5e73af9eb4629a4c7a37328b2f700e0a151b5094
[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 AMR
18
19 AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20 use of the AMR wideband (floating-point mode) and the AMR narrowband
21 (floating-point mode) reference decoders and encoders (libamr) as well as
22 the OpenCORE libraries for AMR-NB decoding/encoding and AMR-WB decoding.
23
24 @subsection OpenCORE
25
26 Go to @url{http://gitorious.org/opencore-amr/} and follow the instructions for
27 installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
28 @code{--enable-libopencore-amrwb} to configure to enable the libraries.
29
30 Note that OpenCORE is under the Apache License 2.0 (see
31 @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
32 incompatible with the LGPL version 2.1 and GPL version 2. You have to
33 upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
34 GPL components, GPL version 3) to use it.
35
36 @subsection libamr
37
38 Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
39 installing the libraries. Then pass @code{--enable-libamr-nb} and/or
40 @code{--enable-libamr-wb} to configure to enable the libraries.
41
42 Note that libamr is copyrighted without any sort of license grant. This means
43 that you can use it if you legally obtained it but you are not allowed to
44 redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
45 you create are non-free and unredistributable!}
46
47
48 @chapter Supported File Formats and Codecs
49
50 You can use the @code{-formats} option to have an exhaustive list.
51
52 @section File Formats
53
54 FFmpeg supports the following file formats through the @code{libavformat}
55 library:
56
57 @multitable @columnfractions .4 .1 .1 .4
58 @item Name @tab Encoding @tab Decoding @tab Comments
59 @item 4xm @tab @tab X
60 @tab 4X Technologies format, used in some games.
61 @item 8088flex TMV @tab @tab X
62 @item Audio IFF (AIFF) @tab X @tab X
63 @item American Laser Games MM @tab @tab X
64 @tab Multimedia format used in games like Mad Dog McCree.
65 @item 3GPP AMR @tab X @tab X
66 @item ASF @tab X @tab X
67 @item AVI @tab X @tab X
68 @item AVISynth @tab @tab X
69 @item AVS @tab @tab X
70 @tab Multimedia format used by the Creature Shock game.
71 @item Beam Software SIFF @tab @tab X
72 @tab Audio and video format used in some games by Beam Software.
73 @item Bethesda Softworks VID @tab @tab X
74 @tab Used in some games from Bethesda Softworks.
75 @item Brute Force & Ignorance @tab @tab X
76 @tab Used in the game Flash Traffic: City of Angels.
77 @item Interplay C93 @tab @tab X
78 @tab Used in the game Cyberia from Interplay.
79 @item Delphine Software International CIN @tab @tab X
80 @tab Multimedia format used by Delphine Software games.
81 @item CRC testing format @tab X @tab
82 @item Creative Voice @tab X @tab X
83 @tab Created for the Sound Blaster Pro.
84 @item CRYO APC @tab @tab X
85 @tab Audio format used in some games by CRYO Interactive Entertainment.
86 @item D-Cinema audio @tab X @tab X
87 @item DV video @tab X @tab X
88 @item DXA @tab @tab X
89 @tab This format is used in the non-Windows version of the Feeble Files
90 game and different game cutscenes repacked for use with ScummVM.
91 @item Electronic Arts cdata @tab @tab X
92 @item Electronic Arts Multimedia @tab @tab X
93 @tab Used in various EA games; files have extensions like WVE and UV2.
94 @item FFM (FFserver live feed) @tab X @tab X
95 @item Flash (SWF) @tab X @tab X
96 @item Flash 9 (AVM2) @tab X @tab X
97 @tab Only embedded audio is decoded.
98 @item FLI/FLC/FLX animation @tab @tab X
99 @tab .fli/.flc files
100 @item Flash Video (FLV) @tab @tab X
101 @tab Macromedia Flash video files
102 @item framecrc testing format @tab X @tab
103 @item FunCom ISS @tab @tab X
104 @tab Audio format used in various games from FunCom like The Longest Journey.
105 @item GIF Animation @tab X @tab
106 @item GXF @tab X @tab X
107 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
108 playout servers.
109 @item id Quake II CIN video @tab @tab X
110 @item id RoQ @tab X @tab X
111 @tab Used in Quake III, Jedi Knight 2, other computer games.
112 @item IFF @tab @tab X
113 @tab Interchange File Format
114 @item Interplay MVE @tab @tab X
115 @tab Format used in various Interplay computer games.
116 @item LMLM4 @tab @tab X
117 @tab Used by Linux Media Labs MPEG-4 PCI boards
118 @item Matroska @tab X @tab X
119 @item Matroska audio @tab X @tab
120 @item MAXIS XA @tab @tab X
121 @tab Used in Sim City 3000; file extension .xa.
122 @item Monkey's Audio @tab @tab X
123 @item Motion Pixels MVI @tab @tab X
124 @item MOV/QuickTime/MP4 @tab X @tab X
125 @tab 3GP, 3GP2, PSP, iPod variants supported
126 @item MP2 @tab X @tab X
127 @item MP3 @tab X @tab X
128 @item MPEG-1 System @tab X @tab X
129 @tab muxed audio and video, VCD format supported
130 @item MPEG-PS (program stream) @tab X @tab X
131 @tab also known as @code{VOB} file, SVCD and DVD format supported
132 @item MPEG-TS (transport stream) @tab X @tab X
133 @tab also known as DVB Transport Stream
134 @item MPEG-4 @tab X @tab X
135 @tab MPEG-4 is a variant of QuickTime.
136 @item MIME multipart JPEG @tab X @tab
137 @item MSN TCP webcam @tab @tab X
138 @tab Used by MSN Messenger webcam streams.
139 @item MTV @tab @tab X
140 @item Musepack @tab @tab X
141 @item Musepack SV8 @tab @tab X
142 @item Material eXchange Format (MXF) @tab X @tab X
143 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
144 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
145 @tab SMPTE 386M, D-10/IMX Mapping.
146 @item NC camera feed @tab @tab X
147 @tab NC (AVIP NC4600) camera streams
148 @item NTT TwinVQ (VQF) @tab @tab X
149 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
150 @item Nullsoft Streaming Video @tab @tab X
151 @item NuppelVideo @tab @tab X
152 @item NUT @tab X @tab X
153 @tab NUT Open Container Format
154 @item Ogg @tab X @tab X
155 @item TechnoTrend PVA @tab @tab X
156 @tab Used by TechnoTrend DVB PCI boards.
157 @item QCP @tab @tab X
158 @item raw ADTS (AAC) @tab X @tab X
159 @item raw AC-3 @tab X @tab X
160 @item raw Chinese AVS video @tab @tab X
161 @item raw CRI ADX @tab X @tab X
162 @item raw Dirac @tab X @tab X
163 @item raw DNxHD @tab X @tab X
164 @item raw DTS @tab X @tab X
165 @item raw E-AC-3 @tab X @tab X
166 @item raw FLAC @tab X @tab X
167 @item raw GSM @tab @tab X
168 @item raw H.261 @tab X @tab X
169 @item raw H.263 @tab X @tab X
170 @item raw H.264 @tab X @tab X
171 @item raw Ingenient MJPEG @tab @tab X
172 @item raw MJPEG @tab X @tab X
173 @item raw MLP @tab @tab X
174 @item raw MPEG @tab @tab X
175 @item raw MPEG-1 @tab @tab X
176 @item raw MPEG-2 @tab @tab X
177 @item raw MPEG-4 @tab X @tab X
178 @item raw NULL @tab X @tab
179 @item raw video @tab X @tab X
180 @item raw id RoQ @tab X @tab
181 @item raw Shorten @tab @tab X
182 @item raw TrueHD @tab X @tab X
183 @item raw VC-1 @tab @tab X
184 @item raw PCM A-law @tab X @tab X
185 @item raw PCM mu-law @tab X @tab X
186 @item raw PCM signed 8 bit @tab X @tab X
187 @item raw PCM signed 16 bit big-endian @tab X @tab X
188 @item raw PCM signed 16 bit little-endian @tab X @tab X
189 @item raw PCM signed 24 bit big-endian @tab X @tab X
190 @item raw PCM signed 24 bit little-endian @tab X @tab X
191 @item raw PCM signed 32 bit big-endian @tab X @tab X
192 @item raw PCM signed 32 bit little-endian @tab X @tab X
193 @item raw PCM unsigned 8 bit @tab X @tab X
194 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
195 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
196 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
197 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
198 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
199 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
200 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
201 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
202 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
203 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
204 @item RDT @tab @tab X
205 @item REDCODE R3D @tab @tab X
206 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
207 @item RealMedia @tab X @tab X
208 @item Redirector @tab @tab X
209 @item Renderware TeXture Dictionary @tab @tab X
210 @item RL2 @tab @tab X
211 @tab Audio and video format used in some games by Entertainment Software Partners.
212 @item RPL/ARMovie @tab @tab X
213 @item RTP @tab @tab X
214 @item RTSP @tab @tab X
215 @item SDP @tab @tab X
216 @item Sega FILM/CPK @tab @tab X
217 @tab Used in many Sega Saturn console games.
218 @item Sierra SOL @tab @tab X
219 @tab .sol files used in Sierra Online games.
220 @item Sierra VMD @tab @tab X
221 @tab Used in Sierra CD-ROM games.
222 @item Smacker @tab @tab X
223 @tab Multimedia format used by many games.
224 @item Sony OpenMG (OMA) @tab @tab X
225 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
226 @item Sony PlayStation STR @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
245
246 @code{X} means that encoding (resp. decoding) is supported.
247
248 @section Image Formats
249
250 FFmpeg can read and write images for each frame of a video sequence. The
251 following image formats are supported:
252
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
295
296 @code{X} means that encoding (resp. decoding) is supported.
297
298 @code{E} means that support is provided through an external library.
299
300 @section Video Codecs
301
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 Autodesk Animator Flic video @tab @tab X
325 @item Autodesk RLE @tab @tab X
326 @tab fourcc: AASC
327 @item AVS (Audio Video Standard) video @tab @tab X
328 @tab Video encoding used by the Creature Shock game.
329 @item Beam Software VB @tab @tab X
330 @item Bethesda VID video @tab @tab X
331 @tab Used in some games from Bethesda Softworks.
332 @item Brute Force & Ignorance @tab @tab X
333 @tab Used in the game Flash Traffic: City of Angels.
334 @item C93 video @tab @tab X
335 @tab Codec used in Cyberia game.
336 @item CamStudio @tab @tab X
337 @tab fourcc: CSCD
338 @item Chinese AVS video @tab @tab X
339 @tab AVS1-P2, JiZhun profile
340 @item Delphine Software International CIN video @tab @tab X
341 @tab Codec used in Delphine Software International games.
342 @item Cinepak @tab @tab X
343 @item Cirrus Logic AccuPak @tab @tab X
344 @tab fourcc: CLJR
345 @item Creative YUV (CYUV) @tab @tab X
346 @item Dirac @tab E @tab E
347 @tab supported through external libdirac/libschroedinger libraries
348 @item DNxHD @tab X @tab X
349 @tab aka SMPTE VC3
350 @item Duck TrueMotion 1.0 @tab @tab X
351 @tab fourcc: DUCK
352 @item Duck TrueMotion 2.0 @tab @tab X
353 @tab fourcc: TM20
354 @item DV (Digital Video) @tab X @tab X
355 @item Feeble Files/ScummVM DXA @tab @tab X
356 @tab Codec originally used in Feeble Files game.
357 @item Electronic Arts CMV video @tab @tab X
358 @tab Used in NHL 95 game.
359 @item Electronic Arts Madcow video @tab @tab X
360 @item Electronic Arts TGV video @tab @tab X
361 @item Electronic Arts TGQ video @tab @tab X
362 @item Electronic Arts TQI video @tab @tab X
363 @item Escape 124 @tab @tab X
364 @item FFmpeg codec #1 @tab X @tab X
365 @tab experimental lossless codec (fourcc: FFV1)
366 @item Flash Screen Video v1 @tab X @tab X
367 @tab fourcc: FSV1
368 @item Flash Video (FLV) @tab X @tab X
369 @tab Sorenson H.263 used in Flash
370 @item Fraps @tab @tab X
371 @item H.261 @tab X @tab X
372 @item H.263 / H.263-1996 @tab X @tab X
373 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
374 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
375 @tab encoding supported through external library libx264
376 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
377 @item HuffYUV @tab X @tab X
378 @item HuffYUV FFmpeg variant @tab X @tab X
379 @item IBM Ultimotion @tab @tab X
380 @tab fourcc: ULTI
381 @item id Cinematic video @tab @tab X
382 @tab Used in Quake II.
383 @item id RoQ video @tab X @tab X
384 @tab Used in Quake III, Jedi Knight 2, other computer games.
385 @item Intel H.263 @tab @tab X
386 @item Intel Indeo 2 @tab @tab X
387 @item Intel Indeo 3 @tab @tab X
388 @item Interplay C93 @tab @tab X
389 @tab Used in the game Cyberia from Interplay.
390 @item Interplay MVE video @tab @tab X
391 @tab Used in Interplay .MVE files.
392 @item Karl Morton's video codec @tab @tab X
393 @tab Codec used in Worms games.
394 @item LCL (LossLess Codec Library) MSZH @tab @tab X
395 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
396 @item LOCO @tab @tab X
397 @item lossless MJPEG @tab X @tab X
398 @item Microsoft RLE @tab @tab X
399 @item Microsoft Video 1 @tab @tab X
400 @item Mimic @tab @tab X
401 @tab Used in MSN Messenger Webcam streams.
402 @item Miro VideoXL @tab @tab X
403 @tab fourcc: VIXL
404 @item MJPEG (Motion JPEG) @tab X @tab X
405 @item Motion Pixels video @tab @tab X
406 @item MPEG-1 video @tab X @tab X
407 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
408 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
409 @item MPEG-2 video @tab X @tab X
410 @item MPEG-4 part 2 @tab X @tab X
411 @ libxvidcore can be used alternatively for encoding.
412 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
413 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
414 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
415 @item Nintendo Gamecube THP video @tab @tab X
416 @item NuppelVideo/RTjpeg @tab @tab X
417 @tab Video encoding used in NuppelVideo files.
418 @item On2 VP3 @tab @tab X
419 @tab still experimental
420 @item On2 VP5 @tab @tab X
421 @tab fourcc: VP50
422 @item On2 VP6 @tab @tab X
423 @tab fourcc: VP60,VP61,VP62
424 @item planar RGB @tab @tab X
425 @tab fourcc: 8BPS
426 @item Q-team QPEG @tab @tab X
427 @tab fourccs: QPEG, Q1.0, Q1.1
428 @item QuickTime 8BPS video @tab @tab X
429 @item QuickTime Animation (RLE) video @tab X @tab X
430 @tab fourcc: 'rle '
431 @item QuickTime Graphics (SMC) @tab @tab X
432 @tab fourcc: 'smc '
433 @item QuickTime video (RPZA) @tab @tab X
434 @tab fourcc: rpza
435 @item Raw Video @tab X @tab X
436 @item RealVideo 1.0 @tab X @tab X
437 @item RealVideo 2.0 @tab X @tab X
438 @item RealVideo 3.0 @tab @tab X
439 @tab still far from ideal
440 @item RealVideo 4.0 @tab @tab X
441 @item Renderware TXD (TeXture Dictionary) @tab @tab X
442 @tab Texture dictionaries used by the Renderware Engine.
443 @item RL2 video @tab @tab X
444 @tab used in some games by Entertainment Software Partners
445 @item Sierra VMD video @tab @tab X
446 @tab Used in Sierra VMD files.
447 @item Smacker video @tab @tab X
448 @tab Video encoding used in Smacker.
449 @item SMPTE VC-1 @tab @tab X
450 @item Snow @tab X @tab X
451 @tab experimental wavelet codec (fourcc: SNOW)
452 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
453 @item Sorenson Vector Quantizer 1 @tab X @tab X
454 @tab fourcc: SVQ1
455 @item Sorenson Vector Quantizer 3 @tab @tab X
456 @tab fourcc: SVQ3
457 @item Sunplus JPEG (SP5X) @tab @tab X
458 @tab fourcc: SP5X
459 @item TechSmith Screen Capture Codec @tab @tab X
460 @tab fourcc: TSCC
461 @item Theora @tab E @tab X
462 @tab encoding supported through external library libtheora
463 @item Tiertex Limited SEQ video @tab @tab X
464 @tab Codec used in DOS CD-ROM FlashBack game.
465 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
466 @item VMware Screen Codec / VMware Video @tab @tab X
467 @tab Codec used in videos captured by VMware.
468 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
469 @item Windows Media Video 7 @tab X @tab X
470 @item Windows Media Video 8 @tab X @tab X
471 @item Windows Media Video 9 @tab @tab X
472 @tab not completely working
473 @item Wing Commander III / Xan @tab @tab X
474 @tab Used in Wing Commander III .MVE files.
475 @item Winnov WNV1 @tab @tab X
476 @item WMV7 @tab X @tab X
477 @item YAMAHA SMAF @tab X @tab X
478 @item ZLIB @tab X @tab X
479 @tab part of LCL, encoder experimental
480 @item Zip Motion Blocks Video @tab X @tab X
481 @tab Encoder works only in PAL8.
482 @end multitable
483
484 @code{X} means that encoding (resp. decoding) is supported.
485
486 @code{E} means that support is provided through an external library.
487
488 @section Audio Codecs
489
490 @multitable @columnfractions .4 .1 .1 .4
491 @item Name @tab Encoding @tab Decoding @tab Comments
492 @item 8SVX audio @tab @tab X
493 @item AAC @tab E @tab X
494 @tab encoding supported through external library libfaac
495 @item AC-3 @tab IX @tab X
496 @item ADPCM 4X Movie @tab @tab X
497 @item ADPCM CDROM XA @tab @tab X
498 @item ADPCM Creative Technology @tab @tab X
499 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
500 @item ADPCM Electronic Arts @tab @tab X
501 @tab Used in various EA titles.
502 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
503 @tab Used in Sim City 3000.
504 @item ADPCM Electronic Arts R1 @tab @tab X
505 @item ADPCM Electronic Arts R2 @tab @tab X
506 @item ADPCM Electronic Arts R3 @tab @tab X
507 @item ADPCM Electronic Arts XAS @tab @tab X
508 @item ADPCM G.726 @tab X @tab X
509 @item ADPCM IMA AMV @tab @tab X
510 @tab Used in AMV files
511 @item ADPCM IMA Electronic Arts EACS @tab @tab X
512 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
513 @item ADPCM IMA Funcom @tab @tab X
514 @item ADPCM IMA QuickTime @tab X @tab X
515 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
516 @item ADPCM IMA WAV @tab X @tab X
517 @item ADPCM IMA Westwood @tab @tab X
518 @item ADPCM ISS IMA @tab @tab X
519 @tab Used in FunCom games.
520 @item ADPCM IMA Duck DK3 @tab @tab X
521 @tab Used in some Sega Saturn console games.
522 @item ADPCM IMA Duck DK4 @tab @tab X
523 @tab Used in some Sega Saturn console games.
524 @item ADPCM Microsoft @tab X @tab X
525 @item ADPCM MS IMA @tab X @tab X
526 @item ADPCM Nintendo Gamecube THP @tab @tab X
527 @item ADPCM QT IMA @tab X @tab X
528 @item ADPCM SEGA CRI ADX @tab X @tab X
529 @tab Used in Sega Dreamcast games.
530 @item ADPCM Shockwave Flash @tab X @tab X
531 @item ADPCM SMJPEG IMA @tab @tab X
532 @tab Used in certain Loki game ports.
533 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
534 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
535 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
536 @item ADPCM Westwood Studios IMA @tab @tab X
537 @tab Used in Westwood Studios games like Command and Conquer.
538 @item ADPCM Yamaha @tab X @tab X
539 @item AMR-NB @tab E @tab E
540 @tab supported through external libraries libamrnb and libopencore-amrnb
541 @item AMR-WB @tab E @tab E
542 @tab decoding supported through external libraries libamrwb and libopencore-amrwb,
543 encoding supported through external library libamrwb
544 @item Apple lossless audio @tab X @tab X
545 @tab QuickTime fourcc 'alac'
546 @item Atrac 3 @tab @tab X
547 @item Delphine Software International CIN audio @tab @tab X
548 @tab Codec used in Delphine Software International games.
549 @item COOK @tab @tab X
550 @tab All versions except 5.1 are supported.
551 @item DCA (DTS Coherent Acoustics) @tab @tab X
552 @item DPCM id RoQ @tab X @tab X
553 @tab Used in Quake III, Jedi Knight 2, other computer games.
554 @item DPCM Interplay @tab @tab X
555 @tab Used in various Interplay computer games.
556 @item DPCM Sierra Online @tab @tab X
557 @tab Used in Sierra Online game audio files.
558 @item DPCM Sol @tab @tab X
559 @item DPCM Xan @tab @tab X
560 @tab Used in Origin's Wing Commander IV AVI files.
561 @item DSP Group TrueSpeech @tab @tab X
562 @item DV audio @tab @tab X
563 @item Enhanced AC-3 @tab @tab X
564 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
565 @item G.729 @tab @tab X
566 @item GSM @tab E @tab E
567 @tab supported through external library libgsm
568 @item GSM Microsoft variant @tab E @tab E
569 @tab supported through external library libgsm
570 @item IMC (Intel Music Coder) @tab @tab X
571 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
572 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
573 @item MLP (Meridian Lossless Packing) @tab @tab X
574 @tab Used in DVD-Audio discs.
575 @item Monkey's Audio @tab @tab X
576 @tab Only versions 3.97-3.99 are supported.
577 @item MP1 (MPEG audio layer 1) @tab @tab IX
578 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
579 @item MP3 (MPEG audio layer 3) @tab E @tab IX
580 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
581 @item Musepack SV7 @tab @tab X
582 @item Musepack SV8 @tab @tab X
583 @item Nellymoser Asao @tab X @tab X
584 @item PCM A-law @tab X @tab X
585 @item PCM mu-law @tab X @tab X
586 @item PCM 16-bit little-endian planar @tab @tab X
587 @item PCM 32-bit floating point big-endian @tab X @tab X
588 @item PCM 32-bit floating point little-endian @tab X @tab X
589 @item PCM 64-bit floating point big-endian @tab X @tab X
590 @item PCM 64-bit floating point little-endian @tab X @tab X
591 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
592 @item PCM signed 8-bit @tab X @tab X
593 @item PCM signed 16-bit big-endian @tab X @tab X
594 @item PCM signed 16-bit little-endian @tab X @tab X
595 @item PCM signed 24-bit big-endian @tab X @tab X
596 @item PCM signed 24-bit little-endian @tab X @tab X
597 @item PCM signed 32-bit big-endian @tab X @tab X
598 @item PCM signed 32-bit little-endian @tab X @tab X
599 @item PCM unsigned 8-bit @tab X @tab X
600 @item PCM unsigned 16-bit big-endian @tab X @tab X
601 @item PCM unsigned 16-bit little-endian @tab X @tab X
602 @item PCM unsigned 24-bit big-endian @tab X @tab X
603 @item PCM unsigned 24-bit little-endian @tab X @tab X
604 @item PCM unsigned 32-bit big-endian @tab X @tab X
605 @item PCM unsigned 32-bit little-endian @tab X @tab X
606 @item PCM Zork @tab X @tab X
607 @item QCELP / PureVoice @tab @tab X
608 @item QDesign Music Codec 2 @tab @tab X
609 @tab There are still some distortions.
610 @item RealAudio 1.0 (14.4K) @tab @tab X
611 @tab Real 14400 bit/s codec
612 @item RealAudio 2.0 (28.8K) @tab @tab X
613 @tab Real 28800 bit/s codec
614 @item RealAudio 3.0 (dnet) @tab IX @tab X
615 @tab Real low bitrate AC-3 codec
616 @item Shorten @tab @tab X
617 @item Sierra VMD audio @tab @tab X
618 @tab Used in Sierra VMD files.
619 @item Smacker audio @tab @tab X
620 @item Sonic @tab X @tab X
621 @tab experimental codec
622 @item Sonic lossless @tab X @tab X
623 @tab experimental codec
624 @item Speex @tab @tab E
625 @tab supported through external library libspeex
626 @item True Audio (TTA) @tab @tab X
627 @item TrueHD @tab @tab X
628 @tab Used in HD-DVD and Blu-Ray discs.
629 @item Vorbis @tab E @tab X
630 @ A native but very primitive encoder exists.
631 @item WavPack @tab @tab X
632 @item Westwood Audio (SND1) @tab @tab X
633 @item Windows Media Audio 1 @tab X @tab X
634 @item Windows Media Audio 2 @tab X @tab X
635 @end multitable
636
637 @code{X} means that encoding (resp. decoding) is supported.
638
639 @code{E} means that support is provided through an external library.
640
641 @code{I} means that an integer-only version is available, too (ensures high
642 performance on systems without hardware floating point support).
643
644 @section Subtitle Formats
645
646 @multitable @columnfractions .4 .1 .1 .1 .1
647 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
648 @item SSA/ASS @tab X @tab X
649 @item DVB @tab X @tab X @tab X @tab X
650 @item DVD @tab X @tab X @tab X @tab X
651 @item XSUB @tab @tab @tab X @tab X
652 @end multitable
653
654 @code{X} means that the feature is supported.
655
656 @section Network Protocols
657
658 @multitable @columnfractions .4 .1
659 @item Name @tab Support
660 @item file @tab X
661 @item Gopher @tab X
662 @item HTTP @tab X
663 @item pipe @tab X
664 @item RTP @tab X
665 @item TCP @tab X
666 @item UDP @tab X
667 @end multitable
668
669 @code{X} means that the protocol is supported.
670
671
672 @section Input/Output Devices
673
674 @multitable @columnfractions .4 .1 .1
675 @item Name @tab Input @tab Output
676 @item ALSA @tab X @tab X
677 @item BEOS audio @tab X @tab X
678 @item BKTR @tab X @tab
679 @item DV1394 @tab X @tab
680 @item JACK @tab X @tab
681 @item LIBDC1394 @tab X @tab
682 @item OSS @tab X @tab X
683 @item Video4Linux @tab X @tab
684 @item Video4Linux2 @tab X @tab
685 @item VfW capture @tab X @tab
686 @item X11 grabbing @tab X @tab
687 @end multitable
688
689 @code{X} means that input/output is supported.
690
691
692 @chapter Platform Specific information
693
694 @section BSD
695
696 BSD make will not build FFmpeg, you need to install and use GNU Make
697 (@file{gmake}).
698
699 @section Windows
700
701 To get help and instructions for building FFmpeg under Windows, check out
702 the FFmpeg Windows Help Forum at
703 @url{http://ffmpeg.arrozcru.org/}.
704
705 @subsection Native Windows compilation
706
707 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
708 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
709 You can find detailed installation
710 instructions in the download section and the FAQ.
711
712 FFmpeg does not build out-of-the-box with the packages the automated MinGW
713 installer provides. It also requires coreutils to be installed and many other
714 packages updated to the latest version. The minimum version for some packages
715 are listed below:
716
717 @itemize
718 @item bash 3.1
719 @item msys-make 3.81-2 (note: not mingw32-make)
720 @item w32api 3.13
721 @item mingw-runtime 3.15
722 @end itemize
723
724 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
725 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
726
727 Within the MSYS shell, configure and make with:
728
729 @example
730 ./configure --enable-memalign-hack --extra-cflags=-fno-common
731 make
732 make install
733 @end example
734
735 This will install @file{ffmpeg.exe} along with many other development files
736 to @file{/usr/local}. You may specify another install path using the
737 @code{--prefix} option in @file{configure}.
738
739 Notes:
740
741 @itemize
742
743 @item In order to compile FFplay, you must have the MinGW development library
744 of SDL. Get it from @url{http://www.libsdl.org}.
745 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
746 where SDL was installed. Verify that @file{sdl-config} can be launched from
747 the MSYS command line.
748
749 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
750 you can build libavutil, libavcodec and libavformat as DLLs.
751
752 @end itemize
753
754 @subsection Microsoft Visual C++ compatibility
755
756 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
757 want to use the libav* libraries in your own applications, you can still
758 compile those applications using MSVC++. But the libav* libraries you link
759 to @emph{must} be built with MinGW. However, you will not be able to debug
760 inside the libav* libraries, since MSVC++ does not recognize the debug
761 symbols generated by GCC.
762 We strongly recommend you to move over from MSVC++ to MinGW tools.
763
764 This description of how to use the FFmpeg libraries with MSVC++ is based on
765 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
766 you might have to modify the procedures slightly.
767
768 @subsubsection Using static libraries
769
770 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
771
772 @enumerate
773
774 @item Create a new console application ("File / New / Project") and then
775 select "Win32 Console Application". On the appropriate page of the
776 Application Wizard, uncheck the "Precompiled headers" option.
777
778 @item Write the source code for your application, or, for testing, just
779 copy the code from an existing sample application into the source file
780 that MSVC++ has already created for you. For example, you can copy
781 @file{libavformat/output-example.c} from the FFmpeg distribution.
782
783 @item Open the "Project / Properties" dialog box. In the "Configuration"
784 combo box, select "All Configurations" so that the changes you make will
785 affect both debug and release builds. In the tree view on the left hand
786 side, select "C/C++ / General", then edit the "Additional Include
787 Directories" setting to contain the path where the FFmpeg includes were
788 installed (i.e. @file{c:\msys\1.0\local\include}).
789 Do not add MinGW's include directory here, or the include files will
790 conflict with MSVC's.
791
792 @item Still in the "Project / Properties" dialog box, select
793 "Linker / General" from the tree view and edit the
794 "Additional Library Directories" setting to contain the @file{lib}
795 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
796 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
797 and the directory where MinGW's GCC libs are installed
798 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
799 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
800 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
801 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
802 to the end of "Additional Dependencies".
803
804 @item Now, select "C/C++ / Code Generation" from the tree view. Select
805 "Debug" in the "Configuration" combo box. Make sure that "Runtime
806 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
807 the "Configuration" combo box and make sure that "Runtime Library" is
808 set to "Multi-threaded DLL".
809
810 @item Click "OK" to close the "Project / Properties" dialog box.
811
812 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
813 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
814 and install it in MSVC++'s include directory
815 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
816
817 @item MSVC++ also does not understand the @code{inline} keyword used by
818 FFmpeg, so you must add this line before @code{#include}ing libav*:
819 @example
820 #define inline _inline
821 @end example
822
823 @item Build your application, everything should work.
824
825 @end enumerate
826
827 @subsubsection Using shared libraries
828
829 This is how to create DLL and LIB files that are compatible with MSVC++:
830
831 @enumerate
832
833 @item Add a call to @file{vcvars32.bat} (which sets up the environment
834 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
835 The standard location for @file{vcvars32.bat} is
836 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
837 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
838 If this corresponds to your setup, add the following line as the first line
839 of @file{msys.bat}:
840
841 @example
842 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
843 @end example
844
845 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
846 and run @file{c:\msys\1.0\msys.bat} from there.
847
848 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
849 from @file{Microsoft (R) Library Manager}, this means your environment
850 variables are set up correctly, the @file{Microsoft (R) Library Manager}
851 is on the path and will be used by FFmpeg to create
852 MSVC++-compatible import libraries.
853
854 @item Build FFmpeg with
855
856 @example
857 ./configure --enable-shared --enable-memalign-hack
858 make
859 make install
860 @end example
861
862 Your install path (@file{/usr/local/} by default) should now have the
863 necessary DLL and LIB files under the @file{bin} directory.
864
865 @end enumerate
866
867 To use those files with MSVC++, do the same as you would do with
868 the static libraries, as described above. But in Step 4,
869 you should only need to add the directory where the LIB files are installed
870 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
871 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
872 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
873 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
874 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
875 statically linked into the DLLs. The @file{bin} directory contains a bunch
876 of DLL files, but the ones that are actually used to run your application
877 are the ones with a major version number in their filenames
878 (i.e. @file{avcodec-51.dll}).
879
880 @subsection Cross compilation for Windows with Linux
881
882 You must use the MinGW cross compilation tools available at
883 @url{http://www.mingw.org/}.
884
885 Then configure FFmpeg with the following options:
886 @example
887 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
888 @end example
889 (you can change the cross-prefix according to the prefix chosen for the
890 MinGW tools).
891
892 Then you can easily test FFmpeg with Wine
893 (@url{http://www.winehq.com/}).
894
895 @subsection Compilation under Cygwin
896
897 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
898 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
899 or leverage the implementation in MinGW (as explained below).
900
901 Just install your Cygwin with all the "Base" packages, plus the
902 following "Devel" ones:
903 @example
904 binutils, gcc-core, make, subversion, mingw-runtime, diffutils
905 @end example
906
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.
909
910 Install the current binutils-20080624-2 as they work fine (the old
911 binutils-20060709-1 proved buggy on shared builds).
912
913 Then create a small library that just contains llrint():
914
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
919
920 Then run
921
922 @example
923 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
924 @end example
925
926 to make a static build or
927
928 @example
929 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
930 @end example
931
932 to build shared libraries.
933
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
939
940 These library packages are only available from Cygwin Ports
941 (@url{http://sourceware.org/cygwinports/}) :
942
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
948
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.
951
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.
954
955 @subsection Crosscompilation for Windows under Cygwin
956
957 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
958
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
964
965 and add some special flags to your configure invocation.
966
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
971
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
976
977 @section BeOS
978
979 BeOS support is broken in mysterious ways.
980
981 @section OS/2
982
983 For information about compiling FFmpeg on OS/2 see
984 @url{http://www.edm2.com/index.php/FFmpeg}.
985
986 @bye