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