@file{libavformat/output-example.c} from the FFmpeg distribution.
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@item Open the "Project / Properties" dialog box. In the "Configuration"
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combo box, select "All Configurations" so that the changes you make will
809
affect both debug and release builds. In the tree view on the left hand
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side, select "C/C++ / General", then edit the "Additional Include
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Directories" setting to contain the path where the FFmpeg includes were
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installed (i.e. @file{c:\msys\1.0\local\include}).
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Do not add MinGW's include directory here, or the include files will
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conflict with MSVC's.
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@item Still in the "Project / Properties" dialog box, select
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"Linker / General" from the tree view and edit the
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"Additional Library Directories" setting to contain the @file{lib}
819
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
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the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
821
and the directory where MinGW's GCC libs are installed
822
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
823
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
824
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
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@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
826
to the end of "Additional Dependencies".
827 d0e1cd3d Diego Biurrun
828
@item Now, select "C/C++ / Code Generation" from the tree view. Select
829
"Debug" in the "Configuration" combo box. Make sure that "Runtime
830
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
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the "Configuration" combo box and make sure that "Runtime Library" is
832
set to "Multi-threaded DLL".
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@item Click "OK" to close the "Project / Properties" dialog box.
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@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
837
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
838
and install it in MSVC++'s include directory
839
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
840
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@item MSVC++ also does not understand the @code{inline} keyword used by
842
FFmpeg, so you must add this line before @code{#include}ing libav*:
843
@example
844
#define inline _inline
845
@end example
846
847
@item Build your application, everything should work.
848
849
@end enumerate
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@subsubsection Using shared libraries
852
853
This is how to create DLL and LIB files that are compatible with MSVC++:
854
855
@enumerate
856
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@item Add a call to @file{vcvars32.bat} (which sets up the environment
858
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
859
The standard location for @file{vcvars32.bat} is
860
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
861
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
862
If this corresponds to your setup, add the following line as the first line
863
of @file{msys.bat}:
864
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@example
866
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
867
@end example
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869
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
870
and run @file{c:\msys\1.0\msys.bat} from there.
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@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
873
from @file{Microsoft (R) Library Manager}, this means your environment
874
variables are set up correctly, the @file{Microsoft (R) Library Manager}
875
is on the path and will be used by FFmpeg to create
876
MSVC++-compatible import libraries.
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878
@item Build FFmpeg with
879
880
@example
881
./configure --enable-shared --enable-memalign-hack
882
make
883
make install
884
@end example
885
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Your install path (@file{/usr/local/} by default) should now have the
887
necessary DLL and LIB files under the @file{bin} directory.
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889
@end enumerate
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To use those files with MSVC++, do the same as you would do with
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the static libraries, as described above. But in Step 4,
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you should only need to add the directory where the LIB files are installed
894
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
895
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
896
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
897
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
898
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
899
statically linked into the DLLs. The @file{bin} directory contains a bunch
900
of DLL files, but the ones that are actually used to run your application
901
are the ones with a major version number in their filenames
902
(i.e. @file{avcodec-51.dll}).
903
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@subsection Cross compilation for Windows with Linux
905
906
You must use the MinGW cross compilation tools available at
907
@url{http://www.mingw.org/}.
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Then configure FFmpeg with the following options:
910
@example
911
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
912
@end example
913
(you can change the cross-prefix according to the prefix chosen for the
914
MinGW tools).
915
916
Then you can easily test FFmpeg with Wine
917
(@url{http://www.winehq.com/}).
918
919
@subsection Compilation under Cygwin
920
921 8484503e Víctor Paesa
The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
922
does not contain llrint().  You need to upgrade to the unstable 1.7.x versions,
923
or leverage the implementation in MinGW (as explained below).
924 d0e1cd3d Diego Biurrun
925
Just install your Cygwin with all the "Base" packages, plus the
926
following "Devel" ones:
927
@example
928 71ecc16b Ramiro Polla
binutils, gcc-core, make, subversion, mingw-runtime
929
@end example
930
931
And the following "Utils" one:
932
@example
933
diffutils
934 d0e1cd3d Diego Biurrun
@end example
935
936 666a1b34 Víctor Paesa
The experimental gcc4 package is still buggy, hence please
937
use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
938
939 8484503e Víctor Paesa
Install the current binutils-20080624-2 as they work fine (the old
940
binutils-20060709-1 proved buggy on shared builds).
941 d0e1cd3d Diego Biurrun
942 29c3d42b Víctor Paesa
Then create a small library that just contains llrint():
943
944
@example
945
ar x /usr/lib/mingw/libmingwex.a llrint.o
946
ar cq /usr/local/lib/libllrint.a llrint.o
947
@end example
948
949 d0e1cd3d Diego Biurrun
Then run
950
951
@example
952 29c3d42b Víctor Paesa
./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
953 d0e1cd3d Diego Biurrun
@end example
954
955
to make a static build or
956
957
@example
958 29c3d42b Víctor Paesa
./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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@end example
960
961
to build shared libraries.
962
963
If you want to build FFmpeg with additional libraries, download Cygwin
964 5dd9799d Víctor Paesa
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
965
@example
966
libogg-devel, libvorbis-devel
967
@end example
968
969
These library packages are only available from Cygwin Ports
970 be8497b0 Víctor Paesa
(@url{http://sourceware.org/cygwinports/}) :
971 5dd9799d Víctor Paesa
972
@example
973
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
974
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
975
libxvidcore-devel
976
@end example
977
978
The recommendation for libnut and x264 is to build them from source by
979
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
980 d0e1cd3d Diego Biurrun
981 cdf51395 Víctor Paesa
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
982
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
983
984 d0e1cd3d Diego Biurrun
@subsection Crosscompilation for Windows under Cygwin
985
986
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
987
988
Just install your Cygwin as explained before, plus these additional
989
"Devel" packages:
990
@example
991
gcc-mingw-core, mingw-runtime, mingw-zlib
992
@end example
993
994
and add some special flags to your configure invocation.
995
996
For a static build run
997
@example
998
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
999
@end example
1000
1001
and for a build with shared libraries
1002
@example
1003
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1004
@end example
1005
1006
@section BeOS
1007
1008 5f757b85 Diego Biurrun
BeOS support is broken in mysterious ways.
1009 d0e1cd3d Diego Biurrun
1010 25b92a79 Dave Yeo
@section OS/2
1011
1012
For information about compiling FFmpeg on OS/2 see
1013
@url{http://www.edm2.com/index.php/FFmpeg}.
1014
1015 d0e1cd3d Diego Biurrun
@bye