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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 IVF (On2)                 @tab   @tab X
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    @tab A format used by libvpx
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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 X @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 WebM                      @tab X @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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@item Psygnosis YOP             @tab   @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 Bink Video             @tab     @tab  X
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    @tab Support for version 'b' is missing.
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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
356 82ced5a9 Diego Biurrun
@item Dirac                  @tab  E  @tab  E
357 360f980b Diego Biurrun
    @tab supported through external libdirac/libschroedinger libraries
358 a1ae40fd Peter Ross
@item Deluxe Paint Animation @tab     @tab  X
359 9510f59a Diego Biurrun
@item DNxHD                  @tab   X @tab  X
360
    @tab aka SMPTE VC3
361 68dddf53 Justin Ruggles
@item Duck TrueMotion 1.0   @tab     @tab  X
362 d698c5d3 Diego Biurrun
    @tab fourcc: DUCK
363 68dddf53 Justin Ruggles
@item Duck TrueMotion 2.0    @tab     @tab  X
364 d698c5d3 Diego Biurrun
    @tab fourcc: TM20
365 9510f59a Diego Biurrun
@item DV (Digital Video)     @tab  X  @tab  X
366
@item Feeble Files/ScummVM DXA  @tab     @tab  X
367 d698c5d3 Diego Biurrun
    @tab Codec originally used in Feeble Files game.
368 9510f59a Diego Biurrun
@item Electronic Arts CMV video  @tab     @tab  X
369 d698c5d3 Diego Biurrun
    @tab Used in NHL 95 game.
370 c63ea92b Peter Ross
@item Electronic Arts Madcow video  @tab     @tab  X
371 dd2d651d Diego Biurrun
@item Electronic Arts TGV video  @tab     @tab  X
372
@item Electronic Arts TGQ video  @tab     @tab  X
373
@item Electronic Arts TQI video  @tab     @tab  X
374
@item Escape 124             @tab     @tab  X
375 f4258b13 Diego Biurrun
@item FFmpeg video codec #1  @tab  X  @tab  X
376 d698c5d3 Diego Biurrun
    @tab experimental lossless codec (fourcc: FFV1)
377 dd2d651d Diego Biurrun
@item Flash Screen Video v1  @tab  X  @tab  X
378 d698c5d3 Diego Biurrun
    @tab fourcc: FSV1
379 dd2d651d Diego Biurrun
@item Flash Video (FLV)      @tab  X  @tab  X
380 d698c5d3 Diego Biurrun
    @tab Sorenson H.263 used in Flash
381 dd2d651d Diego Biurrun
@item Fraps                  @tab     @tab  X
382 d66d8b83 Diego Biurrun
@item H.261                  @tab  X  @tab  X
383 dd2d651d Diego Biurrun
@item H.263 / H.263-1996     @tab  X  @tab  X
384
@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
385
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
386 360f980b Diego Biurrun
    @tab encoding supported through external library libx264
387 dd2d651d Diego Biurrun
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
388 d66d8b83 Diego Biurrun
@item HuffYUV                @tab  X  @tab  X
389 dd2d651d Diego Biurrun
@item HuffYUV FFmpeg variant @tab  X  @tab  X
390 d66d8b83 Diego Biurrun
@item IBM Ultimotion         @tab     @tab  X
391 d698c5d3 Diego Biurrun
    @tab fourcc: ULTI
392 bac4c85c Diego Biurrun
@item id Cinematic video     @tab     @tab  X
393 d698c5d3 Diego Biurrun
    @tab Used in Quake II.
394 a1c5b6ec Justin Ruggles
@item id RoQ video           @tab  X  @tab  X
395 d698c5d3 Diego Biurrun
    @tab Used in Quake III, Jedi Knight 2, other computer games.
396 b9e06ddd Peter Ross
@item IFF ILBM               @tab     @tab  X
397
    @tab IFF interlaved bitmap
398
@item IFF ByteRun1           @tab     @tab  X
399
    @tab IFF run length encoded bitmap
400 dd2d651d Diego Biurrun
@item Intel H.263            @tab     @tab  X
401
@item Intel Indeo 2          @tab     @tab  X
402 d66d8b83 Diego Biurrun
@item Intel Indeo 3          @tab     @tab  X
403 5bebe94d Kostya Shishkov
@item Intel Indeo 5          @tab     @tab  X
404 dd2d651d Diego Biurrun
@item Interplay C93          @tab     @tab  X
405 9510f59a Diego Biurrun
    @tab Used in the game Cyberia from Interplay.
406 dd2d651d Diego Biurrun
@item Interplay MVE video    @tab     @tab  X
407 d698c5d3 Diego Biurrun
    @tab Used in Interplay .MVE files.
408 dd2d651d Diego Biurrun
@item Karl Morton's video codec  @tab     @tab  X
409 d698c5d3 Diego Biurrun
    @tab Codec used in Worms games.
410 bf354122 Daniel Verkamp
@item Kega Game Video (KGV1) @tab      @tab  X
411
    @tab Kega emulator screen capture codec.
412 dd2d651d Diego Biurrun
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
413
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
414 d66d8b83 Diego Biurrun
@item LOCO                   @tab     @tab  X
415
@item lossless MJPEG         @tab  X  @tab  X
416
@item Microsoft RLE          @tab     @tab  X
417 dd2d651d Diego Biurrun
@item Microsoft Video 1      @tab     @tab  X
418 d66d8b83 Diego Biurrun
@item Mimic                  @tab     @tab  X
419 d698c5d3 Diego Biurrun
    @tab Used in MSN Messenger Webcam streams.
420 d66d8b83 Diego Biurrun
@item Miro VideoXL           @tab     @tab  X
421 d698c5d3 Diego Biurrun
    @tab fourcc: VIXL
422 eacf8613 Justin Ruggles
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
423 dd2d651d Diego Biurrun
@item Motion Pixels video    @tab     @tab  X
424
@item MPEG-1 video           @tab  X  @tab  X
425
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
426
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
427
@item MPEG-2 video           @tab  X  @tab  X
428
@item MPEG-4 part 2          @tab  X  @tab  X
429
    @ libxvidcore can be used alternatively for encoding.
430
@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
431
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
432
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
433 eacf8613 Justin Ruggles
@item Nintendo Gamecube THP video  @tab     @tab  X
434 641992de Diego Biurrun
@item NuppelVideo/RTjpeg     @tab     @tab  X
435
    @tab Video encoding used in NuppelVideo files.
436 d66d8b83 Diego Biurrun
@item On2 VP3                @tab     @tab  X
437 d698c5d3 Diego Biurrun
    @tab still experimental
438 d66d8b83 Diego Biurrun
@item On2 VP5                @tab     @tab  X
439 d698c5d3 Diego Biurrun
    @tab fourcc: VP50
440 d66d8b83 Diego Biurrun
@item On2 VP6                @tab     @tab  X
441 d698c5d3 Diego Biurrun
    @tab fourcc: VP60,VP61,VP62
442 ee0e9146 James Zern
@item VP8                    @tab  X  @tab  X
443
    @tab fourcc: VP80, de/encoding supported through external library libvpx
444 d66d8b83 Diego Biurrun
@item planar RGB             @tab     @tab  X
445 d698c5d3 Diego Biurrun
    @tab fourcc: 8BPS
446 a1c5b6ec Justin Ruggles
@item Q-team QPEG            @tab     @tab  X
447 d698c5d3 Diego Biurrun
    @tab fourccs: QPEG, Q1.0, Q1.1
448 9510f59a Diego Biurrun
@item QuickTime 8BPS video   @tab     @tab  X
449 a1c5b6ec Justin Ruggles
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
450
    @tab fourcc: 'rle '
451
@item QuickTime Graphics (SMC)  @tab     @tab  X
452
    @tab fourcc: 'smc '
453
@item QuickTime video (RPZA) @tab     @tab  X
454
    @tab fourcc: rpza
455 4aaab0a3 Reimar Döffinger
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
456 a1c5b6ec Justin Ruggles
@item Raw Video              @tab  X  @tab  X
457 d0e1cd3d Diego Biurrun
@item RealVideo 1.0          @tab  X  @tab  X
458
@item RealVideo 2.0          @tab  X  @tab  X
459 6beb8b26 Kostya Shishkov
@item RealVideo 3.0          @tab     @tab  X
460
    @tab still far from ideal
461 11c0f9ec Kostya Shishkov
@item RealVideo 4.0          @tab     @tab  X
462 68dddf53 Justin Ruggles
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
463 d698c5d3 Diego Biurrun
    @tab Texture dictionaries used by the Renderware Engine.
464 a1c5b6ec Justin Ruggles
@item RL2 video              @tab     @tab  X
465
    @tab used in some games by Entertainment Software Partners
466 68dddf53 Justin Ruggles
@item Sierra VMD video       @tab     @tab  X
467
    @tab Used in Sierra VMD files.
468 bac4c85c Diego Biurrun
@item Smacker video          @tab     @tab  X
469 d698c5d3 Diego Biurrun
    @tab Video encoding used in Smacker.
470 68dddf53 Justin Ruggles
@item SMPTE VC-1             @tab     @tab  X
471 d66d8b83 Diego Biurrun
@item Snow                   @tab  X  @tab  X
472 d698c5d3 Diego Biurrun
    @tab experimental wavelet codec (fourcc: SNOW)
473 eacf8613 Justin Ruggles
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
474 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
475 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ1
476 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 3  @tab     @tab  X
477 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ3
478 a1c5b6ec Justin Ruggles
@item Sunplus JPEG (SP5X)    @tab     @tab  X
479 d698c5d3 Diego Biurrun
    @tab fourcc: SP5X
480 68dddf53 Justin Ruggles
@item TechSmith Screen Capture Codec  @tab     @tab  X
481 d698c5d3 Diego Biurrun
    @tab fourcc: TSCC
482 82ced5a9 Diego Biurrun
@item Theora                 @tab  E  @tab  X
483 360f980b Diego Biurrun
    @tab encoding supported through external library libtheora
484 a1c5b6ec Justin Ruggles
@item Tiertex Limited SEQ video  @tab     @tab  X
485 d698c5d3 Diego Biurrun
    @tab Codec used in DOS CD-ROM FlashBack game.
486 ca0bb1c4 Baptiste Coudurier
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
487 eacf8613 Justin Ruggles
@item VMware Screen Codec / VMware Video  @tab     @tab  X
488 d698c5d3 Diego Biurrun
    @tab Codec used in videos captured by VMware.
489 eacf8613 Justin Ruggles
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
490 dd2d651d Diego Biurrun
@item Windows Media Video 7  @tab  X  @tab  X
491 eacf8613 Justin Ruggles
@item Windows Media Video 8  @tab  X  @tab  X
492 68dddf53 Justin Ruggles
@item Windows Media Video 9  @tab     @tab  X
493
    @tab not completely working
494 eacf8613 Justin Ruggles
@item Wing Commander III / Xan  @tab     @tab  X
495
    @tab Used in Wing Commander III .MVE files.
496 d66d8b83 Diego Biurrun
@item Winnov WNV1            @tab     @tab  X
497
@item WMV7                   @tab  X  @tab  X
498 39271be4 Diego Biurrun
@item YAMAHA SMAF            @tab  X  @tab  X
499 148bcae9 Mohamed Naufal
@item Psygnosis YOP Video    @tab     @tab  X
500 d66d8b83 Diego Biurrun
@item ZLIB                   @tab  X  @tab  X
501 d698c5d3 Diego Biurrun
    @tab part of LCL, encoder experimental
502 eacf8613 Justin Ruggles
@item Zip Motion Blocks Video  @tab   X @tab  X
503 d698c5d3 Diego Biurrun
    @tab Encoder works only in PAL8.
504 d0e1cd3d Diego Biurrun
@end multitable
505
506
@code{X} means that encoding (resp. decoding) is supported.
507
508 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
509
510 d0e1cd3d Diego Biurrun
@section Audio Codecs
511
512 485ec4f1 Aurelien Jacobs
@multitable @columnfractions .4 .1 .1 .4
513 b3de4544 Diego Biurrun
@item Name @tab Encoding @tab Decoding @tab Comments
514 16d81b27 Diego Biurrun
@item 8SVX audio             @tab     @tab  X
515 82ced5a9 Diego Biurrun
@item AAC                    @tab  E  @tab  X
516 360f980b Diego Biurrun
    @tab encoding supported through external library libfaac
517 c76d1bb2 Justin Ruggles
@item AC-3                   @tab IX  @tab  X
518 fd75cedd Diego Biurrun
@item ADPCM 4X Movie         @tab     @tab  X
519
@item ADPCM CDROM XA         @tab     @tab  X
520
@item ADPCM Creative Technology @tab     @tab  X
521
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
522
@item ADPCM Electronic Arts  @tab     @tab  X
523
    @tab Used in various EA titles.
524
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
525
    @tab Used in Sim City 3000.
526
@item ADPCM Electronic Arts R1  @tab     @tab  X
527
@item ADPCM Electronic Arts R2  @tab     @tab  X
528
@item ADPCM Electronic Arts R3  @tab     @tab  X
529
@item ADPCM Electronic Arts XAS @tab     @tab  X
530
@item ADPCM G.726            @tab  X  @tab  X
531
@item ADPCM IMA AMV          @tab     @tab  X
532
    @tab Used in AMV files
533
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
534
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
535
@item ADPCM IMA Funcom       @tab     @tab  X
536
@item ADPCM IMA QuickTime    @tab  X  @tab  X
537
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
538
@item ADPCM IMA WAV          @tab  X  @tab  X
539
@item ADPCM IMA Westwood     @tab     @tab  X
540
@item ADPCM ISS IMA          @tab     @tab  X
541
    @tab Used in FunCom games.
542
@item ADPCM IMA Duck DK3     @tab     @tab  X
543
    @tab Used in some Sega Saturn console games.
544
@item ADPCM IMA Duck DK4     @tab     @tab  X
545
    @tab Used in some Sega Saturn console games.
546
@item ADPCM Microsoft        @tab  X  @tab  X
547
@item ADPCM MS IMA           @tab  X  @tab  X
548
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
549
@item ADPCM QT IMA           @tab  X  @tab  X
550
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
551
    @tab Used in Sega Dreamcast games.
552
@item ADPCM Shockwave Flash  @tab  X  @tab  X
553
@item ADPCM SMJPEG IMA       @tab     @tab  X
554
    @tab Used in certain Loki game ports.
555
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
556
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
557
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
558
@item ADPCM Westwood Studios IMA @tab     @tab  X
559
    @tab Used in Westwood Studios games like Command and Conquer.
560
@item ADPCM Yamaha           @tab  X  @tab  X
561 2bcaf2fe Diego Biurrun
@item AMR-NB                 @tab  E  @tab  X
562 4fe3edaa Vitor Sessak
    @tab encoding supported through external library libopencore-amrnb
563 fc1206a4 Diego Biurrun
@item AMR-WB                 @tab     @tab  E
564
    @tab decoding supported through external library libopencore-amrwb
565 833e90dd Jai Menon
@item Apple lossless audio   @tab  X  @tab  X
566 d698c5d3 Diego Biurrun
    @tab QuickTime fourcc 'alac'
567 61dc238b Benjamin Larsson
@item Atrac 1                @tab     @tab  X
568 9510f59a Diego Biurrun
@item Atrac 3                @tab     @tab  X
569 c0d3f516 Peter Ross
@item Bink Audio             @tab     @tab  X
570
    @tab Used in Bink and Smacker files in many games.
571 9510f59a Diego Biurrun
@item Delphine Software International CIN audio  @tab     @tab  X
572 d698c5d3 Diego Biurrun
    @tab Codec used in Delphine Software International games.
573 9510f59a Diego Biurrun
@item COOK                   @tab     @tab  X
574
    @tab All versions except 5.1 are supported.
575
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
576 12dd57fd Diego Biurrun
@item DPCM id RoQ            @tab  X  @tab  X
577
    @tab Used in Quake III, Jedi Knight 2, other computer games.
578
@item DPCM Interplay         @tab     @tab  X
579
    @tab Used in various Interplay computer games.
580
@item DPCM Sierra Online     @tab     @tab  X
581
    @tab Used in Sierra Online game audio files.
582
@item DPCM Sol               @tab     @tab  X
583
@item DPCM Xan               @tab     @tab  X
584 eff9011d Sascha Sommer
    @tab Used in Origin's Wing Commander IV AVI files.
585 16d81b27 Diego Biurrun
@item DSP Group TrueSpeech   @tab     @tab  X
586
@item DV audio               @tab     @tab  X
587 44723c84 Justin Ruggles
@item Enhanced AC-3          @tab     @tab  X
588 dd2d651d Diego Biurrun
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
589
@item G.729                  @tab     @tab  X
590 82ced5a9 Diego Biurrun
@item GSM                    @tab  E  @tab  E
591 3f33271a Diego Biurrun
    @tab supported through external library libgsm
592 dd2d651d Diego Biurrun
@item GSM Microsoft variant  @tab  E  @tab  E
593 3f33271a Diego Biurrun
    @tab supported through external library libgsm
594 dd2d651d Diego Biurrun
@item IMC (Intel Music Coder)  @tab     @tab  X
595
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
596
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
597 9ba4821d Ramiro Polla
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
598
    @tab Used in DVD-Audio discs.
599 16d81b27 Diego Biurrun
@item Monkey's Audio         @tab     @tab  X
600 d698c5d3 Diego Biurrun
    @tab Only versions 3.97-3.99 are supported.
601 dd2d651d Diego Biurrun
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
602
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
603
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
604
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
605 99971952 Thilo Borgmann
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
606 dd2d651d Diego Biurrun
@item Musepack SV7           @tab     @tab  X
607
@item Musepack SV8           @tab     @tab  X
608 641992de Diego Biurrun
@item Nellymoser Asao        @tab  X  @tab  X
609
@item PCM A-law              @tab  X  @tab  X
610
@item PCM mu-law             @tab  X  @tab  X
611
@item PCM 16-bit little-endian planar  @tab     @tab  X
612
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
613
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
614
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
615
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
616
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
617
@item PCM signed 8-bit       @tab  X  @tab  X
618
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
619
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
620
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
621
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
622
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
623
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
624 5dd3707b Christian Schmidt
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
625 641992de Diego Biurrun
@item PCM unsigned 8-bit     @tab  X  @tab  X
626
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
627
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
628
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
629
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
630
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
631
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
632
@item PCM Zork               @tab  X  @tab  X
633 73b458e3 Kenan Gillet
@item QCELP / PureVoice      @tab     @tab  X
634 a1c5b6ec Justin Ruggles
@item QDesign Music Codec 2  @tab     @tab  X
635 d698c5d3 Diego Biurrun
    @tab There are still some distortions.
636 a1c5b6ec Justin Ruggles
@item RealAudio 1.0 (14.4K)  @tab     @tab  X
637 d698c5d3 Diego Biurrun
    @tab Real 14400 bit/s codec
638 a1c5b6ec Justin Ruggles
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
639 d698c5d3 Diego Biurrun
    @tab Real 28800 bit/s codec
640 a1c5b6ec Justin Ruggles
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
641 a692130f Justin Ruggles
    @tab Real low bitrate AC-3 codec
642 7bd3096f Vladimir Voroshilov
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
643 bac4c85c Diego Biurrun
@item Shorten                @tab     @tab  X
644 68dddf53 Justin Ruggles
@item Sierra VMD audio       @tab     @tab  X
645
    @tab Used in Sierra VMD files.
646 bac4c85c Diego Biurrun
@item Smacker audio          @tab     @tab  X
647 e6fa1ca5 Justin Ruggles
@item Sonic                  @tab  X  @tab  X
648
    @tab experimental codec
649
@item Sonic lossless         @tab  X  @tab  X
650
    @tab experimental codec
651 82ced5a9 Diego Biurrun
@item Speex                  @tab     @tab  E
652 360f980b Diego Biurrun
    @tab supported through external library libspeex
653 16d81b27 Diego Biurrun
@item True Audio (TTA)       @tab     @tab  X
654 9ba4821d Ramiro Polla
@item TrueHD                 @tab     @tab  X
655
    @tab Used in HD-DVD and Blu-Ray discs.
656 7bd47335 Vitor Sessak
@item TwinVQ (VQF flavor)    @tab     @tab  X
657 dd2d651d Diego Biurrun
@item Vorbis                 @tab  E  @tab  X
658 19fcd66c Martin Storsjö
    @tab A native but very primitive encoder exists.
659 bac4c85c Diego Biurrun
@item WavPack                @tab     @tab  X
660 eacf8613 Justin Ruggles
@item Westwood Audio (SND1)  @tab     @tab  X
661
@item Windows Media Audio 1  @tab  X  @tab  X
662
@item Windows Media Audio 2  @tab  X  @tab  X
663 c1061cc7 Sascha Sommer
@item Windows Media Audio Pro @tab    @tab  X
664 fa65584f Ronald S. Bultje
@item Windows Media Audio Voice @tab  @tab  X
665 d0e1cd3d Diego Biurrun
@end multitable
666
667
@code{X} means that encoding (resp. decoding) is supported.
668
669 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
670
671 d0e1cd3d Diego Biurrun
@code{I} means that an integer-only version is available, too (ensures high
672
performance on systems without hardware floating point support).
673
674 bd3151f2 Diego Biurrun
@section Subtitle Formats
675
676 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1 .1 .1 .1
677 9afc2917 Diego Biurrun
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
678 913c3e2c Diego Biurrun
@item SSA/ASS      @tab X @tab X
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@item DVB          @tab X @tab X @tab X @tab X
680
@item DVD          @tab X @tab X @tab X @tab X
681 c58b82a2 Stephen Backway
@item PGS          @tab   @tab   @tab   @tab X
682 a4276ba2 Reimar Döffinger
@item XSUB         @tab   @tab   @tab X @tab X
683 bd3151f2 Diego Biurrun
@end multitable
684
685
@code{X} means that the feature is supported.
686
687 fbd52050 Diego Biurrun
@section Network Protocols
688
689 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1
690 fbd52050 Diego Biurrun
@item Name         @tab Support
691
@item file         @tab X
692
@item Gopher       @tab X
693
@item HTTP         @tab X
694 a2403986 Zhentan Feng
@item MMS          @tab X
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@item pipe         @tab X
696
@item RTP          @tab X
697
@item TCP          @tab X
698
@item UDP          @tab X
699
@end multitable
700
701
@code{X} means that the protocol is supported.
702
703
704 fa3f2a35 Diego Biurrun
@section Input/Output Devices
705
706
@multitable @columnfractions .4 .1 .1
707
@item Name              @tab Input  @tab Output
708
@item ALSA              @tab X      @tab X
709
@item BEOS audio        @tab X      @tab X
710
@item BKTR              @tab X      @tab
711
@item DV1394            @tab X      @tab
712 80ff8a16 Olivier Guilyardi
@item JACK              @tab X      @tab
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@item LIBDC1394         @tab X      @tab
714
@item OSS               @tab X      @tab X
715
@item Video4Linux       @tab X      @tab
716
@item Video4Linux2      @tab X      @tab
717
@item VfW capture       @tab X      @tab
718
@item X11 grabbing      @tab X      @tab
719
@end multitable
720
721 23869b4a Diego Biurrun
@code{X} means that input/output is supported.
722 fa3f2a35 Diego Biurrun
723
724 d0e1cd3d Diego Biurrun
@chapter Platform Specific information
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726 fd12dd95 Diego Biurrun
@section BeOS
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728
BeOS support is broken in mysterious ways.
729
730 6a36798f Michael Kostylev
@section DOS
731
732
Using a cross-compiler is preferred for various reasons.
733
734
@subsection DJGPP
735
736
FFmpeg cannot be compiled because of broken system headers, add
737
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
738
workaround.
739
740 bee694bc Michael Kostylev
@section OS/2
741
742
For information about compiling FFmpeg on OS/2 see
743
@url{http://www.edm2.com/index.php/FFmpeg}.
744
745
@section Unix-like
746
747 1e4dd198 Diego Biurrun
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
748
assembler which is still provided by a few AMD64 distributions. To
749
make sure your compiler really uses the required version of gas
750
after a binutils upgrade, run:
751
752
@example
753
$(gcc -print-prog-name=as) --version
754
@end example
755
756
If not, then you should install a different compiler that has no
757
hard-coded path to gas. In the worst case pass @code{--disable-asm}
758
to configure.
759
760 bee694bc Michael Kostylev
@subsection BSD
761 d0e1cd3d Diego Biurrun
762
BSD make will not build FFmpeg, you need to install and use GNU Make
763
(@file{gmake}).
764
765 bee694bc Michael Kostylev
@subsubsection FreeBSD
766 54dab567 Diego Biurrun
767
FreeBSD will not compile out-of-the-box due to broken system headers.
768
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
769
around the problem. This may have unexpected sideeffects, so use it at
770
your own risk. If you care about FreeBSD, please make an attempt at
771
getting the system headers fixed.
772
773 bee694bc Michael Kostylev
@subsection (Open)Solaris
774 3fd427cd Diego Biurrun
775
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
776 e69decae Michael Kostylev
standard Solaris Make will not work. When building with a non-c99 front-end
777 ee945547 Diego Biurrun
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
778 e69decae Michael Kostylev
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
779
since the libc is not c99-compliant by default. The probes performed by
780
configure may raise an exception leading to the death of configure itself
781
due to a bug in the system shell. Simply invoke a different shell such as
782
bash directly to work around this:
783
784
@example
785
bash ./configure
786
@end example
787 3fd427cd Diego Biurrun
788 d0e1cd3d Diego Biurrun
@section Windows
789
790 46a845d0 Ramiro Polla
To get help and instructions for building FFmpeg under Windows, check out
791 d0e1cd3d Diego Biurrun
the FFmpeg Windows Help Forum at
792 ab5ce4ae Ramiro Polla
@url{http://ffmpeg.arrozcru.org/}.
793 d0e1cd3d Diego Biurrun
794
@subsection Native Windows compilation
795
796 c1989552 Ramiro Polla
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
797 126cadc7 Ramiro Polla
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
798
You can find detailed installation
799 d0e1cd3d Diego Biurrun
instructions in the download section and the FAQ.
800
801 126cadc7 Ramiro Polla
FFmpeg does not build out-of-the-box with the packages the automated MinGW
802
installer provides. It also requires coreutils to be installed and many other
803
packages updated to the latest version. The minimum version for some packages
804
are listed below:
805
806
@itemize
807
@item bash 3.1
808
@item msys-make 3.81-2 (note: not mingw32-make)
809 2014b51c Ramiro Polla
@item w32api 3.13
810 126cadc7 Ramiro Polla
@item mingw-runtime 3.15
811
@end itemize
812
813 44be8d42 Ramiro Polla
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
814 0f898714 Diego Biurrun
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
815
816 c1989552 Ramiro Polla
Within the MSYS shell, configure and make with:
817 d0e1cd3d Diego Biurrun
818 c1989552 Ramiro Polla
@example
819 1a04d4c7 Ramiro Polla
./configure --enable-memalign-hack
820 c1989552 Ramiro Polla
make
821
make install
822
@end example
823 d0e1cd3d Diego Biurrun
824 c1989552 Ramiro Polla
This will install @file{ffmpeg.exe} along with many other development files
825
to @file{/usr/local}. You may specify another install path using the
826
@code{--prefix} option in @file{configure}.
827 d0e1cd3d Diego Biurrun
828 c1989552 Ramiro Polla
Notes:
829 d0e1cd3d Diego Biurrun
830 c1989552 Ramiro Polla
@itemize
831 d0e1cd3d Diego Biurrun
832 b94ca208 Ramiro Polla
@item Building natively using MSYS can be sped up by disabling implicit rules
833
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
834
speed up is close to non-existent for normal one-off builds and is only
835
noticeable when running make for a second time (for example in
836
@code{make install}).
837
838 c1989552 Ramiro Polla
@item In order to compile FFplay, you must have the MinGW development library
839
of SDL. Get it from @url{http://www.libsdl.org}.
840
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
841
where SDL was installed. Verify that @file{sdl-config} can be launched from
842
the MSYS command line.
843 d0e1cd3d Diego Biurrun
844
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
845 c1989552 Ramiro Polla
you can build libavutil, libavcodec and libavformat as DLLs.
846 d0e1cd3d Diego Biurrun
847
@end itemize
848
849 c1989552 Ramiro Polla
@subsection Microsoft Visual C++ compatibility
850 d0e1cd3d Diego Biurrun
851 c1989552 Ramiro Polla
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
852
want to use the libav* libraries in your own applications, you can still
853
compile those applications using MSVC++. But the libav* libraries you link
854
to @emph{must} be built with MinGW. However, you will not be able to debug
855
inside the libav* libraries, since MSVC++ does not recognize the debug
856
symbols generated by GCC.
857
We strongly recommend you to move over from MSVC++ to MinGW tools.
858 d0e1cd3d Diego Biurrun
859 c1989552 Ramiro Polla
This description of how to use the FFmpeg libraries with MSVC++ is based on
860
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
861
you might have to modify the procedures slightly.
862 d0e1cd3d Diego Biurrun
863 c1989552 Ramiro Polla
@subsubsection Using static libraries
864 d0e1cd3d Diego Biurrun
865 c1989552 Ramiro Polla
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
866 d0e1cd3d Diego Biurrun
867
@enumerate
868
869
@item Create a new console application ("File / New / Project") and then
870
select "Win32 Console Application". On the appropriate page of the
871
Application Wizard, uncheck the "Precompiled headers" option.
872
873
@item Write the source code for your application, or, for testing, just
874
copy the code from an existing sample application into the source file
875 c1989552 Ramiro Polla
that MSVC++ has already created for you. For example, you can copy
876 d95a0c67 Diego Biurrun
@file{libavformat/output-example.c} from the FFmpeg distribution.
877 d0e1cd3d Diego Biurrun
878
@item Open the "Project / Properties" dialog box. In the "Configuration"
879
combo box, select "All Configurations" so that the changes you make will
880
affect both debug and release builds. In the tree view on the left hand
881
side, select "C/C++ / General", then edit the "Additional Include
882 c1989552 Ramiro Polla
Directories" setting to contain the path where the FFmpeg includes were
883
installed (i.e. @file{c:\msys\1.0\local\include}).
884 f010d377 Ramiro Polla
Do not add MinGW's include directory here, or the include files will
885
conflict with MSVC's.
886 c1989552 Ramiro Polla
887
@item Still in the "Project / Properties" dialog box, select
888
"Linker / General" from the tree view and edit the
889
"Additional Library Directories" setting to contain the @file{lib}
890
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
891
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
892
and the directory where MinGW's GCC libs are installed
893
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
894
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
895
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
896
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
897
to the end of "Additional Dependencies".
898 d0e1cd3d Diego Biurrun
899
@item Now, select "C/C++ / Code Generation" from the tree view. Select
900
"Debug" in the "Configuration" combo box. Make sure that "Runtime
901
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
902
the "Configuration" combo box and make sure that "Runtime Library" is
903
set to "Multi-threaded DLL".
904
905 c1989552 Ramiro Polla
@item Click "OK" to close the "Project / Properties" dialog box.
906
907
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
908
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
909
and install it in MSVC++'s include directory
910
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
911
912
@item MSVC++ also does not understand the @code{inline} keyword used by
913
FFmpeg, so you must add this line before @code{#include}ing libav*:
914
@example
915
#define inline _inline
916
@end example
917
918
@item Build your application, everything should work.
919
920
@end enumerate
921
922
@subsubsection Using shared libraries
923
924
This is how to create DLL and LIB files that are compatible with MSVC++:
925
926
@enumerate
927
928
@item Add a call to @file{vcvars32.bat} (which sets up the environment
929
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
930
The standard location for @file{vcvars32.bat} is
931
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
932
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
933
If this corresponds to your setup, add the following line as the first line
934
of @file{msys.bat}:
935
936
@example
937
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
938
@end example
939
940
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
941
and run @file{c:\msys\1.0\msys.bat} from there.
942
943
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
944
from @file{Microsoft (R) Library Manager}, this means your environment
945
variables are set up correctly, the @file{Microsoft (R) Library Manager}
946
is on the path and will be used by FFmpeg to create
947
MSVC++-compatible import libraries.
948
949
@item Build FFmpeg with
950
951
@example
952
./configure --enable-shared --enable-memalign-hack
953
make
954
make install
955
@end example
956
957
Your install path (@file{/usr/local/} by default) should now have the
958
necessary DLL and LIB files under the @file{bin} directory.
959 d0e1cd3d Diego Biurrun
960
@end enumerate
961
962 c1989552 Ramiro Polla
To use those files with MSVC++, do the same as you would do with
963
the static libraries, as described above. But in Step 4,
964
you should only need to add the directory where the LIB files are installed
965
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
966
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
967
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
968
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
969
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
970
statically linked into the DLLs. The @file{bin} directory contains a bunch
971
of DLL files, but the ones that are actually used to run your application
972
are the ones with a major version number in their filenames
973
(i.e. @file{avcodec-51.dll}).
974
975 d0e1cd3d Diego Biurrun
@subsection Cross compilation for Windows with Linux
976
977
You must use the MinGW cross compilation tools available at
978
@url{http://www.mingw.org/}.
979
980
Then configure FFmpeg with the following options:
981
@example
982
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
983
@end example
984
(you can change the cross-prefix according to the prefix chosen for the
985
MinGW tools).
986
987
Then you can easily test FFmpeg with Wine
988
(@url{http://www.winehq.com/}).
989
990
@subsection Compilation under Cygwin
991
992 2f821b03 Víctor Paesa
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
993
llrint() in its C library.
994 d0e1cd3d Diego Biurrun
995 2f821b03 Víctor Paesa
Install your Cygwin with all the "Base" packages, plus the
996 d0e1cd3d Diego Biurrun
following "Devel" ones:
997
@example
998 2f821b03 Víctor Paesa
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
999 71ecc16b Ramiro Polla
@end example
1000
1001
And the following "Utils" one:
1002
@example
1003
diffutils
1004 d0e1cd3d Diego Biurrun
@end example
1005
1006
Then run
1007
1008
@example
1009 2f821b03 Víctor Paesa
./configure --enable-static --disable-shared
1010 d0e1cd3d Diego Biurrun
@end example
1011
1012 2f821b03 Víctor Paesa
to make a static build.
1013
1014
The current @code{gcc4-core} package is buggy and needs this flag to build
1015
shared libraries:
1016 d0e1cd3d Diego Biurrun
1017
@example
1018 2f821b03 Víctor Paesa
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1019 d0e1cd3d Diego Biurrun
@end example
1020
1021
If you want to build FFmpeg with additional libraries, download Cygwin
1022 5dd9799d Víctor Paesa
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1023
@example
1024
libogg-devel, libvorbis-devel
1025
@end example
1026
1027
These library packages are only available from Cygwin Ports
1028 be8497b0 Víctor Paesa
(@url{http://sourceware.org/cygwinports/}) :
1029 5dd9799d Víctor Paesa
1030
@example
1031
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
1032
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1033
libxvidcore-devel
1034
@end example
1035
1036
The recommendation for libnut and x264 is to build them from source by
1037
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1038 d0e1cd3d Diego Biurrun
1039 cdf51395 Víctor Paesa
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1040
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1041
1042 d0e1cd3d Diego Biurrun
@subsection Crosscompilation for Windows under Cygwin
1043
1044
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1045
1046
Just install your Cygwin as explained before, plus these additional
1047
"Devel" packages:
1048
@example
1049
gcc-mingw-core, mingw-runtime, mingw-zlib
1050
@end example
1051
1052
and add some special flags to your configure invocation.
1053
1054
For a static build run
1055
@example
1056
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1057
@end example
1058
1059
and for a build with shared libraries
1060
@example
1061
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1062
@end example
1063
1064
@bye