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