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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 Apple HTTP Live Streaming @tab   @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab X
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2)                 @tab   @tab X
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    @tab A format used by libvpx
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item LXF                       @tab   @tab X
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    @tab VR native stream format, used by Leitch/Harris' video servers.
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item FFmpeg metadata           @tab X @tab X
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    @tab Metadata in text format.
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Mobotix .mxg              @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab X @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item Lego Mindstorms RSO       @tab X @tab X
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@item RTMP                      @tab X @tab X
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    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab X @tab X
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@item RTSP                      @tab X @tab X
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@item SAP                       @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item Text files                @tab   @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item WebM                      @tab X @tab X
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@item Windows Televison (WTV)   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@item Psygnosis YOP             @tab   @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item BMP          @tab X @tab X
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    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
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    @tab Digital Picture Exchange
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item JPEG-LS      @tab X @tab X
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@item LJPEG        @tab X @tab
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    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PIC          @tab @tab X
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    @tab Pictor/PC Paint
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item A64 multicolor         @tab  X  @tab
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    @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item ANSI/ASCII art         @tab     @tab  X
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink Video             @tab     @tab  X
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    @tab Support for version 'b' is missing.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
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    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab  E  @tab  X
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    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion 2.0    @tab     @tab  X
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    @tab fourcc: TM20
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@item DV (Digital Video)     @tab  X  @tab  X
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@item Feeble Files/ScummVM DXA  @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV video  @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts Madcow video  @tab     @tab  X
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@item Electronic Arts TGV video  @tab     @tab  X
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@item Electronic Arts TGQ video  @tab     @tab  X
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@item Electronic Arts TQI video  @tab     @tab  X
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@item Escape 124             @tab     @tab  X
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@item FFmpeg video codec #1  @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video v1  @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item Flash Video (FLV)      @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps                  @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263 / H.263-1996     @tab  X  @tab  X
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@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
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    @tab encoding supported through external library libx264
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item HuffYUV FFmpeg variant @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ video           @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF ILBM               @tab     @tab  X
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    @tab IFF interlaved bitmap
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@item IFF ByteRun1           @tab     @tab  X
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    @tab IFF run length encoded bitmap
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@item Intel H.263            @tab     @tab  X
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@item Intel Indeo 2          @tab     @tab  X
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@item Intel Indeo 3          @tab     @tab  X
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@item Intel Indeo 5          @tab     @tab  X
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@item Interplay C93          @tab     @tab  X
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    @tab Used in the game Cyberia from Interplay.
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@item Interplay MVE video    @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item Karl Morton's video codec  @tab     @tab  X
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    @tab Codec used in Worms games.
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@item Kega Game Video (KGV1) @tab      @tab  X
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    @tab Kega emulator screen capture codec.
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@item Lagarith               @tab     @tab  X
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@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
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@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video 1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG (Motion JPEG)    @tab  X  @tab  X
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@item Motion Pixels video    @tab     @tab  X
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@item MPEG-1 video           @tab  X  @tab  X
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@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
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@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
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@item MPEG-2 video           @tab  X  @tab  X
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@item MPEG-4 part 2          @tab  X  @tab  X
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    @ libxvidcore can be used alternatively for encoding.
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@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
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@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
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@item Nintendo Gamecube THP video  @tab     @tab  X
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@item NuppelVideo/RTjpeg     @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item On2 VP3                @tab     @tab  X
453
    @tab still experimental
454
@item On2 VP5                @tab     @tab  X
455
    @tab fourcc: VP50
456
@item On2 VP6                @tab     @tab  X
457
    @tab fourcc: VP60,VP61,VP62
458
@item VP8                    @tab  E  @tab  X
459
    @tab fourcc: VP80, encoding supported through external library libvpx
460
@item planar RGB             @tab     @tab  X
461
    @tab fourcc: 8BPS
462
@item Q-team QPEG            @tab     @tab  X
463
    @tab fourccs: QPEG, Q1.0, Q1.1
464
@item QuickTime 8BPS video   @tab     @tab  X
465
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
466
    @tab fourcc: 'rle '
467
@item QuickTime Graphics (SMC)  @tab     @tab  X
468
    @tab fourcc: 'smc '
469
@item QuickTime video (RPZA) @tab     @tab  X
470
    @tab fourcc: rpza
471
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
472
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
473
@item Raw Video              @tab  X  @tab  X
474
@item RealVideo 1.0          @tab  X  @tab  X
475
@item RealVideo 2.0          @tab  X  @tab  X
476
@item RealVideo 3.0          @tab     @tab  X
477
    @tab still far from ideal
478
@item RealVideo 4.0          @tab     @tab  X
479
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
480
    @tab Texture dictionaries used by the Renderware Engine.
481
@item RL2 video              @tab     @tab  X
482
    @tab used in some games by Entertainment Software Partners
483
@item Sierra VMD video       @tab     @tab  X
484
    @tab Used in Sierra VMD files.
485
@item Smacker video          @tab     @tab  X
486
    @tab Video encoding used in Smacker.
487
@item SMPTE VC-1             @tab     @tab  X
488
@item Snow                   @tab  X  @tab  X
489
    @tab experimental wavelet codec (fourcc: SNOW)
490
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
491
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
492
    @tab fourcc: SVQ1
493
@item Sorenson Vector Quantizer 3  @tab     @tab  X
494
    @tab fourcc: SVQ3
495
@item Sunplus JPEG (SP5X)    @tab     @tab  X
496
    @tab fourcc: SP5X
497
@item TechSmith Screen Capture Codec  @tab     @tab  X
498
    @tab fourcc: TSCC
499
@item Theora                 @tab  E  @tab  X
500
    @tab encoding supported through external library libtheora
501
@item Tiertex Limited SEQ video  @tab     @tab  X
502
    @tab Codec used in DOS CD-ROM FlashBack game.
503
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
504
@item VMware Screen Codec / VMware Video  @tab     @tab  X
505
    @tab Codec used in videos captured by VMware.
506
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
507
@item Windows Media Video 7  @tab  X  @tab  X
508
@item Windows Media Video 8  @tab  X  @tab  X
509
@item Windows Media Video 9  @tab     @tab  X
510
    @tab not completely working
511
@item Wing Commander III / Xan  @tab     @tab  X
512
    @tab Used in Wing Commander III .MVE files.
513
@item Winnov WNV1            @tab     @tab  X
514
@item WMV7                   @tab  X  @tab  X
515
@item YAMAHA SMAF            @tab  X  @tab  X
516
@item Psygnosis YOP Video    @tab     @tab  X
517
@item ZLIB                   @tab  X  @tab  X
518
    @tab part of LCL, encoder experimental
519
@item Zip Motion Blocks Video  @tab   X @tab  X
520
    @tab Encoder works only in PAL8.
521
@end multitable
522

    
523
@code{X} means that encoding (resp. decoding) is supported.
524

    
525
@code{E} means that support is provided through an external library.
526

    
527
@section Audio Codecs
528

    
529
@multitable @columnfractions .4 .1 .1 .4
530
@item Name @tab Encoding @tab Decoding @tab Comments
531
@item 8SVX audio             @tab     @tab  X
532
@item AAC                    @tab  E  @tab  X
533
    @tab encoding supported through external library libfaac
534
@item AC-3                   @tab IX  @tab  X
535
@item ADPCM 4X Movie         @tab     @tab  X
536
@item ADPCM CDROM XA         @tab     @tab  X
537
@item ADPCM Creative Technology @tab     @tab  X
538
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
539
@item ADPCM Electronic Arts  @tab     @tab  X
540
    @tab Used in various EA titles.
541
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
542
    @tab Used in Sim City 3000.
543
@item ADPCM Electronic Arts R1  @tab     @tab  X
544
@item ADPCM Electronic Arts R2  @tab     @tab  X
545
@item ADPCM Electronic Arts R3  @tab     @tab  X
546
@item ADPCM Electronic Arts XAS @tab     @tab  X
547
@item ADPCM G.722            @tab  X  @tab  X
548
@item ADPCM G.726            @tab  X  @tab  X
549
@item ADPCM IMA AMV          @tab     @tab  X
550
    @tab Used in AMV files
551
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
552
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
553
@item ADPCM IMA Funcom       @tab     @tab  X
554
@item ADPCM IMA QuickTime    @tab  X  @tab  X
555
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
556
@item ADPCM IMA WAV          @tab  X  @tab  X
557
@item ADPCM IMA Westwood     @tab     @tab  X
558
@item ADPCM ISS IMA          @tab     @tab  X
559
    @tab Used in FunCom games.
560
@item ADPCM IMA Duck DK3     @tab     @tab  X
561
    @tab Used in some Sega Saturn console games.
562
@item ADPCM IMA Duck DK4     @tab     @tab  X
563
    @tab Used in some Sega Saturn console games.
564
@item ADPCM Microsoft        @tab  X  @tab  X
565
@item ADPCM MS IMA           @tab  X  @tab  X
566
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
567
@item ADPCM QT IMA           @tab  X  @tab  X
568
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
569
    @tab Used in Sega Dreamcast games.
570
@item ADPCM Shockwave Flash  @tab  X  @tab  X
571
@item ADPCM SMJPEG IMA       @tab     @tab  X
572
    @tab Used in certain Loki game ports.
573
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
574
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
575
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
576
@item ADPCM Westwood Studios IMA @tab     @tab  X
577
    @tab Used in Westwood Studios games like Command and Conquer.
578
@item ADPCM Yamaha           @tab  X  @tab  X
579
@item AMR-NB                 @tab  E  @tab  X
580
    @tab encoding supported through external library libopencore-amrnb
581
@item AMR-WB                 @tab     @tab  X
582
@item Apple lossless audio   @tab  X  @tab  X
583
    @tab QuickTime fourcc 'alac'
584
@item Atrac 1                @tab     @tab  X
585
@item Atrac 3                @tab     @tab  X
586
@item Bink Audio             @tab     @tab  X
587
    @tab Used in Bink and Smacker files in many games.
588
@item Delphine Software International CIN audio  @tab     @tab  X
589
    @tab Codec used in Delphine Software International games.
590
@item COOK                   @tab     @tab  X
591
    @tab All versions except 5.1 are supported.
592
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
593
@item DPCM id RoQ            @tab  X  @tab  X
594
    @tab Used in Quake III, Jedi Knight 2, other computer games.
595
@item DPCM Interplay         @tab     @tab  X
596
    @tab Used in various Interplay computer games.
597
@item DPCM Sierra Online     @tab     @tab  X
598
    @tab Used in Sierra Online game audio files.
599
@item DPCM Sol               @tab     @tab  X
600
@item DPCM Xan               @tab     @tab  X
601
    @tab Used in Origin's Wing Commander IV AVI files.
602
@item DSP Group TrueSpeech   @tab     @tab  X
603
@item DV audio               @tab     @tab  X
604
@item Enhanced AC-3          @tab     @tab  X
605
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
606
@item GSM                    @tab  E  @tab  X
607
    @tab encoding supported through external library libgsm
608
@item GSM Microsoft variant  @tab  E  @tab  X
609
    @tab encoding supported through external library libgsm
610
@item IMC (Intel Music Coder)  @tab     @tab  X
611
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
612
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
613
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
614
    @tab Used in DVD-Audio discs.
615
@item Monkey's Audio         @tab     @tab  X
616
    @tab Only versions 3.97-3.99 are supported.
617
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
618
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
619
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
620
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
621
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
622
@item Musepack SV7           @tab     @tab  X
623
@item Musepack SV8           @tab     @tab  X
624
@item Nellymoser Asao        @tab  X  @tab  X
625
@item PCM A-law              @tab  X  @tab  X
626
@item PCM mu-law             @tab  X  @tab  X
627
@item PCM 16-bit little-endian planar  @tab     @tab  X
628
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
629
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
630
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
631
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
632
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
633
@item PCM signed 8-bit       @tab  X  @tab  X
634
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
635
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
636
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
637
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
638
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
639
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
640
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
641
@item PCM unsigned 8-bit     @tab  X  @tab  X
642
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
643
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
644
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
645
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
646
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
647
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
648
@item PCM Zork               @tab  X  @tab  X
649
@item QCELP / PureVoice      @tab     @tab  X
650
@item QDesign Music Codec 2  @tab     @tab  X
651
    @tab There are still some distortions.
652
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
653
    @tab Real 14400 bit/s codec
654
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
655
    @tab Real 28800 bit/s codec
656
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
657
    @tab Real low bitrate AC-3 codec
658
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
659
@item Shorten                @tab     @tab  X
660
@item Sierra VMD audio       @tab     @tab  X
661
    @tab Used in Sierra VMD files.
662
@item Smacker audio          @tab     @tab  X
663
@item Sonic                  @tab  X  @tab  X
664
    @tab experimental codec
665
@item Sonic lossless         @tab  X  @tab  X
666
    @tab experimental codec
667
@item Speex                  @tab     @tab  E
668
    @tab supported through external library libspeex
669
@item True Audio (TTA)       @tab     @tab  X
670
@item TrueHD                 @tab     @tab  X
671
    @tab Used in HD-DVD and Blu-Ray discs.
672
@item TwinVQ (VQF flavor)    @tab     @tab  X
673
@item Vorbis                 @tab  E  @tab  X
674
    @tab A native but very primitive encoder exists.
675
@item WavPack                @tab     @tab  X
676
@item Westwood Audio (SND1)  @tab     @tab  X
677
@item Windows Media Audio 1  @tab  X  @tab  X
678
@item Windows Media Audio 2  @tab  X  @tab  X
679
@item Windows Media Audio Pro @tab    @tab  X
680
@item Windows Media Audio Voice @tab  @tab  X
681
@end multitable
682

    
683
@code{X} means that encoding (resp. decoding) is supported.
684

    
685
@code{E} means that support is provided through an external library.
686

    
687
@code{I} means that an integer-only version is available, too (ensures high
688
performance on systems without hardware floating point support).
689

    
690
@section Subtitle Formats
691

    
692
@multitable @columnfractions .4 .1 .1 .1 .1
693
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
694
@item SSA/ASS      @tab X @tab X @tab X @tab X
695
@item DVB          @tab X @tab X @tab X @tab X
696
@item DVD          @tab X @tab X @tab X @tab X
697
@item PGS          @tab   @tab   @tab   @tab X
698
@item SubRip (SRT) @tab X @tab X @tab   @tab X
699
@item XSUB         @tab   @tab   @tab X @tab X
700
@end multitable
701

    
702
@code{X} means that the feature is supported.
703

    
704
@section Network Protocols
705

    
706
@multitable @columnfractions .4 .1
707
@item Name         @tab Support
708
@item file         @tab X
709
@item Gopher       @tab X
710
@item HTTP         @tab X
711
@item MMS          @tab X
712
@item pipe         @tab X
713
@item RTP          @tab X
714
@item TCP          @tab X
715
@item UDP          @tab X
716
@end multitable
717

    
718
@code{X} means that the protocol is supported.
719

    
720

    
721
@section Input/Output Devices
722

    
723
@multitable @columnfractions .4 .1 .1
724
@item Name              @tab Input  @tab Output
725
@item ALSA              @tab X      @tab X
726
@item BKTR              @tab X      @tab
727
@item DV1394            @tab X      @tab
728
@item JACK              @tab X      @tab
729
@item LIBDC1394         @tab X      @tab
730
@item OSS               @tab X      @tab X
731
@item Video4Linux       @tab X      @tab
732
@item Video4Linux2      @tab X      @tab
733
@item VfW capture       @tab X      @tab
734
@item X11 grabbing      @tab X      @tab
735
@end multitable
736

    
737
@code{X} means that input/output is supported.
738

    
739

    
740
@chapter Platform Specific information
741

    
742
@section DOS
743

    
744
Using a cross-compiler is preferred for various reasons.
745

    
746
@subsection DJGPP
747

    
748
FFmpeg cannot be compiled because of broken system headers, add
749
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
750
workaround.
751

    
752
@section OS/2
753

    
754
For information about compiling FFmpeg on OS/2 see
755
@url{http://www.edm2.com/index.php/FFmpeg}.
756

    
757
@section Unix-like
758

    
759
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
760
assembler which is still provided by a few AMD64 distributions. To
761
make sure your compiler really uses the required version of gas
762
after a binutils upgrade, run:
763

    
764
@example
765
$(gcc -print-prog-name=as) --version
766
@end example
767

    
768
If not, then you should install a different compiler that has no
769
hard-coded path to gas. In the worst case pass @code{--disable-asm}
770
to configure.
771

    
772
@subsection BSD
773

    
774
BSD make will not build FFmpeg, you need to install and use GNU Make
775
(@file{gmake}).
776

    
777
@subsubsection FreeBSD
778

    
779
FreeBSD will not compile out-of-the-box due to broken system headers.
780
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
781
around the problem. This may have unexpected sideeffects, so use it at
782
your own risk. If you care about FreeBSD, please make an attempt at
783
getting the system headers fixed.
784

    
785
@subsection (Open)Solaris
786

    
787
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
788
standard Solaris Make will not work. When building with a non-c99 front-end
789
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
790
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
791
since the libc is not c99-compliant by default. The probes performed by
792
configure may raise an exception leading to the death of configure itself
793
due to a bug in the system shell. Simply invoke a different shell such as
794
bash directly to work around this:
795

    
796
@example
797
bash ./configure
798
@end example
799

    
800
@subsection Darwin (MacOS X, iPhone)
801

    
802
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
803
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
804
assembler functions. Just download the Perl script and put it somewhere
805
in your PATH, FFmpeg's configure will pick it up automatically.
806

    
807
@section Windows
808

    
809
To get help and instructions for building FFmpeg under Windows, check out
810
the FFmpeg Windows Help Forum at
811
@url{http://ffmpeg.arrozcru.org/}.
812

    
813
@subsection Native Windows compilation
814

    
815
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
816
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
817
You can find detailed installation
818
instructions in the download section and the FAQ.
819

    
820
FFmpeg does not build out-of-the-box with the packages the automated MinGW
821
installer provides. It also requires coreutils to be installed and many other
822
packages updated to the latest version. The minimum version for some packages
823
are listed below:
824

    
825
@itemize
826
@item bash 3.1
827
@item msys-make 3.81-2 (note: not mingw32-make)
828
@item w32api 3.13
829
@item mingw-runtime 3.15
830
@end itemize
831

    
832
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
833
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
834

    
835
Within the MSYS shell, configure and make with:
836

    
837
@example
838
./configure --enable-memalign-hack
839
make
840
make install
841
@end example
842

    
843
This will install @file{ffmpeg.exe} along with many other development files
844
to @file{/usr/local}. You may specify another install path using the
845
@code{--prefix} option in @file{configure}.
846

    
847
Notes:
848

    
849
@itemize
850

    
851
@item Building natively using MSYS can be sped up by disabling implicit rules
852
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
853
speed up is close to non-existent for normal one-off builds and is only
854
noticeable when running make for a second time (for example in
855
@code{make install}).
856

    
857
@item In order to compile FFplay, you must have the MinGW development library
858
of SDL. Get it from @url{http://www.libsdl.org}.
859
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
860
where SDL was installed. Verify that @file{sdl-config} can be launched from
861
the MSYS command line.
862

    
863
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
864
you can build libavutil, libavcodec and libavformat as DLLs.
865

    
866
@end itemize
867

    
868
@subsection Microsoft Visual C++ compatibility
869

    
870
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
871
want to use the libav* libraries in your own applications, you can still
872
compile those applications using MSVC++. But the libav* libraries you link
873
to @emph{must} be built with MinGW. However, you will not be able to debug
874
inside the libav* libraries, since MSVC++ does not recognize the debug
875
symbols generated by GCC.
876
We strongly recommend you to move over from MSVC++ to MinGW tools.
877

    
878
This description of how to use the FFmpeg libraries with MSVC++ is based on
879
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
880
you might have to modify the procedures slightly.
881

    
882
@subsubsection Using static libraries
883

    
884
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
885

    
886
@enumerate
887

    
888
@item Create a new console application ("File / New / Project") and then
889
select "Win32 Console Application". On the appropriate page of the
890
Application Wizard, uncheck the "Precompiled headers" option.
891

    
892
@item Write the source code for your application, or, for testing, just
893
copy the code from an existing sample application into the source file
894
that MSVC++ has already created for you. For example, you can copy
895
@file{libavformat/output-example.c} from the FFmpeg distribution.
896

    
897
@item Open the "Project / Properties" dialog box. In the "Configuration"
898
combo box, select "All Configurations" so that the changes you make will
899
affect both debug and release builds. In the tree view on the left hand
900
side, select "C/C++ / General", then edit the "Additional Include
901
Directories" setting to contain the path where the FFmpeg includes were
902
installed (i.e. @file{c:\msys\1.0\local\include}).
903
Do not add MinGW's include directory here, or the include files will
904
conflict with MSVC's.
905

    
906
@item Still in the "Project / Properties" dialog box, select
907
"Linker / General" from the tree view and edit the
908
"Additional Library Directories" setting to contain the @file{lib}
909
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
910
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
911
and the directory where MinGW's GCC libs are installed
912
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
913
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
914
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
915
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
916
to the end of "Additional Dependencies".
917

    
918
@item Now, select "C/C++ / Code Generation" from the tree view. Select
919
"Debug" in the "Configuration" combo box. Make sure that "Runtime
920
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
921
the "Configuration" combo box and make sure that "Runtime Library" is
922
set to "Multi-threaded DLL".
923

    
924
@item Click "OK" to close the "Project / Properties" dialog box.
925

    
926
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
927
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
928
and install it in MSVC++'s include directory
929
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
930

    
931
@item MSVC++ also does not understand the @code{inline} keyword used by
932
FFmpeg, so you must add this line before @code{#include}ing libav*:
933
@example
934
#define inline _inline
935
@end example
936

    
937
@item Build your application, everything should work.
938

    
939
@end enumerate
940

    
941
@subsubsection Using shared libraries
942

    
943
This is how to create DLL and LIB files that are compatible with MSVC++:
944

    
945
@enumerate
946

    
947
@item Add a call to @file{vcvars32.bat} (which sets up the environment
948
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
949
The standard location for @file{vcvars32.bat} is
950
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
951
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
952
If this corresponds to your setup, add the following line as the first line
953
of @file{msys.bat}:
954

    
955
@example
956
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
957
@end example
958

    
959
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
960
and run @file{c:\msys\1.0\msys.bat} from there.
961

    
962
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
963
from @file{Microsoft (R) Library Manager}, this means your environment
964
variables are set up correctly, the @file{Microsoft (R) Library Manager}
965
is on the path and will be used by FFmpeg to create
966
MSVC++-compatible import libraries.
967

    
968
@item Build FFmpeg with
969

    
970
@example
971
./configure --enable-shared --enable-memalign-hack
972
make
973
make install
974
@end example
975

    
976
Your install path (@file{/usr/local/} by default) should now have the
977
necessary DLL and LIB files under the @file{bin} directory.
978

    
979
@end enumerate
980

    
981
To use those files with MSVC++, do the same as you would do with
982
the static libraries, as described above. But in Step 4,
983
you should only need to add the directory where the LIB files are installed
984
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
985
installed in the @file{bin} directory. And instead of adding the static
986
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
987
(@file{avcodec.lib}, @file{avformat.lib}, @file{avcore.lib}, and
988
@file{avutil.lib}). Note that you should not use the GCC import
989
libraries (@file{libxxx.dll.a} files), as these will give you undefined
990
reference errors. There should be no need for @file{libmingwex.a},
991
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
992
statically linked into the DLLs. The @file{bin} directory contains a bunch
993
of DLL files, but the ones that are actually used to run your application
994
are the ones with a major version number in their filenames
995
(i.e. @file{avcodec-51.dll}).
996

    
997
FFmpeg headers do not declare global data for Windows DLLs through the usual
998
dllexport/dllimport interface. Such data will be exported properly while
999
building, but to use them in your MSVC++ code you will have to edit the
1000
appropriate headers and mark the data as dllimport. For example, in
1001
libavutil/pixdesc.h you should have:
1002
@example
1003
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1004
@end example
1005

    
1006
@subsection Cross compilation for Windows with Linux
1007

    
1008
You must use the MinGW cross compilation tools available at
1009
@url{http://www.mingw.org/}.
1010

    
1011
Then configure FFmpeg with the following options:
1012
@example
1013
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1014
@end example
1015
(you can change the cross-prefix according to the prefix chosen for the
1016
MinGW tools).
1017

    
1018
Then you can easily test FFmpeg with Wine
1019
(@url{http://www.winehq.com/}).
1020

    
1021
@subsection Compilation under Cygwin
1022

    
1023
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1024
llrint() in its C library.
1025

    
1026
Install your Cygwin with all the "Base" packages, plus the
1027
following "Devel" ones:
1028
@example
1029
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1030
@end example
1031

    
1032
And the following "Utils" one:
1033
@example
1034
diffutils
1035
@end example
1036

    
1037
Then run
1038

    
1039
@example
1040
./configure --enable-static --disable-shared
1041
@end example
1042

    
1043
to make a static build.
1044

    
1045
The current @code{gcc4-core} package is buggy and needs this flag to build
1046
shared libraries:
1047

    
1048
@example
1049
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1050
@end example
1051

    
1052
If you want to build FFmpeg with additional libraries, download Cygwin
1053
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1054
@example
1055
libogg-devel, libvorbis-devel
1056
@end example
1057

    
1058
These library packages are only available from Cygwin Ports
1059
(@url{http://sourceware.org/cygwinports/}) :
1060

    
1061
@example
1062
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1063
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1064
libxvidcore-devel
1065
@end example
1066

    
1067
The recommendation for libnut and x264 is to build them from source by
1068
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1069

    
1070
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1071
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1072

    
1073
@subsection Crosscompilation for Windows under Cygwin
1074

    
1075
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1076

    
1077
Just install your Cygwin as explained before, plus these additional
1078
"Devel" packages:
1079
@example
1080
gcc-mingw-core, mingw-runtime, mingw-zlib
1081
@end example
1082

    
1083
and add some special flags to your configure invocation.
1084

    
1085
For a static build run
1086
@example
1087
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1088
@end example
1089

    
1090
and for a build with shared libraries
1091
@example
1092
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1093
@end example
1094

    
1095
@bye