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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} option 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 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 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 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 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 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   @tab X
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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 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 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 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
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    @tab fourcc: DUCK
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@item Duck TrueMotion 2.0    @tab     @tab  X
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    @tab fourcc: TM20
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@item DV (Digital Video)     @tab  X  @tab  X
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@item Feeble Files/ScummVM DXA  @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV video  @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts Madcow video  @tab     @tab  X
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@item Electronic Arts TGV video  @tab     @tab  X
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@item Electronic Arts TGQ video  @tab     @tab  X
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@item Electronic Arts TQI video  @tab     @tab  X
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@item Escape 124             @tab     @tab  X
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@item FFmpeg video codec #1  @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video v1  @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item Flash Video (FLV)      @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps                  @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263 / H.263-1996     @tab  X  @tab  X
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@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
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    @tab encoding supported through external library libx264
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item HuffYUV FFmpeg variant @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ video           @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel H.263            @tab     @tab  X
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@item Intel Indeo 2          @tab     @tab  X
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@item Intel Indeo 3          @tab     @tab  X
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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 Interplay MVE video    @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item Karl Morton's video codec  @tab     @tab  X
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    @tab Codec used in Worms games.
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@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
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@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video 1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG (Motion JPEG)    @tab  X  @tab  X
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@item Motion Pixels video    @tab     @tab  X
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@item MPEG-1 video           @tab  X  @tab  X
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@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
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@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
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@item MPEG-2 video           @tab  X  @tab  X
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@item MPEG-4 part 2          @tab  X  @tab  X
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    @ libxvidcore can be used alternatively for encoding.
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@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
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@item Nintendo Gamecube THP video  @tab     @tab  X
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@item NuppelVideo/RTjpeg     @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item On2 VP3                @tab     @tab  X
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    @tab still experimental
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
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    @tab fourcc: VP60,VP61,VP62
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@item planar RGB             @tab     @tab  X
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    @tab fourcc: 8BPS
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@item Q-team QPEG            @tab     @tab  X
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    @tab fourccs: QPEG, Q1.0, Q1.1
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@item QuickTime 8BPS video   @tab     @tab  X
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@item QuickTime Animation (RLE) video  @tab  X  @tab  X
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    @tab fourcc: 'rle '
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@item QuickTime Graphics (SMC)  @tab     @tab  X
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    @tab fourcc: 'smc '
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@item QuickTime video (RPZA) @tab     @tab  X
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    @tab fourcc: rpza
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@item Raw Video              @tab  X  @tab  X
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@item RealVideo 1.0          @tab  X  @tab  X
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@item RealVideo 2.0          @tab  X  @tab  X
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@item RealVideo 3.0          @tab     @tab  X
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    @tab still far from ideal
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@item RealVideo 4.0          @tab     @tab  X
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@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
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    @tab Texture dictionaries used by the Renderware Engine.
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@item RL2 video              @tab     @tab  X
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    @tab used in some games by Entertainment Software Partners
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@item Sierra VMD video       @tab     @tab  X
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    @tab Used in Sierra VMD files.
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@item Smacker video          @tab     @tab  X
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    @tab Video encoding used in Smacker.
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@item SMPTE VC-1             @tab     @tab  X
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@item Snow                   @tab  X  @tab  X
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    @tab experimental wavelet codec (fourcc: SNOW)
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@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
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@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
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    @tab fourcc: SVQ1
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@item Sorenson Vector Quantizer 3  @tab     @tab  X
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    @tab fourcc: SVQ3
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@item Sunplus JPEG (SP5X)    @tab     @tab  X
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    @tab fourcc: SP5X
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@item TechSmith Screen Capture Codec  @tab     @tab  X
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    @tab fourcc: TSCC
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@item Theora                 @tab  E  @tab  X
453
    @tab encoding supported through external library libtheora
454
@item Tiertex Limited SEQ video  @tab     @tab  X
455
    @tab Codec used in DOS CD-ROM FlashBack game.
456
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
457
@item VMware Screen Codec / VMware Video  @tab     @tab  X
458
    @tab Codec used in videos captured by VMware.
459
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
460
@item Windows Media Video 7  @tab  X  @tab  X
461
@item Windows Media Video 8  @tab  X  @tab  X
462
@item Windows Media Video 9  @tab     @tab  X
463
    @tab not completely working
464
@item Wing Commander III / Xan  @tab     @tab  X
465
    @tab Used in Wing Commander III .MVE files.
466
@item Winnov WNV1            @tab     @tab  X
467
@item WMV7                   @tab  X  @tab  X
468
@item YAMAHA SMAF            @tab  X  @tab  X
469
@item ZLIB                   @tab  X  @tab  X
470
    @tab part of LCL, encoder experimental
471
@item Zip Motion Blocks Video  @tab   X @tab  X
472
    @tab Encoder works only in PAL8.
473
@end multitable
474

    
475
@code{X} means that encoding (resp. decoding) is supported.
476

    
477
@code{E} means that support is provided through an external library.
478

    
479
@section Audio Codecs
480

    
481
@multitable @columnfractions .4 .1 .1 .4
482
@item Name @tab Encoding @tab Decoding @tab Comments
483
@item 8SVX audio             @tab     @tab  X
484
@item AAC                    @tab  E  @tab  X
485
    @tab encoding supported through external library libfaac
486
@item AC-3                   @tab IX  @tab  X
487
@item ADPCM 4X Movie         @tab     @tab  X
488
@item ADPCM CDROM XA         @tab     @tab  X
489
@item ADPCM Creative Technology @tab     @tab  X
490
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
491
@item ADPCM Electronic Arts  @tab     @tab  X
492
    @tab Used in various EA titles.
493
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
494
    @tab Used in Sim City 3000.
495
@item ADPCM Electronic Arts R1  @tab     @tab  X
496
@item ADPCM Electronic Arts R2  @tab     @tab  X
497
@item ADPCM Electronic Arts R3  @tab     @tab  X
498
@item ADPCM Electronic Arts XAS @tab     @tab  X
499
@item ADPCM G.726            @tab  X  @tab  X
500
@item ADPCM IMA AMV          @tab     @tab  X
501
    @tab Used in AMV files
502
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
503
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
504
@item ADPCM IMA Funcom       @tab     @tab  X
505
@item ADPCM IMA QuickTime    @tab  X  @tab  X
506
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
507
@item ADPCM IMA WAV          @tab  X  @tab  X
508
@item ADPCM IMA Westwood     @tab     @tab  X
509
@item ADPCM ISS IMA          @tab     @tab  X
510
    @tab Used in FunCom games.
511
@item ADPCM IMA Duck DK3     @tab     @tab  X
512
    @tab Used in some Sega Saturn console games.
513
@item ADPCM IMA Duck DK4     @tab     @tab  X
514
    @tab Used in some Sega Saturn console games.
515
@item ADPCM Microsoft        @tab  X  @tab  X
516
@item ADPCM MS IMA           @tab  X  @tab  X
517
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
518
@item ADPCM QT IMA           @tab  X  @tab  X
519
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
520
    @tab Used in Sega Dreamcast games.
521
@item ADPCM Shockwave Flash  @tab  X  @tab  X
522
@item ADPCM SMJPEG IMA       @tab     @tab  X
523
    @tab Used in certain Loki game ports.
524
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
525
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
526
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
527
@item ADPCM Westwood Studios IMA @tab     @tab  X
528
    @tab Used in Westwood Studios games like Command and Conquer.
529
@item ADPCM Yamaha           @tab  X  @tab  X
530
@item AMR-NB                 @tab  E  @tab  E
531
    @tab supported through external library libopencore-amrnb
532
@item AMR-WB                 @tab     @tab  E
533
    @tab decoding supported through external library libopencore-amrwb
534
@item Apple lossless audio   @tab  X  @tab  X
535
    @tab QuickTime fourcc 'alac'
536
@item Atrac 1                @tab     @tab  X
537
@item Atrac 3                @tab     @tab  X
538
@item Delphine Software International CIN audio  @tab     @tab  X
539
    @tab Codec used in Delphine Software International games.
540
@item COOK                   @tab     @tab  X
541
    @tab All versions except 5.1 are supported.
542
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
543
@item DPCM id RoQ            @tab  X  @tab  X
544
    @tab Used in Quake III, Jedi Knight 2, other computer games.
545
@item DPCM Interplay         @tab     @tab  X
546
    @tab Used in various Interplay computer games.
547
@item DPCM Sierra Online     @tab     @tab  X
548
    @tab Used in Sierra Online game audio files.
549
@item DPCM Sol               @tab     @tab  X
550
@item DPCM Xan               @tab     @tab  X
551
    @tab Used in Origin's Wing Commander IV AVI files.
552
@item DSP Group TrueSpeech   @tab     @tab  X
553
@item DV audio               @tab     @tab  X
554
@item Enhanced AC-3          @tab     @tab  X
555
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
556
@item G.729                  @tab     @tab  X
557
@item GSM                    @tab  E  @tab  E
558
    @tab supported through external library libgsm
559
@item GSM Microsoft variant  @tab  E  @tab  E
560
    @tab supported through external library libgsm
561
@item IMC (Intel Music Coder)  @tab     @tab  X
562
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
563
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
564
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
565
    @tab Used in DVD-Audio discs.
566
@item Monkey's Audio         @tab     @tab  X
567
    @tab Only versions 3.97-3.99 are supported.
568
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
569
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
570
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
571
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
572
@item Musepack SV7           @tab     @tab  X
573
@item Musepack SV8           @tab     @tab  X
574
@item Nellymoser Asao        @tab  X  @tab  X
575
@item PCM A-law              @tab  X  @tab  X
576
@item PCM mu-law             @tab  X  @tab  X
577
@item PCM 16-bit little-endian planar  @tab     @tab  X
578
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
579
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
580
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
581
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
582
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
583
@item PCM signed 8-bit       @tab  X  @tab  X
584
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
585
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
586
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
587
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
588
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
589
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
590
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
591
@item PCM unsigned 8-bit     @tab  X  @tab  X
592
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
593
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
594
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
595
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
596
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
597
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
598
@item PCM Zork               @tab  X  @tab  X
599
@item QCELP / PureVoice      @tab     @tab  X
600
@item QDesign Music Codec 2  @tab     @tab  X
601
    @tab There are still some distortions.
602
@item RealAudio 1.0 (14.4K)  @tab     @tab  X
603
    @tab Real 14400 bit/s codec
604
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
605
    @tab Real 28800 bit/s codec
606
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
607
    @tab Real low bitrate AC-3 codec
608
@item Shorten                @tab     @tab  X
609
@item Sierra VMD audio       @tab     @tab  X
610
    @tab Used in Sierra VMD files.
611
@item Smacker audio          @tab     @tab  X
612
@item Sonic                  @tab  X  @tab  X
613
    @tab experimental codec
614
@item Sonic lossless         @tab  X  @tab  X
615
    @tab experimental codec
616
@item Speex                  @tab     @tab  E
617
    @tab supported through external library libspeex
618
@item True Audio (TTA)       @tab     @tab  X
619
@item TrueHD                 @tab     @tab  X
620
    @tab Used in HD-DVD and Blu-Ray discs.
621
@item TwinVQ (VQF flavor)    @tab     @tab  X
622
@item Vorbis                 @tab  E  @tab  X
623
    @ A native but very primitive encoder exists.
624
@item WavPack                @tab     @tab  X
625
@item Westwood Audio (SND1)  @tab     @tab  X
626
@item Windows Media Audio 1  @tab  X  @tab  X
627
@item Windows Media Audio 2  @tab  X  @tab  X
628
@item Windows Media Audio Pro @tab    @tab  X
629
@end multitable
630

    
631
@code{X} means that encoding (resp. decoding) is supported.
632

    
633
@code{E} means that support is provided through an external library.
634

    
635
@code{I} means that an integer-only version is available, too (ensures high
636
performance on systems without hardware floating point support).
637

    
638
@section Subtitle Formats
639

    
640
@multitable @columnfractions .4 .1 .1 .1 .1
641
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
642
@item SSA/ASS      @tab X @tab X
643
@item DVB          @tab X @tab X @tab X @tab X
644
@item DVD          @tab X @tab X @tab X @tab X
645
@item PGS          @tab   @tab   @tab   @tab X
646
@item XSUB         @tab   @tab   @tab X @tab X
647
@end multitable
648

    
649
@code{X} means that the feature is supported.
650

    
651
@section Network Protocols
652

    
653
@multitable @columnfractions .4 .1
654
@item Name         @tab Support
655
@item file         @tab X
656
@item Gopher       @tab X
657
@item HTTP         @tab X
658
@item pipe         @tab X
659
@item RTP          @tab X
660
@item TCP          @tab X
661
@item UDP          @tab X
662
@end multitable
663

    
664
@code{X} means that the protocol is supported.
665

    
666

    
667
@section Input/Output Devices
668

    
669
@multitable @columnfractions .4 .1 .1
670
@item Name              @tab Input  @tab Output
671
@item ALSA              @tab X      @tab X
672
@item BEOS audio        @tab X      @tab X
673
@item BKTR              @tab X      @tab
674
@item DV1394            @tab X      @tab
675
@item JACK              @tab X      @tab
676
@item LIBDC1394         @tab X      @tab
677
@item OSS               @tab X      @tab X
678
@item Video4Linux       @tab X      @tab
679
@item Video4Linux2      @tab X      @tab
680
@item VfW capture       @tab X      @tab
681
@item X11 grabbing      @tab X      @tab
682
@end multitable
683

    
684
@code{X} means that input/output is supported.
685

    
686

    
687
@chapter Platform Specific information
688

    
689
@section BSD
690

    
691
BSD make will not build FFmpeg, you need to install and use GNU Make
692
(@file{gmake}).
693

    
694
@section Windows
695

    
696
To get help and instructions for building FFmpeg under Windows, check out
697
the FFmpeg Windows Help Forum at
698
@url{http://ffmpeg.arrozcru.org/}.
699

    
700
@subsection Native Windows compilation
701

    
702
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
703
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
704
You can find detailed installation
705
instructions in the download section and the FAQ.
706

    
707
FFmpeg does not build out-of-the-box with the packages the automated MinGW
708
installer provides. It also requires coreutils to be installed and many other
709
packages updated to the latest version. The minimum version for some packages
710
are listed below:
711

    
712
@itemize
713
@item bash 3.1
714
@item msys-make 3.81-2 (note: not mingw32-make)
715
@item w32api 3.13
716
@item mingw-runtime 3.15
717
@end itemize
718

    
719
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
720
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
721

    
722
Within the MSYS shell, configure and make with:
723

    
724
@example
725
./configure --enable-memalign-hack --extra-cflags=-fno-common
726
make
727
make install
728
@end example
729

    
730
This will install @file{ffmpeg.exe} along with many other development files
731
to @file{/usr/local}. You may specify another install path using the
732
@code{--prefix} option in @file{configure}.
733

    
734
Notes:
735

    
736
@itemize
737

    
738
@item In order to compile FFplay, you must have the MinGW development library
739
of SDL. Get it from @url{http://www.libsdl.org}.
740
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
741
where SDL was installed. Verify that @file{sdl-config} can be launched from
742
the MSYS command line.
743

    
744
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
745
you can build libavutil, libavcodec and libavformat as DLLs.
746

    
747
@end itemize
748

    
749
@subsection Microsoft Visual C++ compatibility
750

    
751
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
752
want to use the libav* libraries in your own applications, you can still
753
compile those applications using MSVC++. But the libav* libraries you link
754
to @emph{must} be built with MinGW. However, you will not be able to debug
755
inside the libav* libraries, since MSVC++ does not recognize the debug
756
symbols generated by GCC.
757
We strongly recommend you to move over from MSVC++ to MinGW tools.
758

    
759
This description of how to use the FFmpeg libraries with MSVC++ is based on
760
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
761
you might have to modify the procedures slightly.
762

    
763
@subsubsection Using static libraries
764

    
765
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
766

    
767
@enumerate
768

    
769
@item Create a new console application ("File / New / Project") and then
770
select "Win32 Console Application". On the appropriate page of the
771
Application Wizard, uncheck the "Precompiled headers" option.
772

    
773
@item Write the source code for your application, or, for testing, just
774
copy the code from an existing sample application into the source file
775
that MSVC++ has already created for you. For example, you can copy
776
@file{libavformat/output-example.c} from the FFmpeg distribution.
777

    
778
@item Open the "Project / Properties" dialog box. In the "Configuration"
779
combo box, select "All Configurations" so that the changes you make will
780
affect both debug and release builds. In the tree view on the left hand
781
side, select "C/C++ / General", then edit the "Additional Include
782
Directories" setting to contain the path where the FFmpeg includes were
783
installed (i.e. @file{c:\msys\1.0\local\include}).
784
Do not add MinGW's include directory here, or the include files will
785
conflict with MSVC's.
786

    
787
@item Still in the "Project / Properties" dialog box, select
788
"Linker / General" from the tree view and edit the
789
"Additional Library Directories" setting to contain the @file{lib}
790
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
791
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
792
and the directory where MinGW's GCC libs are installed
793
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
794
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
795
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
796
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
797
to the end of "Additional Dependencies".
798

    
799
@item Now, select "C/C++ / Code Generation" from the tree view. Select
800
"Debug" in the "Configuration" combo box. Make sure that "Runtime
801
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
802
the "Configuration" combo box and make sure that "Runtime Library" is
803
set to "Multi-threaded DLL".
804

    
805
@item Click "OK" to close the "Project / Properties" dialog box.
806

    
807
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
808
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
809
and install it in MSVC++'s include directory
810
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
811

    
812
@item MSVC++ also does not understand the @code{inline} keyword used by
813
FFmpeg, so you must add this line before @code{#include}ing libav*:
814
@example
815
#define inline _inline
816
@end example
817

    
818
@item Build your application, everything should work.
819

    
820
@end enumerate
821

    
822
@subsubsection Using shared libraries
823

    
824
This is how to create DLL and LIB files that are compatible with MSVC++:
825

    
826
@enumerate
827

    
828
@item Add a call to @file{vcvars32.bat} (which sets up the environment
829
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
830
The standard location for @file{vcvars32.bat} is
831
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
832
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
833
If this corresponds to your setup, add the following line as the first line
834
of @file{msys.bat}:
835

    
836
@example
837
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
838
@end example
839

    
840
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
841
and run @file{c:\msys\1.0\msys.bat} from there.
842

    
843
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
844
from @file{Microsoft (R) Library Manager}, this means your environment
845
variables are set up correctly, the @file{Microsoft (R) Library Manager}
846
is on the path and will be used by FFmpeg to create
847
MSVC++-compatible import libraries.
848

    
849
@item Build FFmpeg with
850

    
851
@example
852
./configure --enable-shared --enable-memalign-hack
853
make
854
make install
855
@end example
856

    
857
Your install path (@file{/usr/local/} by default) should now have the
858
necessary DLL and LIB files under the @file{bin} directory.
859

    
860
@end enumerate
861

    
862
To use those files with MSVC++, do the same as you would do with
863
the static libraries, as described above. But in Step 4,
864
you should only need to add the directory where the LIB files are installed
865
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
866
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
867
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
868
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
869
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
870
statically linked into the DLLs. The @file{bin} directory contains a bunch
871
of DLL files, but the ones that are actually used to run your application
872
are the ones with a major version number in their filenames
873
(i.e. @file{avcodec-51.dll}).
874

    
875
@subsection Cross compilation for Windows with Linux
876

    
877
You must use the MinGW cross compilation tools available at
878
@url{http://www.mingw.org/}.
879

    
880
Then configure FFmpeg with the following options:
881
@example
882
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
883
@end example
884
(you can change the cross-prefix according to the prefix chosen for the
885
MinGW tools).
886

    
887
Then you can easily test FFmpeg with Wine
888
(@url{http://www.winehq.com/}).
889

    
890
@subsection Compilation under Cygwin
891

    
892
The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
893
does not contain llrint().  You need to upgrade to the unstable 1.7.x versions,
894
or leverage the implementation in MinGW (as explained below).
895

    
896
Just install your Cygwin with all the "Base" packages, plus the
897
following "Devel" ones:
898
@example
899
binutils, gcc-core, make, subversion, mingw-runtime
900
@end example
901

    
902
And the following "Utils" one:
903
@example
904
diffutils
905
@end example
906

    
907
The experimental gcc4 package is still buggy, hence please
908
use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
909

    
910
Install the current binutils-20080624-2 as they work fine (the old
911
binutils-20060709-1 proved buggy on shared builds).
912

    
913
Then create a small library that just contains llrint():
914

    
915
@example
916
ar x /usr/lib/mingw/libmingwex.a llrint.o
917
ar cq /usr/local/lib/libllrint.a llrint.o
918
@end example
919

    
920
Then run
921

    
922
@example
923
./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
924
@end example
925

    
926
to make a static build or
927

    
928
@example
929
./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
930
@end example
931

    
932
to build shared libraries.
933

    
934
If you want to build FFmpeg with additional libraries, download Cygwin
935
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
936
@example
937
libogg-devel, libvorbis-devel
938
@end example
939

    
940
These library packages are only available from Cygwin Ports
941
(@url{http://sourceware.org/cygwinports/}) :
942

    
943
@example
944
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
945
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
946
libxvidcore-devel
947
@end example
948

    
949
The recommendation for libnut and x264 is to build them from source by
950
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
951

    
952
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
953
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
954

    
955
@subsection Crosscompilation for Windows under Cygwin
956

    
957
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
958

    
959
Just install your Cygwin as explained before, plus these additional
960
"Devel" packages:
961
@example
962
gcc-mingw-core, mingw-runtime, mingw-zlib
963
@end example
964

    
965
and add some special flags to your configure invocation.
966

    
967
For a static build run
968
@example
969
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
970
@end example
971

    
972
and for a build with shared libraries
973
@example
974
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
975
@end example
976

    
977
@section BeOS
978

    
979
BeOS support is broken in mysterious ways.
980

    
981
@section OS/2
982

    
983
For information about compiling FFmpeg on OS/2 see
984
@url{http://www.edm2.com/index.php/FFmpeg}.
985

    
986
@bye