[libav.git] / doc / general.texi
1 \input texinfo @c -*- texinfo -*-
3 @settitle General Documentation
4 @titlepage
5 @sp 7
6 @center @titlefont{General Documentation}
7 @sp 3
8 @end titlepage
11 @chapter external libraries
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}.
17 @section OpenCORE AMR
19 FFmpeg can make use of the OpenCORE libraries for AMR-NB
20 decoding/encoding and AMR-WB decoding.
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.
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.
33 @chapter Supported File Formats and Codecs
35 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
37 @section File Formats
39 FFmpeg supports the following file formats through the @code{libavformat}
40 library:
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 @end multitable
246 @code{X} means that encoding (resp. decoding) is supported.
248 @section Image Formats
250 FFmpeg can read and write images for each frame of a video sequence. The
251 following image formats are supported:
253 @multitable @columnfractions .4 .1 .1 .4
254 @item Name @tab Encoding @tab Decoding @tab Comments
255 @item .Y.U.V @tab X @tab X
256 @tab one raw file per component
257 @item animated GIF @tab X @tab X
258 @tab Only uncompressed GIFs are generated.
259 @item BMP @tab X @tab X
260 @tab Microsoft BMP image
261 @item DPX @tab @tab X
262 @tab Digital Picture Exchange
263 @item JPEG @tab X @tab X
264 @tab Progressive JPEG is not supported.
265 @item JPEG 2000 @tab @tab E
266 @tab decoding supported through external library libopenjpeg
267 @item JPEG-LS @tab X @tab X
268 @item LJPEG @tab X @tab
269 @tab Lossless JPEG
270 @item PAM @tab X @tab X
271 @tab PAM is a PNM extension with alpha support.
272 @item PBM @tab X @tab X
273 @tab Portable BitMap image
274 @item PCX @tab X @tab X
275 @tab PC Paintbrush
276 @item PGM @tab X @tab X
277 @tab Portable GrayMap image
278 @item PGMYUV @tab X @tab X
279 @tab PGM with U and V components in YUV 4:2:0
280 @item PNG @tab X @tab X
281 @tab 2/4 bpp not supported yet
282 @item PPM @tab X @tab X
283 @tab Portable PixelMap image
284 @item PTX @tab @tab X
285 @tab V.Flash PTX format
286 @item SGI @tab X @tab X
287 @tab SGI RGB image format
288 @item Sun Rasterfile @tab @tab X
289 @tab Sun RAS image format
290 @item TIFF @tab X @tab X
291 @tab YUV, JPEG and some extension is not supported yet.
292 @item Truevision Targa @tab X @tab X
293 @tab Targa (.TGA) image format
294 @end multitable
296 @code{X} means that encoding (resp. decoding) is supported.
298 @code{E} means that support is provided through an external library.
300 @section Video Codecs
302 @multitable @columnfractions .4 .1 .1 .4
303 @item Name @tab Encoding @tab Decoding @tab Comments
304 @item 4X Movie @tab @tab X
305 @tab Used in certain computer games.
306 @item 8088flex TMV @tab @tab X
307 @item 8SVX exponential @tab @tab X
308 @item 8SVX fibonacci @tab @tab X
309 @item American Laser Games MM @tab @tab X
310 @tab Used in games like Mad Dog McCree.
311 @item AMV Video @tab @tab X
312 @tab Used in Chinese MP3 players.
313 @item Apple MJPEG-B @tab @tab X
314 @item Apple QuickDraw @tab @tab X
315 @tab fourcc: qdrw
316 @item Asus v1 @tab X @tab X
317 @tab fourcc: ASV1
318 @item Asus v2 @tab X @tab X
319 @tab fourcc: ASV2
320 @item ATI VCR1 @tab @tab X
321 @tab fourcc: VCR1
322 @item ATI VCR2 @tab @tab X
323 @tab fourcc: VCR2
324 @item Auravision Aura @tab @tab X
325 @item Auravision Aura 2 @tab @tab X
326 @item Autodesk Animator Flic video @tab @tab X
327 @item Autodesk RLE @tab @tab X
328 @tab fourcc: AASC
329 @item AVS (Audio Video Standard) video @tab @tab X
330 @tab Video encoding used by the Creature Shock game.
331 @item Beam Software VB @tab @tab X
332 @item Bethesda VID video @tab @tab X
333 @tab Used in some games from Bethesda Softworks.
334 @item Bink Video @tab @tab X
335 @tab Support for version 'b' is missing.
336 @item Brute Force & Ignorance @tab @tab X
337 @tab Used in the game Flash Traffic: City of Angels.
338 @item C93 video @tab @tab X
339 @tab Codec used in Cyberia game.
340 @item CamStudio @tab @tab X
341 @tab fourcc: CSCD
342 @item CD+G @tab @tab X
343 @tab Video codec for CD+G karaoke disks
344 @item Chinese AVS video @tab @tab X
345 @tab AVS1-P2, JiZhun profile
346 @item Delphine Software International CIN video @tab @tab X
347 @tab Codec used in Delphine Software International games.
348 @item Cinepak @tab @tab X
349 @item Cirrus Logic AccuPak @tab @tab X
350 @tab fourcc: CLJR
351 @item Creative YUV (CYUV) @tab @tab X
352 @item Dirac @tab E @tab E
353 @tab supported through external libdirac/libschroedinger libraries
354 @item Deluxe Paint Animation @tab @tab X
355 @item DNxHD @tab X @tab X
356 @tab aka SMPTE VC3
357 @item Duck TrueMotion 1.0 @tab @tab X
358 @tab fourcc: DUCK
359 @item Duck TrueMotion 2.0 @tab @tab X
360 @tab fourcc: TM20
361 @item DV (Digital Video) @tab X @tab X
362 @item Feeble Files/ScummVM DXA @tab @tab X
363 @tab Codec originally used in Feeble Files game.
364 @item Electronic Arts CMV video @tab @tab X
365 @tab Used in NHL 95 game.
366 @item Electronic Arts Madcow video @tab @tab X
367 @item Electronic Arts TGV video @tab @tab X
368 @item Electronic Arts TGQ video @tab @tab X
369 @item Electronic Arts TQI video @tab @tab X
370 @item Escape 124 @tab @tab X
371 @item FFmpeg video codec #1 @tab X @tab X
372 @tab experimental lossless codec (fourcc: FFV1)
373 @item Flash Screen Video v1 @tab X @tab X
374 @tab fourcc: FSV1
375 @item Flash Video (FLV) @tab X @tab X
376 @tab Sorenson H.263 used in Flash
377 @item Fraps @tab @tab X
378 @item H.261 @tab X @tab X
379 @item H.263 / H.263-1996 @tab X @tab X
380 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
381 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
382 @tab encoding supported through external library libx264
383 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
384 @item HuffYUV @tab X @tab X
385 @item HuffYUV FFmpeg variant @tab X @tab X
386 @item IBM Ultimotion @tab @tab X
387 @tab fourcc: ULTI
388 @item id Cinematic video @tab @tab X
389 @tab Used in Quake II.
390 @item id RoQ video @tab X @tab X
391 @tab Used in Quake III, Jedi Knight 2, other computer games.
392 @item IFF ILBM @tab @tab X
393 @tab IFF interlaved bitmap
394 @item IFF ByteRun1 @tab @tab X
395 @tab IFF run length encoded bitmap
396 @item Intel H.263 @tab @tab X
397 @item Intel Indeo 2 @tab @tab X
398 @item Intel Indeo 3 @tab @tab X
399 @item Intel Indeo 5 @tab @tab X
400 @item Interplay C93 @tab @tab X
401 @tab Used in the game Cyberia from Interplay.
402 @item Interplay MVE video @tab @tab X
403 @tab Used in Interplay .MVE files.
404 @item Karl Morton's video codec @tab @tab X
405 @tab Codec used in Worms games.
406 @item Kega Game Video (KGV1) @tab @tab X
407 @tab Kega emulator screen capture codec.
408 @item LCL (LossLess Codec Library) MSZH @tab @tab X
409 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
410 @item LOCO @tab @tab X
411 @item lossless MJPEG @tab X @tab X
412 @item Microsoft RLE @tab @tab X
413 @item Microsoft Video 1 @tab @tab X
414 @item Mimic @tab @tab X
415 @tab Used in MSN Messenger Webcam streams.
416 @item Miro VideoXL @tab @tab X
417 @tab fourcc: VIXL
418 @item MJPEG (Motion JPEG) @tab X @tab X
419 @item Motion Pixels video @tab @tab X
420 @item MPEG-1 video @tab X @tab X
421 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
422 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
423 @item MPEG-2 video @tab X @tab X
424 @item MPEG-4 part 2 @tab X @tab X
425 @ libxvidcore can be used alternatively for encoding.
426 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
427 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
428 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
429 @item Nintendo Gamecube THP video @tab @tab X
430 @item NuppelVideo/RTjpeg @tab @tab X
431 @tab Video encoding used in NuppelVideo files.
432 @item On2 VP3 @tab @tab X
433 @tab still experimental
434 @item On2 VP5 @tab @tab X
435 @tab fourcc: VP50
436 @item On2 VP6 @tab @tab X
437 @tab fourcc: VP60,VP61,VP62
438 @item planar RGB @tab @tab X
439 @tab fourcc: 8BPS
440 @item Q-team QPEG @tab @tab X
441 @tab fourccs: QPEG, Q1.0, Q1.1
442 @item QuickTime 8BPS video @tab @tab X
443 @item QuickTime Animation (RLE) video @tab X @tab X
444 @tab fourcc: 'rle '
445 @item QuickTime Graphics (SMC) @tab @tab X
446 @tab fourcc: 'smc '
447 @item QuickTime video (RPZA) @tab @tab X
448 @tab fourcc: rpza
449 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
450 @item Raw Video @tab X @tab X
451 @item RealVideo 1.0 @tab X @tab X
452 @item RealVideo 2.0 @tab X @tab X
453 @item RealVideo 3.0 @tab @tab X
454 @tab still far from ideal
455 @item RealVideo 4.0 @tab @tab X
456 @item Renderware TXD (TeXture Dictionary) @tab @tab X
457 @tab Texture dictionaries used by the Renderware Engine.
458 @item RL2 video @tab @tab X
459 @tab used in some games by Entertainment Software Partners
460 @item Sierra VMD video @tab @tab X
461 @tab Used in Sierra VMD files.
462 @item Smacker video @tab @tab X
463 @tab Video encoding used in Smacker.
464 @item SMPTE VC-1 @tab @tab X
465 @item Snow @tab X @tab X
466 @tab experimental wavelet codec (fourcc: SNOW)
467 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
468 @item Sorenson Vector Quantizer 1 @tab X @tab X
469 @tab fourcc: SVQ1
470 @item Sorenson Vector Quantizer 3 @tab @tab X
471 @tab fourcc: SVQ3
472 @item Sunplus JPEG (SP5X) @tab @tab X
473 @tab fourcc: SP5X
474 @item TechSmith Screen Capture Codec @tab @tab X
475 @tab fourcc: TSCC
476 @item Theora @tab E @tab X
477 @tab encoding supported through external library libtheora
478 @item Tiertex Limited SEQ video @tab @tab X
479 @tab Codec used in DOS CD-ROM FlashBack game.
480 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
481 @item VMware Screen Codec / VMware Video @tab @tab X
482 @tab Codec used in videos captured by VMware.
483 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
484 @item Windows Media Video 7 @tab X @tab X
485 @item Windows Media Video 8 @tab X @tab X
486 @item Windows Media Video 9 @tab @tab X
487 @tab not completely working
488 @item Wing Commander III / Xan @tab @tab X
489 @tab Used in Wing Commander III .MVE files.
490 @item Winnov WNV1 @tab @tab X
491 @item WMV7 @tab X @tab X
492 @item YAMAHA SMAF @tab X @tab X
493 @item ZLIB @tab X @tab X
494 @tab part of LCL, encoder experimental
495 @item Zip Motion Blocks Video @tab X @tab X
496 @tab Encoder works only in PAL8.
497 @end multitable
499 @code{X} means that encoding (resp. decoding) is supported.
501 @code{E} means that support is provided through an external library.
503 @section Audio Codecs
505 @multitable @columnfractions .4 .1 .1 .4
506 @item Name @tab Encoding @tab Decoding @tab Comments
507 @item 8SVX audio @tab @tab X
508 @item AAC @tab E @tab X
509 @tab encoding supported through external library libfaac
510 @item AC-3 @tab IX @tab X
511 @item ADPCM 4X Movie @tab @tab X
512 @item ADPCM CDROM XA @tab @tab X
513 @item ADPCM Creative Technology @tab @tab X
514 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
515 @item ADPCM Electronic Arts @tab @tab X
516 @tab Used in various EA titles.
517 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
518 @tab Used in Sim City 3000.
519 @item ADPCM Electronic Arts R1 @tab @tab X
520 @item ADPCM Electronic Arts R2 @tab @tab X
521 @item ADPCM Electronic Arts R3 @tab @tab X
522 @item ADPCM Electronic Arts XAS @tab @tab X
523 @item ADPCM G.726 @tab X @tab X
524 @item ADPCM IMA AMV @tab @tab X
525 @tab Used in AMV files
526 @item ADPCM IMA Electronic Arts EACS @tab @tab X
527 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
528 @item ADPCM IMA Funcom @tab @tab X
529 @item ADPCM IMA QuickTime @tab X @tab X
530 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
531 @item ADPCM IMA WAV @tab X @tab X
532 @item ADPCM IMA Westwood @tab @tab X
533 @item ADPCM ISS IMA @tab @tab X
534 @tab Used in FunCom games.
535 @item ADPCM IMA Duck DK3 @tab @tab X
536 @tab Used in some Sega Saturn console games.
537 @item ADPCM IMA Duck DK4 @tab @tab X
538 @tab Used in some Sega Saturn console games.
539 @item ADPCM Microsoft @tab X @tab X
540 @item ADPCM MS IMA @tab X @tab X
541 @item ADPCM Nintendo Gamecube THP @tab @tab X
542 @item ADPCM QT IMA @tab X @tab X
543 @item ADPCM SEGA CRI ADX @tab X @tab X
544 @tab Used in Sega Dreamcast games.
545 @item ADPCM Shockwave Flash @tab X @tab X
546 @item ADPCM SMJPEG IMA @tab @tab X
547 @tab Used in certain Loki game ports.
548 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
549 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
550 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
551 @item ADPCM Westwood Studios IMA @tab @tab X
552 @tab Used in Westwood Studios games like Command and Conquer.
553 @item ADPCM Yamaha @tab X @tab X
554 @item AMR-NB @tab E @tab X
555 @tab encoding supported through external library libopencore-amrnb
556 @item AMR-WB @tab @tab E
557 @tab decoding supported through external library libopencore-amrwb
558 @item Apple lossless audio @tab X @tab X
559 @tab QuickTime fourcc 'alac'
560 @item Atrac 1 @tab @tab X
561 @item Atrac 3 @tab @tab X
562 @item Bink Audio @tab @tab X
563 @tab Used in Bink and Smacker files in many games.
564 @item Delphine Software International CIN audio @tab @tab X
565 @tab Codec used in Delphine Software International games.
566 @item COOK @tab @tab X
567 @tab All versions except 5.1 are supported.
568 @item DCA (DTS Coherent Acoustics) @tab @tab X
569 @item DPCM id RoQ @tab X @tab X
570 @tab Used in Quake III, Jedi Knight 2, other computer games.
571 @item DPCM Interplay @tab @tab X
572 @tab Used in various Interplay computer games.
573 @item DPCM Sierra Online @tab @tab X
574 @tab Used in Sierra Online game audio files.
575 @item DPCM Sol @tab @tab X
576 @item DPCM Xan @tab @tab X
577 @tab Used in Origin's Wing Commander IV AVI files.
578 @item DSP Group TrueSpeech @tab @tab X
579 @item DV audio @tab @tab X
580 @item Enhanced AC-3 @tab @tab X
581 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
582 @item G.729 @tab @tab X
583 @item GSM @tab E @tab E
584 @tab supported through external library libgsm
585 @item GSM Microsoft variant @tab E @tab E
586 @tab supported through external library libgsm
587 @item IMC (Intel Music Coder) @tab @tab X
588 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
589 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
590 @item MLP (Meridian Lossless Packing) @tab @tab X
591 @tab Used in DVD-Audio discs.
592 @item Monkey's Audio @tab @tab X
593 @tab Only versions 3.97-3.99 are supported.
594 @item MP1 (MPEG audio layer 1) @tab @tab IX
595 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
596 @item MP3 (MPEG audio layer 3) @tab E @tab IX
597 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
598 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
599 @item Musepack SV7 @tab @tab X
600 @item Musepack SV8 @tab @tab X
601 @item Nellymoser Asao @tab X @tab X
602 @item PCM A-law @tab X @tab X
603 @item PCM mu-law @tab X @tab X
604 @item PCM 16-bit little-endian planar @tab @tab X
605 @item PCM 32-bit floating point big-endian @tab X @tab X
606 @item PCM 32-bit floating point little-endian @tab X @tab X
607 @item PCM 64-bit floating point big-endian @tab X @tab X
608 @item PCM 64-bit floating point little-endian @tab X @tab X
609 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
610 @item PCM signed 8-bit @tab X @tab X
611 @item PCM signed 16-bit big-endian @tab X @tab X
612 @item PCM signed 16-bit little-endian @tab X @tab X
613 @item PCM signed 24-bit big-endian @tab X @tab X
614 @item PCM signed 24-bit little-endian @tab X @tab X
615 @item PCM signed 32-bit big-endian @tab X @tab X
616 @item PCM signed 32-bit little-endian @tab X @tab X
617 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
618 @item PCM unsigned 8-bit @tab X @tab X
619 @item PCM unsigned 16-bit big-endian @tab X @tab X
620 @item PCM unsigned 16-bit little-endian @tab X @tab X
621 @item PCM unsigned 24-bit big-endian @tab X @tab X
622 @item PCM unsigned 24-bit little-endian @tab X @tab X
623 @item PCM unsigned 32-bit big-endian @tab X @tab X
624 @item PCM unsigned 32-bit little-endian @tab X @tab X
625 @item PCM Zork @tab X @tab X
626 @item QCELP / PureVoice @tab @tab X
627 @item QDesign Music Codec 2 @tab @tab X
628 @tab There are still some distortions.
629 @item RealAudio 1.0 (14.4K) @tab @tab X
630 @tab Real 14400 bit/s codec
631 @item RealAudio 2.0 (28.8K) @tab @tab X
632 @tab Real 28800 bit/s codec
633 @item RealAudio 3.0 (dnet) @tab IX @tab X
634 @tab Real low bitrate AC-3 codec
635 @item RealAudio SIPR / ACELP.NET @tab @tab X
636 @item Shorten @tab @tab X
637 @item Sierra VMD audio @tab @tab X
638 @tab Used in Sierra VMD files.
639 @item Smacker audio @tab @tab X
640 @item Sonic @tab X @tab X
641 @tab experimental codec
642 @item Sonic lossless @tab X @tab X
643 @tab experimental codec
644 @item Speex @tab @tab E
645 @tab supported through external library libspeex
646 @item True Audio (TTA) @tab @tab X
647 @item TrueHD @tab @tab X
648 @tab Used in HD-DVD and Blu-Ray discs.
649 @item TwinVQ (VQF flavor) @tab @tab X
650 @item Vorbis @tab E @tab X
651 @tab A native but very primitive encoder exists.
652 @item WavPack @tab @tab X
653 @item Westwood Audio (SND1) @tab @tab X
654 @item Windows Media Audio 1 @tab X @tab X
655 @item Windows Media Audio 2 @tab X @tab X
656 @item Windows Media Audio Pro @tab @tab X
657 @item Windows Media Audio Voice @tab @tab X
658 @end multitable
660 @code{X} means that encoding (resp. decoding) is supported.
662 @code{E} means that support is provided through an external library.
664 @code{I} means that an integer-only version is available, too (ensures high
665 performance on systems without hardware floating point support).
667 @section Subtitle Formats
669 @multitable @columnfractions .4 .1 .1 .1 .1
670 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
671 @item SSA/ASS @tab X @tab X
672 @item DVB @tab X @tab X @tab X @tab X
673 @item DVD @tab X @tab X @tab X @tab X
674 @item PGS @tab @tab @tab @tab X
675 @item XSUB @tab @tab @tab X @tab X
676 @end multitable
678 @code{X} means that the feature is supported.
680 @section Network Protocols
682 @multitable @columnfractions .4 .1
683 @item Name @tab Support
684 @item file @tab X
685 @item Gopher @tab X
686 @item HTTP @tab X
687 @item pipe @tab X
688 @item RTP @tab X
689 @item TCP @tab X
690 @item UDP @tab X
691 @end multitable
693 @code{X} means that the protocol is supported.
696 @section Input/Output Devices
698 @multitable @columnfractions .4 .1 .1
699 @item Name @tab Input @tab Output
700 @item ALSA @tab X @tab X
701 @item BEOS audio @tab X @tab X
702 @item BKTR @tab X @tab
703 @item DV1394 @tab X @tab
704 @item JACK @tab X @tab
705 @item LIBDC1394 @tab X @tab
706 @item OSS @tab X @tab X
707 @item Video4Linux @tab X @tab
708 @item Video4Linux2 @tab X @tab
709 @item VfW capture @tab X @tab
710 @item X11 grabbing @tab X @tab
711 @end multitable
713 @code{X} means that input/output is supported.
716 @chapter Platform Specific information
718 @section BSD
720 BSD make will not build FFmpeg, you need to install and use GNU Make
721 (@file{gmake}).
723 @subsection FreeBSD
725 FreeBSD will not compile out-of-the-box due to broken system headers.
726 Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
727 around the problem. This may have unexpected sideeffects, so use it at
728 your own risk. If you care about FreeBSD, please make an attempt at
729 getting the system headers fixed.
731 @section Windows
733 To get help and instructions for building FFmpeg under Windows, check out
734 the FFmpeg Windows Help Forum at
735 @url{http://ffmpeg.arrozcru.org/}.
737 @subsection Native Windows compilation
739 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
740 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
741 You can find detailed installation
742 instructions in the download section and the FAQ.
744 FFmpeg does not build out-of-the-box with the packages the automated MinGW
745 installer provides. It also requires coreutils to be installed and many other
746 packages updated to the latest version. The minimum version for some packages
747 are listed below:
749 @itemize
750 @item bash 3.1
751 @item msys-make 3.81-2 (note: not mingw32-make)
752 @item w32api 3.13
753 @item mingw-runtime 3.15
754 @end itemize
756 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
757 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
759 Within the MSYS shell, configure and make with:
761 @example
762 ./configure --enable-memalign-hack
763 make
764 make install
765 @end example
767 This will install @file{ffmpeg.exe} along with many other development files
768 to @file{/usr/local}. You may specify another install path using the
769 @code{--prefix} option in @file{configure}.
771 Notes:
773 @itemize
775 @item Building natively using MSYS can be sped up by disabling implicit rules
776 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
777 speed up is close to non-existent for normal one-off builds and is only
778 noticeable when running make for a second time (for example in
779 @code{make install}).
781 @item In order to compile FFplay, you must have the MinGW development library
782 of SDL. Get it from @url{http://www.libsdl.org}.
783 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
784 where SDL was installed. Verify that @file{sdl-config} can be launched from
785 the MSYS command line.
787 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
788 you can build libavutil, libavcodec and libavformat as DLLs.
790 @end itemize
792 @subsection Microsoft Visual C++ compatibility
794 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
795 want to use the libav* libraries in your own applications, you can still
796 compile those applications using MSVC++. But the libav* libraries you link
797 to @emph{must} be built with MinGW. However, you will not be able to debug
798 inside the libav* libraries, since MSVC++ does not recognize the debug
799 symbols generated by GCC.
800 We strongly recommend you to move over from MSVC++ to MinGW tools.
802 This description of how to use the FFmpeg libraries with MSVC++ is based on
803 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
804 you might have to modify the procedures slightly.
806 @subsubsection Using static libraries
808 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
810 @enumerate
812 @item Create a new console application ("File / New / Project") and then
813 select "Win32 Console Application". On the appropriate page of the
814 Application Wizard, uncheck the "Precompiled headers" option.
816 @item Write the source code for your application, or, for testing, just
817 copy the code from an existing sample application into the source file
818 that MSVC++ has already created for you. For example, you can copy
819 @file{libavformat/output-example.c} from the FFmpeg distribution.
821 @item Open the "Project / Properties" dialog box. In the "Configuration"
822 combo box, select "All Configurations" so that the changes you make will
823 affect both debug and release builds. In the tree view on the left hand
824 side, select "C/C++ / General", then edit the "Additional Include
825 Directories" setting to contain the path where the FFmpeg includes were
826 installed (i.e. @file{c:\msys\1.0\local\include}).
827 Do not add MinGW's include directory here, or the include files will
828 conflict with MSVC's.
830 @item Still in the "Project / Properties" dialog box, select
831 "Linker / General" from the tree view and edit the
832 "Additional Library Directories" setting to contain the @file{lib}
833 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
834 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
835 and the directory where MinGW's GCC libs are installed
836 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
837 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
838 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
839 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
840 to the end of "Additional Dependencies".
842 @item Now, select "C/C++ / Code Generation" from the tree view. Select
843 "Debug" in the "Configuration" combo box. Make sure that "Runtime
844 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
845 the "Configuration" combo box and make sure that "Runtime Library" is
846 set to "Multi-threaded DLL".
848 @item Click "OK" to close the "Project / Properties" dialog box.
850 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
851 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
852 and install it in MSVC++'s include directory
853 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
855 @item MSVC++ also does not understand the @code{inline} keyword used by
856 FFmpeg, so you must add this line before @code{#include}ing libav*:
857 @example
858 #define inline _inline
859 @end example
861 @item Build your application, everything should work.
863 @end enumerate
865 @subsubsection Using shared libraries
867 This is how to create DLL and LIB files that are compatible with MSVC++:
869 @enumerate
871 @item Add a call to @file{vcvars32.bat} (which sets up the environment
872 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
873 The standard location for @file{vcvars32.bat} is
874 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
875 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
876 If this corresponds to your setup, add the following line as the first line
877 of @file{msys.bat}:
879 @example
880 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
881 @end example
883 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
884 and run @file{c:\msys\1.0\msys.bat} from there.
886 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
887 from @file{Microsoft (R) Library Manager}, this means your environment
888 variables are set up correctly, the @file{Microsoft (R) Library Manager}
889 is on the path and will be used by FFmpeg to create
890 MSVC++-compatible import libraries.
892 @item Build FFmpeg with
894 @example
895 ./configure --enable-shared --enable-memalign-hack
896 make
897 make install
898 @end example
900 Your install path (@file{/usr/local/} by default) should now have the
901 necessary DLL and LIB files under the @file{bin} directory.
903 @end enumerate
905 To use those files with MSVC++, do the same as you would do with
906 the static libraries, as described above. But in Step 4,
907 you should only need to add the directory where the LIB files are installed
908 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
909 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
910 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
911 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
912 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
913 statically linked into the DLLs. The @file{bin} directory contains a bunch
914 of DLL files, but the ones that are actually used to run your application
915 are the ones with a major version number in their filenames
916 (i.e. @file{avcodec-51.dll}).
918 @subsection Cross compilation for Windows with Linux
920 You must use the MinGW cross compilation tools available at
921 @url{http://www.mingw.org/}.
923 Then configure FFmpeg with the following options:
924 @example
925 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
926 @end example
927 (you can change the cross-prefix according to the prefix chosen for the
928 MinGW tools).
930 Then you can easily test FFmpeg with Wine
931 (@url{http://www.winehq.com/}).
933 @subsection Compilation under Cygwin
935 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
936 llrint() in its C library.
938 Install your Cygwin with all the "Base" packages, plus the
939 following "Devel" ones:
940 @example
941 binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
942 @end example
944 And the following "Utils" one:
945 @example
946 diffutils
947 @end example
949 Then run
951 @example
952 ./configure --enable-static --disable-shared
953 @end example
955 to make a static build.
957 The current @code{gcc4-core} package is buggy and needs this flag to build
958 shared libraries:
960 @example
961 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
962 @end example
964 If you want to build FFmpeg with additional libraries, download Cygwin
965 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
966 @example
967 libogg-devel, libvorbis-devel
968 @end example
970 These library packages are only available from Cygwin Ports
971 (@url{http://sourceware.org/cygwinports/}) :
973 @example
974 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
975 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
976 libxvidcore-devel
977 @end example
979 The recommendation for libnut and x264 is to build them from source by
980 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
982 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
983 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
985 @subsection Crosscompilation for Windows under Cygwin
987 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
989 Just install your Cygwin as explained before, plus these additional
990 "Devel" packages:
991 @example
992 gcc-mingw-core, mingw-runtime, mingw-zlib
993 @end example
995 and add some special flags to your configure invocation.
997 For a static build run
998 @example
999 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1000 @end example
1002 and for a build with shared libraries
1003 @example
1004 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1005 @end example
1007 @section BeOS
1009 BeOS support is broken in mysterious ways.
1011 @section OS/2
1013 For information about compiling FFmpeg on OS/2 see
1014 @url{http://www.edm2.com/index.php/FFmpeg}.
1016 @bye