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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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@code{--enable-libopencore-amrwb} to configure to enable the libraries.
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Note that OpenCORE is under the Apache License 2.0 (see
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@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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incompatible with the LGPL version 2.1 and GPL version 2. You have to
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upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab   @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item RTMP                      @tab X @tab X
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    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab   @tab X
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@item RTSP                      @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@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 PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink Video             @tab     @tab  X
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    @tab Support for version 'b' is missing.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
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    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab     @tab  X
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    @tab AVS1-P2, JiZhun profile
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion 2.0    @tab     @tab  X
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    @tab fourcc: TM20
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@item DV (Digital Video)     @tab  X  @tab  X
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@item Feeble Files/ScummVM DXA  @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV video  @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts Madcow video  @tab     @tab  X
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@item Electronic Arts TGV video  @tab     @tab  X
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@item Electronic Arts TGQ video  @tab     @tab  X
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@item Electronic Arts TQI video  @tab     @tab  X
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@item Escape 124             @tab     @tab  X
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@item FFmpeg video codec #1  @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video v1  @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item Flash Video (FLV)      @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps                  @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263 / H.263-1996     @tab  X  @tab  X
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@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
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    @tab encoding supported through external library libx264
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item HuffYUV FFmpeg variant @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ video           @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF ILBM               @tab     @tab  X
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    @tab IFF interlaved bitmap
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@item IFF ByteRun1           @tab     @tab  X
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    @tab IFF run length encoded bitmap
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@item Intel H.263            @tab     @tab  X
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@item Intel Indeo 2          @tab     @tab  X
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@item Intel Indeo 3          @tab     @tab  X
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@item Intel Indeo 5          @tab     @tab  X
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@item Interplay C93          @tab     @tab  X
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    @tab Used in the game Cyberia from Interplay.
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@item Interplay MVE video    @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item Karl Morton's video codec  @tab     @tab  X
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    @tab Codec used in Worms games.
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@item Kega Game Video (KGV1) @tab      @tab  X
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    @tab Kega emulator screen capture codec.
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@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
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@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video 1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG (Motion JPEG)    @tab  X  @tab  X
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@item Motion Pixels video    @tab     @tab  X
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@item MPEG-1 video           @tab  X  @tab  X
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@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
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@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
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@item MPEG-2 video           @tab  X  @tab  X
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@item MPEG-4 part 2          @tab  X  @tab  X
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    @ libxvidcore can be used alternatively for encoding.
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@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
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@item Nintendo Gamecube THP video  @tab     @tab  X
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@item NuppelVideo/RTjpeg     @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item On2 VP3                @tab     @tab  X
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    @tab still experimental
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
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    @tab fourcc: VP60,VP61,VP62
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@item planar RGB             @tab     @tab  X
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    @tab fourcc: 8BPS
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@item Q-team QPEG            @tab     @tab  X
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    @tab fourccs: QPEG, Q1.0, Q1.1
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@item QuickTime 8BPS video   @tab     @tab  X
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@item QuickTime Animation (RLE) video  @tab  X  @tab  X
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    @tab fourcc: 'rle '
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@item QuickTime Graphics (SMC)  @tab     @tab  X
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    @tab fourcc: 'smc '
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@item QuickTime video (RPZA) @tab     @tab  X
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    @tab fourcc: rpza
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@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
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@item Raw Video              @tab  X  @tab  X
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@item RealVideo 1.0          @tab  X  @tab  X
453
@item RealVideo 2.0          @tab  X  @tab  X
454
@item RealVideo 3.0          @tab     @tab  X
455
    @tab still far from ideal
456
@item RealVideo 4.0          @tab     @tab  X
457
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
458
    @tab Texture dictionaries used by the Renderware Engine.
459
@item RL2 video              @tab     @tab  X
460
    @tab used in some games by Entertainment Software Partners
461
@item Sierra VMD video       @tab     @tab  X
462
    @tab Used in Sierra VMD files.
463
@item Smacker video          @tab     @tab  X
464
    @tab Video encoding used in Smacker.
465
@item SMPTE VC-1             @tab     @tab  X
466
@item Snow                   @tab  X  @tab  X
467
    @tab experimental wavelet codec (fourcc: SNOW)
468
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
469
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
470
    @tab fourcc: SVQ1
471
@item Sorenson Vector Quantizer 3  @tab     @tab  X
472
    @tab fourcc: SVQ3
473
@item Sunplus JPEG (SP5X)    @tab     @tab  X
474
    @tab fourcc: SP5X
475
@item TechSmith Screen Capture Codec  @tab     @tab  X
476
    @tab fourcc: TSCC
477
@item Theora                 @tab  E  @tab  X
478
    @tab encoding supported through external library libtheora
479
@item Tiertex Limited SEQ video  @tab     @tab  X
480
    @tab Codec used in DOS CD-ROM FlashBack game.
481
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
482
@item VMware Screen Codec / VMware Video  @tab     @tab  X
483
    @tab Codec used in videos captured by VMware.
484
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
485
@item Windows Media Video 7  @tab  X  @tab  X
486
@item Windows Media Video 8  @tab  X  @tab  X
487
@item Windows Media Video 9  @tab     @tab  X
488
    @tab not completely working
489
@item Wing Commander III / Xan  @tab     @tab  X
490
    @tab Used in Wing Commander III .MVE files.
491
@item Winnov WNV1            @tab     @tab  X
492
@item WMV7                   @tab  X  @tab  X
493
@item YAMAHA SMAF            @tab  X  @tab  X
494
@item Psygnosis YOP Video    @tab     @tab  X
495
@item ZLIB                   @tab  X  @tab  X
496
    @tab part of LCL, encoder experimental
497
@item Zip Motion Blocks Video  @tab   X @tab  X
498
    @tab Encoder works only in PAL8.
499
@end multitable
500

    
501
@code{X} means that encoding (resp. decoding) is supported.
502

    
503
@code{E} means that support is provided through an external library.
504

    
505
@section Audio Codecs
506

    
507
@multitable @columnfractions .4 .1 .1 .4
508
@item Name @tab Encoding @tab Decoding @tab Comments
509
@item 8SVX audio             @tab     @tab  X
510
@item AAC                    @tab  E  @tab  X
511
    @tab encoding supported through external library libfaac
512
@item AC-3                   @tab IX  @tab  X
513
@item ADPCM 4X Movie         @tab     @tab  X
514
@item ADPCM CDROM XA         @tab     @tab  X
515
@item ADPCM Creative Technology @tab     @tab  X
516
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
517
@item ADPCM Electronic Arts  @tab     @tab  X
518
    @tab Used in various EA titles.
519
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
520
    @tab Used in Sim City 3000.
521
@item ADPCM Electronic Arts R1  @tab     @tab  X
522
@item ADPCM Electronic Arts R2  @tab     @tab  X
523
@item ADPCM Electronic Arts R3  @tab     @tab  X
524
@item ADPCM Electronic Arts XAS @tab     @tab  X
525
@item ADPCM G.726            @tab  X  @tab  X
526
@item ADPCM IMA AMV          @tab     @tab  X
527
    @tab Used in AMV files
528
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
529
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
530
@item ADPCM IMA Funcom       @tab     @tab  X
531
@item ADPCM IMA QuickTime    @tab  X  @tab  X
532
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
533
@item ADPCM IMA WAV          @tab  X  @tab  X
534
@item ADPCM IMA Westwood     @tab     @tab  X
535
@item ADPCM ISS IMA          @tab     @tab  X
536
    @tab Used in FunCom games.
537
@item ADPCM IMA Duck DK3     @tab     @tab  X
538
    @tab Used in some Sega Saturn console games.
539
@item ADPCM IMA Duck DK4     @tab     @tab  X
540
    @tab Used in some Sega Saturn console games.
541
@item ADPCM Microsoft        @tab  X  @tab  X
542
@item ADPCM MS IMA           @tab  X  @tab  X
543
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
544
@item ADPCM QT IMA           @tab  X  @tab  X
545
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
546
    @tab Used in Sega Dreamcast games.
547
@item ADPCM Shockwave Flash  @tab  X  @tab  X
548
@item ADPCM SMJPEG IMA       @tab     @tab  X
549
    @tab Used in certain Loki game ports.
550
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
551
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
552
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
553
@item ADPCM Westwood Studios IMA @tab     @tab  X
554
    @tab Used in Westwood Studios games like Command and Conquer.
555
@item ADPCM Yamaha           @tab  X  @tab  X
556
@item AMR-NB                 @tab  E  @tab  X
557
    @tab encoding supported through external library libopencore-amrnb
558
@item AMR-WB                 @tab     @tab  E
559
    @tab decoding supported through external library libopencore-amrwb
560
@item Apple lossless audio   @tab  X  @tab  X
561
    @tab QuickTime fourcc 'alac'
562
@item Atrac 1                @tab     @tab  X
563
@item Atrac 3                @tab     @tab  X
564
@item Bink Audio             @tab     @tab  X
565
    @tab Used in Bink and Smacker files in many games.
566
@item Delphine Software International CIN audio  @tab     @tab  X
567
    @tab Codec used in Delphine Software International games.
568
@item COOK                   @tab     @tab  X
569
    @tab All versions except 5.1 are supported.
570
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
571
@item DPCM id RoQ            @tab  X  @tab  X
572
    @tab Used in Quake III, Jedi Knight 2, other computer games.
573
@item DPCM Interplay         @tab     @tab  X
574
    @tab Used in various Interplay computer games.
575
@item DPCM Sierra Online     @tab     @tab  X
576
    @tab Used in Sierra Online game audio files.
577
@item DPCM Sol               @tab     @tab  X
578
@item DPCM Xan               @tab     @tab  X
579
    @tab Used in Origin's Wing Commander IV AVI files.
580
@item DSP Group TrueSpeech   @tab     @tab  X
581
@item DV audio               @tab     @tab  X
582
@item Enhanced AC-3          @tab     @tab  X
583
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
584
@item G.729                  @tab     @tab  X
585
@item GSM                    @tab  E  @tab  E
586
    @tab supported through external library libgsm
587
@item GSM Microsoft variant  @tab  E  @tab  E
588
    @tab supported through external library libgsm
589
@item IMC (Intel Music Coder)  @tab     @tab  X
590
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
591
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
592
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
593
    @tab Used in DVD-Audio discs.
594
@item Monkey's Audio         @tab     @tab  X
595
    @tab Only versions 3.97-3.99 are supported.
596
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
597
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
598
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
599
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
600
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
601
@item Musepack SV7           @tab     @tab  X
602
@item Musepack SV8           @tab     @tab  X
603
@item Nellymoser Asao        @tab  X  @tab  X
604
@item PCM A-law              @tab  X  @tab  X
605
@item PCM mu-law             @tab  X  @tab  X
606
@item PCM 16-bit little-endian planar  @tab     @tab  X
607
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
608
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
609
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
610
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
611
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
612
@item PCM signed 8-bit       @tab  X  @tab  X
613
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
614
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
615
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
616
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
617
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
618
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
619
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
620
@item PCM unsigned 8-bit     @tab  X  @tab  X
621
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
622
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
623
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
624
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
625
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
626
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
627
@item PCM Zork               @tab  X  @tab  X
628
@item QCELP / PureVoice      @tab     @tab  X
629
@item QDesign Music Codec 2  @tab     @tab  X
630
    @tab There are still some distortions.
631
@item RealAudio 1.0 (14.4K)  @tab     @tab  X
632
    @tab Real 14400 bit/s codec
633
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
634
    @tab Real 28800 bit/s codec
635
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
636
    @tab Real low bitrate AC-3 codec
637
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
638
@item Shorten                @tab     @tab  X
639
@item Sierra VMD audio       @tab     @tab  X
640
    @tab Used in Sierra VMD files.
641
@item Smacker audio          @tab     @tab  X
642
@item Sonic                  @tab  X  @tab  X
643
    @tab experimental codec
644
@item Sonic lossless         @tab  X  @tab  X
645
    @tab experimental codec
646
@item Speex                  @tab     @tab  E
647
    @tab supported through external library libspeex
648
@item True Audio (TTA)       @tab     @tab  X
649
@item TrueHD                 @tab     @tab  X
650
    @tab Used in HD-DVD and Blu-Ray discs.
651
@item TwinVQ (VQF flavor)    @tab     @tab  X
652
@item Vorbis                 @tab  E  @tab  X
653
    @tab A native but very primitive encoder exists.
654
@item WavPack                @tab     @tab  X
655
@item Westwood Audio (SND1)  @tab     @tab  X
656
@item Windows Media Audio 1  @tab  X  @tab  X
657
@item Windows Media Audio 2  @tab  X  @tab  X
658
@item Windows Media Audio Pro @tab    @tab  X
659
@item Windows Media Audio Voice @tab  @tab  X
660
@end multitable
661

    
662
@code{X} means that encoding (resp. decoding) is supported.
663

    
664
@code{E} means that support is provided through an external library.
665

    
666
@code{I} means that an integer-only version is available, too (ensures high
667
performance on systems without hardware floating point support).
668

    
669
@section Subtitle Formats
670

    
671
@multitable @columnfractions .4 .1 .1 .1 .1
672
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
673
@item SSA/ASS      @tab X @tab X
674
@item DVB          @tab X @tab X @tab X @tab X
675
@item DVD          @tab X @tab X @tab X @tab X
676
@item PGS          @tab   @tab   @tab   @tab X
677
@item XSUB         @tab   @tab   @tab X @tab X
678
@end multitable
679

    
680
@code{X} means that the feature is supported.
681

    
682
@section Network Protocols
683

    
684
@multitable @columnfractions .4 .1
685
@item Name         @tab Support
686
@item file         @tab X
687
@item Gopher       @tab X
688
@item HTTP         @tab X
689
@item pipe         @tab X
690
@item RTP          @tab X
691
@item TCP          @tab X
692
@item UDP          @tab X
693
@end multitable
694

    
695
@code{X} means that the protocol is supported.
696

    
697

    
698
@section Input/Output Devices
699

    
700
@multitable @columnfractions .4 .1 .1
701
@item Name              @tab Input  @tab Output
702
@item ALSA              @tab X      @tab X
703
@item BEOS audio        @tab X      @tab X
704
@item BKTR              @tab X      @tab
705
@item DV1394            @tab X      @tab
706
@item JACK              @tab X      @tab
707
@item LIBDC1394         @tab X      @tab
708
@item OSS               @tab X      @tab X
709
@item Video4Linux       @tab X      @tab
710
@item Video4Linux2      @tab X      @tab
711
@item VfW capture       @tab X      @tab
712
@item X11 grabbing      @tab X      @tab
713
@end multitable
714

    
715
@code{X} means that input/output is supported.
716

    
717

    
718
@chapter Platform Specific information
719

    
720
@section BeOS
721

    
722
BeOS support is broken in mysterious ways.
723

    
724
@section OS/2
725

    
726
For information about compiling FFmpeg on OS/2 see
727
@url{http://www.edm2.com/index.php/FFmpeg}.
728

    
729
@section Unix-like
730

    
731
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
732
assembler which is still provided by a few AMD64 distributions. To
733
make sure your compiler really uses the required version of gas
734
after a binutils upgrade, run:
735

    
736
@example
737
$(gcc -print-prog-name=as) --version
738
@end example
739

    
740
If not, then you should install a different compiler that has no
741
hard-coded path to gas. In the worst case pass @code{--disable-asm}
742
to configure.
743

    
744
@subsection BSD
745

    
746
BSD make will not build FFmpeg, you need to install and use GNU Make
747
(@file{gmake}).
748

    
749
@subsubsection FreeBSD
750

    
751
FreeBSD will not compile out-of-the-box due to broken system headers.
752
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
753
around the problem. This may have unexpected sideeffects, so use it at
754
your own risk. If you care about FreeBSD, please make an attempt at
755
getting the system headers fixed.
756

    
757
@subsection (Open)Solaris
758

    
759
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
760
standard Solaris Make will not work. When building with a non-c99 front-end
761
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
762
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
763
since the libc is not c99-compliant by default. The probes performed by
764
configure may raise an exception leading to the death of configure itself
765
due to a bug in the system shell. Simply invoke a different shell such as
766
bash directly to work around this:
767

    
768
@example
769
bash ./configure
770
@end example
771

    
772
@section Windows
773

    
774
To get help and instructions for building FFmpeg under Windows, check out
775
the FFmpeg Windows Help Forum at
776
@url{http://ffmpeg.arrozcru.org/}.
777

    
778
@subsection Native Windows compilation
779

    
780
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
781
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
782
You can find detailed installation
783
instructions in the download section and the FAQ.
784

    
785
FFmpeg does not build out-of-the-box with the packages the automated MinGW
786
installer provides. It also requires coreutils to be installed and many other
787
packages updated to the latest version. The minimum version for some packages
788
are listed below:
789

    
790
@itemize
791
@item bash 3.1
792
@item msys-make 3.81-2 (note: not mingw32-make)
793
@item w32api 3.13
794
@item mingw-runtime 3.15
795
@end itemize
796

    
797
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
798
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
799

    
800
Within the MSYS shell, configure and make with:
801

    
802
@example
803
./configure --enable-memalign-hack
804
make
805
make install
806
@end example
807

    
808
This will install @file{ffmpeg.exe} along with many other development files
809
to @file{/usr/local}. You may specify another install path using the
810
@code{--prefix} option in @file{configure}.
811

    
812
Notes:
813

    
814
@itemize
815

    
816
@item Building natively using MSYS can be sped up by disabling implicit rules
817
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
818
speed up is close to non-existent for normal one-off builds and is only
819
noticeable when running make for a second time (for example in
820
@code{make install}).
821

    
822
@item In order to compile FFplay, you must have the MinGW development library
823
of SDL. Get it from @url{http://www.libsdl.org}.
824
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
825
where SDL was installed. Verify that @file{sdl-config} can be launched from
826
the MSYS command line.
827

    
828
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
829
you can build libavutil, libavcodec and libavformat as DLLs.
830

    
831
@end itemize
832

    
833
@subsection Microsoft Visual C++ compatibility
834

    
835
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
836
want to use the libav* libraries in your own applications, you can still
837
compile those applications using MSVC++. But the libav* libraries you link
838
to @emph{must} be built with MinGW. However, you will not be able to debug
839
inside the libav* libraries, since MSVC++ does not recognize the debug
840
symbols generated by GCC.
841
We strongly recommend you to move over from MSVC++ to MinGW tools.
842

    
843
This description of how to use the FFmpeg libraries with MSVC++ is based on
844
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
845
you might have to modify the procedures slightly.
846

    
847
@subsubsection Using static libraries
848

    
849
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
850

    
851
@enumerate
852

    
853
@item Create a new console application ("File / New / Project") and then
854
select "Win32 Console Application". On the appropriate page of the
855
Application Wizard, uncheck the "Precompiled headers" option.
856

    
857
@item Write the source code for your application, or, for testing, just
858
copy the code from an existing sample application into the source file
859
that MSVC++ has already created for you. For example, you can copy
860
@file{libavformat/output-example.c} from the FFmpeg distribution.
861

    
862
@item Open the "Project / Properties" dialog box. In the "Configuration"
863
combo box, select "All Configurations" so that the changes you make will
864
affect both debug and release builds. In the tree view on the left hand
865
side, select "C/C++ / General", then edit the "Additional Include
866
Directories" setting to contain the path where the FFmpeg includes were
867
installed (i.e. @file{c:\msys\1.0\local\include}).
868
Do not add MinGW's include directory here, or the include files will
869
conflict with MSVC's.
870

    
871
@item Still in the "Project / Properties" dialog box, select
872
"Linker / General" from the tree view and edit the
873
"Additional Library Directories" setting to contain the @file{lib}
874
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
875
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
876
and the directory where MinGW's GCC libs are installed
877
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
878
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
879
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
880
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
881
to the end of "Additional Dependencies".
882

    
883
@item Now, select "C/C++ / Code Generation" from the tree view. Select
884
"Debug" in the "Configuration" combo box. Make sure that "Runtime
885
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
886
the "Configuration" combo box and make sure that "Runtime Library" is
887
set to "Multi-threaded DLL".
888

    
889
@item Click "OK" to close the "Project / Properties" dialog box.
890

    
891
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
892
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
893
and install it in MSVC++'s include directory
894
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
895

    
896
@item MSVC++ also does not understand the @code{inline} keyword used by
897
FFmpeg, so you must add this line before @code{#include}ing libav*:
898
@example
899
#define inline _inline
900
@end example
901

    
902
@item Build your application, everything should work.
903

    
904
@end enumerate
905

    
906
@subsubsection Using shared libraries
907

    
908
This is how to create DLL and LIB files that are compatible with MSVC++:
909

    
910
@enumerate
911

    
912
@item Add a call to @file{vcvars32.bat} (which sets up the environment
913
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
914
The standard location for @file{vcvars32.bat} is
915
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
916
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
917
If this corresponds to your setup, add the following line as the first line
918
of @file{msys.bat}:
919

    
920
@example
921
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
922
@end example
923

    
924
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
925
and run @file{c:\msys\1.0\msys.bat} from there.
926

    
927
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
928
from @file{Microsoft (R) Library Manager}, this means your environment
929
variables are set up correctly, the @file{Microsoft (R) Library Manager}
930
is on the path and will be used by FFmpeg to create
931
MSVC++-compatible import libraries.
932

    
933
@item Build FFmpeg with
934

    
935
@example
936
./configure --enable-shared --enable-memalign-hack
937
make
938
make install
939
@end example
940

    
941
Your install path (@file{/usr/local/} by default) should now have the
942
necessary DLL and LIB files under the @file{bin} directory.
943

    
944
@end enumerate
945

    
946
To use those files with MSVC++, do the same as you would do with
947
the static libraries, as described above. But in Step 4,
948
you should only need to add the directory where the LIB files are installed
949
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
950
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
951
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
952
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
953
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
954
statically linked into the DLLs. The @file{bin} directory contains a bunch
955
of DLL files, but the ones that are actually used to run your application
956
are the ones with a major version number in their filenames
957
(i.e. @file{avcodec-51.dll}).
958

    
959
@subsection Cross compilation for Windows with Linux
960

    
961
You must use the MinGW cross compilation tools available at
962
@url{http://www.mingw.org/}.
963

    
964
Then configure FFmpeg with the following options:
965
@example
966
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
967
@end example
968
(you can change the cross-prefix according to the prefix chosen for the
969
MinGW tools).
970

    
971
Then you can easily test FFmpeg with Wine
972
(@url{http://www.winehq.com/}).
973

    
974
@subsection Compilation under Cygwin
975

    
976
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
977
llrint() in its C library.
978

    
979
Install your Cygwin with all the "Base" packages, plus the
980
following "Devel" ones:
981
@example
982
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
983
@end example
984

    
985
And the following "Utils" one:
986
@example
987
diffutils
988
@end example
989

    
990
Then run
991

    
992
@example
993
./configure --enable-static --disable-shared
994
@end example
995

    
996
to make a static build.
997

    
998
The current @code{gcc4-core} package is buggy and needs this flag to build
999
shared libraries:
1000

    
1001
@example
1002
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1003
@end example
1004

    
1005
If you want to build FFmpeg with additional libraries, download Cygwin
1006
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1007
@example
1008
libogg-devel, libvorbis-devel
1009
@end example
1010

    
1011
These library packages are only available from Cygwin Ports
1012
(@url{http://sourceware.org/cygwinports/}) :
1013

    
1014
@example
1015
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
1016
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1017
libxvidcore-devel
1018
@end example
1019

    
1020
The recommendation for libnut and x264 is to build them from source by
1021
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1022

    
1023
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1024
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1025

    
1026
@subsection Crosscompilation for Windows under Cygwin
1027

    
1028
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1029

    
1030
Just install your Cygwin as explained before, plus these additional
1031
"Devel" packages:
1032
@example
1033
gcc-mingw-core, mingw-runtime, mingw-zlib
1034
@end example
1035

    
1036
and add some special flags to your configure invocation.
1037

    
1038
For a static build run
1039
@example
1040
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1041
@end example
1042

    
1043
and for a build with shared libraries
1044
@example
1045
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1046
@end example
1047

    
1048
@bye