Statistics
| Branch: | Revision:

ffmpeg / doc / general.texi @ ad7da0b5

History | View | Annotate | Download (41.2 KB)

1
\input texinfo @c -*- texinfo -*-
2

    
3
@settitle General Documentation
4
@titlepage
5
@sp 7
6
@center @titlefont{General Documentation}
7
@sp 3
8
@end titlepage
9

    
10

    
11
@chapter external libraries
12

    
13
FFmpeg can be hooked up with a number of external libraries to add support
14
for more formats. None of them are used by default, their use has to be
15
explicitly requested by passing the appropriate flags to @file{./configure}.
16

    
17
@section OpenCORE AMR
18

    
19
FFmpeg can make use of the OpenCORE libraries for AMR-NB
20
decoding/encoding and AMR-WB decoding.
21

    
22
Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
23
installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
24
@code{--enable-libopencore-amrwb} to configure to enable the libraries.
25

    
26
Note that OpenCORE is under the Apache License 2.0 (see
27
@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
28
incompatible with the LGPL version 2.1 and GPL version 2. You have to
29
upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
30
GPL components, GPL version 3) to use it.
31

    
32

    
33
@chapter Supported File Formats and Codecs
34

    
35
You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
36

    
37
@section File Formats
38

    
39
FFmpeg supports the following file formats through the @code{libavformat}
40
library:
41

    
42
@multitable @columnfractions .4 .1 .1 .4
43
@item Name @tab Encoding @tab Decoding @tab Comments
44
@item 4xm                       @tab   @tab X
45
    @tab 4X Technologies format, used in some games.
46
@item 8088flex TMV              @tab   @tab X
47
@item Adobe Filmstrip           @tab X @tab X
48
@item Audio IFF (AIFF)          @tab X @tab X
49
@item American Laser Games MM   @tab   @tab X
50
    @tab Multimedia format used in games like Mad Dog McCree.
51
@item 3GPP AMR                  @tab X @tab X
52
@item ASF                       @tab X @tab X
53
@item AVI                       @tab X @tab X
54
@item AVISynth                  @tab   @tab X
55
@item AVS                       @tab   @tab X
56
    @tab Multimedia format used by the Creature Shock game.
57
@item Beam Software SIFF        @tab   @tab X
58
    @tab Audio and video format used in some games by Beam Software.
59
@item Bethesda Softworks VID    @tab   @tab X
60
    @tab Used in some games from Bethesda Softworks.
61
@item Brute Force & Ignorance   @tab   @tab X
62
    @tab Used in the game Flash Traffic: City of Angels.
63
@item Interplay C93             @tab   @tab X
64
    @tab Used in the game Cyberia from Interplay.
65
@item Delphine Software International CIN @tab   @tab X
66
    @tab Multimedia format used by Delphine Software games.
67
@item CD+G                      @tab   @tab X
68
    @tab Video format used by CD+G karaoke disks
69
@item Core Audio Format         @tab   @tab X
70
    @tab Apple Core Audio Format
71
@item CRC testing format        @tab X @tab
72
@item Creative Voice            @tab X @tab X
73
    @tab Created for the Sound Blaster Pro.
74
@item CRYO APC                  @tab   @tab X
75
    @tab Audio format used in some games by CRYO Interactive Entertainment.
76
@item D-Cinema audio            @tab X @tab X
77
@item Deluxe Paint Animation    @tab   @tab X
78
@item DV video                  @tab X @tab X
79
@item DXA                       @tab   @tab X
80
    @tab This format is used in the non-Windows version of the Feeble Files
81
         game and different game cutscenes repacked for use with ScummVM.
82
@item Electronic Arts cdata  @tab    @tab X
83
@item Electronic Arts Multimedia  @tab    @tab X
84
    @tab Used in various EA games; files have extensions like WVE and UV2.
85
@item FFM (FFserver live feed)  @tab X @tab X
86
@item Flash (SWF)               @tab X @tab X
87
@item Flash 9 (AVM2)            @tab X @tab X
88
    @tab Only embedded audio is decoded.
89
@item FLI/FLC/FLX animation     @tab   @tab X
90
    @tab .fli/.flc files
91
@item Flash Video (FLV)         @tab   @tab X
92
    @tab Macromedia Flash video files
93
@item framecrc testing format   @tab X @tab
94
@item FunCom ISS                @tab   @tab X
95
    @tab Audio format used in various games from FunCom like The Longest Journey.
96
@item GIF Animation             @tab X @tab
97
@item GXF                       @tab X @tab X
98
    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
99
         playout servers.
100
@item id Quake II CIN video     @tab   @tab X
101
@item id RoQ                    @tab X @tab X
102
    @tab Used in Quake III, Jedi Knight 2, other computer games.
103
@item IEC61937 encapsulation @tab X @tab
104
@item IFF                       @tab   @tab X
105
    @tab Interchange File Format
106
@item Interplay MVE             @tab   @tab X
107
    @tab Format used in various Interplay computer games.
108
@item IV8                       @tab   @tab X
109
    @tab A format generated by IndigoVision 8000 video server.
110
@item LMLM4                     @tab   @tab X
111
    @tab Used by Linux Media Labs MPEG-4 PCI boards
112
@item Matroska                  @tab X @tab X
113
@item Matroska audio            @tab X @tab
114
@item MAXIS XA                  @tab   @tab X
115
    @tab Used in Sim City 3000; file extension .xa.
116
@item MD Studio                 @tab   @tab X
117
@item Monkey's Audio            @tab   @tab X
118
@item Motion Pixels MVI         @tab   @tab X
119
@item MOV/QuickTime/MP4         @tab X @tab X
120
    @tab 3GP, 3GP2, PSP, iPod variants supported
121
@item MP2                       @tab X @tab X
122
@item MP3                       @tab X @tab X
123
@item MPEG-1 System             @tab X @tab X
124
    @tab muxed audio and video, VCD format supported
125
@item MPEG-PS (program stream)  @tab X @tab X
126
    @tab also known as @code{VOB} file, SVCD and DVD format supported
127
@item MPEG-TS (transport stream) @tab X @tab X
128
    @tab also known as DVB Transport Stream
129
@item MPEG-4                    @tab X @tab X
130
    @tab MPEG-4 is a variant of QuickTime.
131
@item MIME multipart JPEG       @tab X @tab
132
@item MSN TCP webcam            @tab   @tab X
133
    @tab Used by MSN Messenger webcam streams.
134
@item MTV                       @tab   @tab X
135
@item Musepack                  @tab   @tab X
136
@item Musepack SV8              @tab   @tab X
137
@item Material eXchange Format (MXF) @tab X @tab X
138
    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
139
@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
140
    @tab SMPTE 386M, D-10/IMX Mapping.
141
@item NC camera feed            @tab   @tab X
142
    @tab NC (AVIP NC4600) camera streams
143
@item NTT TwinVQ (VQF)          @tab   @tab X
144
    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
145
@item Nullsoft Streaming Video  @tab   @tab X
146
@item NuppelVideo               @tab   @tab X
147
@item NUT                       @tab X @tab X
148
    @tab NUT Open Container Format
149
@item Ogg                       @tab X @tab X
150
@item TechnoTrend PVA           @tab   @tab X
151
    @tab Used by TechnoTrend DVB PCI boards.
152
@item QCP                       @tab   @tab X
153
@item raw ADTS (AAC)            @tab X @tab X
154
@item raw AC-3                  @tab X @tab X
155
@item raw Chinese AVS video     @tab   @tab X
156
@item raw CRI ADX               @tab X @tab X
157
@item raw Dirac                 @tab X @tab X
158
@item raw DNxHD                 @tab X @tab X
159
@item raw DTS                   @tab X @tab X
160
@item raw E-AC-3                @tab X @tab X
161
@item raw FLAC                  @tab X @tab X
162
@item raw GSM                   @tab   @tab X
163
@item raw H.261                 @tab X @tab X
164
@item raw H.263                 @tab X @tab X
165
@item raw H.264                 @tab X @tab X
166
@item raw Ingenient MJPEG       @tab   @tab X
167
@item raw MJPEG                 @tab X @tab X
168
@item raw MLP                   @tab   @tab X
169
@item raw MPEG                  @tab   @tab X
170
@item raw MPEG-1                @tab   @tab X
171
@item raw MPEG-2                @tab   @tab X
172
@item raw MPEG-4                @tab X @tab X
173
@item raw NULL                  @tab X @tab
174
@item raw video                 @tab X @tab X
175
@item raw id RoQ                @tab X @tab
176
@item raw Shorten               @tab   @tab X
177
@item raw TrueHD                @tab X @tab X
178
@item raw VC-1                  @tab   @tab X
179
@item raw PCM A-law             @tab X @tab X
180
@item raw PCM mu-law            @tab X @tab X
181
@item raw PCM signed 8 bit      @tab X @tab X
182
@item raw PCM signed 16 bit big-endian  @tab X @tab X
183
@item raw PCM signed 16 bit little-endian  @tab X @tab X
184
@item raw PCM signed 24 bit big-endian  @tab X @tab X
185
@item raw PCM signed 24 bit little-endian  @tab X @tab X
186
@item raw PCM signed 32 bit big-endian  @tab X @tab X
187
@item raw PCM signed 32 bit little-endian  @tab X @tab X
188
@item raw PCM unsigned 8 bit    @tab X @tab X
189
@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
190
@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
191
@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
192
@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
193
@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
194
@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
195
@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
196
@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
197
@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
198
@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
199
@item RDT                       @tab   @tab X
200
@item REDCODE R3D               @tab   @tab X
201
    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
202
@item RealMedia                 @tab X @tab X
203
@item Redirector                @tab   @tab X
204
@item Renderware TeXture Dictionary @tab   @tab X
205
@item RL2                       @tab   @tab X
206
    @tab Audio and video format used in some games by Entertainment Software Partners.
207
@item RPL/ARMovie               @tab   @tab X
208
@item RTMP                      @tab X @tab X
209
    @tab Output is performed by publishing stream to RTMP server
210
@item RTP                       @tab   @tab X
211
@item RTSP                      @tab   @tab X
212
@item SDP                       @tab   @tab X
213
@item Sega FILM/CPK             @tab   @tab X
214
    @tab Used in many Sega Saturn console games.
215
@item Sierra SOL                @tab   @tab X
216
    @tab .sol files used in Sierra Online games.
217
@item Sierra VMD                @tab   @tab X
218
    @tab Used in Sierra CD-ROM games.
219
@item Smacker                   @tab   @tab X
220
    @tab Multimedia format used by many games.
221
@item Sony OpenMG (OMA)         @tab   @tab X
222
    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
223
@item Sony PlayStation STR      @tab   @tab X
224
@item Sony Wave64 (W64)         @tab   @tab X
225
@item SoX native format         @tab X @tab X
226
@item SUN AU format             @tab X @tab X
227
@item THP                       @tab   @tab X
228
    @tab Used on the Nintendo GameCube.
229
@item Tiertex Limited SEQ       @tab   @tab X
230
    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
231
@item True Audio                @tab   @tab X
232
@item VC-1 test bitstream       @tab X @tab X
233
@item WAV                       @tab X @tab X
234
@item WavPack                   @tab   @tab X
235
@item Wing Commander III movie  @tab   @tab X
236
    @tab Multimedia format used in Origin's Wing Commander III computer game.
237
@item Westwood Studios audio    @tab   @tab X
238
    @tab Multimedia format used in Westwood Studios games.
239
@item Westwood Studios VQA      @tab   @tab X
240
    @tab Multimedia format used in Westwood Studios games.
241
@item YUV4MPEG pipe             @tab X @tab X
242
@end multitable
243

    
244
@code{X} means that encoding (resp. decoding) is supported.
245

    
246
@section Image Formats
247

    
248
FFmpeg can read and write images for each frame of a video sequence. The
249
following image formats are supported:
250

    
251
@multitable @columnfractions .4 .1 .1 .4
252
@item Name @tab Encoding @tab Decoding @tab Comments
253
@item .Y.U.V       @tab X @tab X
254
    @tab one raw file per component
255
@item animated GIF @tab X @tab X
256
    @tab Only uncompressed GIFs are generated.
257
@item BMP          @tab X @tab X
258
    @tab Microsoft BMP image
259
@item DPX          @tab   @tab X
260
    @tab Digital Picture Exchange
261
@item JPEG         @tab X @tab X
262
    @tab Progressive JPEG is not supported.
263
@item JPEG 2000    @tab   @tab E
264
    @tab decoding supported through external library libopenjpeg
265
@item JPEG-LS      @tab X @tab X
266
@item LJPEG        @tab X @tab
267
    @tab Lossless JPEG
268
@item PAM          @tab X @tab X
269
    @tab PAM is a PNM extension with alpha support.
270
@item PBM          @tab X @tab X
271
    @tab Portable BitMap image
272
@item PCX          @tab X @tab X
273
    @tab PC Paintbrush
274
@item PGM          @tab X @tab X
275
    @tab Portable GrayMap image
276
@item PGMYUV       @tab X @tab X
277
    @tab PGM with U and V components in YUV 4:2:0
278
@item PNG          @tab X @tab X
279
    @tab 2/4 bpp not supported yet
280
@item PPM          @tab X @tab X
281
    @tab Portable PixelMap image
282
@item PTX          @tab   @tab X
283
    @tab V.Flash PTX format
284
@item SGI          @tab X @tab X
285
    @tab SGI RGB image format
286
@item Sun Rasterfile  @tab   @tab X
287
    @tab Sun RAS image format
288
@item TIFF         @tab X @tab X
289
    @tab YUV, JPEG and some extension is not supported yet.
290
@item Truevision Targa  @tab X @tab X
291
    @tab Targa (.TGA) image format
292
@end multitable
293

    
294
@code{X} means that encoding (resp. decoding) is supported.
295

    
296
@code{E} means that support is provided through an external library.
297

    
298
@section Video Codecs
299

    
300
@multitable @columnfractions .4 .1 .1 .4
301
@item Name @tab Encoding @tab Decoding @tab Comments
302
@item 4X Movie               @tab     @tab  X
303
    @tab Used in certain computer games.
304
@item 8088flex TMV           @tab     @tab  X
305
@item 8SVX exponential       @tab     @tab  X
306
@item 8SVX fibonacci         @tab     @tab  X
307
@item American Laser Games MM  @tab    @tab X
308
    @tab Used in games like Mad Dog McCree.
309
@item AMV Video              @tab     @tab  X
310
    @tab Used in Chinese MP3 players.
311
@item Apple MJPEG-B          @tab     @tab  X
312
@item Apple QuickDraw        @tab     @tab  X
313
    @tab fourcc: qdrw
314
@item Asus v1                @tab  X  @tab  X
315
    @tab fourcc: ASV1
316
@item Asus v2                @tab  X  @tab  X
317
    @tab fourcc: ASV2
318
@item ATI VCR1               @tab     @tab  X
319
    @tab fourcc: VCR1
320
@item ATI VCR2               @tab     @tab  X
321
    @tab fourcc: VCR2
322
@item Auravision Aura        @tab     @tab  X
323
@item Auravision Aura 2      @tab     @tab  X
324
@item Autodesk Animator Flic video  @tab     @tab  X
325
@item Autodesk RLE           @tab     @tab  X
326
    @tab fourcc: AASC
327
@item AVS (Audio Video Standard) video  @tab     @tab  X
328
    @tab Video encoding used by the Creature Shock game.
329
@item Beam Software VB       @tab     @tab  X
330
@item Bethesda VID video     @tab     @tab  X
331
    @tab Used in some games from Bethesda Softworks.
332
@item Brute Force & Ignorance   @tab   @tab X
333
    @tab Used in the game Flash Traffic: City of Angels.
334
@item C93 video              @tab     @tab  X
335
    @tab Codec used in Cyberia game.
336
@item CamStudio              @tab     @tab  X
337
    @tab fourcc: CSCD
338
@item CD+G                   @tab     @tab  X
339
    @tab Video codec for CD+G karaoke disks
340
@item Chinese AVS video      @tab     @tab  X
341
    @tab AVS1-P2, JiZhun profile
342
@item Delphine Software International CIN video  @tab     @tab  X
343
    @tab Codec used in Delphine Software International games.
344
@item Cinepak                @tab     @tab  X
345
@item Cirrus Logic AccuPak   @tab     @tab  X
346
    @tab fourcc: CLJR
347
@item Creative YUV (CYUV)    @tab     @tab  X
348
@item Dirac                  @tab  E  @tab  E
349
    @tab supported through external libdirac/libschroedinger libraries
350
@item Deluxe Paint Animation @tab     @tab  X
351
@item DNxHD                  @tab   X @tab  X
352
    @tab aka SMPTE VC3
353
@item Duck TrueMotion 1.0   @tab     @tab  X
354
    @tab fourcc: DUCK
355
@item Duck TrueMotion 2.0    @tab     @tab  X
356
    @tab fourcc: TM20
357
@item DV (Digital Video)     @tab  X  @tab  X
358
@item Feeble Files/ScummVM DXA  @tab     @tab  X
359
    @tab Codec originally used in Feeble Files game.
360
@item Electronic Arts CMV video  @tab     @tab  X
361
    @tab Used in NHL 95 game.
362
@item Electronic Arts Madcow video  @tab     @tab  X
363
@item Electronic Arts TGV video  @tab     @tab  X
364
@item Electronic Arts TGQ video  @tab     @tab  X
365
@item Electronic Arts TQI video  @tab     @tab  X
366
@item Escape 124             @tab     @tab  X
367
@item FFmpeg video codec #1  @tab  X  @tab  X
368
    @tab experimental lossless codec (fourcc: FFV1)
369
@item Flash Screen Video v1  @tab  X  @tab  X
370
    @tab fourcc: FSV1
371
@item Flash Video (FLV)      @tab  X  @tab  X
372
    @tab Sorenson H.263 used in Flash
373
@item Fraps                  @tab     @tab  X
374
@item H.261                  @tab  X  @tab  X
375
@item H.263 / H.263-1996     @tab  X  @tab  X
376
@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
377
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
378
    @tab encoding supported through external library libx264
379
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
380
@item HuffYUV                @tab  X  @tab  X
381
@item HuffYUV FFmpeg variant @tab  X  @tab  X
382
@item IBM Ultimotion         @tab     @tab  X
383
    @tab fourcc: ULTI
384
@item id Cinematic video     @tab     @tab  X
385
    @tab Used in Quake II.
386
@item id RoQ video           @tab  X  @tab  X
387
    @tab Used in Quake III, Jedi Knight 2, other computer games.
388
@item Intel H.263            @tab     @tab  X
389
@item Intel Indeo 2          @tab     @tab  X
390
@item Intel Indeo 3          @tab     @tab  X
391
@item Interplay C93          @tab     @tab  X
392
    @tab Used in the game Cyberia from Interplay.
393
@item Interplay MVE video    @tab     @tab  X
394
    @tab Used in Interplay .MVE files.
395
@item Karl Morton's video codec  @tab     @tab  X
396
    @tab Codec used in Worms games.
397
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
398
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
399
@item LOCO                   @tab     @tab  X
400
@item lossless MJPEG         @tab  X  @tab  X
401
@item Microsoft RLE          @tab     @tab  X
402
@item Microsoft Video 1      @tab     @tab  X
403
@item Mimic                  @tab     @tab  X
404
    @tab Used in MSN Messenger Webcam streams.
405
@item Miro VideoXL           @tab     @tab  X
406
    @tab fourcc: VIXL
407
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
408
@item Motion Pixels video    @tab     @tab  X
409
@item MPEG-1 video           @tab  X  @tab  X
410
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
411
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
412
@item MPEG-2 video           @tab  X  @tab  X
413
@item MPEG-4 part 2          @tab  X  @tab  X
414
    @ libxvidcore can be used alternatively for encoding.
415
@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
416
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
417
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
418
@item Nintendo Gamecube THP video  @tab     @tab  X
419
@item NuppelVideo/RTjpeg     @tab     @tab  X
420
    @tab Video encoding used in NuppelVideo files.
421
@item On2 VP3                @tab     @tab  X
422
    @tab still experimental
423
@item On2 VP5                @tab     @tab  X
424
    @tab fourcc: VP50
425
@item On2 VP6                @tab     @tab  X
426
    @tab fourcc: VP60,VP61,VP62
427
@item planar RGB             @tab     @tab  X
428
    @tab fourcc: 8BPS
429
@item Q-team QPEG            @tab     @tab  X
430
    @tab fourccs: QPEG, Q1.0, Q1.1
431
@item QuickTime 8BPS video   @tab     @tab  X
432
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
433
    @tab fourcc: 'rle '
434
@item QuickTime Graphics (SMC)  @tab     @tab  X
435
    @tab fourcc: 'smc '
436
@item QuickTime video (RPZA) @tab     @tab  X
437
    @tab fourcc: rpza
438
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
439
@item Raw Video              @tab  X  @tab  X
440
@item RealVideo 1.0          @tab  X  @tab  X
441
@item RealVideo 2.0          @tab  X  @tab  X
442
@item RealVideo 3.0          @tab     @tab  X
443
    @tab still far from ideal
444
@item RealVideo 4.0          @tab     @tab  X
445
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
446
    @tab Texture dictionaries used by the Renderware Engine.
447
@item RL2 video              @tab     @tab  X
448
    @tab used in some games by Entertainment Software Partners
449
@item Sierra VMD video       @tab     @tab  X
450
    @tab Used in Sierra VMD files.
451
@item Smacker video          @tab     @tab  X
452
    @tab Video encoding used in Smacker.
453
@item SMPTE VC-1             @tab     @tab  X
454
@item Snow                   @tab  X  @tab  X
455
    @tab experimental wavelet codec (fourcc: SNOW)
456
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
457
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
458
    @tab fourcc: SVQ1
459
@item Sorenson Vector Quantizer 3  @tab     @tab  X
460
    @tab fourcc: SVQ3
461
@item Sunplus JPEG (SP5X)    @tab     @tab  X
462
    @tab fourcc: SP5X
463
@item TechSmith Screen Capture Codec  @tab     @tab  X
464
    @tab fourcc: TSCC
465
@item Theora                 @tab  E  @tab  X
466
    @tab encoding supported through external library libtheora
467
@item Tiertex Limited SEQ video  @tab     @tab  X
468
    @tab Codec used in DOS CD-ROM FlashBack game.
469
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
470
@item VMware Screen Codec / VMware Video  @tab     @tab  X
471
    @tab Codec used in videos captured by VMware.
472
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
473
@item Windows Media Video 7  @tab  X  @tab  X
474
@item Windows Media Video 8  @tab  X  @tab  X
475
@item Windows Media Video 9  @tab     @tab  X
476
    @tab not completely working
477
@item Wing Commander III / Xan  @tab     @tab  X
478
    @tab Used in Wing Commander III .MVE files.
479
@item Winnov WNV1            @tab     @tab  X
480
@item WMV7                   @tab  X  @tab  X
481
@item YAMAHA SMAF            @tab  X  @tab  X
482
@item ZLIB                   @tab  X  @tab  X
483
    @tab part of LCL, encoder experimental
484
@item Zip Motion Blocks Video  @tab   X @tab  X
485
    @tab Encoder works only in PAL8.
486
@end multitable
487

    
488
@code{X} means that encoding (resp. decoding) is supported.
489

    
490
@code{E} means that support is provided through an external library.
491

    
492
@section Audio Codecs
493

    
494
@multitable @columnfractions .4 .1 .1 .4
495
@item Name @tab Encoding @tab Decoding @tab Comments
496
@item 8SVX audio             @tab     @tab  X
497
@item AAC                    @tab  E  @tab  X
498
    @tab encoding supported through external library libfaac
499
@item AC-3                   @tab IX  @tab  X
500
@item ADPCM 4X Movie         @tab     @tab  X
501
@item ADPCM CDROM XA         @tab     @tab  X
502
@item ADPCM Creative Technology @tab     @tab  X
503
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
504
@item ADPCM Electronic Arts  @tab     @tab  X
505
    @tab Used in various EA titles.
506
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
507
    @tab Used in Sim City 3000.
508
@item ADPCM Electronic Arts R1  @tab     @tab  X
509
@item ADPCM Electronic Arts R2  @tab     @tab  X
510
@item ADPCM Electronic Arts R3  @tab     @tab  X
511
@item ADPCM Electronic Arts XAS @tab     @tab  X
512
@item ADPCM G.726            @tab  X  @tab  X
513
@item ADPCM IMA AMV          @tab     @tab  X
514
    @tab Used in AMV files
515
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
516
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
517
@item ADPCM IMA Funcom       @tab     @tab  X
518
@item ADPCM IMA QuickTime    @tab  X  @tab  X
519
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
520
@item ADPCM IMA WAV          @tab  X  @tab  X
521
@item ADPCM IMA Westwood     @tab     @tab  X
522
@item ADPCM ISS IMA          @tab     @tab  X
523
    @tab Used in FunCom games.
524
@item ADPCM IMA Duck DK3     @tab     @tab  X
525
    @tab Used in some Sega Saturn console games.
526
@item ADPCM IMA Duck DK4     @tab     @tab  X
527
    @tab Used in some Sega Saturn console games.
528
@item ADPCM Microsoft        @tab  X  @tab  X
529
@item ADPCM MS IMA           @tab  X  @tab  X
530
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
531
@item ADPCM QT IMA           @tab  X  @tab  X
532
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
533
    @tab Used in Sega Dreamcast games.
534
@item ADPCM Shockwave Flash  @tab  X  @tab  X
535
@item ADPCM SMJPEG IMA       @tab     @tab  X
536
    @tab Used in certain Loki game ports.
537
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
538
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
539
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
540
@item ADPCM Westwood Studios IMA @tab     @tab  X
541
    @tab Used in Westwood Studios games like Command and Conquer.
542
@item ADPCM Yamaha           @tab  X  @tab  X
543
@item AMR-NB                 @tab  E  @tab  E
544
    @tab supported through external library libopencore-amrnb
545
@item AMR-WB                 @tab     @tab  E
546
    @tab decoding supported through external library libopencore-amrwb
547
@item Apple lossless audio   @tab  X  @tab  X
548
    @tab QuickTime fourcc 'alac'
549
@item Atrac 1                @tab     @tab  X
550
@item Atrac 3                @tab     @tab  X
551
@item Delphine Software International CIN audio  @tab     @tab  X
552
    @tab Codec used in Delphine Software International games.
553
@item COOK                   @tab     @tab  X
554
    @tab All versions except 5.1 are supported.
555
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
556
@item DPCM id RoQ            @tab  X  @tab  X
557
    @tab Used in Quake III, Jedi Knight 2, other computer games.
558
@item DPCM Interplay         @tab     @tab  X
559
    @tab Used in various Interplay computer games.
560
@item DPCM Sierra Online     @tab     @tab  X
561
    @tab Used in Sierra Online game audio files.
562
@item DPCM Sol               @tab     @tab  X
563
@item DPCM Xan               @tab     @tab  X
564
    @tab Used in Origin's Wing Commander IV AVI files.
565
@item DSP Group TrueSpeech   @tab     @tab  X
566
@item DV audio               @tab     @tab  X
567
@item Enhanced AC-3          @tab     @tab  X
568
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
569
@item G.729                  @tab     @tab  X
570
@item GSM                    @tab  E  @tab  E
571
    @tab supported through external library libgsm
572
@item GSM Microsoft variant  @tab  E  @tab  E
573
    @tab supported through external library libgsm
574
@item IMC (Intel Music Coder)  @tab     @tab  X
575
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
576
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
577
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
578
    @tab Used in DVD-Audio discs.
579
@item Monkey's Audio         @tab     @tab  X
580
    @tab Only versions 3.97-3.99 are supported.
581
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
582
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
583
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
584
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
585
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
586
@item Musepack SV7           @tab     @tab  X
587
@item Musepack SV8           @tab     @tab  X
588
@item Nellymoser Asao        @tab  X  @tab  X
589
@item PCM A-law              @tab  X  @tab  X
590
@item PCM mu-law             @tab  X  @tab  X
591
@item PCM 16-bit little-endian planar  @tab     @tab  X
592
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
593
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
594
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
595
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
596
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
597
@item PCM signed 8-bit       @tab  X  @tab  X
598
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
599
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
600
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
601
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
602
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
603
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
604
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
605
@item PCM unsigned 8-bit     @tab  X  @tab  X
606
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
607
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
608
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
609
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
610
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
611
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
612
@item PCM Zork               @tab  X  @tab  X
613
@item QCELP / PureVoice      @tab     @tab  X
614
@item QDesign Music Codec 2  @tab     @tab  X
615
    @tab There are still some distortions.
616
@item RealAudio 1.0 (14.4K)  @tab     @tab  X
617
    @tab Real 14400 bit/s codec
618
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
619
    @tab Real 28800 bit/s codec
620
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
621
    @tab Real low bitrate AC-3 codec
622
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
623
    @tab 16 kbps mode not yet supported
624
@item Shorten                @tab     @tab  X
625
@item Sierra VMD audio       @tab     @tab  X
626
    @tab Used in Sierra VMD files.
627
@item Smacker audio          @tab     @tab  X
628
@item Sonic                  @tab  X  @tab  X
629
    @tab experimental codec
630
@item Sonic lossless         @tab  X  @tab  X
631
    @tab experimental codec
632
@item Speex                  @tab     @tab  E
633
    @tab supported through external library libspeex
634
@item True Audio (TTA)       @tab     @tab  X
635
@item TrueHD                 @tab     @tab  X
636
    @tab Used in HD-DVD and Blu-Ray discs.
637
@item TwinVQ (VQF flavor)    @tab     @tab  X
638
@item Vorbis                 @tab  E  @tab  X
639
    @ A native but very primitive encoder exists.
640
@item WavPack                @tab     @tab  X
641
@item Westwood Audio (SND1)  @tab     @tab  X
642
@item Windows Media Audio 1  @tab  X  @tab  X
643
@item Windows Media Audio 2  @tab  X  @tab  X
644
@item Windows Media Audio Pro @tab    @tab  X
645
@end multitable
646

    
647
@code{X} means that encoding (resp. decoding) is supported.
648

    
649
@code{E} means that support is provided through an external library.
650

    
651
@code{I} means that an integer-only version is available, too (ensures high
652
performance on systems without hardware floating point support).
653

    
654
@section Subtitle Formats
655

    
656
@multitable @columnfractions .4 .1 .1 .1 .1
657
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
658
@item SSA/ASS      @tab X @tab X
659
@item DVB          @tab X @tab X @tab X @tab X
660
@item DVD          @tab X @tab X @tab X @tab X
661
@item PGS          @tab   @tab   @tab   @tab X
662
@item XSUB         @tab   @tab   @tab X @tab X
663
@end multitable
664

    
665
@code{X} means that the feature is supported.
666

    
667
@section Network Protocols
668

    
669
@multitable @columnfractions .4 .1
670
@item Name         @tab Support
671
@item file         @tab X
672
@item Gopher       @tab X
673
@item HTTP         @tab X
674
@item pipe         @tab X
675
@item RTP          @tab X
676
@item TCP          @tab X
677
@item UDP          @tab X
678
@end multitable
679

    
680
@code{X} means that the protocol is supported.
681

    
682

    
683
@section Input/Output Devices
684

    
685
@multitable @columnfractions .4 .1 .1
686
@item Name              @tab Input  @tab Output
687
@item ALSA              @tab X      @tab X
688
@item BEOS audio        @tab X      @tab X
689
@item BKTR              @tab X      @tab
690
@item DV1394            @tab X      @tab
691
@item JACK              @tab X      @tab
692
@item LIBDC1394         @tab X      @tab
693
@item OSS               @tab X      @tab X
694
@item Video4Linux       @tab X      @tab
695
@item Video4Linux2      @tab X      @tab
696
@item VfW capture       @tab X      @tab
697
@item X11 grabbing      @tab X      @tab
698
@end multitable
699

    
700
@code{X} means that input/output is supported.
701

    
702

    
703
@chapter Platform Specific information
704

    
705
@section BSD
706

    
707
BSD make will not build FFmpeg, you need to install and use GNU Make
708
(@file{gmake}).
709

    
710
@section Windows
711

    
712
To get help and instructions for building FFmpeg under Windows, check out
713
the FFmpeg Windows Help Forum at
714
@url{http://ffmpeg.arrozcru.org/}.
715

    
716
@subsection Native Windows compilation
717

    
718
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
719
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
720
You can find detailed installation
721
instructions in the download section and the FAQ.
722

    
723
FFmpeg does not build out-of-the-box with the packages the automated MinGW
724
installer provides. It also requires coreutils to be installed and many other
725
packages updated to the latest version. The minimum version for some packages
726
are listed below:
727

    
728
@itemize
729
@item bash 3.1
730
@item msys-make 3.81-2 (note: not mingw32-make)
731
@item w32api 3.13
732
@item mingw-runtime 3.15
733
@end itemize
734

    
735
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
736
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
737

    
738
Within the MSYS shell, configure and make with:
739

    
740
@example
741
./configure --enable-memalign-hack
742
make
743
make install
744
@end example
745

    
746
This will install @file{ffmpeg.exe} along with many other development files
747
to @file{/usr/local}. You may specify another install path using the
748
@code{--prefix} option in @file{configure}.
749

    
750
Notes:
751

    
752
@itemize
753

    
754
@item Building natively using MSYS can be sped up by disabling implicit rules
755
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
756
speed up is close to non-existent for normal one-off builds and is only
757
noticeable when running make for a second time (for example in
758
@code{make install}).
759

    
760
@item In order to compile FFplay, you must have the MinGW development library
761
of SDL. Get it from @url{http://www.libsdl.org}.
762
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
763
where SDL was installed. Verify that @file{sdl-config} can be launched from
764
the MSYS command line.
765

    
766
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
767
you can build libavutil, libavcodec and libavformat as DLLs.
768

    
769
@end itemize
770

    
771
@subsection Microsoft Visual C++ compatibility
772

    
773
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
774
want to use the libav* libraries in your own applications, you can still
775
compile those applications using MSVC++. But the libav* libraries you link
776
to @emph{must} be built with MinGW. However, you will not be able to debug
777
inside the libav* libraries, since MSVC++ does not recognize the debug
778
symbols generated by GCC.
779
We strongly recommend you to move over from MSVC++ to MinGW tools.
780

    
781
This description of how to use the FFmpeg libraries with MSVC++ is based on
782
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
783
you might have to modify the procedures slightly.
784

    
785
@subsubsection Using static libraries
786

    
787
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
788

    
789
@enumerate
790

    
791
@item Create a new console application ("File / New / Project") and then
792
select "Win32 Console Application". On the appropriate page of the
793
Application Wizard, uncheck the "Precompiled headers" option.
794

    
795
@item Write the source code for your application, or, for testing, just
796
copy the code from an existing sample application into the source file
797
that MSVC++ has already created for you. For example, you can copy
798
@file{libavformat/output-example.c} from the FFmpeg distribution.
799

    
800
@item Open the "Project / Properties" dialog box. In the "Configuration"
801
combo box, select "All Configurations" so that the changes you make will
802
affect both debug and release builds. In the tree view on the left hand
803
side, select "C/C++ / General", then edit the "Additional Include
804
Directories" setting to contain the path where the FFmpeg includes were
805
installed (i.e. @file{c:\msys\1.0\local\include}).
806
Do not add MinGW's include directory here, or the include files will
807
conflict with MSVC's.
808

    
809
@item Still in the "Project / Properties" dialog box, select
810
"Linker / General" from the tree view and edit the
811
"Additional Library Directories" setting to contain the @file{lib}
812
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
813
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
814
and the directory where MinGW's GCC libs are installed
815
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
816
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
817
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
818
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
819
to the end of "Additional Dependencies".
820

    
821
@item Now, select "C/C++ / Code Generation" from the tree view. Select
822
"Debug" in the "Configuration" combo box. Make sure that "Runtime
823
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
824
the "Configuration" combo box and make sure that "Runtime Library" is
825
set to "Multi-threaded DLL".
826

    
827
@item Click "OK" to close the "Project / Properties" dialog box.
828

    
829
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
830
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
831
and install it in MSVC++'s include directory
832
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
833

    
834
@item MSVC++ also does not understand the @code{inline} keyword used by
835
FFmpeg, so you must add this line before @code{#include}ing libav*:
836
@example
837
#define inline _inline
838
@end example
839

    
840
@item Build your application, everything should work.
841

    
842
@end enumerate
843

    
844
@subsubsection Using shared libraries
845

    
846
This is how to create DLL and LIB files that are compatible with MSVC++:
847

    
848
@enumerate
849

    
850
@item Add a call to @file{vcvars32.bat} (which sets up the environment
851
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
852
The standard location for @file{vcvars32.bat} is
853
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
854
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
855
If this corresponds to your setup, add the following line as the first line
856
of @file{msys.bat}:
857

    
858
@example
859
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
860
@end example
861

    
862
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
863
and run @file{c:\msys\1.0\msys.bat} from there.
864

    
865
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
866
from @file{Microsoft (R) Library Manager}, this means your environment
867
variables are set up correctly, the @file{Microsoft (R) Library Manager}
868
is on the path and will be used by FFmpeg to create
869
MSVC++-compatible import libraries.
870

    
871
@item Build FFmpeg with
872

    
873
@example
874
./configure --enable-shared --enable-memalign-hack
875
make
876
make install
877
@end example
878

    
879
Your install path (@file{/usr/local/} by default) should now have the
880
necessary DLL and LIB files under the @file{bin} directory.
881

    
882
@end enumerate
883

    
884
To use those files with MSVC++, do the same as you would do with
885
the static libraries, as described above. But in Step 4,
886
you should only need to add the directory where the LIB files are installed
887
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
888
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
889
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
890
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
891
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
892
statically linked into the DLLs. The @file{bin} directory contains a bunch
893
of DLL files, but the ones that are actually used to run your application
894
are the ones with a major version number in their filenames
895
(i.e. @file{avcodec-51.dll}).
896

    
897
@subsection Cross compilation for Windows with Linux
898

    
899
You must use the MinGW cross compilation tools available at
900
@url{http://www.mingw.org/}.
901

    
902
Then configure FFmpeg with the following options:
903
@example
904
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
905
@end example
906
(you can change the cross-prefix according to the prefix chosen for the
907
MinGW tools).
908

    
909
Then you can easily test FFmpeg with Wine
910
(@url{http://www.winehq.com/}).
911

    
912
@subsection Compilation under Cygwin
913

    
914
The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
915
does not contain llrint().  You need to upgrade to the unstable 1.7.x versions,
916
or leverage the implementation in MinGW (as explained below).
917

    
918
Just install your Cygwin with all the "Base" packages, plus the
919
following "Devel" ones:
920
@example
921
binutils, gcc-core, make, subversion, mingw-runtime
922
@end example
923

    
924
And the following "Utils" one:
925
@example
926
diffutils
927
@end example
928

    
929
The experimental gcc4 package is still buggy, hence please
930
use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
931

    
932
Install the current binutils-20080624-2 as they work fine (the old
933
binutils-20060709-1 proved buggy on shared builds).
934

    
935
Then create a small library that just contains llrint():
936

    
937
@example
938
ar x /usr/lib/mingw/libmingwex.a llrint.o
939
ar cq /usr/local/lib/libllrint.a llrint.o
940
@end example
941

    
942
Then run
943

    
944
@example
945
./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
946
@end example
947

    
948
to make a static build or
949

    
950
@example
951
./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
952
@end example
953

    
954
to build shared libraries.
955

    
956
If you want to build FFmpeg with additional libraries, download Cygwin
957
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
958
@example
959
libogg-devel, libvorbis-devel
960
@end example
961

    
962
These library packages are only available from Cygwin Ports
963
(@url{http://sourceware.org/cygwinports/}) :
964

    
965
@example
966
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
967
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
968
libxvidcore-devel
969
@end example
970

    
971
The recommendation for libnut and x264 is to build them from source by
972
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
973

    
974
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
975
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
976

    
977
@subsection Crosscompilation for Windows under Cygwin
978

    
979
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
980

    
981
Just install your Cygwin as explained before, plus these additional
982
"Devel" packages:
983
@example
984
gcc-mingw-core, mingw-runtime, mingw-zlib
985
@end example
986

    
987
and add some special flags to your configure invocation.
988

    
989
For a static build run
990
@example
991
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
992
@end example
993

    
994
and for a build with shared libraries
995
@example
996
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
997
@end example
998

    
999
@subsection Win9x/Win2000 support
1000

    
1001
FFmpeg is built by default for Windows XP and above. To run it on any Windows
1002
version prior to XP, you may have to disable network support. Additionally, for
1003
Windows 98/Me you must install KernelEx from:
1004
http://sourceforge.net/projects/kernelex/
1005

    
1006
@section BeOS
1007

    
1008
BeOS support is broken in mysterious ways.
1009

    
1010
@section OS/2
1011

    
1012
For information about compiling FFmpeg on OS/2 see
1013
@url{http://www.edm2.com/index.php/FFmpeg}.
1014

    
1015
@bye