92a5a92ad0e87aaec26ca04e352c4a334820d78f
[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} option 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 Audio IFF (AIFF) @tab X @tab X
48 @item American Laser Games MM @tab @tab X
49 @tab Multimedia format used in games like Mad Dog McCree.
50 @item 3GPP AMR @tab X @tab X
51 @item ASF @tab X @tab X
52 @item AVI @tab X @tab X
53 @item AVISynth @tab @tab X
54 @item AVS @tab @tab X
55 @tab Multimedia format used by the Creature Shock game.
56 @item Beam Software SIFF @tab @tab X
57 @tab Audio and video format used in some games by Beam Software.
58 @item Bethesda Softworks VID @tab @tab X
59 @tab Used in some games from Bethesda Softworks.
60 @item Brute Force & Ignorance @tab @tab X
61 @tab Used in the game Flash Traffic: City of Angels.
62 @item Interplay C93 @tab @tab X
63 @tab Used in the game Cyberia from Interplay.
64 @item Delphine Software International CIN @tab @tab X
65 @tab Multimedia format used by Delphine Software games.
66 @item CRC testing format @tab X @tab
67 @item Creative Voice @tab X @tab X
68 @tab Created for the Sound Blaster Pro.
69 @item CRYO APC @tab @tab X
70 @tab Audio format used in some games by CRYO Interactive Entertainment.
71 @item D-Cinema audio @tab X @tab X
72 @item DV video @tab X @tab X
73 @item DXA @tab @tab X
74 @tab This format is used in the non-Windows version of the Feeble Files
75 game and different game cutscenes repacked for use with ScummVM.
76 @item Electronic Arts cdata @tab @tab X
77 @item Electronic Arts Multimedia @tab @tab X
78 @tab Used in various EA games; files have extensions like WVE and UV2.
79 @item FFM (FFserver live feed) @tab X @tab X
80 @item Flash (SWF) @tab X @tab X
81 @item Flash 9 (AVM2) @tab X @tab X
82 @tab Only embedded audio is decoded.
83 @item FLI/FLC/FLX animation @tab @tab X
84 @tab .fli/.flc files
85 @item Flash Video (FLV) @tab @tab X
86 @tab Macromedia Flash video files
87 @item framecrc testing format @tab X @tab
88 @item FunCom ISS @tab @tab X
89 @tab Audio format used in various games from FunCom like The Longest Journey.
90 @item GIF Animation @tab X @tab
91 @item GXF @tab X @tab X
92 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
93 playout servers.
94 @item id Quake II CIN video @tab @tab X
95 @item id RoQ @tab X @tab X
96 @tab Used in Quake III, Jedi Knight 2, other computer games.
97 @item IEC61937 encapsulation @tab X @tab
98 @item IFF @tab @tab X
99 @tab Interchange File Format
100 @item Interplay MVE @tab @tab X
101 @tab Format used in various Interplay computer games.
102 @item LMLM4 @tab @tab X
103 @tab Used by Linux Media Labs MPEG-4 PCI boards
104 @item Matroska @tab X @tab X
105 @item Matroska audio @tab X @tab
106 @item MAXIS XA @tab @tab X
107 @tab Used in Sim City 3000; file extension .xa.
108 @item Monkey's Audio @tab @tab X
109 @item Motion Pixels MVI @tab @tab X
110 @item MOV/QuickTime/MP4 @tab X @tab X
111 @tab 3GP, 3GP2, PSP, iPod variants supported
112 @item MP2 @tab X @tab X
113 @item MP3 @tab X @tab X
114 @item MPEG-1 System @tab X @tab X
115 @tab muxed audio and video, VCD format supported
116 @item MPEG-PS (program stream) @tab X @tab X
117 @tab also known as @code{VOB} file, SVCD and DVD format supported
118 @item MPEG-TS (transport stream) @tab X @tab X
119 @tab also known as DVB Transport Stream
120 @item MPEG-4 @tab X @tab X
121 @tab MPEG-4 is a variant of QuickTime.
122 @item MIME multipart JPEG @tab X @tab
123 @item MSN TCP webcam @tab @tab X
124 @tab Used by MSN Messenger webcam streams.
125 @item MTV @tab @tab X
126 @item Musepack @tab @tab X
127 @item Musepack SV8 @tab @tab X
128 @item Material eXchange Format (MXF) @tab X @tab X
129 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
130 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
131 @tab SMPTE 386M, D-10/IMX Mapping.
132 @item NC camera feed @tab @tab X
133 @tab NC (AVIP NC4600) camera streams
134 @item NTT TwinVQ (VQF) @tab @tab X
135 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
136 @item Nullsoft Streaming Video @tab @tab X
137 @item NuppelVideo @tab @tab X
138 @item NUT @tab X @tab X
139 @tab NUT Open Container Format
140 @item Ogg @tab X @tab X
141 @item TechnoTrend PVA @tab @tab X
142 @tab Used by TechnoTrend DVB PCI boards.
143 @item QCP @tab @tab X
144 @item raw ADTS (AAC) @tab X @tab X
145 @item raw AC-3 @tab X @tab X
146 @item raw Chinese AVS video @tab @tab X
147 @item raw CRI ADX @tab X @tab X
148 @item raw Dirac @tab X @tab X
149 @item raw DNxHD @tab X @tab X
150 @item raw DTS @tab X @tab X
151 @item raw E-AC-3 @tab X @tab X
152 @item raw FLAC @tab X @tab X
153 @item raw GSM @tab @tab X
154 @item raw H.261 @tab X @tab X
155 @item raw H.263 @tab X @tab X
156 @item raw H.264 @tab X @tab X
157 @item raw Ingenient MJPEG @tab @tab X
158 @item raw MJPEG @tab X @tab X
159 @item raw MLP @tab @tab X
160 @item raw MPEG @tab @tab X
161 @item raw MPEG-1 @tab @tab X
162 @item raw MPEG-2 @tab @tab X
163 @item raw MPEG-4 @tab X @tab X
164 @item raw NULL @tab X @tab
165 @item raw video @tab X @tab X
166 @item raw id RoQ @tab X @tab
167 @item raw Shorten @tab @tab X
168 @item raw TrueHD @tab X @tab X
169 @item raw VC-1 @tab @tab X
170 @item raw PCM A-law @tab X @tab X
171 @item raw PCM mu-law @tab X @tab X
172 @item raw PCM signed 8 bit @tab X @tab X
173 @item raw PCM signed 16 bit big-endian @tab X @tab X
174 @item raw PCM signed 16 bit little-endian @tab X @tab X
175 @item raw PCM signed 24 bit big-endian @tab X @tab X
176 @item raw PCM signed 24 bit little-endian @tab X @tab X
177 @item raw PCM signed 32 bit big-endian @tab X @tab X
178 @item raw PCM signed 32 bit little-endian @tab X @tab X
179 @item raw PCM unsigned 8 bit @tab X @tab X
180 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
181 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
182 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
183 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
184 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
185 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
186 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
187 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
188 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
189 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
190 @item RDT @tab @tab X
191 @item REDCODE R3D @tab @tab X
192 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
193 @item RealMedia @tab X @tab X
194 @item Redirector @tab @tab X
195 @item Renderware TeXture Dictionary @tab @tab X
196 @item RL2 @tab @tab X
197 @tab Audio and video format used in some games by Entertainment Software Partners.
198 @item RPL/ARMovie @tab @tab X
199 @item RTMP @tab @tab X
200 @item RTP @tab @tab X
201 @item RTSP @tab @tab X
202 @item SDP @tab @tab X
203 @item Sega FILM/CPK @tab @tab X
204 @tab Used in many Sega Saturn console games.
205 @item Sierra SOL @tab @tab X
206 @tab .sol files used in Sierra Online games.
207 @item Sierra VMD @tab @tab X
208 @tab Used in Sierra CD-ROM games.
209 @item Smacker @tab @tab X
210 @tab Multimedia format used by many games.
211 @item Sony OpenMG (OMA) @tab @tab X
212 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
213 @item Sony PlayStation STR @tab @tab X
214 @item Sony Wave64 (W64) @tab @tab X
215 @item SoX native format @tab X @tab X
216 @item SUN AU format @tab X @tab X
217 @item THP @tab @tab X
218 @tab Used on the Nintendo GameCube.
219 @item Tiertex Limited SEQ @tab @tab X
220 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
221 @item True Audio @tab @tab X
222 @item VC-1 test bitstream @tab X @tab X
223 @item WAV @tab X @tab X
224 @item WavPack @tab @tab X
225 @item Wing Commander III movie @tab @tab X
226 @tab Multimedia format used in Origin's Wing Commander III computer game.
227 @item Westwood Studios audio @tab @tab X
228 @tab Multimedia format used in Westwood Studios games.
229 @item Westwood Studios VQA @tab @tab X
230 @tab Multimedia format used in Westwood Studios games.
231 @item YUV4MPEG pipe @tab X @tab X
232 @end multitable
233
234 @code{X} means that encoding (resp. decoding) is supported.
235
236 @section Image Formats
237
238 FFmpeg can read and write images for each frame of a video sequence. The
239 following image formats are supported:
240
241 @multitable @columnfractions .4 .1 .1 .4
242 @item Name @tab Encoding @tab Decoding @tab Comments
243 @item .Y.U.V @tab X @tab X
244 @tab one raw file per component
245 @item animated GIF @tab X @tab X
246 @tab Only uncompressed GIFs are generated.
247 @item BMP @tab X @tab X
248 @tab Microsoft BMP image
249 @item DPX @tab @tab X
250 @tab Digital Picture Exchange
251 @item JPEG @tab X @tab X
252 @tab Progressive JPEG is not supported.
253 @item JPEG 2000 @tab @tab E
254 @tab decoding supported through external library libopenjpeg
255 @item JPEG-LS @tab X @tab X
256 @item LJPEG @tab X @tab
257 @tab Lossless JPEG
258 @item PAM @tab X @tab X
259 @tab PAM is a PNM extension with alpha support.
260 @item PBM @tab X @tab X
261 @tab Portable BitMap image
262 @item PCX @tab X @tab X
263 @tab PC Paintbrush
264 @item PGM @tab X @tab X
265 @tab Portable GrayMap image
266 @item PGMYUV @tab X @tab X
267 @tab PGM with U and V components in YUV 4:2:0
268 @item PNG @tab X @tab X
269 @tab 2/4 bpp not supported yet
270 @item PPM @tab X @tab X
271 @tab Portable PixelMap image
272 @item PTX @tab @tab X
273 @tab V.Flash PTX format
274 @item SGI @tab X @tab X
275 @tab SGI RGB image format
276 @item Sun Rasterfile @tab @tab X
277 @tab Sun RAS image format
278 @item TIFF @tab X @tab X
279 @tab YUV, JPEG and some extension is not supported yet.
280 @item Truevision Targa @tab X @tab X
281 @tab Targa (.TGA) image format
282 @end multitable
283
284 @code{X} means that encoding (resp. decoding) is supported.
285
286 @code{E} means that support is provided through an external library.
287
288 @section Video Codecs
289
290 @multitable @columnfractions .4 .1 .1 .4
291 @item Name @tab Encoding @tab Decoding @tab Comments
292 @item 4X Movie @tab @tab X
293 @tab Used in certain computer games.
294 @item 8088flex TMV @tab @tab X
295 @item 8SVX exponential @tab @tab X
296 @item 8SVX fibonacci @tab @tab X
297 @item American Laser Games MM @tab @tab X
298 @tab Used in games like Mad Dog McCree.
299 @item AMV Video @tab @tab X
300 @tab Used in Chinese MP3 players.
301 @item Apple MJPEG-B @tab @tab X
302 @item Apple QuickDraw @tab @tab X
303 @tab fourcc: qdrw
304 @item Asus v1 @tab X @tab X
305 @tab fourcc: ASV1
306 @item Asus v2 @tab X @tab X
307 @tab fourcc: ASV2
308 @item ATI VCR1 @tab @tab X
309 @tab fourcc: VCR1
310 @item ATI VCR2 @tab @tab X
311 @tab fourcc: VCR2
312 @item Autodesk Animator Flic video @tab @tab X
313 @item Autodesk RLE @tab @tab X
314 @tab fourcc: AASC
315 @item AVS (Audio Video Standard) video @tab @tab X
316 @tab Video encoding used by the Creature Shock game.
317 @item Beam Software VB @tab @tab X
318 @item Bethesda VID video @tab @tab X
319 @tab Used in some games from Bethesda Softworks.
320 @item Brute Force & Ignorance @tab @tab X
321 @tab Used in the game Flash Traffic: City of Angels.
322 @item C93 video @tab @tab X
323 @tab Codec used in Cyberia game.
324 @item CamStudio @tab @tab X
325 @tab fourcc: CSCD
326 @item Chinese AVS video @tab @tab X
327 @tab AVS1-P2, JiZhun profile
328 @item Delphine Software International CIN video @tab @tab X
329 @tab Codec used in Delphine Software International games.
330 @item Cinepak @tab @tab X
331 @item Cirrus Logic AccuPak @tab @tab X
332 @tab fourcc: CLJR
333 @item Creative YUV (CYUV) @tab @tab X
334 @item Dirac @tab E @tab E
335 @tab supported through external libdirac/libschroedinger libraries
336 @item DNxHD @tab X @tab X
337 @tab aka SMPTE VC3
338 @item Duck TrueMotion 1.0 @tab @tab X
339 @tab fourcc: DUCK
340 @item Duck TrueMotion 2.0 @tab @tab X
341 @tab fourcc: TM20
342 @item DV (Digital Video) @tab X @tab X
343 @item Feeble Files/ScummVM DXA @tab @tab X
344 @tab Codec originally used in Feeble Files game.
345 @item Electronic Arts CMV video @tab @tab X
346 @tab Used in NHL 95 game.
347 @item Electronic Arts Madcow video @tab @tab X
348 @item Electronic Arts TGV video @tab @tab X
349 @item Electronic Arts TGQ video @tab @tab X
350 @item Electronic Arts TQI video @tab @tab X
351 @item Escape 124 @tab @tab X
352 @item FFmpeg codec #1 @tab X @tab X
353 @tab experimental lossless codec (fourcc: FFV1)
354 @item Flash Screen Video v1 @tab X @tab X
355 @tab fourcc: FSV1
356 @item Flash Video (FLV) @tab X @tab X
357 @tab Sorenson H.263 used in Flash
358 @item Fraps @tab @tab X
359 @item H.261 @tab X @tab X
360 @item H.263 / H.263-1996 @tab X @tab X
361 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
362 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
363 @tab encoding supported through external library libx264
364 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
365 @item HuffYUV @tab X @tab X
366 @item HuffYUV FFmpeg variant @tab X @tab X
367 @item IBM Ultimotion @tab @tab X
368 @tab fourcc: ULTI
369 @item id Cinematic video @tab @tab X
370 @tab Used in Quake II.
371 @item id RoQ video @tab X @tab X
372 @tab Used in Quake III, Jedi Knight 2, other computer games.
373 @item Intel H.263 @tab @tab X
374 @item Intel Indeo 2 @tab @tab X
375 @item Intel Indeo 3 @tab @tab X
376 @item Interplay C93 @tab @tab X
377 @tab Used in the game Cyberia from Interplay.
378 @item Interplay MVE video @tab @tab X
379 @tab Used in Interplay .MVE files.
380 @item Karl Morton's video codec @tab @tab X
381 @tab Codec used in Worms games.
382 @item LCL (LossLess Codec Library) MSZH @tab @tab X
383 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
384 @item LOCO @tab @tab X
385 @item lossless MJPEG @tab X @tab X
386 @item Microsoft RLE @tab @tab X
387 @item Microsoft Video 1 @tab @tab X
388 @item Mimic @tab @tab X
389 @tab Used in MSN Messenger Webcam streams.
390 @item Miro VideoXL @tab @tab X
391 @tab fourcc: VIXL
392 @item MJPEG (Motion JPEG) @tab X @tab X
393 @item Motion Pixels video @tab @tab X
394 @item MPEG-1 video @tab X @tab X
395 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
396 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
397 @item MPEG-2 video @tab X @tab X
398 @item MPEG-4 part 2 @tab X @tab X
399 @ libxvidcore can be used alternatively for encoding.
400 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
401 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
402 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
403 @item Nintendo Gamecube THP video @tab @tab X
404 @item NuppelVideo/RTjpeg @tab @tab X
405 @tab Video encoding used in NuppelVideo files.
406 @item On2 VP3 @tab @tab X
407 @tab still experimental
408 @item On2 VP5 @tab @tab X
409 @tab fourcc: VP50
410 @item On2 VP6 @tab @tab X
411 @tab fourcc: VP60,VP61,VP62
412 @item planar RGB @tab @tab X
413 @tab fourcc: 8BPS
414 @item Q-team QPEG @tab @tab X
415 @tab fourccs: QPEG, Q1.0, Q1.1
416 @item QuickTime 8BPS video @tab @tab X
417 @item QuickTime Animation (RLE) video @tab X @tab X
418 @tab fourcc: 'rle '
419 @item QuickTime Graphics (SMC) @tab @tab X
420 @tab fourcc: 'smc '
421 @item QuickTime video (RPZA) @tab @tab X
422 @tab fourcc: rpza
423 @item Raw Video @tab X @tab X
424 @item RealVideo 1.0 @tab X @tab X
425 @item RealVideo 2.0 @tab X @tab X
426 @item RealVideo 3.0 @tab @tab X
427 @tab still far from ideal
428 @item RealVideo 4.0 @tab @tab X
429 @item Renderware TXD (TeXture Dictionary) @tab @tab X
430 @tab Texture dictionaries used by the Renderware Engine.
431 @item RL2 video @tab @tab X
432 @tab used in some games by Entertainment Software Partners
433 @item Sierra VMD video @tab @tab X
434 @tab Used in Sierra VMD files.
435 @item Smacker video @tab @tab X
436 @tab Video encoding used in Smacker.
437 @item SMPTE VC-1 @tab @tab X
438 @item Snow @tab X @tab X
439 @tab experimental wavelet codec (fourcc: SNOW)
440 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
441 @item Sorenson Vector Quantizer 1 @tab X @tab X
442 @tab fourcc: SVQ1
443 @item Sorenson Vector Quantizer 3 @tab @tab X
444 @tab fourcc: SVQ3
445 @item Sunplus JPEG (SP5X) @tab @tab X
446 @tab fourcc: SP5X
447 @item TechSmith Screen Capture Codec @tab @tab X
448 @tab fourcc: TSCC
449 @item Theora @tab E @tab X
450 @tab encoding supported through external library libtheora
451 @item Tiertex Limited SEQ video @tab @tab X
452 @tab Codec used in DOS CD-ROM FlashBack game.
453 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
454 @item VMware Screen Codec / VMware Video @tab @tab X
455 @tab Codec used in videos captured by VMware.
456 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
457 @item Windows Media Video 7 @tab X @tab X
458 @item Windows Media Video 8 @tab X @tab X
459 @item Windows Media Video 9 @tab @tab X
460 @tab not completely working
461 @item Wing Commander III / Xan @tab @tab X
462 @tab Used in Wing Commander III .MVE files.
463 @item Winnov WNV1 @tab @tab X
464 @item WMV7 @tab X @tab X
465 @item YAMAHA SMAF @tab X @tab X
466 @item ZLIB @tab X @tab X
467 @tab part of LCL, encoder experimental
468 @item Zip Motion Blocks Video @tab X @tab X
469 @tab Encoder works only in PAL8.
470 @end multitable
471
472 @code{X} means that encoding (resp. decoding) is supported.
473
474 @code{E} means that support is provided through an external library.
475
476 @section Audio Codecs
477
478 @multitable @columnfractions .4 .1 .1 .4
479 @item Name @tab Encoding @tab Decoding @tab Comments
480 @item 8SVX audio @tab @tab X
481 @item AAC @tab E @tab X
482 @tab encoding supported through external library libfaac
483 @item AC-3 @tab IX @tab X
484 @item ADPCM 4X Movie @tab @tab X
485 @item ADPCM CDROM XA @tab @tab X
486 @item ADPCM Creative Technology @tab @tab X
487 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
488 @item ADPCM Electronic Arts @tab @tab X
489 @tab Used in various EA titles.
490 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
491 @tab Used in Sim City 3000.
492 @item ADPCM Electronic Arts R1 @tab @tab X
493 @item ADPCM Electronic Arts R2 @tab @tab X
494 @item ADPCM Electronic Arts R3 @tab @tab X
495 @item ADPCM Electronic Arts XAS @tab @tab X
496 @item ADPCM G.726 @tab X @tab X
497 @item ADPCM IMA AMV @tab @tab X
498 @tab Used in AMV files
499 @item ADPCM IMA Electronic Arts EACS @tab @tab X
500 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
501 @item ADPCM IMA Funcom @tab @tab X
502 @item ADPCM IMA QuickTime @tab X @tab X
503 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
504 @item ADPCM IMA WAV @tab X @tab X
505 @item ADPCM IMA Westwood @tab @tab X
506 @item ADPCM ISS IMA @tab @tab X
507 @tab Used in FunCom games.
508 @item ADPCM IMA Duck DK3 @tab @tab X
509 @tab Used in some Sega Saturn console games.
510 @item ADPCM IMA Duck DK4 @tab @tab X
511 @tab Used in some Sega Saturn console games.
512 @item ADPCM Microsoft @tab X @tab X
513 @item ADPCM MS IMA @tab X @tab X
514 @item ADPCM Nintendo Gamecube THP @tab @tab X
515 @item ADPCM QT IMA @tab X @tab X
516 @item ADPCM SEGA CRI ADX @tab X @tab X
517 @tab Used in Sega Dreamcast games.
518 @item ADPCM Shockwave Flash @tab X @tab X
519 @item ADPCM SMJPEG IMA @tab @tab X
520 @tab Used in certain Loki game ports.
521 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
522 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
523 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
524 @item ADPCM Westwood Studios IMA @tab @tab X
525 @tab Used in Westwood Studios games like Command and Conquer.
526 @item ADPCM Yamaha @tab X @tab X
527 @item AMR-NB @tab E @tab E
528 @tab supported through external library libopencore-amrnb
529 @item AMR-WB @tab @tab E
530 @tab decoding supported through external library libopencore-amrwb
531 @item Apple lossless audio @tab X @tab X
532 @tab QuickTime fourcc 'alac'
533 @item Atrac 3 @tab @tab X
534 @item Delphine Software International CIN audio @tab @tab X
535 @tab Codec used in Delphine Software International games.
536 @item COOK @tab @tab X
537 @tab All versions except 5.1 are supported.
538 @item DCA (DTS Coherent Acoustics) @tab @tab X
539 @item DPCM id RoQ @tab X @tab X
540 @tab Used in Quake III, Jedi Knight 2, other computer games.
541 @item DPCM Interplay @tab @tab X
542 @tab Used in various Interplay computer games.
543 @item DPCM Sierra Online @tab @tab X
544 @tab Used in Sierra Online game audio files.
545 @item DPCM Sol @tab @tab X
546 @item DPCM Xan @tab @tab X
547 @tab Used in Origin's Wing Commander IV AVI files.
548 @item DSP Group TrueSpeech @tab @tab X
549 @item DV audio @tab @tab X
550 @item Enhanced AC-3 @tab @tab X
551 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
552 @item G.729 @tab @tab X
553 @item GSM @tab E @tab E
554 @tab supported through external library libgsm
555 @item GSM Microsoft variant @tab E @tab E
556 @tab supported through external library libgsm
557 @item IMC (Intel Music Coder) @tab @tab X
558 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
559 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
560 @item MLP (Meridian Lossless Packing) @tab @tab X
561 @tab Used in DVD-Audio discs.
562 @item Monkey's Audio @tab @tab X
563 @tab Only versions 3.97-3.99 are supported.
564 @item MP1 (MPEG audio layer 1) @tab @tab IX
565 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
566 @item MP3 (MPEG audio layer 3) @tab E @tab IX
567 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
568 @item Musepack SV7 @tab @tab X
569 @item Musepack SV8 @tab @tab X
570 @item Nellymoser Asao @tab X @tab X
571 @item PCM A-law @tab X @tab X
572 @item PCM mu-law @tab X @tab X
573 @item PCM 16-bit little-endian planar @tab @tab X
574 @item PCM 32-bit floating point big-endian @tab X @tab X
575 @item PCM 32-bit floating point little-endian @tab X @tab X
576 @item PCM 64-bit floating point big-endian @tab X @tab X
577 @item PCM 64-bit floating point little-endian @tab X @tab X
578 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
579 @item PCM signed 8-bit @tab X @tab X
580 @item PCM signed 16-bit big-endian @tab X @tab X
581 @item PCM signed 16-bit little-endian @tab X @tab X
582 @item PCM signed 24-bit big-endian @tab X @tab X
583 @item PCM signed 24-bit little-endian @tab X @tab X
584 @item PCM signed 32-bit big-endian @tab X @tab X
585 @item PCM signed 32-bit little-endian @tab X @tab X
586 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
587 @item PCM unsigned 8-bit @tab X @tab X
588 @item PCM unsigned 16-bit big-endian @tab X @tab X
589 @item PCM unsigned 16-bit little-endian @tab X @tab X
590 @item PCM unsigned 24-bit big-endian @tab X @tab X
591 @item PCM unsigned 24-bit little-endian @tab X @tab X
592 @item PCM unsigned 32-bit big-endian @tab X @tab X
593 @item PCM unsigned 32-bit little-endian @tab X @tab X
594 @item PCM Zork @tab X @tab X
595 @item QCELP / PureVoice @tab @tab X
596 @item QDesign Music Codec 2 @tab @tab X
597 @tab There are still some distortions.
598 @item RealAudio 1.0 (14.4K) @tab @tab X
599 @tab Real 14400 bit/s codec
600 @item RealAudio 2.0 (28.8K) @tab @tab X
601 @tab Real 28800 bit/s codec
602 @item RealAudio 3.0 (dnet) @tab IX @tab X
603 @tab Real low bitrate AC-3 codec
604 @item Shorten @tab @tab X
605 @item Sierra VMD audio @tab @tab X
606 @tab Used in Sierra VMD files.
607 @item Smacker audio @tab @tab X
608 @item Sonic @tab X @tab X
609 @tab experimental codec
610 @item Sonic lossless @tab X @tab X
611 @tab experimental codec
612 @item Speex @tab @tab E
613 @tab supported through external library libspeex
614 @item True Audio (TTA) @tab @tab X
615 @item TrueHD @tab @tab X
616 @tab Used in HD-DVD and Blu-Ray discs.
617 @item TwinVQ (VQF flavor) @tab @tab X
618 @item Vorbis @tab E @tab X
619 @ A native but very primitive encoder exists.
620 @item WavPack @tab @tab X
621 @item Westwood Audio (SND1) @tab @tab X
622 @item Windows Media Audio 1 @tab X @tab X
623 @item Windows Media Audio 2 @tab X @tab X
624 @end multitable
625
626 @code{X} means that encoding (resp. decoding) is supported.
627
628 @code{E} means that support is provided through an external library.
629
630 @code{I} means that an integer-only version is available, too (ensures high
631 performance on systems without hardware floating point support).
632
633 @section Subtitle Formats
634
635 @multitable @columnfractions .4 .1 .1 .1 .1
636 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
637 @item SSA/ASS @tab X @tab X
638 @item DVB @tab X @tab X @tab X @tab X
639 @item DVD @tab X @tab X @tab X @tab X
640 @item PGS @tab @tab @tab @tab X
641 @item XSUB @tab @tab @tab X @tab X
642 @end multitable
643
644 @code{X} means that the feature is supported.
645
646 @section Network Protocols
647
648 @multitable @columnfractions .4 .1
649 @item Name @tab Support
650 @item file @tab X
651 @item Gopher @tab X
652 @item HTTP @tab X
653 @item pipe @tab X
654 @item RTP @tab X
655 @item TCP @tab X
656 @item UDP @tab X
657 @end multitable
658
659 @code{X} means that the protocol is supported.
660
661
662 @section Input/Output Devices
663
664 @multitable @columnfractions .4 .1 .1
665 @item Name @tab Input @tab Output
666 @item ALSA @tab X @tab X
667 @item BEOS audio @tab X @tab X
668 @item BKTR @tab X @tab
669 @item DV1394 @tab X @tab
670 @item JACK @tab X @tab
671 @item LIBDC1394 @tab X @tab
672 @item OSS @tab X @tab X
673 @item Video4Linux @tab X @tab
674 @item Video4Linux2 @tab X @tab
675 @item VfW capture @tab X @tab
676 @item X11 grabbing @tab X @tab
677 @end multitable
678
679 @code{X} means that input/output is supported.
680
681
682 @chapter Platform Specific information
683
684 @section BSD
685
686 BSD make will not build FFmpeg, you need to install and use GNU Make
687 (@file{gmake}).
688
689 @section Windows
690
691 To get help and instructions for building FFmpeg under Windows, check out
692 the FFmpeg Windows Help Forum at
693 @url{http://ffmpeg.arrozcru.org/}.
694
695 @subsection Native Windows compilation
696
697 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
698 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
699 You can find detailed installation
700 instructions in the download section and the FAQ.
701
702 FFmpeg does not build out-of-the-box with the packages the automated MinGW
703 installer provides. It also requires coreutils to be installed and many other
704 packages updated to the latest version. The minimum version for some packages
705 are listed below:
706
707 @itemize
708 @item bash 3.1
709 @item msys-make 3.81-2 (note: not mingw32-make)
710 @item w32api 3.13
711 @item mingw-runtime 3.15
712 @end itemize
713
714 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
715 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
716
717 Within the MSYS shell, configure and make with:
718
719 @example
720 ./configure --enable-memalign-hack --extra-cflags=-fno-common
721 make
722 make install
723 @end example
724
725 This will install @file{ffmpeg.exe} along with many other development files
726 to @file{/usr/local}. You may specify another install path using the
727 @code{--prefix} option in @file{configure}.
728
729 Notes:
730
731 @itemize
732
733 @item In order to compile FFplay, you must have the MinGW development library
734 of SDL. Get it from @url{http://www.libsdl.org}.
735 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
736 where SDL was installed. Verify that @file{sdl-config} can be launched from
737 the MSYS command line.
738
739 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
740 you can build libavutil, libavcodec and libavformat as DLLs.
741
742 @end itemize
743
744 @subsection Microsoft Visual C++ compatibility
745
746 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
747 want to use the libav* libraries in your own applications, you can still
748 compile those applications using MSVC++. But the libav* libraries you link
749 to @emph{must} be built with MinGW. However, you will not be able to debug
750 inside the libav* libraries, since MSVC++ does not recognize the debug
751 symbols generated by GCC.
752 We strongly recommend you to move over from MSVC++ to MinGW tools.
753
754 This description of how to use the FFmpeg libraries with MSVC++ is based on
755 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
756 you might have to modify the procedures slightly.
757
758 @subsubsection Using static libraries
759
760 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
761
762 @enumerate
763
764 @item Create a new console application ("File / New / Project") and then
765 select "Win32 Console Application". On the appropriate page of the
766 Application Wizard, uncheck the "Precompiled headers" option.
767
768 @item Write the source code for your application, or, for testing, just
769 copy the code from an existing sample application into the source file
770 that MSVC++ has already created for you. For example, you can copy
771 @file{libavformat/output-example.c} from the FFmpeg distribution.
772
773 @item Open the "Project / Properties" dialog box. In the "Configuration"
774 combo box, select "All Configurations" so that the changes you make will
775 affect both debug and release builds. In the tree view on the left hand
776 side, select "C/C++ / General", then edit the "Additional Include
777 Directories" setting to contain the path where the FFmpeg includes were
778 installed (i.e. @file{c:\msys\1.0\local\include}).
779 Do not add MinGW's include directory here, or the include files will
780 conflict with MSVC's.
781
782 @item Still in the "Project / Properties" dialog box, select
783 "Linker / General" from the tree view and edit the
784 "Additional Library Directories" setting to contain the @file{lib}
785 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
786 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
787 and the directory where MinGW's GCC libs are installed
788 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
789 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
790 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
791 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
792 to the end of "Additional Dependencies".
793
794 @item Now, select "C/C++ / Code Generation" from the tree view. Select
795 "Debug" in the "Configuration" combo box. Make sure that "Runtime
796 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
797 the "Configuration" combo box and make sure that "Runtime Library" is
798 set to "Multi-threaded DLL".
799
800 @item Click "OK" to close the "Project / Properties" dialog box.
801
802 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
803 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
804 and install it in MSVC++'s include directory
805 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
806
807 @item MSVC++ also does not understand the @code{inline} keyword used by
808 FFmpeg, so you must add this line before @code{#include}ing libav*:
809 @example
810 #define inline _inline
811 @end example
812
813 @item Build your application, everything should work.
814
815 @end enumerate
816
817 @subsubsection Using shared libraries
818
819 This is how to create DLL and LIB files that are compatible with MSVC++:
820
821 @enumerate
822
823 @item Add a call to @file{vcvars32.bat} (which sets up the environment
824 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
825 The standard location for @file{vcvars32.bat} is
826 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
827 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
828 If this corresponds to your setup, add the following line as the first line
829 of @file{msys.bat}:
830
831 @example
832 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
833 @end example
834
835 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
836 and run @file{c:\msys\1.0\msys.bat} from there.
837
838 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
839 from @file{Microsoft (R) Library Manager}, this means your environment
840 variables are set up correctly, the @file{Microsoft (R) Library Manager}
841 is on the path and will be used by FFmpeg to create
842 MSVC++-compatible import libraries.
843
844 @item Build FFmpeg with
845
846 @example
847 ./configure --enable-shared --enable-memalign-hack
848 make
849 make install
850 @end example
851
852 Your install path (@file{/usr/local/} by default) should now have the
853 necessary DLL and LIB files under the @file{bin} directory.
854
855 @end enumerate
856
857 To use those files with MSVC++, do the same as you would do with
858 the static libraries, as described above. But in Step 4,
859 you should only need to add the directory where the LIB files are installed
860 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
861 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
862 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
863 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
864 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
865 statically linked into the DLLs. The @file{bin} directory contains a bunch
866 of DLL files, but the ones that are actually used to run your application
867 are the ones with a major version number in their filenames
868 (i.e. @file{avcodec-51.dll}).
869
870 @subsection Cross compilation for Windows with Linux
871
872 You must use the MinGW cross compilation tools available at
873 @url{http://www.mingw.org/}.
874
875 Then configure FFmpeg with the following options:
876 @example
877 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
878 @end example
879 (you can change the cross-prefix according to the prefix chosen for the
880 MinGW tools).
881
882 Then you can easily test FFmpeg with Wine
883 (@url{http://www.winehq.com/}).
884
885 @subsection Compilation under Cygwin
886
887 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
888 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
889 or leverage the implementation in MinGW (as explained below).
890
891 Just install your Cygwin with all the "Base" packages, plus the
892 following "Devel" ones:
893 @example
894 binutils, gcc-core, make, subversion, mingw-runtime
895 @end example
896
897 And the following "Utils" one:
898 @example
899 diffutils
900 @end example
901
902 The experimental gcc4 package is still buggy, hence please
903 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
904
905 Install the current binutils-20080624-2 as they work fine (the old
906 binutils-20060709-1 proved buggy on shared builds).
907
908 Then create a small library that just contains llrint():
909
910 @example
911 ar x /usr/lib/mingw/libmingwex.a llrint.o
912 ar cq /usr/local/lib/libllrint.a llrint.o
913 @end example
914
915 Then run
916
917 @example
918 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
919 @end example
920
921 to make a static build or
922
923 @example
924 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
925 @end example
926
927 to build shared libraries.
928
929 If you want to build FFmpeg with additional libraries, download Cygwin
930 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
931 @example
932 libogg-devel, libvorbis-devel
933 @end example
934
935 These library packages are only available from Cygwin Ports
936 (@url{http://sourceware.org/cygwinports/}) :
937
938 @example
939 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
940 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
941 libxvidcore-devel
942 @end example
943
944 The recommendation for libnut and x264 is to build them from source by
945 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
946
947 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
948 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
949
950 @subsection Crosscompilation for Windows under Cygwin
951
952 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
953
954 Just install your Cygwin as explained before, plus these additional
955 "Devel" packages:
956 @example
957 gcc-mingw-core, mingw-runtime, mingw-zlib
958 @end example
959
960 and add some special flags to your configure invocation.
961
962 For a static build run
963 @example
964 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
965 @end example
966
967 and for a build with shared libraries
968 @example
969 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
970 @end example
971
972 @section BeOS
973
974 BeOS support is broken in mysterious ways.
975
976 @section OS/2
977
978 For information about compiling FFmpeg on OS/2 see
979 @url{http://www.edm2.com/index.php/FFmpeg}.
980
981 @bye