add Flash Screen Video 2 decoder
[libav.git] / doc / general.texi
1 \input texinfo @c -*- texinfo -*-
3 @settitle General Documentation
4 @titlepage
5 @center @titlefont{General Documentation}
6 @end titlepage
8 @top
10 @contents
12 @chapter external libraries
14 Libav can be hooked up with a number of external libraries to add support
15 for more formats. None of them are used by default, their use has to be
16 explicitly requested by passing the appropriate flags to @file{./configure}.
18 @section OpenCORE AMR
20 Libav can make use of the OpenCORE libraries for AMR-NB
21 decoding/encoding and AMR-WB decoding.
23 Go to @url{} and follow the instructions for
24 installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
25 @code{--enable-libopencore-amrwb} to configure to enable the libraries.
27 Note that OpenCORE is under the Apache License 2.0 (see
28 @url{} for details), which is
29 incompatible with the LGPL version 2.1 and GPL version 2. You have to
30 upgrade Libav's license to LGPL version 3 (or if you have enabled
31 GPL components, GPL version 3) to use it.
34 @chapter Supported File Formats and Codecs
36 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
38 @section File Formats
40 Libav supports the following file formats through the @code{libavformat}
41 library:
43 @multitable @columnfractions .4 .1 .1 .4
44 @item Name @tab Encoding @tab Decoding @tab Comments
45 @item 4xm @tab @tab X
46 @tab 4X Technologies format, used in some games.
47 @item 8088flex TMV @tab @tab X
48 @item Adobe Filmstrip @tab X @tab X
49 @item Audio IFF (AIFF) @tab X @tab X
50 @item American Laser Games MM @tab @tab X
51 @tab Multimedia format used in games like Mad Dog McCree.
52 @item 3GPP AMR @tab X @tab X
53 @item Apple HTTP Live Streaming @tab @tab X
54 @item ASF @tab X @tab X
55 @item AVI @tab X @tab X
56 @item AVISynth @tab @tab X
57 @item AVS @tab @tab X
58 @tab Multimedia format used by the Creature Shock game.
59 @item Beam Software SIFF @tab @tab X
60 @tab Audio and video format used in some games by Beam Software.
61 @item Bethesda Softworks VID @tab @tab X
62 @tab Used in some games from Bethesda Softworks.
63 @item Bink @tab @tab X
64 @tab Multimedia format used by many games.
65 @item Bitmap Brothers JV @tab @tab X
66 @tab Used in Z and Z95 games.
67 @item Brute Force & Ignorance @tab @tab X
68 @tab Used in the game Flash Traffic: City of Angels.
69 @item BWF @tab X @tab X
70 @item Interplay C93 @tab @tab X
71 @tab Used in the game Cyberia from Interplay.
72 @item Delphine Software International CIN @tab @tab X
73 @tab Multimedia format used by Delphine Software games.
74 @item CD+G @tab @tab X
75 @tab Video format used by CD+G karaoke disks
76 @item Core Audio Format @tab @tab X
77 @tab Apple Core Audio Format
78 @item CRC testing format @tab X @tab
79 @item Creative Voice @tab X @tab X
80 @tab Created for the Sound Blaster Pro.
81 @item CRYO APC @tab @tab X
82 @tab Audio format used in some games by CRYO Interactive Entertainment.
83 @item D-Cinema audio @tab X @tab X
84 @item Deluxe Paint Animation @tab @tab X
85 @item DFA @tab @tab X
86 @tab This format is used in Chronomaster game
87 @item DV video @tab X @tab X
88 @item DXA @tab @tab X
89 @tab This format is used in the non-Windows version of the Feeble Files
90 game and different game cutscenes repacked for use with ScummVM.
91 @item Electronic Arts cdata @tab @tab X
92 @item Electronic Arts Multimedia @tab @tab X
93 @tab Used in various EA games; files have extensions like WVE and UV2.
94 @item FFM (FFserver live feed) @tab X @tab X
95 @item Flash (SWF) @tab X @tab X
96 @item Flash 9 (AVM2) @tab X @tab X
97 @tab Only embedded audio is decoded.
98 @item FLI/FLC/FLX animation @tab @tab X
99 @tab .fli/.flc files
100 @item Flash Video (FLV) @tab X @tab X
101 @tab Macromedia Flash video files
102 @item framecrc testing format @tab X @tab
103 @item FunCom ISS @tab @tab X
104 @tab Audio format used in various games from FunCom like The Longest Journey.
105 @item GIF Animation @tab X @tab
106 @item GXF @tab X @tab X
107 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
108 playout servers.
109 @item id Quake II CIN video @tab @tab X
110 @item id RoQ @tab X @tab X
111 @tab Used in Quake III, Jedi Knight 2, other computer games.
112 @item IEC61937 encapsulation @tab X @tab X
113 @item IFF @tab @tab X
114 @tab Interchange File Format
115 @item Interplay MVE @tab @tab X
116 @tab Format used in various Interplay computer games.
117 @item IV8 @tab @tab X
118 @tab A format generated by IndigoVision 8000 video server.
119 @item IVF (On2) @tab X @tab X
120 @tab A format used by libvpx
121 @item LMLM4 @tab @tab X
122 @tab Used by Linux Media Labs MPEG-4 PCI boards
123 @item LXF @tab @tab X
124 @tab VR native stream format, used by Leitch/Harris' video servers.
125 @item Matroska @tab X @tab X
126 @item Matroska audio @tab X @tab
127 @item FFmpeg metadata @tab X @tab X
128 @tab Metadata in text format.
129 @item MAXIS XA @tab @tab X
130 @tab Used in Sim City 3000; file extension .xa.
131 @item MD Studio @tab @tab X
132 @item Mobotix .mxg @tab @tab X
133 @item Monkey's Audio @tab @tab X
134 @item Motion Pixels MVI @tab @tab X
135 @item MOV/QuickTime/MP4 @tab X @tab X
136 @tab 3GP, 3GP2, PSP, iPod variants supported
137 @item MP2 @tab X @tab X
138 @item MP3 @tab X @tab X
139 @item MPEG-1 System @tab X @tab X
140 @tab muxed audio and video, VCD format supported
141 @item MPEG-PS (program stream) @tab X @tab X
142 @tab also known as @code{VOB} file, SVCD and DVD format supported
143 @item MPEG-TS (transport stream) @tab X @tab X
144 @tab also known as DVB Transport Stream
145 @item MPEG-4 @tab X @tab X
146 @tab MPEG-4 is a variant of QuickTime.
147 @item MIME multipart JPEG @tab X @tab
148 @item MSN TCP webcam @tab @tab X
149 @tab Used by MSN Messenger webcam streams.
150 @item MTV @tab @tab X
151 @item Musepack @tab @tab X
152 @item Musepack SV8 @tab @tab X
153 @item Material eXchange Format (MXF) @tab X @tab X
154 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
155 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
156 @tab SMPTE 386M, D-10/IMX Mapping.
157 @item NC camera feed @tab @tab X
158 @tab NC (AVIP NC4600) camera streams
159 @item NTT TwinVQ (VQF) @tab @tab X
160 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
161 @item Nullsoft Streaming Video @tab @tab X
162 @item NuppelVideo @tab @tab X
163 @item NUT @tab X @tab X
164 @tab NUT Open Container Format
165 @item Ogg @tab X @tab X
166 @item TechnoTrend PVA @tab @tab X
167 @tab Used by TechnoTrend DVB PCI boards.
168 @item QCP @tab @tab X
169 @item raw ADTS (AAC) @tab X @tab X
170 @item raw AC-3 @tab X @tab X
171 @item raw Chinese AVS video @tab X @tab X
172 @item raw CRI ADX @tab X @tab X
173 @item raw Dirac @tab X @tab X
174 @item raw DNxHD @tab X @tab X
175 @item raw DTS @tab X @tab X
176 @item raw E-AC-3 @tab X @tab X
177 @item raw FLAC @tab X @tab X
178 @item raw GSM @tab @tab X
179 @item raw H.261 @tab X @tab X
180 @item raw H.263 @tab X @tab X
181 @item raw H.264 @tab X @tab X
182 @item raw Ingenient MJPEG @tab @tab X
183 @item raw MJPEG @tab X @tab X
184 @item raw MLP @tab @tab X
185 @item raw MPEG @tab @tab X
186 @item raw MPEG-1 @tab @tab X
187 @item raw MPEG-2 @tab @tab X
188 @item raw MPEG-4 @tab X @tab X
189 @item raw NULL @tab X @tab
190 @item raw video @tab X @tab X
191 @item raw id RoQ @tab X @tab
192 @item raw Shorten @tab @tab X
193 @item raw TrueHD @tab X @tab X
194 @item raw VC-1 @tab @tab X
195 @item raw PCM A-law @tab X @tab X
196 @item raw PCM mu-law @tab X @tab X
197 @item raw PCM signed 8 bit @tab X @tab X
198 @item raw PCM signed 16 bit big-endian @tab X @tab X
199 @item raw PCM signed 16 bit little-endian @tab X @tab X
200 @item raw PCM signed 24 bit big-endian @tab X @tab X
201 @item raw PCM signed 24 bit little-endian @tab X @tab X
202 @item raw PCM signed 32 bit big-endian @tab X @tab X
203 @item raw PCM signed 32 bit little-endian @tab X @tab X
204 @item raw PCM unsigned 8 bit @tab X @tab X
205 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
206 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
207 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
208 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
209 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
210 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
211 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
212 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
213 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
214 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
215 @item RDT @tab @tab X
216 @item REDCODE R3D @tab @tab X
217 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
218 @item RealMedia @tab X @tab X
219 @item Redirector @tab @tab X
220 @item Renderware TeXture Dictionary @tab @tab X
221 @item RL2 @tab @tab X
222 @tab Audio and video format used in some games by Entertainment Software Partners.
223 @item RPL/ARMovie @tab @tab X
224 @item Lego Mindstorms RSO @tab X @tab X
225 @item RTMP @tab X @tab X
226 @tab Output is performed by publishing stream to RTMP server
227 @item RTP @tab X @tab X
228 @item RTSP @tab X @tab X
229 @item SAP @tab X @tab X
230 @item SDP @tab @tab X
231 @item Sega FILM/CPK @tab @tab X
232 @tab Used in many Sega Saturn console games.
233 @item Sierra SOL @tab @tab X
234 @tab .sol files used in Sierra Online games.
235 @item Sierra VMD @tab @tab X
236 @tab Used in Sierra CD-ROM games.
237 @item Smacker @tab @tab X
238 @tab Multimedia format used by many games.
239 @item Sony OpenMG (OMA) @tab @tab X
240 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
241 @item Sony PlayStation STR @tab @tab X
242 @item Sony Wave64 (W64) @tab @tab X
243 @item SoX native format @tab X @tab X
244 @item SUN AU format @tab X @tab X
245 @item Text files @tab @tab X
246 @item THP @tab @tab X
247 @tab Used on the Nintendo GameCube.
248 @item Tiertex Limited SEQ @tab @tab X
249 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
250 @item True Audio @tab @tab X
251 @item VC-1 test bitstream @tab X @tab X
252 @item WAV @tab X @tab X
253 @item WavPack @tab @tab X
254 @item WebM @tab X @tab X
255 @item Windows Televison (WTV) @tab @tab X
256 @item Wing Commander III movie @tab @tab X
257 @tab Multimedia format used in Origin's Wing Commander III computer game.
258 @item Westwood Studios audio @tab @tab X
259 @tab Multimedia format used in Westwood Studios games.
260 @item Westwood Studios VQA @tab @tab X
261 @tab Multimedia format used in Westwood Studios games.
262 @item xWMA @tab @tab X
263 @tab Microsoft audio container used by XAudio 2.
264 @item YUV4MPEG pipe @tab X @tab X
265 @item Psygnosis YOP @tab @tab X
266 @end multitable
268 @code{X} means that encoding (resp. decoding) is supported.
270 @section Image Formats
272 Libav can read and write images for each frame of a video sequence. The
273 following image formats are supported:
275 @multitable @columnfractions .4 .1 .1 .4
276 @item Name @tab Encoding @tab Decoding @tab Comments
277 @item .Y.U.V @tab X @tab X
278 @tab one raw file per component
279 @item animated GIF @tab X @tab X
280 @tab Only uncompressed GIFs are generated.
281 @item BMP @tab X @tab X
282 @tab Microsoft BMP image
283 @item DPX @tab X @tab X
284 @tab Digital Picture Exchange
285 @item JPEG @tab X @tab X
286 @tab Progressive JPEG is not supported.
287 @item JPEG 2000 @tab @tab E
288 @tab decoding supported through external library libopenjpeg
289 @item JPEG-LS @tab X @tab X
290 @item LJPEG @tab X @tab
291 @tab Lossless JPEG
292 @item PAM @tab X @tab X
293 @tab PAM is a PNM extension with alpha support.
294 @item PBM @tab X @tab X
295 @tab Portable BitMap image
296 @item PCX @tab X @tab X
297 @tab PC Paintbrush
298 @item PGM @tab X @tab X
299 @tab Portable GrayMap image
300 @item PGMYUV @tab X @tab X
301 @tab PGM with U and V components in YUV 4:2:0
302 @item PIC @tab @tab X
303 @tab Pictor/PC Paint
304 @item PNG @tab X @tab X
305 @tab 2/4 bpp not supported yet
306 @item PPM @tab X @tab X
307 @tab Portable PixelMap image
308 @item PTX @tab @tab X
309 @tab V.Flash PTX format
310 @item SGI @tab X @tab X
311 @tab SGI RGB image format
312 @item Sun Rasterfile @tab @tab X
313 @tab Sun RAS image format
314 @item TIFF @tab X @tab X
315 @tab YUV, JPEG and some extension is not supported yet.
316 @item Truevision Targa @tab X @tab X
317 @tab Targa (.TGA) image format
318 @end multitable
320 @code{X} means that encoding (resp. decoding) is supported.
322 @code{E} means that support is provided through an external library.
324 @section Video Codecs
326 @multitable @columnfractions .4 .1 .1 .4
327 @item Name @tab Encoding @tab Decoding @tab Comments
328 @item 4X Movie @tab @tab X
329 @tab Used in certain computer games.
330 @item 8088flex TMV @tab @tab X
331 @item 8SVX exponential @tab @tab X
332 @item 8SVX fibonacci @tab @tab X
333 @item A64 multicolor @tab X @tab
334 @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
335 @item American Laser Games MM @tab @tab X
336 @tab Used in games like Mad Dog McCree.
337 @item AMV Video @tab @tab X
338 @tab Used in Chinese MP3 players.
339 @item ANSI/ASCII art @tab @tab X
340 @item Apple MJPEG-B @tab @tab X
341 @item Apple QuickDraw @tab @tab X
342 @tab fourcc: qdrw
343 @item Asus v1 @tab X @tab X
344 @tab fourcc: ASV1
345 @item Asus v2 @tab X @tab X
346 @tab fourcc: ASV2
347 @item ATI VCR1 @tab @tab X
348 @tab fourcc: VCR1
349 @item ATI VCR2 @tab @tab X
350 @tab fourcc: VCR2
351 @item Auravision Aura @tab @tab X
352 @item Auravision Aura 2 @tab @tab X
353 @item Autodesk Animator Flic video @tab @tab X
354 @item Autodesk RLE @tab @tab X
355 @tab fourcc: AASC
356 @item AVS (Audio Video Standard) video @tab @tab X
357 @tab Video encoding used by the Creature Shock game.
358 @item Beam Software VB @tab @tab X
359 @item Bethesda VID video @tab @tab X
360 @tab Used in some games from Bethesda Softworks.
361 @item Bink Video @tab @tab X
362 @item Bitmap Brothers JV video @tab @tab X
363 @item Brute Force & Ignorance @tab @tab X
364 @tab Used in the game Flash Traffic: City of Angels.
365 @item C93 video @tab @tab X
366 @tab Codec used in Cyberia game.
367 @item CamStudio @tab @tab X
368 @tab fourcc: CSCD
369 @item CD+G @tab @tab X
370 @tab Video codec for CD+G karaoke disks
371 @item Chinese AVS video @tab E @tab X
372 @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
373 @item Delphine Software International CIN video @tab @tab X
374 @tab Codec used in Delphine Software International games.
375 @item Cinepak @tab @tab X
376 @item Cirrus Logic AccuPak @tab @tab X
377 @tab fourcc: CLJR
378 @item Creative YUV (CYUV) @tab @tab X
379 @item DFA @tab @tab X
380 @tab Codec used in Chronomaster game.
381 @item Dirac @tab E @tab E
382 @tab supported through external libdirac/libschroedinger libraries
383 @item Deluxe Paint Animation @tab @tab X
384 @item DNxHD @tab X @tab X
385 @tab aka SMPTE VC3
386 @item Duck TrueMotion 1.0 @tab @tab X
387 @tab fourcc: DUCK
388 @item Duck TrueMotion 2.0 @tab @tab X
389 @tab fourcc: TM20
390 @item DV (Digital Video) @tab X @tab X
391 @item Feeble Files/ScummVM DXA @tab @tab X
392 @tab Codec originally used in Feeble Files game.
393 @item Electronic Arts CMV video @tab @tab X
394 @tab Used in NHL 95 game.
395 @item Electronic Arts Madcow video @tab @tab X
396 @item Electronic Arts TGV video @tab @tab X
397 @item Electronic Arts TGQ video @tab @tab X
398 @item Electronic Arts TQI video @tab @tab X
399 @item Escape 124 @tab @tab X
400 @item FFmpeg video codec #1 @tab X @tab X
401 @tab experimental lossless codec (fourcc: FFV1)
402 @item Flash Screen Video v1 @tab X @tab X
403 @tab fourcc: FSV1
404 @item Flash Screen Video v2 @tab @tab X
405 @item Flash Video (FLV) @tab X @tab X
406 @tab Sorenson H.263 used in Flash
407 @item Fraps @tab @tab X
408 @item H.261 @tab X @tab X
409 @item H.263 / H.263-1996 @tab X @tab X
410 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
411 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
412 @tab encoding supported through external library libx264
413 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
414 @item HuffYUV @tab X @tab X
415 @item HuffYUV FFmpeg variant @tab X @tab X
416 @item IBM Ultimotion @tab @tab X
417 @tab fourcc: ULTI
418 @item id Cinematic video @tab @tab X
419 @tab Used in Quake II.
420 @item id RoQ video @tab X @tab X
421 @tab Used in Quake III, Jedi Knight 2, other computer games.
422 @item IFF ILBM @tab @tab X
423 @tab IFF interlaved bitmap
424 @item IFF ByteRun1 @tab @tab X
425 @tab IFF run length encoded bitmap
426 @item Intel H.263 @tab @tab X
427 @item Intel Indeo 2 @tab @tab X
428 @item Intel Indeo 3 @tab @tab X
429 @item Intel Indeo 5 @tab @tab X
430 @item Interplay C93 @tab @tab X
431 @tab Used in the game Cyberia from Interplay.
432 @item Interplay MVE video @tab @tab X
433 @tab Used in Interplay .MVE files.
434 @item Karl Morton's video codec @tab @tab X
435 @tab Codec used in Worms games.
436 @item Kega Game Video (KGV1) @tab @tab X
437 @tab Kega emulator screen capture codec.
438 @item Lagarith @tab @tab X
439 @item LCL (LossLess Codec Library) MSZH @tab @tab X
440 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
441 @item LOCO @tab @tab X
442 @item lossless MJPEG @tab X @tab X
443 @item Microsoft RLE @tab @tab X
444 @item Microsoft Video 1 @tab @tab X
445 @item Mimic @tab @tab X
446 @tab Used in MSN Messenger Webcam streams.
447 @item Miro VideoXL @tab @tab X
448 @tab fourcc: VIXL
449 @item MJPEG (Motion JPEG) @tab X @tab X
450 @item Mobotix MxPEG video @tab @tab X
451 @item Motion Pixels video @tab @tab X
452 @item MPEG-1 video @tab X @tab X
453 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
454 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
455 @item MPEG-2 video @tab X @tab X
456 @item MPEG-4 part 2 @tab X @tab X
457 @ libxvidcore can be used alternatively for encoding.
458 @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
459 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
460 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
461 @item Nintendo Gamecube THP video @tab @tab X
462 @item NuppelVideo/RTjpeg @tab @tab X
463 @tab Video encoding used in NuppelVideo files.
464 @item On2 VP3 @tab @tab X
465 @tab still experimental
466 @item On2 VP5 @tab @tab X
467 @tab fourcc: VP50
468 @item On2 VP6 @tab @tab X
469 @tab fourcc: VP60,VP61,VP62
470 @item VP8 @tab E @tab X
471 @tab fourcc: VP80, encoding supported through external library libvpx
472 @item planar RGB @tab @tab X
473 @tab fourcc: 8BPS
474 @item Q-team QPEG @tab @tab X
475 @tab fourccs: QPEG, Q1.0, Q1.1
476 @item QuickTime 8BPS video @tab @tab X
477 @item QuickTime Animation (RLE) video @tab X @tab X
478 @tab fourcc: 'rle '
479 @item QuickTime Graphics (SMC) @tab @tab X
480 @tab fourcc: 'smc '
481 @item QuickTime video (RPZA) @tab @tab X
482 @tab fourcc: rpza
483 @item R10K AJA Kona 10-bit RGB Codec @tab @tab X
484 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
485 @item Raw Video @tab X @tab X
486 @item RealVideo 1.0 @tab X @tab X
487 @item RealVideo 2.0 @tab X @tab X
488 @item RealVideo 3.0 @tab @tab X
489 @tab still far from ideal
490 @item RealVideo 4.0 @tab @tab X
491 @item Renderware TXD (TeXture Dictionary) @tab @tab X
492 @tab Texture dictionaries used by the Renderware Engine.
493 @item RL2 video @tab @tab X
494 @tab used in some games by Entertainment Software Partners
495 @item Sierra VMD video @tab @tab X
496 @tab Used in Sierra VMD files.
497 @item Smacker video @tab @tab X
498 @tab Video encoding used in Smacker.
499 @item SMPTE VC-1 @tab @tab X
500 @item Snow @tab X @tab X
501 @tab experimental wavelet codec (fourcc: SNOW)
502 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
503 @item Sorenson Vector Quantizer 1 @tab X @tab X
504 @tab fourcc: SVQ1
505 @item Sorenson Vector Quantizer 3 @tab @tab X
506 @tab fourcc: SVQ3
507 @item Sunplus JPEG (SP5X) @tab @tab X
508 @tab fourcc: SP5X
509 @item TechSmith Screen Capture Codec @tab @tab X
510 @tab fourcc: TSCC
511 @item Theora @tab E @tab X
512 @tab encoding supported through external library libtheora
513 @item Tiertex Limited SEQ video @tab @tab X
514 @tab Codec used in DOS CD-ROM FlashBack game.
515 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
516 @item VMware Screen Codec / VMware Video @tab @tab X
517 @tab Codec used in videos captured by VMware.
518 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
519 @item Windows Media Video 7 @tab X @tab X
520 @item Windows Media Video 8 @tab X @tab X
521 @item Windows Media Video 9 @tab @tab X
522 @tab not completely working
523 @item Wing Commander III / Xan @tab @tab X
524 @tab Used in Wing Commander III .MVE files.
525 @item Wing Commander IV / Xan @tab @tab X
526 @tab Used in Wing Commander IV.
527 @item Winnov WNV1 @tab @tab X
528 @item WMV7 @tab X @tab X
529 @item YAMAHA SMAF @tab X @tab X
530 @item Psygnosis YOP Video @tab @tab X
531 @item ZLIB @tab X @tab X
532 @tab part of LCL, encoder experimental
533 @item Zip Motion Blocks Video @tab X @tab X
534 @tab Encoder works only in PAL8.
535 @end multitable
537 @code{X} means that encoding (resp. decoding) is supported.
539 @code{E} means that support is provided through an external library.
541 @section Audio Codecs
543 @multitable @columnfractions .4 .1 .1 .4
544 @item Name @tab Encoding @tab Decoding @tab Comments
545 @item 8SVX audio @tab @tab X
546 @item AAC @tab E @tab X
547 @tab encoding supported through external library libfaac and libvo-aacenc
548 @item AC-3 @tab IX @tab X
549 @item ADPCM 4X Movie @tab @tab X
550 @item ADPCM CDROM XA @tab @tab X
551 @item ADPCM Creative Technology @tab @tab X
552 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
553 @item ADPCM Electronic Arts @tab @tab X
554 @tab Used in various EA titles.
555 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
556 @tab Used in Sim City 3000.
557 @item ADPCM Electronic Arts R1 @tab @tab X
558 @item ADPCM Electronic Arts R2 @tab @tab X
559 @item ADPCM Electronic Arts R3 @tab @tab X
560 @item ADPCM Electronic Arts XAS @tab @tab X
561 @item ADPCM G.722 @tab X @tab X
562 @item ADPCM G.726 @tab X @tab X
563 @item ADPCM IMA AMV @tab @tab X
564 @tab Used in AMV files
565 @item ADPCM IMA Electronic Arts EACS @tab @tab X
566 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
567 @item ADPCM IMA Funcom @tab @tab X
568 @item ADPCM IMA QuickTime @tab X @tab X
569 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
570 @item ADPCM IMA WAV @tab X @tab X
571 @item ADPCM IMA Westwood @tab @tab X
572 @item ADPCM ISS IMA @tab @tab X
573 @tab Used in FunCom games.
574 @item ADPCM IMA Duck DK3 @tab @tab X
575 @tab Used in some Sega Saturn console games.
576 @item ADPCM IMA Duck DK4 @tab @tab X
577 @tab Used in some Sega Saturn console games.
578 @item ADPCM Microsoft @tab X @tab X
579 @item ADPCM MS IMA @tab X @tab X
580 @item ADPCM Nintendo Gamecube THP @tab @tab X
581 @item ADPCM QT IMA @tab X @tab X
582 @item ADPCM SEGA CRI ADX @tab X @tab X
583 @tab Used in Sega Dreamcast games.
584 @item ADPCM Shockwave Flash @tab X @tab X
585 @item ADPCM SMJPEG IMA @tab @tab X
586 @tab Used in certain Loki game ports.
587 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
588 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
589 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
590 @item ADPCM Westwood Studios IMA @tab @tab X
591 @tab Used in Westwood Studios games like Command and Conquer.
592 @item ADPCM Yamaha @tab X @tab X
593 @item AMR-NB @tab E @tab X
594 @tab encoding supported through external library libopencore-amrnb
595 @item AMR-WB @tab E @tab X
596 @tab encoding supported through external library libvo-amrwbenc
597 @item Apple lossless audio @tab X @tab X
598 @tab QuickTime fourcc 'alac'
599 @item Atrac 1 @tab @tab X
600 @item Atrac 3 @tab @tab X
601 @item Bink Audio @tab @tab X
602 @tab Used in Bink and Smacker files in many games.
603 @item Delphine Software International CIN audio @tab @tab X
604 @tab Codec used in Delphine Software International games.
605 @item COOK @tab @tab X
606 @tab All versions except 5.1 are supported.
607 @item DCA (DTS Coherent Acoustics) @tab @tab X
608 @item DPCM id RoQ @tab X @tab X
609 @tab Used in Quake III, Jedi Knight 2, other computer games.
610 @item DPCM Interplay @tab @tab X
611 @tab Used in various Interplay computer games.
612 @item DPCM Sierra Online @tab @tab X
613 @tab Used in Sierra Online game audio files.
614 @item DPCM Sol @tab @tab X
615 @item DPCM Xan @tab @tab X
616 @tab Used in Origin's Wing Commander IV AVI files.
617 @item DSP Group TrueSpeech @tab @tab X
618 @item DV audio @tab @tab X
619 @item Enhanced AC-3 @tab X @tab X
620 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
621 @item GSM @tab E @tab X
622 @tab encoding supported through external library libgsm
623 @item GSM Microsoft variant @tab E @tab X
624 @tab encoding supported through external library libgsm
625 @item IMC (Intel Music Coder) @tab @tab X
626 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
627 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
628 @item MLP (Meridian Lossless Packing) @tab @tab X
629 @tab Used in DVD-Audio discs.
630 @item Monkey's Audio @tab @tab X
631 @tab Only versions 3.97-3.99 are supported.
632 @item MP1 (MPEG audio layer 1) @tab @tab IX
633 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
634 @item MP3 (MPEG audio layer 3) @tab E @tab IX
635 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
636 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
637 @item Musepack SV7 @tab @tab X
638 @item Musepack SV8 @tab @tab X
639 @item Nellymoser Asao @tab X @tab X
640 @item PCM A-law @tab X @tab X
641 @item PCM mu-law @tab X @tab X
642 @item PCM 16-bit little-endian planar @tab @tab X
643 @item PCM 32-bit floating point big-endian @tab X @tab X
644 @item PCM 32-bit floating point little-endian @tab X @tab X
645 @item PCM 64-bit floating point big-endian @tab X @tab X
646 @item PCM 64-bit floating point little-endian @tab X @tab X
647 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
648 @item PCM signed 8-bit @tab X @tab X
649 @item PCM signed 16-bit big-endian @tab X @tab X
650 @item PCM signed 16-bit little-endian @tab X @tab X
651 @item PCM signed 24-bit big-endian @tab X @tab X
652 @item PCM signed 24-bit little-endian @tab X @tab X
653 @item PCM signed 32-bit big-endian @tab X @tab X
654 @item PCM signed 32-bit little-endian @tab X @tab X
655 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
656 @item PCM unsigned 8-bit @tab X @tab X
657 @item PCM unsigned 16-bit big-endian @tab X @tab X
658 @item PCM unsigned 16-bit little-endian @tab X @tab X
659 @item PCM unsigned 24-bit big-endian @tab X @tab X
660 @item PCM unsigned 24-bit little-endian @tab X @tab X
661 @item PCM unsigned 32-bit big-endian @tab X @tab X
662 @item PCM unsigned 32-bit little-endian @tab X @tab X
663 @item PCM Zork @tab X @tab X
664 @item QCELP / PureVoice @tab @tab X
665 @item QDesign Music Codec 2 @tab @tab X
666 @tab There are still some distortions.
667 @item RealAudio 1.0 (14.4K) @tab X @tab X
668 @tab Real 14400 bit/s codec
669 @item RealAudio 2.0 (28.8K) @tab @tab X
670 @tab Real 28800 bit/s codec
671 @item RealAudio 3.0 (dnet) @tab IX @tab X
672 @tab Real low bitrate AC-3 codec
673 @item RealAudio SIPR / ACELP.NET @tab @tab X
674 @item Shorten @tab @tab X
675 @item Sierra VMD audio @tab @tab X
676 @tab Used in Sierra VMD files.
677 @item Smacker audio @tab @tab X
678 @item SMPTE 302M AES3 audio @tab @tab X
679 @item Speex @tab @tab E
680 @tab supported through external library libspeex
681 @item True Audio (TTA) @tab @tab X
682 @item TrueHD @tab @tab X
683 @tab Used in HD-DVD and Blu-Ray discs.
684 @item TwinVQ (VQF flavor) @tab @tab X
685 @item Vorbis @tab E @tab X
686 @tab A native but very primitive encoder exists.
687 @item WavPack @tab @tab X
688 @item Westwood Audio (SND1) @tab @tab X
689 @item Windows Media Audio 1 @tab X @tab X
690 @item Windows Media Audio 2 @tab X @tab X
691 @item Windows Media Audio Pro @tab @tab X
692 @item Windows Media Audio Voice @tab @tab X
693 @end multitable
695 @code{X} means that encoding (resp. decoding) is supported.
697 @code{E} means that support is provided through an external library.
699 @code{I} means that an integer-only version is available, too (ensures high
700 performance on systems without hardware floating point support).
702 @section Subtitle Formats
704 @multitable @columnfractions .4 .1 .1 .1 .1
705 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
706 @item SSA/ASS @tab X @tab X @tab X @tab X
707 @item DVB @tab X @tab X @tab X @tab X
708 @item DVD @tab X @tab X @tab X @tab X
709 @item PGS @tab @tab @tab @tab X
710 @item SubRip (SRT) @tab X @tab X @tab @tab X
711 @item XSUB @tab @tab @tab X @tab X
712 @end multitable
714 @code{X} means that the feature is supported.
716 @section Network Protocols
718 @multitable @columnfractions .4 .1
719 @item Name @tab Support
720 @item Apple HTTP Live Streaming @tab X
721 @item file @tab X
722 @item Gopher @tab X
723 @item HTTP @tab X
724 @item MMS @tab X
725 @item pipe @tab X
726 @item RTP @tab X
727 @item TCP @tab X
728 @item UDP @tab X
729 @end multitable
731 @code{X} means that the protocol is supported.
734 @section Input/Output Devices
736 @multitable @columnfractions .4 .1 .1
737 @item Name @tab Input @tab Output
738 @item ALSA @tab X @tab X
739 @item BKTR @tab X @tab
740 @item DV1394 @tab X @tab
741 @item JACK @tab X @tab
742 @item LIBDC1394 @tab X @tab
743 @item OSS @tab X @tab X
744 @item Video4Linux @tab X @tab
745 @item Video4Linux2 @tab X @tab
746 @item VfW capture @tab X @tab
747 @item X11 grabbing @tab X @tab
748 @end multitable
750 @code{X} means that input/output is supported.
753 @chapter Platform Specific information
755 @section DOS
757 Using a cross-compiler is preferred for various reasons.
759 @section OS/2
761 For information about compiling Libav on OS/2 see
762 @url{}.
764 @section Unix-like
766 Some parts of Libav cannot be built with version 2.15 of the GNU
767 assembler which is still provided by a few AMD64 distributions. To
768 make sure your compiler really uses the required version of gas
769 after a binutils upgrade, run:
771 @example
772 $(gcc -print-prog-name=as) --version
773 @end example
775 If not, then you should install a different compiler that has no
776 hard-coded path to gas. In the worst case pass @code{--disable-asm}
777 to configure.
779 @subsection BSD
781 BSD make will not build Libav, you need to install and use GNU Make
782 (@file{gmake}).
784 @subsection (Open)Solaris
786 GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
787 standard Solaris Make will not work. When building with a non-c99 front-end
788 (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
789 or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
790 since the libc is not c99-compliant by default. The probes performed by
791 configure may raise an exception leading to the death of configure itself
792 due to a bug in the system shell. Simply invoke a different shell such as
793 bash directly to work around this:
795 @example
796 bash ./configure
797 @end example
799 @subsection Darwin (MacOS X, iPhone)
801 MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
802 @url{} to build the optimized
803 assembler functions. Just download the Perl script and put it somewhere
804 in your PATH, Libav's configure will pick it up automatically.
806 @section Windows
808 @subsection Native Windows compilation
810 Libav can be built to run natively on Windows using the MinGW tools. Install
811 the latest versions of MSYS and MinGW from @url{}.
812 You can find detailed installation
813 instructions in the download section and the FAQ.
815 Libav does not build out-of-the-box with the packages the automated MinGW
816 installer provides. It also requires coreutils to be installed and many other
817 packages updated to the latest version. The minimum version for some packages
818 are listed below:
820 @itemize
821 @item bash 3.1
822 @item msys-make 3.81-2 (note: not mingw32-make)
823 @item w32api 3.13
824 @item mingw-runtime 3.15
825 @end itemize
827 Libav automatically passes @code{-fno-common} to the compiler to work around
828 a GCC bug (see @url{}).
830 Notes:
832 @itemize
834 @item Building natively using MSYS can be sped up by disabling implicit rules
835 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
836 speed up is close to non-existent for normal one-off builds and is only
837 noticeable when running make for a second time (for example in
838 @code{make install}).
840 @item In order to compile FFplay, you must have the MinGW development library
841 of @uref{, SDL}.
842 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
843 where SDL was installed. Verify that @file{sdl-config} can be launched from
844 the MSYS command line.
846 @item By using @code{./configure --enable-shared} when configuring Libav,
847 you can build libavutil, libavcodec and libavformat as DLLs.
849 @end itemize
851 @subsection Microsoft Visual C++ compatibility
853 As stated in the FAQ, Libav will not compile under MSVC++. However, if you
854 want to use the libav* libraries in your own applications, you can still
855 compile those applications using MSVC++. But the libav* libraries you link
856 to @emph{must} be built with MinGW. However, you will not be able to debug
857 inside the libav* libraries, since MSVC++ does not recognize the debug
858 symbols generated by GCC.
859 We strongly recommend you to move over from MSVC++ to MinGW tools.
861 This description of how to use the Libav libraries with MSVC++ is based on
862 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
863 you might have to modify the procedures slightly.
865 @subsubsection Using static libraries
867 Assuming you have just built and installed Libav in @file{/usr/local}.
869 @enumerate
871 @item Create a new console application ("File / New / Project") and then
872 select "Win32 Console Application". On the appropriate page of the
873 Application Wizard, uncheck the "Precompiled headers" option.
875 @item Write the source code for your application, or, for testing, just
876 copy the code from an existing sample application into the source file
877 that MSVC++ has already created for you. For example, you can copy
878 @file{libavformat/output-example.c} from the Libav distribution.
880 @item Open the "Project / Properties" dialog box. In the "Configuration"
881 combo box, select "All Configurations" so that the changes you make will
882 affect both debug and release builds. In the tree view on the left hand
883 side, select "C/C++ / General", then edit the "Additional Include
884 Directories" setting to contain the path where the Libav includes were
885 installed (i.e. @file{c:\msys\1.0\local\include}).
886 Do not add MinGW's include directory here, or the include files will
887 conflict with MSVC's.
889 @item Still in the "Project / Properties" dialog box, select
890 "Linker / General" from the tree view and edit the
891 "Additional Library Directories" setting to contain the @file{lib}
892 directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
893 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
894 and the directory where MinGW's GCC libs are installed
895 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
896 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
897 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
898 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
899 to the end of "Additional Dependencies".
901 @item Now, select "C/C++ / Code Generation" from the tree view. Select
902 "Debug" in the "Configuration" combo box. Make sure that "Runtime
903 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
904 the "Configuration" combo box and make sure that "Runtime Library" is
905 set to "Multi-threaded DLL".
907 @item Click "OK" to close the "Project / Properties" dialog box.
909 @item MSVC++ lacks some C99 header files that are fundamental for Libav.
910 Get msinttypes from @url{}
911 and install it in MSVC++'s include directory
912 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
914 @item MSVC++ also does not understand the @code{inline} keyword used by
915 Libav, so you must add this line before @code{#include}ing libav*:
916 @example
917 #define inline _inline
918 @end example
920 @item Build your application, everything should work.
922 @end enumerate
924 @subsubsection Using shared libraries
926 This is how to create DLL and LIB files that are compatible with MSVC++:
928 Within the MSYS shell, build Libav with
930 @example
931 ./configure --enable-shared
932 make
933 make install
934 @end example
936 Your install path (@file{/usr/local/} by default) should now have the
937 necessary DLL and LIB files under the @file{bin} directory.
939 Alternatively, build the libraries with a cross compiler, according to
940 the instructions below in @ref{Cross compilation for Windows with Linux}.
942 To use those files with MSVC++, do the same as you would do with
943 the static libraries, as described above. But in Step 4,
944 you should only need to add the directory where the LIB files are installed
945 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
946 installed in the @file{bin} directory. And instead of adding the static
947 libraries (@file{libxxx.a} files) you should add the MSVC import libraries
948 (@file{avcodec.lib}, @file{avformat.lib}, and
949 @file{avutil.lib}). Note that you should not use the GCC import
950 libraries (@file{libxxx.dll.a} files), as these will give you undefined
951 reference errors. There should be no need for @file{libmingwex.a},
952 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
953 statically linked into the DLLs.
955 Libav headers do not declare global data for Windows DLLs through the usual
956 dllexport/dllimport interface. Such data will be exported properly while
957 building, but to use them in your MSVC++ code you will have to edit the
958 appropriate headers and mark the data as dllimport. For example, in
959 libavutil/pixdesc.h you should have:
960 @example
961 extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
962 @end example
964 Note that using import libraries created by dlltool requires
965 the linker optimization option to be set to
966 "References: Keep Unreferenced Data (@code{/OPT:NOREF})", otherwise
967 the resulting binaries will fail during runtime. This isn't
968 required when using import libraries generated by lib.exe.
969 This issue is reported upstream at
970 @url{}.
972 To create import libraries that work with the @code{/OPT:REF} option
973 (which is enabled by default in Release mode), follow these steps:
975 @enumerate
977 @item Open @file{Visual Studio 2005 Command Prompt}.
979 Alternatively, in a normal command line prompt, call @file{vcvars32.bat}
980 which sets up the environment variables for the Visual C++ tools
981 (the standard location for this file is
982 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}).
984 @item Enter the @file{bin} directory where the created LIB and DLL files
985 are stored.
987 @item Generate new import libraries with @file{lib.exe}:
989 @example
990 lib /machine:i386 /def:..\lib\avcodec-53.def /out:avcodec.lib
991 lib /machine:i386 /def:..\lib\avdevice-53.def /out:avdevice.lib
992 lib /machine:i386 /def:..\lib\avfilter-2.def /out:avfilter.lib
993 lib /machine:i386 /def:..\lib\avformat-53.def /out:avformat.lib
994 lib /machine:i386 /def:..\lib\avutil-51.def /out:avutil.lib
995 lib /machine:i386 /def:..\lib\swscale-2.def /out:swscale.lib
996 @end example
998 @end enumerate
1000 @anchor{Cross compilation for Windows with Linux}
1001 @subsection Cross compilation for Windows with Linux
1003 You must use the MinGW cross compilation tools available at
1004 @url{}.
1006 Then configure Libav with the following options:
1007 @example
1008 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1009 @end example
1010 (you can change the cross-prefix according to the prefix chosen for the
1011 MinGW tools).
1013 Then you can easily test Libav with @uref{, Wine}.
1015 @subsection Compilation under Cygwin
1017 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1018 llrint() in its C library.
1020 Install your Cygwin with all the "Base" packages, plus the
1021 following "Devel" ones:
1022 @example
1023 binutils, gcc4-core, make, git, mingw-runtime, texi2html
1024 @end example
1026 And the following "Utils" one:
1027 @example
1028 diffutils
1029 @end example
1031 Then run
1033 @example
1034 ./configure
1035 @end example
1037 to make a static build.
1039 The current @code{gcc4-core} package is buggy and needs this flag to build
1040 shared libraries:
1042 @example
1043 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1044 @end example
1046 If you want to build Libav with additional libraries, download Cygwin
1047 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1048 @example
1049 libogg-devel, libvorbis-devel
1050 @end example
1052 These library packages are only available from
1053 @uref{, Cygwin Ports}:
1055 @example
1056 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1057 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1058 libxvidcore-devel
1059 @end example
1061 The recommendation for libnut and x264 is to build them from source by
1062 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1064 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1065 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1067 @subsection Crosscompilation for Windows under Cygwin
1069 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1071 Just install your Cygwin as explained before, plus these additional
1072 "Devel" packages:
1073 @example
1074 gcc-mingw-core, mingw-runtime, mingw-zlib
1075 @end example
1077 and add some special flags to your configure invocation.
1079 For a static build run
1080 @example
1081 ./configure --target-os=mingw32 --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1082 @end example
1084 and for a build with shared libraries
1085 @example
1086 ./configure --target-os=mingw32 --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1087 @end example
1089 @bye