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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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@code{--enable-libopencore-amrwb} to configure to enable the libraries.
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Note that OpenCORE is under the Apache License 2.0 (see
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@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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incompatible with the LGPL version 2.1 and GPL version 2. You have to
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upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2)                 @tab   @tab X
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    @tab A format used by libvpx
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab   @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item Lego Mindstorms RSO       @tab X @tab X
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@item RTMP                      @tab X @tab X
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    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab   @tab X
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@item RTSP                      @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item Text files                @tab   @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item WebM                      @tab X @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@item Psygnosis YOP             @tab   @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item BMP          @tab X @tab X
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    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
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    @tab Digital Picture Exchange
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item JPEG-LS      @tab X @tab X
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@item LJPEG        @tab X @tab
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    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PIC          @tab @tab X
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    @tab Pictor/PC Paint
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item ANSI/ASCII art         @tab     @tab  X
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink Video             @tab     @tab  X
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    @tab Support for version 'b' is missing.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
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    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab     @tab  X
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    @tab AVS1-P2, JiZhun profile
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@item Delphine Software International CIN video  @tab     @tab  X
356
    @tab Codec used in Delphine Software International games.
357 d66d8b83 Diego Biurrun
@item Cinepak                @tab     @tab  X
358
@item Cirrus Logic AccuPak   @tab     @tab  X
359 d698c5d3 Diego Biurrun
    @tab fourcc: CLJR
360 9510f59a Diego Biurrun
@item Creative YUV (CYUV)    @tab     @tab  X
361 82ced5a9 Diego Biurrun
@item Dirac                  @tab  E  @tab  E
362 360f980b Diego Biurrun
    @tab supported through external libdirac/libschroedinger libraries
363 a1ae40fd Peter Ross
@item Deluxe Paint Animation @tab     @tab  X
364 9510f59a Diego Biurrun
@item DNxHD                  @tab   X @tab  X
365
    @tab aka SMPTE VC3
366 68dddf53 Justin Ruggles
@item Duck TrueMotion 1.0   @tab     @tab  X
367 d698c5d3 Diego Biurrun
    @tab fourcc: DUCK
368 68dddf53 Justin Ruggles
@item Duck TrueMotion 2.0    @tab     @tab  X
369 d698c5d3 Diego Biurrun
    @tab fourcc: TM20
370 9510f59a Diego Biurrun
@item DV (Digital Video)     @tab  X  @tab  X
371
@item Feeble Files/ScummVM DXA  @tab     @tab  X
372 d698c5d3 Diego Biurrun
    @tab Codec originally used in Feeble Files game.
373 9510f59a Diego Biurrun
@item Electronic Arts CMV video  @tab     @tab  X
374 d698c5d3 Diego Biurrun
    @tab Used in NHL 95 game.
375 c63ea92b Peter Ross
@item Electronic Arts Madcow video  @tab     @tab  X
376 dd2d651d Diego Biurrun
@item Electronic Arts TGV video  @tab     @tab  X
377
@item Electronic Arts TGQ video  @tab     @tab  X
378
@item Electronic Arts TQI video  @tab     @tab  X
379
@item Escape 124             @tab     @tab  X
380 f4258b13 Diego Biurrun
@item FFmpeg video codec #1  @tab  X  @tab  X
381 d698c5d3 Diego Biurrun
    @tab experimental lossless codec (fourcc: FFV1)
382 dd2d651d Diego Biurrun
@item Flash Screen Video v1  @tab  X  @tab  X
383 d698c5d3 Diego Biurrun
    @tab fourcc: FSV1
384 dd2d651d Diego Biurrun
@item Flash Video (FLV)      @tab  X  @tab  X
385 d698c5d3 Diego Biurrun
    @tab Sorenson H.263 used in Flash
386 dd2d651d Diego Biurrun
@item Fraps                  @tab     @tab  X
387 d66d8b83 Diego Biurrun
@item H.261                  @tab  X  @tab  X
388 dd2d651d Diego Biurrun
@item H.263 / H.263-1996     @tab  X  @tab  X
389
@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
390
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
391 360f980b Diego Biurrun
    @tab encoding supported through external library libx264
392 dd2d651d Diego Biurrun
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
393 d66d8b83 Diego Biurrun
@item HuffYUV                @tab  X  @tab  X
394 dd2d651d Diego Biurrun
@item HuffYUV FFmpeg variant @tab  X  @tab  X
395 d66d8b83 Diego Biurrun
@item IBM Ultimotion         @tab     @tab  X
396 d698c5d3 Diego Biurrun
    @tab fourcc: ULTI
397 bac4c85c Diego Biurrun
@item id Cinematic video     @tab     @tab  X
398 d698c5d3 Diego Biurrun
    @tab Used in Quake II.
399 a1c5b6ec Justin Ruggles
@item id RoQ video           @tab  X  @tab  X
400 d698c5d3 Diego Biurrun
    @tab Used in Quake III, Jedi Knight 2, other computer games.
401 b9e06ddd Peter Ross
@item IFF ILBM               @tab     @tab  X
402
    @tab IFF interlaved bitmap
403
@item IFF ByteRun1           @tab     @tab  X
404
    @tab IFF run length encoded bitmap
405 dd2d651d Diego Biurrun
@item Intel H.263            @tab     @tab  X
406
@item Intel Indeo 2          @tab     @tab  X
407 d66d8b83 Diego Biurrun
@item Intel Indeo 3          @tab     @tab  X
408 5bebe94d Kostya Shishkov
@item Intel Indeo 5          @tab     @tab  X
409 dd2d651d Diego Biurrun
@item Interplay C93          @tab     @tab  X
410 9510f59a Diego Biurrun
    @tab Used in the game Cyberia from Interplay.
411 dd2d651d Diego Biurrun
@item Interplay MVE video    @tab     @tab  X
412 d698c5d3 Diego Biurrun
    @tab Used in Interplay .MVE files.
413 dd2d651d Diego Biurrun
@item Karl Morton's video codec  @tab     @tab  X
414 d698c5d3 Diego Biurrun
    @tab Codec used in Worms games.
415 bf354122 Daniel Verkamp
@item Kega Game Video (KGV1) @tab      @tab  X
416
    @tab Kega emulator screen capture codec.
417 dd2d651d Diego Biurrun
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
418
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
419 d66d8b83 Diego Biurrun
@item LOCO                   @tab     @tab  X
420
@item lossless MJPEG         @tab  X  @tab  X
421
@item Microsoft RLE          @tab     @tab  X
422 dd2d651d Diego Biurrun
@item Microsoft Video 1      @tab     @tab  X
423 d66d8b83 Diego Biurrun
@item Mimic                  @tab     @tab  X
424 d698c5d3 Diego Biurrun
    @tab Used in MSN Messenger Webcam streams.
425 d66d8b83 Diego Biurrun
@item Miro VideoXL           @tab     @tab  X
426 d698c5d3 Diego Biurrun
    @tab fourcc: VIXL
427 eacf8613 Justin Ruggles
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
428 dd2d651d Diego Biurrun
@item Motion Pixels video    @tab     @tab  X
429
@item MPEG-1 video           @tab  X  @tab  X
430
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
431
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
432
@item MPEG-2 video           @tab  X  @tab  X
433
@item MPEG-4 part 2          @tab  X  @tab  X
434
    @ libxvidcore can be used alternatively for encoding.
435
@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
436
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
437
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
438 eacf8613 Justin Ruggles
@item Nintendo Gamecube THP video  @tab     @tab  X
439 641992de Diego Biurrun
@item NuppelVideo/RTjpeg     @tab     @tab  X
440
    @tab Video encoding used in NuppelVideo files.
441 d66d8b83 Diego Biurrun
@item On2 VP3                @tab     @tab  X
442 d698c5d3 Diego Biurrun
    @tab still experimental
443 d66d8b83 Diego Biurrun
@item On2 VP5                @tab     @tab  X
444 d698c5d3 Diego Biurrun
    @tab fourcc: VP50
445 d66d8b83 Diego Biurrun
@item On2 VP6                @tab     @tab  X
446 d698c5d3 Diego Biurrun
    @tab fourcc: VP60,VP61,VP62
447 3b636f21 David Conrad
@item VP8                    @tab  E  @tab  X
448
    @tab fourcc: VP80, encoding supported through external library libvpx
449 d66d8b83 Diego Biurrun
@item planar RGB             @tab     @tab  X
450 d698c5d3 Diego Biurrun
    @tab fourcc: 8BPS
451 a1c5b6ec Justin Ruggles
@item Q-team QPEG            @tab     @tab  X
452 d698c5d3 Diego Biurrun
    @tab fourccs: QPEG, Q1.0, Q1.1
453 9510f59a Diego Biurrun
@item QuickTime 8BPS video   @tab     @tab  X
454 a1c5b6ec Justin Ruggles
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
455
    @tab fourcc: 'rle '
456
@item QuickTime Graphics (SMC)  @tab     @tab  X
457
    @tab fourcc: 'smc '
458
@item QuickTime video (RPZA) @tab     @tab  X
459
    @tab fourcc: rpza
460 4aaab0a3 Reimar Döffinger
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
461 a1c5b6ec Justin Ruggles
@item Raw Video              @tab  X  @tab  X
462 d0e1cd3d Diego Biurrun
@item RealVideo 1.0          @tab  X  @tab  X
463
@item RealVideo 2.0          @tab  X  @tab  X
464 6beb8b26 Kostya Shishkov
@item RealVideo 3.0          @tab     @tab  X
465
    @tab still far from ideal
466 11c0f9ec Kostya Shishkov
@item RealVideo 4.0          @tab     @tab  X
467 68dddf53 Justin Ruggles
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
468 d698c5d3 Diego Biurrun
    @tab Texture dictionaries used by the Renderware Engine.
469 a1c5b6ec Justin Ruggles
@item RL2 video              @tab     @tab  X
470
    @tab used in some games by Entertainment Software Partners
471 68dddf53 Justin Ruggles
@item Sierra VMD video       @tab     @tab  X
472
    @tab Used in Sierra VMD files.
473 bac4c85c Diego Biurrun
@item Smacker video          @tab     @tab  X
474 d698c5d3 Diego Biurrun
    @tab Video encoding used in Smacker.
475 68dddf53 Justin Ruggles
@item SMPTE VC-1             @tab     @tab  X
476 d66d8b83 Diego Biurrun
@item Snow                   @tab  X  @tab  X
477 d698c5d3 Diego Biurrun
    @tab experimental wavelet codec (fourcc: SNOW)
478 eacf8613 Justin Ruggles
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
479 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
480 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ1
481 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 3  @tab     @tab  X
482 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ3
483 a1c5b6ec Justin Ruggles
@item Sunplus JPEG (SP5X)    @tab     @tab  X
484 d698c5d3 Diego Biurrun
    @tab fourcc: SP5X
485 68dddf53 Justin Ruggles
@item TechSmith Screen Capture Codec  @tab     @tab  X
486 d698c5d3 Diego Biurrun
    @tab fourcc: TSCC
487 82ced5a9 Diego Biurrun
@item Theora                 @tab  E  @tab  X
488 360f980b Diego Biurrun
    @tab encoding supported through external library libtheora
489 a1c5b6ec Justin Ruggles
@item Tiertex Limited SEQ video  @tab     @tab  X
490 d698c5d3 Diego Biurrun
    @tab Codec used in DOS CD-ROM FlashBack game.
491 ca0bb1c4 Baptiste Coudurier
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
492 eacf8613 Justin Ruggles
@item VMware Screen Codec / VMware Video  @tab     @tab  X
493 d698c5d3 Diego Biurrun
    @tab Codec used in videos captured by VMware.
494 eacf8613 Justin Ruggles
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
495 dd2d651d Diego Biurrun
@item Windows Media Video 7  @tab  X  @tab  X
496 eacf8613 Justin Ruggles
@item Windows Media Video 8  @tab  X  @tab  X
497 68dddf53 Justin Ruggles
@item Windows Media Video 9  @tab     @tab  X
498
    @tab not completely working
499 eacf8613 Justin Ruggles
@item Wing Commander III / Xan  @tab     @tab  X
500
    @tab Used in Wing Commander III .MVE files.
501 d66d8b83 Diego Biurrun
@item Winnov WNV1            @tab     @tab  X
502
@item WMV7                   @tab  X  @tab  X
503 39271be4 Diego Biurrun
@item YAMAHA SMAF            @tab  X  @tab  X
504 148bcae9 Mohamed Naufal
@item Psygnosis YOP Video    @tab     @tab  X
505 d66d8b83 Diego Biurrun
@item ZLIB                   @tab  X  @tab  X
506 d698c5d3 Diego Biurrun
    @tab part of LCL, encoder experimental
507 eacf8613 Justin Ruggles
@item Zip Motion Blocks Video  @tab   X @tab  X
508 d698c5d3 Diego Biurrun
    @tab Encoder works only in PAL8.
509 d0e1cd3d Diego Biurrun
@end multitable
510
511
@code{X} means that encoding (resp. decoding) is supported.
512
513 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
514
515 d0e1cd3d Diego Biurrun
@section Audio Codecs
516
517 485ec4f1 Aurelien Jacobs
@multitable @columnfractions .4 .1 .1 .4
518 b3de4544 Diego Biurrun
@item Name @tab Encoding @tab Decoding @tab Comments
519 16d81b27 Diego Biurrun
@item 8SVX audio             @tab     @tab  X
520 82ced5a9 Diego Biurrun
@item AAC                    @tab  E  @tab  X
521 360f980b Diego Biurrun
    @tab encoding supported through external library libfaac
522 c76d1bb2 Justin Ruggles
@item AC-3                   @tab IX  @tab  X
523 fd75cedd Diego Biurrun
@item ADPCM 4X Movie         @tab     @tab  X
524
@item ADPCM CDROM XA         @tab     @tab  X
525
@item ADPCM Creative Technology @tab     @tab  X
526
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
527
@item ADPCM Electronic Arts  @tab     @tab  X
528
    @tab Used in various EA titles.
529
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
530
    @tab Used in Sim City 3000.
531
@item ADPCM Electronic Arts R1  @tab     @tab  X
532
@item ADPCM Electronic Arts R2  @tab     @tab  X
533
@item ADPCM Electronic Arts R3  @tab     @tab  X
534
@item ADPCM Electronic Arts XAS @tab     @tab  X
535
@item ADPCM G.726            @tab  X  @tab  X
536
@item ADPCM IMA AMV          @tab     @tab  X
537
    @tab Used in AMV files
538
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
539
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
540
@item ADPCM IMA Funcom       @tab     @tab  X
541
@item ADPCM IMA QuickTime    @tab  X  @tab  X
542
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
543
@item ADPCM IMA WAV          @tab  X  @tab  X
544
@item ADPCM IMA Westwood     @tab     @tab  X
545
@item ADPCM ISS IMA          @tab     @tab  X
546
    @tab Used in FunCom games.
547
@item ADPCM IMA Duck DK3     @tab     @tab  X
548
    @tab Used in some Sega Saturn console games.
549
@item ADPCM IMA Duck DK4     @tab     @tab  X
550
    @tab Used in some Sega Saturn console games.
551
@item ADPCM Microsoft        @tab  X  @tab  X
552
@item ADPCM MS IMA           @tab  X  @tab  X
553
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
554
@item ADPCM QT IMA           @tab  X  @tab  X
555
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
556
    @tab Used in Sega Dreamcast games.
557
@item ADPCM Shockwave Flash  @tab  X  @tab  X
558
@item ADPCM SMJPEG IMA       @tab     @tab  X
559
    @tab Used in certain Loki game ports.
560
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
561
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
562
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
563
@item ADPCM Westwood Studios IMA @tab     @tab  X
564
    @tab Used in Westwood Studios games like Command and Conquer.
565
@item ADPCM Yamaha           @tab  X  @tab  X
566 2bcaf2fe Diego Biurrun
@item AMR-NB                 @tab  E  @tab  X
567 4fe3edaa Vitor Sessak
    @tab encoding supported through external library libopencore-amrnb
568 fc1206a4 Diego Biurrun
@item AMR-WB                 @tab     @tab  E
569
    @tab decoding supported through external library libopencore-amrwb
570 833e90dd Jai Menon
@item Apple lossless audio   @tab  X  @tab  X
571 d698c5d3 Diego Biurrun
    @tab QuickTime fourcc 'alac'
572 61dc238b Benjamin Larsson
@item Atrac 1                @tab     @tab  X
573 9510f59a Diego Biurrun
@item Atrac 3                @tab     @tab  X
574 c0d3f516 Peter Ross
@item Bink Audio             @tab     @tab  X
575
    @tab Used in Bink and Smacker files in many games.
576 9510f59a Diego Biurrun
@item Delphine Software International CIN audio  @tab     @tab  X
577 d698c5d3 Diego Biurrun
    @tab Codec used in Delphine Software International games.
578 9510f59a Diego Biurrun
@item COOK                   @tab     @tab  X
579
    @tab All versions except 5.1 are supported.
580
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
581 12dd57fd Diego Biurrun
@item DPCM id RoQ            @tab  X  @tab  X
582
    @tab Used in Quake III, Jedi Knight 2, other computer games.
583
@item DPCM Interplay         @tab     @tab  X
584
    @tab Used in various Interplay computer games.
585
@item DPCM Sierra Online     @tab     @tab  X
586
    @tab Used in Sierra Online game audio files.
587
@item DPCM Sol               @tab     @tab  X
588
@item DPCM Xan               @tab     @tab  X
589 eff9011d Sascha Sommer
    @tab Used in Origin's Wing Commander IV AVI files.
590 16d81b27 Diego Biurrun
@item DSP Group TrueSpeech   @tab     @tab  X
591
@item DV audio               @tab     @tab  X
592 44723c84 Justin Ruggles
@item Enhanced AC-3          @tab     @tab  X
593 dd2d651d Diego Biurrun
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
594
@item G.729                  @tab     @tab  X
595 b576934d Reimar Döffinger
@item GSM                    @tab  E  @tab  X
596
    @tab encoding supported through external library libgsm
597
@item GSM Microsoft variant  @tab  E  @tab  X
598
    @tab encoding supported through external library libgsm
599 dd2d651d Diego Biurrun
@item IMC (Intel Music Coder)  @tab     @tab  X
600
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
601
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
602 9ba4821d Ramiro Polla
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
603
    @tab Used in DVD-Audio discs.
604 16d81b27 Diego Biurrun
@item Monkey's Audio         @tab     @tab  X
605 d698c5d3 Diego Biurrun
    @tab Only versions 3.97-3.99 are supported.
606 dd2d651d Diego Biurrun
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
607
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
608
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
609
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
610 99971952 Thilo Borgmann
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
611 dd2d651d Diego Biurrun
@item Musepack SV7           @tab     @tab  X
612
@item Musepack SV8           @tab     @tab  X
613 641992de Diego Biurrun
@item Nellymoser Asao        @tab  X  @tab  X
614
@item PCM A-law              @tab  X  @tab  X
615
@item PCM mu-law             @tab  X  @tab  X
616
@item PCM 16-bit little-endian planar  @tab     @tab  X
617
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
618
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
619
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
620
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
621
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
622
@item PCM signed 8-bit       @tab  X  @tab  X
623
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
624
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
625
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
626
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
627
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
628
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
629 5dd3707b Christian Schmidt
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
630 641992de Diego Biurrun
@item PCM unsigned 8-bit     @tab  X  @tab  X
631
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
632
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
633
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
634
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
635
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
636
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
637
@item PCM Zork               @tab  X  @tab  X
638 73b458e3 Kenan Gillet
@item QCELP / PureVoice      @tab     @tab  X
639 a1c5b6ec Justin Ruggles
@item QDesign Music Codec 2  @tab     @tab  X
640 d698c5d3 Diego Biurrun
    @tab There are still some distortions.
641 d31ba231 Francesco Lavra
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
642 d698c5d3 Diego Biurrun
    @tab Real 14400 bit/s codec
643 a1c5b6ec Justin Ruggles
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
644 d698c5d3 Diego Biurrun
    @tab Real 28800 bit/s codec
645 a1c5b6ec Justin Ruggles
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
646 a692130f Justin Ruggles
    @tab Real low bitrate AC-3 codec
647 7bd3096f Vladimir Voroshilov
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
648 bac4c85c Diego Biurrun
@item Shorten                @tab     @tab  X
649 68dddf53 Justin Ruggles
@item Sierra VMD audio       @tab     @tab  X
650
    @tab Used in Sierra VMD files.
651 bac4c85c Diego Biurrun
@item Smacker audio          @tab     @tab  X
652 e6fa1ca5 Justin Ruggles
@item Sonic                  @tab  X  @tab  X
653
    @tab experimental codec
654
@item Sonic lossless         @tab  X  @tab  X
655
    @tab experimental codec
656 82ced5a9 Diego Biurrun
@item Speex                  @tab     @tab  E
657 360f980b Diego Biurrun
    @tab supported through external library libspeex
658 16d81b27 Diego Biurrun
@item True Audio (TTA)       @tab     @tab  X
659 9ba4821d Ramiro Polla
@item TrueHD                 @tab     @tab  X
660
    @tab Used in HD-DVD and Blu-Ray discs.
661 7bd47335 Vitor Sessak
@item TwinVQ (VQF flavor)    @tab     @tab  X
662 dd2d651d Diego Biurrun
@item Vorbis                 @tab  E  @tab  X
663 19fcd66c Martin Storsjö
    @tab A native but very primitive encoder exists.
664 bac4c85c Diego Biurrun
@item WavPack                @tab     @tab  X
665 eacf8613 Justin Ruggles
@item Westwood Audio (SND1)  @tab     @tab  X
666
@item Windows Media Audio 1  @tab  X  @tab  X
667
@item Windows Media Audio 2  @tab  X  @tab  X
668 c1061cc7 Sascha Sommer
@item Windows Media Audio Pro @tab    @tab  X
669 fa65584f Ronald S. Bultje
@item Windows Media Audio Voice @tab  @tab  X
670 d0e1cd3d Diego Biurrun
@end multitable
671
672
@code{X} means that encoding (resp. decoding) is supported.
673
674 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
675
676 d0e1cd3d Diego Biurrun
@code{I} means that an integer-only version is available, too (ensures high
677
performance on systems without hardware floating point support).
678
679 bd3151f2 Diego Biurrun
@section Subtitle Formats
680
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@multitable @columnfractions .4 .1 .1 .1 .1
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@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
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@item SSA/ASS      @tab X @tab X
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@item DVB          @tab X @tab X @tab X @tab X
685
@item DVD          @tab X @tab X @tab X @tab X
686 c58b82a2 Stephen Backway
@item PGS          @tab   @tab   @tab   @tab X
687 a4276ba2 Reimar Döffinger
@item XSUB         @tab   @tab   @tab X @tab X
688 bd3151f2 Diego Biurrun
@end multitable
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690
@code{X} means that the feature is supported.
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@section Network Protocols
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@multitable @columnfractions .4 .1
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@item Name         @tab Support
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@item file         @tab X
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@item Gopher       @tab X
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@item HTTP         @tab X
699 a2403986 Zhentan Feng
@item MMS          @tab X
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@item pipe         @tab X
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@item RTP          @tab X
702
@item TCP          @tab X
703
@item UDP          @tab X
704
@end multitable
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@code{X} means that the protocol is supported.
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708
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@section Input/Output Devices
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711
@multitable @columnfractions .4 .1 .1
712
@item Name              @tab Input  @tab Output
713
@item ALSA              @tab X      @tab X
714
@item BKTR              @tab X      @tab
715
@item DV1394            @tab X      @tab
716 80ff8a16 Olivier Guilyardi
@item JACK              @tab X      @tab
717 fa3f2a35 Diego Biurrun
@item LIBDC1394         @tab X      @tab
718
@item OSS               @tab X      @tab X
719
@item Video4Linux       @tab X      @tab
720
@item Video4Linux2      @tab X      @tab
721
@item VfW capture       @tab X      @tab
722
@item X11 grabbing      @tab X      @tab
723
@end multitable
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@code{X} means that input/output is supported.
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727
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@chapter Platform Specific information
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730 6a36798f Michael Kostylev
@section DOS
731
732
Using a cross-compiler is preferred for various reasons.
733
734
@subsection DJGPP
735
736
FFmpeg cannot be compiled because of broken system headers, add
737
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
738
workaround.
739
740 bee694bc Michael Kostylev
@section OS/2
741
742
For information about compiling FFmpeg on OS/2 see
743
@url{http://www.edm2.com/index.php/FFmpeg}.
744
745
@section Unix-like
746
747 1e4dd198 Diego Biurrun
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
748
assembler which is still provided by a few AMD64 distributions. To
749
make sure your compiler really uses the required version of gas
750
after a binutils upgrade, run:
751
752
@example
753
$(gcc -print-prog-name=as) --version
754
@end example
755
756
If not, then you should install a different compiler that has no
757
hard-coded path to gas. In the worst case pass @code{--disable-asm}
758
to configure.
759
760 bee694bc Michael Kostylev
@subsection BSD
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762
BSD make will not build FFmpeg, you need to install and use GNU Make
763
(@file{gmake}).
764
765 bee694bc Michael Kostylev
@subsubsection FreeBSD
766 54dab567 Diego Biurrun
767
FreeBSD will not compile out-of-the-box due to broken system headers.
768
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
769
around the problem. This may have unexpected sideeffects, so use it at
770
your own risk. If you care about FreeBSD, please make an attempt at
771
getting the system headers fixed.
772
773 bee694bc Michael Kostylev
@subsection (Open)Solaris
774 3fd427cd Diego Biurrun
775
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
776 e69decae Michael Kostylev
standard Solaris Make will not work. When building with a non-c99 front-end
777 ee945547 Diego Biurrun
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
778 e69decae Michael Kostylev
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
779
since the libc is not c99-compliant by default. The probes performed by
780
configure may raise an exception leading to the death of configure itself
781
due to a bug in the system shell. Simply invoke a different shell such as
782
bash directly to work around this:
783
784
@example
785
bash ./configure
786
@end example
787 3fd427cd Diego Biurrun
788 377723b2 Måns Rullgård
@subsection Darwin (MacOS X, iPhone)
789
790
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
791
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
792
assembler functions.
793
794 d0e1cd3d Diego Biurrun
@section Windows
795
796 46a845d0 Ramiro Polla
To get help and instructions for building FFmpeg under Windows, check out
797 d0e1cd3d Diego Biurrun
the FFmpeg Windows Help Forum at
798 ab5ce4ae Ramiro Polla
@url{http://ffmpeg.arrozcru.org/}.
799 d0e1cd3d Diego Biurrun
800
@subsection Native Windows compilation
801
802 c1989552 Ramiro Polla
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
803 126cadc7 Ramiro Polla
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
804
You can find detailed installation
805 d0e1cd3d Diego Biurrun
instructions in the download section and the FAQ.
806
807 126cadc7 Ramiro Polla
FFmpeg does not build out-of-the-box with the packages the automated MinGW
808
installer provides. It also requires coreutils to be installed and many other
809
packages updated to the latest version. The minimum version for some packages
810
are listed below:
811
812
@itemize
813
@item bash 3.1
814
@item msys-make 3.81-2 (note: not mingw32-make)
815 2014b51c Ramiro Polla
@item w32api 3.13
816 126cadc7 Ramiro Polla
@item mingw-runtime 3.15
817
@end itemize
818
819 44be8d42 Ramiro Polla
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
820 0f898714 Diego Biurrun
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
821
822 c1989552 Ramiro Polla
Within the MSYS shell, configure and make with:
823 d0e1cd3d Diego Biurrun
824 c1989552 Ramiro Polla
@example
825 1a04d4c7 Ramiro Polla
./configure --enable-memalign-hack
826 c1989552 Ramiro Polla
make
827
make install
828
@end example
829 d0e1cd3d Diego Biurrun
830 c1989552 Ramiro Polla
This will install @file{ffmpeg.exe} along with many other development files
831
to @file{/usr/local}. You may specify another install path using the
832
@code{--prefix} option in @file{configure}.
833 d0e1cd3d Diego Biurrun
834 c1989552 Ramiro Polla
Notes:
835 d0e1cd3d Diego Biurrun
836 c1989552 Ramiro Polla
@itemize
837 d0e1cd3d Diego Biurrun
838 b94ca208 Ramiro Polla
@item Building natively using MSYS can be sped up by disabling implicit rules
839
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
840
speed up is close to non-existent for normal one-off builds and is only
841
noticeable when running make for a second time (for example in
842
@code{make install}).
843
844 c1989552 Ramiro Polla
@item In order to compile FFplay, you must have the MinGW development library
845
of SDL. Get it from @url{http://www.libsdl.org}.
846
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
847
where SDL was installed. Verify that @file{sdl-config} can be launched from
848
the MSYS command line.
849 d0e1cd3d Diego Biurrun
850
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
851 c1989552 Ramiro Polla
you can build libavutil, libavcodec and libavformat as DLLs.
852 d0e1cd3d Diego Biurrun
853
@end itemize
854
855 c1989552 Ramiro Polla
@subsection Microsoft Visual C++ compatibility
856 d0e1cd3d Diego Biurrun
857 c1989552 Ramiro Polla
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
858
want to use the libav* libraries in your own applications, you can still
859
compile those applications using MSVC++. But the libav* libraries you link
860
to @emph{must} be built with MinGW. However, you will not be able to debug
861
inside the libav* libraries, since MSVC++ does not recognize the debug
862
symbols generated by GCC.
863
We strongly recommend you to move over from MSVC++ to MinGW tools.
864 d0e1cd3d Diego Biurrun
865 c1989552 Ramiro Polla
This description of how to use the FFmpeg libraries with MSVC++ is based on
866
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
867
you might have to modify the procedures slightly.
868 d0e1cd3d Diego Biurrun
869 c1989552 Ramiro Polla
@subsubsection Using static libraries
870 d0e1cd3d Diego Biurrun
871 c1989552 Ramiro Polla
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
872 d0e1cd3d Diego Biurrun
873
@enumerate
874
875
@item Create a new console application ("File / New / Project") and then
876
select "Win32 Console Application". On the appropriate page of the
877
Application Wizard, uncheck the "Precompiled headers" option.
878
879
@item Write the source code for your application, or, for testing, just
880
copy the code from an existing sample application into the source file
881 c1989552 Ramiro Polla
that MSVC++ has already created for you. For example, you can copy
882 d95a0c67 Diego Biurrun
@file{libavformat/output-example.c} from the FFmpeg distribution.
883 d0e1cd3d Diego Biurrun
884
@item Open the "Project / Properties" dialog box. In the "Configuration"
885
combo box, select "All Configurations" so that the changes you make will
886
affect both debug and release builds. In the tree view on the left hand
887
side, select "C/C++ / General", then edit the "Additional Include
888 c1989552 Ramiro Polla
Directories" setting to contain the path where the FFmpeg includes were
889
installed (i.e. @file{c:\msys\1.0\local\include}).
890 f010d377 Ramiro Polla
Do not add MinGW's include directory here, or the include files will
891
conflict with MSVC's.
892 c1989552 Ramiro Polla
893
@item Still in the "Project / Properties" dialog box, select
894
"Linker / General" from the tree view and edit the
895
"Additional Library Directories" setting to contain the @file{lib}
896
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
897
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
898
and the directory where MinGW's GCC libs are installed
899
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
900
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
901
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
902
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
903
to the end of "Additional Dependencies".
904 d0e1cd3d Diego Biurrun
905
@item Now, select "C/C++ / Code Generation" from the tree view. Select
906
"Debug" in the "Configuration" combo box. Make sure that "Runtime
907
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
908
the "Configuration" combo box and make sure that "Runtime Library" is
909
set to "Multi-threaded DLL".
910
911 c1989552 Ramiro Polla
@item Click "OK" to close the "Project / Properties" dialog box.
912
913
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
914
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
915
and install it in MSVC++'s include directory
916
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
917
918
@item MSVC++ also does not understand the @code{inline} keyword used by
919
FFmpeg, so you must add this line before @code{#include}ing libav*:
920
@example
921
#define inline _inline
922
@end example
923
924
@item Build your application, everything should work.
925
926
@end enumerate
927
928
@subsubsection Using shared libraries
929
930
This is how to create DLL and LIB files that are compatible with MSVC++:
931
932
@enumerate
933
934
@item Add a call to @file{vcvars32.bat} (which sets up the environment
935
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
936
The standard location for @file{vcvars32.bat} is
937
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
938
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
939
If this corresponds to your setup, add the following line as the first line
940
of @file{msys.bat}:
941
942
@example
943
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
944
@end example
945
946
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
947
and run @file{c:\msys\1.0\msys.bat} from there.
948
949
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
950
from @file{Microsoft (R) Library Manager}, this means your environment
951
variables are set up correctly, the @file{Microsoft (R) Library Manager}
952
is on the path and will be used by FFmpeg to create
953
MSVC++-compatible import libraries.
954
955
@item Build FFmpeg with
956
957
@example
958
./configure --enable-shared --enable-memalign-hack
959
make
960
make install
961
@end example
962
963
Your install path (@file{/usr/local/} by default) should now have the
964
necessary DLL and LIB files under the @file{bin} directory.
965 d0e1cd3d Diego Biurrun
966
@end enumerate
967
968 c1989552 Ramiro Polla
To use those files with MSVC++, do the same as you would do with
969
the static libraries, as described above. But in Step 4,
970
you should only need to add the directory where the LIB files are installed
971
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
972
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
973
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
974
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
975
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
976
statically linked into the DLLs. The @file{bin} directory contains a bunch
977
of DLL files, but the ones that are actually used to run your application
978
are the ones with a major version number in their filenames
979
(i.e. @file{avcodec-51.dll}).
980
981 d0e1cd3d Diego Biurrun
@subsection Cross compilation for Windows with Linux
982
983
You must use the MinGW cross compilation tools available at
984
@url{http://www.mingw.org/}.
985
986
Then configure FFmpeg with the following options:
987
@example
988
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
989
@end example
990
(you can change the cross-prefix according to the prefix chosen for the
991
MinGW tools).
992
993
Then you can easily test FFmpeg with Wine
994
(@url{http://www.winehq.com/}).
995
996
@subsection Compilation under Cygwin
997
998 2f821b03 Víctor Paesa
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
999
llrint() in its C library.
1000 d0e1cd3d Diego Biurrun
1001 2f821b03 Víctor Paesa
Install your Cygwin with all the "Base" packages, plus the
1002 d0e1cd3d Diego Biurrun
following "Devel" ones:
1003
@example
1004 2f821b03 Víctor Paesa
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1005 71ecc16b Ramiro Polla
@end example
1006
1007
And the following "Utils" one:
1008
@example
1009
diffutils
1010 d0e1cd3d Diego Biurrun
@end example
1011
1012
Then run
1013
1014
@example
1015 2f821b03 Víctor Paesa
./configure --enable-static --disable-shared
1016 d0e1cd3d Diego Biurrun
@end example
1017
1018 2f821b03 Víctor Paesa
to make a static build.
1019
1020
The current @code{gcc4-core} package is buggy and needs this flag to build
1021
shared libraries:
1022 d0e1cd3d Diego Biurrun
1023
@example
1024 2f821b03 Víctor Paesa
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1025 d0e1cd3d Diego Biurrun
@end example
1026
1027
If you want to build FFmpeg with additional libraries, download Cygwin
1028 5dd9799d Víctor Paesa
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1029
@example
1030
libogg-devel, libvorbis-devel
1031
@end example
1032
1033
These library packages are only available from Cygwin Ports
1034 be8497b0 Víctor Paesa
(@url{http://sourceware.org/cygwinports/}) :
1035 5dd9799d Víctor Paesa
1036
@example
1037 6a74b127 Måns Rullgård
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1038 5dd9799d Víctor Paesa
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1039
libxvidcore-devel
1040
@end example
1041
1042
The recommendation for libnut and x264 is to build them from source by
1043
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1044 d0e1cd3d Diego Biurrun
1045 cdf51395 Víctor Paesa
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1046
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1047
1048 d0e1cd3d Diego Biurrun
@subsection Crosscompilation for Windows under Cygwin
1049
1050
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1051
1052
Just install your Cygwin as explained before, plus these additional
1053
"Devel" packages:
1054
@example
1055
gcc-mingw-core, mingw-runtime, mingw-zlib
1056
@end example
1057
1058
and add some special flags to your configure invocation.
1059
1060
For a static build run
1061
@example
1062
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1063
@end example
1064
1065
and for a build with shared libraries
1066
@example
1067
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1068
@end example
1069
1070
@bye