AMR-WB decoder, written as part of Google Summer of Code 2010 by Marcelo
[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{} 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{} for details), which is
28 incompatible with the LGPL version 2.1 and GPL version 2. You have to
29 upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
30 GPL components, GPL version 3) to use it.
33 @chapter Supported File Formats and Codecs
35 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
37 @section File Formats
39 FFmpeg supports the following file formats through the @code{libavformat}
40 library:
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
44 @item 4xm @tab @tab X
45 @tab 4X Technologies format, used in some games.
46 @item 8088flex TMV @tab @tab X
47 @item Adobe Filmstrip @tab X @tab X
48 @item Audio IFF (AIFF) @tab X @tab X
49 @item American Laser Games MM @tab @tab X
50 @tab Multimedia format used in games like Mad Dog McCree.
51 @item 3GPP AMR @tab X @tab X
52 @item Apple HTTP Live Streaming @tab @tab X
53 @item ASF @tab X @tab X
54 @item AVI @tab X @tab X
55 @item AVISynth @tab @tab X
56 @item AVS @tab @tab X
57 @tab Multimedia format used by the Creature Shock game.
58 @item Beam Software SIFF @tab @tab X
59 @tab Audio and video format used in some games by Beam Software.
60 @item Bethesda Softworks VID @tab @tab X
61 @tab Used in some games from Bethesda Softworks.
62 @item Bink @tab @tab X
63 @tab Multimedia format used by many games.
64 @item Brute Force & Ignorance @tab @tab X
65 @tab Used in the game Flash Traffic: City of Angels.
66 @item Interplay C93 @tab @tab X
67 @tab Used in the game Cyberia from Interplay.
68 @item Delphine Software International CIN @tab @tab X
69 @tab Multimedia format used by Delphine Software games.
70 @item CD+G @tab @tab X
71 @tab Video format used by CD+G karaoke disks
72 @item Core Audio Format @tab @tab X
73 @tab Apple Core Audio Format
74 @item CRC testing format @tab X @tab
75 @item Creative Voice @tab X @tab X
76 @tab Created for the Sound Blaster Pro.
77 @item CRYO APC @tab @tab X
78 @tab Audio format used in some games by CRYO Interactive Entertainment.
79 @item D-Cinema audio @tab X @tab X
80 @item Deluxe Paint Animation @tab @tab X
81 @item DV video @tab X @tab X
82 @item DXA @tab @tab X
83 @tab This format is used in the non-Windows version of the Feeble Files
84 game and different game cutscenes repacked for use with ScummVM.
85 @item Electronic Arts cdata @tab @tab X
86 @item Electronic Arts Multimedia @tab @tab X
87 @tab Used in various EA games; files have extensions like WVE and UV2.
88 @item FFM (FFserver live feed) @tab X @tab X
89 @item Flash (SWF) @tab X @tab X
90 @item Flash 9 (AVM2) @tab X @tab X
91 @tab Only embedded audio is decoded.
92 @item FLI/FLC/FLX animation @tab @tab X
93 @tab .fli/.flc files
94 @item Flash Video (FLV) @tab @tab X
95 @tab Macromedia Flash video files
96 @item framecrc testing format @tab X @tab
97 @item FunCom ISS @tab @tab X
98 @tab Audio format used in various games from FunCom like The Longest Journey.
99 @item GIF Animation @tab X @tab
100 @item GXF @tab X @tab X
101 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
102 playout servers.
103 @item id Quake II CIN video @tab @tab X
104 @item id RoQ @tab X @tab X
105 @tab Used in Quake III, Jedi Knight 2, other computer games.
106 @item IEC61937 encapsulation @tab X @tab X
107 @item IFF @tab @tab X
108 @tab Interchange File Format
109 @item Interplay MVE @tab @tab X
110 @tab Format used in various Interplay computer games.
111 @item IV8 @tab @tab X
112 @tab A format generated by IndigoVision 8000 video server.
113 @item IVF (On2) @tab @tab X
114 @tab A format used by libvpx
115 @item LMLM4 @tab @tab X
116 @tab Used by Linux Media Labs MPEG-4 PCI boards
117 @item LXF @tab @tab X
118 @tab VR native stream format, used by Leitch/Harris' video servers.
119 @item Matroska @tab X @tab X
120 @item Matroska audio @tab X @tab
121 @item MAXIS XA @tab @tab X
122 @tab Used in Sim City 3000; file extension .xa.
123 @item MD Studio @tab @tab X
124 @item Mobotix .mxg @tab @tab X
125 @item Monkey's Audio @tab @tab X
126 @item Motion Pixels MVI @tab @tab X
127 @item MOV/QuickTime/MP4 @tab X @tab X
128 @tab 3GP, 3GP2, PSP, iPod variants supported
129 @item MP2 @tab X @tab X
130 @item MP3 @tab X @tab X
131 @item MPEG-1 System @tab X @tab X
132 @tab muxed audio and video, VCD format supported
133 @item MPEG-PS (program stream) @tab X @tab X
134 @tab also known as @code{VOB} file, SVCD and DVD format supported
135 @item MPEG-TS (transport stream) @tab X @tab X
136 @tab also known as DVB Transport Stream
137 @item MPEG-4 @tab X @tab X
138 @tab MPEG-4 is a variant of QuickTime.
139 @item MIME multipart JPEG @tab X @tab
140 @item MSN TCP webcam @tab @tab X
141 @tab Used by MSN Messenger webcam streams.
142 @item MTV @tab @tab X
143 @item Musepack @tab @tab X
144 @item Musepack SV8 @tab @tab X
145 @item Material eXchange Format (MXF) @tab X @tab X
146 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
147 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
148 @tab SMPTE 386M, D-10/IMX Mapping.
149 @item NC camera feed @tab @tab X
150 @tab NC (AVIP NC4600) camera streams
151 @item NTT TwinVQ (VQF) @tab @tab X
152 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
153 @item Nullsoft Streaming Video @tab @tab X
154 @item NuppelVideo @tab @tab X
155 @item NUT @tab X @tab X
156 @tab NUT Open Container Format
157 @item Ogg @tab X @tab X
158 @item TechnoTrend PVA @tab @tab X
159 @tab Used by TechnoTrend DVB PCI boards.
160 @item QCP @tab @tab X
161 @item raw ADTS (AAC) @tab X @tab X
162 @item raw AC-3 @tab X @tab X
163 @item raw Chinese AVS video @tab X @tab X
164 @item raw CRI ADX @tab X @tab X
165 @item raw Dirac @tab X @tab X
166 @item raw DNxHD @tab X @tab X
167 @item raw DTS @tab X @tab X
168 @item raw E-AC-3 @tab X @tab X
169 @item raw FLAC @tab X @tab X
170 @item raw GSM @tab @tab X
171 @item raw H.261 @tab X @tab X
172 @item raw H.263 @tab X @tab X
173 @item raw H.264 @tab X @tab X
174 @item raw Ingenient MJPEG @tab @tab X
175 @item raw MJPEG @tab X @tab X
176 @item raw MLP @tab @tab X
177 @item raw MPEG @tab @tab X
178 @item raw MPEG-1 @tab @tab X
179 @item raw MPEG-2 @tab @tab X
180 @item raw MPEG-4 @tab X @tab X
181 @item raw NULL @tab X @tab
182 @item raw video @tab X @tab X
183 @item raw id RoQ @tab X @tab
184 @item raw Shorten @tab @tab X
185 @item raw TrueHD @tab X @tab X
186 @item raw VC-1 @tab @tab X
187 @item raw PCM A-law @tab X @tab X
188 @item raw PCM mu-law @tab X @tab X
189 @item raw PCM signed 8 bit @tab X @tab X
190 @item raw PCM signed 16 bit big-endian @tab X @tab X
191 @item raw PCM signed 16 bit little-endian @tab X @tab X
192 @item raw PCM signed 24 bit big-endian @tab X @tab X
193 @item raw PCM signed 24 bit little-endian @tab X @tab X
194 @item raw PCM signed 32 bit big-endian @tab X @tab X
195 @item raw PCM signed 32 bit little-endian @tab X @tab X
196 @item raw PCM unsigned 8 bit @tab X @tab X
197 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
198 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
199 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
200 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
201 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
202 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
203 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
204 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
205 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
206 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
207 @item RDT @tab @tab X
208 @item REDCODE R3D @tab @tab X
209 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
210 @item RealMedia @tab X @tab X
211 @item Redirector @tab @tab X
212 @item Renderware TeXture Dictionary @tab @tab X
213 @item RL2 @tab @tab X
214 @tab Audio and video format used in some games by Entertainment Software Partners.
215 @item RPL/ARMovie @tab @tab X
216 @item Lego Mindstorms RSO @tab X @tab X
217 @item RTMP @tab X @tab X
218 @tab Output is performed by publishing stream to RTMP server
219 @item RTP @tab X @tab X
220 @item RTSP @tab X @tab X
221 @item SAP @tab X @tab X
222 @item SDP @tab @tab X
223 @item Sega FILM/CPK @tab @tab X
224 @tab Used in many Sega Saturn console games.
225 @item Sierra SOL @tab @tab X
226 @tab .sol files used in Sierra Online games.
227 @item Sierra VMD @tab @tab X
228 @tab Used in Sierra CD-ROM games.
229 @item Smacker @tab @tab X
230 @tab Multimedia format used by many games.
231 @item Sony OpenMG (OMA) @tab @tab X
232 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
233 @item Sony PlayStation STR @tab @tab X
234 @item Sony Wave64 (W64) @tab @tab X
235 @item SoX native format @tab X @tab X
236 @item SUN AU format @tab X @tab X
237 @item Text files @tab @tab X
238 @item THP @tab @tab X
239 @tab Used on the Nintendo GameCube.
240 @item Tiertex Limited SEQ @tab @tab X
241 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
242 @item True Audio @tab @tab X
243 @item VC-1 test bitstream @tab X @tab X
244 @item WAV @tab X @tab X
245 @item WavPack @tab @tab X
246 @item WebM @tab X @tab X
247 @item Wing Commander III movie @tab @tab X
248 @tab Multimedia format used in Origin's Wing Commander III computer game.
249 @item Westwood Studios audio @tab @tab X
250 @tab Multimedia format used in Westwood Studios games.
251 @item Westwood Studios VQA @tab @tab X
252 @tab Multimedia format used in Westwood Studios games.
253 @item YUV4MPEG pipe @tab X @tab X
254 @item Psygnosis YOP @tab @tab X
255 @end multitable
257 @code{X} means that encoding (resp. decoding) is supported.
259 @section Image Formats
261 FFmpeg can read and write images for each frame of a video sequence. The
262 following image formats are supported:
264 @multitable @columnfractions .4 .1 .1 .4
265 @item Name @tab Encoding @tab Decoding @tab Comments
266 @item .Y.U.V @tab X @tab X
267 @tab one raw file per component
268 @item animated GIF @tab X @tab X
269 @tab Only uncompressed GIFs are generated.
270 @item BMP @tab X @tab X
271 @tab Microsoft BMP image
272 @item DPX @tab @tab X
273 @tab Digital Picture Exchange
274 @item JPEG @tab X @tab X
275 @tab Progressive JPEG is not supported.
276 @item JPEG 2000 @tab @tab E
277 @tab decoding supported through external library libopenjpeg
278 @item JPEG-LS @tab X @tab X
279 @item LJPEG @tab X @tab
280 @tab Lossless JPEG
281 @item PAM @tab X @tab X
282 @tab PAM is a PNM extension with alpha support.
283 @item PBM @tab X @tab X
284 @tab Portable BitMap image
285 @item PCX @tab X @tab X
286 @tab PC Paintbrush
287 @item PGM @tab X @tab X
288 @tab Portable GrayMap image
289 @item PGMYUV @tab X @tab X
290 @tab PGM with U and V components in YUV 4:2:0
291 @item PIC @tab @tab X
292 @tab Pictor/PC Paint
293 @item PNG @tab X @tab X
294 @tab 2/4 bpp not supported yet
295 @item PPM @tab X @tab X
296 @tab Portable PixelMap image
297 @item PTX @tab @tab X
298 @tab V.Flash PTX format
299 @item SGI @tab X @tab X
300 @tab SGI RGB image format
301 @item Sun Rasterfile @tab @tab X
302 @tab Sun RAS image format
303 @item TIFF @tab X @tab X
304 @tab YUV, JPEG and some extension is not supported yet.
305 @item Truevision Targa @tab X @tab X
306 @tab Targa (.TGA) image format
307 @end multitable
309 @code{X} means that encoding (resp. decoding) is supported.
311 @code{E} means that support is provided through an external library.
313 @section Video Codecs
315 @multitable @columnfractions .4 .1 .1 .4
316 @item Name @tab Encoding @tab Decoding @tab Comments
317 @item 4X Movie @tab @tab X
318 @tab Used in certain computer games.
319 @item 8088flex TMV @tab @tab X
320 @item 8SVX exponential @tab @tab X
321 @item 8SVX fibonacci @tab @tab X
322 @item A64 multicolor @tab X @tab
323 @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
324 @item American Laser Games MM @tab @tab X
325 @tab Used in games like Mad Dog McCree.
326 @item AMV Video @tab @tab X
327 @tab Used in Chinese MP3 players.
328 @item ANSI/ASCII art @tab @tab X
329 @item Apple MJPEG-B @tab @tab X
330 @item Apple QuickDraw @tab @tab X
331 @tab fourcc: qdrw
332 @item Asus v1 @tab X @tab X
333 @tab fourcc: ASV1
334 @item Asus v2 @tab X @tab X
335 @tab fourcc: ASV2
336 @item ATI VCR1 @tab @tab X
337 @tab fourcc: VCR1
338 @item ATI VCR2 @tab @tab X
339 @tab fourcc: VCR2
340 @item Auravision Aura @tab @tab X
341 @item Auravision Aura 2 @tab @tab X
342 @item Autodesk Animator Flic video @tab @tab X
343 @item Autodesk RLE @tab @tab X
344 @tab fourcc: AASC
345 @item AVS (Audio Video Standard) video @tab @tab X
346 @tab Video encoding used by the Creature Shock game.
347 @item Beam Software VB @tab @tab X
348 @item Bethesda VID video @tab @tab X
349 @tab Used in some games from Bethesda Softworks.
350 @item Bink Video @tab @tab X
351 @tab Support for version 'b' is missing.
352 @item Brute Force & Ignorance @tab @tab X
353 @tab Used in the game Flash Traffic: City of Angels.
354 @item C93 video @tab @tab X
355 @tab Codec used in Cyberia game.
356 @item CamStudio @tab @tab X
357 @tab fourcc: CSCD
358 @item CD+G @tab @tab X
359 @tab Video codec for CD+G karaoke disks
360 @item Chinese AVS video @tab E @tab X
361 @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
362 @item Delphine Software International CIN video @tab @tab X
363 @tab Codec used in Delphine Software International games.
364 @item Cinepak @tab @tab X
365 @item Cirrus Logic AccuPak @tab @tab X
366 @tab fourcc: CLJR
367 @item Creative YUV (CYUV) @tab @tab X
368 @item Dirac @tab E @tab E
369 @tab supported through external libdirac/libschroedinger libraries
370 @item Deluxe Paint Animation @tab @tab X
371 @item DNxHD @tab X @tab X
372 @tab aka SMPTE VC3
373 @item Duck TrueMotion 1.0 @tab @tab X
374 @tab fourcc: DUCK
375 @item Duck TrueMotion 2.0 @tab @tab X
376 @tab fourcc: TM20
377 @item DV (Digital Video) @tab X @tab X
378 @item Feeble Files/ScummVM DXA @tab @tab X
379 @tab Codec originally used in Feeble Files game.
380 @item Electronic Arts CMV video @tab @tab X
381 @tab Used in NHL 95 game.
382 @item Electronic Arts Madcow video @tab @tab X
383 @item Electronic Arts TGV video @tab @tab X
384 @item Electronic Arts TGQ video @tab @tab X
385 @item Electronic Arts TQI video @tab @tab X
386 @item Escape 124 @tab @tab X
387 @item FFmpeg video codec #1 @tab X @tab X
388 @tab experimental lossless codec (fourcc: FFV1)
389 @item Flash Screen Video v1 @tab X @tab X
390 @tab fourcc: FSV1
391 @item Flash Video (FLV) @tab X @tab X
392 @tab Sorenson H.263 used in Flash
393 @item Fraps @tab @tab X
394 @item H.261 @tab X @tab X
395 @item H.263 / H.263-1996 @tab X @tab X
396 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
397 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
398 @tab encoding supported through external library libx264
399 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
400 @item HuffYUV @tab X @tab X
401 @item HuffYUV FFmpeg variant @tab X @tab X
402 @item IBM Ultimotion @tab @tab X
403 @tab fourcc: ULTI
404 @item id Cinematic video @tab @tab X
405 @tab Used in Quake II.
406 @item id RoQ video @tab X @tab X
407 @tab Used in Quake III, Jedi Knight 2, other computer games.
408 @item IFF ILBM @tab @tab X
409 @tab IFF interlaved bitmap
410 @item IFF ByteRun1 @tab @tab X
411 @tab IFF run length encoded bitmap
412 @item Intel H.263 @tab @tab X
413 @item Intel Indeo 2 @tab @tab X
414 @item Intel Indeo 3 @tab @tab X
415 @item Intel Indeo 5 @tab @tab X
416 @item Interplay C93 @tab @tab X
417 @tab Used in the game Cyberia from Interplay.
418 @item Interplay MVE video @tab @tab X
419 @tab Used in Interplay .MVE files.
420 @item Karl Morton's video codec @tab @tab X
421 @tab Codec used in Worms games.
422 @item Kega Game Video (KGV1) @tab @tab X
423 @tab Kega emulator screen capture codec.
424 @item LCL (LossLess Codec Library) MSZH @tab @tab X
425 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
426 @item LOCO @tab @tab X
427 @item lossless MJPEG @tab X @tab X
428 @item Microsoft RLE @tab @tab X
429 @item Microsoft Video 1 @tab @tab X
430 @item Mimic @tab @tab X
431 @tab Used in MSN Messenger Webcam streams.
432 @item Miro VideoXL @tab @tab X
433 @tab fourcc: VIXL
434 @item MJPEG (Motion JPEG) @tab X @tab X
435 @item Motion Pixels video @tab @tab X
436 @item MPEG-1 video @tab X @tab X
437 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
438 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
439 @item MPEG-2 video @tab X @tab X
440 @item MPEG-4 part 2 @tab X @tab X
441 @ libxvidcore can be used alternatively for encoding.
442 @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
443 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
444 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
445 @item Nintendo Gamecube THP video @tab @tab X
446 @item NuppelVideo/RTjpeg @tab @tab X
447 @tab Video encoding used in NuppelVideo files.
448 @item On2 VP3 @tab @tab X
449 @tab still experimental
450 @item On2 VP5 @tab @tab X
451 @tab fourcc: VP50
452 @item On2 VP6 @tab @tab X
453 @tab fourcc: VP60,VP61,VP62
454 @item VP8 @tab E @tab X
455 @tab fourcc: VP80, encoding supported through external library libvpx
456 @item planar RGB @tab @tab X
457 @tab fourcc: 8BPS
458 @item Q-team QPEG @tab @tab X
459 @tab fourccs: QPEG, Q1.0, Q1.1
460 @item QuickTime 8BPS video @tab @tab X
461 @item QuickTime Animation (RLE) video @tab X @tab X
462 @tab fourcc: 'rle '
463 @item QuickTime Graphics (SMC) @tab @tab X
464 @tab fourcc: 'smc '
465 @item QuickTime video (RPZA) @tab @tab X
466 @tab fourcc: rpza
467 @item R10K AJA Kona 10-bit RGB Codec @tab @tab X
468 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
469 @item Raw Video @tab X @tab X
470 @item RealVideo 1.0 @tab X @tab X
471 @item RealVideo 2.0 @tab X @tab X
472 @item RealVideo 3.0 @tab @tab X
473 @tab still far from ideal
474 @item RealVideo 4.0 @tab @tab X
475 @item Renderware TXD (TeXture Dictionary) @tab @tab X
476 @tab Texture dictionaries used by the Renderware Engine.
477 @item RL2 video @tab @tab X
478 @tab used in some games by Entertainment Software Partners
479 @item Sierra VMD video @tab @tab X
480 @tab Used in Sierra VMD files.
481 @item Smacker video @tab @tab X
482 @tab Video encoding used in Smacker.
483 @item SMPTE VC-1 @tab @tab X
484 @item Snow @tab X @tab X
485 @tab experimental wavelet codec (fourcc: SNOW)
486 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
487 @item Sorenson Vector Quantizer 1 @tab X @tab X
488 @tab fourcc: SVQ1
489 @item Sorenson Vector Quantizer 3 @tab @tab X
490 @tab fourcc: SVQ3
491 @item Sunplus JPEG (SP5X) @tab @tab X
492 @tab fourcc: SP5X
493 @item TechSmith Screen Capture Codec @tab @tab X
494 @tab fourcc: TSCC
495 @item Theora @tab E @tab X
496 @tab encoding supported through external library libtheora
497 @item Tiertex Limited SEQ video @tab @tab X
498 @tab Codec used in DOS CD-ROM FlashBack game.
499 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
500 @item VMware Screen Codec / VMware Video @tab @tab X
501 @tab Codec used in videos captured by VMware.
502 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
503 @item Windows Media Video 7 @tab X @tab X
504 @item Windows Media Video 8 @tab X @tab X
505 @item Windows Media Video 9 @tab @tab X
506 @tab not completely working
507 @item Wing Commander III / Xan @tab @tab X
508 @tab Used in Wing Commander III .MVE files.
509 @item Winnov WNV1 @tab @tab X
510 @item WMV7 @tab X @tab X
511 @item YAMAHA SMAF @tab X @tab X
512 @item Psygnosis YOP Video @tab @tab X
513 @item ZLIB @tab X @tab X
514 @tab part of LCL, encoder experimental
515 @item Zip Motion Blocks Video @tab X @tab X
516 @tab Encoder works only in PAL8.
517 @end multitable
519 @code{X} means that encoding (resp. decoding) is supported.
521 @code{E} means that support is provided through an external library.
523 @section Audio Codecs
525 @multitable @columnfractions .4 .1 .1 .4
526 @item Name @tab Encoding @tab Decoding @tab Comments
527 @item 8SVX audio @tab @tab X
528 @item AAC @tab E @tab X
529 @tab encoding supported through external library libfaac
530 @item AC-3 @tab IX @tab X
531 @item ADPCM 4X Movie @tab @tab X
532 @item ADPCM CDROM XA @tab @tab X
533 @item ADPCM Creative Technology @tab @tab X
534 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
535 @item ADPCM Electronic Arts @tab @tab X
536 @tab Used in various EA titles.
537 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
538 @tab Used in Sim City 3000.
539 @item ADPCM Electronic Arts R1 @tab @tab X
540 @item ADPCM Electronic Arts R2 @tab @tab X
541 @item ADPCM Electronic Arts R3 @tab @tab X
542 @item ADPCM Electronic Arts XAS @tab @tab X
543 @item ADPCM G.722 @tab X @tab X
544 @item ADPCM G.726 @tab X @tab X
545 @item ADPCM IMA AMV @tab @tab X
546 @tab Used in AMV files
547 @item ADPCM IMA Electronic Arts EACS @tab @tab X
548 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
549 @item ADPCM IMA Funcom @tab @tab X
550 @item ADPCM IMA QuickTime @tab X @tab X
551 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
552 @item ADPCM IMA WAV @tab X @tab X
553 @item ADPCM IMA Westwood @tab @tab X
554 @item ADPCM ISS IMA @tab @tab X
555 @tab Used in FunCom games.
556 @item ADPCM IMA Duck DK3 @tab @tab X
557 @tab Used in some Sega Saturn console games.
558 @item ADPCM IMA Duck DK4 @tab @tab X
559 @tab Used in some Sega Saturn console games.
560 @item ADPCM Microsoft @tab X @tab X
561 @item ADPCM MS IMA @tab X @tab X
562 @item ADPCM Nintendo Gamecube THP @tab @tab X
563 @item ADPCM QT IMA @tab X @tab X
564 @item ADPCM SEGA CRI ADX @tab X @tab X
565 @tab Used in Sega Dreamcast games.
566 @item ADPCM Shockwave Flash @tab X @tab X
567 @item ADPCM SMJPEG IMA @tab @tab X
568 @tab Used in certain Loki game ports.
569 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
570 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
571 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
572 @item ADPCM Westwood Studios IMA @tab @tab X
573 @tab Used in Westwood Studios games like Command and Conquer.
574 @item ADPCM Yamaha @tab X @tab X
575 @item AMR-NB @tab E @tab X
576 @tab encoding supported through external library libopencore-amrnb
577 @item AMR-WB @tab @tab X
578 @item Apple lossless audio @tab X @tab X
579 @tab QuickTime fourcc 'alac'
580 @item Atrac 1 @tab @tab X
581 @item Atrac 3 @tab @tab X
582 @item Bink Audio @tab @tab X
583 @tab Used in Bink and Smacker files in many games.
584 @item Delphine Software International CIN audio @tab @tab X
585 @tab Codec used in Delphine Software International games.
586 @item COOK @tab @tab X
587 @tab All versions except 5.1 are supported.
588 @item DCA (DTS Coherent Acoustics) @tab @tab X
589 @item DPCM id RoQ @tab X @tab X
590 @tab Used in Quake III, Jedi Knight 2, other computer games.
591 @item DPCM Interplay @tab @tab X
592 @tab Used in various Interplay computer games.
593 @item DPCM Sierra Online @tab @tab X
594 @tab Used in Sierra Online game audio files.
595 @item DPCM Sol @tab @tab X
596 @item DPCM Xan @tab @tab X
597 @tab Used in Origin's Wing Commander IV AVI files.
598 @item DSP Group TrueSpeech @tab @tab X
599 @item DV audio @tab @tab X
600 @item Enhanced AC-3 @tab @tab X
601 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
602 @item G.729 @tab @tab X
603 @item GSM @tab E @tab X
604 @tab encoding supported through external library libgsm
605 @item GSM Microsoft variant @tab E @tab X
606 @tab encoding supported through external library libgsm
607 @item IMC (Intel Music Coder) @tab @tab X
608 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
609 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
610 @item MLP (Meridian Lossless Packing) @tab @tab X
611 @tab Used in DVD-Audio discs.
612 @item Monkey's Audio @tab @tab X
613 @tab Only versions 3.97-3.99 are supported.
614 @item MP1 (MPEG audio layer 1) @tab @tab IX
615 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
616 @item MP3 (MPEG audio layer 3) @tab E @tab IX
617 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
618 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
619 @item Musepack SV7 @tab @tab X
620 @item Musepack SV8 @tab @tab X
621 @item Nellymoser Asao @tab X @tab X
622 @item PCM A-law @tab X @tab X
623 @item PCM mu-law @tab X @tab X
624 @item PCM 16-bit little-endian planar @tab @tab X
625 @item PCM 32-bit floating point big-endian @tab X @tab X
626 @item PCM 32-bit floating point little-endian @tab X @tab X
627 @item PCM 64-bit floating point big-endian @tab X @tab X
628 @item PCM 64-bit floating point little-endian @tab X @tab X
629 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
630 @item PCM signed 8-bit @tab X @tab X
631 @item PCM signed 16-bit big-endian @tab X @tab X
632 @item PCM signed 16-bit little-endian @tab X @tab X
633 @item PCM signed 24-bit big-endian @tab X @tab X
634 @item PCM signed 24-bit little-endian @tab X @tab X
635 @item PCM signed 32-bit big-endian @tab X @tab X
636 @item PCM signed 32-bit little-endian @tab X @tab X
637 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
638 @item PCM unsigned 8-bit @tab X @tab X
639 @item PCM unsigned 16-bit big-endian @tab X @tab X
640 @item PCM unsigned 16-bit little-endian @tab X @tab X
641 @item PCM unsigned 24-bit big-endian @tab X @tab X
642 @item PCM unsigned 24-bit little-endian @tab X @tab X
643 @item PCM unsigned 32-bit big-endian @tab X @tab X
644 @item PCM unsigned 32-bit little-endian @tab X @tab X
645 @item PCM Zork @tab X @tab X
646 @item QCELP / PureVoice @tab @tab X
647 @item QDesign Music Codec 2 @tab @tab X
648 @tab There are still some distortions.
649 @item RealAudio 1.0 (14.4K) @tab X @tab X
650 @tab Real 14400 bit/s codec
651 @item RealAudio 2.0 (28.8K) @tab @tab X
652 @tab Real 28800 bit/s codec
653 @item RealAudio 3.0 (dnet) @tab IX @tab X
654 @tab Real low bitrate AC-3 codec
655 @item RealAudio SIPR / ACELP.NET @tab @tab X
656 @item Shorten @tab @tab X
657 @item Sierra VMD audio @tab @tab X
658 @tab Used in Sierra VMD files.
659 @item Smacker audio @tab @tab X
660 @item Sonic @tab X @tab X
661 @tab experimental codec
662 @item Sonic lossless @tab X @tab X
663 @tab experimental codec
664 @item Speex @tab @tab E
665 @tab supported through external library libspeex
666 @item True Audio (TTA) @tab @tab X
667 @item TrueHD @tab @tab X
668 @tab Used in HD-DVD and Blu-Ray discs.
669 @item TwinVQ (VQF flavor) @tab @tab X
670 @item Vorbis @tab E @tab X
671 @tab A native but very primitive encoder exists.
672 @item WavPack @tab @tab X
673 @item Westwood Audio (SND1) @tab @tab X
674 @item Windows Media Audio 1 @tab X @tab X
675 @item Windows Media Audio 2 @tab X @tab X
676 @item Windows Media Audio Pro @tab @tab X
677 @item Windows Media Audio Voice @tab @tab X
678 @end multitable
680 @code{X} means that encoding (resp. decoding) is supported.
682 @code{E} means that support is provided through an external library.
684 @code{I} means that an integer-only version is available, too (ensures high
685 performance on systems without hardware floating point support).
687 @section Subtitle Formats
689 @multitable @columnfractions .4 .1 .1 .1 .1
690 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
691 @item SSA/ASS @tab X @tab X
692 @item DVB @tab X @tab X @tab X @tab X
693 @item DVD @tab X @tab X @tab X @tab X
694 @item PGS @tab @tab @tab @tab X
695 @item SubRip (SRT) @tab X @tab X
696 @item XSUB @tab @tab @tab X @tab X
697 @end multitable
699 @code{X} means that the feature is supported.
701 @section Network Protocols
703 @multitable @columnfractions .4 .1
704 @item Name @tab Support
705 @item file @tab X
706 @item Gopher @tab X
707 @item HTTP @tab X
708 @item MMS @tab X
709 @item pipe @tab X
710 @item RTP @tab X
711 @item TCP @tab X
712 @item UDP @tab X
713 @end multitable
715 @code{X} means that the protocol is supported.
718 @section Input/Output Devices
720 @multitable @columnfractions .4 .1 .1
721 @item Name @tab Input @tab Output
722 @item ALSA @tab X @tab X
723 @item BKTR @tab X @tab
724 @item DV1394 @tab X @tab
725 @item JACK @tab X @tab
726 @item LIBDC1394 @tab X @tab
727 @item OSS @tab X @tab X
728 @item Video4Linux @tab X @tab
729 @item Video4Linux2 @tab X @tab
730 @item VfW capture @tab X @tab
731 @item X11 grabbing @tab X @tab
732 @end multitable
734 @code{X} means that input/output is supported.
737 @chapter Platform Specific information
739 @section DOS
741 Using a cross-compiler is preferred for various reasons.
743 @subsection DJGPP
745 FFmpeg cannot be compiled because of broken system headers, add
746 @code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
747 workaround.
749 @section OS/2
751 For information about compiling FFmpeg on OS/2 see
752 @url{}.
754 @section Unix-like
756 Some parts of FFmpeg cannot be built with version 2.15 of the GNU
757 assembler which is still provided by a few AMD64 distributions. To
758 make sure your compiler really uses the required version of gas
759 after a binutils upgrade, run:
761 @example
762 $(gcc -print-prog-name=as) --version
763 @end example
765 If not, then you should install a different compiler that has no
766 hard-coded path to gas. In the worst case pass @code{--disable-asm}
767 to configure.
769 @subsection BSD
771 BSD make will not build FFmpeg, you need to install and use GNU Make
772 (@file{gmake}).
774 @subsubsection FreeBSD
776 FreeBSD will not compile out-of-the-box due to broken system headers.
777 Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
778 around the problem. This may have unexpected sideeffects, so use it at
779 your own risk. If you care about FreeBSD, please make an attempt at
780 getting the system headers fixed.
782 @subsection (Open)Solaris
784 GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
785 standard Solaris Make will not work. When building with a non-c99 front-end
786 (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
787 or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
788 since the libc is not c99-compliant by default. The probes performed by
789 configure may raise an exception leading to the death of configure itself
790 due to a bug in the system shell. Simply invoke a different shell such as
791 bash directly to work around this:
793 @example
794 bash ./configure
795 @end example
797 @subsection Darwin (MacOS X, iPhone)
799 MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
800 @url{} to build the optimized
801 assembler functions. Just download the Perl script and put it somewhere
802 in your PATH, FFmpeg's configure will pick it up automatically.
804 @section Windows
806 To get help and instructions for building FFmpeg under Windows, check out
807 the FFmpeg Windows Help Forum at
808 @url{}.
810 @subsection Native Windows compilation
812 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
813 the latest versions of MSYS and MinGW from @url{}.
814 You can find detailed installation
815 instructions in the download section and the FAQ.
817 FFmpeg does not build out-of-the-box with the packages the automated MinGW
818 installer provides. It also requires coreutils to be installed and many other
819 packages updated to the latest version. The minimum version for some packages
820 are listed below:
822 @itemize
823 @item bash 3.1
824 @item msys-make 3.81-2 (note: not mingw32-make)
825 @item w32api 3.13
826 @item mingw-runtime 3.15
827 @end itemize
829 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
830 a GCC bug (see @url{}).
832 Within the MSYS shell, configure and make with:
834 @example
835 ./configure --enable-memalign-hack
836 make
837 make install
838 @end example
840 This will install @file{ffmpeg.exe} along with many other development files
841 to @file{/usr/local}. You may specify another install path using the
842 @code{--prefix} option in @file{configure}.
844 Notes:
846 @itemize
848 @item Building natively using MSYS can be sped up by disabling implicit rules
849 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
850 speed up is close to non-existent for normal one-off builds and is only
851 noticeable when running make for a second time (for example in
852 @code{make install}).
854 @item In order to compile FFplay, you must have the MinGW development library
855 of SDL. Get it from @url{}.
856 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
857 where SDL was installed. Verify that @file{sdl-config} can be launched from
858 the MSYS command line.
860 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
861 you can build libavutil, libavcodec and libavformat as DLLs.
863 @end itemize
865 @subsection Microsoft Visual C++ compatibility
867 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
868 want to use the libav* libraries in your own applications, you can still
869 compile those applications using MSVC++. But the libav* libraries you link
870 to @emph{must} be built with MinGW. However, you will not be able to debug
871 inside the libav* libraries, since MSVC++ does not recognize the debug
872 symbols generated by GCC.
873 We strongly recommend you to move over from MSVC++ to MinGW tools.
875 This description of how to use the FFmpeg libraries with MSVC++ is based on
876 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
877 you might have to modify the procedures slightly.
879 @subsubsection Using static libraries
881 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
883 @enumerate
885 @item Create a new console application ("File / New / Project") and then
886 select "Win32 Console Application". On the appropriate page of the
887 Application Wizard, uncheck the "Precompiled headers" option.
889 @item Write the source code for your application, or, for testing, just
890 copy the code from an existing sample application into the source file
891 that MSVC++ has already created for you. For example, you can copy
892 @file{libavformat/output-example.c} from the FFmpeg distribution.
894 @item Open the "Project / Properties" dialog box. In the "Configuration"
895 combo box, select "All Configurations" so that the changes you make will
896 affect both debug and release builds. In the tree view on the left hand
897 side, select "C/C++ / General", then edit the "Additional Include
898 Directories" setting to contain the path where the FFmpeg includes were
899 installed (i.e. @file{c:\msys\1.0\local\include}).
900 Do not add MinGW's include directory here, or the include files will
901 conflict with MSVC's.
903 @item Still in the "Project / Properties" dialog box, select
904 "Linker / General" from the tree view and edit the
905 "Additional Library Directories" setting to contain the @file{lib}
906 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
907 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
908 and the directory where MinGW's GCC libs are installed
909 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
910 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
911 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
912 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
913 to the end of "Additional Dependencies".
915 @item Now, select "C/C++ / Code Generation" from the tree view. Select
916 "Debug" in the "Configuration" combo box. Make sure that "Runtime
917 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
918 the "Configuration" combo box and make sure that "Runtime Library" is
919 set to "Multi-threaded DLL".
921 @item Click "OK" to close the "Project / Properties" dialog box.
923 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
924 Get msinttypes from @url{}
925 and install it in MSVC++'s include directory
926 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
928 @item MSVC++ also does not understand the @code{inline} keyword used by
929 FFmpeg, so you must add this line before @code{#include}ing libav*:
930 @example
931 #define inline _inline
932 @end example
934 @item Build your application, everything should work.
936 @end enumerate
938 @subsubsection Using shared libraries
940 This is how to create DLL and LIB files that are compatible with MSVC++:
942 @enumerate
944 @item Add a call to @file{vcvars32.bat} (which sets up the environment
945 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
946 The standard location for @file{vcvars32.bat} is
947 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
948 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
949 If this corresponds to your setup, add the following line as the first line
950 of @file{msys.bat}:
952 @example
953 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
954 @end example
956 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
957 and run @file{c:\msys\1.0\msys.bat} from there.
959 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
960 from @file{Microsoft (R) Library Manager}, this means your environment
961 variables are set up correctly, the @file{Microsoft (R) Library Manager}
962 is on the path and will be used by FFmpeg to create
963 MSVC++-compatible import libraries.
965 @item Build FFmpeg with
967 @example
968 ./configure --enable-shared --enable-memalign-hack
969 make
970 make install
971 @end example
973 Your install path (@file{/usr/local/} by default) should now have the
974 necessary DLL and LIB files under the @file{bin} directory.
976 @end enumerate
978 To use those files with MSVC++, do the same as you would do with
979 the static libraries, as described above. But in Step 4,
980 you should only need to add the directory where the LIB files are installed
981 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
982 installed in the @file{bin} directory. And instead of adding the static
983 libraries (@file{libxxx.a} files) you should add the MSVC import libraries
984 (@file{avcodec.lib}, @file{avformat.lib}, @file{avcore.lib}, and
985 @file{avutil.lib}). Note that you should not use the GCC import
986 libraries (@file{libxxx.dll.a} files), as these will give you undefined
987 reference errors. There should be no need for @file{libmingwex.a},
988 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
989 statically linked into the DLLs. The @file{bin} directory contains a bunch
990 of DLL files, but the ones that are actually used to run your application
991 are the ones with a major version number in their filenames
992 (i.e. @file{avcodec-51.dll}).
994 FFmpeg headers do not declare global data for Windows DLLs through the usual
995 dllexport/dllimport interface. Such data will be exported properly while
996 building, but to use them in your MSVC++ code you will have to edit the
997 appropriate headers and mark the data as dllimport. For example, in
998 libavutil/pixdesc.h you should have:
999 @example
1000 extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1001 @end example
1003 @subsection Cross compilation for Windows with Linux
1005 You must use the MinGW cross compilation tools available at
1006 @url{}.
1008 Then configure FFmpeg with the following options:
1009 @example
1010 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1011 @end example
1012 (you can change the cross-prefix according to the prefix chosen for the
1013 MinGW tools).
1015 Then you can easily test FFmpeg with Wine
1016 (@url{}).
1018 @subsection Compilation under Cygwin
1020 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1021 llrint() in its C library.
1023 Install your Cygwin with all the "Base" packages, plus the
1024 following "Devel" ones:
1025 @example
1026 binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1027 @end example
1029 And the following "Utils" one:
1030 @example
1031 diffutils
1032 @end example
1034 Then run
1036 @example
1037 ./configure --enable-static --disable-shared
1038 @end example
1040 to make a static build.
1042 The current @code{gcc4-core} package is buggy and needs this flag to build
1043 shared libraries:
1045 @example
1046 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1047 @end example
1049 If you want to build FFmpeg with additional libraries, download Cygwin
1050 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1051 @example
1052 libogg-devel, libvorbis-devel
1053 @end example
1055 These library packages are only available from Cygwin Ports
1056 (@url{}) :
1058 @example
1059 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1060 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1061 libxvidcore-devel
1062 @end example
1064 The recommendation for libnut and x264 is to build them from source by
1065 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1067 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1068 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1070 @subsection Crosscompilation for Windows under Cygwin
1072 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1074 Just install your Cygwin as explained before, plus these additional
1075 "Devel" packages:
1076 @example
1077 gcc-mingw-core, mingw-runtime, mingw-zlib
1078 @end example
1080 and add some special flags to your configure invocation.
1082 For a static build run
1083 @example
1084 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1085 @end example
1087 and for a build with shared libraries
1088 @example
1089 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1090 @end example
1092 @bye