Add an RTSP muxer
[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} and @code{-codecs} options to have an exhaustive list.
37 @section File Formats
39 FFmpeg supports the following file formats through the @code{libavformat}
40 library:
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
44 @item 4xm @tab @tab X
45 @tab 4X Technologies format, used in some games.
46 @item 8088flex TMV @tab @tab X
47 @item Adobe Filmstrip @tab X @tab X
48 @item Audio IFF (AIFF) @tab X @tab X
49 @item American Laser Games MM @tab @tab X
50 @tab Multimedia format used in games like Mad Dog McCree.
51 @item 3GPP AMR @tab X @tab X
52 @item ASF @tab X @tab X
53 @item AVI @tab X @tab X
54 @item AVISynth @tab @tab X
55 @item AVS @tab @tab X
56 @tab Multimedia format used by the Creature Shock game.
57 @item Beam Software SIFF @tab @tab X
58 @tab Audio and video format used in some games by Beam Software.
59 @item Bethesda Softworks VID @tab @tab X
60 @tab Used in some games from Bethesda Softworks.
61 @item Bink @tab @tab X
62 @tab Multimedia format used by many games.
63 @item Brute Force & Ignorance @tab @tab X
64 @tab Used in the game Flash Traffic: City of Angels.
65 @item Interplay C93 @tab @tab X
66 @tab Used in the game Cyberia from Interplay.
67 @item Delphine Software International CIN @tab @tab X
68 @tab Multimedia format used by Delphine Software games.
69 @item CD+G @tab @tab X
70 @tab Video format used by CD+G karaoke disks
71 @item Core Audio Format @tab @tab X
72 @tab Apple Core Audio Format
73 @item CRC testing format @tab X @tab
74 @item Creative Voice @tab X @tab X
75 @tab Created for the Sound Blaster Pro.
76 @item CRYO APC @tab @tab X
77 @tab Audio format used in some games by CRYO Interactive Entertainment.
78 @item D-Cinema audio @tab X @tab X
79 @item Deluxe Paint Animation @tab @tab X
80 @item DV video @tab X @tab X
81 @item DXA @tab @tab X
82 @tab This format is used in the non-Windows version of the Feeble Files
83 game and different game cutscenes repacked for use with ScummVM.
84 @item Electronic Arts cdata @tab @tab X
85 @item Electronic Arts Multimedia @tab @tab X
86 @tab Used in various EA games; files have extensions like WVE and UV2.
87 @item FFM (FFserver live feed) @tab X @tab X
88 @item Flash (SWF) @tab X @tab X
89 @item Flash 9 (AVM2) @tab X @tab X
90 @tab Only embedded audio is decoded.
91 @item FLI/FLC/FLX animation @tab @tab X
92 @tab .fli/.flc files
93 @item Flash Video (FLV) @tab @tab X
94 @tab Macromedia Flash video files
95 @item framecrc testing format @tab X @tab
96 @item FunCom ISS @tab @tab X
97 @tab Audio format used in various games from FunCom like The Longest Journey.
98 @item GIF Animation @tab X @tab
99 @item GXF @tab X @tab X
100 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
101 playout servers.
102 @item id Quake II CIN video @tab @tab X
103 @item id RoQ @tab X @tab X
104 @tab Used in Quake III, Jedi Knight 2, other computer games.
105 @item IEC61937 encapsulation @tab X @tab
106 @item IFF @tab @tab X
107 @tab Interchange File Format
108 @item Interplay MVE @tab @tab X
109 @tab Format used in various Interplay computer games.
110 @item IV8 @tab @tab X
111 @tab A format generated by IndigoVision 8000 video server.
112 @item LMLM4 @tab @tab X
113 @tab Used by Linux Media Labs MPEG-4 PCI boards
114 @item Matroska @tab X @tab X
115 @item Matroska audio @tab X @tab
116 @item MAXIS XA @tab @tab X
117 @tab Used in Sim City 3000; file extension .xa.
118 @item MD Studio @tab @tab X
119 @item Monkey's Audio @tab @tab X
120 @item Motion Pixels MVI @tab @tab X
121 @item MOV/QuickTime/MP4 @tab X @tab X
122 @tab 3GP, 3GP2, PSP, iPod variants supported
123 @item MP2 @tab X @tab X
124 @item MP3 @tab X @tab X
125 @item MPEG-1 System @tab X @tab X
126 @tab muxed audio and video, VCD format supported
127 @item MPEG-PS (program stream) @tab X @tab X
128 @tab also known as @code{VOB} file, SVCD and DVD format supported
129 @item MPEG-TS (transport stream) @tab X @tab X
130 @tab also known as DVB Transport Stream
131 @item MPEG-4 @tab X @tab X
132 @tab MPEG-4 is a variant of QuickTime.
133 @item MIME multipart JPEG @tab X @tab
134 @item MSN TCP webcam @tab @tab X
135 @tab Used by MSN Messenger webcam streams.
136 @item MTV @tab @tab X
137 @item Musepack @tab @tab X
138 @item Musepack SV8 @tab @tab X
139 @item Material eXchange Format (MXF) @tab X @tab X
140 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
141 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
142 @tab SMPTE 386M, D-10/IMX Mapping.
143 @item NC camera feed @tab @tab X
144 @tab NC (AVIP NC4600) camera streams
145 @item NTT TwinVQ (VQF) @tab @tab X
146 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
147 @item Nullsoft Streaming Video @tab @tab X
148 @item NuppelVideo @tab @tab X
149 @item NUT @tab X @tab X
150 @tab NUT Open Container Format
151 @item Ogg @tab X @tab X
152 @item TechnoTrend PVA @tab @tab X
153 @tab Used by TechnoTrend DVB PCI boards.
154 @item QCP @tab @tab X
155 @item raw ADTS (AAC) @tab X @tab X
156 @item raw AC-3 @tab X @tab X
157 @item raw Chinese AVS video @tab @tab X
158 @item raw CRI ADX @tab X @tab X
159 @item raw Dirac @tab X @tab X
160 @item raw DNxHD @tab X @tab X
161 @item raw DTS @tab X @tab X
162 @item raw E-AC-3 @tab X @tab X
163 @item raw FLAC @tab X @tab X
164 @item raw GSM @tab @tab X
165 @item raw H.261 @tab X @tab X
166 @item raw H.263 @tab X @tab X
167 @item raw H.264 @tab X @tab X
168 @item raw Ingenient MJPEG @tab @tab X
169 @item raw MJPEG @tab X @tab X
170 @item raw MLP @tab @tab X
171 @item raw MPEG @tab @tab X
172 @item raw MPEG-1 @tab @tab X
173 @item raw MPEG-2 @tab @tab X
174 @item raw MPEG-4 @tab X @tab X
175 @item raw NULL @tab X @tab
176 @item raw video @tab X @tab X
177 @item raw id RoQ @tab X @tab
178 @item raw Shorten @tab @tab X
179 @item raw TrueHD @tab X @tab X
180 @item raw VC-1 @tab @tab X
181 @item raw PCM A-law @tab X @tab X
182 @item raw PCM mu-law @tab X @tab X
183 @item raw PCM signed 8 bit @tab X @tab X
184 @item raw PCM signed 16 bit big-endian @tab X @tab X
185 @item raw PCM signed 16 bit little-endian @tab X @tab X
186 @item raw PCM signed 24 bit big-endian @tab X @tab X
187 @item raw PCM signed 24 bit little-endian @tab X @tab X
188 @item raw PCM signed 32 bit big-endian @tab X @tab X
189 @item raw PCM signed 32 bit little-endian @tab X @tab X
190 @item raw PCM unsigned 8 bit @tab X @tab X
191 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
192 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
193 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
194 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
195 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
196 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
197 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
198 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
199 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
200 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
201 @item RDT @tab @tab X
202 @item REDCODE R3D @tab @tab X
203 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
204 @item RealMedia @tab X @tab X
205 @item Redirector @tab @tab X
206 @item Renderware TeXture Dictionary @tab @tab X
207 @item RL2 @tab @tab X
208 @tab Audio and video format used in some games by Entertainment Software Partners.
209 @item RPL/ARMovie @tab @tab X
210 @item RTMP @tab X @tab X
211 @tab Output is performed by publishing stream to RTMP server
212 @item RTP @tab @tab X
213 @item RTSP @tab X @tab X
214 @item SDP @tab @tab X
215 @item Sega FILM/CPK @tab @tab X
216 @tab Used in many Sega Saturn console games.
217 @item Sierra SOL @tab @tab X
218 @tab .sol files used in Sierra Online games.
219 @item Sierra VMD @tab @tab X
220 @tab Used in Sierra CD-ROM games.
221 @item Smacker @tab @tab X
222 @tab Multimedia format used by many games.
223 @item Sony OpenMG (OMA) @tab @tab X
224 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
225 @item Sony PlayStation STR @tab @tab X
226 @item Sony Wave64 (W64) @tab @tab X
227 @item SoX native format @tab X @tab X
228 @item SUN AU format @tab X @tab X
229 @item THP @tab @tab X
230 @tab Used on the Nintendo GameCube.
231 @item Tiertex Limited SEQ @tab @tab X
232 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
233 @item True Audio @tab @tab X
234 @item VC-1 test bitstream @tab X @tab X
235 @item WAV @tab X @tab X
236 @item WavPack @tab @tab X
237 @item Wing Commander III movie @tab @tab X
238 @tab Multimedia format used in Origin's Wing Commander III computer game.
239 @item Westwood Studios audio @tab @tab X
240 @tab Multimedia format used in Westwood Studios games.
241 @item Westwood Studios VQA @tab @tab X
242 @tab Multimedia format used in Westwood Studios games.
243 @item YUV4MPEG pipe @tab X @tab X
244 @end multitable
246 @code{X} means that encoding (resp. decoding) is supported.
248 @section Image Formats
250 FFmpeg can read and write images for each frame of a video sequence. The
251 following image formats are supported:
253 @multitable @columnfractions .4 .1 .1 .4
254 @item Name @tab Encoding @tab Decoding @tab Comments
255 @item .Y.U.V @tab X @tab X
256 @tab one raw file per component
257 @item animated GIF @tab X @tab X
258 @tab Only uncompressed GIFs are generated.
259 @item BMP @tab X @tab X
260 @tab Microsoft BMP image
261 @item DPX @tab @tab X
262 @tab Digital Picture Exchange
263 @item JPEG @tab X @tab X
264 @tab Progressive JPEG is not supported.
265 @item JPEG 2000 @tab @tab E
266 @tab decoding supported through external library libopenjpeg
267 @item JPEG-LS @tab X @tab X
268 @item LJPEG @tab X @tab
269 @tab Lossless JPEG
270 @item PAM @tab X @tab X
271 @tab PAM is a PNM extension with alpha support.
272 @item PBM @tab X @tab X
273 @tab Portable BitMap image
274 @item PCX @tab X @tab X
275 @tab PC Paintbrush
276 @item PGM @tab X @tab X
277 @tab Portable GrayMap image
278 @item PGMYUV @tab X @tab X
279 @tab PGM with U and V components in YUV 4:2:0
280 @item PNG @tab X @tab X
281 @tab 2/4 bpp not supported yet
282 @item PPM @tab X @tab X
283 @tab Portable PixelMap image
284 @item PTX @tab @tab X
285 @tab V.Flash PTX format
286 @item SGI @tab X @tab X
287 @tab SGI RGB image format
288 @item Sun Rasterfile @tab @tab X
289 @tab Sun RAS image format
290 @item TIFF @tab X @tab X
291 @tab YUV, JPEG and some extension is not supported yet.
292 @item Truevision Targa @tab X @tab X
293 @tab Targa (.TGA) image format
294 @end multitable
296 @code{X} means that encoding (resp. decoding) is supported.
298 @code{E} means that support is provided through an external library.
300 @section Video Codecs
302 @multitable @columnfractions .4 .1 .1 .4
303 @item Name @tab Encoding @tab Decoding @tab Comments
304 @item 4X Movie @tab @tab X
305 @tab Used in certain computer games.
306 @item 8088flex TMV @tab @tab X
307 @item 8SVX exponential @tab @tab X
308 @item 8SVX fibonacci @tab @tab X
309 @item American Laser Games MM @tab @tab X
310 @tab Used in games like Mad Dog McCree.
311 @item AMV Video @tab @tab X
312 @tab Used in Chinese MP3 players.
313 @item Apple MJPEG-B @tab @tab X
314 @item Apple QuickDraw @tab @tab X
315 @tab fourcc: qdrw
316 @item Asus v1 @tab X @tab X
317 @tab fourcc: ASV1
318 @item Asus v2 @tab X @tab X
319 @tab fourcc: ASV2
320 @item ATI VCR1 @tab @tab X
321 @tab fourcc: VCR1
322 @item ATI VCR2 @tab @tab X
323 @tab fourcc: VCR2
324 @item Auravision Aura @tab @tab X
325 @item Auravision Aura 2 @tab @tab X
326 @item Autodesk Animator Flic video @tab @tab X
327 @item Autodesk RLE @tab @tab X
328 @tab fourcc: AASC
329 @item AVS (Audio Video Standard) video @tab @tab X
330 @tab Video encoding used by the Creature Shock game.
331 @item Beam Software VB @tab @tab X
332 @item Bethesda VID video @tab @tab X
333 @tab Used in some games from Bethesda Softworks.
334 @item Bink Video @tab @tab X
335 @tab Support for version 'b' is missing.
336 @item Brute Force & Ignorance @tab @tab X
337 @tab Used in the game Flash Traffic: City of Angels.
338 @item C93 video @tab @tab X
339 @tab Codec used in Cyberia game.
340 @item CamStudio @tab @tab X
341 @tab fourcc: CSCD
342 @item CD+G @tab @tab X
343 @tab Video codec for CD+G karaoke disks
344 @item Chinese AVS video @tab @tab X
345 @tab AVS1-P2, JiZhun profile
346 @item Delphine Software International CIN video @tab @tab X
347 @tab Codec used in Delphine Software International games.
348 @item Cinepak @tab @tab X
349 @item Cirrus Logic AccuPak @tab @tab X
350 @tab fourcc: CLJR
351 @item Creative YUV (CYUV) @tab @tab X
352 @item Dirac @tab E @tab E
353 @tab supported through external libdirac/libschroedinger libraries
354 @item Deluxe Paint Animation @tab @tab X
355 @item DNxHD @tab X @tab X
356 @tab aka SMPTE VC3
357 @item Duck TrueMotion 1.0 @tab @tab X
358 @tab fourcc: DUCK
359 @item Duck TrueMotion 2.0 @tab @tab X
360 @tab fourcc: TM20
361 @item DV (Digital Video) @tab X @tab X
362 @item Feeble Files/ScummVM DXA @tab @tab X
363 @tab Codec originally used in Feeble Files game.
364 @item Electronic Arts CMV video @tab @tab X
365 @tab Used in NHL 95 game.
366 @item Electronic Arts Madcow video @tab @tab X
367 @item Electronic Arts TGV video @tab @tab X
368 @item Electronic Arts TGQ video @tab @tab X
369 @item Electronic Arts TQI video @tab @tab X
370 @item Escape 124 @tab @tab X
371 @item FFmpeg video codec #1 @tab X @tab X
372 @tab experimental lossless codec (fourcc: FFV1)
373 @item Flash Screen Video v1 @tab X @tab X
374 @tab fourcc: FSV1
375 @item Flash Video (FLV) @tab X @tab X
376 @tab Sorenson H.263 used in Flash
377 @item Fraps @tab @tab X
378 @item H.261 @tab X @tab X
379 @item H.263 / H.263-1996 @tab X @tab X
380 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
381 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
382 @tab encoding supported through external library libx264
383 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
384 @item HuffYUV @tab X @tab X
385 @item HuffYUV FFmpeg variant @tab X @tab X
386 @item IBM Ultimotion @tab @tab X
387 @tab fourcc: ULTI
388 @item id Cinematic video @tab @tab X
389 @tab Used in Quake II.
390 @item id RoQ video @tab X @tab X
391 @tab Used in Quake III, Jedi Knight 2, other computer games.
392 @item IFF ILBM @tab @tab X
393 @tab IFF interlaved bitmap
394 @item IFF ByteRun1 @tab @tab X
395 @tab IFF run length encoded bitmap
396 @item Intel H.263 @tab @tab X
397 @item Intel Indeo 2 @tab @tab X
398 @item Intel Indeo 3 @tab @tab X
399 @item Intel Indeo 5 @tab @tab X
400 @item Interplay C93 @tab @tab X
401 @tab Used in the game Cyberia from Interplay.
402 @item Interplay MVE video @tab @tab X
403 @tab Used in Interplay .MVE files.
404 @item Karl Morton's video codec @tab @tab X
405 @tab Codec used in Worms games.
406 @item LCL (LossLess Codec Library) MSZH @tab @tab X
407 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
408 @item LOCO @tab @tab X
409 @item lossless MJPEG @tab X @tab X
410 @item Microsoft RLE @tab @tab X
411 @item Microsoft Video 1 @tab @tab X
412 @item Mimic @tab @tab X
413 @tab Used in MSN Messenger Webcam streams.
414 @item Miro VideoXL @tab @tab X
415 @tab fourcc: VIXL
416 @item MJPEG (Motion JPEG) @tab X @tab X
417 @item Motion Pixels video @tab @tab X
418 @item MPEG-1 video @tab X @tab X
419 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
420 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
421 @item MPEG-2 video @tab X @tab X
422 @item MPEG-4 part 2 @tab X @tab X
423 @ libxvidcore can be used alternatively for encoding.
424 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
425 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
426 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
427 @item Nintendo Gamecube THP video @tab @tab X
428 @item NuppelVideo/RTjpeg @tab @tab X
429 @tab Video encoding used in NuppelVideo files.
430 @item On2 VP3 @tab @tab X
431 @tab still experimental
432 @item On2 VP5 @tab @tab X
433 @tab fourcc: VP50
434 @item On2 VP6 @tab @tab X
435 @tab fourcc: VP60,VP61,VP62
436 @item planar RGB @tab @tab X
437 @tab fourcc: 8BPS
438 @item Q-team QPEG @tab @tab X
439 @tab fourccs: QPEG, Q1.0, Q1.1
440 @item QuickTime 8BPS video @tab @tab X
441 @item QuickTime Animation (RLE) video @tab X @tab X
442 @tab fourcc: 'rle '
443 @item QuickTime Graphics (SMC) @tab @tab X
444 @tab fourcc: 'smc '
445 @item QuickTime video (RPZA) @tab @tab X
446 @tab fourcc: rpza
447 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
448 @item Raw Video @tab X @tab X
449 @item RealVideo 1.0 @tab X @tab X
450 @item RealVideo 2.0 @tab X @tab X
451 @item RealVideo 3.0 @tab @tab X
452 @tab still far from ideal
453 @item RealVideo 4.0 @tab @tab X
454 @item Renderware TXD (TeXture Dictionary) @tab @tab X
455 @tab Texture dictionaries used by the Renderware Engine.
456 @item RL2 video @tab @tab X
457 @tab used in some games by Entertainment Software Partners
458 @item Sierra VMD video @tab @tab X
459 @tab Used in Sierra VMD files.
460 @item Smacker video @tab @tab X
461 @tab Video encoding used in Smacker.
462 @item SMPTE VC-1 @tab @tab X
463 @item Snow @tab X @tab X
464 @tab experimental wavelet codec (fourcc: SNOW)
465 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
466 @item Sorenson Vector Quantizer 1 @tab X @tab X
467 @tab fourcc: SVQ1
468 @item Sorenson Vector Quantizer 3 @tab @tab X
469 @tab fourcc: SVQ3
470 @item Sunplus JPEG (SP5X) @tab @tab X
471 @tab fourcc: SP5X
472 @item TechSmith Screen Capture Codec @tab @tab X
473 @tab fourcc: TSCC
474 @item Theora @tab E @tab X
475 @tab encoding supported through external library libtheora
476 @item Tiertex Limited SEQ video @tab @tab X
477 @tab Codec used in DOS CD-ROM FlashBack game.
478 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
479 @item VMware Screen Codec / VMware Video @tab @tab X
480 @tab Codec used in videos captured by VMware.
481 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
482 @item Windows Media Video 7 @tab X @tab X
483 @item Windows Media Video 8 @tab X @tab X
484 @item Windows Media Video 9 @tab @tab X
485 @tab not completely working
486 @item Wing Commander III / Xan @tab @tab X
487 @tab Used in Wing Commander III .MVE files.
488 @item Winnov WNV1 @tab @tab X
489 @item WMV7 @tab X @tab X
490 @item YAMAHA SMAF @tab X @tab X
491 @item ZLIB @tab X @tab X
492 @tab part of LCL, encoder experimental
493 @item Zip Motion Blocks Video @tab X @tab X
494 @tab Encoder works only in PAL8.
495 @end multitable
497 @code{X} means that encoding (resp. decoding) is supported.
499 @code{E} means that support is provided through an external library.
501 @section Audio Codecs
503 @multitable @columnfractions .4 .1 .1 .4
504 @item Name @tab Encoding @tab Decoding @tab Comments
505 @item 8SVX audio @tab @tab X
506 @item AAC @tab E @tab X
507 @tab encoding supported through external library libfaac
508 @item AC-3 @tab IX @tab X
509 @item ADPCM 4X Movie @tab @tab X
510 @item ADPCM CDROM XA @tab @tab X
511 @item ADPCM Creative Technology @tab @tab X
512 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
513 @item ADPCM Electronic Arts @tab @tab X
514 @tab Used in various EA titles.
515 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
516 @tab Used in Sim City 3000.
517 @item ADPCM Electronic Arts R1 @tab @tab X
518 @item ADPCM Electronic Arts R2 @tab @tab X
519 @item ADPCM Electronic Arts R3 @tab @tab X
520 @item ADPCM Electronic Arts XAS @tab @tab X
521 @item ADPCM G.726 @tab X @tab X
522 @item ADPCM IMA AMV @tab @tab X
523 @tab Used in AMV files
524 @item ADPCM IMA Electronic Arts EACS @tab @tab X
525 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
526 @item ADPCM IMA Funcom @tab @tab X
527 @item ADPCM IMA QuickTime @tab X @tab X
528 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
529 @item ADPCM IMA WAV @tab X @tab X
530 @item ADPCM IMA Westwood @tab @tab X
531 @item ADPCM ISS IMA @tab @tab X
532 @tab Used in FunCom games.
533 @item ADPCM IMA Duck DK3 @tab @tab X
534 @tab Used in some Sega Saturn console games.
535 @item ADPCM IMA Duck DK4 @tab @tab X
536 @tab Used in some Sega Saturn console games.
537 @item ADPCM Microsoft @tab X @tab X
538 @item ADPCM MS IMA @tab X @tab X
539 @item ADPCM Nintendo Gamecube THP @tab @tab X
540 @item ADPCM QT IMA @tab X @tab X
541 @item ADPCM SEGA CRI ADX @tab X @tab X
542 @tab Used in Sega Dreamcast games.
543 @item ADPCM Shockwave Flash @tab X @tab X
544 @item ADPCM SMJPEG IMA @tab @tab X
545 @tab Used in certain Loki game ports.
546 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
547 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
548 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
549 @item ADPCM Westwood Studios IMA @tab @tab X
550 @tab Used in Westwood Studios games like Command and Conquer.
551 @item ADPCM Yamaha @tab X @tab X
552 @item AMR-NB @tab X @tab E
553 @tab encoding supported through external library libopencore-amrnb
554 @item AMR-WB @tab @tab E
555 @tab decoding supported through external library libopencore-amrwb
556 @item Apple lossless audio @tab X @tab X
557 @tab QuickTime fourcc 'alac'
558 @item Atrac 1 @tab @tab X
559 @item Atrac 3 @tab @tab X
560 @item Bink Audio @tab @tab X
561 @tab Used in Bink and Smacker files in many games.
562 @item Delphine Software International CIN audio @tab @tab X
563 @tab Codec used in Delphine Software International games.
564 @item COOK @tab @tab X
565 @tab All versions except 5.1 are supported.
566 @item DCA (DTS Coherent Acoustics) @tab @tab X
567 @item DPCM id RoQ @tab X @tab X
568 @tab Used in Quake III, Jedi Knight 2, other computer games.
569 @item DPCM Interplay @tab @tab X
570 @tab Used in various Interplay computer games.
571 @item DPCM Sierra Online @tab @tab X
572 @tab Used in Sierra Online game audio files.
573 @item DPCM Sol @tab @tab X
574 @item DPCM Xan @tab @tab X
575 @tab Used in Origin's Wing Commander IV AVI files.
576 @item DSP Group TrueSpeech @tab @tab X
577 @item DV audio @tab @tab X
578 @item Enhanced AC-3 @tab @tab X
579 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
580 @item G.729 @tab @tab X
581 @item GSM @tab E @tab E
582 @tab supported through external library libgsm
583 @item GSM Microsoft variant @tab E @tab E
584 @tab supported through external library libgsm
585 @item IMC (Intel Music Coder) @tab @tab X
586 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
587 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
588 @item MLP (Meridian Lossless Packing) @tab @tab X
589 @tab Used in DVD-Audio discs.
590 @item Monkey's Audio @tab @tab X
591 @tab Only versions 3.97-3.99 are supported.
592 @item MP1 (MPEG audio layer 1) @tab @tab IX
593 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
594 @item MP3 (MPEG audio layer 3) @tab E @tab IX
595 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
596 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
597 @item Musepack SV7 @tab @tab X
598 @item Musepack SV8 @tab @tab X
599 @item Nellymoser Asao @tab X @tab X
600 @item PCM A-law @tab X @tab X
601 @item PCM mu-law @tab X @tab X
602 @item PCM 16-bit little-endian planar @tab @tab X
603 @item PCM 32-bit floating point big-endian @tab X @tab X
604 @item PCM 32-bit floating point little-endian @tab X @tab X
605 @item PCM 64-bit floating point big-endian @tab X @tab X
606 @item PCM 64-bit floating point little-endian @tab X @tab X
607 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
608 @item PCM signed 8-bit @tab X @tab X
609 @item PCM signed 16-bit big-endian @tab X @tab X
610 @item PCM signed 16-bit little-endian @tab X @tab X
611 @item PCM signed 24-bit big-endian @tab X @tab X
612 @item PCM signed 24-bit little-endian @tab X @tab X
613 @item PCM signed 32-bit big-endian @tab X @tab X
614 @item PCM signed 32-bit little-endian @tab X @tab X
615 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
616 @item PCM unsigned 8-bit @tab X @tab X
617 @item PCM unsigned 16-bit big-endian @tab X @tab X
618 @item PCM unsigned 16-bit little-endian @tab X @tab X
619 @item PCM unsigned 24-bit big-endian @tab X @tab X
620 @item PCM unsigned 24-bit little-endian @tab X @tab X
621 @item PCM unsigned 32-bit big-endian @tab X @tab X
622 @item PCM unsigned 32-bit little-endian @tab X @tab X
623 @item PCM Zork @tab X @tab X
624 @item QCELP / PureVoice @tab @tab X
625 @item QDesign Music Codec 2 @tab @tab X
626 @tab There are still some distortions.
627 @item RealAudio 1.0 (14.4K) @tab @tab X
628 @tab Real 14400 bit/s codec
629 @item RealAudio 2.0 (28.8K) @tab @tab X
630 @tab Real 28800 bit/s codec
631 @item RealAudio 3.0 (dnet) @tab IX @tab X
632 @tab Real low bitrate AC-3 codec
633 @item RealAudio SIPR / ACELP.NET @tab @tab X
634 @item Shorten @tab @tab X
635 @item Sierra VMD audio @tab @tab X
636 @tab Used in Sierra VMD files.
637 @item Smacker audio @tab @tab X
638 @item Sonic @tab X @tab X
639 @tab experimental codec
640 @item Sonic lossless @tab X @tab X
641 @tab experimental codec
642 @item Speex @tab @tab E
643 @tab supported through external library libspeex
644 @item True Audio (TTA) @tab @tab X
645 @item TrueHD @tab @tab X
646 @tab Used in HD-DVD and Blu-Ray discs.
647 @item TwinVQ (VQF flavor) @tab @tab X
648 @item Vorbis @tab E @tab X
649 @ A native but very primitive encoder exists.
650 @item WavPack @tab @tab X
651 @item Westwood Audio (SND1) @tab @tab X
652 @item Windows Media Audio 1 @tab X @tab X
653 @item Windows Media Audio 2 @tab X @tab X
654 @item Windows Media Audio Pro @tab @tab X
655 @item Windows Media Audio Voice @tab @tab X
656 @end multitable
658 @code{X} means that encoding (resp. decoding) is supported.
660 @code{E} means that support is provided through an external library.
662 @code{I} means that an integer-only version is available, too (ensures high
663 performance on systems without hardware floating point support).
665 @section Subtitle Formats
667 @multitable @columnfractions .4 .1 .1 .1 .1
668 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
669 @item SSA/ASS @tab X @tab X
670 @item DVB @tab X @tab X @tab X @tab X
671 @item DVD @tab X @tab X @tab X @tab X
672 @item PGS @tab @tab @tab @tab X
673 @item XSUB @tab @tab @tab X @tab X
674 @end multitable
676 @code{X} means that the feature is supported.
678 @section Network Protocols
680 @multitable @columnfractions .4 .1
681 @item Name @tab Support
682 @item file @tab X
683 @item Gopher @tab X
684 @item HTTP @tab X
685 @item pipe @tab X
686 @item RTP @tab X
687 @item TCP @tab X
688 @item UDP @tab X
689 @end multitable
691 @code{X} means that the protocol is supported.
694 @section Input/Output Devices
696 @multitable @columnfractions .4 .1 .1
697 @item Name @tab Input @tab Output
698 @item ALSA @tab X @tab X
699 @item BEOS audio @tab X @tab X
700 @item BKTR @tab X @tab
701 @item DV1394 @tab X @tab
702 @item JACK @tab X @tab
703 @item LIBDC1394 @tab X @tab
704 @item OSS @tab X @tab X
705 @item Video4Linux @tab X @tab
706 @item Video4Linux2 @tab X @tab
707 @item VfW capture @tab X @tab
708 @item X11 grabbing @tab X @tab
709 @end multitable
711 @code{X} means that input/output is supported.
714 @chapter Platform Specific information
716 @section BSD
718 BSD make will not build FFmpeg, you need to install and use GNU Make
719 (@file{gmake}).
721 @section Windows
723 To get help and instructions for building FFmpeg under Windows, check out
724 the FFmpeg Windows Help Forum at
725 @url{}.
727 @subsection Native Windows compilation
729 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
730 the latest versions of MSYS and MinGW from @url{}.
731 You can find detailed installation
732 instructions in the download section and the FAQ.
734 FFmpeg does not build out-of-the-box with the packages the automated MinGW
735 installer provides. It also requires coreutils to be installed and many other
736 packages updated to the latest version. The minimum version for some packages
737 are listed below:
739 @itemize
740 @item bash 3.1
741 @item msys-make 3.81-2 (note: not mingw32-make)
742 @item w32api 3.13
743 @item mingw-runtime 3.15
744 @end itemize
746 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
747 a GCC bug (see @url{}).
749 Within the MSYS shell, configure and make with:
751 @example
752 ./configure --enable-memalign-hack
753 make
754 make install
755 @end example
757 This will install @file{ffmpeg.exe} along with many other development files
758 to @file{/usr/local}. You may specify another install path using the
759 @code{--prefix} option in @file{configure}.
761 Notes:
763 @itemize
765 @item Building natively using MSYS can be sped up by disabling implicit rules
766 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
767 speed up is close to non-existent for normal one-off builds and is only
768 noticeable when running make for a second time (for example in
769 @code{make install}).
771 @item In order to compile FFplay, you must have the MinGW development library
772 of SDL. Get it from @url{}.
773 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
774 where SDL was installed. Verify that @file{sdl-config} can be launched from
775 the MSYS command line.
777 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
778 you can build libavutil, libavcodec and libavformat as DLLs.
780 @end itemize
782 @subsection Microsoft Visual C++ compatibility
784 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
785 want to use the libav* libraries in your own applications, you can still
786 compile those applications using MSVC++. But the libav* libraries you link
787 to @emph{must} be built with MinGW. However, you will not be able to debug
788 inside the libav* libraries, since MSVC++ does not recognize the debug
789 symbols generated by GCC.
790 We strongly recommend you to move over from MSVC++ to MinGW tools.
792 This description of how to use the FFmpeg libraries with MSVC++ is based on
793 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
794 you might have to modify the procedures slightly.
796 @subsubsection Using static libraries
798 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
800 @enumerate
802 @item Create a new console application ("File / New / Project") and then
803 select "Win32 Console Application". On the appropriate page of the
804 Application Wizard, uncheck the "Precompiled headers" option.
806 @item Write the source code for your application, or, for testing, just
807 copy the code from an existing sample application into the source file
808 that MSVC++ has already created for you. For example, you can copy
809 @file{libavformat/output-example.c} from the FFmpeg distribution.
811 @item Open the "Project / Properties" dialog box. In the "Configuration"
812 combo box, select "All Configurations" so that the changes you make will
813 affect both debug and release builds. In the tree view on the left hand
814 side, select "C/C++ / General", then edit the "Additional Include
815 Directories" setting to contain the path where the FFmpeg includes were
816 installed (i.e. @file{c:\msys\1.0\local\include}).
817 Do not add MinGW's include directory here, or the include files will
818 conflict with MSVC's.
820 @item Still in the "Project / Properties" dialog box, select
821 "Linker / General" from the tree view and edit the
822 "Additional Library Directories" setting to contain the @file{lib}
823 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
824 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
825 and the directory where MinGW's GCC libs are installed
826 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
827 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
828 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
829 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
830 to the end of "Additional Dependencies".
832 @item Now, select "C/C++ / Code Generation" from the tree view. Select
833 "Debug" in the "Configuration" combo box. Make sure that "Runtime
834 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
835 the "Configuration" combo box and make sure that "Runtime Library" is
836 set to "Multi-threaded DLL".
838 @item Click "OK" to close the "Project / Properties" dialog box.
840 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
841 Get msinttypes from @url{}
842 and install it in MSVC++'s include directory
843 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
845 @item MSVC++ also does not understand the @code{inline} keyword used by
846 FFmpeg, so you must add this line before @code{#include}ing libav*:
847 @example
848 #define inline _inline
849 @end example
851 @item Build your application, everything should work.
853 @end enumerate
855 @subsubsection Using shared libraries
857 This is how to create DLL and LIB files that are compatible with MSVC++:
859 @enumerate
861 @item Add a call to @file{vcvars32.bat} (which sets up the environment
862 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
863 The standard location for @file{vcvars32.bat} is
864 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
865 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
866 If this corresponds to your setup, add the following line as the first line
867 of @file{msys.bat}:
869 @example
870 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
871 @end example
873 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
874 and run @file{c:\msys\1.0\msys.bat} from there.
876 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
877 from @file{Microsoft (R) Library Manager}, this means your environment
878 variables are set up correctly, the @file{Microsoft (R) Library Manager}
879 is on the path and will be used by FFmpeg to create
880 MSVC++-compatible import libraries.
882 @item Build FFmpeg with
884 @example
885 ./configure --enable-shared --enable-memalign-hack
886 make
887 make install
888 @end example
890 Your install path (@file{/usr/local/} by default) should now have the
891 necessary DLL and LIB files under the @file{bin} directory.
893 @end enumerate
895 To use those files with MSVC++, do the same as you would do with
896 the static libraries, as described above. But in Step 4,
897 you should only need to add the directory where the LIB files are installed
898 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
899 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
900 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
901 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
902 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
903 statically linked into the DLLs. The @file{bin} directory contains a bunch
904 of DLL files, but the ones that are actually used to run your application
905 are the ones with a major version number in their filenames
906 (i.e. @file{avcodec-51.dll}).
908 @subsection Cross compilation for Windows with Linux
910 You must use the MinGW cross compilation tools available at
911 @url{}.
913 Then configure FFmpeg with the following options:
914 @example
915 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
916 @end example
917 (you can change the cross-prefix according to the prefix chosen for the
918 MinGW tools).
920 Then you can easily test FFmpeg with Wine
921 (@url{}).
923 @subsection Compilation under Cygwin
925 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
926 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
927 or leverage the implementation in MinGW (as explained below).
929 Just install your Cygwin with all the "Base" packages, plus the
930 following "Devel" ones:
931 @example
932 binutils, gcc-core, make, subversion, mingw-runtime
933 @end example
935 And the following "Utils" one:
936 @example
937 diffutils
938 @end example
940 The experimental gcc4 package is still buggy, hence please
941 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
943 Install the current binutils-20080624-2 as they work fine (the old
944 binutils-20060709-1 proved buggy on shared builds).
946 Then create a small library that just contains llrint():
948 @example
949 ar x /usr/lib/mingw/libmingwex.a llrint.o
950 ar cq /usr/local/lib/libllrint.a llrint.o
951 @end example
953 Then run
955 @example
956 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
957 @end example
959 to make a static build or
961 @example
962 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
963 @end example
965 to build shared libraries.
967 If you want to build FFmpeg with additional libraries, download Cygwin
968 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
969 @example
970 libogg-devel, libvorbis-devel
971 @end example
973 These library packages are only available from Cygwin Ports
974 (@url{}) :
976 @example
977 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
978 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
979 libxvidcore-devel
980 @end example
982 The recommendation for libnut and x264 is to build them from source by
983 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
985 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
986 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
988 @subsection Crosscompilation for Windows under Cygwin
990 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
992 Just install your Cygwin as explained before, plus these additional
993 "Devel" packages:
994 @example
995 gcc-mingw-core, mingw-runtime, mingw-zlib
996 @end example
998 and add some special flags to your configure invocation.
1000 For a static build run
1001 @example
1002 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1003 @end example
1005 and for a build with shared libraries
1006 @example
1007 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1008 @end example
1010 @section BeOS
1012 BeOS support is broken in mysterious ways.
1014 @section OS/2
1016 For information about compiling FFmpeg on OS/2 see
1017 @url{}.
1019 @bye