Indeo 5 decoder
[libav.git] / doc / general.texi
1 \input texinfo @c -*- texinfo -*-
2
3 @settitle General Documentation
4 @titlepage
5 @sp 7
6 @center @titlefont{General Documentation}
7 @sp 3
8 @end titlepage
9
10
11 @chapter external libraries
12
13 FFmpeg can be hooked up with a number of external libraries to add support
14 for more formats. None of them are used by default, their use has to be
15 explicitly requested by passing the appropriate flags to @file{./configure}.
16
17 @section OpenCORE AMR
18
19 FFmpeg can make use of the OpenCORE libraries for AMR-NB
20 decoding/encoding and AMR-WB decoding.
21
22 Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
23 installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
24 @code{--enable-libopencore-amrwb} to configure to enable the libraries.
25
26 Note that OpenCORE is under the Apache License 2.0 (see
27 @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
28 incompatible with the LGPL version 2.1 and GPL version 2. You have to
29 upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
30 GPL components, GPL version 3) to use it.
31
32
33 @chapter Supported File Formats and Codecs
34
35 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
36
37 @section File Formats
38
39 FFmpeg supports the following file formats through the @code{libavformat}
40 library:
41
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
44 @item 4xm @tab @tab X
45 @tab 4X Technologies format, used in some games.
46 @item 8088flex TMV @tab @tab X
47 @item Adobe Filmstrip @tab X @tab X
48 @item Audio IFF (AIFF) @tab X @tab X
49 @item American Laser Games MM @tab @tab X
50 @tab Multimedia format used in games like Mad Dog McCree.
51 @item 3GPP AMR @tab X @tab X
52 @item ASF @tab X @tab X
53 @item AVI @tab X @tab X
54 @item AVISynth @tab @tab X
55 @item AVS @tab @tab X
56 @tab Multimedia format used by the Creature Shock game.
57 @item Beam Software SIFF @tab @tab X
58 @tab Audio and video format used in some games by Beam Software.
59 @item Bethesda Softworks VID @tab @tab X
60 @tab Used in some games from Bethesda Softworks.
61 @item Bink @tab @tab X
62 @tab Multimedia format used by many games.
63 @item Brute Force & Ignorance @tab @tab X
64 @tab Used in the game Flash Traffic: City of Angels.
65 @item Interplay C93 @tab @tab X
66 @tab Used in the game Cyberia from Interplay.
67 @item Delphine Software International CIN @tab @tab X
68 @tab Multimedia format used by Delphine Software games.
69 @item CD+G @tab @tab X
70 @tab Video format used by CD+G karaoke disks
71 @item Core Audio Format @tab @tab X
72 @tab Apple Core Audio Format
73 @item CRC testing format @tab X @tab
74 @item Creative Voice @tab X @tab X
75 @tab Created for the Sound Blaster Pro.
76 @item CRYO APC @tab @tab X
77 @tab Audio format used in some games by CRYO Interactive Entertainment.
78 @item D-Cinema audio @tab X @tab X
79 @item Deluxe Paint Animation @tab @tab X
80 @item DV video @tab X @tab X
81 @item DXA @tab @tab X
82 @tab This format is used in the non-Windows version of the Feeble Files
83 game and different game cutscenes repacked for use with ScummVM.
84 @item Electronic Arts cdata @tab @tab X
85 @item Electronic Arts Multimedia @tab @tab X
86 @tab Used in various EA games; files have extensions like WVE and UV2.
87 @item FFM (FFserver live feed) @tab X @tab X
88 @item Flash (SWF) @tab X @tab X
89 @item Flash 9 (AVM2) @tab X @tab X
90 @tab Only embedded audio is decoded.
91 @item FLI/FLC/FLX animation @tab @tab X
92 @tab .fli/.flc files
93 @item Flash Video (FLV) @tab @tab X
94 @tab Macromedia Flash video files
95 @item framecrc testing format @tab X @tab
96 @item FunCom ISS @tab @tab X
97 @tab Audio format used in various games from FunCom like The Longest Journey.
98 @item GIF Animation @tab X @tab
99 @item GXF @tab X @tab X
100 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
101 playout servers.
102 @item id Quake II CIN video @tab @tab X
103 @item id RoQ @tab X @tab X
104 @tab Used in Quake III, Jedi Knight 2, other computer games.
105 @item IEC61937 encapsulation @tab X @tab
106 @item IFF @tab @tab X
107 @tab Interchange File Format
108 @item Interplay MVE @tab @tab X
109 @tab Format used in various Interplay computer games.
110 @item IV8 @tab @tab X
111 @tab A format generated by IndigoVision 8000 video server.
112 @item LMLM4 @tab @tab X
113 @tab Used by Linux Media Labs MPEG-4 PCI boards
114 @item Matroska @tab X @tab X
115 @item Matroska audio @tab X @tab
116 @item MAXIS XA @tab @tab X
117 @tab Used in Sim City 3000; file extension .xa.
118 @item MD Studio @tab @tab X
119 @item Monkey's Audio @tab @tab X
120 @item Motion Pixels MVI @tab @tab X
121 @item MOV/QuickTime/MP4 @tab X @tab X
122 @tab 3GP, 3GP2, PSP, iPod variants supported
123 @item MP2 @tab X @tab X
124 @item MP3 @tab X @tab X
125 @item MPEG-1 System @tab X @tab X
126 @tab muxed audio and video, VCD format supported
127 @item MPEG-PS (program stream) @tab X @tab X
128 @tab also known as @code{VOB} file, SVCD and DVD format supported
129 @item MPEG-TS (transport stream) @tab X @tab X
130 @tab also known as DVB Transport Stream
131 @item MPEG-4 @tab X @tab X
132 @tab MPEG-4 is a variant of QuickTime.
133 @item MIME multipart JPEG @tab X @tab
134 @item MSN TCP webcam @tab @tab X
135 @tab Used by MSN Messenger webcam streams.
136 @item MTV @tab @tab X
137 @item Musepack @tab @tab X
138 @item Musepack SV8 @tab @tab X
139 @item Material eXchange Format (MXF) @tab X @tab X
140 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
141 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
142 @tab SMPTE 386M, D-10/IMX Mapping.
143 @item NC camera feed @tab @tab X
144 @tab NC (AVIP NC4600) camera streams
145 @item NTT TwinVQ (VQF) @tab @tab X
146 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
147 @item Nullsoft Streaming Video @tab @tab X
148 @item NuppelVideo @tab @tab X
149 @item NUT @tab X @tab X
150 @tab NUT Open Container Format
151 @item Ogg @tab X @tab X
152 @item TechnoTrend PVA @tab @tab X
153 @tab Used by TechnoTrend DVB PCI boards.
154 @item QCP @tab @tab X
155 @item raw ADTS (AAC) @tab X @tab X
156 @item raw AC-3 @tab X @tab X
157 @item raw Chinese AVS video @tab @tab X
158 @item raw CRI ADX @tab X @tab X
159 @item raw Dirac @tab X @tab X
160 @item raw DNxHD @tab X @tab X
161 @item raw DTS @tab X @tab X
162 @item raw E-AC-3 @tab X @tab X
163 @item raw FLAC @tab X @tab X
164 @item raw GSM @tab @tab X
165 @item raw H.261 @tab X @tab X
166 @item raw H.263 @tab X @tab X
167 @item raw H.264 @tab X @tab X
168 @item raw Ingenient MJPEG @tab @tab X
169 @item raw MJPEG @tab X @tab X
170 @item raw MLP @tab @tab X
171 @item raw MPEG @tab @tab X
172 @item raw MPEG-1 @tab @tab X
173 @item raw MPEG-2 @tab @tab X
174 @item raw MPEG-4 @tab X @tab X
175 @item raw NULL @tab X @tab
176 @item raw video @tab X @tab X
177 @item raw id RoQ @tab X @tab
178 @item raw Shorten @tab @tab X
179 @item raw TrueHD @tab X @tab X
180 @item raw VC-1 @tab @tab X
181 @item raw PCM A-law @tab X @tab X
182 @item raw PCM mu-law @tab X @tab X
183 @item raw PCM signed 8 bit @tab X @tab X
184 @item raw PCM signed 16 bit big-endian @tab X @tab X
185 @item raw PCM signed 16 bit little-endian @tab X @tab X
186 @item raw PCM signed 24 bit big-endian @tab X @tab X
187 @item raw PCM signed 24 bit little-endian @tab X @tab X
188 @item raw PCM signed 32 bit big-endian @tab X @tab X
189 @item raw PCM signed 32 bit little-endian @tab X @tab X
190 @item raw PCM unsigned 8 bit @tab X @tab X
191 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
192 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
193 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
194 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
195 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
196 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
197 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
198 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
199 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
200 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
201 @item RDT @tab @tab X
202 @item REDCODE R3D @tab @tab X
203 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
204 @item RealMedia @tab X @tab X
205 @item Redirector @tab @tab X
206 @item Renderware TeXture Dictionary @tab @tab X
207 @item RL2 @tab @tab X
208 @tab Audio and video format used in some games by Entertainment Software Partners.
209 @item RPL/ARMovie @tab @tab X
210 @item RTMP @tab X @tab X
211 @tab Output is performed by publishing stream to RTMP server
212 @item RTP @tab @tab X
213 @item RTSP @tab @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
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 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 Brute Force & Ignorance @tab @tab X
335 @tab Used in the game Flash Traffic: City of Angels.
336 @item C93 video @tab @tab X
337 @tab Codec used in Cyberia game.
338 @item CamStudio @tab @tab X
339 @tab fourcc: CSCD
340 @item CD+G @tab @tab X
341 @tab Video codec for CD+G karaoke disks
342 @item Chinese AVS video @tab @tab X
343 @tab AVS1-P2, JiZhun profile
344 @item Delphine Software International CIN video @tab @tab X
345 @tab Codec used in Delphine Software International games.
346 @item Cinepak @tab @tab X
347 @item Cirrus Logic AccuPak @tab @tab X
348 @tab fourcc: CLJR
349 @item Creative YUV (CYUV) @tab @tab X
350 @item Dirac @tab E @tab E
351 @tab supported through external libdirac/libschroedinger libraries
352 @item Deluxe Paint Animation @tab @tab X
353 @item DNxHD @tab X @tab X
354 @tab aka SMPTE VC3
355 @item Duck TrueMotion 1.0 @tab @tab X
356 @tab fourcc: DUCK
357 @item Duck TrueMotion 2.0 @tab @tab X
358 @tab fourcc: TM20
359 @item DV (Digital Video) @tab X @tab X
360 @item Feeble Files/ScummVM DXA @tab @tab X
361 @tab Codec originally used in Feeble Files game.
362 @item Electronic Arts CMV video @tab @tab X
363 @tab Used in NHL 95 game.
364 @item Electronic Arts Madcow video @tab @tab X
365 @item Electronic Arts TGV video @tab @tab X
366 @item Electronic Arts TGQ video @tab @tab X
367 @item Electronic Arts TQI video @tab @tab X
368 @item Escape 124 @tab @tab X
369 @item FFmpeg video codec #1 @tab X @tab X
370 @tab experimental lossless codec (fourcc: FFV1)
371 @item Flash Screen Video v1 @tab X @tab X
372 @tab fourcc: FSV1
373 @item Flash Video (FLV) @tab X @tab X
374 @tab Sorenson H.263 used in Flash
375 @item Fraps @tab @tab X
376 @item H.261 @tab X @tab X
377 @item H.263 / H.263-1996 @tab X @tab X
378 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
379 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
380 @tab encoding supported through external library libx264
381 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
382 @item HuffYUV @tab X @tab X
383 @item HuffYUV FFmpeg variant @tab X @tab X
384 @item IBM Ultimotion @tab @tab X
385 @tab fourcc: ULTI
386 @item id Cinematic video @tab @tab X
387 @tab Used in Quake II.
388 @item id RoQ video @tab X @tab X
389 @tab Used in Quake III, Jedi Knight 2, other computer games.
390 @item IFF ILBM @tab @tab X
391 @tab IFF interlaved bitmap
392 @item IFF ByteRun1 @tab @tab X
393 @tab IFF run length encoded bitmap
394 @item Intel H.263 @tab @tab X
395 @item Intel Indeo 2 @tab @tab X
396 @item Intel Indeo 3 @tab @tab X
397 @item Intel Indeo 5 @tab @tab X
398 @item Interplay C93 @tab @tab X
399 @tab Used in the game Cyberia from Interplay.
400 @item Interplay MVE video @tab @tab X
401 @tab Used in Interplay .MVE files.
402 @item Karl Morton's video codec @tab @tab X
403 @tab Codec used in Worms games.
404 @item LCL (LossLess Codec Library) MSZH @tab @tab X
405 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
406 @item LOCO @tab @tab X
407 @item lossless MJPEG @tab X @tab X
408 @item Microsoft RLE @tab @tab X
409 @item Microsoft Video 1 @tab @tab X
410 @item Mimic @tab @tab X
411 @tab Used in MSN Messenger Webcam streams.
412 @item Miro VideoXL @tab @tab X
413 @tab fourcc: VIXL
414 @item MJPEG (Motion JPEG) @tab X @tab X
415 @item Motion Pixels video @tab @tab X
416 @item MPEG-1 video @tab X @tab X
417 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
418 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
419 @item MPEG-2 video @tab X @tab X
420 @item MPEG-4 part 2 @tab X @tab X
421 @ libxvidcore can be used alternatively for encoding.
422 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
423 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
424 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
425 @item Nintendo Gamecube THP video @tab @tab X
426 @item NuppelVideo/RTjpeg @tab @tab X
427 @tab Video encoding used in NuppelVideo files.
428 @item On2 VP3 @tab @tab X
429 @tab still experimental
430 @item On2 VP5 @tab @tab X
431 @tab fourcc: VP50
432 @item On2 VP6 @tab @tab X
433 @tab fourcc: VP60,VP61,VP62
434 @item planar RGB @tab @tab X
435 @tab fourcc: 8BPS
436 @item Q-team QPEG @tab @tab X
437 @tab fourccs: QPEG, Q1.0, Q1.1
438 @item QuickTime 8BPS video @tab @tab X
439 @item QuickTime Animation (RLE) video @tab X @tab X
440 @tab fourcc: 'rle '
441 @item QuickTime Graphics (SMC) @tab @tab X
442 @tab fourcc: 'smc '
443 @item QuickTime video (RPZA) @tab @tab X
444 @tab fourcc: rpza
445 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
446 @item Raw Video @tab X @tab X
447 @item RealVideo 1.0 @tab X @tab X
448 @item RealVideo 2.0 @tab X @tab X
449 @item RealVideo 3.0 @tab @tab X
450 @tab still far from ideal
451 @item RealVideo 4.0 @tab @tab X
452 @item Renderware TXD (TeXture Dictionary) @tab @tab X
453 @tab Texture dictionaries used by the Renderware Engine.
454 @item RL2 video @tab @tab X
455 @tab used in some games by Entertainment Software Partners
456 @item Sierra VMD video @tab @tab X
457 @tab Used in Sierra VMD files.
458 @item Smacker video @tab @tab X
459 @tab Video encoding used in Smacker.
460 @item SMPTE VC-1 @tab @tab X
461 @item Snow @tab X @tab X
462 @tab experimental wavelet codec (fourcc: SNOW)
463 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
464 @item Sorenson Vector Quantizer 1 @tab X @tab X
465 @tab fourcc: SVQ1
466 @item Sorenson Vector Quantizer 3 @tab @tab X
467 @tab fourcc: SVQ3
468 @item Sunplus JPEG (SP5X) @tab @tab X
469 @tab fourcc: SP5X
470 @item TechSmith Screen Capture Codec @tab @tab X
471 @tab fourcc: TSCC
472 @item Theora @tab E @tab X
473 @tab encoding supported through external library libtheora
474 @item Tiertex Limited SEQ video @tab @tab X
475 @tab Codec used in DOS CD-ROM FlashBack game.
476 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
477 @item VMware Screen Codec / VMware Video @tab @tab X
478 @tab Codec used in videos captured by VMware.
479 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
480 @item Windows Media Video 7 @tab X @tab X
481 @item Windows Media Video 8 @tab X @tab X
482 @item Windows Media Video 9 @tab @tab X
483 @tab not completely working
484 @item Wing Commander III / Xan @tab @tab X
485 @tab Used in Wing Commander III .MVE files.
486 @item Winnov WNV1 @tab @tab X
487 @item WMV7 @tab X @tab X
488 @item YAMAHA SMAF @tab X @tab X
489 @item ZLIB @tab X @tab X
490 @tab part of LCL, encoder experimental
491 @item Zip Motion Blocks Video @tab X @tab X
492 @tab Encoder works only in PAL8.
493 @end multitable
494
495 @code{X} means that encoding (resp. decoding) is supported.
496
497 @code{E} means that support is provided through an external library.
498
499 @section Audio Codecs
500
501 @multitable @columnfractions .4 .1 .1 .4
502 @item Name @tab Encoding @tab Decoding @tab Comments
503 @item 8SVX audio @tab @tab X
504 @item AAC @tab E @tab X
505 @tab encoding supported through external library libfaac
506 @item AC-3 @tab IX @tab X
507 @item ADPCM 4X Movie @tab @tab X
508 @item ADPCM CDROM XA @tab @tab X
509 @item ADPCM Creative Technology @tab @tab X
510 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
511 @item ADPCM Electronic Arts @tab @tab X
512 @tab Used in various EA titles.
513 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
514 @tab Used in Sim City 3000.
515 @item ADPCM Electronic Arts R1 @tab @tab X
516 @item ADPCM Electronic Arts R2 @tab @tab X
517 @item ADPCM Electronic Arts R3 @tab @tab X
518 @item ADPCM Electronic Arts XAS @tab @tab X
519 @item ADPCM G.726 @tab X @tab X
520 @item ADPCM IMA AMV @tab @tab X
521 @tab Used in AMV files
522 @item ADPCM IMA Electronic Arts EACS @tab @tab X
523 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
524 @item ADPCM IMA Funcom @tab @tab X
525 @item ADPCM IMA QuickTime @tab X @tab X
526 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
527 @item ADPCM IMA WAV @tab X @tab X
528 @item ADPCM IMA Westwood @tab @tab X
529 @item ADPCM ISS IMA @tab @tab X
530 @tab Used in FunCom games.
531 @item ADPCM IMA Duck DK3 @tab @tab X
532 @tab Used in some Sega Saturn console games.
533 @item ADPCM IMA Duck DK4 @tab @tab X
534 @tab Used in some Sega Saturn console games.
535 @item ADPCM Microsoft @tab X @tab X
536 @item ADPCM MS IMA @tab X @tab X
537 @item ADPCM Nintendo Gamecube THP @tab @tab X
538 @item ADPCM QT IMA @tab X @tab X
539 @item ADPCM SEGA CRI ADX @tab X @tab X
540 @tab Used in Sega Dreamcast games.
541 @item ADPCM Shockwave Flash @tab X @tab X
542 @item ADPCM SMJPEG IMA @tab @tab X
543 @tab Used in certain Loki game ports.
544 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
545 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
546 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
547 @item ADPCM Westwood Studios IMA @tab @tab X
548 @tab Used in Westwood Studios games like Command and Conquer.
549 @item ADPCM Yamaha @tab X @tab X
550 @item AMR-NB @tab E @tab E
551 @tab supported through external library libopencore-amrnb
552 @item AMR-WB @tab @tab E
553 @tab decoding supported through external library libopencore-amrwb
554 @item Apple lossless audio @tab X @tab X
555 @tab QuickTime fourcc 'alac'
556 @item Atrac 1 @tab @tab X
557 @item Atrac 3 @tab @tab X
558 @item Bink Audio @tab @tab X
559 @tab Used in Bink and Smacker files in many games.
560 @item Delphine Software International CIN audio @tab @tab X
561 @tab Codec used in Delphine Software International games.
562 @item COOK @tab @tab X
563 @tab All versions except 5.1 are supported.
564 @item DCA (DTS Coherent Acoustics) @tab @tab X
565 @item DPCM id RoQ @tab X @tab X
566 @tab Used in Quake III, Jedi Knight 2, other computer games.
567 @item DPCM Interplay @tab @tab X
568 @tab Used in various Interplay computer games.
569 @item DPCM Sierra Online @tab @tab X
570 @tab Used in Sierra Online game audio files.
571 @item DPCM Sol @tab @tab X
572 @item DPCM Xan @tab @tab X
573 @tab Used in Origin's Wing Commander IV AVI files.
574 @item DSP Group TrueSpeech @tab @tab X
575 @item DV audio @tab @tab X
576 @item Enhanced AC-3 @tab @tab X
577 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
578 @item G.729 @tab @tab X
579 @item GSM @tab E @tab E
580 @tab supported through external library libgsm
581 @item GSM Microsoft variant @tab E @tab E
582 @tab supported through external library libgsm
583 @item IMC (Intel Music Coder) @tab @tab X
584 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
585 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
586 @item MLP (Meridian Lossless Packing) @tab @tab X
587 @tab Used in DVD-Audio discs.
588 @item Monkey's Audio @tab @tab X
589 @tab Only versions 3.97-3.99 are supported.
590 @item MP1 (MPEG audio layer 1) @tab @tab IX
591 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
592 @item MP3 (MPEG audio layer 3) @tab E @tab IX
593 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
594 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
595 @item Musepack SV7 @tab @tab X
596 @item Musepack SV8 @tab @tab X
597 @item Nellymoser Asao @tab X @tab X
598 @item PCM A-law @tab X @tab X
599 @item PCM mu-law @tab X @tab X
600 @item PCM 16-bit little-endian planar @tab @tab X
601 @item PCM 32-bit floating point big-endian @tab X @tab X
602 @item PCM 32-bit floating point little-endian @tab X @tab X
603 @item PCM 64-bit floating point big-endian @tab X @tab X
604 @item PCM 64-bit floating point little-endian @tab X @tab X
605 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
606 @item PCM signed 8-bit @tab X @tab X
607 @item PCM signed 16-bit big-endian @tab X @tab X
608 @item PCM signed 16-bit little-endian @tab X @tab X
609 @item PCM signed 24-bit big-endian @tab X @tab X
610 @item PCM signed 24-bit little-endian @tab X @tab X
611 @item PCM signed 32-bit big-endian @tab X @tab X
612 @item PCM signed 32-bit little-endian @tab X @tab X
613 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
614 @item PCM unsigned 8-bit @tab X @tab X
615 @item PCM unsigned 16-bit big-endian @tab X @tab X
616 @item PCM unsigned 16-bit little-endian @tab X @tab X
617 @item PCM unsigned 24-bit big-endian @tab X @tab X
618 @item PCM unsigned 24-bit little-endian @tab X @tab X
619 @item PCM unsigned 32-bit big-endian @tab X @tab X
620 @item PCM unsigned 32-bit little-endian @tab X @tab X
621 @item PCM Zork @tab X @tab X
622 @item QCELP / PureVoice @tab @tab X
623 @item QDesign Music Codec 2 @tab @tab X
624 @tab There are still some distortions.
625 @item RealAudio 1.0 (14.4K) @tab @tab X
626 @tab Real 14400 bit/s codec
627 @item RealAudio 2.0 (28.8K) @tab @tab X
628 @tab Real 28800 bit/s codec
629 @item RealAudio 3.0 (dnet) @tab IX @tab X
630 @tab Real low bitrate AC-3 codec
631 @item RealAudio SIPR / ACELP.NET @tab @tab X
632 @item Shorten @tab @tab X
633 @item Sierra VMD audio @tab @tab X
634 @tab Used in Sierra VMD files.
635 @item Smacker audio @tab @tab X
636 @item Sonic @tab X @tab X
637 @tab experimental codec
638 @item Sonic lossless @tab X @tab X
639 @tab experimental codec
640 @item Speex @tab @tab E
641 @tab supported through external library libspeex
642 @item True Audio (TTA) @tab @tab X
643 @item TrueHD @tab @tab X
644 @tab Used in HD-DVD and Blu-Ray discs.
645 @item TwinVQ (VQF flavor) @tab @tab X
646 @item Vorbis @tab E @tab X
647 @ A native but very primitive encoder exists.
648 @item WavPack @tab @tab X
649 @item Westwood Audio (SND1) @tab @tab X
650 @item Windows Media Audio 1 @tab X @tab X
651 @item Windows Media Audio 2 @tab X @tab X
652 @item Windows Media Audio Pro @tab @tab X
653 @end multitable
654
655 @code{X} means that encoding (resp. decoding) is supported.
656
657 @code{E} means that support is provided through an external library.
658
659 @code{I} means that an integer-only version is available, too (ensures high
660 performance on systems without hardware floating point support).
661
662 @section Subtitle Formats
663
664 @multitable @columnfractions .4 .1 .1 .1 .1
665 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
666 @item SSA/ASS @tab X @tab X
667 @item DVB @tab X @tab X @tab X @tab X
668 @item DVD @tab X @tab X @tab X @tab X
669 @item PGS @tab @tab @tab @tab X
670 @item XSUB @tab @tab @tab X @tab X
671 @end multitable
672
673 @code{X} means that the feature is supported.
674
675 @section Network Protocols
676
677 @multitable @columnfractions .4 .1
678 @item Name @tab Support
679 @item file @tab X
680 @item Gopher @tab X
681 @item HTTP @tab X
682 @item pipe @tab X
683 @item RTP @tab X
684 @item TCP @tab X
685 @item UDP @tab X
686 @end multitable
687
688 @code{X} means that the protocol is supported.
689
690
691 @section Input/Output Devices
692
693 @multitable @columnfractions .4 .1 .1
694 @item Name @tab Input @tab Output
695 @item ALSA @tab X @tab X
696 @item BEOS audio @tab X @tab X
697 @item BKTR @tab X @tab
698 @item DV1394 @tab X @tab
699 @item JACK @tab X @tab
700 @item LIBDC1394 @tab X @tab
701 @item OSS @tab X @tab X
702 @item Video4Linux @tab X @tab
703 @item Video4Linux2 @tab X @tab
704 @item VfW capture @tab X @tab
705 @item X11 grabbing @tab X @tab
706 @end multitable
707
708 @code{X} means that input/output is supported.
709
710
711 @chapter Platform Specific information
712
713 @section BSD
714
715 BSD make will not build FFmpeg, you need to install and use GNU Make
716 (@file{gmake}).
717
718 @section Windows
719
720 To get help and instructions for building FFmpeg under Windows, check out
721 the FFmpeg Windows Help Forum at
722 @url{http://ffmpeg.arrozcru.org/}.
723
724 @subsection Native Windows compilation
725
726 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
727 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
728 You can find detailed installation
729 instructions in the download section and the FAQ.
730
731 FFmpeg does not build out-of-the-box with the packages the automated MinGW
732 installer provides. It also requires coreutils to be installed and many other
733 packages updated to the latest version. The minimum version for some packages
734 are listed below:
735
736 @itemize
737 @item bash 3.1
738 @item msys-make 3.81-2 (note: not mingw32-make)
739 @item w32api 3.13
740 @item mingw-runtime 3.15
741 @end itemize
742
743 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
744 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
745
746 Within the MSYS shell, configure and make with:
747
748 @example
749 ./configure --enable-memalign-hack
750 make
751 make install
752 @end example
753
754 This will install @file{ffmpeg.exe} along with many other development files
755 to @file{/usr/local}. You may specify another install path using the
756 @code{--prefix} option in @file{configure}.
757
758 Notes:
759
760 @itemize
761
762 @item Building natively using MSYS can be sped up by disabling implicit rules
763 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
764 speed up is close to non-existent for normal one-off builds and is only
765 noticeable when running make for a second time (for example in
766 @code{make install}).
767
768 @item In order to compile FFplay, you must have the MinGW development library
769 of SDL. Get it from @url{http://www.libsdl.org}.
770 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
771 where SDL was installed. Verify that @file{sdl-config} can be launched from
772 the MSYS command line.
773
774 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
775 you can build libavutil, libavcodec and libavformat as DLLs.
776
777 @end itemize
778
779 @subsection Microsoft Visual C++ compatibility
780
781 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
782 want to use the libav* libraries in your own applications, you can still
783 compile those applications using MSVC++. But the libav* libraries you link
784 to @emph{must} be built with MinGW. However, you will not be able to debug
785 inside the libav* libraries, since MSVC++ does not recognize the debug
786 symbols generated by GCC.
787 We strongly recommend you to move over from MSVC++ to MinGW tools.
788
789 This description of how to use the FFmpeg libraries with MSVC++ is based on
790 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
791 you might have to modify the procedures slightly.
792
793 @subsubsection Using static libraries
794
795 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
796
797 @enumerate
798
799 @item Create a new console application ("File / New / Project") and then
800 select "Win32 Console Application". On the appropriate page of the
801 Application Wizard, uncheck the "Precompiled headers" option.
802
803 @item Write the source code for your application, or, for testing, just
804 copy the code from an existing sample application into the source file
805 that MSVC++ has already created for you. For example, you can copy
806 @file{libavformat/output-example.c} from the FFmpeg distribution.
807
808 @item Open the "Project / Properties" dialog box. In the "Configuration"
809 combo box, select "All Configurations" so that the changes you make will
810 affect both debug and release builds. In the tree view on the left hand
811 side, select "C/C++ / General", then edit the "Additional Include
812 Directories" setting to contain the path where the FFmpeg includes were
813 installed (i.e. @file{c:\msys\1.0\local\include}).
814 Do not add MinGW's include directory here, or the include files will
815 conflict with MSVC's.
816
817 @item Still in the "Project / Properties" dialog box, select
818 "Linker / General" from the tree view and edit the
819 "Additional Library Directories" setting to contain the @file{lib}
820 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
821 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
822 and the directory where MinGW's GCC libs are installed
823 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
824 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
825 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
826 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
827 to the end of "Additional Dependencies".
828
829 @item Now, select "C/C++ / Code Generation" from the tree view. Select
830 "Debug" in the "Configuration" combo box. Make sure that "Runtime
831 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
832 the "Configuration" combo box and make sure that "Runtime Library" is
833 set to "Multi-threaded DLL".
834
835 @item Click "OK" to close the "Project / Properties" dialog box.
836
837 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
838 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
839 and install it in MSVC++'s include directory
840 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
841
842 @item MSVC++ also does not understand the @code{inline} keyword used by
843 FFmpeg, so you must add this line before @code{#include}ing libav*:
844 @example
845 #define inline _inline
846 @end example
847
848 @item Build your application, everything should work.
849
850 @end enumerate
851
852 @subsubsection Using shared libraries
853
854 This is how to create DLL and LIB files that are compatible with MSVC++:
855
856 @enumerate
857
858 @item Add a call to @file{vcvars32.bat} (which sets up the environment
859 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
860 The standard location for @file{vcvars32.bat} is
861 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
862 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
863 If this corresponds to your setup, add the following line as the first line
864 of @file{msys.bat}:
865
866 @example
867 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
868 @end example
869
870 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
871 and run @file{c:\msys\1.0\msys.bat} from there.
872
873 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
874 from @file{Microsoft (R) Library Manager}, this means your environment
875 variables are set up correctly, the @file{Microsoft (R) Library Manager}
876 is on the path and will be used by FFmpeg to create
877 MSVC++-compatible import libraries.
878
879 @item Build FFmpeg with
880
881 @example
882 ./configure --enable-shared --enable-memalign-hack
883 make
884 make install
885 @end example
886
887 Your install path (@file{/usr/local/} by default) should now have the
888 necessary DLL and LIB files under the @file{bin} directory.
889
890 @end enumerate
891
892 To use those files with MSVC++, do the same as you would do with
893 the static libraries, as described above. But in Step 4,
894 you should only need to add the directory where the LIB files are installed
895 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
896 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
897 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
898 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
899 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
900 statically linked into the DLLs. The @file{bin} directory contains a bunch
901 of DLL files, but the ones that are actually used to run your application
902 are the ones with a major version number in their filenames
903 (i.e. @file{avcodec-51.dll}).
904
905 @subsection Cross compilation for Windows with Linux
906
907 You must use the MinGW cross compilation tools available at
908 @url{http://www.mingw.org/}.
909
910 Then configure FFmpeg with the following options:
911 @example
912 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
913 @end example
914 (you can change the cross-prefix according to the prefix chosen for the
915 MinGW tools).
916
917 Then you can easily test FFmpeg with Wine
918 (@url{http://www.winehq.com/}).
919
920 @subsection Compilation under Cygwin
921
922 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
923 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
924 or leverage the implementation in MinGW (as explained below).
925
926 Just install your Cygwin with all the "Base" packages, plus the
927 following "Devel" ones:
928 @example
929 binutils, gcc-core, make, subversion, mingw-runtime
930 @end example
931
932 And the following "Utils" one:
933 @example
934 diffutils
935 @end example
936
937 The experimental gcc4 package is still buggy, hence please
938 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
939
940 Install the current binutils-20080624-2 as they work fine (the old
941 binutils-20060709-1 proved buggy on shared builds).
942
943 Then create a small library that just contains llrint():
944
945 @example
946 ar x /usr/lib/mingw/libmingwex.a llrint.o
947 ar cq /usr/local/lib/libllrint.a llrint.o
948 @end example
949
950 Then run
951
952 @example
953 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
954 @end example
955
956 to make a static build or
957
958 @example
959 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
960 @end example
961
962 to build shared libraries.
963
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
969
970 These library packages are only available from Cygwin Ports
971 (@url{http://sourceware.org/cygwinports/}) :
972
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
978
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.
981
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.
984
985 @subsection Crosscompilation for Windows under Cygwin
986
987 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
988
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
994
995 and add some special flags to your configure invocation.
996
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
1001
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
1006
1007 @section BeOS
1008
1009 BeOS support is broken in mysterious ways.
1010
1011 @section OS/2
1012
1013 For information about compiling FFmpeg on OS/2 see
1014 @url{http://www.edm2.com/index.php/FFmpeg}.
1015
1016 @bye