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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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@code{--enable-libopencore-amrwb} to configure to enable the libraries.
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Note that OpenCORE is under the Apache License 2.0 (see
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@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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incompatible with the LGPL version 2.1 and GPL version 2. You have to
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upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2)                 @tab   @tab X
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    @tab A format used by libvpx
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab   @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item 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   @tab X
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@item RTSP                      @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item 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 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 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     @tab  X
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    @tab AVS1-P2, JiZhun profile
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
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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 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
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    @tab still experimental
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
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    @tab fourcc: VP60,VP61,VP62
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@item VP8                    @tab  E  @tab  X
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    @tab fourcc: VP80, encoding supported through external library libvpx
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@item planar RGB             @tab     @tab  X
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    @tab fourcc: 8BPS
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@item Q-team QPEG            @tab     @tab  X
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    @tab fourccs: QPEG, Q1.0, Q1.1
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@item QuickTime 8BPS video   @tab     @tab  X
454
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
455
    @tab fourcc: 'rle '
456
@item QuickTime Graphics (SMC)  @tab     @tab  X
457
    @tab fourcc: 'smc '
458
@item QuickTime video (RPZA) @tab     @tab  X
459
    @tab fourcc: rpza
460
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
461
@item Raw Video              @tab  X  @tab  X
462
@item RealVideo 1.0          @tab  X  @tab  X
463
@item RealVideo 2.0          @tab  X  @tab  X
464
@item RealVideo 3.0          @tab     @tab  X
465
    @tab still far from ideal
466
@item RealVideo 4.0          @tab     @tab  X
467
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
468
    @tab Texture dictionaries used by the Renderware Engine.
469
@item RL2 video              @tab     @tab  X
470
    @tab used in some games by Entertainment Software Partners
471
@item Sierra VMD video       @tab     @tab  X
472
    @tab Used in Sierra VMD files.
473
@item Smacker video          @tab     @tab  X
474
    @tab Video encoding used in Smacker.
475
@item SMPTE VC-1             @tab     @tab  X
476
@item Snow                   @tab  X  @tab  X
477
    @tab experimental wavelet codec (fourcc: SNOW)
478
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
479
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
480
    @tab fourcc: SVQ1
481
@item Sorenson Vector Quantizer 3  @tab     @tab  X
482
    @tab fourcc: SVQ3
483
@item Sunplus JPEG (SP5X)    @tab     @tab  X
484
    @tab fourcc: SP5X
485
@item TechSmith Screen Capture Codec  @tab     @tab  X
486
    @tab fourcc: TSCC
487
@item Theora                 @tab  E  @tab  X
488
    @tab encoding supported through external library libtheora
489
@item Tiertex Limited SEQ video  @tab     @tab  X
490
    @tab Codec used in DOS CD-ROM FlashBack game.
491
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
492
@item VMware Screen Codec / VMware Video  @tab     @tab  X
493
    @tab Codec used in videos captured by VMware.
494
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
495
@item Windows Media Video 7  @tab  X  @tab  X
496
@item Windows Media Video 8  @tab  X  @tab  X
497
@item Windows Media Video 9  @tab     @tab  X
498
    @tab not completely working
499
@item Wing Commander III / Xan  @tab     @tab  X
500
    @tab Used in Wing Commander III .MVE files.
501
@item Winnov WNV1            @tab     @tab  X
502
@item WMV7                   @tab  X  @tab  X
503
@item YAMAHA SMAF            @tab  X  @tab  X
504
@item Psygnosis YOP Video    @tab     @tab  X
505
@item ZLIB                   @tab  X  @tab  X
506
    @tab part of LCL, encoder experimental
507
@item Zip Motion Blocks Video  @tab   X @tab  X
508
    @tab Encoder works only in PAL8.
509
@end multitable
510

    
511
@code{X} means that encoding (resp. decoding) is supported.
512

    
513
@code{E} means that support is provided through an external library.
514

    
515
@section Audio Codecs
516

    
517
@multitable @columnfractions .4 .1 .1 .4
518
@item Name @tab Encoding @tab Decoding @tab Comments
519
@item 8SVX audio             @tab     @tab  X
520
@item AAC                    @tab  E  @tab  X
521
    @tab encoding supported through external library libfaac
522
@item AC-3                   @tab IX  @tab  X
523
@item ADPCM 4X Movie         @tab     @tab  X
524
@item ADPCM CDROM XA         @tab     @tab  X
525
@item ADPCM Creative Technology @tab     @tab  X
526
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
527
@item ADPCM Electronic Arts  @tab     @tab  X
528
    @tab Used in various EA titles.
529
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
530
    @tab Used in Sim City 3000.
531
@item ADPCM Electronic Arts R1  @tab     @tab  X
532
@item ADPCM Electronic Arts R2  @tab     @tab  X
533
@item ADPCM Electronic Arts R3  @tab     @tab  X
534
@item ADPCM Electronic Arts XAS @tab     @tab  X
535
@item ADPCM G.726            @tab  X  @tab  X
536
@item ADPCM IMA AMV          @tab     @tab  X
537
    @tab Used in AMV files
538
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
539
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
540
@item ADPCM IMA Funcom       @tab     @tab  X
541
@item ADPCM IMA QuickTime    @tab  X  @tab  X
542
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
543
@item ADPCM IMA WAV          @tab  X  @tab  X
544
@item ADPCM IMA Westwood     @tab     @tab  X
545
@item ADPCM ISS IMA          @tab     @tab  X
546
    @tab Used in FunCom games.
547
@item ADPCM IMA Duck DK3     @tab     @tab  X
548
    @tab Used in some Sega Saturn console games.
549
@item ADPCM IMA Duck DK4     @tab     @tab  X
550
    @tab Used in some Sega Saturn console games.
551
@item ADPCM Microsoft        @tab  X  @tab  X
552
@item ADPCM MS IMA           @tab  X  @tab  X
553
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
554
@item ADPCM QT IMA           @tab  X  @tab  X
555
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
556
    @tab Used in Sega Dreamcast games.
557
@item ADPCM Shockwave Flash  @tab  X  @tab  X
558
@item ADPCM SMJPEG IMA       @tab     @tab  X
559
    @tab Used in certain Loki game ports.
560
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
561
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
562
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
563
@item ADPCM Westwood Studios IMA @tab     @tab  X
564
    @tab Used in Westwood Studios games like Command and Conquer.
565
@item ADPCM Yamaha           @tab  X  @tab  X
566
@item AMR-NB                 @tab  E  @tab  X
567
    @tab encoding supported through external library libopencore-amrnb
568
@item AMR-WB                 @tab     @tab  E
569
    @tab decoding supported through external library libopencore-amrwb
570
@item Apple lossless audio   @tab  X  @tab  X
571
    @tab QuickTime fourcc 'alac'
572
@item Atrac 1                @tab     @tab  X
573
@item Atrac 3                @tab     @tab  X
574
@item Bink Audio             @tab     @tab  X
575
    @tab Used in Bink and Smacker files in many games.
576
@item Delphine Software International CIN audio  @tab     @tab  X
577
    @tab Codec used in Delphine Software International games.
578
@item COOK                   @tab     @tab  X
579
    @tab All versions except 5.1 are supported.
580
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
581
@item DPCM id RoQ            @tab  X  @tab  X
582
    @tab Used in Quake III, Jedi Knight 2, other computer games.
583
@item DPCM Interplay         @tab     @tab  X
584
    @tab Used in various Interplay computer games.
585
@item DPCM Sierra Online     @tab     @tab  X
586
    @tab Used in Sierra Online game audio files.
587
@item DPCM Sol               @tab     @tab  X
588
@item DPCM Xan               @tab     @tab  X
589
    @tab Used in Origin's Wing Commander IV AVI files.
590
@item DSP Group TrueSpeech   @tab     @tab  X
591
@item DV audio               @tab     @tab  X
592
@item Enhanced AC-3          @tab     @tab  X
593
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
594
@item G.729                  @tab     @tab  X
595
@item GSM                    @tab  E  @tab  X
596
    @tab encoding supported through external library libgsm
597
@item GSM Microsoft variant  @tab  E  @tab  X
598
    @tab encoding supported through external library libgsm
599
@item IMC (Intel Music Coder)  @tab     @tab  X
600
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
601
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
602
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
603
    @tab Used in DVD-Audio discs.
604
@item Monkey's Audio         @tab     @tab  X
605
    @tab Only versions 3.97-3.99 are supported.
606
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
607
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
608
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
609
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
610
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
611
@item Musepack SV7           @tab     @tab  X
612
@item Musepack SV8           @tab     @tab  X
613
@item Nellymoser Asao        @tab  X  @tab  X
614
@item PCM A-law              @tab  X  @tab  X
615
@item PCM mu-law             @tab  X  @tab  X
616
@item PCM 16-bit little-endian planar  @tab     @tab  X
617
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
618
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
619
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
620
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
621
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
622
@item PCM signed 8-bit       @tab  X  @tab  X
623
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
624
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
625
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
626
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
627
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
628
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
629
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
630
@item PCM unsigned 8-bit     @tab  X  @tab  X
631
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
632
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
633
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
634
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
635
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
636
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
637
@item PCM Zork               @tab  X  @tab  X
638
@item QCELP / PureVoice      @tab     @tab  X
639
@item QDesign Music Codec 2  @tab     @tab  X
640
    @tab There are still some distortions.
641
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
642
    @tab Real 14400 bit/s codec
643
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
644
    @tab Real 28800 bit/s codec
645
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
646
    @tab Real low bitrate AC-3 codec
647
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
648
@item Shorten                @tab     @tab  X
649
@item Sierra VMD audio       @tab     @tab  X
650
    @tab Used in Sierra VMD files.
651
@item Smacker audio          @tab     @tab  X
652
@item Sonic                  @tab  X  @tab  X
653
    @tab experimental codec
654
@item Sonic lossless         @tab  X  @tab  X
655
    @tab experimental codec
656
@item Speex                  @tab     @tab  E
657
    @tab supported through external library libspeex
658
@item True Audio (TTA)       @tab     @tab  X
659
@item TrueHD                 @tab     @tab  X
660
    @tab Used in HD-DVD and Blu-Ray discs.
661
@item TwinVQ (VQF flavor)    @tab     @tab  X
662
@item Vorbis                 @tab  E  @tab  X
663
    @tab A native but very primitive encoder exists.
664
@item WavPack                @tab     @tab  X
665
@item Westwood Audio (SND1)  @tab     @tab  X
666
@item Windows Media Audio 1  @tab  X  @tab  X
667
@item Windows Media Audio 2  @tab  X  @tab  X
668
@item Windows Media Audio Pro @tab    @tab  X
669
@item Windows Media Audio Voice @tab  @tab  X
670
@end multitable
671

    
672
@code{X} means that encoding (resp. decoding) is supported.
673

    
674
@code{E} means that support is provided through an external library.
675

    
676
@code{I} means that an integer-only version is available, too (ensures high
677
performance on systems without hardware floating point support).
678

    
679
@section Subtitle Formats
680

    
681
@multitable @columnfractions .4 .1 .1 .1 .1
682
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
683
@item SSA/ASS      @tab X @tab X
684
@item DVB          @tab X @tab X @tab X @tab X
685
@item DVD          @tab X @tab X @tab X @tab X
686
@item PGS          @tab   @tab   @tab   @tab X
687
@item SubRip (SRT) @tab X @tab X
688
@item XSUB         @tab   @tab   @tab X @tab X
689
@end multitable
690

    
691
@code{X} means that the feature is supported.
692

    
693
@section Network Protocols
694

    
695
@multitable @columnfractions .4 .1
696
@item Name         @tab Support
697
@item file         @tab X
698
@item Gopher       @tab X
699
@item HTTP         @tab X
700
@item MMS          @tab X
701
@item pipe         @tab X
702
@item RTP          @tab X
703
@item TCP          @tab X
704
@item UDP          @tab X
705
@end multitable
706

    
707
@code{X} means that the protocol is supported.
708

    
709

    
710
@section Input/Output Devices
711

    
712
@multitable @columnfractions .4 .1 .1
713
@item Name              @tab Input  @tab Output
714
@item ALSA              @tab X      @tab X
715
@item BKTR              @tab X      @tab
716
@item DV1394            @tab X      @tab
717
@item JACK              @tab X      @tab
718
@item LIBDC1394         @tab X      @tab
719
@item OSS               @tab X      @tab X
720
@item Video4Linux       @tab X      @tab
721
@item Video4Linux2      @tab X      @tab
722
@item VfW capture       @tab X      @tab
723
@item X11 grabbing      @tab X      @tab
724
@end multitable
725

    
726
@code{X} means that input/output is supported.
727

    
728

    
729
@chapter Platform Specific information
730

    
731
@section DOS
732

    
733
Using a cross-compiler is preferred for various reasons.
734

    
735
@subsection DJGPP
736

    
737
FFmpeg cannot be compiled because of broken system headers, add
738
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
739
workaround.
740

    
741
@section OS/2
742

    
743
For information about compiling FFmpeg on OS/2 see
744
@url{http://www.edm2.com/index.php/FFmpeg}.
745

    
746
@section Unix-like
747

    
748
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
749
assembler which is still provided by a few AMD64 distributions. To
750
make sure your compiler really uses the required version of gas
751
after a binutils upgrade, run:
752

    
753
@example
754
$(gcc -print-prog-name=as) --version
755
@end example
756

    
757
If not, then you should install a different compiler that has no
758
hard-coded path to gas. In the worst case pass @code{--disable-asm}
759
to configure.
760

    
761
@subsection BSD
762

    
763
BSD make will not build FFmpeg, you need to install and use GNU Make
764
(@file{gmake}).
765

    
766
@subsubsection FreeBSD
767

    
768
FreeBSD will not compile out-of-the-box due to broken system headers.
769
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
770
around the problem. This may have unexpected sideeffects, so use it at
771
your own risk. If you care about FreeBSD, please make an attempt at
772
getting the system headers fixed.
773

    
774
@subsection (Open)Solaris
775

    
776
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
777
standard Solaris Make will not work. When building with a non-c99 front-end
778
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
779
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
780
since the libc is not c99-compliant by default. The probes performed by
781
configure may raise an exception leading to the death of configure itself
782
due to a bug in the system shell. Simply invoke a different shell such as
783
bash directly to work around this:
784

    
785
@example
786
bash ./configure
787
@end example
788

    
789
@subsection Darwin (MacOS X, iPhone)
790

    
791
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
792
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
793
assembler functions.
794

    
795
@section Windows
796

    
797
To get help and instructions for building FFmpeg under Windows, check out
798
the FFmpeg Windows Help Forum at
799
@url{http://ffmpeg.arrozcru.org/}.
800

    
801
@subsection Native Windows compilation
802

    
803
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
804
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
805
You can find detailed installation
806
instructions in the download section and the FAQ.
807

    
808
FFmpeg does not build out-of-the-box with the packages the automated MinGW
809
installer provides. It also requires coreutils to be installed and many other
810
packages updated to the latest version. The minimum version for some packages
811
are listed below:
812

    
813
@itemize
814
@item bash 3.1
815
@item msys-make 3.81-2 (note: not mingw32-make)
816
@item w32api 3.13
817
@item mingw-runtime 3.15
818
@end itemize
819

    
820
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
821
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
822

    
823
Within the MSYS shell, configure and make with:
824

    
825
@example
826
./configure --enable-memalign-hack
827
make
828
make install
829
@end example
830

    
831
This will install @file{ffmpeg.exe} along with many other development files
832
to @file{/usr/local}. You may specify another install path using the
833
@code{--prefix} option in @file{configure}.
834

    
835
Notes:
836

    
837
@itemize
838

    
839
@item Building natively using MSYS can be sped up by disabling implicit rules
840
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
841
speed up is close to non-existent for normal one-off builds and is only
842
noticeable when running make for a second time (for example in
843
@code{make install}).
844

    
845
@item In order to compile FFplay, you must have the MinGW development library
846
of SDL. Get it from @url{http://www.libsdl.org}.
847
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
848
where SDL was installed. Verify that @file{sdl-config} can be launched from
849
the MSYS command line.
850

    
851
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
852
you can build libavutil, libavcodec and libavformat as DLLs.
853

    
854
@end itemize
855

    
856
@subsection Microsoft Visual C++ compatibility
857

    
858
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
859
want to use the libav* libraries in your own applications, you can still
860
compile those applications using MSVC++. But the libav* libraries you link
861
to @emph{must} be built with MinGW. However, you will not be able to debug
862
inside the libav* libraries, since MSVC++ does not recognize the debug
863
symbols generated by GCC.
864
We strongly recommend you to move over from MSVC++ to MinGW tools.
865

    
866
This description of how to use the FFmpeg libraries with MSVC++ is based on
867
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
868
you might have to modify the procedures slightly.
869

    
870
@subsubsection Using static libraries
871

    
872
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
873

    
874
@enumerate
875

    
876
@item Create a new console application ("File / New / Project") and then
877
select "Win32 Console Application". On the appropriate page of the
878
Application Wizard, uncheck the "Precompiled headers" option.
879

    
880
@item Write the source code for your application, or, for testing, just
881
copy the code from an existing sample application into the source file
882
that MSVC++ has already created for you. For example, you can copy
883
@file{libavformat/output-example.c} from the FFmpeg distribution.
884

    
885
@item Open the "Project / Properties" dialog box. In the "Configuration"
886
combo box, select "All Configurations" so that the changes you make will
887
affect both debug and release builds. In the tree view on the left hand
888
side, select "C/C++ / General", then edit the "Additional Include
889
Directories" setting to contain the path where the FFmpeg includes were
890
installed (i.e. @file{c:\msys\1.0\local\include}).
891
Do not add MinGW's include directory here, or the include files will
892
conflict with MSVC's.
893

    
894
@item Still in the "Project / Properties" dialog box, select
895
"Linker / General" from the tree view and edit the
896
"Additional Library Directories" setting to contain the @file{lib}
897
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
898
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
899
and the directory where MinGW's GCC libs are installed
900
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
901
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
902
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
903
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
904
to the end of "Additional Dependencies".
905

    
906
@item Now, select "C/C++ / Code Generation" from the tree view. Select
907
"Debug" in the "Configuration" combo box. Make sure that "Runtime
908
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
909
the "Configuration" combo box and make sure that "Runtime Library" is
910
set to "Multi-threaded DLL".
911

    
912
@item Click "OK" to close the "Project / Properties" dialog box.
913

    
914
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
915
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
916
and install it in MSVC++'s include directory
917
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
918

    
919
@item MSVC++ also does not understand the @code{inline} keyword used by
920
FFmpeg, so you must add this line before @code{#include}ing libav*:
921
@example
922
#define inline _inline
923
@end example
924

    
925
@item Build your application, everything should work.
926

    
927
@end enumerate
928

    
929
@subsubsection Using shared libraries
930

    
931
This is how to create DLL and LIB files that are compatible with MSVC++:
932

    
933
@enumerate
934

    
935
@item Add a call to @file{vcvars32.bat} (which sets up the environment
936
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
937
The standard location for @file{vcvars32.bat} is
938
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
939
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
940
If this corresponds to your setup, add the following line as the first line
941
of @file{msys.bat}:
942

    
943
@example
944
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
945
@end example
946

    
947
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
948
and run @file{c:\msys\1.0\msys.bat} from there.
949

    
950
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
951
from @file{Microsoft (R) Library Manager}, this means your environment
952
variables are set up correctly, the @file{Microsoft (R) Library Manager}
953
is on the path and will be used by FFmpeg to create
954
MSVC++-compatible import libraries.
955

    
956
@item Build FFmpeg with
957

    
958
@example
959
./configure --enable-shared --enable-memalign-hack
960
make
961
make install
962
@end example
963

    
964
Your install path (@file{/usr/local/} by default) should now have the
965
necessary DLL and LIB files under the @file{bin} directory.
966

    
967
@end enumerate
968

    
969
To use those files with MSVC++, do the same as you would do with
970
the static libraries, as described above. But in Step 4,
971
you should only need to add the directory where the LIB files are installed
972
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
973
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
974
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
975
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
976
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
977
statically linked into the DLLs. The @file{bin} directory contains a bunch
978
of DLL files, but the ones that are actually used to run your application
979
are the ones with a major version number in their filenames
980
(i.e. @file{avcodec-51.dll}).
981

    
982
@subsection Cross compilation for Windows with Linux
983

    
984
You must use the MinGW cross compilation tools available at
985
@url{http://www.mingw.org/}.
986

    
987
Then configure FFmpeg with the following options:
988
@example
989
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
990
@end example
991
(you can change the cross-prefix according to the prefix chosen for the
992
MinGW tools).
993

    
994
Then you can easily test FFmpeg with Wine
995
(@url{http://www.winehq.com/}).
996

    
997
@subsection Compilation under Cygwin
998

    
999
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1000
llrint() in its C library.
1001

    
1002
Install your Cygwin with all the "Base" packages, plus the
1003
following "Devel" ones:
1004
@example
1005
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1006
@end example
1007

    
1008
And the following "Utils" one:
1009
@example
1010
diffutils
1011
@end example
1012

    
1013
Then run
1014

    
1015
@example
1016
./configure --enable-static --disable-shared
1017
@end example
1018

    
1019
to make a static build.
1020

    
1021
The current @code{gcc4-core} package is buggy and needs this flag to build
1022
shared libraries:
1023

    
1024
@example
1025
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1026
@end example
1027

    
1028
If you want to build FFmpeg with additional libraries, download Cygwin
1029
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1030
@example
1031
libogg-devel, libvorbis-devel
1032
@end example
1033

    
1034
These library packages are only available from Cygwin Ports
1035
(@url{http://sourceware.org/cygwinports/}) :
1036

    
1037
@example
1038
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1039
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1040
libxvidcore-devel
1041
@end example
1042

    
1043
The recommendation for libnut and x264 is to build them from source by
1044
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1045

    
1046
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1047
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1048

    
1049
@subsection Crosscompilation for Windows under Cygwin
1050

    
1051
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1052

    
1053
Just install your Cygwin as explained before, plus these additional
1054
"Devel" packages:
1055
@example
1056
gcc-mingw-core, mingw-runtime, mingw-zlib
1057
@end example
1058

    
1059
and add some special flags to your configure invocation.
1060

    
1061
For a static build run
1062
@example
1063
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1064
@end example
1065

    
1066
and for a build with shared libraries
1067
@example
1068
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1069
@end example
1070

    
1071
@bye