[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{http://sourceforge.net/projects/opencore-amr/} 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{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
28 incompatible with the LGPL version 2.1 and GPL version 2. You have to
29 upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
30 GPL components, GPL version 3) to use it.
33 @chapter Supported File Formats and Codecs
35 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
37 @section File Formats
39 FFmpeg supports the following file formats through the @code{libavformat}
40 library:
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
44 @item 4xm @tab @tab X
45 @tab 4X Technologies format, used in some games.
46 @item 8088flex TMV @tab @tab X
47 @item Adobe Filmstrip @tab X @tab X
48 @item Audio IFF (AIFF) @tab X @tab X
49 @item American Laser Games MM @tab @tab X
50 @tab Multimedia format used in games like Mad Dog McCree.
51 @item 3GPP AMR @tab X @tab X
52 @item ASF @tab X @tab X
53 @item AVI @tab X @tab X
54 @item AVISynth @tab @tab X
55 @item AVS @tab @tab X
56 @tab Multimedia format used by the Creature Shock game.
57 @item Beam Software SIFF @tab @tab X
58 @tab Audio and video format used in some games by Beam Software.
59 @item Bethesda Softworks VID @tab @tab X
60 @tab Used in some games from Bethesda Softworks.
61 @item Bink @tab @tab X
62 @tab Multimedia format used by many games.
63 @item Brute Force & Ignorance @tab @tab X
64 @tab Used in the game Flash Traffic: City of Angels.
65 @item Interplay C93 @tab @tab X
66 @tab Used in the game Cyberia from Interplay.
67 @item Delphine Software International CIN @tab @tab X
68 @tab Multimedia format used by Delphine Software games.
69 @item CD+G @tab @tab X
70 @tab Video format used by CD+G karaoke disks
71 @item Core Audio Format @tab @tab X
72 @tab Apple Core Audio Format
73 @item CRC testing format @tab X @tab
74 @item Creative Voice @tab X @tab X
75 @tab Created for the Sound Blaster Pro.
76 @item CRYO APC @tab @tab X
77 @tab Audio format used in some games by CRYO Interactive Entertainment.
78 @item D-Cinema audio @tab X @tab X
79 @item Deluxe Paint Animation @tab @tab X
80 @item DV video @tab X @tab X
81 @item DXA @tab @tab X
82 @tab This format is used in the non-Windows version of the Feeble Files
83 game and different game cutscenes repacked for use with ScummVM.
84 @item Electronic Arts cdata @tab @tab X
85 @item Electronic Arts Multimedia @tab @tab X
86 @tab Used in various EA games; files have extensions like WVE and UV2.
87 @item FFM (FFserver live feed) @tab X @tab X
88 @item Flash (SWF) @tab X @tab X
89 @item Flash 9 (AVM2) @tab X @tab X
90 @tab Only embedded audio is decoded.
91 @item FLI/FLC/FLX animation @tab @tab X
92 @tab .fli/.flc files
93 @item Flash Video (FLV) @tab @tab X
94 @tab Macromedia Flash video files
95 @item framecrc testing format @tab X @tab
96 @item FunCom ISS @tab @tab X
97 @tab Audio format used in various games from FunCom like The Longest Journey.
98 @item GIF Animation @tab X @tab
99 @item GXF @tab X @tab X
100 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
101 playout servers.
102 @item id Quake II CIN video @tab @tab X
103 @item id RoQ @tab X @tab X
104 @tab Used in Quake III, Jedi Knight 2, other computer games.
105 @item IEC61937 encapsulation @tab X @tab
106 @item IFF @tab @tab X
107 @tab Interchange File Format
108 @item Interplay MVE @tab @tab X
109 @tab Format used in various Interplay computer games.
110 @item IV8 @tab @tab X
111 @tab A format generated by IndigoVision 8000 video server.
112 @item IVF (On2) @tab @tab X
113 @tab A format used by libvpx
114 @item LMLM4 @tab @tab X
115 @tab Used by Linux Media Labs MPEG-4 PCI boards
116 @item Matroska @tab X @tab X
117 @item Matroska audio @tab X @tab
118 @item MAXIS XA @tab @tab X
119 @tab Used in Sim City 3000; file extension .xa.
120 @item MD Studio @tab @tab X
121 @item Monkey's Audio @tab @tab X
122 @item Motion Pixels MVI @tab @tab X
123 @item MOV/QuickTime/MP4 @tab X @tab X
124 @tab 3GP, 3GP2, PSP, iPod variants supported
125 @item MP2 @tab X @tab X
126 @item MP3 @tab X @tab X
127 @item MPEG-1 System @tab X @tab X
128 @tab muxed audio and video, VCD format supported
129 @item MPEG-PS (program stream) @tab X @tab X
130 @tab also known as @code{VOB} file, SVCD and DVD format supported
131 @item MPEG-TS (transport stream) @tab X @tab X
132 @tab also known as DVB Transport Stream
133 @item MPEG-4 @tab X @tab X
134 @tab MPEG-4 is a variant of QuickTime.
135 @item MIME multipart JPEG @tab X @tab
136 @item MSN TCP webcam @tab @tab X
137 @tab Used by MSN Messenger webcam streams.
138 @item MTV @tab @tab X
139 @item Musepack @tab @tab X
140 @item Musepack SV8 @tab @tab X
141 @item Material eXchange Format (MXF) @tab X @tab X
142 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
143 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
144 @tab SMPTE 386M, D-10/IMX Mapping.
145 @item NC camera feed @tab @tab X
146 @tab NC (AVIP NC4600) camera streams
147 @item NTT TwinVQ (VQF) @tab @tab X
148 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
149 @item Nullsoft Streaming Video @tab @tab X
150 @item NuppelVideo @tab @tab X
151 @item NUT @tab X @tab X
152 @tab NUT Open Container Format
153 @item Ogg @tab X @tab X
154 @item TechnoTrend PVA @tab @tab X
155 @tab Used by TechnoTrend DVB PCI boards.
156 @item QCP @tab @tab X
157 @item raw ADTS (AAC) @tab X @tab X
158 @item raw AC-3 @tab X @tab X
159 @item raw Chinese AVS video @tab @tab X
160 @item raw CRI ADX @tab X @tab X
161 @item raw Dirac @tab X @tab X
162 @item raw DNxHD @tab X @tab X
163 @item raw DTS @tab X @tab X
164 @item raw E-AC-3 @tab X @tab X
165 @item raw FLAC @tab X @tab X
166 @item raw GSM @tab @tab X
167 @item raw H.261 @tab X @tab X
168 @item raw H.263 @tab X @tab X
169 @item raw H.264 @tab X @tab X
170 @item raw Ingenient MJPEG @tab @tab X
171 @item raw MJPEG @tab X @tab X
172 @item raw MLP @tab @tab X
173 @item raw MPEG @tab @tab X
174 @item raw MPEG-1 @tab @tab X
175 @item raw MPEG-2 @tab @tab X
176 @item raw MPEG-4 @tab X @tab X
177 @item raw NULL @tab X @tab
178 @item raw video @tab X @tab X
179 @item raw id RoQ @tab X @tab
180 @item raw Shorten @tab @tab X
181 @item raw TrueHD @tab X @tab X
182 @item raw VC-1 @tab @tab X
183 @item raw PCM A-law @tab X @tab X
184 @item raw PCM mu-law @tab X @tab X
185 @item raw PCM signed 8 bit @tab X @tab X
186 @item raw PCM signed 16 bit big-endian @tab X @tab X
187 @item raw PCM signed 16 bit little-endian @tab X @tab X
188 @item raw PCM signed 24 bit big-endian @tab X @tab X
189 @item raw PCM signed 24 bit little-endian @tab X @tab X
190 @item raw PCM signed 32 bit big-endian @tab X @tab X
191 @item raw PCM signed 32 bit little-endian @tab X @tab X
192 @item raw PCM unsigned 8 bit @tab X @tab X
193 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
194 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
195 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
196 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
197 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
198 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
199 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
200 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
201 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
202 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
203 @item RDT @tab @tab X
204 @item REDCODE R3D @tab @tab X
205 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
206 @item RealMedia @tab X @tab X
207 @item Redirector @tab @tab X
208 @item Renderware TeXture Dictionary @tab @tab X
209 @item RL2 @tab @tab X
210 @tab Audio and video format used in some games by Entertainment Software Partners.
211 @item RPL/ARMovie @tab @tab X
212 @item RTMP @tab X @tab X
213 @tab Output is performed by publishing stream to RTMP server
214 @item RTP @tab @tab X
215 @item RTSP @tab X @tab X
216 @item SDP @tab @tab X
217 @item Sega FILM/CPK @tab @tab X
218 @tab Used in many Sega Saturn console games.
219 @item Sierra SOL @tab @tab X
220 @tab .sol files used in Sierra Online games.
221 @item Sierra VMD @tab @tab X
222 @tab Used in Sierra CD-ROM games.
223 @item Smacker @tab @tab X
224 @tab Multimedia format used by many games.
225 @item Sony OpenMG (OMA) @tab @tab X
226 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
227 @item Sony PlayStation STR @tab @tab X
228 @item Sony Wave64 (W64) @tab @tab X
229 @item SoX native format @tab X @tab X
230 @item SUN AU format @tab X @tab X
231 @item Text files @tab @tab X
232 @item THP @tab @tab X
233 @tab Used on the Nintendo GameCube.
234 @item Tiertex Limited SEQ @tab @tab X
235 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
236 @item True Audio @tab @tab X
237 @item VC-1 test bitstream @tab X @tab X
238 @item WAV @tab X @tab X
239 @item WavPack @tab @tab X
240 @item WebM @tab X @tab X
241 @item Wing Commander III movie @tab @tab X
242 @tab Multimedia format used in Origin's Wing Commander III computer game.
243 @item Westwood Studios audio @tab @tab X
244 @tab Multimedia format used in Westwood Studios games.
245 @item Westwood Studios VQA @tab @tab X
246 @tab Multimedia format used in Westwood Studios games.
247 @item YUV4MPEG pipe @tab X @tab X
248 @item Psygnosis YOP @tab @tab X
249 @end multitable
251 @code{X} means that encoding (resp. decoding) is supported.
253 @section Image Formats
255 FFmpeg can read and write images for each frame of a video sequence. The
256 following image formats are supported:
258 @multitable @columnfractions .4 .1 .1 .4
259 @item Name @tab Encoding @tab Decoding @tab Comments
260 @item .Y.U.V @tab X @tab X
261 @tab one raw file per component
262 @item animated GIF @tab X @tab X
263 @tab Only uncompressed GIFs are generated.
264 @item BMP @tab X @tab X
265 @tab Microsoft BMP image
266 @item DPX @tab @tab X
267 @tab Digital Picture Exchange
268 @item JPEG @tab X @tab X
269 @tab Progressive JPEG is not supported.
270 @item JPEG 2000 @tab @tab E
271 @tab decoding supported through external library libopenjpeg
272 @item JPEG-LS @tab X @tab X
273 @item LJPEG @tab X @tab
274 @tab Lossless JPEG
275 @item PAM @tab X @tab X
276 @tab PAM is a PNM extension with alpha support.
277 @item PBM @tab X @tab X
278 @tab Portable BitMap image
279 @item PCX @tab X @tab X
280 @tab PC Paintbrush
281 @item PGM @tab X @tab X
282 @tab Portable GrayMap image
283 @item PGMYUV @tab X @tab X
284 @tab PGM with U and V components in YUV 4:2:0
285 @item PIC @tab @tab X
286 @tab Pictor/PC Paint
287 @item PNG @tab X @tab X
288 @tab 2/4 bpp not supported yet
289 @item PPM @tab X @tab X
290 @tab Portable PixelMap image
291 @item PTX @tab @tab X
292 @tab V.Flash PTX format
293 @item SGI @tab X @tab X
294 @tab SGI RGB image format
295 @item Sun Rasterfile @tab @tab X
296 @tab Sun RAS image format
297 @item TIFF @tab X @tab X
298 @tab YUV, JPEG and some extension is not supported yet.
299 @item Truevision Targa @tab X @tab X
300 @tab Targa (.TGA) image format
301 @end multitable
303 @code{X} means that encoding (resp. decoding) is supported.
305 @code{E} means that support is provided through an external library.
307 @section Video Codecs
309 @multitable @columnfractions .4 .1 .1 .4
310 @item Name @tab Encoding @tab Decoding @tab Comments
311 @item 4X Movie @tab @tab X
312 @tab Used in certain computer games.
313 @item 8088flex TMV @tab @tab X
314 @item 8SVX exponential @tab @tab X
315 @item 8SVX fibonacci @tab @tab X
316 @item American Laser Games MM @tab @tab X
317 @tab Used in games like Mad Dog McCree.
318 @item AMV Video @tab @tab X
319 @tab Used in Chinese MP3 players.
320 @item ANSI/ASCII art @tab @tab X
321 @item Apple MJPEG-B @tab @tab X
322 @item Apple QuickDraw @tab @tab X
323 @tab fourcc: qdrw
324 @item Asus v1 @tab X @tab X
325 @tab fourcc: ASV1
326 @item Asus v2 @tab X @tab X
327 @tab fourcc: ASV2
328 @item ATI VCR1 @tab @tab X
329 @tab fourcc: VCR1
330 @item ATI VCR2 @tab @tab X
331 @tab fourcc: VCR2
332 @item Auravision Aura @tab @tab X
333 @item Auravision Aura 2 @tab @tab X
334 @item Autodesk Animator Flic video @tab @tab X
335 @item Autodesk RLE @tab @tab X
336 @tab fourcc: AASC
337 @item AVS (Audio Video Standard) video @tab @tab X
338 @tab Video encoding used by the Creature Shock game.
339 @item Beam Software VB @tab @tab X
340 @item Bethesda VID video @tab @tab X
341 @tab Used in some games from Bethesda Softworks.
342 @item Bink Video @tab @tab X
343 @tab Support for version 'b' is missing.
344 @item Brute Force & Ignorance @tab @tab X
345 @tab Used in the game Flash Traffic: City of Angels.
346 @item C93 video @tab @tab X
347 @tab Codec used in Cyberia game.
348 @item CamStudio @tab @tab X
349 @tab fourcc: CSCD
350 @item CD+G @tab @tab X
351 @tab Video codec for CD+G karaoke disks
352 @item Chinese AVS video @tab @tab X
353 @tab AVS1-P2, JiZhun profile
354 @item Delphine Software International CIN video @tab @tab X
355 @tab Codec used in Delphine Software International games.
356 @item Cinepak @tab @tab X
357 @item Cirrus Logic AccuPak @tab @tab X
358 @tab fourcc: CLJR
359 @item Creative YUV (CYUV) @tab @tab X
360 @item Dirac @tab E @tab E
361 @tab supported through external libdirac/libschroedinger libraries
362 @item Deluxe Paint Animation @tab @tab X
363 @item DNxHD @tab X @tab X
364 @tab aka SMPTE VC3
365 @item Duck TrueMotion 1.0 @tab @tab X
366 @tab fourcc: DUCK
367 @item Duck TrueMotion 2.0 @tab @tab X
368 @tab fourcc: TM20
369 @item DV (Digital Video) @tab X @tab X
370 @item Feeble Files/ScummVM DXA @tab @tab X
371 @tab Codec originally used in Feeble Files game.
372 @item Electronic Arts CMV video @tab @tab X
373 @tab Used in NHL 95 game.
374 @item Electronic Arts Madcow video @tab @tab X
375 @item Electronic Arts TGV video @tab @tab X
376 @item Electronic Arts TGQ video @tab @tab X
377 @item Electronic Arts TQI video @tab @tab X
378 @item Escape 124 @tab @tab X
379 @item FFmpeg video codec #1 @tab X @tab X
380 @tab experimental lossless codec (fourcc: FFV1)
381 @item Flash Screen Video v1 @tab X @tab X
382 @tab fourcc: FSV1
383 @item Flash Video (FLV) @tab X @tab X
384 @tab Sorenson H.263 used in Flash
385 @item Fraps @tab @tab X
386 @item H.261 @tab X @tab X
387 @item H.263 / H.263-1996 @tab X @tab X
388 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
389 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
390 @tab encoding supported through external library libx264
391 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
392 @item HuffYUV @tab X @tab X
393 @item HuffYUV FFmpeg variant @tab X @tab X
394 @item IBM Ultimotion @tab @tab X
395 @tab fourcc: ULTI
396 @item id Cinematic video @tab @tab X
397 @tab Used in Quake II.
398 @item id RoQ video @tab X @tab X
399 @tab Used in Quake III, Jedi Knight 2, other computer games.
400 @item IFF ILBM @tab @tab X
401 @tab IFF interlaved bitmap
402 @item IFF ByteRun1 @tab @tab X
403 @tab IFF run length encoded bitmap
404 @item Intel H.263 @tab @tab X
405 @item Intel Indeo 2 @tab @tab X
406 @item Intel Indeo 3 @tab @tab X
407 @item Intel Indeo 5 @tab @tab X
408 @item Interplay C93 @tab @tab X
409 @tab Used in the game Cyberia from Interplay.
410 @item Interplay MVE video @tab @tab X
411 @tab Used in Interplay .MVE files.
412 @item Karl Morton's video codec @tab @tab X
413 @tab Codec used in Worms games.
414 @item Kega Game Video (KGV1) @tab @tab X
415 @tab Kega emulator screen capture codec.
416 @item LCL (LossLess Codec Library) MSZH @tab @tab X
417 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
418 @item LOCO @tab @tab X
419 @item lossless MJPEG @tab X @tab X
420 @item Microsoft RLE @tab @tab X
421 @item Microsoft Video 1 @tab @tab X
422 @item Mimic @tab @tab X
423 @tab Used in MSN Messenger Webcam streams.
424 @item Miro VideoXL @tab @tab X
425 @tab fourcc: VIXL
426 @item MJPEG (Motion JPEG) @tab X @tab X
427 @item Motion Pixels video @tab @tab X
428 @item MPEG-1 video @tab X @tab X
429 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
430 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
431 @item MPEG-2 video @tab X @tab X
432 @item MPEG-4 part 2 @tab X @tab X
433 @ libxvidcore can be used alternatively for encoding.
434 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
435 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
436 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
437 @item Nintendo Gamecube THP video @tab @tab X
438 @item NuppelVideo/RTjpeg @tab @tab X
439 @tab Video encoding used in NuppelVideo files.
440 @item On2 VP3 @tab @tab X
441 @tab still experimental
442 @item On2 VP5 @tab @tab X
443 @tab fourcc: VP50
444 @item On2 VP6 @tab @tab X
445 @tab fourcc: VP60,VP61,VP62
446 @item VP8 @tab E @tab X
447 @tab fourcc: VP80, encoding supported through external library libvpx
448 @item planar RGB @tab @tab X
449 @tab fourcc: 8BPS
450 @item Q-team QPEG @tab @tab X
451 @tab fourccs: QPEG, Q1.0, Q1.1
452 @item QuickTime 8BPS video @tab @tab X
453 @item QuickTime Animation (RLE) video @tab X @tab X
454 @tab fourcc: 'rle '
455 @item QuickTime Graphics (SMC) @tab @tab X
456 @tab fourcc: 'smc '
457 @item QuickTime video (RPZA) @tab @tab X
458 @tab fourcc: rpza
459 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
460 @item Raw Video @tab X @tab X
461 @item RealVideo 1.0 @tab X @tab X
462 @item RealVideo 2.0 @tab X @tab X
463 @item RealVideo 3.0 @tab @tab X
464 @tab still far from ideal
465 @item RealVideo 4.0 @tab @tab X
466 @item Renderware TXD (TeXture Dictionary) @tab @tab X
467 @tab Texture dictionaries used by the Renderware Engine.
468 @item RL2 video @tab @tab X
469 @tab used in some games by Entertainment Software Partners
470 @item Sierra VMD video @tab @tab X
471 @tab Used in Sierra VMD files.
472 @item Smacker video @tab @tab X
473 @tab Video encoding used in Smacker.
474 @item SMPTE VC-1 @tab @tab X
475 @item Snow @tab X @tab X
476 @tab experimental wavelet codec (fourcc: SNOW)
477 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
478 @item Sorenson Vector Quantizer 1 @tab X @tab X
479 @tab fourcc: SVQ1
480 @item Sorenson Vector Quantizer 3 @tab @tab X
481 @tab fourcc: SVQ3
482 @item Sunplus JPEG (SP5X) @tab @tab X
483 @tab fourcc: SP5X
484 @item TechSmith Screen Capture Codec @tab @tab X
485 @tab fourcc: TSCC
486 @item Theora @tab E @tab X
487 @tab encoding supported through external library libtheora
488 @item Tiertex Limited SEQ video @tab @tab X
489 @tab Codec used in DOS CD-ROM FlashBack game.
490 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
491 @item VMware Screen Codec / VMware Video @tab @tab X
492 @tab Codec used in videos captured by VMware.
493 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
494 @item Windows Media Video 7 @tab X @tab X
495 @item Windows Media Video 8 @tab X @tab X
496 @item Windows Media Video 9 @tab @tab X
497 @tab not completely working
498 @item Wing Commander III / Xan @tab @tab X
499 @tab Used in Wing Commander III .MVE files.
500 @item Winnov WNV1 @tab @tab X
501 @item WMV7 @tab X @tab X
502 @item YAMAHA SMAF @tab X @tab X
503 @item Psygnosis YOP Video @tab @tab X
504 @item ZLIB @tab X @tab X
505 @tab part of LCL, encoder experimental
506 @item Zip Motion Blocks Video @tab X @tab X
507 @tab Encoder works only in PAL8.
508 @end multitable
510 @code{X} means that encoding (resp. decoding) is supported.
512 @code{E} means that support is provided through an external library.
514 @section Audio Codecs
516 @multitable @columnfractions .4 .1 .1 .4
517 @item Name @tab Encoding @tab Decoding @tab Comments
518 @item 8SVX audio @tab @tab X
519 @item AAC @tab E @tab X
520 @tab encoding supported through external library libfaac
521 @item AC-3 @tab IX @tab X
522 @item ADPCM 4X Movie @tab @tab X
523 @item ADPCM CDROM XA @tab @tab X
524 @item ADPCM Creative Technology @tab @tab X
525 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
526 @item ADPCM Electronic Arts @tab @tab X
527 @tab Used in various EA titles.
528 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
529 @tab Used in Sim City 3000.
530 @item ADPCM Electronic Arts R1 @tab @tab X
531 @item ADPCM Electronic Arts R2 @tab @tab X
532 @item ADPCM Electronic Arts R3 @tab @tab X
533 @item ADPCM Electronic Arts XAS @tab @tab X
534 @item ADPCM G.726 @tab X @tab X
535 @item ADPCM IMA AMV @tab @tab X
536 @tab Used in AMV files
537 @item ADPCM IMA Electronic Arts EACS @tab @tab X
538 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
539 @item ADPCM IMA Funcom @tab @tab X
540 @item ADPCM IMA QuickTime @tab X @tab X
541 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
542 @item ADPCM IMA WAV @tab X @tab X
543 @item ADPCM IMA Westwood @tab @tab X
544 @item ADPCM ISS IMA @tab @tab X
545 @tab Used in FunCom games.
546 @item ADPCM IMA Duck DK3 @tab @tab X
547 @tab Used in some Sega Saturn console games.
548 @item ADPCM IMA Duck DK4 @tab @tab X
549 @tab Used in some Sega Saturn console games.
550 @item ADPCM Microsoft @tab X @tab X
551 @item ADPCM MS IMA @tab X @tab X
552 @item ADPCM Nintendo Gamecube THP @tab @tab X
553 @item ADPCM QT IMA @tab X @tab X
554 @item ADPCM SEGA CRI ADX @tab X @tab X
555 @tab Used in Sega Dreamcast games.
556 @item ADPCM Shockwave Flash @tab X @tab X
557 @item ADPCM SMJPEG IMA @tab @tab X
558 @tab Used in certain Loki game ports.
559 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
560 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
561 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
562 @item ADPCM Westwood Studios IMA @tab @tab X
563 @tab Used in Westwood Studios games like Command and Conquer.
564 @item ADPCM Yamaha @tab X @tab X
565 @item AMR-NB @tab E @tab X
566 @tab encoding supported through external library libopencore-amrnb
567 @item AMR-WB @tab @tab E
568 @tab decoding supported through external library libopencore-amrwb
569 @item Apple lossless audio @tab X @tab X
570 @tab QuickTime fourcc 'alac'
571 @item Atrac 1 @tab @tab X
572 @item Atrac 3 @tab @tab X
573 @item Bink Audio @tab @tab X
574 @tab Used in Bink and Smacker files in many games.
575 @item Delphine Software International CIN audio @tab @tab X
576 @tab Codec used in Delphine Software International games.
577 @item COOK @tab @tab X
578 @tab All versions except 5.1 are supported.
579 @item DCA (DTS Coherent Acoustics) @tab @tab X
580 @item DPCM id RoQ @tab X @tab X
581 @tab Used in Quake III, Jedi Knight 2, other computer games.
582 @item DPCM Interplay @tab @tab X
583 @tab Used in various Interplay computer games.
584 @item DPCM Sierra Online @tab @tab X
585 @tab Used in Sierra Online game audio files.
586 @item DPCM Sol @tab @tab X
587 @item DPCM Xan @tab @tab X
588 @tab Used in Origin's Wing Commander IV AVI files.
589 @item DSP Group TrueSpeech @tab @tab X
590 @item DV audio @tab @tab X
591 @item Enhanced AC-3 @tab @tab X
592 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
593 @item G.729 @tab @tab X
594 @item GSM @tab E @tab X
595 @tab encoding supported through external library libgsm
596 @item GSM Microsoft variant @tab E @tab X
597 @tab encoding supported through external library libgsm
598 @item IMC (Intel Music Coder) @tab @tab X
599 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
600 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
601 @item MLP (Meridian Lossless Packing) @tab @tab X
602 @tab Used in DVD-Audio discs.
603 @item Monkey's Audio @tab @tab X
604 @tab Only versions 3.97-3.99 are supported.
605 @item MP1 (MPEG audio layer 1) @tab @tab IX
606 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
607 @item MP3 (MPEG audio layer 3) @tab E @tab IX
608 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
609 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
610 @item Musepack SV7 @tab @tab X
611 @item Musepack SV8 @tab @tab X
612 @item Nellymoser Asao @tab X @tab X
613 @item PCM A-law @tab X @tab X
614 @item PCM mu-law @tab X @tab X
615 @item PCM 16-bit little-endian planar @tab @tab X
616 @item PCM 32-bit floating point big-endian @tab X @tab X
617 @item PCM 32-bit floating point little-endian @tab X @tab X
618 @item PCM 64-bit floating point big-endian @tab X @tab X
619 @item PCM 64-bit floating point little-endian @tab X @tab X
620 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
621 @item PCM signed 8-bit @tab X @tab X
622 @item PCM signed 16-bit big-endian @tab X @tab X
623 @item PCM signed 16-bit little-endian @tab X @tab X
624 @item PCM signed 24-bit big-endian @tab X @tab X
625 @item PCM signed 24-bit little-endian @tab X @tab X
626 @item PCM signed 32-bit big-endian @tab X @tab X
627 @item PCM signed 32-bit little-endian @tab X @tab X
628 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
629 @item PCM unsigned 8-bit @tab X @tab X
630 @item PCM unsigned 16-bit big-endian @tab X @tab X
631 @item PCM unsigned 16-bit little-endian @tab X @tab X
632 @item PCM unsigned 24-bit big-endian @tab X @tab X
633 @item PCM unsigned 24-bit little-endian @tab X @tab X
634 @item PCM unsigned 32-bit big-endian @tab X @tab X
635 @item PCM unsigned 32-bit little-endian @tab X @tab X
636 @item PCM Zork @tab X @tab X
637 @item QCELP / PureVoice @tab @tab X
638 @item QDesign Music Codec 2 @tab @tab X
639 @tab There are still some distortions.
640 @item RealAudio 1.0 (14.4K) @tab X @tab X
641 @tab Real 14400 bit/s codec
642 @item RealAudio 2.0 (28.8K) @tab @tab X
643 @tab Real 28800 bit/s codec
644 @item RealAudio 3.0 (dnet) @tab IX @tab X
645 @tab Real low bitrate AC-3 codec
646 @item RealAudio SIPR / ACELP.NET @tab @tab X
647 @item Shorten @tab @tab X
648 @item Sierra VMD audio @tab @tab X
649 @tab Used in Sierra VMD files.
650 @item Smacker audio @tab @tab X
651 @item Sonic @tab X @tab X
652 @tab experimental codec
653 @item Sonic lossless @tab X @tab X
654 @tab experimental codec
655 @item Speex @tab @tab E
656 @tab supported through external library libspeex
657 @item True Audio (TTA) @tab @tab X
658 @item TrueHD @tab @tab X
659 @tab Used in HD-DVD and Blu-Ray discs.
660 @item TwinVQ (VQF flavor) @tab @tab X
661 @item Vorbis @tab E @tab X
662 @tab A native but very primitive encoder exists.
663 @item WavPack @tab @tab X
664 @item Westwood Audio (SND1) @tab @tab X
665 @item Windows Media Audio 1 @tab X @tab X
666 @item Windows Media Audio 2 @tab X @tab X
667 @item Windows Media Audio Pro @tab @tab X
668 @item Windows Media Audio Voice @tab @tab X
669 @end multitable
671 @code{X} means that encoding (resp. decoding) is supported.
673 @code{E} means that support is provided through an external library.
675 @code{I} means that an integer-only version is available, too (ensures high
676 performance on systems without hardware floating point support).
678 @section Subtitle Formats
680 @multitable @columnfractions .4 .1 .1 .1 .1
681 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
682 @item SSA/ASS @tab X @tab X
683 @item DVB @tab X @tab X @tab X @tab X
684 @item DVD @tab X @tab X @tab X @tab X
685 @item PGS @tab @tab @tab @tab X
686 @item XSUB @tab @tab @tab X @tab X
687 @end multitable
689 @code{X} means that the feature is supported.
691 @section Network Protocols
693 @multitable @columnfractions .4 .1
694 @item Name @tab Support
695 @item file @tab X
696 @item Gopher @tab X
697 @item HTTP @tab X
698 @item MMS @tab X
699 @item pipe @tab X
700 @item RTP @tab X
701 @item TCP @tab X
702 @item UDP @tab X
703 @end multitable
705 @code{X} means that the protocol is supported.
708 @section Input/Output Devices
710 @multitable @columnfractions .4 .1 .1
711 @item Name @tab Input @tab Output
712 @item ALSA @tab X @tab X
713 @item BKTR @tab X @tab
714 @item DV1394 @tab X @tab
715 @item JACK @tab X @tab
716 @item LIBDC1394 @tab X @tab
717 @item OSS @tab X @tab X
718 @item Video4Linux @tab X @tab
719 @item Video4Linux2 @tab X @tab
720 @item VfW capture @tab X @tab
721 @item X11 grabbing @tab X @tab
722 @end multitable
724 @code{X} means that input/output is supported.
727 @chapter Platform Specific information
729 @section DOS
731 Using a cross-compiler is preferred for various reasons.
733 @subsection DJGPP
735 FFmpeg cannot be compiled because of broken system headers, add
736 @code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
737 workaround.
739 @section OS/2
741 For information about compiling FFmpeg on OS/2 see
742 @url{http://www.edm2.com/index.php/FFmpeg}.
744 @section Unix-like
746 Some parts of FFmpeg cannot be built with version 2.15 of the GNU
747 assembler which is still provided by a few AMD64 distributions. To
748 make sure your compiler really uses the required version of gas
749 after a binutils upgrade, run:
751 @example
752 $(gcc -print-prog-name=as) --version
753 @end example
755 If not, then you should install a different compiler that has no
756 hard-coded path to gas. In the worst case pass @code{--disable-asm}
757 to configure.
759 @subsection BSD
761 BSD make will not build FFmpeg, you need to install and use GNU Make
762 (@file{gmake}).
764 @subsubsection FreeBSD
766 FreeBSD will not compile out-of-the-box due to broken system headers.
767 Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
768 around the problem. This may have unexpected sideeffects, so use it at
769 your own risk. If you care about FreeBSD, please make an attempt at
770 getting the system headers fixed.
772 @subsection (Open)Solaris
774 GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
775 standard Solaris Make will not work. When building with a non-c99 front-end
776 (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
777 or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
778 since the libc is not c99-compliant by default. The probes performed by
779 configure may raise an exception leading to the death of configure itself
780 due to a bug in the system shell. Simply invoke a different shell such as
781 bash directly to work around this:
783 @example
784 bash ./configure
785 @end example
787 @subsection Darwin (MacOS X, iPhone)
789 MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
790 @url{http://github.com/yuvi/gas-preprocessor} to build the optimized
791 assembler functions.
793 @section Windows
795 To get help and instructions for building FFmpeg under Windows, check out
796 the FFmpeg Windows Help Forum at
797 @url{http://ffmpeg.arrozcru.org/}.
799 @subsection Native Windows compilation
801 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
802 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
803 You can find detailed installation
804 instructions in the download section and the FAQ.
806 FFmpeg does not build out-of-the-box with the packages the automated MinGW
807 installer provides. It also requires coreutils to be installed and many other
808 packages updated to the latest version. The minimum version for some packages
809 are listed below:
811 @itemize
812 @item bash 3.1
813 @item msys-make 3.81-2 (note: not mingw32-make)
814 @item w32api 3.13
815 @item mingw-runtime 3.15
816 @end itemize
818 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
819 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
821 Within the MSYS shell, configure and make with:
823 @example
824 ./configure --enable-memalign-hack
825 make
826 make install
827 @end example
829 This will install @file{ffmpeg.exe} along with many other development files
830 to @file{/usr/local}. You may specify another install path using the
831 @code{--prefix} option in @file{configure}.
833 Notes:
835 @itemize
837 @item Building natively using MSYS can be sped up by disabling implicit rules
838 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
839 speed up is close to non-existent for normal one-off builds and is only
840 noticeable when running make for a second time (for example in
841 @code{make install}).
843 @item In order to compile FFplay, you must have the MinGW development library
844 of SDL. Get it from @url{http://www.libsdl.org}.
845 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
846 where SDL was installed. Verify that @file{sdl-config} can be launched from
847 the MSYS command line.
849 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
850 you can build libavutil, libavcodec and libavformat as DLLs.
852 @end itemize
854 @subsection Microsoft Visual C++ compatibility
856 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
857 want to use the libav* libraries in your own applications, you can still
858 compile those applications using MSVC++. But the libav* libraries you link
859 to @emph{must} be built with MinGW. However, you will not be able to debug
860 inside the libav* libraries, since MSVC++ does not recognize the debug
861 symbols generated by GCC.
862 We strongly recommend you to move over from MSVC++ to MinGW tools.
864 This description of how to use the FFmpeg libraries with MSVC++ is based on
865 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
866 you might have to modify the procedures slightly.
868 @subsubsection Using static libraries
870 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
872 @enumerate
874 @item Create a new console application ("File / New / Project") and then
875 select "Win32 Console Application". On the appropriate page of the
876 Application Wizard, uncheck the "Precompiled headers" option.
878 @item Write the source code for your application, or, for testing, just
879 copy the code from an existing sample application into the source file
880 that MSVC++ has already created for you. For example, you can copy
881 @file{libavformat/output-example.c} from the FFmpeg distribution.
883 @item Open the "Project / Properties" dialog box. In the "Configuration"
884 combo box, select "All Configurations" so that the changes you make will
885 affect both debug and release builds. In the tree view on the left hand
886 side, select "C/C++ / General", then edit the "Additional Include
887 Directories" setting to contain the path where the FFmpeg includes were
888 installed (i.e. @file{c:\msys\1.0\local\include}).
889 Do not add MinGW's include directory here, or the include files will
890 conflict with MSVC's.
892 @item Still in the "Project / Properties" dialog box, select
893 "Linker / General" from the tree view and edit the
894 "Additional Library Directories" setting to contain the @file{lib}
895 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
896 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
897 and the directory where MinGW's GCC libs are installed
898 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
899 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
900 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
901 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
902 to the end of "Additional Dependencies".
904 @item Now, select "C/C++ / Code Generation" from the tree view. Select
905 "Debug" in the "Configuration" combo box. Make sure that "Runtime
906 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
907 the "Configuration" combo box and make sure that "Runtime Library" is
908 set to "Multi-threaded DLL".
910 @item Click "OK" to close the "Project / Properties" dialog box.
912 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
913 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
914 and install it in MSVC++'s include directory
915 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
917 @item MSVC++ also does not understand the @code{inline} keyword used by
918 FFmpeg, so you must add this line before @code{#include}ing libav*:
919 @example
920 #define inline _inline
921 @end example
923 @item Build your application, everything should work.
925 @end enumerate
927 @subsubsection Using shared libraries
929 This is how to create DLL and LIB files that are compatible with MSVC++:
931 @enumerate
933 @item Add a call to @file{vcvars32.bat} (which sets up the environment
934 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
935 The standard location for @file{vcvars32.bat} is
936 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
937 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
938 If this corresponds to your setup, add the following line as the first line
939 of @file{msys.bat}:
941 @example
942 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
943 @end example
945 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
946 and run @file{c:\msys\1.0\msys.bat} from there.
948 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
949 from @file{Microsoft (R) Library Manager}, this means your environment
950 variables are set up correctly, the @file{Microsoft (R) Library Manager}
951 is on the path and will be used by FFmpeg to create
952 MSVC++-compatible import libraries.
954 @item Build FFmpeg with
956 @example
957 ./configure --enable-shared --enable-memalign-hack
958 make
959 make install
960 @end example
962 Your install path (@file{/usr/local/} by default) should now have the
963 necessary DLL and LIB files under the @file{bin} directory.
965 @end enumerate
967 To use those files with MSVC++, do the same as you would do with
968 the static libraries, as described above. But in Step 4,
969 you should only need to add the directory where the LIB files are installed
970 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
971 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
972 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
973 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
974 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
975 statically linked into the DLLs. The @file{bin} directory contains a bunch
976 of DLL files, but the ones that are actually used to run your application
977 are the ones with a major version number in their filenames
978 (i.e. @file{avcodec-51.dll}).
980 @subsection Cross compilation for Windows with Linux
982 You must use the MinGW cross compilation tools available at
983 @url{http://www.mingw.org/}.
985 Then configure FFmpeg with the following options:
986 @example
987 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
988 @end example
989 (you can change the cross-prefix according to the prefix chosen for the
990 MinGW tools).
992 Then you can easily test FFmpeg with Wine
993 (@url{http://www.winehq.com/}).
995 @subsection Compilation under Cygwin
997 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
998 llrint() in its C library.
1000 Install your Cygwin with all the "Base" packages, plus the
1001 following "Devel" ones:
1002 @example
1003 binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1004 @end example
1006 And the following "Utils" one:
1007 @example
1008 diffutils
1009 @end example
1011 Then run
1013 @example
1014 ./configure --enable-static --disable-shared
1015 @end example
1017 to make a static build.
1019 The current @code{gcc4-core} package is buggy and needs this flag to build
1020 shared libraries:
1022 @example
1023 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1024 @end example
1026 If you want to build FFmpeg with additional libraries, download Cygwin
1027 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1028 @example
1029 libogg-devel, libvorbis-devel
1030 @end example
1032 These library packages are only available from Cygwin Ports
1033 (@url{http://sourceware.org/cygwinports/}) :
1035 @example
1036 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1037 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1038 libxvidcore-devel
1039 @end example
1041 The recommendation for libnut and x264 is to build them from source by
1042 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1044 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1045 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1047 @subsection Crosscompilation for Windows under Cygwin
1049 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1051 Just install your Cygwin as explained before, plus these additional
1052 "Devel" packages:
1053 @example
1054 gcc-mingw-core, mingw-runtime, mingw-zlib
1055 @end example
1057 and add some special flags to your configure invocation.
1059 For a static build run
1060 @example
1061 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1062 @end example
1064 and for a build with shared libraries
1065 @example
1066 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1067 @end example
1069 @bye