docs: Mention the upstream bugzilla url about the dlltool vs MSVC issue
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1 \input texinfo @c -*- texinfo -*-
3 @settitle General Documentation
4 @titlepage
5 @center @titlefont{General Documentation}
6 @end titlepage
8 @top
10 @contents
12 @chapter external libraries
14 Libav can be hooked up with a number of external libraries to add support
15 for more formats. None of them are used by default, their use has to be
16 explicitly requested by passing the appropriate flags to @file{./configure}.
18 @section OpenCORE AMR
20 Libav can make use of the OpenCORE libraries for AMR-NB
21 decoding/encoding and AMR-WB decoding.
23 Go to @url{} and follow the instructions for
24 installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
25 @code{--enable-libopencore-amrwb} to configure to enable the libraries.
27 Note that OpenCORE is under the Apache License 2.0 (see
28 @url{} for details), which is
29 incompatible with the LGPL version 2.1 and GPL version 2. You have to
30 upgrade Libav's license to LGPL version 3 (or if you have enabled
31 GPL components, GPL version 3) to use it.
34 @chapter Supported File Formats and Codecs
36 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
38 @section File Formats
40 Libav supports the following file formats through the @code{libavformat}
41 library:
43 @multitable @columnfractions .4 .1 .1 .4
44 @item Name @tab Encoding @tab Decoding @tab Comments
45 @item 4xm @tab @tab X
46 @tab 4X Technologies format, used in some games.
47 @item 8088flex TMV @tab @tab X
48 @item Adobe Filmstrip @tab X @tab X
49 @item Audio IFF (AIFF) @tab X @tab X
50 @item American Laser Games MM @tab @tab X
51 @tab Multimedia format used in games like Mad Dog McCree.
52 @item 3GPP AMR @tab X @tab X
53 @item Apple HTTP Live Streaming @tab @tab X
54 @item ASF @tab X @tab X
55 @item AVI @tab X @tab X
56 @item AVISynth @tab @tab X
57 @item AVS @tab @tab X
58 @tab Multimedia format used by the Creature Shock game.
59 @item Beam Software SIFF @tab @tab X
60 @tab Audio and video format used in some games by Beam Software.
61 @item Bethesda Softworks VID @tab @tab X
62 @tab Used in some games from Bethesda Softworks.
63 @item Bink @tab @tab X
64 @tab Multimedia format used by many games.
65 @item Bitmap Brothers JV @tab @tab X
66 @tab Used in Z and Z95 games.
67 @item Brute Force & Ignorance @tab @tab X
68 @tab Used in the game Flash Traffic: City of Angels.
69 @item Interplay C93 @tab @tab X
70 @tab Used in the game Cyberia from Interplay.
71 @item Delphine Software International CIN @tab @tab X
72 @tab Multimedia format used by Delphine Software games.
73 @item CD+G @tab @tab X
74 @tab Video format used by CD+G karaoke disks
75 @item Core Audio Format @tab @tab X
76 @tab Apple Core Audio Format
77 @item CRC testing format @tab X @tab
78 @item Creative Voice @tab X @tab X
79 @tab Created for the Sound Blaster Pro.
80 @item CRYO APC @tab @tab X
81 @tab Audio format used in some games by CRYO Interactive Entertainment.
82 @item D-Cinema audio @tab X @tab X
83 @item Deluxe Paint Animation @tab @tab X
84 @item DFA @tab @tab X
85 @tab This format is used in Chronomaster game
86 @item DV video @tab X @tab X
87 @item DXA @tab @tab X
88 @tab This format is used in the non-Windows version of the Feeble Files
89 game and different game cutscenes repacked for use with ScummVM.
90 @item Electronic Arts cdata @tab @tab X
91 @item Electronic Arts Multimedia @tab @tab X
92 @tab Used in various EA games; files have extensions like WVE and UV2.
93 @item FFM (FFserver live feed) @tab X @tab X
94 @item Flash (SWF) @tab X @tab X
95 @item Flash 9 (AVM2) @tab X @tab X
96 @tab Only embedded audio is decoded.
97 @item FLI/FLC/FLX animation @tab @tab X
98 @tab .fli/.flc files
99 @item Flash Video (FLV) @tab X @tab X
100 @tab Macromedia Flash video files
101 @item framecrc testing format @tab X @tab
102 @item FunCom ISS @tab @tab X
103 @tab Audio format used in various games from FunCom like The Longest Journey.
104 @item GIF Animation @tab X @tab
105 @item GXF @tab X @tab X
106 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
107 playout servers.
108 @item id Quake II CIN video @tab @tab X
109 @item id RoQ @tab X @tab X
110 @tab Used in Quake III, Jedi Knight 2, other computer games.
111 @item IEC61937 encapsulation @tab X @tab X
112 @item IFF @tab @tab X
113 @tab Interchange File Format
114 @item Interplay MVE @tab @tab X
115 @tab Format used in various Interplay computer games.
116 @item IV8 @tab @tab X
117 @tab A format generated by IndigoVision 8000 video server.
118 @item IVF (On2) @tab X @tab X
119 @tab A format used by libvpx
120 @item LMLM4 @tab @tab X
121 @tab Used by Linux Media Labs MPEG-4 PCI boards
122 @item LXF @tab @tab X
123 @tab VR native stream format, used by Leitch/Harris' video servers.
124 @item Matroska @tab X @tab X
125 @item Matroska audio @tab X @tab
126 @item FFmpeg metadata @tab X @tab X
127 @tab Metadata in text format.
128 @item MAXIS XA @tab @tab X
129 @tab Used in Sim City 3000; file extension .xa.
130 @item MD Studio @tab @tab X
131 @item Mobotix .mxg @tab @tab X
132 @item Monkey's Audio @tab @tab X
133 @item Motion Pixels MVI @tab @tab X
134 @item MOV/QuickTime/MP4 @tab X @tab X
135 @tab 3GP, 3GP2, PSP, iPod variants supported
136 @item MP2 @tab X @tab X
137 @item MP3 @tab X @tab X
138 @item MPEG-1 System @tab X @tab X
139 @tab muxed audio and video, VCD format supported
140 @item MPEG-PS (program stream) @tab X @tab X
141 @tab also known as @code{VOB} file, SVCD and DVD format supported
142 @item MPEG-TS (transport stream) @tab X @tab X
143 @tab also known as DVB Transport Stream
144 @item MPEG-4 @tab X @tab X
145 @tab MPEG-4 is a variant of QuickTime.
146 @item MIME multipart JPEG @tab X @tab
147 @item MSN TCP webcam @tab @tab X
148 @tab Used by MSN Messenger webcam streams.
149 @item MTV @tab @tab X
150 @item Musepack @tab @tab X
151 @item Musepack SV8 @tab @tab X
152 @item Material eXchange Format (MXF) @tab X @tab X
153 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
154 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
155 @tab SMPTE 386M, D-10/IMX Mapping.
156 @item NC camera feed @tab @tab X
157 @tab NC (AVIP NC4600) camera streams
158 @item NTT TwinVQ (VQF) @tab @tab X
159 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
160 @item Nullsoft Streaming Video @tab @tab X
161 @item NuppelVideo @tab @tab X
162 @item NUT @tab X @tab X
163 @tab NUT Open Container Format
164 @item Ogg @tab X @tab X
165 @item TechnoTrend PVA @tab @tab X
166 @tab Used by TechnoTrend DVB PCI boards.
167 @item QCP @tab @tab X
168 @item raw ADTS (AAC) @tab X @tab X
169 @item raw AC-3 @tab X @tab X
170 @item raw Chinese AVS video @tab X @tab X
171 @item raw CRI ADX @tab X @tab X
172 @item raw Dirac @tab X @tab X
173 @item raw DNxHD @tab X @tab X
174 @item raw DTS @tab X @tab X
175 @item raw E-AC-3 @tab X @tab X
176 @item raw FLAC @tab X @tab X
177 @item raw GSM @tab @tab X
178 @item raw H.261 @tab X @tab X
179 @item raw H.263 @tab X @tab X
180 @item raw H.264 @tab X @tab X
181 @item raw Ingenient MJPEG @tab @tab X
182 @item raw MJPEG @tab X @tab X
183 @item raw MLP @tab @tab X
184 @item raw MPEG @tab @tab X
185 @item raw MPEG-1 @tab @tab X
186 @item raw MPEG-2 @tab @tab X
187 @item raw MPEG-4 @tab X @tab X
188 @item raw NULL @tab X @tab
189 @item raw video @tab X @tab X
190 @item raw id RoQ @tab X @tab
191 @item raw Shorten @tab @tab X
192 @item raw TrueHD @tab X @tab X
193 @item raw VC-1 @tab @tab X
194 @item raw PCM A-law @tab X @tab X
195 @item raw PCM mu-law @tab X @tab X
196 @item raw PCM signed 8 bit @tab X @tab X
197 @item raw PCM signed 16 bit big-endian @tab X @tab X
198 @item raw PCM signed 16 bit little-endian @tab X @tab X
199 @item raw PCM signed 24 bit big-endian @tab X @tab X
200 @item raw PCM signed 24 bit little-endian @tab X @tab X
201 @item raw PCM signed 32 bit big-endian @tab X @tab X
202 @item raw PCM signed 32 bit little-endian @tab X @tab X
203 @item raw PCM unsigned 8 bit @tab X @tab X
204 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
205 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
206 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
207 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
208 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
209 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
210 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
211 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
212 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
213 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
214 @item RDT @tab @tab X
215 @item REDCODE R3D @tab @tab X
216 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
217 @item RealMedia @tab X @tab X
218 @item Redirector @tab @tab X
219 @item Renderware TeXture Dictionary @tab @tab X
220 @item RL2 @tab @tab X
221 @tab Audio and video format used in some games by Entertainment Software Partners.
222 @item RPL/ARMovie @tab @tab X
223 @item Lego Mindstorms RSO @tab X @tab X
224 @item RTMP @tab X @tab X
225 @tab Output is performed by publishing stream to RTMP server
226 @item RTP @tab X @tab X
227 @item RTSP @tab X @tab X
228 @item SAP @tab X @tab X
229 @item SDP @tab @tab X
230 @item Sega FILM/CPK @tab @tab X
231 @tab Used in many Sega Saturn console games.
232 @item Sierra SOL @tab @tab X
233 @tab .sol files used in Sierra Online games.
234 @item Sierra VMD @tab @tab X
235 @tab Used in Sierra CD-ROM games.
236 @item Smacker @tab @tab X
237 @tab Multimedia format used by many games.
238 @item Sony OpenMG (OMA) @tab @tab X
239 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
240 @item Sony PlayStation STR @tab @tab X
241 @item Sony Wave64 (W64) @tab @tab X
242 @item SoX native format @tab X @tab X
243 @item SUN AU format @tab X @tab X
244 @item Text files @tab @tab X
245 @item THP @tab @tab X
246 @tab Used on the Nintendo GameCube.
247 @item Tiertex Limited SEQ @tab @tab X
248 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
249 @item True Audio @tab @tab X
250 @item VC-1 test bitstream @tab X @tab X
251 @item WAV @tab X @tab X
252 @item WavPack @tab @tab X
253 @item WebM @tab X @tab X
254 @item Windows Televison (WTV) @tab @tab X
255 @item Wing Commander III movie @tab @tab X
256 @tab Multimedia format used in Origin's Wing Commander III computer game.
257 @item Westwood Studios audio @tab @tab X
258 @tab Multimedia format used in Westwood Studios games.
259 @item Westwood Studios VQA @tab @tab X
260 @tab Multimedia format used in Westwood Studios games.
261 @item xWMA @tab @tab X
262 @tab Microsoft audio container used by XAudio 2.
263 @item YUV4MPEG pipe @tab X @tab X
264 @item Psygnosis YOP @tab @tab X
265 @end multitable
267 @code{X} means that encoding (resp. decoding) is supported.
269 @section Image Formats
271 Libav can read and write images for each frame of a video sequence. The
272 following image formats are supported:
274 @multitable @columnfractions .4 .1 .1 .4
275 @item Name @tab Encoding @tab Decoding @tab Comments
276 @item .Y.U.V @tab X @tab X
277 @tab one raw file per component
278 @item animated GIF @tab X @tab X
279 @tab Only uncompressed GIFs are generated.
280 @item BMP @tab X @tab X
281 @tab Microsoft BMP image
282 @item DPX @tab X @tab X
283 @tab Digital Picture Exchange
284 @item JPEG @tab X @tab X
285 @tab Progressive JPEG is not supported.
286 @item JPEG 2000 @tab @tab E
287 @tab decoding supported through external library libopenjpeg
288 @item JPEG-LS @tab X @tab X
289 @item LJPEG @tab X @tab
290 @tab Lossless JPEG
291 @item PAM @tab X @tab X
292 @tab PAM is a PNM extension with alpha support.
293 @item PBM @tab X @tab X
294 @tab Portable BitMap image
295 @item PCX @tab X @tab X
296 @tab PC Paintbrush
297 @item PGM @tab X @tab X
298 @tab Portable GrayMap image
299 @item PGMYUV @tab X @tab X
300 @tab PGM with U and V components in YUV 4:2:0
301 @item PIC @tab @tab X
302 @tab Pictor/PC Paint
303 @item PNG @tab X @tab X
304 @tab 2/4 bpp not supported yet
305 @item PPM @tab X @tab X
306 @tab Portable PixelMap image
307 @item PTX @tab @tab X
308 @tab V.Flash PTX format
309 @item SGI @tab X @tab X
310 @tab SGI RGB image format
311 @item Sun Rasterfile @tab @tab X
312 @tab Sun RAS image format
313 @item TIFF @tab X @tab X
314 @tab YUV, JPEG and some extension is not supported yet.
315 @item Truevision Targa @tab X @tab X
316 @tab Targa (.TGA) image format
317 @end multitable
319 @code{X} means that encoding (resp. decoding) is supported.
321 @code{E} means that support is provided through an external library.
323 @section Video Codecs
325 @multitable @columnfractions .4 .1 .1 .4
326 @item Name @tab Encoding @tab Decoding @tab Comments
327 @item 4X Movie @tab @tab X
328 @tab Used in certain computer games.
329 @item 8088flex TMV @tab @tab X
330 @item 8SVX exponential @tab @tab X
331 @item 8SVX fibonacci @tab @tab X
332 @item A64 multicolor @tab X @tab
333 @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
334 @item American Laser Games MM @tab @tab X
335 @tab Used in games like Mad Dog McCree.
336 @item AMV Video @tab @tab X
337 @tab Used in Chinese MP3 players.
338 @item ANSI/ASCII art @tab @tab X
339 @item Apple MJPEG-B @tab @tab X
340 @item Apple QuickDraw @tab @tab X
341 @tab fourcc: qdrw
342 @item Asus v1 @tab X @tab X
343 @tab fourcc: ASV1
344 @item Asus v2 @tab X @tab X
345 @tab fourcc: ASV2
346 @item ATI VCR1 @tab @tab X
347 @tab fourcc: VCR1
348 @item ATI VCR2 @tab @tab X
349 @tab fourcc: VCR2
350 @item Auravision Aura @tab @tab X
351 @item Auravision Aura 2 @tab @tab X
352 @item Autodesk Animator Flic video @tab @tab X
353 @item Autodesk RLE @tab @tab X
354 @tab fourcc: AASC
355 @item AVS (Audio Video Standard) video @tab @tab X
356 @tab Video encoding used by the Creature Shock game.
357 @item Beam Software VB @tab @tab X
358 @item Bethesda VID video @tab @tab X
359 @tab Used in some games from Bethesda Softworks.
360 @item Bink Video @tab @tab X
361 @item Bitmap Brothers JV video @tab @tab X
362 @item Brute Force & Ignorance @tab @tab X
363 @tab Used in the game Flash Traffic: City of Angels.
364 @item C93 video @tab @tab X
365 @tab Codec used in Cyberia game.
366 @item CamStudio @tab @tab X
367 @tab fourcc: CSCD
368 @item CD+G @tab @tab X
369 @tab Video codec for CD+G karaoke disks
370 @item Chinese AVS video @tab E @tab X
371 @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
372 @item Delphine Software International CIN video @tab @tab X
373 @tab Codec used in Delphine Software International games.
374 @item Cinepak @tab @tab X
375 @item Cirrus Logic AccuPak @tab @tab X
376 @tab fourcc: CLJR
377 @item Creative YUV (CYUV) @tab @tab X
378 @item DFA @tab @tab X
379 @tab Codec used in Chronomaster game.
380 @item Dirac @tab E @tab E
381 @tab supported through external libdirac/libschroedinger libraries
382 @item Deluxe Paint Animation @tab @tab X
383 @item DNxHD @tab X @tab X
384 @tab aka SMPTE VC3
385 @item Duck TrueMotion 1.0 @tab @tab X
386 @tab fourcc: DUCK
387 @item Duck TrueMotion 2.0 @tab @tab X
388 @tab fourcc: TM20
389 @item DV (Digital Video) @tab X @tab X
390 @item Feeble Files/ScummVM DXA @tab @tab X
391 @tab Codec originally used in Feeble Files game.
392 @item Electronic Arts CMV video @tab @tab X
393 @tab Used in NHL 95 game.
394 @item Electronic Arts Madcow video @tab @tab X
395 @item Electronic Arts TGV video @tab @tab X
396 @item Electronic Arts TGQ video @tab @tab X
397 @item Electronic Arts TQI video @tab @tab X
398 @item Escape 124 @tab @tab X
399 @item FFmpeg video codec #1 @tab X @tab X
400 @tab experimental lossless codec (fourcc: FFV1)
401 @item Flash Screen Video v1 @tab X @tab X
402 @tab fourcc: FSV1
403 @item Flash Video (FLV) @tab X @tab X
404 @tab Sorenson H.263 used in Flash
405 @item Fraps @tab @tab X
406 @item H.261 @tab X @tab X
407 @item H.263 / H.263-1996 @tab X @tab X
408 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
409 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
410 @tab encoding supported through external library libx264
411 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
412 @item HuffYUV @tab X @tab X
413 @item HuffYUV FFmpeg variant @tab X @tab X
414 @item IBM Ultimotion @tab @tab X
415 @tab fourcc: ULTI
416 @item id Cinematic video @tab @tab X
417 @tab Used in Quake II.
418 @item id RoQ video @tab X @tab X
419 @tab Used in Quake III, Jedi Knight 2, other computer games.
420 @item IFF ILBM @tab @tab X
421 @tab IFF interlaved bitmap
422 @item IFF ByteRun1 @tab @tab X
423 @tab IFF run length encoded bitmap
424 @item Intel H.263 @tab @tab X
425 @item Intel Indeo 2 @tab @tab X
426 @item Intel Indeo 3 @tab @tab X
427 @item Intel Indeo 5 @tab @tab X
428 @item Interplay C93 @tab @tab X
429 @tab Used in the game Cyberia from Interplay.
430 @item Interplay MVE video @tab @tab X
431 @tab Used in Interplay .MVE files.
432 @item Karl Morton's video codec @tab @tab X
433 @tab Codec used in Worms games.
434 @item Kega Game Video (KGV1) @tab @tab X
435 @tab Kega emulator screen capture codec.
436 @item Lagarith @tab @tab X
437 @item LCL (LossLess Codec Library) MSZH @tab @tab X
438 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
439 @item LOCO @tab @tab X
440 @item lossless MJPEG @tab X @tab X
441 @item Microsoft RLE @tab @tab X
442 @item Microsoft Video 1 @tab @tab X
443 @item Mimic @tab @tab X
444 @tab Used in MSN Messenger Webcam streams.
445 @item Miro VideoXL @tab @tab X
446 @tab fourcc: VIXL
447 @item MJPEG (Motion JPEG) @tab X @tab X
448 @item Mobotix MxPEG video @tab @tab X
449 @item Motion Pixels video @tab @tab X
450 @item MPEG-1 video @tab X @tab X
451 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
452 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
453 @item MPEG-2 video @tab X @tab X
454 @item MPEG-4 part 2 @tab X @tab X
455 @ libxvidcore can be used alternatively for encoding.
456 @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
457 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
458 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
459 @item Nintendo Gamecube THP video @tab @tab X
460 @item NuppelVideo/RTjpeg @tab @tab X
461 @tab Video encoding used in NuppelVideo files.
462 @item On2 VP3 @tab @tab X
463 @tab still experimental
464 @item On2 VP5 @tab @tab X
465 @tab fourcc: VP50
466 @item On2 VP6 @tab @tab X
467 @tab fourcc: VP60,VP61,VP62
468 @item VP8 @tab E @tab X
469 @tab fourcc: VP80, encoding supported through external library libvpx
470 @item planar RGB @tab @tab X
471 @tab fourcc: 8BPS
472 @item Q-team QPEG @tab @tab X
473 @tab fourccs: QPEG, Q1.0, Q1.1
474 @item QuickTime 8BPS video @tab @tab X
475 @item QuickTime Animation (RLE) video @tab X @tab X
476 @tab fourcc: 'rle '
477 @item QuickTime Graphics (SMC) @tab @tab X
478 @tab fourcc: 'smc '
479 @item QuickTime video (RPZA) @tab @tab X
480 @tab fourcc: rpza
481 @item R10K AJA Kona 10-bit RGB Codec @tab @tab X
482 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
483 @item Raw Video @tab X @tab X
484 @item RealVideo 1.0 @tab X @tab X
485 @item RealVideo 2.0 @tab X @tab X
486 @item RealVideo 3.0 @tab @tab X
487 @tab still far from ideal
488 @item RealVideo 4.0 @tab @tab X
489 @item Renderware TXD (TeXture Dictionary) @tab @tab X
490 @tab Texture dictionaries used by the Renderware Engine.
491 @item RL2 video @tab @tab X
492 @tab used in some games by Entertainment Software Partners
493 @item Sierra VMD video @tab @tab X
494 @tab Used in Sierra VMD files.
495 @item Smacker video @tab @tab X
496 @tab Video encoding used in Smacker.
497 @item SMPTE VC-1 @tab @tab X
498 @item Snow @tab X @tab X
499 @tab experimental wavelet codec (fourcc: SNOW)
500 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
501 @item Sorenson Vector Quantizer 1 @tab X @tab X
502 @tab fourcc: SVQ1
503 @item Sorenson Vector Quantizer 3 @tab @tab X
504 @tab fourcc: SVQ3
505 @item Sunplus JPEG (SP5X) @tab @tab X
506 @tab fourcc: SP5X
507 @item TechSmith Screen Capture Codec @tab @tab X
508 @tab fourcc: TSCC
509 @item Theora @tab E @tab X
510 @tab encoding supported through external library libtheora
511 @item Tiertex Limited SEQ video @tab @tab X
512 @tab Codec used in DOS CD-ROM FlashBack game.
513 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
514 @item VMware Screen Codec / VMware Video @tab @tab X
515 @tab Codec used in videos captured by VMware.
516 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
517 @item Windows Media Video 7 @tab X @tab X
518 @item Windows Media Video 8 @tab X @tab X
519 @item Windows Media Video 9 @tab @tab X
520 @tab not completely working
521 @item Wing Commander III / Xan @tab @tab X
522 @tab Used in Wing Commander III .MVE files.
523 @item Wing Commander IV / Xan @tab @tab X
524 @tab Used in Wing Commander IV.
525 @item Winnov WNV1 @tab @tab X
526 @item WMV7 @tab X @tab X
527 @item YAMAHA SMAF @tab X @tab X
528 @item Psygnosis YOP Video @tab @tab X
529 @item ZLIB @tab X @tab X
530 @tab part of LCL, encoder experimental
531 @item Zip Motion Blocks Video @tab X @tab X
532 @tab Encoder works only in PAL8.
533 @end multitable
535 @code{X} means that encoding (resp. decoding) is supported.
537 @code{E} means that support is provided through an external library.
539 @section Audio Codecs
541 @multitable @columnfractions .4 .1 .1 .4
542 @item Name @tab Encoding @tab Decoding @tab Comments
543 @item 8SVX audio @tab @tab X
544 @item AAC @tab E @tab X
545 @tab encoding supported through external library libfaac and libvo-aacenc
546 @item AC-3 @tab IX @tab X
547 @item ADPCM 4X Movie @tab @tab X
548 @item ADPCM CDROM XA @tab @tab X
549 @item ADPCM Creative Technology @tab @tab X
550 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
551 @item ADPCM Electronic Arts @tab @tab X
552 @tab Used in various EA titles.
553 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
554 @tab Used in Sim City 3000.
555 @item ADPCM Electronic Arts R1 @tab @tab X
556 @item ADPCM Electronic Arts R2 @tab @tab X
557 @item ADPCM Electronic Arts R3 @tab @tab X
558 @item ADPCM Electronic Arts XAS @tab @tab X
559 @item ADPCM G.722 @tab X @tab X
560 @item ADPCM G.726 @tab X @tab X
561 @item ADPCM IMA AMV @tab @tab X
562 @tab Used in AMV files
563 @item ADPCM IMA Electronic Arts EACS @tab @tab X
564 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
565 @item ADPCM IMA Funcom @tab @tab X
566 @item ADPCM IMA QuickTime @tab X @tab X
567 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
568 @item ADPCM IMA WAV @tab X @tab X
569 @item ADPCM IMA Westwood @tab @tab X
570 @item ADPCM ISS IMA @tab @tab X
571 @tab Used in FunCom games.
572 @item ADPCM IMA Duck DK3 @tab @tab X
573 @tab Used in some Sega Saturn console games.
574 @item ADPCM IMA Duck DK4 @tab @tab X
575 @tab Used in some Sega Saturn console games.
576 @item ADPCM Microsoft @tab X @tab X
577 @item ADPCM MS IMA @tab X @tab X
578 @item ADPCM Nintendo Gamecube THP @tab @tab X
579 @item ADPCM QT IMA @tab X @tab X
580 @item ADPCM SEGA CRI ADX @tab X @tab X
581 @tab Used in Sega Dreamcast games.
582 @item ADPCM Shockwave Flash @tab X @tab X
583 @item ADPCM SMJPEG IMA @tab @tab X
584 @tab Used in certain Loki game ports.
585 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
586 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
587 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
588 @item ADPCM Westwood Studios IMA @tab @tab X
589 @tab Used in Westwood Studios games like Command and Conquer.
590 @item ADPCM Yamaha @tab X @tab X
591 @item AMR-NB @tab E @tab X
592 @tab encoding supported through external library libopencore-amrnb
593 @item AMR-WB @tab E @tab X
594 @tab encoding supported through external library libvo-amrwbenc
595 @item Apple lossless audio @tab X @tab X
596 @tab QuickTime fourcc 'alac'
597 @item Atrac 1 @tab @tab X
598 @item Atrac 3 @tab @tab X
599 @item Bink Audio @tab @tab X
600 @tab Used in Bink and Smacker files in many games.
601 @item Delphine Software International CIN audio @tab @tab X
602 @tab Codec used in Delphine Software International games.
603 @item COOK @tab @tab X
604 @tab All versions except 5.1 are supported.
605 @item DCA (DTS Coherent Acoustics) @tab @tab X
606 @item DPCM id RoQ @tab X @tab X
607 @tab Used in Quake III, Jedi Knight 2, other computer games.
608 @item DPCM Interplay @tab @tab X
609 @tab Used in various Interplay computer games.
610 @item DPCM Sierra Online @tab @tab X
611 @tab Used in Sierra Online game audio files.
612 @item DPCM Sol @tab @tab X
613 @item DPCM Xan @tab @tab X
614 @tab Used in Origin's Wing Commander IV AVI files.
615 @item DSP Group TrueSpeech @tab @tab X
616 @item DV audio @tab @tab X
617 @item Enhanced AC-3 @tab X @tab X
618 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
619 @item GSM @tab E @tab X
620 @tab encoding supported through external library libgsm
621 @item GSM Microsoft variant @tab E @tab X
622 @tab encoding supported through external library libgsm
623 @item IMC (Intel Music Coder) @tab @tab X
624 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
625 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
626 @item MLP (Meridian Lossless Packing) @tab @tab X
627 @tab Used in DVD-Audio discs.
628 @item Monkey's Audio @tab @tab X
629 @tab Only versions 3.97-3.99 are supported.
630 @item MP1 (MPEG audio layer 1) @tab @tab IX
631 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
632 @item MP3 (MPEG audio layer 3) @tab E @tab IX
633 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
634 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
635 @item Musepack SV7 @tab @tab X
636 @item Musepack SV8 @tab @tab X
637 @item Nellymoser Asao @tab X @tab X
638 @item PCM A-law @tab X @tab X
639 @item PCM mu-law @tab X @tab X
640 @item PCM 16-bit little-endian planar @tab @tab X
641 @item PCM 32-bit floating point big-endian @tab X @tab X
642 @item PCM 32-bit floating point little-endian @tab X @tab X
643 @item PCM 64-bit floating point big-endian @tab X @tab X
644 @item PCM 64-bit floating point little-endian @tab X @tab X
645 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
646 @item PCM signed 8-bit @tab X @tab X
647 @item PCM signed 16-bit big-endian @tab X @tab X
648 @item PCM signed 16-bit little-endian @tab X @tab X
649 @item PCM signed 24-bit big-endian @tab X @tab X
650 @item PCM signed 24-bit little-endian @tab X @tab X
651 @item PCM signed 32-bit big-endian @tab X @tab X
652 @item PCM signed 32-bit little-endian @tab X @tab X
653 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
654 @item PCM unsigned 8-bit @tab X @tab X
655 @item PCM unsigned 16-bit big-endian @tab X @tab X
656 @item PCM unsigned 16-bit little-endian @tab X @tab X
657 @item PCM unsigned 24-bit big-endian @tab X @tab X
658 @item PCM unsigned 24-bit little-endian @tab X @tab X
659 @item PCM unsigned 32-bit big-endian @tab X @tab X
660 @item PCM unsigned 32-bit little-endian @tab X @tab X
661 @item PCM Zork @tab X @tab X
662 @item QCELP / PureVoice @tab @tab X
663 @item QDesign Music Codec 2 @tab @tab X
664 @tab There are still some distortions.
665 @item RealAudio 1.0 (14.4K) @tab X @tab X
666 @tab Real 14400 bit/s codec
667 @item RealAudio 2.0 (28.8K) @tab @tab X
668 @tab Real 28800 bit/s codec
669 @item RealAudio 3.0 (dnet) @tab IX @tab X
670 @tab Real low bitrate AC-3 codec
671 @item RealAudio SIPR / ACELP.NET @tab @tab X
672 @item Shorten @tab @tab X
673 @item Sierra VMD audio @tab @tab X
674 @tab Used in Sierra VMD files.
675 @item Smacker audio @tab @tab X
676 @item SMPTE 302M AES3 audio @tab @tab X
677 @item Speex @tab @tab E
678 @tab supported through external library libspeex
679 @item True Audio (TTA) @tab @tab X
680 @item TrueHD @tab @tab X
681 @tab Used in HD-DVD and Blu-Ray discs.
682 @item TwinVQ (VQF flavor) @tab @tab X
683 @item Vorbis @tab E @tab X
684 @tab A native but very primitive encoder exists.
685 @item WavPack @tab @tab X
686 @item Westwood Audio (SND1) @tab @tab X
687 @item Windows Media Audio 1 @tab X @tab X
688 @item Windows Media Audio 2 @tab X @tab X
689 @item Windows Media Audio Pro @tab @tab X
690 @item Windows Media Audio Voice @tab @tab X
691 @end multitable
693 @code{X} means that encoding (resp. decoding) is supported.
695 @code{E} means that support is provided through an external library.
697 @code{I} means that an integer-only version is available, too (ensures high
698 performance on systems without hardware floating point support).
700 @section Subtitle Formats
702 @multitable @columnfractions .4 .1 .1 .1 .1
703 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
704 @item SSA/ASS @tab X @tab X @tab X @tab X
705 @item DVB @tab X @tab X @tab X @tab X
706 @item DVD @tab X @tab X @tab X @tab X
707 @item PGS @tab @tab @tab @tab X
708 @item SubRip (SRT) @tab X @tab X @tab @tab X
709 @item XSUB @tab @tab @tab X @tab X
710 @end multitable
712 @code{X} means that the feature is supported.
714 @section Network Protocols
716 @multitable @columnfractions .4 .1
717 @item Name @tab Support
718 @item Apple HTTP Live Streaming @tab X
719 @item file @tab X
720 @item Gopher @tab X
721 @item HTTP @tab X
722 @item MMS @tab X
723 @item pipe @tab X
724 @item RTP @tab X
725 @item TCP @tab X
726 @item UDP @tab X
727 @end multitable
729 @code{X} means that the protocol is supported.
732 @section Input/Output Devices
734 @multitable @columnfractions .4 .1 .1
735 @item Name @tab Input @tab Output
736 @item ALSA @tab X @tab X
737 @item BKTR @tab X @tab
738 @item DV1394 @tab X @tab
739 @item JACK @tab X @tab
740 @item LIBDC1394 @tab X @tab
741 @item OSS @tab X @tab X
742 @item Video4Linux @tab X @tab
743 @item Video4Linux2 @tab X @tab
744 @item VfW capture @tab X @tab
745 @item X11 grabbing @tab X @tab
746 @end multitable
748 @code{X} means that input/output is supported.
751 @chapter Platform Specific information
753 @section DOS
755 Using a cross-compiler is preferred for various reasons.
757 @section OS/2
759 For information about compiling Libav on OS/2 see
760 @url{}.
762 @section Unix-like
764 Some parts of Libav cannot be built with version 2.15 of the GNU
765 assembler which is still provided by a few AMD64 distributions. To
766 make sure your compiler really uses the required version of gas
767 after a binutils upgrade, run:
769 @example
770 $(gcc -print-prog-name=as) --version
771 @end example
773 If not, then you should install a different compiler that has no
774 hard-coded path to gas. In the worst case pass @code{--disable-asm}
775 to configure.
777 @subsection BSD
779 BSD make will not build Libav, you need to install and use GNU Make
780 (@file{gmake}).
782 @subsection (Open)Solaris
784 GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
785 standard Solaris Make will not work. When building with a non-c99 front-end
786 (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
787 or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
788 since the libc is not c99-compliant by default. The probes performed by
789 configure may raise an exception leading to the death of configure itself
790 due to a bug in the system shell. Simply invoke a different shell such as
791 bash directly to work around this:
793 @example
794 bash ./configure
795 @end example
797 @subsection Darwin (MacOS X, iPhone)
799 MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
800 @url{} to build the optimized
801 assembler functions. Just download the Perl script and put it somewhere
802 in your PATH, Libav's configure will pick it up automatically.
804 @section Windows
806 @subsection Native Windows compilation
808 Libav can be built to run natively on Windows using the MinGW tools. Install
809 the latest versions of MSYS and MinGW from @url{}.
810 You can find detailed installation
811 instructions in the download section and the FAQ.
813 Libav does not build out-of-the-box with the packages the automated MinGW
814 installer provides. It also requires coreutils to be installed and many other
815 packages updated to the latest version. The minimum version for some packages
816 are listed below:
818 @itemize
819 @item bash 3.1
820 @item msys-make 3.81-2 (note: not mingw32-make)
821 @item w32api 3.13
822 @item mingw-runtime 3.15
823 @end itemize
825 Libav automatically passes @code{-fno-common} to the compiler to work around
826 a GCC bug (see @url{}).
828 Notes:
830 @itemize
832 @item Building natively using MSYS can be sped up by disabling implicit rules
833 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
834 speed up is close to non-existent for normal one-off builds and is only
835 noticeable when running make for a second time (for example in
836 @code{make install}).
838 @item In order to compile FFplay, you must have the MinGW development library
839 of SDL. Get it from @url{}.
840 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
841 where SDL was installed. Verify that @file{sdl-config} can be launched from
842 the MSYS command line.
844 @item By using @code{./configure --enable-shared} when configuring Libav,
845 you can build libavutil, libavcodec and libavformat as DLLs.
847 @end itemize
849 @subsection Microsoft Visual C++ compatibility
851 As stated in the FAQ, Libav will not compile under MSVC++. However, if you
852 want to use the libav* libraries in your own applications, you can still
853 compile those applications using MSVC++. But the libav* libraries you link
854 to @emph{must} be built with MinGW. However, you will not be able to debug
855 inside the libav* libraries, since MSVC++ does not recognize the debug
856 symbols generated by GCC.
857 We strongly recommend you to move over from MSVC++ to MinGW tools.
859 This description of how to use the Libav libraries with MSVC++ is based on
860 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
861 you might have to modify the procedures slightly.
863 @subsubsection Using static libraries
865 Assuming you have just built and installed Libav in @file{/usr/local}.
867 @enumerate
869 @item Create a new console application ("File / New / Project") and then
870 select "Win32 Console Application". On the appropriate page of the
871 Application Wizard, uncheck the "Precompiled headers" option.
873 @item Write the source code for your application, or, for testing, just
874 copy the code from an existing sample application into the source file
875 that MSVC++ has already created for you. For example, you can copy
876 @file{libavformat/output-example.c} from the Libav distribution.
878 @item Open the "Project / Properties" dialog box. In the "Configuration"
879 combo box, select "All Configurations" so that the changes you make will
880 affect both debug and release builds. In the tree view on the left hand
881 side, select "C/C++ / General", then edit the "Additional Include
882 Directories" setting to contain the path where the Libav includes were
883 installed (i.e. @file{c:\msys\1.0\local\include}).
884 Do not add MinGW's include directory here, or the include files will
885 conflict with MSVC's.
887 @item Still in the "Project / Properties" dialog box, select
888 "Linker / General" from the tree view and edit the
889 "Additional Library Directories" setting to contain the @file{lib}
890 directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
891 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
892 and the directory where MinGW's GCC libs are installed
893 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
894 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
895 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
896 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
897 to the end of "Additional Dependencies".
899 @item Now, select "C/C++ / Code Generation" from the tree view. Select
900 "Debug" in the "Configuration" combo box. Make sure that "Runtime
901 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
902 the "Configuration" combo box and make sure that "Runtime Library" is
903 set to "Multi-threaded DLL".
905 @item Click "OK" to close the "Project / Properties" dialog box.
907 @item MSVC++ lacks some C99 header files that are fundamental for Libav.
908 Get msinttypes from @url{}
909 and install it in MSVC++'s include directory
910 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
912 @item MSVC++ also does not understand the @code{inline} keyword used by
913 Libav, so you must add this line before @code{#include}ing libav*:
914 @example
915 #define inline _inline
916 @end example
918 @item Build your application, everything should work.
920 @end enumerate
922 @subsubsection Using shared libraries
924 This is how to create DLL and LIB files that are compatible with MSVC++:
926 @enumerate
928 @item Add a call to @file{vcvars32.bat} (which sets up the environment
929 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
930 The standard location for @file{vcvars32.bat} is
931 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
932 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
933 If this corresponds to your setup, add the following line as the first line
934 of @file{msys.bat}:
936 @example
937 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
938 @end example
940 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
941 and run @file{c:\msys\1.0\msys.bat} from there.
943 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
944 from @file{Microsoft (R) Library Manager}, this means your environment
945 variables are set up correctly, the @file{Microsoft (R) Library Manager}
946 is on the path and will be used by Libav to create
947 MSVC++-compatible import libraries.
949 @item Build Libav with
951 @example
952 ./configure --enable-shared
953 make
954 make install
955 @end example
957 Your install path (@file{/usr/local/} by default) should now have the
958 necessary DLL and LIB files under the @file{bin} directory.
960 @end enumerate
962 To use those files with MSVC++, do the same as you would do with
963 the static libraries, as described above. But in Step 4,
964 you should only need to add the directory where the LIB files are installed
965 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
966 installed in the @file{bin} directory. And instead of adding the static
967 libraries (@file{libxxx.a} files) you should add the MSVC import libraries
968 (@file{avcodec.lib}, @file{avformat.lib}, and
969 @file{avutil.lib}). Note that you should not use the GCC import
970 libraries (@file{libxxx.dll.a} files), as these will give you undefined
971 reference errors. There should be no need for @file{libmingwex.a},
972 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
973 statically linked into the DLLs. The @file{bin} directory contains a bunch
974 of DLL files, but the ones that are actually used to run your application
975 are the ones with a major version number in their filenames
976 (i.e. @file{avcodec-51.dll}).
978 Libav headers do not declare global data for Windows DLLs through the usual
979 dllexport/dllimport interface. Such data will be exported properly while
980 building, but to use them in your MSVC++ code you will have to edit the
981 appropriate headers and mark the data as dllimport. For example, in
982 libavutil/pixdesc.h you should have:
983 @example
984 extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
985 @end example
987 Note that using import libraries created by dlltool requires
988 the linker optimization option to be set to
989 "References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
990 the resulting binaries will fail during runtime. This isn't
991 required when using import libraries generated by lib.exe.
992 This issue is reported upstream at
993 @url{}.
995 @subsection Cross compilation for Windows with Linux
997 You must use the MinGW cross compilation tools available at
998 @url{}.
1000 Then configure Libav with the following options:
1001 @example
1002 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1003 @end example
1004 (you can change the cross-prefix according to the prefix chosen for the
1005 MinGW tools).
1007 Then you can easily test Libav with Wine
1008 (@url{}).
1010 @subsection Compilation under Cygwin
1012 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1013 llrint() in its C library.
1015 Install your Cygwin with all the "Base" packages, plus the
1016 following "Devel" ones:
1017 @example
1018 binutils, gcc4-core, make, git, mingw-runtime, texi2html
1019 @end example
1021 And the following "Utils" one:
1022 @example
1023 diffutils
1024 @end example
1026 Then run
1028 @example
1029 ./configure
1030 @end example
1032 to make a static build.
1034 The current @code{gcc4-core} package is buggy and needs this flag to build
1035 shared libraries:
1037 @example
1038 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1039 @end example
1041 If you want to build Libav with additional libraries, download Cygwin
1042 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1043 @example
1044 libogg-devel, libvorbis-devel
1045 @end example
1047 These library packages are only available from Cygwin Ports
1048 (@url{}) :
1050 @example
1051 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1052 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1053 libxvidcore-devel
1054 @end example
1056 The recommendation for libnut and x264 is to build them from source by
1057 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1059 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1060 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1062 @subsection Crosscompilation for Windows under Cygwin
1064 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1066 Just install your Cygwin as explained before, plus these additional
1067 "Devel" packages:
1068 @example
1069 gcc-mingw-core, mingw-runtime, mingw-zlib
1070 @end example
1072 and add some special flags to your configure invocation.
1074 For a static build run
1075 @example
1076 ./configure --target-os=mingw32 --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1077 @end example
1079 and for a build with shared libraries
1080 @example
1081 ./configure --target-os=mingw32 --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1082 @end example
1084 @bye