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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 LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab   @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item RTMP                      @tab X @tab X
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    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab   @tab X
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@item RTSP                      @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item BMP          @tab X @tab X
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    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
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    @tab Digital Picture Exchange
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item JPEG-LS      @tab X @tab X
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@item LJPEG        @tab X @tab
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    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item 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
356
    @tab aka SMPTE VC3
357 68dddf53 Justin Ruggles
@item Duck TrueMotion 1.0   @tab     @tab  X
358 d698c5d3 Diego Biurrun
    @tab fourcc: DUCK
359 68dddf53 Justin Ruggles
@item Duck TrueMotion 2.0    @tab     @tab  X
360 d698c5d3 Diego Biurrun
    @tab fourcc: TM20
361 9510f59a Diego Biurrun
@item DV (Digital Video)     @tab  X  @tab  X
362
@item Feeble Files/ScummVM DXA  @tab     @tab  X
363 d698c5d3 Diego Biurrun
    @tab Codec originally used in Feeble Files game.
364 9510f59a Diego Biurrun
@item Electronic Arts CMV video  @tab     @tab  X
365 d698c5d3 Diego Biurrun
    @tab Used in NHL 95 game.
366 c63ea92b Peter Ross
@item Electronic Arts Madcow video  @tab     @tab  X
367 dd2d651d Diego Biurrun
@item Electronic Arts TGV video  @tab     @tab  X
368
@item Electronic Arts TGQ video  @tab     @tab  X
369
@item Electronic Arts TQI video  @tab     @tab  X
370
@item Escape 124             @tab     @tab  X
371 f4258b13 Diego Biurrun
@item FFmpeg video codec #1  @tab  X  @tab  X
372 d698c5d3 Diego Biurrun
    @tab experimental lossless codec (fourcc: FFV1)
373 dd2d651d Diego Biurrun
@item Flash Screen Video v1  @tab  X  @tab  X
374 d698c5d3 Diego Biurrun
    @tab fourcc: FSV1
375 dd2d651d Diego Biurrun
@item Flash Video (FLV)      @tab  X  @tab  X
376 d698c5d3 Diego Biurrun
    @tab Sorenson H.263 used in Flash
377 dd2d651d Diego Biurrun
@item Fraps                  @tab     @tab  X
378 d66d8b83 Diego Biurrun
@item H.261                  @tab  X  @tab  X
379 dd2d651d Diego Biurrun
@item H.263 / H.263-1996     @tab  X  @tab  X
380
@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
381
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
382 360f980b Diego Biurrun
    @tab encoding supported through external library libx264
383 dd2d651d Diego Biurrun
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
384 d66d8b83 Diego Biurrun
@item HuffYUV                @tab  X  @tab  X
385 dd2d651d Diego Biurrun
@item HuffYUV FFmpeg variant @tab  X  @tab  X
386 d66d8b83 Diego Biurrun
@item IBM Ultimotion         @tab     @tab  X
387 d698c5d3 Diego Biurrun
    @tab fourcc: ULTI
388 bac4c85c Diego Biurrun
@item id Cinematic video     @tab     @tab  X
389 d698c5d3 Diego Biurrun
    @tab Used in Quake II.
390 a1c5b6ec Justin Ruggles
@item id RoQ video           @tab  X  @tab  X
391 d698c5d3 Diego Biurrun
    @tab Used in Quake III, Jedi Knight 2, other computer games.
392 b9e06ddd Peter Ross
@item IFF ILBM               @tab     @tab  X
393
    @tab IFF interlaved bitmap
394
@item IFF ByteRun1           @tab     @tab  X
395
    @tab IFF run length encoded bitmap
396 dd2d651d Diego Biurrun
@item Intel H.263            @tab     @tab  X
397
@item Intel Indeo 2          @tab     @tab  X
398 d66d8b83 Diego Biurrun
@item Intel Indeo 3          @tab     @tab  X
399 5bebe94d Kostya Shishkov
@item Intel Indeo 5          @tab     @tab  X
400 dd2d651d Diego Biurrun
@item Interplay C93          @tab     @tab  X
401 9510f59a Diego Biurrun
    @tab Used in the game Cyberia from Interplay.
402 dd2d651d Diego Biurrun
@item Interplay MVE video    @tab     @tab  X
403 d698c5d3 Diego Biurrun
    @tab Used in Interplay .MVE files.
404 dd2d651d Diego Biurrun
@item Karl Morton's video codec  @tab     @tab  X
405 d698c5d3 Diego Biurrun
    @tab Codec used in Worms games.
406 bf354122 Daniel Verkamp
@item Kega Game Video (KGV1) @tab      @tab  X
407
    @tab Kega emulator screen capture codec.
408 dd2d651d Diego Biurrun
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
409
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
410 d66d8b83 Diego Biurrun
@item LOCO                   @tab     @tab  X
411
@item lossless MJPEG         @tab  X  @tab  X
412
@item Microsoft RLE          @tab     @tab  X
413 dd2d651d Diego Biurrun
@item Microsoft Video 1      @tab     @tab  X
414 d66d8b83 Diego Biurrun
@item Mimic                  @tab     @tab  X
415 d698c5d3 Diego Biurrun
    @tab Used in MSN Messenger Webcam streams.
416 d66d8b83 Diego Biurrun
@item Miro VideoXL           @tab     @tab  X
417 d698c5d3 Diego Biurrun
    @tab fourcc: VIXL
418 eacf8613 Justin Ruggles
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
419 dd2d651d Diego Biurrun
@item Motion Pixels video    @tab     @tab  X
420
@item MPEG-1 video           @tab  X  @tab  X
421
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
422
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
423
@item MPEG-2 video           @tab  X  @tab  X
424
@item MPEG-4 part 2          @tab  X  @tab  X
425
    @ libxvidcore can be used alternatively for encoding.
426
@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
427
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
428
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
429 eacf8613 Justin Ruggles
@item Nintendo Gamecube THP video  @tab     @tab  X
430 641992de Diego Biurrun
@item NuppelVideo/RTjpeg     @tab     @tab  X
431
    @tab Video encoding used in NuppelVideo files.
432 d66d8b83 Diego Biurrun
@item On2 VP3                @tab     @tab  X
433 d698c5d3 Diego Biurrun
    @tab still experimental
434 d66d8b83 Diego Biurrun
@item On2 VP5                @tab     @tab  X
435 d698c5d3 Diego Biurrun
    @tab fourcc: VP50
436 d66d8b83 Diego Biurrun
@item On2 VP6                @tab     @tab  X
437 d698c5d3 Diego Biurrun
    @tab fourcc: VP60,VP61,VP62
438 d66d8b83 Diego Biurrun
@item planar RGB             @tab     @tab  X
439 d698c5d3 Diego Biurrun
    @tab fourcc: 8BPS
440 a1c5b6ec Justin Ruggles
@item Q-team QPEG            @tab     @tab  X
441 d698c5d3 Diego Biurrun
    @tab fourccs: QPEG, Q1.0, Q1.1
442 9510f59a Diego Biurrun
@item QuickTime 8BPS video   @tab     @tab  X
443 a1c5b6ec Justin Ruggles
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
444
    @tab fourcc: 'rle '
445
@item QuickTime Graphics (SMC)  @tab     @tab  X
446
    @tab fourcc: 'smc '
447
@item QuickTime video (RPZA) @tab     @tab  X
448
    @tab fourcc: rpza
449 4aaab0a3 Reimar Döffinger
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
450 a1c5b6ec Justin Ruggles
@item Raw Video              @tab  X  @tab  X
451 d0e1cd3d Diego Biurrun
@item RealVideo 1.0          @tab  X  @tab  X
452
@item RealVideo 2.0          @tab  X  @tab  X
453 6beb8b26 Kostya Shishkov
@item RealVideo 3.0          @tab     @tab  X
454
    @tab still far from ideal
455 11c0f9ec Kostya Shishkov
@item RealVideo 4.0          @tab     @tab  X
456 68dddf53 Justin Ruggles
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
457 d698c5d3 Diego Biurrun
    @tab Texture dictionaries used by the Renderware Engine.
458 a1c5b6ec Justin Ruggles
@item RL2 video              @tab     @tab  X
459
    @tab used in some games by Entertainment Software Partners
460 68dddf53 Justin Ruggles
@item Sierra VMD video       @tab     @tab  X
461
    @tab Used in Sierra VMD files.
462 bac4c85c Diego Biurrun
@item Smacker video          @tab     @tab  X
463 d698c5d3 Diego Biurrun
    @tab Video encoding used in Smacker.
464 68dddf53 Justin Ruggles
@item SMPTE VC-1             @tab     @tab  X
465 d66d8b83 Diego Biurrun
@item Snow                   @tab  X  @tab  X
466 d698c5d3 Diego Biurrun
    @tab experimental wavelet codec (fourcc: SNOW)
467 eacf8613 Justin Ruggles
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
468 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
469 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ1
470 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 3  @tab     @tab  X
471 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ3
472 a1c5b6ec Justin Ruggles
@item Sunplus JPEG (SP5X)    @tab     @tab  X
473 d698c5d3 Diego Biurrun
    @tab fourcc: SP5X
474 68dddf53 Justin Ruggles
@item TechSmith Screen Capture Codec  @tab     @tab  X
475 d698c5d3 Diego Biurrun
    @tab fourcc: TSCC
476 82ced5a9 Diego Biurrun
@item Theora                 @tab  E  @tab  X
477 360f980b Diego Biurrun
    @tab encoding supported through external library libtheora
478 a1c5b6ec Justin Ruggles
@item Tiertex Limited SEQ video  @tab     @tab  X
479 d698c5d3 Diego Biurrun
    @tab Codec used in DOS CD-ROM FlashBack game.
480 ca0bb1c4 Baptiste Coudurier
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
481 eacf8613 Justin Ruggles
@item VMware Screen Codec / VMware Video  @tab     @tab  X
482 d698c5d3 Diego Biurrun
    @tab Codec used in videos captured by VMware.
483 eacf8613 Justin Ruggles
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
484 dd2d651d Diego Biurrun
@item Windows Media Video 7  @tab  X  @tab  X
485 eacf8613 Justin Ruggles
@item Windows Media Video 8  @tab  X  @tab  X
486 68dddf53 Justin Ruggles
@item Windows Media Video 9  @tab     @tab  X
487
    @tab not completely working
488 eacf8613 Justin Ruggles
@item Wing Commander III / Xan  @tab     @tab  X
489
    @tab Used in Wing Commander III .MVE files.
490 d66d8b83 Diego Biurrun
@item Winnov WNV1            @tab     @tab  X
491
@item WMV7                   @tab  X  @tab  X
492 39271be4 Diego Biurrun
@item YAMAHA SMAF            @tab  X  @tab  X
493 d66d8b83 Diego Biurrun
@item ZLIB                   @tab  X  @tab  X
494 d698c5d3 Diego Biurrun
    @tab part of LCL, encoder experimental
495 eacf8613 Justin Ruggles
@item Zip Motion Blocks Video  @tab   X @tab  X
496 d698c5d3 Diego Biurrun
    @tab Encoder works only in PAL8.
497 d0e1cd3d Diego Biurrun
@end multitable
498
499
@code{X} means that encoding (resp. decoding) is supported.
500
501 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
502
503 d0e1cd3d Diego Biurrun
@section Audio Codecs
504
505 485ec4f1 Aurelien Jacobs
@multitable @columnfractions .4 .1 .1 .4
506 b3de4544 Diego Biurrun
@item Name @tab Encoding @tab Decoding @tab Comments
507 16d81b27 Diego Biurrun
@item 8SVX audio             @tab     @tab  X
508 82ced5a9 Diego Biurrun
@item AAC                    @tab  E  @tab  X
509 360f980b Diego Biurrun
    @tab encoding supported through external library libfaac
510 c76d1bb2 Justin Ruggles
@item AC-3                   @tab IX  @tab  X
511 fd75cedd Diego Biurrun
@item ADPCM 4X Movie         @tab     @tab  X
512
@item ADPCM CDROM XA         @tab     @tab  X
513
@item ADPCM Creative Technology @tab     @tab  X
514
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
515
@item ADPCM Electronic Arts  @tab     @tab  X
516
    @tab Used in various EA titles.
517
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
518
    @tab Used in Sim City 3000.
519
@item ADPCM Electronic Arts R1  @tab     @tab  X
520
@item ADPCM Electronic Arts R2  @tab     @tab  X
521
@item ADPCM Electronic Arts R3  @tab     @tab  X
522
@item ADPCM Electronic Arts XAS @tab     @tab  X
523
@item ADPCM G.726            @tab  X  @tab  X
524
@item ADPCM IMA AMV          @tab     @tab  X
525
    @tab Used in AMV files
526
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
527
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
528
@item ADPCM IMA Funcom       @tab     @tab  X
529
@item ADPCM IMA QuickTime    @tab  X  @tab  X
530
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
531
@item ADPCM IMA WAV          @tab  X  @tab  X
532
@item ADPCM IMA Westwood     @tab     @tab  X
533
@item ADPCM ISS IMA          @tab     @tab  X
534
    @tab Used in FunCom games.
535
@item ADPCM IMA Duck DK3     @tab     @tab  X
536
    @tab Used in some Sega Saturn console games.
537
@item ADPCM IMA Duck DK4     @tab     @tab  X
538
    @tab Used in some Sega Saturn console games.
539
@item ADPCM Microsoft        @tab  X  @tab  X
540
@item ADPCM MS IMA           @tab  X  @tab  X
541
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
542
@item ADPCM QT IMA           @tab  X  @tab  X
543
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
544
    @tab Used in Sega Dreamcast games.
545
@item ADPCM Shockwave Flash  @tab  X  @tab  X
546
@item ADPCM SMJPEG IMA       @tab     @tab  X
547
    @tab Used in certain Loki game ports.
548
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
549
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
550
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
551
@item ADPCM Westwood Studios IMA @tab     @tab  X
552
    @tab Used in Westwood Studios games like Command and Conquer.
553
@item ADPCM Yamaha           @tab  X  @tab  X
554 2bcaf2fe Diego Biurrun
@item AMR-NB                 @tab  E  @tab  X
555 4fe3edaa Vitor Sessak
    @tab encoding supported through external library libopencore-amrnb
556 fc1206a4 Diego Biurrun
@item AMR-WB                 @tab     @tab  E
557
    @tab decoding supported through external library libopencore-amrwb
558 833e90dd Jai Menon
@item Apple lossless audio   @tab  X  @tab  X
559 d698c5d3 Diego Biurrun
    @tab QuickTime fourcc 'alac'
560 61dc238b Benjamin Larsson
@item Atrac 1                @tab     @tab  X
561 9510f59a Diego Biurrun
@item Atrac 3                @tab     @tab  X
562 c0d3f516 Peter Ross
@item Bink Audio             @tab     @tab  X
563
    @tab Used in Bink and Smacker files in many games.
564 9510f59a Diego Biurrun
@item Delphine Software International CIN audio  @tab     @tab  X
565 d698c5d3 Diego Biurrun
    @tab Codec used in Delphine Software International games.
566 9510f59a Diego Biurrun
@item COOK                   @tab     @tab  X
567
    @tab All versions except 5.1 are supported.
568
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
569 12dd57fd Diego Biurrun
@item DPCM id RoQ            @tab  X  @tab  X
570
    @tab Used in Quake III, Jedi Knight 2, other computer games.
571
@item DPCM Interplay         @tab     @tab  X
572
    @tab Used in various Interplay computer games.
573
@item DPCM Sierra Online     @tab     @tab  X
574
    @tab Used in Sierra Online game audio files.
575
@item DPCM Sol               @tab     @tab  X
576
@item DPCM Xan               @tab     @tab  X
577 eff9011d Sascha Sommer
    @tab Used in Origin's Wing Commander IV AVI files.
578 16d81b27 Diego Biurrun
@item DSP Group TrueSpeech   @tab     @tab  X
579
@item DV audio               @tab     @tab  X
580 44723c84 Justin Ruggles
@item Enhanced AC-3          @tab     @tab  X
581 dd2d651d Diego Biurrun
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
582
@item G.729                  @tab     @tab  X
583 82ced5a9 Diego Biurrun
@item GSM                    @tab  E  @tab  E
584 3f33271a Diego Biurrun
    @tab supported through external library libgsm
585 dd2d651d Diego Biurrun
@item GSM Microsoft variant  @tab  E  @tab  E
586 3f33271a Diego Biurrun
    @tab supported through external library libgsm
587 dd2d651d Diego Biurrun
@item IMC (Intel Music Coder)  @tab     @tab  X
588
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
589
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
590 9ba4821d Ramiro Polla
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
591
    @tab Used in DVD-Audio discs.
592 16d81b27 Diego Biurrun
@item Monkey's Audio         @tab     @tab  X
593 d698c5d3 Diego Biurrun
    @tab Only versions 3.97-3.99 are supported.
594 dd2d651d Diego Biurrun
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
595
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
596
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
597
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
598 99971952 Thilo Borgmann
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
599 dd2d651d Diego Biurrun
@item Musepack SV7           @tab     @tab  X
600
@item Musepack SV8           @tab     @tab  X
601 641992de Diego Biurrun
@item Nellymoser Asao        @tab  X  @tab  X
602
@item PCM A-law              @tab  X  @tab  X
603
@item PCM mu-law             @tab  X  @tab  X
604
@item PCM 16-bit little-endian planar  @tab     @tab  X
605
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
606
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
607
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
608
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
609
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
610
@item PCM signed 8-bit       @tab  X  @tab  X
611
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
612
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
613
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
614
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
615
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
616
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
617 5dd3707b Christian Schmidt
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
618 641992de Diego Biurrun
@item PCM unsigned 8-bit     @tab  X  @tab  X
619
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
620
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
621
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
622
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
623
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
624
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
625
@item PCM Zork               @tab  X  @tab  X
626 73b458e3 Kenan Gillet
@item QCELP / PureVoice      @tab     @tab  X
627 a1c5b6ec Justin Ruggles
@item QDesign Music Codec 2  @tab     @tab  X
628 d698c5d3 Diego Biurrun
    @tab There are still some distortions.
629 a1c5b6ec Justin Ruggles
@item RealAudio 1.0 (14.4K)  @tab     @tab  X
630 d698c5d3 Diego Biurrun
    @tab Real 14400 bit/s codec
631 a1c5b6ec Justin Ruggles
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
632 d698c5d3 Diego Biurrun
    @tab Real 28800 bit/s codec
633 a1c5b6ec Justin Ruggles
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
634 a692130f Justin Ruggles
    @tab Real low bitrate AC-3 codec
635 7bd3096f Vladimir Voroshilov
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
636 bac4c85c Diego Biurrun
@item Shorten                @tab     @tab  X
637 68dddf53 Justin Ruggles
@item Sierra VMD audio       @tab     @tab  X
638
    @tab Used in Sierra VMD files.
639 bac4c85c Diego Biurrun
@item Smacker audio          @tab     @tab  X
640 e6fa1ca5 Justin Ruggles
@item Sonic                  @tab  X  @tab  X
641
    @tab experimental codec
642
@item Sonic lossless         @tab  X  @tab  X
643
    @tab experimental codec
644 82ced5a9 Diego Biurrun
@item Speex                  @tab     @tab  E
645 360f980b Diego Biurrun
    @tab supported through external library libspeex
646 16d81b27 Diego Biurrun
@item True Audio (TTA)       @tab     @tab  X
647 9ba4821d Ramiro Polla
@item TrueHD                 @tab     @tab  X
648
    @tab Used in HD-DVD and Blu-Ray discs.
649 7bd47335 Vitor Sessak
@item TwinVQ (VQF flavor)    @tab     @tab  X
650 dd2d651d Diego Biurrun
@item Vorbis                 @tab  E  @tab  X
651 19fcd66c Martin Storsjö
    @tab A native but very primitive encoder exists.
652 bac4c85c Diego Biurrun
@item WavPack                @tab     @tab  X
653 eacf8613 Justin Ruggles
@item Westwood Audio (SND1)  @tab     @tab  X
654
@item Windows Media Audio 1  @tab  X  @tab  X
655
@item Windows Media Audio 2  @tab  X  @tab  X
656 c1061cc7 Sascha Sommer
@item Windows Media Audio Pro @tab    @tab  X
657 fa65584f Ronald S. Bultje
@item Windows Media Audio Voice @tab  @tab  X
658 d0e1cd3d Diego Biurrun
@end multitable
659
660
@code{X} means that encoding (resp. decoding) is supported.
661
662 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
663
664 d0e1cd3d Diego Biurrun
@code{I} means that an integer-only version is available, too (ensures high
665
performance on systems without hardware floating point support).
666
667 bd3151f2 Diego Biurrun
@section Subtitle Formats
668
669 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1 .1 .1 .1
670 9afc2917 Diego Biurrun
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
671 913c3e2c Diego Biurrun
@item SSA/ASS      @tab X @tab X
672 9afc2917 Diego Biurrun
@item DVB          @tab X @tab X @tab X @tab X
673
@item DVD          @tab X @tab X @tab X @tab X
674 c58b82a2 Stephen Backway
@item PGS          @tab   @tab   @tab   @tab X
675 a4276ba2 Reimar Döffinger
@item XSUB         @tab   @tab   @tab X @tab X
676 bd3151f2 Diego Biurrun
@end multitable
677
678
@code{X} means that the feature is supported.
679
680 fbd52050 Diego Biurrun
@section Network Protocols
681
682 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1
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@item Name         @tab Support
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@item file         @tab X
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@item Gopher       @tab X
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@item HTTP         @tab X
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@item pipe         @tab X
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@item RTP          @tab X
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@item TCP          @tab X
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@item UDP          @tab X
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@end multitable
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@code{X} means that the protocol is supported.
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@section Input/Output Devices
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@multitable @columnfractions .4 .1 .1
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@item Name              @tab Input  @tab Output
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@item ALSA              @tab X      @tab X
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@item BEOS audio        @tab X      @tab X
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@item BKTR              @tab X      @tab
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@item DV1394            @tab X      @tab
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@item JACK              @tab X      @tab
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@item LIBDC1394         @tab X      @tab
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@item OSS               @tab X      @tab X
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@item Video4Linux       @tab X      @tab
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@item Video4Linux2      @tab X      @tab
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@item VfW capture       @tab X      @tab
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@item X11 grabbing      @tab X      @tab
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@end multitable
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@code{X} means that input/output is supported.
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@chapter Platform Specific information
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@section BeOS
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BeOS support is broken in mysterious ways.
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@section BSD
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BSD make will not build FFmpeg, you need to install and use GNU Make
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(@file{gmake}).
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@subsection FreeBSD
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FreeBSD will not compile out-of-the-box due to broken system headers.
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Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
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around the problem. This may have unexpected sideeffects, so use it at
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your own risk. If you care about FreeBSD, please make an attempt at
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getting the system headers fixed.
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@section OS/2
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For information about compiling FFmpeg on OS/2 see
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@url{http://www.edm2.com/index.php/FFmpeg}.
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@section (Open)Solaris
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GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
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standard Solaris Make will not work. Depending on your system configuration
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you might be using a non-POSIX-compatible default shell. Ensure that a
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POSIX-compatible shell is in your path or invoke it directly.
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@section Windows
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To get help and instructions for building FFmpeg under Windows, check out
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the FFmpeg Windows Help Forum at
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@url{http://ffmpeg.arrozcru.org/}.
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@subsection Native Windows compilation
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FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
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You can find detailed installation
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instructions in the download section and the FAQ.
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FFmpeg does not build out-of-the-box with the packages the automated MinGW
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installer provides. It also requires coreutils to be installed and many other
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packages updated to the latest version. The minimum version for some packages
763
are listed below:
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@itemize
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@item bash 3.1
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@item msys-make 3.81-2 (note: not mingw32-make)
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@item w32api 3.13
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@item mingw-runtime 3.15
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@end itemize
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FFmpeg automatically passes @code{-fno-common} to the compiler to work around
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a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
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Within the MSYS shell, configure and make with:
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@example
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./configure --enable-memalign-hack
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make
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make install
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@end example
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This will install @file{ffmpeg.exe} along with many other development files
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to @file{/usr/local}. You may specify another install path using the
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@code{--prefix} option in @file{configure}.
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Notes:
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@itemize
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@item Building natively using MSYS can be sped up by disabling implicit rules
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in the Makefile by calling @code{make -r} instead of plain @code{make}. This
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speed up is close to non-existent for normal one-off builds and is only
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noticeable when running make for a second time (for example in
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@code{make install}).
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@item In order to compile FFplay, you must have the MinGW development library
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of SDL. Get it from @url{http://www.libsdl.org}.
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Edit the @file{bin/sdl-config} script so that it points to the correct prefix
800
where SDL was installed. Verify that @file{sdl-config} can be launched from
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the MSYS command line.
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@item By using @code{./configure --enable-shared} when configuring FFmpeg,
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you can build libavutil, libavcodec and libavformat as DLLs.
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806
@end itemize
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@subsection Microsoft Visual C++ compatibility
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As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
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want to use the libav* libraries in your own applications, you can still
812
compile those applications using MSVC++. But the libav* libraries you link
813
to @emph{must} be built with MinGW. However, you will not be able to debug
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inside the libav* libraries, since MSVC++ does not recognize the debug
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symbols generated by GCC.
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We strongly recommend you to move over from MSVC++ to MinGW tools.
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This description of how to use the FFmpeg libraries with MSVC++ is based on
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Microsoft Visual C++ 2005 Express Edition. If you have a different version,
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you might have to modify the procedures slightly.
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@subsubsection Using static libraries
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Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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826
@enumerate
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@item Create a new console application ("File / New / Project") and then
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select "Win32 Console Application". On the appropriate page of the
830
Application Wizard, uncheck the "Precompiled headers" option.
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@item Write the source code for your application, or, for testing, just
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copy the code from an existing sample application into the source file
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that MSVC++ has already created for you. For example, you can copy
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@file{libavformat/output-example.c} from the FFmpeg distribution.
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@item Open the "Project / Properties" dialog box. In the "Configuration"
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combo box, select "All Configurations" so that the changes you make will
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affect both debug and release builds. In the tree view on the left hand
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side, select "C/C++ / General", then edit the "Additional Include
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Directories" setting to contain the path where the FFmpeg includes were
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installed (i.e. @file{c:\msys\1.0\local\include}).
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Do not add MinGW's include directory here, or the include files will
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conflict with MSVC's.
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@item Still in the "Project / Properties" dialog box, select
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"Linker / General" from the tree view and edit the
848
"Additional Library Directories" setting to contain the @file{lib}
849
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
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the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
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and the directory where MinGW's GCC libs are installed
852
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
853
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
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@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
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@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
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to the end of "Additional Dependencies".
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@item Now, select "C/C++ / Code Generation" from the tree view. Select
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"Debug" in the "Configuration" combo box. Make sure that "Runtime
860
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
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the "Configuration" combo box and make sure that "Runtime Library" is
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set to "Multi-threaded DLL".
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@item Click "OK" to close the "Project / Properties" dialog box.
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@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
867
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
868
and install it in MSVC++'s include directory
869
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
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@item MSVC++ also does not understand the @code{inline} keyword used by
872
FFmpeg, so you must add this line before @code{#include}ing libav*:
873
@example
874
#define inline _inline
875
@end example
876
877
@item Build your application, everything should work.
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879
@end enumerate
880
881
@subsubsection Using shared libraries
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This is how to create DLL and LIB files that are compatible with MSVC++:
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@enumerate
886
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@item Add a call to @file{vcvars32.bat} (which sets up the environment
888
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
889
The standard location for @file{vcvars32.bat} is
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@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
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and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
892
If this corresponds to your setup, add the following line as the first line
893
of @file{msys.bat}:
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895
@example
896
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
897
@end example
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Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
900
and run @file{c:\msys\1.0\msys.bat} from there.
901
902
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
903
from @file{Microsoft (R) Library Manager}, this means your environment
904
variables are set up correctly, the @file{Microsoft (R) Library Manager}
905
is on the path and will be used by FFmpeg to create
906
MSVC++-compatible import libraries.
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@item Build FFmpeg with
909
910
@example
911
./configure --enable-shared --enable-memalign-hack
912
make
913
make install
914
@end example
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Your install path (@file{/usr/local/} by default) should now have the
917
necessary DLL and LIB files under the @file{bin} directory.
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919
@end enumerate
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To use those files with MSVC++, do the same as you would do with
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the static libraries, as described above. But in Step 4,
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you should only need to add the directory where the LIB files are installed
924
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
925
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
926
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
927
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
928
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
929
statically linked into the DLLs. The @file{bin} directory contains a bunch
930
of DLL files, but the ones that are actually used to run your application
931
are the ones with a major version number in their filenames
932
(i.e. @file{avcodec-51.dll}).
933
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@subsection Cross compilation for Windows with Linux
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You must use the MinGW cross compilation tools available at
937
@url{http://www.mingw.org/}.
938
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Then configure FFmpeg with the following options:
940
@example
941
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
942
@end example
943
(you can change the cross-prefix according to the prefix chosen for the
944
MinGW tools).
945
946
Then you can easily test FFmpeg with Wine
947
(@url{http://www.winehq.com/}).
948
949
@subsection Compilation under Cygwin
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Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
952
llrint() in its C library.
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Install your Cygwin with all the "Base" packages, plus the
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following "Devel" ones:
956
@example
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binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
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@end example
959
960
And the following "Utils" one:
961
@example
962
diffutils
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@end example
964
965
Then run
966
967
@example
968 2f821b03 Víctor Paesa
./configure --enable-static --disable-shared
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@end example
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to make a static build.
972
973
The current @code{gcc4-core} package is buggy and needs this flag to build
974
shared libraries:
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976
@example
977 2f821b03 Víctor Paesa
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
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@end example
979
980
If you want to build FFmpeg with additional libraries, download Cygwin
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"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
982
@example
983
libogg-devel, libvorbis-devel
984
@end example
985
986
These library packages are only available from Cygwin Ports
987 be8497b0 Víctor Paesa
(@url{http://sourceware.org/cygwinports/}) :
988 5dd9799d Víctor Paesa
989
@example
990
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
991
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
992
libxvidcore-devel
993
@end example
994
995
The recommendation for libnut and x264 is to build them from source by
996
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
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Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
999
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1000
1001 d0e1cd3d Diego Biurrun
@subsection Crosscompilation for Windows under Cygwin
1002
1003
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1004
1005
Just install your Cygwin as explained before, plus these additional
1006
"Devel" packages:
1007
@example
1008
gcc-mingw-core, mingw-runtime, mingw-zlib
1009
@end example
1010
1011
and add some special flags to your configure invocation.
1012
1013
For a static build run
1014
@example
1015
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1016
@end example
1017
1018
and for a build with shared libraries
1019
@example
1020
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1021
@end example
1022
1023
@bye