mingw32: The flag to work around bug 37216 in gcc is automatically passed to
[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} option 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 Audio IFF (AIFF) @tab X @tab X
48 @item American Laser Games MM @tab @tab X
49 @tab Multimedia format used in games like Mad Dog McCree.
50 @item 3GPP AMR @tab X @tab X
51 @item ASF @tab X @tab X
52 @item AVI @tab X @tab X
53 @item AVISynth @tab @tab X
54 @item AVS @tab @tab X
55 @tab Multimedia format used by the Creature Shock game.
56 @item Beam Software SIFF @tab @tab X
57 @tab Audio and video format used in some games by Beam Software.
58 @item Bethesda Softworks VID @tab @tab X
59 @tab Used in some games from Bethesda Softworks.
60 @item Brute Force & Ignorance @tab @tab X
61 @tab Used in the game Flash Traffic: City of Angels.
62 @item Interplay C93 @tab @tab X
63 @tab Used in the game Cyberia from Interplay.
64 @item Delphine Software International CIN @tab @tab X
65 @tab Multimedia format used by Delphine Software games.
66 @item Core Audio Format @tab @tab X
67 @tab Apple Core Audio Format
68 @item CRC testing format @tab X @tab
69 @item Creative Voice @tab X @tab X
70 @tab Created for the Sound Blaster Pro.
71 @item CRYO APC @tab @tab X
72 @tab Audio format used in some games by CRYO Interactive Entertainment.
73 @item D-Cinema audio @tab X @tab X
74 @item DV video @tab X @tab X
75 @item DXA @tab @tab X
76 @tab This format is used in the non-Windows version of the Feeble Files
77 game and different game cutscenes repacked for use with ScummVM.
78 @item Electronic Arts cdata @tab @tab X
79 @item Electronic Arts Multimedia @tab @tab X
80 @tab Used in various EA games; files have extensions like WVE and UV2.
81 @item FFM (FFserver live feed) @tab X @tab X
82 @item Flash (SWF) @tab X @tab X
83 @item Flash 9 (AVM2) @tab X @tab X
84 @tab Only embedded audio is decoded.
85 @item FLI/FLC/FLX animation @tab @tab X
86 @tab .fli/.flc files
87 @item Flash Video (FLV) @tab @tab X
88 @tab Macromedia Flash video files
89 @item framecrc testing format @tab X @tab
90 @item FunCom ISS @tab @tab X
91 @tab Audio format used in various games from FunCom like The Longest Journey.
92 @item GIF Animation @tab X @tab
93 @item GXF @tab X @tab X
94 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
95 playout servers.
96 @item id Quake II CIN video @tab @tab X
97 @item id RoQ @tab X @tab X
98 @tab Used in Quake III, Jedi Knight 2, other computer games.
99 @item IEC61937 encapsulation @tab X @tab
100 @item IFF @tab @tab X
101 @tab Interchange File Format
102 @item Interplay MVE @tab @tab X
103 @tab Format used in various Interplay computer games.
104 @item LMLM4 @tab @tab X
105 @tab Used by Linux Media Labs MPEG-4 PCI boards
106 @item Matroska @tab X @tab X
107 @item Matroska audio @tab X @tab
108 @item MAXIS XA @tab @tab X
109 @tab Used in Sim City 3000; file extension .xa.
110 @item MD Studio @tab @tab X
111 @item Monkey's Audio @tab @tab X
112 @item Motion Pixels MVI @tab @tab X
113 @item MOV/QuickTime/MP4 @tab X @tab X
114 @tab 3GP, 3GP2, PSP, iPod variants supported
115 @item MP2 @tab X @tab X
116 @item MP3 @tab X @tab X
117 @item MPEG-1 System @tab X @tab X
118 @tab muxed audio and video, VCD format supported
119 @item MPEG-PS (program stream) @tab X @tab X
120 @tab also known as @code{VOB} file, SVCD and DVD format supported
121 @item MPEG-TS (transport stream) @tab X @tab X
122 @tab also known as DVB Transport Stream
123 @item MPEG-4 @tab X @tab X
124 @tab MPEG-4 is a variant of QuickTime.
125 @item MIME multipart JPEG @tab X @tab
126 @item MSN TCP webcam @tab @tab X
127 @tab Used by MSN Messenger webcam streams.
128 @item MTV @tab @tab X
129 @item Musepack @tab @tab X
130 @item Musepack SV8 @tab @tab X
131 @item Material eXchange Format (MXF) @tab X @tab X
132 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
133 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
134 @tab SMPTE 386M, D-10/IMX Mapping.
135 @item NC camera feed @tab @tab X
136 @tab NC (AVIP NC4600) camera streams
137 @item NTT TwinVQ (VQF) @tab @tab X
138 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
139 @item Nullsoft Streaming Video @tab @tab X
140 @item NuppelVideo @tab @tab X
141 @item NUT @tab X @tab X
142 @tab NUT Open Container Format
143 @item Ogg @tab X @tab X
144 @item TechnoTrend PVA @tab @tab X
145 @tab Used by TechnoTrend DVB PCI boards.
146 @item QCP @tab @tab X
147 @item raw ADTS (AAC) @tab X @tab X
148 @item raw AC-3 @tab X @tab X
149 @item raw Chinese AVS video @tab @tab X
150 @item raw CRI ADX @tab X @tab X
151 @item raw Dirac @tab X @tab X
152 @item raw DNxHD @tab X @tab X
153 @item raw DTS @tab X @tab X
154 @item raw E-AC-3 @tab X @tab X
155 @item raw FLAC @tab X @tab X
156 @item raw GSM @tab @tab X
157 @item raw H.261 @tab X @tab X
158 @item raw H.263 @tab X @tab X
159 @item raw H.264 @tab X @tab X
160 @item raw Ingenient MJPEG @tab @tab X
161 @item raw MJPEG @tab X @tab X
162 @item raw MLP @tab @tab X
163 @item raw MPEG @tab @tab X
164 @item raw MPEG-1 @tab @tab X
165 @item raw MPEG-2 @tab @tab X
166 @item raw MPEG-4 @tab X @tab X
167 @item raw NULL @tab X @tab
168 @item raw video @tab X @tab X
169 @item raw id RoQ @tab X @tab
170 @item raw Shorten @tab @tab X
171 @item raw TrueHD @tab X @tab X
172 @item raw VC-1 @tab @tab X
173 @item raw PCM A-law @tab X @tab X
174 @item raw PCM mu-law @tab X @tab X
175 @item raw PCM signed 8 bit @tab X @tab X
176 @item raw PCM signed 16 bit big-endian @tab X @tab X
177 @item raw PCM signed 16 bit little-endian @tab X @tab X
178 @item raw PCM signed 24 bit big-endian @tab X @tab X
179 @item raw PCM signed 24 bit little-endian @tab X @tab X
180 @item raw PCM signed 32 bit big-endian @tab X @tab X
181 @item raw PCM signed 32 bit little-endian @tab X @tab X
182 @item raw PCM unsigned 8 bit @tab X @tab X
183 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
184 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
185 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
186 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
187 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
188 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
189 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
190 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
191 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
192 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
193 @item RDT @tab @tab X
194 @item REDCODE R3D @tab @tab X
195 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
196 @item RealMedia @tab X @tab X
197 @item Redirector @tab @tab X
198 @item Renderware TeXture Dictionary @tab @tab X
199 @item RL2 @tab @tab X
200 @tab Audio and video format used in some games by Entertainment Software Partners.
201 @item RPL/ARMovie @tab @tab X
202 @item RTMP @tab @tab X
203 @item RTP @tab @tab X
204 @item RTSP @tab @tab X
205 @item SDP @tab @tab X
206 @item Sega FILM/CPK @tab @tab X
207 @tab Used in many Sega Saturn console games.
208 @item Sierra SOL @tab @tab X
209 @tab .sol files used in Sierra Online games.
210 @item Sierra VMD @tab @tab X
211 @tab Used in Sierra CD-ROM games.
212 @item Smacker @tab @tab X
213 @tab Multimedia format used by many games.
214 @item Sony OpenMG (OMA) @tab @tab X
215 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
216 @item Sony PlayStation STR @tab @tab X
217 @item Sony Wave64 (W64) @tab @tab X
218 @item SoX native format @tab X @tab X
219 @item SUN AU format @tab X @tab X
220 @item THP @tab @tab X
221 @tab Used on the Nintendo GameCube.
222 @item Tiertex Limited SEQ @tab @tab X
223 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
224 @item True Audio @tab @tab X
225 @item VC-1 test bitstream @tab X @tab X
226 @item WAV @tab X @tab X
227 @item WavPack @tab @tab X
228 @item Wing Commander III movie @tab @tab X
229 @tab Multimedia format used in Origin's Wing Commander III computer game.
230 @item Westwood Studios audio @tab @tab X
231 @tab Multimedia format used in Westwood Studios games.
232 @item Westwood Studios VQA @tab @tab X
233 @tab Multimedia format used in Westwood Studios games.
234 @item YUV4MPEG pipe @tab X @tab X
235 @end multitable
237 @code{X} means that encoding (resp. decoding) is supported.
239 @section Image Formats
241 FFmpeg can read and write images for each frame of a video sequence. The
242 following image formats are supported:
244 @multitable @columnfractions .4 .1 .1 .4
245 @item Name @tab Encoding @tab Decoding @tab Comments
246 @item .Y.U.V @tab X @tab X
247 @tab one raw file per component
248 @item animated GIF @tab X @tab X
249 @tab Only uncompressed GIFs are generated.
250 @item BMP @tab X @tab X
251 @tab Microsoft BMP image
252 @item DPX @tab @tab X
253 @tab Digital Picture Exchange
254 @item JPEG @tab X @tab X
255 @tab Progressive JPEG is not supported.
256 @item JPEG 2000 @tab @tab E
257 @tab decoding supported through external library libopenjpeg
258 @item JPEG-LS @tab X @tab X
259 @item LJPEG @tab X @tab
260 @tab Lossless JPEG
261 @item PAM @tab X @tab X
262 @tab PAM is a PNM extension with alpha support.
263 @item PBM @tab X @tab X
264 @tab Portable BitMap image
265 @item PCX @tab X @tab X
266 @tab PC Paintbrush
267 @item PGM @tab X @tab X
268 @tab Portable GrayMap image
269 @item PGMYUV @tab X @tab X
270 @tab PGM with U and V components in YUV 4:2:0
271 @item PNG @tab X @tab X
272 @tab 2/4 bpp not supported yet
273 @item PPM @tab X @tab X
274 @tab Portable PixelMap image
275 @item PTX @tab @tab X
276 @tab V.Flash PTX format
277 @item SGI @tab X @tab X
278 @tab SGI RGB image format
279 @item Sun Rasterfile @tab @tab X
280 @tab Sun RAS image format
281 @item TIFF @tab X @tab X
282 @tab YUV, JPEG and some extension is not supported yet.
283 @item Truevision Targa @tab X @tab X
284 @tab Targa (.TGA) image format
285 @end multitable
287 @code{X} means that encoding (resp. decoding) is supported.
289 @code{E} means that support is provided through an external library.
291 @section Video Codecs
293 @multitable @columnfractions .4 .1 .1 .4
294 @item Name @tab Encoding @tab Decoding @tab Comments
295 @item 4X Movie @tab @tab X
296 @tab Used in certain computer games.
297 @item 8088flex TMV @tab @tab X
298 @item 8SVX exponential @tab @tab X
299 @item 8SVX fibonacci @tab @tab X
300 @item American Laser Games MM @tab @tab X
301 @tab Used in games like Mad Dog McCree.
302 @item AMV Video @tab @tab X
303 @tab Used in Chinese MP3 players.
304 @item Apple MJPEG-B @tab @tab X
305 @item Apple QuickDraw @tab @tab X
306 @tab fourcc: qdrw
307 @item Asus v1 @tab X @tab X
308 @tab fourcc: ASV1
309 @item Asus v2 @tab X @tab X
310 @tab fourcc: ASV2
311 @item ATI VCR1 @tab @tab X
312 @tab fourcc: VCR1
313 @item ATI VCR2 @tab @tab X
314 @tab fourcc: VCR2
315 @item Autodesk Animator Flic video @tab @tab X
316 @item Autodesk RLE @tab @tab X
317 @tab fourcc: AASC
318 @item AVS (Audio Video Standard) video @tab @tab X
319 @tab Video encoding used by the Creature Shock game.
320 @item Beam Software VB @tab @tab X
321 @item Bethesda VID video @tab @tab X
322 @tab Used in some games from Bethesda Softworks.
323 @item Brute Force & Ignorance @tab @tab X
324 @tab Used in the game Flash Traffic: City of Angels.
325 @item C93 video @tab @tab X
326 @tab Codec used in Cyberia game.
327 @item CamStudio @tab @tab X
328 @tab fourcc: CSCD
329 @item Chinese AVS video @tab @tab X
330 @tab AVS1-P2, JiZhun profile
331 @item Delphine Software International CIN video @tab @tab X
332 @tab Codec used in Delphine Software International games.
333 @item Cinepak @tab @tab X
334 @item Cirrus Logic AccuPak @tab @tab X
335 @tab fourcc: CLJR
336 @item Creative YUV (CYUV) @tab @tab X
337 @item Dirac @tab E @tab E
338 @tab supported through external libdirac/libschroedinger libraries
339 @item DNxHD @tab X @tab X
340 @tab aka SMPTE VC3
341 @item Duck TrueMotion 1.0 @tab @tab X
342 @tab fourcc: DUCK
343 @item Duck TrueMotion 2.0 @tab @tab X
344 @tab fourcc: TM20
345 @item DV (Digital Video) @tab X @tab X
346 @item Feeble Files/ScummVM DXA @tab @tab X
347 @tab Codec originally used in Feeble Files game.
348 @item Electronic Arts CMV video @tab @tab X
349 @tab Used in NHL 95 game.
350 @item Electronic Arts Madcow video @tab @tab X
351 @item Electronic Arts TGV video @tab @tab X
352 @item Electronic Arts TGQ video @tab @tab X
353 @item Electronic Arts TQI video @tab @tab X
354 @item Escape 124 @tab @tab X
355 @item FFmpeg video codec #1 @tab X @tab X
356 @tab experimental lossless codec (fourcc: FFV1)
357 @item Flash Screen Video v1 @tab X @tab X
358 @tab fourcc: FSV1
359 @item Flash Video (FLV) @tab X @tab X
360 @tab Sorenson H.263 used in Flash
361 @item Fraps @tab @tab X
362 @item H.261 @tab X @tab X
363 @item H.263 / H.263-1996 @tab X @tab X
364 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
365 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
366 @tab encoding supported through external library libx264
367 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
368 @item HuffYUV @tab X @tab X
369 @item HuffYUV FFmpeg variant @tab X @tab X
370 @item IBM Ultimotion @tab @tab X
371 @tab fourcc: ULTI
372 @item id Cinematic video @tab @tab X
373 @tab Used in Quake II.
374 @item id RoQ video @tab X @tab X
375 @tab Used in Quake III, Jedi Knight 2, other computer games.
376 @item Intel H.263 @tab @tab X
377 @item Intel Indeo 2 @tab @tab X
378 @item Intel Indeo 3 @tab @tab X
379 @item Interplay C93 @tab @tab X
380 @tab Used in the game Cyberia from Interplay.
381 @item Interplay MVE video @tab @tab X
382 @tab Used in Interplay .MVE files.
383 @item Karl Morton's video codec @tab @tab X
384 @tab Codec used in Worms games.
385 @item LCL (LossLess Codec Library) MSZH @tab @tab X
386 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
387 @item LOCO @tab @tab X
388 @item lossless MJPEG @tab X @tab X
389 @item Microsoft RLE @tab @tab X
390 @item Microsoft Video 1 @tab @tab X
391 @item Mimic @tab @tab X
392 @tab Used in MSN Messenger Webcam streams.
393 @item Miro VideoXL @tab @tab X
394 @tab fourcc: VIXL
395 @item MJPEG (Motion JPEG) @tab X @tab X
396 @item Motion Pixels video @tab @tab X
397 @item MPEG-1 video @tab X @tab X
398 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
399 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
400 @item MPEG-2 video @tab X @tab X
401 @item MPEG-4 part 2 @tab X @tab X
402 @ libxvidcore can be used alternatively for encoding.
403 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
404 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
405 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
406 @item Nintendo Gamecube THP video @tab @tab X
407 @item NuppelVideo/RTjpeg @tab @tab X
408 @tab Video encoding used in NuppelVideo files.
409 @item On2 VP3 @tab @tab X
410 @tab still experimental
411 @item On2 VP5 @tab @tab X
412 @tab fourcc: VP50
413 @item On2 VP6 @tab @tab X
414 @tab fourcc: VP60,VP61,VP62
415 @item planar RGB @tab @tab X
416 @tab fourcc: 8BPS
417 @item Q-team QPEG @tab @tab X
418 @tab fourccs: QPEG, Q1.0, Q1.1
419 @item QuickTime 8BPS video @tab @tab X
420 @item QuickTime Animation (RLE) video @tab X @tab X
421 @tab fourcc: 'rle '
422 @item QuickTime Graphics (SMC) @tab @tab X
423 @tab fourcc: 'smc '
424 @item QuickTime video (RPZA) @tab @tab X
425 @tab fourcc: rpza
426 @item Raw Video @tab X @tab X
427 @item RealVideo 1.0 @tab X @tab X
428 @item RealVideo 2.0 @tab X @tab X
429 @item RealVideo 3.0 @tab @tab X
430 @tab still far from ideal
431 @item RealVideo 4.0 @tab @tab X
432 @item Renderware TXD (TeXture Dictionary) @tab @tab X
433 @tab Texture dictionaries used by the Renderware Engine.
434 @item RL2 video @tab @tab X
435 @tab used in some games by Entertainment Software Partners
436 @item Sierra VMD video @tab @tab X
437 @tab Used in Sierra VMD files.
438 @item Smacker video @tab @tab X
439 @tab Video encoding used in Smacker.
440 @item SMPTE VC-1 @tab @tab X
441 @item Snow @tab X @tab X
442 @tab experimental wavelet codec (fourcc: SNOW)
443 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
444 @item Sorenson Vector Quantizer 1 @tab X @tab X
445 @tab fourcc: SVQ1
446 @item Sorenson Vector Quantizer 3 @tab @tab X
447 @tab fourcc: SVQ3
448 @item Sunplus JPEG (SP5X) @tab @tab X
449 @tab fourcc: SP5X
450 @item TechSmith Screen Capture Codec @tab @tab X
451 @tab fourcc: TSCC
452 @item Theora @tab E @tab X
453 @tab encoding supported through external library libtheora
454 @item Tiertex Limited SEQ video @tab @tab X
455 @tab Codec used in DOS CD-ROM FlashBack game.
456 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
457 @item VMware Screen Codec / VMware Video @tab @tab X
458 @tab Codec used in videos captured by VMware.
459 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
460 @item Windows Media Video 7 @tab X @tab X
461 @item Windows Media Video 8 @tab X @tab X
462 @item Windows Media Video 9 @tab @tab X
463 @tab not completely working
464 @item Wing Commander III / Xan @tab @tab X
465 @tab Used in Wing Commander III .MVE files.
466 @item Winnov WNV1 @tab @tab X
467 @item WMV7 @tab X @tab X
468 @item YAMAHA SMAF @tab X @tab X
469 @item ZLIB @tab X @tab X
470 @tab part of LCL, encoder experimental
471 @item Zip Motion Blocks Video @tab X @tab X
472 @tab Encoder works only in PAL8.
473 @end multitable
475 @code{X} means that encoding (resp. decoding) is supported.
477 @code{E} means that support is provided through an external library.
479 @section Audio Codecs
481 @multitable @columnfractions .4 .1 .1 .4
482 @item Name @tab Encoding @tab Decoding @tab Comments
483 @item 8SVX audio @tab @tab X
484 @item AAC @tab E @tab X
485 @tab encoding supported through external library libfaac
486 @item AC-3 @tab IX @tab X
487 @item ADPCM 4X Movie @tab @tab X
488 @item ADPCM CDROM XA @tab @tab X
489 @item ADPCM Creative Technology @tab @tab X
490 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
491 @item ADPCM Electronic Arts @tab @tab X
492 @tab Used in various EA titles.
493 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
494 @tab Used in Sim City 3000.
495 @item ADPCM Electronic Arts R1 @tab @tab X
496 @item ADPCM Electronic Arts R2 @tab @tab X
497 @item ADPCM Electronic Arts R3 @tab @tab X
498 @item ADPCM Electronic Arts XAS @tab @tab X
499 @item ADPCM G.726 @tab X @tab X
500 @item ADPCM IMA AMV @tab @tab X
501 @tab Used in AMV files
502 @item ADPCM IMA Electronic Arts EACS @tab @tab X
503 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
504 @item ADPCM IMA Funcom @tab @tab X
505 @item ADPCM IMA QuickTime @tab X @tab X
506 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
507 @item ADPCM IMA WAV @tab X @tab X
508 @item ADPCM IMA Westwood @tab @tab X
509 @item ADPCM ISS IMA @tab @tab X
510 @tab Used in FunCom games.
511 @item ADPCM IMA Duck DK3 @tab @tab X
512 @tab Used in some Sega Saturn console games.
513 @item ADPCM IMA Duck DK4 @tab @tab X
514 @tab Used in some Sega Saturn console games.
515 @item ADPCM Microsoft @tab X @tab X
516 @item ADPCM MS IMA @tab X @tab X
517 @item ADPCM Nintendo Gamecube THP @tab @tab X
518 @item ADPCM QT IMA @tab X @tab X
519 @item ADPCM SEGA CRI ADX @tab X @tab X
520 @tab Used in Sega Dreamcast games.
521 @item ADPCM Shockwave Flash @tab X @tab X
522 @item ADPCM SMJPEG IMA @tab @tab X
523 @tab Used in certain Loki game ports.
524 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
525 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
526 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
527 @item ADPCM Westwood Studios IMA @tab @tab X
528 @tab Used in Westwood Studios games like Command and Conquer.
529 @item ADPCM Yamaha @tab X @tab X
530 @item AMR-NB @tab E @tab E
531 @tab supported through external library libopencore-amrnb
532 @item AMR-WB @tab @tab E
533 @tab decoding supported through external library libopencore-amrwb
534 @item Apple lossless audio @tab X @tab X
535 @tab QuickTime fourcc 'alac'
536 @item Atrac 1 @tab @tab X
537 @item Atrac 3 @tab @tab X
538 @item Delphine Software International CIN audio @tab @tab X
539 @tab Codec used in Delphine Software International games.
540 @item COOK @tab @tab X
541 @tab All versions except 5.1 are supported.
542 @item DCA (DTS Coherent Acoustics) @tab @tab X
543 @item DPCM id RoQ @tab X @tab X
544 @tab Used in Quake III, Jedi Knight 2, other computer games.
545 @item DPCM Interplay @tab @tab X
546 @tab Used in various Interplay computer games.
547 @item DPCM Sierra Online @tab @tab X
548 @tab Used in Sierra Online game audio files.
549 @item DPCM Sol @tab @tab X
550 @item DPCM Xan @tab @tab X
551 @tab Used in Origin's Wing Commander IV AVI files.
552 @item DSP Group TrueSpeech @tab @tab X
553 @item DV audio @tab @tab X
554 @item Enhanced AC-3 @tab @tab X
555 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
556 @item G.729 @tab @tab X
557 @item GSM @tab E @tab E
558 @tab supported through external library libgsm
559 @item GSM Microsoft variant @tab E @tab E
560 @tab supported through external library libgsm
561 @item IMC (Intel Music Coder) @tab @tab X
562 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
563 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
564 @item MLP (Meridian Lossless Packing) @tab @tab X
565 @tab Used in DVD-Audio discs.
566 @item Monkey's Audio @tab @tab X
567 @tab Only versions 3.97-3.99 are supported.
568 @item MP1 (MPEG audio layer 1) @tab @tab IX
569 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
570 @item MP3 (MPEG audio layer 3) @tab E @tab IX
571 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
572 @item Musepack SV7 @tab @tab X
573 @item Musepack SV8 @tab @tab X
574 @item Nellymoser Asao @tab X @tab X
575 @item PCM A-law @tab X @tab X
576 @item PCM mu-law @tab X @tab X
577 @item PCM 16-bit little-endian planar @tab @tab X
578 @item PCM 32-bit floating point big-endian @tab X @tab X
579 @item PCM 32-bit floating point little-endian @tab X @tab X
580 @item PCM 64-bit floating point big-endian @tab X @tab X
581 @item PCM 64-bit floating point little-endian @tab X @tab X
582 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
583 @item PCM signed 8-bit @tab X @tab X
584 @item PCM signed 16-bit big-endian @tab X @tab X
585 @item PCM signed 16-bit little-endian @tab X @tab X
586 @item PCM signed 24-bit big-endian @tab X @tab X
587 @item PCM signed 24-bit little-endian @tab X @tab X
588 @item PCM signed 32-bit big-endian @tab X @tab X
589 @item PCM signed 32-bit little-endian @tab X @tab X
590 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
591 @item PCM unsigned 8-bit @tab X @tab X
592 @item PCM unsigned 16-bit big-endian @tab X @tab X
593 @item PCM unsigned 16-bit little-endian @tab X @tab X
594 @item PCM unsigned 24-bit big-endian @tab X @tab X
595 @item PCM unsigned 24-bit little-endian @tab X @tab X
596 @item PCM unsigned 32-bit big-endian @tab X @tab X
597 @item PCM unsigned 32-bit little-endian @tab X @tab X
598 @item PCM Zork @tab X @tab X
599 @item QCELP / PureVoice @tab @tab X
600 @item QDesign Music Codec 2 @tab @tab X
601 @tab There are still some distortions.
602 @item RealAudio 1.0 (14.4K) @tab @tab X
603 @tab Real 14400 bit/s codec
604 @item RealAudio 2.0 (28.8K) @tab @tab X
605 @tab Real 28800 bit/s codec
606 @item RealAudio 3.0 (dnet) @tab IX @tab X
607 @tab Real low bitrate AC-3 codec
608 @item Shorten @tab @tab X
609 @item Sierra VMD audio @tab @tab X
610 @tab Used in Sierra VMD files.
611 @item Smacker audio @tab @tab X
612 @item Sonic @tab X @tab X
613 @tab experimental codec
614 @item Sonic lossless @tab X @tab X
615 @tab experimental codec
616 @item Speex @tab @tab E
617 @tab supported through external library libspeex
618 @item True Audio (TTA) @tab @tab X
619 @item TrueHD @tab @tab X
620 @tab Used in HD-DVD and Blu-Ray discs.
621 @item TwinVQ (VQF flavor) @tab @tab X
622 @item Vorbis @tab E @tab X
623 @ A native but very primitive encoder exists.
624 @item WavPack @tab @tab X
625 @item Westwood Audio (SND1) @tab @tab X
626 @item Windows Media Audio 1 @tab X @tab X
627 @item Windows Media Audio 2 @tab X @tab X
628 @item Windows Media Audio Pro @tab @tab X
629 @end multitable
631 @code{X} means that encoding (resp. decoding) is supported.
633 @code{E} means that support is provided through an external library.
635 @code{I} means that an integer-only version is available, too (ensures high
636 performance on systems without hardware floating point support).
638 @section Subtitle Formats
640 @multitable @columnfractions .4 .1 .1 .1 .1
641 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
642 @item SSA/ASS @tab X @tab X
643 @item DVB @tab X @tab X @tab X @tab X
644 @item DVD @tab X @tab X @tab X @tab X
645 @item PGS @tab @tab @tab @tab X
646 @item XSUB @tab @tab @tab X @tab X
647 @end multitable
649 @code{X} means that the feature is supported.
651 @section Network Protocols
653 @multitable @columnfractions .4 .1
654 @item Name @tab Support
655 @item file @tab X
656 @item Gopher @tab X
657 @item HTTP @tab X
658 @item pipe @tab X
659 @item RTP @tab X
660 @item TCP @tab X
661 @item UDP @tab X
662 @end multitable
664 @code{X} means that the protocol is supported.
667 @section Input/Output Devices
669 @multitable @columnfractions .4 .1 .1
670 @item Name @tab Input @tab Output
671 @item ALSA @tab X @tab X
672 @item BEOS audio @tab X @tab X
673 @item BKTR @tab X @tab
674 @item DV1394 @tab X @tab
675 @item JACK @tab X @tab
676 @item LIBDC1394 @tab X @tab
677 @item OSS @tab X @tab X
678 @item Video4Linux @tab X @tab
679 @item Video4Linux2 @tab X @tab
680 @item VfW capture @tab X @tab
681 @item X11 grabbing @tab X @tab
682 @end multitable
684 @code{X} means that input/output is supported.
687 @chapter Platform Specific information
689 @section BSD
691 BSD make will not build FFmpeg, you need to install and use GNU Make
692 (@file{gmake}).
694 @section Windows
696 To get help and instructions for building FFmpeg under Windows, check out
697 the FFmpeg Windows Help Forum at
698 @url{http://ffmpeg.arrozcru.org/}.
700 @subsection Native Windows compilation
702 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
703 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
704 You can find detailed installation
705 instructions in the download section and the FAQ.
707 FFmpeg does not build out-of-the-box with the packages the automated MinGW
708 installer provides. It also requires coreutils to be installed and many other
709 packages updated to the latest version. The minimum version for some packages
710 are listed below:
712 @itemize
713 @item bash 3.1
714 @item msys-make 3.81-2 (note: not mingw32-make)
715 @item w32api 3.13
716 @item mingw-runtime 3.15
717 @end itemize
719 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
720 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
722 Within the MSYS shell, configure and make with:
724 @example
725 ./configure --enable-memalign-hack
726 make
727 make install
728 @end example
730 This will install @file{ffmpeg.exe} along with many other development files
731 to @file{/usr/local}. You may specify another install path using the
732 @code{--prefix} option in @file{configure}.
734 Notes:
736 @itemize
738 @item In order to compile FFplay, you must have the MinGW development library
739 of SDL. Get it from @url{http://www.libsdl.org}.
740 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
741 where SDL was installed. Verify that @file{sdl-config} can be launched from
742 the MSYS command line.
744 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
745 you can build libavutil, libavcodec and libavformat as DLLs.
747 @end itemize
749 @subsection Microsoft Visual C++ compatibility
751 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
752 want to use the libav* libraries in your own applications, you can still
753 compile those applications using MSVC++. But the libav* libraries you link
754 to @emph{must} be built with MinGW. However, you will not be able to debug
755 inside the libav* libraries, since MSVC++ does not recognize the debug
756 symbols generated by GCC.
757 We strongly recommend you to move over from MSVC++ to MinGW tools.
759 This description of how to use the FFmpeg libraries with MSVC++ is based on
760 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
761 you might have to modify the procedures slightly.
763 @subsubsection Using static libraries
765 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
767 @enumerate
769 @item Create a new console application ("File / New / Project") and then
770 select "Win32 Console Application". On the appropriate page of the
771 Application Wizard, uncheck the "Precompiled headers" option.
773 @item Write the source code for your application, or, for testing, just
774 copy the code from an existing sample application into the source file
775 that MSVC++ has already created for you. For example, you can copy
776 @file{libavformat/output-example.c} from the FFmpeg distribution.
778 @item Open the "Project / Properties" dialog box. In the "Configuration"
779 combo box, select "All Configurations" so that the changes you make will
780 affect both debug and release builds. In the tree view on the left hand
781 side, select "C/C++ / General", then edit the "Additional Include
782 Directories" setting to contain the path where the FFmpeg includes were
783 installed (i.e. @file{c:\msys\1.0\local\include}).
784 Do not add MinGW's include directory here, or the include files will
785 conflict with MSVC's.
787 @item Still in the "Project / Properties" dialog box, select
788 "Linker / General" from the tree view and edit the
789 "Additional Library Directories" setting to contain the @file{lib}
790 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
791 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
792 and the directory where MinGW's GCC libs are installed
793 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
794 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
795 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
796 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
797 to the end of "Additional Dependencies".
799 @item Now, select "C/C++ / Code Generation" from the tree view. Select
800 "Debug" in the "Configuration" combo box. Make sure that "Runtime
801 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
802 the "Configuration" combo box and make sure that "Runtime Library" is
803 set to "Multi-threaded DLL".
805 @item Click "OK" to close the "Project / Properties" dialog box.
807 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
808 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
809 and install it in MSVC++'s include directory
810 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
812 @item MSVC++ also does not understand the @code{inline} keyword used by
813 FFmpeg, so you must add this line before @code{#include}ing libav*:
814 @example
815 #define inline _inline
816 @end example
818 @item Build your application, everything should work.
820 @end enumerate
822 @subsubsection Using shared libraries
824 This is how to create DLL and LIB files that are compatible with MSVC++:
826 @enumerate
828 @item Add a call to @file{vcvars32.bat} (which sets up the environment
829 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
830 The standard location for @file{vcvars32.bat} is
831 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
832 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
833 If this corresponds to your setup, add the following line as the first line
834 of @file{msys.bat}:
836 @example
837 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
838 @end example
840 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
841 and run @file{c:\msys\1.0\msys.bat} from there.
843 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
844 from @file{Microsoft (R) Library Manager}, this means your environment
845 variables are set up correctly, the @file{Microsoft (R) Library Manager}
846 is on the path and will be used by FFmpeg to create
847 MSVC++-compatible import libraries.
849 @item Build FFmpeg with
851 @example
852 ./configure --enable-shared --enable-memalign-hack
853 make
854 make install
855 @end example
857 Your install path (@file{/usr/local/} by default) should now have the
858 necessary DLL and LIB files under the @file{bin} directory.
860 @end enumerate
862 To use those files with MSVC++, do the same as you would do with
863 the static libraries, as described above. But in Step 4,
864 you should only need to add the directory where the LIB files are installed
865 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
866 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
867 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
868 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
869 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
870 statically linked into the DLLs. The @file{bin} directory contains a bunch
871 of DLL files, but the ones that are actually used to run your application
872 are the ones with a major version number in their filenames
873 (i.e. @file{avcodec-51.dll}).
875 @subsection Cross compilation for Windows with Linux
877 You must use the MinGW cross compilation tools available at
878 @url{http://www.mingw.org/}.
880 Then configure FFmpeg with the following options:
881 @example
882 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
883 @end example
884 (you can change the cross-prefix according to the prefix chosen for the
885 MinGW tools).
887 Then you can easily test FFmpeg with Wine
888 (@url{http://www.winehq.com/}).
890 @subsection Compilation under Cygwin
892 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
893 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
894 or leverage the implementation in MinGW (as explained below).
896 Just install your Cygwin with all the "Base" packages, plus the
897 following "Devel" ones:
898 @example
899 binutils, gcc-core, make, subversion, mingw-runtime
900 @end example
902 And the following "Utils" one:
903 @example
904 diffutils
905 @end example
907 The experimental gcc4 package is still buggy, hence please
908 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
910 Install the current binutils-20080624-2 as they work fine (the old
911 binutils-20060709-1 proved buggy on shared builds).
913 Then create a small library that just contains llrint():
915 @example
916 ar x /usr/lib/mingw/libmingwex.a llrint.o
917 ar cq /usr/local/lib/libllrint.a llrint.o
918 @end example
920 Then run
922 @example
923 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
924 @end example
926 to make a static build or
928 @example
929 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
930 @end example
932 to build shared libraries.
934 If you want to build FFmpeg with additional libraries, download Cygwin
935 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
936 @example
937 libogg-devel, libvorbis-devel
938 @end example
940 These library packages are only available from Cygwin Ports
941 (@url{http://sourceware.org/cygwinports/}) :
943 @example
944 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
945 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
946 libxvidcore-devel
947 @end example
949 The recommendation for libnut and x264 is to build them from source by
950 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
952 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
953 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
955 @subsection Crosscompilation for Windows under Cygwin
957 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
959 Just install your Cygwin as explained before, plus these additional
960 "Devel" packages:
961 @example
962 gcc-mingw-core, mingw-runtime, mingw-zlib
963 @end example
965 and add some special flags to your configure invocation.
967 For a static build run
968 @example
969 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
970 @end example
972 and for a build with shared libraries
973 @example
974 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
975 @end example
977 @section BeOS
979 BeOS support is broken in mysterious ways.
981 @section OS/2
983 For information about compiling FFmpeg on OS/2 see
984 @url{http://www.edm2.com/index.php/FFmpeg}.
986 @bye