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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@center @titlefont{General Documentation}
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@end titlepage
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@top
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@contents
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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 Apple HTTP Live Streaming @tab   @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 X
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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 X @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 LXF                       @tab   @tab X
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    @tab VR native stream format, used by Leitch/Harris' video servers.
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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 FFmpeg metadata           @tab X @tab X
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    @tab Metadata in text format.
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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 Mobotix .mxg              @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 X @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 Lego Mindstorms RSO       @tab X @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 X @tab X
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@item RTSP                      @tab X @tab X
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@item SAP                       @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 Text files                @tab   @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 Windows Televison (WTV)   @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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@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 PIC          @tab @tab X
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    @tab Pictor/PC Paint
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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 A64 multicolor         @tab  X  @tab
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    @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
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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 ANSI/ASCII art         @tab     @tab  X
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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  E  @tab  X
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    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
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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 IFF ILBM               @tab     @tab  X
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    @tab IFF interlaved bitmap
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@item IFF ByteRun1           @tab     @tab  X
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    @tab IFF run length encoded bitmap
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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 Intel Indeo 5          @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 Kega Game Video (KGV1) @tab      @tab  X
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    @tab Kega emulator screen capture codec.
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@item Lagarith               @tab     @tab  X
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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     @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
454
    @tab still experimental
455
@item On2 VP5                @tab     @tab  X
456
    @tab fourcc: VP50
457
@item On2 VP6                @tab     @tab  X
458
    @tab fourcc: VP60,VP61,VP62
459
@item VP8                    @tab  E  @tab  X
460
    @tab fourcc: VP80, encoding supported through external library libvpx
461
@item planar RGB             @tab     @tab  X
462
    @tab fourcc: 8BPS
463
@item Q-team QPEG            @tab     @tab  X
464
    @tab fourccs: QPEG, Q1.0, Q1.1
465
@item QuickTime 8BPS video   @tab     @tab  X
466
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
467
    @tab fourcc: 'rle '
468
@item QuickTime Graphics (SMC)  @tab     @tab  X
469
    @tab fourcc: 'smc '
470
@item QuickTime video (RPZA) @tab     @tab  X
471
    @tab fourcc: rpza
472
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
473
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
474
@item Raw Video              @tab  X  @tab  X
475
@item RealVideo 1.0          @tab  X  @tab  X
476
@item RealVideo 2.0          @tab  X  @tab  X
477
@item RealVideo 3.0          @tab     @tab  X
478
    @tab still far from ideal
479
@item RealVideo 4.0          @tab     @tab  X
480
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
481
    @tab Texture dictionaries used by the Renderware Engine.
482
@item RL2 video              @tab     @tab  X
483
    @tab used in some games by Entertainment Software Partners
484
@item Sierra VMD video       @tab     @tab  X
485
    @tab Used in Sierra VMD files.
486
@item Smacker video          @tab     @tab  X
487
    @tab Video encoding used in Smacker.
488
@item SMPTE VC-1             @tab     @tab  X
489
@item Snow                   @tab  X  @tab  X
490
    @tab experimental wavelet codec (fourcc: SNOW)
491
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
492
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
493
    @tab fourcc: SVQ1
494
@item Sorenson Vector Quantizer 3  @tab     @tab  X
495
    @tab fourcc: SVQ3
496
@item Sunplus JPEG (SP5X)    @tab     @tab  X
497
    @tab fourcc: SP5X
498
@item TechSmith Screen Capture Codec  @tab     @tab  X
499
    @tab fourcc: TSCC
500
@item Theora                 @tab  E  @tab  X
501
    @tab encoding supported through external library libtheora
502
@item Tiertex Limited SEQ video  @tab     @tab  X
503
    @tab Codec used in DOS CD-ROM FlashBack game.
504
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
505
@item VMware Screen Codec / VMware Video  @tab     @tab  X
506
    @tab Codec used in videos captured by VMware.
507
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
508
@item Windows Media Video 7  @tab  X  @tab  X
509
@item Windows Media Video 8  @tab  X  @tab  X
510
@item Windows Media Video 9  @tab     @tab  X
511
    @tab not completely working
512
@item Wing Commander III / Xan  @tab     @tab  X
513
    @tab Used in Wing Commander III .MVE files.
514
@item Winnov WNV1            @tab     @tab  X
515
@item WMV7                   @tab  X  @tab  X
516
@item YAMAHA SMAF            @tab  X  @tab  X
517
@item Psygnosis YOP Video    @tab     @tab  X
518
@item ZLIB                   @tab  X  @tab  X
519
    @tab part of LCL, encoder experimental
520
@item Zip Motion Blocks Video  @tab   X @tab  X
521
    @tab Encoder works only in PAL8.
522
@end multitable
523

    
524
@code{X} means that encoding (resp. decoding) is supported.
525

    
526
@code{E} means that support is provided through an external library.
527

    
528
@section Audio Codecs
529

    
530
@multitable @columnfractions .4 .1 .1 .4
531
@item Name @tab Encoding @tab Decoding @tab Comments
532
@item 8SVX audio             @tab     @tab  X
533
@item AAC                    @tab  E  @tab  X
534
    @tab encoding supported through external library libfaac
535
@item AC-3                   @tab IX  @tab  X
536
@item ADPCM 4X Movie         @tab     @tab  X
537
@item ADPCM CDROM XA         @tab     @tab  X
538
@item ADPCM Creative Technology @tab     @tab  X
539
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
540
@item ADPCM Electronic Arts  @tab     @tab  X
541
    @tab Used in various EA titles.
542
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
543
    @tab Used in Sim City 3000.
544
@item ADPCM Electronic Arts R1  @tab     @tab  X
545
@item ADPCM Electronic Arts R2  @tab     @tab  X
546
@item ADPCM Electronic Arts R3  @tab     @tab  X
547
@item ADPCM Electronic Arts XAS @tab     @tab  X
548
@item ADPCM G.722            @tab  X  @tab  X
549
@item ADPCM G.726            @tab  X  @tab  X
550
@item ADPCM IMA AMV          @tab     @tab  X
551
    @tab Used in AMV files
552
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
553
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
554
@item ADPCM IMA Funcom       @tab     @tab  X
555
@item ADPCM IMA QuickTime    @tab  X  @tab  X
556
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
557
@item ADPCM IMA WAV          @tab  X  @tab  X
558
@item ADPCM IMA Westwood     @tab     @tab  X
559
@item ADPCM ISS IMA          @tab     @tab  X
560
    @tab Used in FunCom games.
561
@item ADPCM IMA Duck DK3     @tab     @tab  X
562
    @tab Used in some Sega Saturn console games.
563
@item ADPCM IMA Duck DK4     @tab     @tab  X
564
    @tab Used in some Sega Saturn console games.
565
@item ADPCM Microsoft        @tab  X  @tab  X
566
@item ADPCM MS IMA           @tab  X  @tab  X
567
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
568
@item ADPCM QT IMA           @tab  X  @tab  X
569
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
570
    @tab Used in Sega Dreamcast games.
571
@item ADPCM Shockwave Flash  @tab  X  @tab  X
572
@item ADPCM SMJPEG IMA       @tab     @tab  X
573
    @tab Used in certain Loki game ports.
574
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
575
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
576
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
577
@item ADPCM Westwood Studios IMA @tab     @tab  X
578
    @tab Used in Westwood Studios games like Command and Conquer.
579
@item ADPCM Yamaha           @tab  X  @tab  X
580
@item AMR-NB                 @tab  E  @tab  X
581
    @tab encoding supported through external library libopencore-amrnb
582
@item AMR-WB                 @tab     @tab  X
583
@item Apple lossless audio   @tab  X  @tab  X
584
    @tab QuickTime fourcc 'alac'
585
@item Atrac 1                @tab     @tab  X
586
@item Atrac 3                @tab     @tab  X
587
@item Bink Audio             @tab     @tab  X
588
    @tab Used in Bink and Smacker files in many games.
589
@item Delphine Software International CIN audio  @tab     @tab  X
590
    @tab Codec used in Delphine Software International games.
591
@item COOK                   @tab     @tab  X
592
    @tab All versions except 5.1 are supported.
593
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
594
@item DPCM id RoQ            @tab  X  @tab  X
595
    @tab Used in Quake III, Jedi Knight 2, other computer games.
596
@item DPCM Interplay         @tab     @tab  X
597
    @tab Used in various Interplay computer games.
598
@item DPCM Sierra Online     @tab     @tab  X
599
    @tab Used in Sierra Online game audio files.
600
@item DPCM Sol               @tab     @tab  X
601
@item DPCM Xan               @tab     @tab  X
602
    @tab Used in Origin's Wing Commander IV AVI files.
603
@item DSP Group TrueSpeech   @tab     @tab  X
604
@item DV audio               @tab     @tab  X
605
@item Enhanced AC-3          @tab     @tab  X
606
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
607
@item GSM                    @tab  E  @tab  X
608
    @tab encoding supported through external library libgsm
609
@item GSM Microsoft variant  @tab  E  @tab  X
610
    @tab encoding supported through external library libgsm
611
@item IMC (Intel Music Coder)  @tab     @tab  X
612
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
613
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
614
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
615
    @tab Used in DVD-Audio discs.
616
@item Monkey's Audio         @tab     @tab  X
617
    @tab Only versions 3.97-3.99 are supported.
618
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
619
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
620
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
621
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
622
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
623
@item Musepack SV7           @tab     @tab  X
624
@item Musepack SV8           @tab     @tab  X
625
@item Nellymoser Asao        @tab  X  @tab  X
626
@item PCM A-law              @tab  X  @tab  X
627
@item PCM mu-law             @tab  X  @tab  X
628
@item PCM 16-bit little-endian planar  @tab     @tab  X
629
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
630
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
631
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
632
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
633
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
634
@item PCM signed 8-bit       @tab  X  @tab  X
635
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
636
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
637
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
638
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
639
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
640
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
641
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
642
@item PCM unsigned 8-bit     @tab  X  @tab  X
643
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
644
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
645
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
646
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
647
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
648
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
649
@item PCM Zork               @tab  X  @tab  X
650
@item QCELP / PureVoice      @tab     @tab  X
651
@item QDesign Music Codec 2  @tab     @tab  X
652
    @tab There are still some distortions.
653
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
654
    @tab Real 14400 bit/s codec
655
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
656
    @tab Real 28800 bit/s codec
657
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
658
    @tab Real low bitrate AC-3 codec
659
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
660
@item Shorten                @tab     @tab  X
661
@item Sierra VMD audio       @tab     @tab  X
662
    @tab Used in Sierra VMD files.
663
@item Smacker audio          @tab     @tab  X
664
@item Sonic                  @tab  X  @tab  X
665
    @tab experimental codec
666
@item Sonic lossless         @tab  X  @tab  X
667
    @tab experimental codec
668
@item Speex                  @tab     @tab  E
669
    @tab supported through external library libspeex
670
@item True Audio (TTA)       @tab     @tab  X
671
@item TrueHD                 @tab     @tab  X
672
    @tab Used in HD-DVD and Blu-Ray discs.
673
@item TwinVQ (VQF flavor)    @tab     @tab  X
674
@item Vorbis                 @tab  E  @tab  X
675
    @tab A native but very primitive encoder exists.
676
@item WavPack                @tab     @tab  X
677
@item Westwood Audio (SND1)  @tab     @tab  X
678
@item Windows Media Audio 1  @tab  X  @tab  X
679
@item Windows Media Audio 2  @tab  X  @tab  X
680
@item Windows Media Audio Pro @tab    @tab  X
681
@item Windows Media Audio Voice @tab  @tab  X
682
@end multitable
683

    
684
@code{X} means that encoding (resp. decoding) is supported.
685

    
686
@code{E} means that support is provided through an external library.
687

    
688
@code{I} means that an integer-only version is available, too (ensures high
689
performance on systems without hardware floating point support).
690

    
691
@section Subtitle Formats
692

    
693
@multitable @columnfractions .4 .1 .1 .1 .1
694
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
695
@item SSA/ASS      @tab X @tab X @tab X @tab X
696
@item DVB          @tab X @tab X @tab X @tab X
697
@item DVD          @tab X @tab X @tab X @tab X
698
@item PGS          @tab   @tab   @tab   @tab X
699
@item SubRip (SRT) @tab X @tab X @tab   @tab X
700
@item XSUB         @tab   @tab   @tab X @tab X
701
@end multitable
702

    
703
@code{X} means that the feature is supported.
704

    
705
@section Network Protocols
706

    
707
@multitable @columnfractions .4 .1
708
@item Name         @tab Support
709
@item file         @tab X
710
@item Gopher       @tab X
711
@item HTTP         @tab X
712
@item MMS          @tab X
713
@item pipe         @tab X
714
@item RTP          @tab X
715
@item TCP          @tab X
716
@item UDP          @tab X
717
@end multitable
718

    
719
@code{X} means that the protocol is supported.
720

    
721

    
722
@section Input/Output Devices
723

    
724
@multitable @columnfractions .4 .1 .1
725
@item Name              @tab Input  @tab Output
726
@item ALSA              @tab X      @tab X
727
@item BKTR              @tab X      @tab
728
@item DV1394            @tab X      @tab
729
@item JACK              @tab X      @tab
730
@item LIBDC1394         @tab X      @tab
731
@item OSS               @tab X      @tab X
732
@item Video4Linux       @tab X      @tab
733
@item Video4Linux2      @tab X      @tab
734
@item VfW capture       @tab X      @tab
735
@item X11 grabbing      @tab X      @tab
736
@end multitable
737

    
738
@code{X} means that input/output is supported.
739

    
740

    
741
@chapter Platform Specific information
742

    
743
@section DOS
744

    
745
Using a cross-compiler is preferred for various reasons.
746

    
747
@subsection DJGPP
748

    
749
FFmpeg cannot be compiled because of broken system headers, add
750
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
751
workaround.
752

    
753
@section OS/2
754

    
755
For information about compiling FFmpeg on OS/2 see
756
@url{http://www.edm2.com/index.php/FFmpeg}.
757

    
758
@section Unix-like
759

    
760
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
761
assembler which is still provided by a few AMD64 distributions. To
762
make sure your compiler really uses the required version of gas
763
after a binutils upgrade, run:
764

    
765
@example
766
$(gcc -print-prog-name=as) --version
767
@end example
768

    
769
If not, then you should install a different compiler that has no
770
hard-coded path to gas. In the worst case pass @code{--disable-asm}
771
to configure.
772

    
773
@subsection BSD
774

    
775
BSD make will not build FFmpeg, you need to install and use GNU Make
776
(@file{gmake}).
777

    
778
@subsubsection FreeBSD
779

    
780
FreeBSD will not compile out-of-the-box due to broken system headers.
781
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
782
around the problem. This may have unexpected sideeffects, so use it at
783
your own risk. If you care about FreeBSD, please make an attempt at
784
getting the system headers fixed.
785

    
786
@subsection (Open)Solaris
787

    
788
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
789
standard Solaris Make will not work. When building with a non-c99 front-end
790
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
791
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
792
since the libc is not c99-compliant by default. The probes performed by
793
configure may raise an exception leading to the death of configure itself
794
due to a bug in the system shell. Simply invoke a different shell such as
795
bash directly to work around this:
796

    
797
@example
798
bash ./configure
799
@end example
800

    
801
@subsection Darwin (MacOS X, iPhone)
802

    
803
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
804
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
805
assembler functions. Just download the Perl script and put it somewhere
806
in your PATH, FFmpeg's configure will pick it up automatically.
807

    
808
@section Windows
809

    
810
To get help and instructions for building FFmpeg under Windows, check out
811
the FFmpeg Windows Help Forum at
812
@url{http://ffmpeg.arrozcru.org/}.
813

    
814
@subsection Native Windows compilation
815

    
816
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
817
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
818
You can find detailed installation
819
instructions in the download section and the FAQ.
820

    
821
FFmpeg does not build out-of-the-box with the packages the automated MinGW
822
installer provides. It also requires coreutils to be installed and many other
823
packages updated to the latest version. The minimum version for some packages
824
are listed below:
825

    
826
@itemize
827
@item bash 3.1
828
@item msys-make 3.81-2 (note: not mingw32-make)
829
@item w32api 3.13
830
@item mingw-runtime 3.15
831
@end itemize
832

    
833
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
834
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
835

    
836
Within the MSYS shell, configure and make with:
837

    
838
@example
839
./configure --enable-memalign-hack
840
make
841
make install
842
@end example
843

    
844
This will install @file{ffmpeg.exe} along with many other development files
845
to @file{/usr/local}. You may specify another install path using the
846
@code{--prefix} option in @file{configure}.
847

    
848
Notes:
849

    
850
@itemize
851

    
852
@item Building natively using MSYS can be sped up by disabling implicit rules
853
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
854
speed up is close to non-existent for normal one-off builds and is only
855
noticeable when running make for a second time (for example in
856
@code{make install}).
857

    
858
@item In order to compile FFplay, you must have the MinGW development library
859
of SDL. Get it from @url{http://www.libsdl.org}.
860
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
861
where SDL was installed. Verify that @file{sdl-config} can be launched from
862
the MSYS command line.
863

    
864
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
865
you can build libavutil, libavcodec and libavformat as DLLs.
866

    
867
@end itemize
868

    
869
@subsection Microsoft Visual C++ compatibility
870

    
871
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
872
want to use the libav* libraries in your own applications, you can still
873
compile those applications using MSVC++. But the libav* libraries you link
874
to @emph{must} be built with MinGW. However, you will not be able to debug
875
inside the libav* libraries, since MSVC++ does not recognize the debug
876
symbols generated by GCC.
877
We strongly recommend you to move over from MSVC++ to MinGW tools.
878

    
879
This description of how to use the FFmpeg libraries with MSVC++ is based on
880
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
881
you might have to modify the procedures slightly.
882

    
883
@subsubsection Using static libraries
884

    
885
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
886

    
887
@enumerate
888

    
889
@item Create a new console application ("File / New / Project") and then
890
select "Win32 Console Application". On the appropriate page of the
891
Application Wizard, uncheck the "Precompiled headers" option.
892

    
893
@item Write the source code for your application, or, for testing, just
894
copy the code from an existing sample application into the source file
895
that MSVC++ has already created for you. For example, you can copy
896
@file{libavformat/output-example.c} from the FFmpeg distribution.
897

    
898
@item Open the "Project / Properties" dialog box. In the "Configuration"
899
combo box, select "All Configurations" so that the changes you make will
900
affect both debug and release builds. In the tree view on the left hand
901
side, select "C/C++ / General", then edit the "Additional Include
902
Directories" setting to contain the path where the FFmpeg includes were
903
installed (i.e. @file{c:\msys\1.0\local\include}).
904
Do not add MinGW's include directory here, or the include files will
905
conflict with MSVC's.
906

    
907
@item Still in the "Project / Properties" dialog box, select
908
"Linker / General" from the tree view and edit the
909
"Additional Library Directories" setting to contain the @file{lib}
910
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
911
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
912
and the directory where MinGW's GCC libs are installed
913
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
914
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
915
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
916
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
917
to the end of "Additional Dependencies".
918

    
919
@item Now, select "C/C++ / Code Generation" from the tree view. Select
920
"Debug" in the "Configuration" combo box. Make sure that "Runtime
921
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
922
the "Configuration" combo box and make sure that "Runtime Library" is
923
set to "Multi-threaded DLL".
924

    
925
@item Click "OK" to close the "Project / Properties" dialog box.
926

    
927
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
928
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
929
and install it in MSVC++'s include directory
930
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
931

    
932
@item MSVC++ also does not understand the @code{inline} keyword used by
933
FFmpeg, so you must add this line before @code{#include}ing libav*:
934
@example
935
#define inline _inline
936
@end example
937

    
938
@item Build your application, everything should work.
939

    
940
@end enumerate
941

    
942
@subsubsection Using shared libraries
943

    
944
This is how to create DLL and LIB files that are compatible with MSVC++:
945

    
946
@enumerate
947

    
948
@item Add a call to @file{vcvars32.bat} (which sets up the environment
949
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
950
The standard location for @file{vcvars32.bat} is
951
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
952
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
953
If this corresponds to your setup, add the following line as the first line
954
of @file{msys.bat}:
955

    
956
@example
957
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
958
@end example
959

    
960
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
961
and run @file{c:\msys\1.0\msys.bat} from there.
962

    
963
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
964
from @file{Microsoft (R) Library Manager}, this means your environment
965
variables are set up correctly, the @file{Microsoft (R) Library Manager}
966
is on the path and will be used by FFmpeg to create
967
MSVC++-compatible import libraries.
968

    
969
@item Build FFmpeg with
970

    
971
@example
972
./configure --enable-shared --enable-memalign-hack
973
make
974
make install
975
@end example
976

    
977
Your install path (@file{/usr/local/} by default) should now have the
978
necessary DLL and LIB files under the @file{bin} directory.
979

    
980
@end enumerate
981

    
982
To use those files with MSVC++, do the same as you would do with
983
the static libraries, as described above. But in Step 4,
984
you should only need to add the directory where the LIB files are installed
985
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
986
installed in the @file{bin} directory. And instead of adding the static
987
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
988
(@file{avcodec.lib}, @file{avformat.lib}, @file{avcore.lib}, and
989
@file{avutil.lib}). Note that you should not use the GCC import
990
libraries (@file{libxxx.dll.a} files), as these will give you undefined
991
reference errors. There should be no need for @file{libmingwex.a},
992
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
993
statically linked into the DLLs. The @file{bin} directory contains a bunch
994
of DLL files, but the ones that are actually used to run your application
995
are the ones with a major version number in their filenames
996
(i.e. @file{avcodec-51.dll}).
997

    
998
FFmpeg headers do not declare global data for Windows DLLs through the usual
999
dllexport/dllimport interface. Such data will be exported properly while
1000
building, but to use them in your MSVC++ code you will have to edit the
1001
appropriate headers and mark the data as dllimport. For example, in
1002
libavutil/pixdesc.h you should have:
1003
@example
1004
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1005
@end example
1006

    
1007
@subsection Cross compilation for Windows with Linux
1008

    
1009
You must use the MinGW cross compilation tools available at
1010
@url{http://www.mingw.org/}.
1011

    
1012
Then configure FFmpeg with the following options:
1013
@example
1014
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1015
@end example
1016
(you can change the cross-prefix according to the prefix chosen for the
1017
MinGW tools).
1018

    
1019
Then you can easily test FFmpeg with Wine
1020
(@url{http://www.winehq.com/}).
1021

    
1022
@subsection Compilation under Cygwin
1023

    
1024
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1025
llrint() in its C library.
1026

    
1027
Install your Cygwin with all the "Base" packages, plus the
1028
following "Devel" ones:
1029
@example
1030
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1031
@end example
1032

    
1033
And the following "Utils" one:
1034
@example
1035
diffutils
1036
@end example
1037

    
1038
Then run
1039

    
1040
@example
1041
./configure --enable-static --disable-shared
1042
@end example
1043

    
1044
to make a static build.
1045

    
1046
The current @code{gcc4-core} package is buggy and needs this flag to build
1047
shared libraries:
1048

    
1049
@example
1050
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1051
@end example
1052

    
1053
If you want to build FFmpeg with additional libraries, download Cygwin
1054
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1055
@example
1056
libogg-devel, libvorbis-devel
1057
@end example
1058

    
1059
These library packages are only available from Cygwin Ports
1060
(@url{http://sourceware.org/cygwinports/}) :
1061

    
1062
@example
1063
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1064
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1065
libxvidcore-devel
1066
@end example
1067

    
1068
The recommendation for libnut and x264 is to build them from source by
1069
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1070

    
1071
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1072
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1073

    
1074
@subsection Crosscompilation for Windows under Cygwin
1075

    
1076
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1077

    
1078
Just install your Cygwin as explained before, plus these additional
1079
"Devel" packages:
1080
@example
1081
gcc-mingw-core, mingw-runtime, mingw-zlib
1082
@end example
1083

    
1084
and add some special flags to your configure invocation.
1085

    
1086
For a static build run
1087
@example
1088
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1089
@end example
1090

    
1091
and for a build with shared libraries
1092
@example
1093
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1094
@end example
1095

    
1096
@bye