Add DOS section to the platform documentation.
[libav.git] / doc / general.texi
1 \input texinfo @c -*- texinfo -*-
2
3 @settitle General Documentation
4 @titlepage
5 @sp 7
6 @center @titlefont{General Documentation}
7 @sp 3
8 @end titlepage
9
10
11 @chapter external libraries
12
13 FFmpeg can be hooked up with a number of external libraries to add support
14 for more formats. None of them are used by default, their use has to be
15 explicitly requested by passing the appropriate flags to @file{./configure}.
16
17 @section OpenCORE AMR
18
19 FFmpeg can make use of the OpenCORE libraries for AMR-NB
20 decoding/encoding and AMR-WB decoding.
21
22 Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
23 installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
24 @code{--enable-libopencore-amrwb} to configure to enable the libraries.
25
26 Note that OpenCORE is under the Apache License 2.0 (see
27 @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
28 incompatible with the LGPL version 2.1 and GPL version 2. You have to
29 upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
30 GPL components, GPL version 3) to use it.
31
32
33 @chapter Supported File Formats and Codecs
34
35 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
36
37 @section File Formats
38
39 FFmpeg supports the following file formats through the @code{libavformat}
40 library:
41
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
44 @item 4xm @tab @tab X
45 @tab 4X Technologies format, used in some games.
46 @item 8088flex TMV @tab @tab X
47 @item Adobe Filmstrip @tab X @tab X
48 @item Audio IFF (AIFF) @tab X @tab X
49 @item American Laser Games MM @tab @tab X
50 @tab Multimedia format used in games like Mad Dog McCree.
51 @item 3GPP AMR @tab X @tab X
52 @item ASF @tab X @tab X
53 @item AVI @tab X @tab X
54 @item AVISynth @tab @tab X
55 @item AVS @tab @tab X
56 @tab Multimedia format used by the Creature Shock game.
57 @item Beam Software SIFF @tab @tab X
58 @tab Audio and video format used in some games by Beam Software.
59 @item Bethesda Softworks VID @tab @tab X
60 @tab Used in some games from Bethesda Softworks.
61 @item Bink @tab @tab X
62 @tab Multimedia format used by many games.
63 @item Brute Force & Ignorance @tab @tab X
64 @tab Used in the game Flash Traffic: City of Angels.
65 @item Interplay C93 @tab @tab X
66 @tab Used in the game Cyberia from Interplay.
67 @item Delphine Software International CIN @tab @tab X
68 @tab Multimedia format used by Delphine Software games.
69 @item CD+G @tab @tab X
70 @tab Video format used by CD+G karaoke disks
71 @item Core Audio Format @tab @tab X
72 @tab Apple Core Audio Format
73 @item CRC testing format @tab X @tab
74 @item Creative Voice @tab X @tab X
75 @tab Created for the Sound Blaster Pro.
76 @item CRYO APC @tab @tab X
77 @tab Audio format used in some games by CRYO Interactive Entertainment.
78 @item D-Cinema audio @tab X @tab X
79 @item Deluxe Paint Animation @tab @tab X
80 @item DV video @tab X @tab X
81 @item DXA @tab @tab X
82 @tab This format is used in the non-Windows version of the Feeble Files
83 game and different game cutscenes repacked for use with ScummVM.
84 @item Electronic Arts cdata @tab @tab X
85 @item Electronic Arts Multimedia @tab @tab X
86 @tab Used in various EA games; files have extensions like WVE and UV2.
87 @item FFM (FFserver live feed) @tab X @tab X
88 @item Flash (SWF) @tab X @tab X
89 @item Flash 9 (AVM2) @tab X @tab X
90 @tab Only embedded audio is decoded.
91 @item FLI/FLC/FLX animation @tab @tab X
92 @tab .fli/.flc files
93 @item Flash Video (FLV) @tab @tab X
94 @tab Macromedia Flash video files
95 @item framecrc testing format @tab X @tab
96 @item FunCom ISS @tab @tab X
97 @tab Audio format used in various games from FunCom like The Longest Journey.
98 @item GIF Animation @tab X @tab
99 @item GXF @tab X @tab X
100 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
101 playout servers.
102 @item id Quake II CIN video @tab @tab X
103 @item id RoQ @tab X @tab X
104 @tab Used in Quake III, Jedi Knight 2, other computer games.
105 @item IEC61937 encapsulation @tab X @tab
106 @item IFF @tab @tab X
107 @tab Interchange File Format
108 @item Interplay MVE @tab @tab X
109 @tab Format used in various Interplay computer games.
110 @item IV8 @tab @tab X
111 @tab A format generated by IndigoVision 8000 video server.
112 @item LMLM4 @tab @tab X
113 @tab Used by Linux Media Labs MPEG-4 PCI boards
114 @item Matroska @tab X @tab X
115 @item Matroska audio @tab X @tab
116 @item MAXIS XA @tab @tab X
117 @tab Used in Sim City 3000; file extension .xa.
118 @item MD Studio @tab @tab X
119 @item Monkey's Audio @tab @tab X
120 @item Motion Pixels MVI @tab @tab X
121 @item MOV/QuickTime/MP4 @tab X @tab X
122 @tab 3GP, 3GP2, PSP, iPod variants supported
123 @item MP2 @tab X @tab X
124 @item MP3 @tab X @tab X
125 @item MPEG-1 System @tab X @tab X
126 @tab muxed audio and video, VCD format supported
127 @item MPEG-PS (program stream) @tab X @tab X
128 @tab also known as @code{VOB} file, SVCD and DVD format supported
129 @item MPEG-TS (transport stream) @tab X @tab X
130 @tab also known as DVB Transport Stream
131 @item MPEG-4 @tab X @tab X
132 @tab MPEG-4 is a variant of QuickTime.
133 @item MIME multipart JPEG @tab X @tab
134 @item MSN TCP webcam @tab @tab X
135 @tab Used by MSN Messenger webcam streams.
136 @item MTV @tab @tab X
137 @item Musepack @tab @tab X
138 @item Musepack SV8 @tab @tab X
139 @item Material eXchange Format (MXF) @tab X @tab X
140 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
141 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
142 @tab SMPTE 386M, D-10/IMX Mapping.
143 @item NC camera feed @tab @tab X
144 @tab NC (AVIP NC4600) camera streams
145 @item NTT TwinVQ (VQF) @tab @tab X
146 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
147 @item Nullsoft Streaming Video @tab @tab X
148 @item NuppelVideo @tab @tab X
149 @item NUT @tab X @tab X
150 @tab NUT Open Container Format
151 @item Ogg @tab X @tab X
152 @item TechnoTrend PVA @tab @tab X
153 @tab Used by TechnoTrend DVB PCI boards.
154 @item QCP @tab @tab X
155 @item raw ADTS (AAC) @tab X @tab X
156 @item raw AC-3 @tab X @tab X
157 @item raw Chinese AVS video @tab @tab X
158 @item raw CRI ADX @tab X @tab X
159 @item raw Dirac @tab X @tab X
160 @item raw DNxHD @tab X @tab X
161 @item raw DTS @tab X @tab X
162 @item raw E-AC-3 @tab X @tab X
163 @item raw FLAC @tab X @tab X
164 @item raw GSM @tab @tab X
165 @item raw H.261 @tab X @tab X
166 @item raw H.263 @tab X @tab X
167 @item raw H.264 @tab X @tab X
168 @item raw Ingenient MJPEG @tab @tab X
169 @item raw MJPEG @tab X @tab X
170 @item raw MLP @tab @tab X
171 @item raw MPEG @tab @tab X
172 @item raw MPEG-1 @tab @tab X
173 @item raw MPEG-2 @tab @tab X
174 @item raw MPEG-4 @tab X @tab X
175 @item raw NULL @tab X @tab
176 @item raw video @tab X @tab X
177 @item raw id RoQ @tab X @tab
178 @item raw Shorten @tab @tab X
179 @item raw TrueHD @tab X @tab X
180 @item raw VC-1 @tab @tab X
181 @item raw PCM A-law @tab X @tab X
182 @item raw PCM mu-law @tab X @tab X
183 @item raw PCM signed 8 bit @tab X @tab X
184 @item raw PCM signed 16 bit big-endian @tab X @tab X
185 @item raw PCM signed 16 bit little-endian @tab X @tab X
186 @item raw PCM signed 24 bit big-endian @tab X @tab X
187 @item raw PCM signed 24 bit little-endian @tab X @tab X
188 @item raw PCM signed 32 bit big-endian @tab X @tab X
189 @item raw PCM signed 32 bit little-endian @tab X @tab X
190 @item raw PCM unsigned 8 bit @tab X @tab X
191 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
192 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
193 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
194 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
195 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
196 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
197 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
198 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
199 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
200 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
201 @item RDT @tab @tab X
202 @item REDCODE R3D @tab @tab X
203 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
204 @item RealMedia @tab X @tab X
205 @item Redirector @tab @tab X
206 @item Renderware TeXture Dictionary @tab @tab X
207 @item RL2 @tab @tab X
208 @tab Audio and video format used in some games by Entertainment Software Partners.
209 @item RPL/ARMovie @tab @tab X
210 @item RTMP @tab X @tab X
211 @tab Output is performed by publishing stream to RTMP server
212 @item RTP @tab @tab X
213 @item RTSP @tab X @tab X
214 @item SDP @tab @tab X
215 @item Sega FILM/CPK @tab @tab X
216 @tab Used in many Sega Saturn console games.
217 @item Sierra SOL @tab @tab X
218 @tab .sol files used in Sierra Online games.
219 @item Sierra VMD @tab @tab X
220 @tab Used in Sierra CD-ROM games.
221 @item Smacker @tab @tab X
222 @tab Multimedia format used by many games.
223 @item Sony OpenMG (OMA) @tab @tab X
224 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
225 @item Sony PlayStation STR @tab @tab X
226 @item Sony Wave64 (W64) @tab @tab X
227 @item SoX native format @tab X @tab X
228 @item SUN AU format @tab X @tab X
229 @item THP @tab @tab X
230 @tab Used on the Nintendo GameCube.
231 @item Tiertex Limited SEQ @tab @tab X
232 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
233 @item True Audio @tab @tab X
234 @item VC-1 test bitstream @tab X @tab X
235 @item WAV @tab X @tab X
236 @item WavPack @tab @tab X
237 @item Wing Commander III movie @tab @tab X
238 @tab Multimedia format used in Origin's Wing Commander III computer game.
239 @item Westwood Studios audio @tab @tab X
240 @tab Multimedia format used in Westwood Studios games.
241 @item Westwood Studios VQA @tab @tab X
242 @tab Multimedia format used in Westwood Studios games.
243 @item YUV4MPEG pipe @tab X @tab X
244 @item Psygnosis YOP @tab @tab X
245 @end multitable
246
247 @code{X} means that encoding (resp. decoding) is supported.
248
249 @section Image Formats
250
251 FFmpeg can read and write images for each frame of a video sequence. The
252 following image formats are supported:
253
254 @multitable @columnfractions .4 .1 .1 .4
255 @item Name @tab Encoding @tab Decoding @tab Comments
256 @item .Y.U.V @tab X @tab X
257 @tab one raw file per component
258 @item animated GIF @tab X @tab X
259 @tab Only uncompressed GIFs are generated.
260 @item BMP @tab X @tab X
261 @tab Microsoft BMP image
262 @item DPX @tab @tab X
263 @tab Digital Picture Exchange
264 @item JPEG @tab X @tab X
265 @tab Progressive JPEG is not supported.
266 @item JPEG 2000 @tab @tab E
267 @tab decoding supported through external library libopenjpeg
268 @item JPEG-LS @tab X @tab X
269 @item LJPEG @tab X @tab
270 @tab Lossless JPEG
271 @item PAM @tab X @tab X
272 @tab PAM is a PNM extension with alpha support.
273 @item PBM @tab X @tab X
274 @tab Portable BitMap image
275 @item PCX @tab X @tab X
276 @tab PC Paintbrush
277 @item PGM @tab X @tab X
278 @tab Portable GrayMap image
279 @item PGMYUV @tab X @tab X
280 @tab PGM with U and V components in YUV 4:2:0
281 @item PNG @tab X @tab X
282 @tab 2/4 bpp not supported yet
283 @item PPM @tab X @tab X
284 @tab Portable PixelMap image
285 @item PTX @tab @tab X
286 @tab V.Flash PTX format
287 @item SGI @tab X @tab X
288 @tab SGI RGB image format
289 @item Sun Rasterfile @tab @tab X
290 @tab Sun RAS image format
291 @item TIFF @tab X @tab X
292 @tab YUV, JPEG and some extension is not supported yet.
293 @item Truevision Targa @tab X @tab X
294 @tab Targa (.TGA) image format
295 @end multitable
296
297 @code{X} means that encoding (resp. decoding) is supported.
298
299 @code{E} means that support is provided through an external library.
300
301 @section Video Codecs
302
303 @multitable @columnfractions .4 .1 .1 .4
304 @item Name @tab Encoding @tab Decoding @tab Comments
305 @item 4X Movie @tab @tab X
306 @tab Used in certain computer games.
307 @item 8088flex TMV @tab @tab X
308 @item 8SVX exponential @tab @tab X
309 @item 8SVX fibonacci @tab @tab X
310 @item American Laser Games MM @tab @tab X
311 @tab Used in games like Mad Dog McCree.
312 @item AMV Video @tab @tab X
313 @tab Used in Chinese MP3 players.
314 @item Apple MJPEG-B @tab @tab X
315 @item Apple QuickDraw @tab @tab X
316 @tab fourcc: qdrw
317 @item Asus v1 @tab X @tab X
318 @tab fourcc: ASV1
319 @item Asus v2 @tab X @tab X
320 @tab fourcc: ASV2
321 @item ATI VCR1 @tab @tab X
322 @tab fourcc: VCR1
323 @item ATI VCR2 @tab @tab X
324 @tab fourcc: VCR2
325 @item Auravision Aura @tab @tab X
326 @item Auravision Aura 2 @tab @tab X
327 @item Autodesk Animator Flic video @tab @tab X
328 @item Autodesk RLE @tab @tab X
329 @tab fourcc: AASC
330 @item AVS (Audio Video Standard) video @tab @tab X
331 @tab Video encoding used by the Creature Shock game.
332 @item Beam Software VB @tab @tab X
333 @item Bethesda VID video @tab @tab X
334 @tab Used in some games from Bethesda Softworks.
335 @item Bink Video @tab @tab X
336 @tab Support for version 'b' is missing.
337 @item Brute Force & Ignorance @tab @tab X
338 @tab Used in the game Flash Traffic: City of Angels.
339 @item C93 video @tab @tab X
340 @tab Codec used in Cyberia game.
341 @item CamStudio @tab @tab X
342 @tab fourcc: CSCD
343 @item CD+G @tab @tab X
344 @tab Video codec for CD+G karaoke disks
345 @item Chinese AVS video @tab @tab X
346 @tab AVS1-P2, JiZhun profile
347 @item Delphine Software International CIN video @tab @tab X
348 @tab Codec used in Delphine Software International games.
349 @item Cinepak @tab @tab X
350 @item Cirrus Logic AccuPak @tab @tab X
351 @tab fourcc: CLJR
352 @item Creative YUV (CYUV) @tab @tab X
353 @item Dirac @tab E @tab E
354 @tab supported through external libdirac/libschroedinger libraries
355 @item Deluxe Paint Animation @tab @tab X
356 @item DNxHD @tab X @tab X
357 @tab aka SMPTE VC3
358 @item Duck TrueMotion 1.0 @tab @tab X
359 @tab fourcc: DUCK
360 @item Duck TrueMotion 2.0 @tab @tab X
361 @tab fourcc: TM20
362 @item DV (Digital Video) @tab X @tab X
363 @item Feeble Files/ScummVM DXA @tab @tab X
364 @tab Codec originally used in Feeble Files game.
365 @item Electronic Arts CMV video @tab @tab X
366 @tab Used in NHL 95 game.
367 @item Electronic Arts Madcow video @tab @tab X
368 @item Electronic Arts TGV video @tab @tab X
369 @item Electronic Arts TGQ video @tab @tab X
370 @item Electronic Arts TQI video @tab @tab X
371 @item Escape 124 @tab @tab X
372 @item FFmpeg video codec #1 @tab X @tab X
373 @tab experimental lossless codec (fourcc: FFV1)
374 @item Flash Screen Video v1 @tab X @tab X
375 @tab fourcc: FSV1
376 @item Flash Video (FLV) @tab X @tab X
377 @tab Sorenson H.263 used in Flash
378 @item Fraps @tab @tab X
379 @item H.261 @tab X @tab X
380 @item H.263 / H.263-1996 @tab X @tab X
381 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
382 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
383 @tab encoding supported through external library libx264
384 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
385 @item HuffYUV @tab X @tab X
386 @item HuffYUV FFmpeg variant @tab X @tab X
387 @item IBM Ultimotion @tab @tab X
388 @tab fourcc: ULTI
389 @item id Cinematic video @tab @tab X
390 @tab Used in Quake II.
391 @item id RoQ video @tab X @tab X
392 @tab Used in Quake III, Jedi Knight 2, other computer games.
393 @item IFF ILBM @tab @tab X
394 @tab IFF interlaved bitmap
395 @item IFF ByteRun1 @tab @tab X
396 @tab IFF run length encoded bitmap
397 @item Intel H.263 @tab @tab X
398 @item Intel Indeo 2 @tab @tab X
399 @item Intel Indeo 3 @tab @tab X
400 @item Intel Indeo 5 @tab @tab X
401 @item Interplay C93 @tab @tab X
402 @tab Used in the game Cyberia from Interplay.
403 @item Interplay MVE video @tab @tab X
404 @tab Used in Interplay .MVE files.
405 @item Karl Morton's video codec @tab @tab X
406 @tab Codec used in Worms games.
407 @item Kega Game Video (KGV1) @tab @tab X
408 @tab Kega emulator screen capture codec.
409 @item LCL (LossLess Codec Library) MSZH @tab @tab X
410 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
411 @item LOCO @tab @tab X
412 @item lossless MJPEG @tab X @tab X
413 @item Microsoft RLE @tab @tab X
414 @item Microsoft Video 1 @tab @tab X
415 @item Mimic @tab @tab X
416 @tab Used in MSN Messenger Webcam streams.
417 @item Miro VideoXL @tab @tab X
418 @tab fourcc: VIXL
419 @item MJPEG (Motion JPEG) @tab X @tab X
420 @item Motion Pixels video @tab @tab X
421 @item MPEG-1 video @tab X @tab X
422 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
423 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
424 @item MPEG-2 video @tab X @tab X
425 @item MPEG-4 part 2 @tab X @tab X
426 @ libxvidcore can be used alternatively for encoding.
427 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
428 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
429 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
430 @item Nintendo Gamecube THP video @tab @tab X
431 @item NuppelVideo/RTjpeg @tab @tab X
432 @tab Video encoding used in NuppelVideo files.
433 @item On2 VP3 @tab @tab X
434 @tab still experimental
435 @item On2 VP5 @tab @tab X
436 @tab fourcc: VP50
437 @item On2 VP6 @tab @tab X
438 @tab fourcc: VP60,VP61,VP62
439 @item planar RGB @tab @tab X
440 @tab fourcc: 8BPS
441 @item Q-team QPEG @tab @tab X
442 @tab fourccs: QPEG, Q1.0, Q1.1
443 @item QuickTime 8BPS video @tab @tab X
444 @item QuickTime Animation (RLE) video @tab X @tab X
445 @tab fourcc: 'rle '
446 @item QuickTime Graphics (SMC) @tab @tab X
447 @tab fourcc: 'smc '
448 @item QuickTime video (RPZA) @tab @tab X
449 @tab fourcc: rpza
450 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
451 @item Raw Video @tab X @tab X
452 @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 DOS
725
726 Using a cross-compiler is preferred for various reasons.
727
728 @subsection DJGPP
729
730 FFmpeg cannot be compiled because of broken system headers, add
731 @code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
732 workaround.
733
734 @section OS/2
735
736 For information about compiling FFmpeg on OS/2 see
737 @url{http://www.edm2.com/index.php/FFmpeg}.
738
739 @section Unix-like
740
741 Some parts of FFmpeg cannot be built with version 2.15 of the GNU
742 assembler which is still provided by a few AMD64 distributions. To
743 make sure your compiler really uses the required version of gas
744 after a binutils upgrade, run:
745
746 @example
747 $(gcc -print-prog-name=as) --version
748 @end example
749
750 If not, then you should install a different compiler that has no
751 hard-coded path to gas. In the worst case pass @code{--disable-asm}
752 to configure.
753
754 @subsection BSD
755
756 BSD make will not build FFmpeg, you need to install and use GNU Make
757 (@file{gmake}).
758
759 @subsubsection FreeBSD
760
761 FreeBSD will not compile out-of-the-box due to broken system headers.
762 Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
763 around the problem. This may have unexpected sideeffects, so use it at
764 your own risk. If you care about FreeBSD, please make an attempt at
765 getting the system headers fixed.
766
767 @subsection (Open)Solaris
768
769 GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
770 standard Solaris Make will not work. When building with a non-c99 front-end
771 (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
772 or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
773 since the libc is not c99-compliant by default. The probes performed by
774 configure may raise an exception leading to the death of configure itself
775 due to a bug in the system shell. Simply invoke a different shell such as
776 bash directly to work around this:
777
778 @example
779 bash ./configure
780 @end example
781
782 @section Windows
783
784 To get help and instructions for building FFmpeg under Windows, check out
785 the FFmpeg Windows Help Forum at
786 @url{http://ffmpeg.arrozcru.org/}.
787
788 @subsection Native Windows compilation
789
790 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
791 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
792 You can find detailed installation
793 instructions in the download section and the FAQ.
794
795 FFmpeg does not build out-of-the-box with the packages the automated MinGW
796 installer provides. It also requires coreutils to be installed and many other
797 packages updated to the latest version. The minimum version for some packages
798 are listed below:
799
800 @itemize
801 @item bash 3.1
802 @item msys-make 3.81-2 (note: not mingw32-make)
803 @item w32api 3.13
804 @item mingw-runtime 3.15
805 @end itemize
806
807 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
808 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
809
810 Within the MSYS shell, configure and make with:
811
812 @example
813 ./configure --enable-memalign-hack
814 make
815 make install
816 @end example
817
818 This will install @file{ffmpeg.exe} along with many other development files
819 to @file{/usr/local}. You may specify another install path using the
820 @code{--prefix} option in @file{configure}.
821
822 Notes:
823
824 @itemize
825
826 @item Building natively using MSYS can be sped up by disabling implicit rules
827 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
828 speed up is close to non-existent for normal one-off builds and is only
829 noticeable when running make for a second time (for example in
830 @code{make install}).
831
832 @item In order to compile FFplay, you must have the MinGW development library
833 of SDL. Get it from @url{http://www.libsdl.org}.
834 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
835 where SDL was installed. Verify that @file{sdl-config} can be launched from
836 the MSYS command line.
837
838 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
839 you can build libavutil, libavcodec and libavformat as DLLs.
840
841 @end itemize
842
843 @subsection Microsoft Visual C++ compatibility
844
845 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
846 want to use the libav* libraries in your own applications, you can still
847 compile those applications using MSVC++. But the libav* libraries you link
848 to @emph{must} be built with MinGW. However, you will not be able to debug
849 inside the libav* libraries, since MSVC++ does not recognize the debug
850 symbols generated by GCC.
851 We strongly recommend you to move over from MSVC++ to MinGW tools.
852
853 This description of how to use the FFmpeg libraries with MSVC++ is based on
854 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
855 you might have to modify the procedures slightly.
856
857 @subsubsection Using static libraries
858
859 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
860
861 @enumerate
862
863 @item Create a new console application ("File / New / Project") and then
864 select "Win32 Console Application". On the appropriate page of the
865 Application Wizard, uncheck the "Precompiled headers" option.
866
867 @item Write the source code for your application, or, for testing, just
868 copy the code from an existing sample application into the source file
869 that MSVC++ has already created for you. For example, you can copy
870 @file{libavformat/output-example.c} from the FFmpeg distribution.
871
872 @item Open the "Project / Properties" dialog box. In the "Configuration"
873 combo box, select "All Configurations" so that the changes you make will
874 affect both debug and release builds. In the tree view on the left hand
875 side, select "C/C++ / General", then edit the "Additional Include
876 Directories" setting to contain the path where the FFmpeg includes were
877 installed (i.e. @file{c:\msys\1.0\local\include}).
878 Do not add MinGW's include directory here, or the include files will
879 conflict with MSVC's.
880
881 @item Still in the "Project / Properties" dialog box, select
882 "Linker / General" from the tree view and edit the
883 "Additional Library Directories" setting to contain the @file{lib}
884 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
885 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
886 and the directory where MinGW's GCC libs are installed
887 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
888 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
889 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
890 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
891 to the end of "Additional Dependencies".
892
893 @item Now, select "C/C++ / Code Generation" from the tree view. Select
894 "Debug" in the "Configuration" combo box. Make sure that "Runtime
895 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
896 the "Configuration" combo box and make sure that "Runtime Library" is
897 set to "Multi-threaded DLL".
898
899 @item Click "OK" to close the "Project / Properties" dialog box.
900
901 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
902 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
903 and install it in MSVC++'s include directory
904 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
905
906 @item MSVC++ also does not understand the @code{inline} keyword used by
907 FFmpeg, so you must add this line before @code{#include}ing libav*:
908 @example
909 #define inline _inline
910 @end example
911
912 @item Build your application, everything should work.
913
914 @end enumerate
915
916 @subsubsection Using shared libraries
917
918 This is how to create DLL and LIB files that are compatible with MSVC++:
919
920 @enumerate
921
922 @item Add a call to @file{vcvars32.bat} (which sets up the environment
923 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
924 The standard location for @file{vcvars32.bat} is
925 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
926 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
927 If this corresponds to your setup, add the following line as the first line
928 of @file{msys.bat}:
929
930 @example
931 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
932 @end example
933
934 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
935 and run @file{c:\msys\1.0\msys.bat} from there.
936
937 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
938 from @file{Microsoft (R) Library Manager}, this means your environment
939 variables are set up correctly, the @file{Microsoft (R) Library Manager}
940 is on the path and will be used by FFmpeg to create
941 MSVC++-compatible import libraries.
942
943 @item Build FFmpeg with
944
945 @example
946 ./configure --enable-shared --enable-memalign-hack
947 make
948 make install
949 @end example
950
951 Your install path (@file{/usr/local/} by default) should now have the
952 necessary DLL and LIB files under the @file{bin} directory.
953
954 @end enumerate
955
956 To use those files with MSVC++, do the same as you would do with
957 the static libraries, as described above. But in Step 4,
958 you should only need to add the directory where the LIB files are installed
959 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
960 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
961 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
962 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
963 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
964 statically linked into the DLLs. The @file{bin} directory contains a bunch
965 of DLL files, but the ones that are actually used to run your application
966 are the ones with a major version number in their filenames
967 (i.e. @file{avcodec-51.dll}).
968
969 @subsection Cross compilation for Windows with Linux
970
971 You must use the MinGW cross compilation tools available at
972 @url{http://www.mingw.org/}.
973
974 Then configure FFmpeg with the following options:
975 @example
976 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
977 @end example
978 (you can change the cross-prefix according to the prefix chosen for the
979 MinGW tools).
980
981 Then you can easily test FFmpeg with Wine
982 (@url{http://www.winehq.com/}).
983
984 @subsection Compilation under Cygwin
985
986 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
987 llrint() in its C library.
988
989 Install your Cygwin with all the "Base" packages, plus the
990 following "Devel" ones:
991 @example
992 binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
993 @end example
994
995 And the following "Utils" one:
996 @example
997 diffutils
998 @end example
999
1000 Then run
1001
1002 @example
1003 ./configure --enable-static --disable-shared
1004 @end example
1005
1006 to make a static build.
1007
1008 The current @code{gcc4-core} package is buggy and needs this flag to build
1009 shared libraries:
1010
1011 @example
1012 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1013 @end example
1014
1015 If you want to build FFmpeg with additional libraries, download Cygwin
1016 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1017 @example
1018 libogg-devel, libvorbis-devel
1019 @end example
1020
1021 These library packages are only available from Cygwin Ports
1022 (@url{http://sourceware.org/cygwinports/}) :
1023
1024 @example
1025 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
1026 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1027 libxvidcore-devel
1028 @end example
1029
1030 The recommendation for libnut and x264 is to build them from source by
1031 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1032
1033 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1034 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1035
1036 @subsection Crosscompilation for Windows under Cygwin
1037
1038 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1039
1040 Just install your Cygwin as explained before, plus these additional
1041 "Devel" packages:
1042 @example
1043 gcc-mingw-core, mingw-runtime, mingw-zlib
1044 @end example
1045
1046 and add some special flags to your configure invocation.
1047
1048 For a static build run
1049 @example
1050 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1051 @end example
1052
1053 and for a build with shared libraries
1054 @example
1055 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1056 @end example
1057
1058 @bye