Add APIchanges entry for the libavcore/imgutils.h addition.
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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 ASF @tab X @tab X
53 @item AVI @tab X @tab X
54 @item AVISynth @tab @tab X
55 @item AVS @tab @tab X
56 @tab Multimedia format used by the Creature Shock game.
57 @item Beam Software SIFF @tab @tab X
58 @tab Audio and video format used in some games by Beam Software.
59 @item Bethesda Softworks VID @tab @tab X
60 @tab Used in some games from Bethesda Softworks.
61 @item Bink @tab @tab X
62 @tab Multimedia format used by many games.
63 @item Brute Force & Ignorance @tab @tab X
64 @tab Used in the game Flash Traffic: City of Angels.
65 @item Interplay C93 @tab @tab X
66 @tab Used in the game Cyberia from Interplay.
67 @item Delphine Software International CIN @tab @tab X
68 @tab Multimedia format used by Delphine Software games.
69 @item CD+G @tab @tab X
70 @tab Video format used by CD+G karaoke disks
71 @item Core Audio Format @tab @tab X
72 @tab Apple Core Audio Format
73 @item CRC testing format @tab X @tab
74 @item Creative Voice @tab X @tab X
75 @tab Created for the Sound Blaster Pro.
76 @item CRYO APC @tab @tab X
77 @tab Audio format used in some games by CRYO Interactive Entertainment.
78 @item D-Cinema audio @tab X @tab X
79 @item Deluxe Paint Animation @tab @tab X
80 @item DV video @tab X @tab X
81 @item DXA @tab @tab X
82 @tab This format is used in the non-Windows version of the Feeble Files
83 game and different game cutscenes repacked for use with ScummVM.
84 @item Electronic Arts cdata @tab @tab X
85 @item Electronic Arts Multimedia @tab @tab X
86 @tab Used in various EA games; files have extensions like WVE and UV2.
87 @item FFM (FFserver live feed) @tab X @tab X
88 @item Flash (SWF) @tab X @tab X
89 @item Flash 9 (AVM2) @tab X @tab X
90 @tab Only embedded audio is decoded.
91 @item FLI/FLC/FLX animation @tab @tab X
92 @tab .fli/.flc files
93 @item Flash Video (FLV) @tab @tab X
94 @tab Macromedia Flash video files
95 @item framecrc testing format @tab X @tab
96 @item FunCom ISS @tab @tab X
97 @tab Audio format used in various games from FunCom like The Longest Journey.
98 @item GIF Animation @tab X @tab
99 @item GXF @tab X @tab X
100 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
101 playout servers.
102 @item id Quake II CIN video @tab @tab X
103 @item id RoQ @tab X @tab X
104 @tab Used in Quake III, Jedi Knight 2, other computer games.
105 @item IEC61937 encapsulation @tab X @tab
106 @item IFF @tab @tab X
107 @tab Interchange File Format
108 @item Interplay MVE @tab @tab X
109 @tab Format used in various Interplay computer games.
110 @item IV8 @tab @tab X
111 @tab A format generated by IndigoVision 8000 video server.
112 @item IVF (On2) @tab @tab X
113 @tab A format used by libvpx
114 @item LMLM4 @tab @tab X
115 @tab Used by Linux Media Labs MPEG-4 PCI boards
116 @item Matroska @tab X @tab X
117 @item Matroska audio @tab X @tab
118 @item MAXIS XA @tab @tab X
119 @tab Used in Sim City 3000; file extension .xa.
120 @item MD Studio @tab @tab X
121 @item Monkey's Audio @tab @tab X
122 @item Motion Pixels MVI @tab @tab X
123 @item MOV/QuickTime/MP4 @tab X @tab X
124 @tab 3GP, 3GP2, PSP, iPod variants supported
125 @item MP2 @tab X @tab X
126 @item MP3 @tab X @tab X
127 @item MPEG-1 System @tab X @tab X
128 @tab muxed audio and video, VCD format supported
129 @item MPEG-PS (program stream) @tab X @tab X
130 @tab also known as @code{VOB} file, SVCD and DVD format supported
131 @item MPEG-TS (transport stream) @tab X @tab X
132 @tab also known as DVB Transport Stream
133 @item MPEG-4 @tab X @tab X
134 @tab MPEG-4 is a variant of QuickTime.
135 @item MIME multipart JPEG @tab X @tab
136 @item MSN TCP webcam @tab @tab X
137 @tab Used by MSN Messenger webcam streams.
138 @item MTV @tab @tab X
139 @item Musepack @tab @tab X
140 @item Musepack SV8 @tab @tab X
141 @item Material eXchange Format (MXF) @tab X @tab X
142 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
143 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
144 @tab SMPTE 386M, D-10/IMX Mapping.
145 @item NC camera feed @tab @tab X
146 @tab NC (AVIP NC4600) camera streams
147 @item NTT TwinVQ (VQF) @tab @tab X
148 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
149 @item Nullsoft Streaming Video @tab @tab X
150 @item NuppelVideo @tab @tab X
151 @item NUT @tab X @tab X
152 @tab NUT Open Container Format
153 @item Ogg @tab X @tab X
154 @item TechnoTrend PVA @tab @tab X
155 @tab Used by TechnoTrend DVB PCI boards.
156 @item QCP @tab @tab X
157 @item raw ADTS (AAC) @tab X @tab X
158 @item raw AC-3 @tab X @tab X
159 @item raw Chinese AVS video @tab X @tab X
160 @item raw CRI ADX @tab X @tab X
161 @item raw Dirac @tab X @tab X
162 @item raw DNxHD @tab X @tab X
163 @item raw DTS @tab X @tab X
164 @item raw E-AC-3 @tab X @tab X
165 @item raw FLAC @tab X @tab X
166 @item raw GSM @tab @tab X
167 @item raw H.261 @tab X @tab X
168 @item raw H.263 @tab X @tab X
169 @item raw H.264 @tab X @tab X
170 @item raw Ingenient MJPEG @tab @tab X
171 @item raw MJPEG @tab X @tab X
172 @item raw MLP @tab @tab X
173 @item raw MPEG @tab @tab X
174 @item raw MPEG-1 @tab @tab X
175 @item raw MPEG-2 @tab @tab X
176 @item raw MPEG-4 @tab X @tab X
177 @item raw NULL @tab X @tab
178 @item raw video @tab X @tab X
179 @item raw id RoQ @tab X @tab
180 @item raw Shorten @tab @tab X
181 @item raw TrueHD @tab X @tab X
182 @item raw VC-1 @tab @tab X
183 @item raw PCM A-law @tab X @tab X
184 @item raw PCM mu-law @tab X @tab X
185 @item raw PCM signed 8 bit @tab X @tab X
186 @item raw PCM signed 16 bit big-endian @tab X @tab X
187 @item raw PCM signed 16 bit little-endian @tab X @tab X
188 @item raw PCM signed 24 bit big-endian @tab X @tab X
189 @item raw PCM signed 24 bit little-endian @tab X @tab X
190 @item raw PCM signed 32 bit big-endian @tab X @tab X
191 @item raw PCM signed 32 bit little-endian @tab X @tab X
192 @item raw PCM unsigned 8 bit @tab X @tab X
193 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
194 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
195 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
196 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
197 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
198 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
199 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
200 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
201 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
202 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
203 @item RDT @tab @tab X
204 @item REDCODE R3D @tab @tab X
205 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
206 @item RealMedia @tab X @tab X
207 @item Redirector @tab @tab X
208 @item Renderware TeXture Dictionary @tab @tab X
209 @item RL2 @tab @tab X
210 @tab Audio and video format used in some games by Entertainment Software Partners.
211 @item RPL/ARMovie @tab @tab X
212 @item Lego Mindstorms RSO @tab X @tab X
213 @item RTMP @tab X @tab X
214 @tab Output is performed by publishing stream to RTMP server
215 @item RTP @tab X @tab
216 @item RTSP @tab X @tab X
217 @item SDP @tab @tab X
218 @item Sega FILM/CPK @tab @tab X
219 @tab Used in many Sega Saturn console games.
220 @item Sierra SOL @tab @tab X
221 @tab .sol files used in Sierra Online games.
222 @item Sierra VMD @tab @tab X
223 @tab Used in Sierra CD-ROM games.
224 @item Smacker @tab @tab X
225 @tab Multimedia format used by many games.
226 @item Sony OpenMG (OMA) @tab @tab X
227 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
228 @item Sony PlayStation STR @tab @tab X
229 @item Sony Wave64 (W64) @tab @tab X
230 @item SoX native format @tab X @tab X
231 @item SUN AU format @tab X @tab X
232 @item Text files @tab @tab X
233 @item THP @tab @tab X
234 @tab Used on the Nintendo GameCube.
235 @item Tiertex Limited SEQ @tab @tab X
236 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
237 @item True Audio @tab @tab X
238 @item VC-1 test bitstream @tab X @tab X
239 @item WAV @tab X @tab X
240 @item WavPack @tab @tab X
241 @item WebM @tab X @tab X
242 @item Wing Commander III movie @tab @tab X
243 @tab Multimedia format used in Origin's Wing Commander III computer game.
244 @item Westwood Studios audio @tab @tab X
245 @tab Multimedia format used in Westwood Studios games.
246 @item Westwood Studios VQA @tab @tab X
247 @tab Multimedia format used in Westwood Studios games.
248 @item YUV4MPEG pipe @tab X @tab X
249 @item Psygnosis YOP @tab @tab X
250 @end multitable
252 @code{X} means that encoding (resp. decoding) is supported.
254 @section Image Formats
256 FFmpeg can read and write images for each frame of a video sequence. The
257 following image formats are supported:
259 @multitable @columnfractions .4 .1 .1 .4
260 @item Name @tab Encoding @tab Decoding @tab Comments
261 @item .Y.U.V @tab X @tab X
262 @tab one raw file per component
263 @item animated GIF @tab X @tab X
264 @tab Only uncompressed GIFs are generated.
265 @item BMP @tab X @tab X
266 @tab Microsoft BMP image
267 @item DPX @tab @tab X
268 @tab Digital Picture Exchange
269 @item JPEG @tab X @tab X
270 @tab Progressive JPEG is not supported.
271 @item JPEG 2000 @tab @tab E
272 @tab decoding supported through external library libopenjpeg
273 @item JPEG-LS @tab X @tab X
274 @item LJPEG @tab X @tab
275 @tab Lossless JPEG
276 @item PAM @tab X @tab X
277 @tab PAM is a PNM extension with alpha support.
278 @item PBM @tab X @tab X
279 @tab Portable BitMap image
280 @item PCX @tab X @tab X
281 @tab PC Paintbrush
282 @item PGM @tab X @tab X
283 @tab Portable GrayMap image
284 @item PGMYUV @tab X @tab X
285 @tab PGM with U and V components in YUV 4:2:0
286 @item PIC @tab @tab X
287 @tab Pictor/PC Paint
288 @item PNG @tab X @tab X
289 @tab 2/4 bpp not supported yet
290 @item PPM @tab X @tab X
291 @tab Portable PixelMap image
292 @item PTX @tab @tab X
293 @tab V.Flash PTX format
294 @item SGI @tab X @tab X
295 @tab SGI RGB image format
296 @item Sun Rasterfile @tab @tab X
297 @tab Sun RAS image format
298 @item TIFF @tab X @tab X
299 @tab YUV, JPEG and some extension is not supported yet.
300 @item Truevision Targa @tab X @tab X
301 @tab Targa (.TGA) image format
302 @end multitable
304 @code{X} means that encoding (resp. decoding) is supported.
306 @code{E} means that support is provided through an external library.
308 @section Video Codecs
310 @multitable @columnfractions .4 .1 .1 .4
311 @item Name @tab Encoding @tab Decoding @tab Comments
312 @item 4X Movie @tab @tab X
313 @tab Used in certain computer games.
314 @item 8088flex TMV @tab @tab X
315 @item 8SVX exponential @tab @tab X
316 @item 8SVX fibonacci @tab @tab X
317 @item American Laser Games MM @tab @tab X
318 @tab Used in games like Mad Dog McCree.
319 @item AMV Video @tab @tab X
320 @tab Used in Chinese MP3 players.
321 @item ANSI/ASCII art @tab @tab X
322 @item Apple MJPEG-B @tab @tab X
323 @item Apple QuickDraw @tab @tab X
324 @tab fourcc: qdrw
325 @item Asus v1 @tab X @tab X
326 @tab fourcc: ASV1
327 @item Asus v2 @tab X @tab X
328 @tab fourcc: ASV2
329 @item ATI VCR1 @tab @tab X
330 @tab fourcc: VCR1
331 @item ATI VCR2 @tab @tab X
332 @tab fourcc: VCR2
333 @item Auravision Aura @tab @tab X
334 @item Auravision Aura 2 @tab @tab X
335 @item Autodesk Animator Flic video @tab @tab X
336 @item Autodesk RLE @tab @tab X
337 @tab fourcc: AASC
338 @item AVS (Audio Video Standard) video @tab @tab X
339 @tab Video encoding used by the Creature Shock game.
340 @item Beam Software VB @tab @tab X
341 @item Bethesda VID video @tab @tab X
342 @tab Used in some games from Bethesda Softworks.
343 @item Bink Video @tab @tab X
344 @tab Support for version 'b' is missing.
345 @item Brute Force & Ignorance @tab @tab X
346 @tab Used in the game Flash Traffic: City of Angels.
347 @item C93 video @tab @tab X
348 @tab Codec used in Cyberia game.
349 @item CamStudio @tab @tab X
350 @tab fourcc: CSCD
351 @item CD+G @tab @tab X
352 @tab Video codec for CD+G karaoke disks
353 @item Chinese AVS video @tab E @tab X
354 @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
355 @item Delphine Software International CIN video @tab @tab X
356 @tab Codec used in Delphine Software International games.
357 @item Cinepak @tab @tab X
358 @item Cirrus Logic AccuPak @tab @tab X
359 @tab fourcc: CLJR
360 @item Creative YUV (CYUV) @tab @tab X
361 @item Dirac @tab E @tab E
362 @tab supported through external libdirac/libschroedinger libraries
363 @item Deluxe Paint Animation @tab @tab X
364 @item DNxHD @tab X @tab X
365 @tab aka SMPTE VC3
366 @item Duck TrueMotion 1.0 @tab @tab X
367 @tab fourcc: DUCK
368 @item Duck TrueMotion 2.0 @tab @tab X
369 @tab fourcc: TM20
370 @item DV (Digital Video) @tab X @tab X
371 @item Feeble Files/ScummVM DXA @tab @tab X
372 @tab Codec originally used in Feeble Files game.
373 @item Electronic Arts CMV video @tab @tab X
374 @tab Used in NHL 95 game.
375 @item Electronic Arts Madcow video @tab @tab X
376 @item Electronic Arts TGV video @tab @tab X
377 @item Electronic Arts TGQ video @tab @tab X
378 @item Electronic Arts TQI video @tab @tab X
379 @item Escape 124 @tab @tab X
380 @item FFmpeg video codec #1 @tab X @tab X
381 @tab experimental lossless codec (fourcc: FFV1)
382 @item Flash Screen Video v1 @tab X @tab X
383 @tab fourcc: FSV1
384 @item Flash Video (FLV) @tab X @tab X
385 @tab Sorenson H.263 used in Flash
386 @item Fraps @tab @tab X
387 @item H.261 @tab X @tab X
388 @item H.263 / H.263-1996 @tab X @tab X
389 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
390 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
391 @tab encoding supported through external library libx264
392 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
393 @item HuffYUV @tab X @tab X
394 @item HuffYUV FFmpeg variant @tab X @tab X
395 @item IBM Ultimotion @tab @tab X
396 @tab fourcc: ULTI
397 @item id Cinematic video @tab @tab X
398 @tab Used in Quake II.
399 @item id RoQ video @tab X @tab X
400 @tab Used in Quake III, Jedi Knight 2, other computer games.
401 @item IFF ILBM @tab @tab X
402 @tab IFF interlaved bitmap
403 @item IFF ByteRun1 @tab @tab X
404 @tab IFF run length encoded bitmap
405 @item Intel H.263 @tab @tab X
406 @item Intel Indeo 2 @tab @tab X
407 @item Intel Indeo 3 @tab @tab X
408 @item Intel Indeo 5 @tab @tab X
409 @item Interplay C93 @tab @tab X
410 @tab Used in the game Cyberia from Interplay.
411 @item Interplay MVE video @tab @tab X
412 @tab Used in Interplay .MVE files.
413 @item Karl Morton's video codec @tab @tab X
414 @tab Codec used in Worms games.
415 @item Kega Game Video (KGV1) @tab @tab X
416 @tab Kega emulator screen capture codec.
417 @item LCL (LossLess Codec Library) MSZH @tab @tab X
418 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
419 @item LOCO @tab @tab X
420 @item lossless MJPEG @tab X @tab X
421 @item Microsoft RLE @tab @tab X
422 @item Microsoft Video 1 @tab @tab X
423 @item Mimic @tab @tab X
424 @tab Used in MSN Messenger Webcam streams.
425 @item Miro VideoXL @tab @tab X
426 @tab fourcc: VIXL
427 @item MJPEG (Motion JPEG) @tab X @tab X
428 @item Motion Pixels video @tab @tab X
429 @item MPEG-1 video @tab X @tab X
430 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
431 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
432 @item MPEG-2 video @tab X @tab X
433 @item MPEG-4 part 2 @tab X @tab X
434 @ libxvidcore can be used alternatively for encoding.
435 @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
436 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
437 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
438 @item Nintendo Gamecube THP video @tab @tab X
439 @item NuppelVideo/RTjpeg @tab @tab X
440 @tab Video encoding used in NuppelVideo files.
441 @item On2 VP3 @tab @tab X
442 @tab still experimental
443 @item On2 VP5 @tab @tab X
444 @tab fourcc: VP50
445 @item On2 VP6 @tab @tab X
446 @tab fourcc: VP60,VP61,VP62
447 @item VP8 @tab E @tab X
448 @tab fourcc: VP80, encoding supported through external library libvpx
449 @item planar RGB @tab @tab X
450 @tab fourcc: 8BPS
451 @item Q-team QPEG @tab @tab X
452 @tab fourccs: QPEG, Q1.0, Q1.1
453 @item QuickTime 8BPS video @tab @tab X
454 @item QuickTime Animation (RLE) video @tab X @tab X
455 @tab fourcc: 'rle '
456 @item QuickTime Graphics (SMC) @tab @tab X
457 @tab fourcc: 'smc '
458 @item QuickTime video (RPZA) @tab @tab X
459 @tab fourcc: rpza
460 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
461 @item Raw Video @tab X @tab X
462 @item RealVideo 1.0 @tab X @tab X
463 @item RealVideo 2.0 @tab X @tab X
464 @item RealVideo 3.0 @tab @tab X
465 @tab still far from ideal
466 @item RealVideo 4.0 @tab @tab X
467 @item Renderware TXD (TeXture Dictionary) @tab @tab X
468 @tab Texture dictionaries used by the Renderware Engine.
469 @item RL2 video @tab @tab X
470 @tab used in some games by Entertainment Software Partners
471 @item Sierra VMD video @tab @tab X
472 @tab Used in Sierra VMD files.
473 @item Smacker video @tab @tab X
474 @tab Video encoding used in Smacker.
475 @item SMPTE VC-1 @tab @tab X
476 @item Snow @tab X @tab X
477 @tab experimental wavelet codec (fourcc: SNOW)
478 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
479 @item Sorenson Vector Quantizer 1 @tab X @tab X
480 @tab fourcc: SVQ1
481 @item Sorenson Vector Quantizer 3 @tab @tab X
482 @tab fourcc: SVQ3
483 @item Sunplus JPEG (SP5X) @tab @tab X
484 @tab fourcc: SP5X
485 @item TechSmith Screen Capture Codec @tab @tab X
486 @tab fourcc: TSCC
487 @item Theora @tab E @tab X
488 @tab encoding supported through external library libtheora
489 @item Tiertex Limited SEQ video @tab @tab X
490 @tab Codec used in DOS CD-ROM FlashBack game.
491 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
492 @item VMware Screen Codec / VMware Video @tab @tab X
493 @tab Codec used in videos captured by VMware.
494 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
495 @item Windows Media Video 7 @tab X @tab X
496 @item Windows Media Video 8 @tab X @tab X
497 @item Windows Media Video 9 @tab @tab X
498 @tab not completely working
499 @item Wing Commander III / Xan @tab @tab X
500 @tab Used in Wing Commander III .MVE files.
501 @item Winnov WNV1 @tab @tab X
502 @item WMV7 @tab X @tab X
503 @item YAMAHA SMAF @tab X @tab X
504 @item Psygnosis YOP Video @tab @tab X
505 @item ZLIB @tab X @tab X
506 @tab part of LCL, encoder experimental
507 @item Zip Motion Blocks Video @tab X @tab X
508 @tab Encoder works only in PAL8.
509 @end multitable
511 @code{X} means that encoding (resp. decoding) is supported.
513 @code{E} means that support is provided through an external library.
515 @section Audio Codecs
517 @multitable @columnfractions .4 .1 .1 .4
518 @item Name @tab Encoding @tab Decoding @tab Comments
519 @item 8SVX audio @tab @tab X
520 @item AAC @tab E @tab X
521 @tab encoding supported through external library libfaac
522 @item AC-3 @tab IX @tab X
523 @item ADPCM 4X Movie @tab @tab X
524 @item ADPCM CDROM XA @tab @tab X
525 @item ADPCM Creative Technology @tab @tab X
526 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
527 @item ADPCM Electronic Arts @tab @tab X
528 @tab Used in various EA titles.
529 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
530 @tab Used in Sim City 3000.
531 @item ADPCM Electronic Arts R1 @tab @tab X
532 @item ADPCM Electronic Arts R2 @tab @tab X
533 @item ADPCM Electronic Arts R3 @tab @tab X
534 @item ADPCM Electronic Arts XAS @tab @tab X
535 @item ADPCM G.726 @tab X @tab X
536 @item ADPCM IMA AMV @tab @tab X
537 @tab Used in AMV files
538 @item ADPCM IMA Electronic Arts EACS @tab @tab X
539 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
540 @item ADPCM IMA Funcom @tab @tab X
541 @item ADPCM IMA QuickTime @tab X @tab X
542 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
543 @item ADPCM IMA WAV @tab X @tab X
544 @item ADPCM IMA Westwood @tab @tab X
545 @item ADPCM ISS IMA @tab @tab X
546 @tab Used in FunCom games.
547 @item ADPCM IMA Duck DK3 @tab @tab X
548 @tab Used in some Sega Saturn console games.
549 @item ADPCM IMA Duck DK4 @tab @tab X
550 @tab Used in some Sega Saturn console games.
551 @item ADPCM Microsoft @tab X @tab X
552 @item ADPCM MS IMA @tab X @tab X
553 @item ADPCM Nintendo Gamecube THP @tab @tab X
554 @item ADPCM QT IMA @tab X @tab X
555 @item ADPCM SEGA CRI ADX @tab X @tab X
556 @tab Used in Sega Dreamcast games.
557 @item ADPCM Shockwave Flash @tab X @tab X
558 @item ADPCM SMJPEG IMA @tab @tab X
559 @tab Used in certain Loki game ports.
560 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
561 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
562 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
563 @item ADPCM Westwood Studios IMA @tab @tab X
564 @tab Used in Westwood Studios games like Command and Conquer.
565 @item ADPCM Yamaha @tab X @tab X
566 @item AMR-NB @tab E @tab X
567 @tab encoding supported through external library libopencore-amrnb
568 @item AMR-WB @tab @tab E
569 @tab decoding supported through external library libopencore-amrwb
570 @item Apple lossless audio @tab X @tab X
571 @tab QuickTime fourcc 'alac'
572 @item Atrac 1 @tab @tab X
573 @item Atrac 3 @tab @tab X
574 @item Bink Audio @tab @tab X
575 @tab Used in Bink and Smacker files in many games.
576 @item Delphine Software International CIN audio @tab @tab X
577 @tab Codec used in Delphine Software International games.
578 @item COOK @tab @tab X
579 @tab All versions except 5.1 are supported.
580 @item DCA (DTS Coherent Acoustics) @tab @tab X
581 @item DPCM id RoQ @tab X @tab X
582 @tab Used in Quake III, Jedi Knight 2, other computer games.
583 @item DPCM Interplay @tab @tab X
584 @tab Used in various Interplay computer games.
585 @item DPCM Sierra Online @tab @tab X
586 @tab Used in Sierra Online game audio files.
587 @item DPCM Sol @tab @tab X
588 @item DPCM Xan @tab @tab X
589 @tab Used in Origin's Wing Commander IV AVI files.
590 @item DSP Group TrueSpeech @tab @tab X
591 @item DV audio @tab @tab X
592 @item Enhanced AC-3 @tab @tab X
593 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
594 @item G.729 @tab @tab X
595 @item GSM @tab E @tab X
596 @tab encoding supported through external library libgsm
597 @item GSM Microsoft variant @tab E @tab X
598 @tab encoding supported through external library libgsm
599 @item IMC (Intel Music Coder) @tab @tab X
600 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
601 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
602 @item MLP (Meridian Lossless Packing) @tab @tab X
603 @tab Used in DVD-Audio discs.
604 @item Monkey's Audio @tab @tab X
605 @tab Only versions 3.97-3.99 are supported.
606 @item MP1 (MPEG audio layer 1) @tab @tab IX
607 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
608 @item MP3 (MPEG audio layer 3) @tab E @tab IX
609 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
610 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
611 @item Musepack SV7 @tab @tab X
612 @item Musepack SV8 @tab @tab X
613 @item Nellymoser Asao @tab X @tab X
614 @item PCM A-law @tab X @tab X
615 @item PCM mu-law @tab X @tab X
616 @item PCM 16-bit little-endian planar @tab @tab X
617 @item PCM 32-bit floating point big-endian @tab X @tab X
618 @item PCM 32-bit floating point little-endian @tab X @tab X
619 @item PCM 64-bit floating point big-endian @tab X @tab X
620 @item PCM 64-bit floating point little-endian @tab X @tab X
621 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
622 @item PCM signed 8-bit @tab X @tab X
623 @item PCM signed 16-bit big-endian @tab X @tab X
624 @item PCM signed 16-bit little-endian @tab X @tab X
625 @item PCM signed 24-bit big-endian @tab X @tab X
626 @item PCM signed 24-bit little-endian @tab X @tab X
627 @item PCM signed 32-bit big-endian @tab X @tab X
628 @item PCM signed 32-bit little-endian @tab X @tab X
629 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
630 @item PCM unsigned 8-bit @tab X @tab X
631 @item PCM unsigned 16-bit big-endian @tab X @tab X
632 @item PCM unsigned 16-bit little-endian @tab X @tab X
633 @item PCM unsigned 24-bit big-endian @tab X @tab X
634 @item PCM unsigned 24-bit little-endian @tab X @tab X
635 @item PCM unsigned 32-bit big-endian @tab X @tab X
636 @item PCM unsigned 32-bit little-endian @tab X @tab X
637 @item PCM Zork @tab X @tab X
638 @item QCELP / PureVoice @tab @tab X
639 @item QDesign Music Codec 2 @tab @tab X
640 @tab There are still some distortions.
641 @item RealAudio 1.0 (14.4K) @tab X @tab X
642 @tab Real 14400 bit/s codec
643 @item RealAudio 2.0 (28.8K) @tab @tab X
644 @tab Real 28800 bit/s codec
645 @item RealAudio 3.0 (dnet) @tab IX @tab X
646 @tab Real low bitrate AC-3 codec
647 @item RealAudio SIPR / ACELP.NET @tab @tab X
648 @item Shorten @tab @tab X
649 @item Sierra VMD audio @tab @tab X
650 @tab Used in Sierra VMD files.
651 @item Smacker audio @tab @tab X
652 @item Sonic @tab X @tab X
653 @tab experimental codec
654 @item Sonic lossless @tab X @tab X
655 @tab experimental codec
656 @item Speex @tab @tab E
657 @tab supported through external library libspeex
658 @item True Audio (TTA) @tab @tab X
659 @item TrueHD @tab @tab X
660 @tab Used in HD-DVD and Blu-Ray discs.
661 @item TwinVQ (VQF flavor) @tab @tab X
662 @item Vorbis @tab E @tab X
663 @tab A native but very primitive encoder exists.
664 @item WavPack @tab @tab X
665 @item Westwood Audio (SND1) @tab @tab X
666 @item Windows Media Audio 1 @tab X @tab X
667 @item Windows Media Audio 2 @tab X @tab X
668 @item Windows Media Audio Pro @tab @tab X
669 @item Windows Media Audio Voice @tab @tab X
670 @end multitable
672 @code{X} means that encoding (resp. decoding) is supported.
674 @code{E} means that support is provided through an external library.
676 @code{I} means that an integer-only version is available, too (ensures high
677 performance on systems without hardware floating point support).
679 @section Subtitle Formats
681 @multitable @columnfractions .4 .1 .1 .1 .1
682 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
683 @item SSA/ASS @tab X @tab X
684 @item DVB @tab X @tab X @tab X @tab X
685 @item DVD @tab X @tab X @tab X @tab X
686 @item PGS @tab @tab @tab @tab X
687 @item SubRip (SRT) @tab X @tab X
688 @item XSUB @tab @tab @tab X @tab X
689 @end multitable
691 @code{X} means that the feature is supported.
693 @section Network Protocols
695 @multitable @columnfractions .4 .1
696 @item Name @tab Support
697 @item file @tab X
698 @item Gopher @tab X
699 @item HTTP @tab X
700 @item MMS @tab X
701 @item pipe @tab X
702 @item RTP @tab X
703 @item TCP @tab X
704 @item UDP @tab X
705 @end multitable
707 @code{X} means that the protocol is supported.
710 @section Input/Output Devices
712 @multitable @columnfractions .4 .1 .1
713 @item Name @tab Input @tab Output
714 @item ALSA @tab X @tab X
715 @item BKTR @tab X @tab
716 @item DV1394 @tab X @tab
717 @item JACK @tab X @tab
718 @item LIBDC1394 @tab X @tab
719 @item OSS @tab X @tab X
720 @item Video4Linux @tab X @tab
721 @item Video4Linux2 @tab X @tab
722 @item VfW capture @tab X @tab
723 @item X11 grabbing @tab X @tab
724 @end multitable
726 @code{X} means that input/output is supported.
729 @chapter Platform Specific information
731 @section DOS
733 Using a cross-compiler is preferred for various reasons.
735 @subsection DJGPP
737 FFmpeg cannot be compiled because of broken system headers, add
738 @code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
739 workaround.
741 @section OS/2
743 For information about compiling FFmpeg on OS/2 see
744 @url{}.
746 @section Unix-like
748 Some parts of FFmpeg cannot be built with version 2.15 of the GNU
749 assembler which is still provided by a few AMD64 distributions. To
750 make sure your compiler really uses the required version of gas
751 after a binutils upgrade, run:
753 @example
754 $(gcc -print-prog-name=as) --version
755 @end example
757 If not, then you should install a different compiler that has no
758 hard-coded path to gas. In the worst case pass @code{--disable-asm}
759 to configure.
761 @subsection BSD
763 BSD make will not build FFmpeg, you need to install and use GNU Make
764 (@file{gmake}).
766 @subsubsection FreeBSD
768 FreeBSD will not compile out-of-the-box due to broken system headers.
769 Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
770 around the problem. This may have unexpected sideeffects, so use it at
771 your own risk. If you care about FreeBSD, please make an attempt at
772 getting the system headers fixed.
774 @subsection (Open)Solaris
776 GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
777 standard Solaris Make will not work. When building with a non-c99 front-end
778 (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
779 or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
780 since the libc is not c99-compliant by default. The probes performed by
781 configure may raise an exception leading to the death of configure itself
782 due to a bug in the system shell. Simply invoke a different shell such as
783 bash directly to work around this:
785 @example
786 bash ./configure
787 @end example
789 @subsection Darwin (MacOS X, iPhone)
791 MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
792 @url{} to build the optimized
793 assembler functions.
795 @section Windows
797 To get help and instructions for building FFmpeg under Windows, check out
798 the FFmpeg Windows Help Forum at
799 @url{}.
801 @subsection Native Windows compilation
803 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
804 the latest versions of MSYS and MinGW from @url{}.
805 You can find detailed installation
806 instructions in the download section and the FAQ.
808 FFmpeg does not build out-of-the-box with the packages the automated MinGW
809 installer provides. It also requires coreutils to be installed and many other
810 packages updated to the latest version. The minimum version for some packages
811 are listed below:
813 @itemize
814 @item bash 3.1
815 @item msys-make 3.81-2 (note: not mingw32-make)
816 @item w32api 3.13
817 @item mingw-runtime 3.15
818 @end itemize
820 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
821 a GCC bug (see @url{}).
823 Within the MSYS shell, configure and make with:
825 @example
826 ./configure --enable-memalign-hack
827 make
828 make install
829 @end example
831 This will install @file{ffmpeg.exe} along with many other development files
832 to @file{/usr/local}. You may specify another install path using the
833 @code{--prefix} option in @file{configure}.
835 Notes:
837 @itemize
839 @item Building natively using MSYS can be sped up by disabling implicit rules
840 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
841 speed up is close to non-existent for normal one-off builds and is only
842 noticeable when running make for a second time (for example in
843 @code{make install}).
845 @item In order to compile FFplay, you must have the MinGW development library
846 of SDL. Get it from @url{}.
847 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
848 where SDL was installed. Verify that @file{sdl-config} can be launched from
849 the MSYS command line.
851 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
852 you can build libavutil, libavcodec and libavformat as DLLs.
854 @end itemize
856 @subsection Microsoft Visual C++ compatibility
858 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
859 want to use the libav* libraries in your own applications, you can still
860 compile those applications using MSVC++. But the libav* libraries you link
861 to @emph{must} be built with MinGW. However, you will not be able to debug
862 inside the libav* libraries, since MSVC++ does not recognize the debug
863 symbols generated by GCC.
864 We strongly recommend you to move over from MSVC++ to MinGW tools.
866 This description of how to use the FFmpeg libraries with MSVC++ is based on
867 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
868 you might have to modify the procedures slightly.
870 @subsubsection Using static libraries
872 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
874 @enumerate
876 @item Create a new console application ("File / New / Project") and then
877 select "Win32 Console Application". On the appropriate page of the
878 Application Wizard, uncheck the "Precompiled headers" option.
880 @item Write the source code for your application, or, for testing, just
881 copy the code from an existing sample application into the source file
882 that MSVC++ has already created for you. For example, you can copy
883 @file{libavformat/output-example.c} from the FFmpeg distribution.
885 @item Open the "Project / Properties" dialog box. In the "Configuration"
886 combo box, select "All Configurations" so that the changes you make will
887 affect both debug and release builds. In the tree view on the left hand
888 side, select "C/C++ / General", then edit the "Additional Include
889 Directories" setting to contain the path where the FFmpeg includes were
890 installed (i.e. @file{c:\msys\1.0\local\include}).
891 Do not add MinGW's include directory here, or the include files will
892 conflict with MSVC's.
894 @item Still in the "Project / Properties" dialog box, select
895 "Linker / General" from the tree view and edit the
896 "Additional Library Directories" setting to contain the @file{lib}
897 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
898 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
899 and the directory where MinGW's GCC libs are installed
900 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
901 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
902 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
903 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
904 to the end of "Additional Dependencies".
906 @item Now, select "C/C++ / Code Generation" from the tree view. Select
907 "Debug" in the "Configuration" combo box. Make sure that "Runtime
908 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
909 the "Configuration" combo box and make sure that "Runtime Library" is
910 set to "Multi-threaded DLL".
912 @item Click "OK" to close the "Project / Properties" dialog box.
914 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
915 Get msinttypes from @url{}
916 and install it in MSVC++'s include directory
917 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
919 @item MSVC++ also does not understand the @code{inline} keyword used by
920 FFmpeg, so you must add this line before @code{#include}ing libav*:
921 @example
922 #define inline _inline
923 @end example
925 @item Build your application, everything should work.
927 @end enumerate
929 @subsubsection Using shared libraries
931 This is how to create DLL and LIB files that are compatible with MSVC++:
933 @enumerate
935 @item Add a call to @file{vcvars32.bat} (which sets up the environment
936 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
937 The standard location for @file{vcvars32.bat} is
938 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
939 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
940 If this corresponds to your setup, add the following line as the first line
941 of @file{msys.bat}:
943 @example
944 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
945 @end example
947 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
948 and run @file{c:\msys\1.0\msys.bat} from there.
950 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
951 from @file{Microsoft (R) Library Manager}, this means your environment
952 variables are set up correctly, the @file{Microsoft (R) Library Manager}
953 is on the path and will be used by FFmpeg to create
954 MSVC++-compatible import libraries.
956 @item Build FFmpeg with
958 @example
959 ./configure --enable-shared --enable-memalign-hack
960 make
961 make install
962 @end example
964 Your install path (@file{/usr/local/} by default) should now have the
965 necessary DLL and LIB files under the @file{bin} directory.
967 @end enumerate
969 To use those files with MSVC++, do the same as you would do with
970 the static libraries, as described above. But in Step 4,
971 you should only need to add the directory where the LIB files are installed
972 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
973 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
974 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
975 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
976 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
977 statically linked into the DLLs. The @file{bin} directory contains a bunch
978 of DLL files, but the ones that are actually used to run your application
979 are the ones with a major version number in their filenames
980 (i.e. @file{avcodec-51.dll}).
982 @subsection Cross compilation for Windows with Linux
984 You must use the MinGW cross compilation tools available at
985 @url{}.
987 Then configure FFmpeg with the following options:
988 @example
989 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
990 @end example
991 (you can change the cross-prefix according to the prefix chosen for the
992 MinGW tools).
994 Then you can easily test FFmpeg with Wine
995 (@url{}).
997 @subsection Compilation under Cygwin
999 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1000 llrint() in its C library.
1002 Install your Cygwin with all the "Base" packages, plus the
1003 following "Devel" ones:
1004 @example
1005 binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1006 @end example
1008 And the following "Utils" one:
1009 @example
1010 diffutils
1011 @end example
1013 Then run
1015 @example
1016 ./configure --enable-static --disable-shared
1017 @end example
1019 to make a static build.
1021 The current @code{gcc4-core} package is buggy and needs this flag to build
1022 shared libraries:
1024 @example
1025 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1026 @end example
1028 If you want to build FFmpeg with additional libraries, download Cygwin
1029 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1030 @example
1031 libogg-devel, libvorbis-devel
1032 @end example
1034 These library packages are only available from Cygwin Ports
1035 (@url{}) :
1037 @example
1038 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1039 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1040 libxvidcore-devel
1041 @end example
1043 The recommendation for libnut and x264 is to build them from source by
1044 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1046 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1047 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1049 @subsection Crosscompilation for Windows under Cygwin
1051 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1053 Just install your Cygwin as explained before, plus these additional
1054 "Devel" packages:
1055 @example
1056 gcc-mingw-core, mingw-runtime, mingw-zlib
1057 @end example
1059 and add some special flags to your configure invocation.
1061 For a static build run
1062 @example
1063 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1064 @end example
1066 and for a build with shared libraries
1067 @example
1068 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1069 @end example
1071 @bye