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