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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} option 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 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 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 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 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 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 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   @tab X
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@item RTP                       @tab   @tab X
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@item RTSP                      @tab   @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 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 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 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 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 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 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 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  X  @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 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
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@item QuickTime Animation (RLE) video  @tab  X  @tab  X
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    @tab fourcc: 'rle '
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@item QuickTime Graphics (SMC)  @tab     @tab  X
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    @tab fourcc: 'smc '
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@item QuickTime video (RPZA) @tab     @tab  X
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    @tab fourcc: rpza
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@item Raw Video              @tab  X  @tab  X
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@item RealVideo 1.0          @tab  X  @tab  X
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@item RealVideo 2.0          @tab  X  @tab  X
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@item RealVideo 3.0          @tab     @tab  X
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    @tab still far from ideal
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@item RealVideo 4.0          @tab     @tab  X
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@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
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    @tab Texture dictionaries used by the Renderware Engine.
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@item RL2 video              @tab     @tab  X
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    @tab used in some games by Entertainment Software Partners
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@item Sierra VMD video       @tab     @tab  X
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    @tab Used in Sierra VMD files.
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@item Smacker video          @tab     @tab  X
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    @tab Video encoding used in Smacker.
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@item SMPTE VC-1             @tab     @tab  X
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@item Snow                   @tab  X  @tab  X
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    @tab experimental wavelet codec (fourcc: SNOW)
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@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
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@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
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    @tab fourcc: SVQ1
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@item Sorenson Vector Quantizer 3  @tab     @tab  X
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    @tab fourcc: SVQ3
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@item Sunplus JPEG (SP5X)    @tab     @tab  X
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    @tab fourcc: SP5X
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@item TechSmith Screen Capture Codec  @tab     @tab  X
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    @tab fourcc: TSCC
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@item Theora                 @tab  E  @tab  X
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    @tab encoding supported through external library libtheora
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@item Tiertex Limited SEQ video  @tab     @tab  X
452
    @tab Codec used in DOS CD-ROM FlashBack game.
453
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
454
@item VMware Screen Codec / VMware Video  @tab     @tab  X
455
    @tab Codec used in videos captured by VMware.
456
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
457
@item Windows Media Video 7  @tab  X  @tab  X
458
@item Windows Media Video 8  @tab  X  @tab  X
459
@item Windows Media Video 9  @tab     @tab  X
460
    @tab not completely working
461
@item Wing Commander III / Xan  @tab     @tab  X
462
    @tab Used in Wing Commander III .MVE files.
463
@item Winnov WNV1            @tab     @tab  X
464
@item WMV7                   @tab  X  @tab  X
465
@item YAMAHA SMAF            @tab  X  @tab  X
466
@item ZLIB                   @tab  X  @tab  X
467
    @tab part of LCL, encoder experimental
468
@item Zip Motion Blocks Video  @tab   X @tab  X
469
    @tab Encoder works only in PAL8.
470
@end multitable
471

    
472
@code{X} means that encoding (resp. decoding) is supported.
473

    
474
@code{E} means that support is provided through an external library.
475

    
476
@section Audio Codecs
477

    
478
@multitable @columnfractions .4 .1 .1 .4
479
@item Name @tab Encoding @tab Decoding @tab Comments
480
@item 8SVX audio             @tab     @tab  X
481
@item AAC                    @tab  E  @tab  X
482
    @tab encoding supported through external library libfaac
483
@item AC-3                   @tab IX  @tab  X
484
@item ADPCM 4X Movie         @tab     @tab  X
485
@item ADPCM CDROM XA         @tab     @tab  X
486
@item ADPCM Creative Technology @tab     @tab  X
487
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
488
@item ADPCM Electronic Arts  @tab     @tab  X
489
    @tab Used in various EA titles.
490
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
491
    @tab Used in Sim City 3000.
492
@item ADPCM Electronic Arts R1  @tab     @tab  X
493
@item ADPCM Electronic Arts R2  @tab     @tab  X
494
@item ADPCM Electronic Arts R3  @tab     @tab  X
495
@item ADPCM Electronic Arts XAS @tab     @tab  X
496
@item ADPCM G.726            @tab  X  @tab  X
497
@item ADPCM IMA AMV          @tab     @tab  X
498
    @tab Used in AMV files
499
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
500
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
501
@item ADPCM IMA Funcom       @tab     @tab  X
502
@item ADPCM IMA QuickTime    @tab  X  @tab  X
503
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
504
@item ADPCM IMA WAV          @tab  X  @tab  X
505
@item ADPCM IMA Westwood     @tab     @tab  X
506
@item ADPCM ISS IMA          @tab     @tab  X
507
    @tab Used in FunCom games.
508
@item ADPCM IMA Duck DK3     @tab     @tab  X
509
    @tab Used in some Sega Saturn console games.
510
@item ADPCM IMA Duck DK4     @tab     @tab  X
511
    @tab Used in some Sega Saturn console games.
512
@item ADPCM Microsoft        @tab  X  @tab  X
513
@item ADPCM MS IMA           @tab  X  @tab  X
514
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
515
@item ADPCM QT IMA           @tab  X  @tab  X
516
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
517
    @tab Used in Sega Dreamcast games.
518
@item ADPCM Shockwave Flash  @tab  X  @tab  X
519
@item ADPCM SMJPEG IMA       @tab     @tab  X
520
    @tab Used in certain Loki game ports.
521
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
522
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
523
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
524
@item ADPCM Westwood Studios IMA @tab     @tab  X
525
    @tab Used in Westwood Studios games like Command and Conquer.
526
@item ADPCM Yamaha           @tab  X  @tab  X
527
@item AMR-NB                 @tab  E  @tab  E
528
    @tab supported through external library libopencore-amrnb
529
@item AMR-WB                 @tab     @tab  E
530
    @tab decoding supported through external library libopencore-amrwb
531
@item Apple lossless audio   @tab  X  @tab  X
532
    @tab QuickTime fourcc 'alac'
533
@item Atrac 3                @tab     @tab  X
534
@item Delphine Software International CIN audio  @tab     @tab  X
535
    @tab Codec used in Delphine Software International games.
536
@item COOK                   @tab     @tab  X
537
    @tab All versions except 5.1 are supported.
538
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
539
@item DPCM id RoQ            @tab  X  @tab  X
540
    @tab Used in Quake III, Jedi Knight 2, other computer games.
541
@item DPCM Interplay         @tab     @tab  X
542
    @tab Used in various Interplay computer games.
543
@item DPCM Sierra Online     @tab     @tab  X
544
    @tab Used in Sierra Online game audio files.
545
@item DPCM Sol               @tab     @tab  X
546
@item DPCM Xan               @tab     @tab  X
547
    @tab Used in Origin's Wing Commander IV AVI files.
548
@item DSP Group TrueSpeech   @tab     @tab  X
549
@item DV audio               @tab     @tab  X
550
@item Enhanced AC-3          @tab     @tab  X
551
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
552
@item G.729                  @tab     @tab  X
553
@item GSM                    @tab  E  @tab  E
554
    @tab supported through external library libgsm
555
@item GSM Microsoft variant  @tab  E  @tab  E
556
    @tab supported through external library libgsm
557
@item IMC (Intel Music Coder)  @tab     @tab  X
558
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
559
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
560
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
561
    @tab Used in DVD-Audio discs.
562
@item Monkey's Audio         @tab     @tab  X
563
    @tab Only versions 3.97-3.99 are supported.
564
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
565
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
566
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
567
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
568
@item Musepack SV7           @tab     @tab  X
569
@item Musepack SV8           @tab     @tab  X
570
@item Nellymoser Asao        @tab  X  @tab  X
571
@item PCM A-law              @tab  X  @tab  X
572
@item PCM mu-law             @tab  X  @tab  X
573
@item PCM 16-bit little-endian planar  @tab     @tab  X
574
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
575
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
576
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
577
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
578
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
579
@item PCM signed 8-bit       @tab  X  @tab  X
580
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
581
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
582
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
583
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
584
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
585
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
586
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
587
@item PCM unsigned 8-bit     @tab  X  @tab  X
588
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
589
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
590
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
591
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
592
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
593
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
594
@item PCM Zork               @tab  X  @tab  X
595
@item QCELP / PureVoice      @tab     @tab  X
596
@item QDesign Music Codec 2  @tab     @tab  X
597
    @tab There are still some distortions.
598
@item RealAudio 1.0 (14.4K)  @tab     @tab  X
599
    @tab Real 14400 bit/s codec
600
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
601
    @tab Real 28800 bit/s codec
602
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
603
    @tab Real low bitrate AC-3 codec
604
@item Shorten                @tab     @tab  X
605
@item Sierra VMD audio       @tab     @tab  X
606
    @tab Used in Sierra VMD files.
607
@item Smacker audio          @tab     @tab  X
608
@item Sonic                  @tab  X  @tab  X
609
    @tab experimental codec
610
@item Sonic lossless         @tab  X  @tab  X
611
    @tab experimental codec
612
@item Speex                  @tab     @tab  E
613
    @tab supported through external library libspeex
614
@item True Audio (TTA)       @tab     @tab  X
615
@item TrueHD                 @tab     @tab  X
616
    @tab Used in HD-DVD and Blu-Ray discs.
617
@item TwinVQ (VQF flavor)    @tab     @tab  X
618
@item Vorbis                 @tab  E  @tab  X
619
    @ A native but very primitive encoder exists.
620
@item WavPack                @tab     @tab  X
621
@item Westwood Audio (SND1)  @tab     @tab  X
622
@item Windows Media Audio 1  @tab  X  @tab  X
623
@item Windows Media Audio 2  @tab  X  @tab  X
624
@item Windows Media Audio Pro @tab    @tab  X
625
@end multitable
626

    
627
@code{X} means that encoding (resp. decoding) is supported.
628

    
629
@code{E} means that support is provided through an external library.
630

    
631
@code{I} means that an integer-only version is available, too (ensures high
632
performance on systems without hardware floating point support).
633

    
634
@section Subtitle Formats
635

    
636
@multitable @columnfractions .4 .1 .1 .1 .1
637
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
638
@item SSA/ASS      @tab X @tab X
639
@item DVB          @tab X @tab X @tab X @tab X
640
@item DVD          @tab X @tab X @tab X @tab X
641
@item PGS          @tab   @tab   @tab   @tab X
642
@item XSUB         @tab   @tab   @tab X @tab X
643
@end multitable
644

    
645
@code{X} means that the feature is supported.
646

    
647
@section Network Protocols
648

    
649
@multitable @columnfractions .4 .1
650
@item Name         @tab Support
651
@item file         @tab X
652
@item Gopher       @tab X
653
@item HTTP         @tab X
654
@item pipe         @tab X
655
@item RTP          @tab X
656
@item TCP          @tab X
657
@item UDP          @tab X
658
@end multitable
659

    
660
@code{X} means that the protocol is supported.
661

    
662

    
663
@section Input/Output Devices
664

    
665
@multitable @columnfractions .4 .1 .1
666
@item Name              @tab Input  @tab Output
667
@item ALSA              @tab X      @tab X
668
@item BEOS audio        @tab X      @tab X
669
@item BKTR              @tab X      @tab
670
@item DV1394            @tab X      @tab
671
@item JACK              @tab X      @tab
672
@item LIBDC1394         @tab X      @tab
673
@item OSS               @tab X      @tab X
674
@item Video4Linux       @tab X      @tab
675
@item Video4Linux2      @tab X      @tab
676
@item VfW capture       @tab X      @tab
677
@item X11 grabbing      @tab X      @tab
678
@end multitable
679

    
680
@code{X} means that input/output is supported.
681

    
682

    
683
@chapter Platform Specific information
684

    
685
@section BSD
686

    
687
BSD make will not build FFmpeg, you need to install and use GNU Make
688
(@file{gmake}).
689

    
690
@section Windows
691

    
692
To get help and instructions for building FFmpeg under Windows, check out
693
the FFmpeg Windows Help Forum at
694
@url{http://ffmpeg.arrozcru.org/}.
695

    
696
@subsection Native Windows compilation
697

    
698
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
699
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
700
You can find detailed installation
701
instructions in the download section and the FAQ.
702

    
703
FFmpeg does not build out-of-the-box with the packages the automated MinGW
704
installer provides. It also requires coreutils to be installed and many other
705
packages updated to the latest version. The minimum version for some packages
706
are listed below:
707

    
708
@itemize
709
@item bash 3.1
710
@item msys-make 3.81-2 (note: not mingw32-make)
711
@item w32api 3.13
712
@item mingw-runtime 3.15
713
@end itemize
714

    
715
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
716
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
717

    
718
Within the MSYS shell, configure and make with:
719

    
720
@example
721
./configure --enable-memalign-hack --extra-cflags=-fno-common
722
make
723
make install
724
@end example
725

    
726
This will install @file{ffmpeg.exe} along with many other development files
727
to @file{/usr/local}. You may specify another install path using the
728
@code{--prefix} option in @file{configure}.
729

    
730
Notes:
731

    
732
@itemize
733

    
734
@item In order to compile FFplay, you must have the MinGW development library
735
of SDL. Get it from @url{http://www.libsdl.org}.
736
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
737
where SDL was installed. Verify that @file{sdl-config} can be launched from
738
the MSYS command line.
739

    
740
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
741
you can build libavutil, libavcodec and libavformat as DLLs.
742

    
743
@end itemize
744

    
745
@subsection Microsoft Visual C++ compatibility
746

    
747
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
748
want to use the libav* libraries in your own applications, you can still
749
compile those applications using MSVC++. But the libav* libraries you link
750
to @emph{must} be built with MinGW. However, you will not be able to debug
751
inside the libav* libraries, since MSVC++ does not recognize the debug
752
symbols generated by GCC.
753
We strongly recommend you to move over from MSVC++ to MinGW tools.
754

    
755
This description of how to use the FFmpeg libraries with MSVC++ is based on
756
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
757
you might have to modify the procedures slightly.
758

    
759
@subsubsection Using static libraries
760

    
761
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
762

    
763
@enumerate
764

    
765
@item Create a new console application ("File / New / Project") and then
766
select "Win32 Console Application". On the appropriate page of the
767
Application Wizard, uncheck the "Precompiled headers" option.
768

    
769
@item Write the source code for your application, or, for testing, just
770
copy the code from an existing sample application into the source file
771
that MSVC++ has already created for you. For example, you can copy
772
@file{libavformat/output-example.c} from the FFmpeg distribution.
773

    
774
@item Open the "Project / Properties" dialog box. In the "Configuration"
775
combo box, select "All Configurations" so that the changes you make will
776
affect both debug and release builds. In the tree view on the left hand
777
side, select "C/C++ / General", then edit the "Additional Include
778
Directories" setting to contain the path where the FFmpeg includes were
779
installed (i.e. @file{c:\msys\1.0\local\include}).
780
Do not add MinGW's include directory here, or the include files will
781
conflict with MSVC's.
782

    
783
@item Still in the "Project / Properties" dialog box, select
784
"Linker / General" from the tree view and edit the
785
"Additional Library Directories" setting to contain the @file{lib}
786
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
787
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
788
and the directory where MinGW's GCC libs are installed
789
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
790
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
791
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
792
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
793
to the end of "Additional Dependencies".
794

    
795
@item Now, select "C/C++ / Code Generation" from the tree view. Select
796
"Debug" in the "Configuration" combo box. Make sure that "Runtime
797
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
798
the "Configuration" combo box and make sure that "Runtime Library" is
799
set to "Multi-threaded DLL".
800

    
801
@item Click "OK" to close the "Project / Properties" dialog box.
802

    
803
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
804
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
805
and install it in MSVC++'s include directory
806
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
807

    
808
@item MSVC++ also does not understand the @code{inline} keyword used by
809
FFmpeg, so you must add this line before @code{#include}ing libav*:
810
@example
811
#define inline _inline
812
@end example
813

    
814
@item Build your application, everything should work.
815

    
816
@end enumerate
817

    
818
@subsubsection Using shared libraries
819

    
820
This is how to create DLL and LIB files that are compatible with MSVC++:
821

    
822
@enumerate
823

    
824
@item Add a call to @file{vcvars32.bat} (which sets up the environment
825
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
826
The standard location for @file{vcvars32.bat} is
827
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
828
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
829
If this corresponds to your setup, add the following line as the first line
830
of @file{msys.bat}:
831

    
832
@example
833
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
834
@end example
835

    
836
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
837
and run @file{c:\msys\1.0\msys.bat} from there.
838

    
839
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
840
from @file{Microsoft (R) Library Manager}, this means your environment
841
variables are set up correctly, the @file{Microsoft (R) Library Manager}
842
is on the path and will be used by FFmpeg to create
843
MSVC++-compatible import libraries.
844

    
845
@item Build FFmpeg with
846

    
847
@example
848
./configure --enable-shared --enable-memalign-hack
849
make
850
make install
851
@end example
852

    
853
Your install path (@file{/usr/local/} by default) should now have the
854
necessary DLL and LIB files under the @file{bin} directory.
855

    
856
@end enumerate
857

    
858
To use those files with MSVC++, do the same as you would do with
859
the static libraries, as described above. But in Step 4,
860
you should only need to add the directory where the LIB files are installed
861
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
862
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
863
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
864
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
865
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
866
statically linked into the DLLs. The @file{bin} directory contains a bunch
867
of DLL files, but the ones that are actually used to run your application
868
are the ones with a major version number in their filenames
869
(i.e. @file{avcodec-51.dll}).
870

    
871
@subsection Cross compilation for Windows with Linux
872

    
873
You must use the MinGW cross compilation tools available at
874
@url{http://www.mingw.org/}.
875

    
876
Then configure FFmpeg with the following options:
877
@example
878
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
879
@end example
880
(you can change the cross-prefix according to the prefix chosen for the
881
MinGW tools).
882

    
883
Then you can easily test FFmpeg with Wine
884
(@url{http://www.winehq.com/}).
885

    
886
@subsection Compilation under Cygwin
887

    
888
The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
889
does not contain llrint().  You need to upgrade to the unstable 1.7.x versions,
890
or leverage the implementation in MinGW (as explained below).
891

    
892
Just install your Cygwin with all the "Base" packages, plus the
893
following "Devel" ones:
894
@example
895
binutils, gcc-core, make, subversion, mingw-runtime
896
@end example
897

    
898
And the following "Utils" one:
899
@example
900
diffutils
901
@end example
902

    
903
The experimental gcc4 package is still buggy, hence please
904
use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
905

    
906
Install the current binutils-20080624-2 as they work fine (the old
907
binutils-20060709-1 proved buggy on shared builds).
908

    
909
Then create a small library that just contains llrint():
910

    
911
@example
912
ar x /usr/lib/mingw/libmingwex.a llrint.o
913
ar cq /usr/local/lib/libllrint.a llrint.o
914
@end example
915

    
916
Then run
917

    
918
@example
919
./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
920
@end example
921

    
922
to make a static build or
923

    
924
@example
925
./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
926
@end example
927

    
928
to build shared libraries.
929

    
930
If you want to build FFmpeg with additional libraries, download Cygwin
931
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
932
@example
933
libogg-devel, libvorbis-devel
934
@end example
935

    
936
These library packages are only available from Cygwin Ports
937
(@url{http://sourceware.org/cygwinports/}) :
938

    
939
@example
940
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
941
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
942
libxvidcore-devel
943
@end example
944

    
945
The recommendation for libnut and x264 is to build them from source by
946
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
947

    
948
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
949
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
950

    
951
@subsection Crosscompilation for Windows under Cygwin
952

    
953
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
954

    
955
Just install your Cygwin as explained before, plus these additional
956
"Devel" packages:
957
@example
958
gcc-mingw-core, mingw-runtime, mingw-zlib
959
@end example
960

    
961
and add some special flags to your configure invocation.
962

    
963
For a static build run
964
@example
965
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
966
@end example
967

    
968
and for a build with shared libraries
969
@example
970
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
971
@end example
972

    
973
@section BeOS
974

    
975
BeOS support is broken in mysterious ways.
976

    
977
@section OS/2
978

    
979
For information about compiling FFmpeg on OS/2 see
980
@url{http://www.edm2.com/index.php/FFmpeg}.
981

    
982
@bye