general.texi 40 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993
  1. \input texinfo @c -*- texinfo -*-
  2. @settitle General Documentation
  3. @titlepage
  4. @sp 7
  5. @center @titlefont{General Documentation}
  6. @sp 3
  7. @end titlepage
  8. @chapter external libraries
  9. FFmpeg can be hooked up with a number of external libraries to add support
  10. for more formats. None of them are used by default, their use has to be
  11. explicitly requested by passing the appropriate flags to @file{./configure}.
  12. @section OpenCORE AMR
  13. FFmpeg can make use of the OpenCORE libraries for AMR-NB
  14. decoding/encoding and AMR-WB decoding.
  15. Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
  16. installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
  17. @code{--enable-libopencore-amrwb} to configure to enable the libraries.
  18. Note that OpenCORE is under the Apache License 2.0 (see
  19. @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
  20. incompatible with the LGPL version 2.1 and GPL version 2. You have to
  21. upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
  22. GPL components, GPL version 3) to use it.
  23. @chapter Supported File Formats and Codecs
  24. You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
  25. @section File Formats
  26. FFmpeg supports the following file formats through the @code{libavformat}
  27. library:
  28. @multitable @columnfractions .4 .1 .1 .4
  29. @item Name @tab Encoding @tab Decoding @tab Comments
  30. @item 4xm @tab @tab X
  31. @tab 4X Technologies format, used in some games.
  32. @item 8088flex TMV @tab @tab X
  33. @item Audio IFF (AIFF) @tab X @tab X
  34. @item American Laser Games MM @tab @tab X
  35. @tab Multimedia format used in games like Mad Dog McCree.
  36. @item 3GPP AMR @tab X @tab X
  37. @item ASF @tab X @tab X
  38. @item AVI @tab X @tab X
  39. @item AVISynth @tab @tab X
  40. @item AVS @tab @tab X
  41. @tab Multimedia format used by the Creature Shock game.
  42. @item Beam Software SIFF @tab @tab X
  43. @tab Audio and video format used in some games by Beam Software.
  44. @item Bethesda Softworks VID @tab @tab X
  45. @tab Used in some games from Bethesda Softworks.
  46. @item Brute Force & Ignorance @tab @tab X
  47. @tab Used in the game Flash Traffic: City of Angels.
  48. @item Interplay C93 @tab @tab X
  49. @tab Used in the game Cyberia from Interplay.
  50. @item Delphine Software International CIN @tab @tab X
  51. @tab Multimedia format used by Delphine Software games.
  52. @item Core Audio Format @tab @tab X
  53. @tab Apple Core Audio Format
  54. @item CRC testing format @tab X @tab
  55. @item Creative Voice @tab X @tab X
  56. @tab Created for the Sound Blaster Pro.
  57. @item CRYO APC @tab @tab X
  58. @tab Audio format used in some games by CRYO Interactive Entertainment.
  59. @item D-Cinema audio @tab X @tab X
  60. @item DV video @tab X @tab X
  61. @item DXA @tab @tab X
  62. @tab This format is used in the non-Windows version of the Feeble Files
  63. game and different game cutscenes repacked for use with ScummVM.
  64. @item Electronic Arts cdata @tab @tab X
  65. @item Electronic Arts Multimedia @tab @tab X
  66. @tab Used in various EA games; files have extensions like WVE and UV2.
  67. @item FFM (FFserver live feed) @tab X @tab X
  68. @item Flash (SWF) @tab X @tab X
  69. @item Flash 9 (AVM2) @tab X @tab X
  70. @tab Only embedded audio is decoded.
  71. @item FLI/FLC/FLX animation @tab @tab X
  72. @tab .fli/.flc files
  73. @item Flash Video (FLV) @tab @tab X
  74. @tab Macromedia Flash video files
  75. @item framecrc testing format @tab X @tab
  76. @item FunCom ISS @tab @tab X
  77. @tab Audio format used in various games from FunCom like The Longest Journey.
  78. @item GIF Animation @tab X @tab
  79. @item GXF @tab X @tab X
  80. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  81. playout servers.
  82. @item id Quake II CIN video @tab @tab X
  83. @item id RoQ @tab X @tab X
  84. @tab Used in Quake III, Jedi Knight 2, other computer games.
  85. @item IEC61937 encapsulation @tab X @tab
  86. @item IFF @tab @tab X
  87. @tab Interchange File Format
  88. @item Interplay MVE @tab @tab X
  89. @tab Format used in various Interplay computer games.
  90. @item LMLM4 @tab @tab X
  91. @tab Used by Linux Media Labs MPEG-4 PCI boards
  92. @item Matroska @tab X @tab X
  93. @item Matroska audio @tab X @tab
  94. @item MAXIS XA @tab @tab X
  95. @tab Used in Sim City 3000; file extension .xa.
  96. @item MD Studio @tab @tab X
  97. @item Monkey's Audio @tab @tab X
  98. @item Motion Pixels MVI @tab @tab X
  99. @item MOV/QuickTime/MP4 @tab X @tab X
  100. @tab 3GP, 3GP2, PSP, iPod variants supported
  101. @item MP2 @tab X @tab X
  102. @item MP3 @tab X @tab X
  103. @item MPEG-1 System @tab X @tab X
  104. @tab muxed audio and video, VCD format supported
  105. @item MPEG-PS (program stream) @tab X @tab X
  106. @tab also known as @code{VOB} file, SVCD and DVD format supported
  107. @item MPEG-TS (transport stream) @tab X @tab X
  108. @tab also known as DVB Transport Stream
  109. @item MPEG-4 @tab X @tab X
  110. @tab MPEG-4 is a variant of QuickTime.
  111. @item MIME multipart JPEG @tab X @tab
  112. @item MSN TCP webcam @tab @tab X
  113. @tab Used by MSN Messenger webcam streams.
  114. @item MTV @tab @tab X
  115. @item Musepack @tab @tab X
  116. @item Musepack SV8 @tab @tab X
  117. @item Material eXchange Format (MXF) @tab X @tab X
  118. @tab SMPTE 377M, used by D-Cinema, broadcast industry.
  119. @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
  120. @tab SMPTE 386M, D-10/IMX Mapping.
  121. @item NC camera feed @tab @tab X
  122. @tab NC (AVIP NC4600) camera streams
  123. @item NTT TwinVQ (VQF) @tab @tab X
  124. @tab Nippon Telegraph and Telephone Corporation TwinVQ.
  125. @item Nullsoft Streaming Video @tab @tab X
  126. @item NuppelVideo @tab @tab X
  127. @item NUT @tab X @tab X
  128. @tab NUT Open Container Format
  129. @item Ogg @tab X @tab X
  130. @item TechnoTrend PVA @tab @tab X
  131. @tab Used by TechnoTrend DVB PCI boards.
  132. @item QCP @tab @tab X
  133. @item raw ADTS (AAC) @tab X @tab X
  134. @item raw AC-3 @tab X @tab X
  135. @item raw Chinese AVS video @tab @tab X
  136. @item raw CRI ADX @tab X @tab X
  137. @item raw Dirac @tab X @tab X
  138. @item raw DNxHD @tab X @tab X
  139. @item raw DTS @tab X @tab X
  140. @item raw E-AC-3 @tab X @tab X
  141. @item raw FLAC @tab X @tab X
  142. @item raw GSM @tab @tab X
  143. @item raw H.261 @tab X @tab X
  144. @item raw H.263 @tab X @tab X
  145. @item raw H.264 @tab X @tab X
  146. @item raw Ingenient MJPEG @tab @tab X
  147. @item raw MJPEG @tab X @tab X
  148. @item raw MLP @tab @tab X
  149. @item raw MPEG @tab @tab X
  150. @item raw MPEG-1 @tab @tab X
  151. @item raw MPEG-2 @tab @tab X
  152. @item raw MPEG-4 @tab X @tab X
  153. @item raw NULL @tab X @tab
  154. @item raw video @tab X @tab X
  155. @item raw id RoQ @tab X @tab
  156. @item raw Shorten @tab @tab X
  157. @item raw TrueHD @tab X @tab X
  158. @item raw VC-1 @tab @tab X
  159. @item raw PCM A-law @tab X @tab X
  160. @item raw PCM mu-law @tab X @tab X
  161. @item raw PCM signed 8 bit @tab X @tab X
  162. @item raw PCM signed 16 bit big-endian @tab X @tab X
  163. @item raw PCM signed 16 bit little-endian @tab X @tab X
  164. @item raw PCM signed 24 bit big-endian @tab X @tab X
  165. @item raw PCM signed 24 bit little-endian @tab X @tab X
  166. @item raw PCM signed 32 bit big-endian @tab X @tab X
  167. @item raw PCM signed 32 bit little-endian @tab X @tab X
  168. @item raw PCM unsigned 8 bit @tab X @tab X
  169. @item raw PCM unsigned 16 bit big-endian @tab X @tab X
  170. @item raw PCM unsigned 16 bit little-endian @tab X @tab X
  171. @item raw PCM unsigned 24 bit big-endian @tab X @tab X
  172. @item raw PCM unsigned 24 bit little-endian @tab X @tab X
  173. @item raw PCM unsigned 32 bit big-endian @tab X @tab X
  174. @item raw PCM unsigned 32 bit little-endian @tab X @tab X
  175. @item raw PCM floating-point 32 bit big-endian @tab X @tab X
  176. @item raw PCM floating-point 32 bit little-endian @tab X @tab X
  177. @item raw PCM floating-point 64 bit big-endian @tab X @tab X
  178. @item raw PCM floating-point 64 bit little-endian @tab X @tab X
  179. @item RDT @tab @tab X
  180. @item REDCODE R3D @tab @tab X
  181. @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
  182. @item RealMedia @tab X @tab X
  183. @item Redirector @tab @tab X
  184. @item Renderware TeXture Dictionary @tab @tab X
  185. @item RL2 @tab @tab X
  186. @tab Audio and video format used in some games by Entertainment Software Partners.
  187. @item RPL/ARMovie @tab @tab X
  188. @item RTMP @tab @tab X
  189. @item RTP @tab @tab X
  190. @item RTSP @tab @tab X
  191. @item SDP @tab @tab X
  192. @item Sega FILM/CPK @tab @tab X
  193. @tab Used in many Sega Saturn console games.
  194. @item Sierra SOL @tab @tab X
  195. @tab .sol files used in Sierra Online games.
  196. @item Sierra VMD @tab @tab X
  197. @tab Used in Sierra CD-ROM games.
  198. @item Smacker @tab @tab X
  199. @tab Multimedia format used by many games.
  200. @item Sony OpenMG (OMA) @tab @tab X
  201. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  202. @item Sony PlayStation STR @tab @tab X
  203. @item Sony Wave64 (W64) @tab @tab X
  204. @item SoX native format @tab X @tab X
  205. @item SUN AU format @tab X @tab X
  206. @item THP @tab @tab X
  207. @tab Used on the Nintendo GameCube.
  208. @item Tiertex Limited SEQ @tab @tab X
  209. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  210. @item True Audio @tab @tab X
  211. @item VC-1 test bitstream @tab X @tab X
  212. @item WAV @tab X @tab X
  213. @item WavPack @tab @tab X
  214. @item Wing Commander III movie @tab @tab X
  215. @tab Multimedia format used in Origin's Wing Commander III computer game.
  216. @item Westwood Studios audio @tab @tab X
  217. @tab Multimedia format used in Westwood Studios games.
  218. @item Westwood Studios VQA @tab @tab X
  219. @tab Multimedia format used in Westwood Studios games.
  220. @item YUV4MPEG pipe @tab X @tab X
  221. @end multitable
  222. @code{X} means that encoding (resp. decoding) is supported.
  223. @section Image Formats
  224. FFmpeg can read and write images for each frame of a video sequence. The
  225. following image formats are supported:
  226. @multitable @columnfractions .4 .1 .1 .4
  227. @item Name @tab Encoding @tab Decoding @tab Comments
  228. @item .Y.U.V @tab X @tab X
  229. @tab one raw file per component
  230. @item animated GIF @tab X @tab X
  231. @tab Only uncompressed GIFs are generated.
  232. @item BMP @tab X @tab X
  233. @tab Microsoft BMP image
  234. @item DPX @tab @tab X
  235. @tab Digital Picture Exchange
  236. @item JPEG @tab X @tab X
  237. @tab Progressive JPEG is not supported.
  238. @item JPEG 2000 @tab @tab E
  239. @tab decoding supported through external library libopenjpeg
  240. @item JPEG-LS @tab X @tab X
  241. @item LJPEG @tab X @tab
  242. @tab Lossless JPEG
  243. @item PAM @tab X @tab X
  244. @tab PAM is a PNM extension with alpha support.
  245. @item PBM @tab X @tab X
  246. @tab Portable BitMap image
  247. @item PCX @tab X @tab X
  248. @tab PC Paintbrush
  249. @item PGM @tab X @tab X
  250. @tab Portable GrayMap image
  251. @item PGMYUV @tab X @tab X
  252. @tab PGM with U and V components in YUV 4:2:0
  253. @item PNG @tab X @tab X
  254. @tab 2/4 bpp not supported yet
  255. @item PPM @tab X @tab X
  256. @tab Portable PixelMap image
  257. @item PTX @tab @tab X
  258. @tab V.Flash PTX format
  259. @item SGI @tab X @tab X
  260. @tab SGI RGB image format
  261. @item Sun Rasterfile @tab @tab X
  262. @tab Sun RAS image format
  263. @item TIFF @tab X @tab X
  264. @tab YUV, JPEG and some extension is not supported yet.
  265. @item Truevision Targa @tab X @tab X
  266. @tab Targa (.TGA) image format
  267. @end multitable
  268. @code{X} means that encoding (resp. decoding) is supported.
  269. @code{E} means that support is provided through an external library.
  270. @section Video Codecs
  271. @multitable @columnfractions .4 .1 .1 .4
  272. @item Name @tab Encoding @tab Decoding @tab Comments
  273. @item 4X Movie @tab @tab X
  274. @tab Used in certain computer games.
  275. @item 8088flex TMV @tab @tab X
  276. @item 8SVX exponential @tab @tab X
  277. @item 8SVX fibonacci @tab @tab X
  278. @item American Laser Games MM @tab @tab X
  279. @tab Used in games like Mad Dog McCree.
  280. @item AMV Video @tab @tab X
  281. @tab Used in Chinese MP3 players.
  282. @item Apple MJPEG-B @tab @tab X
  283. @item Apple QuickDraw @tab @tab X
  284. @tab fourcc: qdrw
  285. @item Asus v1 @tab X @tab X
  286. @tab fourcc: ASV1
  287. @item Asus v2 @tab X @tab X
  288. @tab fourcc: ASV2
  289. @item ATI VCR1 @tab @tab X
  290. @tab fourcc: VCR1
  291. @item ATI VCR2 @tab @tab X
  292. @tab fourcc: VCR2
  293. @item Autodesk Animator Flic video @tab @tab X
  294. @item Autodesk RLE @tab @tab X
  295. @tab fourcc: AASC
  296. @item AVS (Audio Video Standard) video @tab @tab X
  297. @tab Video encoding used by the Creature Shock game.
  298. @item Beam Software VB @tab @tab X
  299. @item Bethesda VID video @tab @tab X
  300. @tab Used in some games from Bethesda Softworks.
  301. @item Brute Force & Ignorance @tab @tab X
  302. @tab Used in the game Flash Traffic: City of Angels.
  303. @item C93 video @tab @tab X
  304. @tab Codec used in Cyberia game.
  305. @item CamStudio @tab @tab X
  306. @tab fourcc: CSCD
  307. @item Chinese AVS video @tab @tab X
  308. @tab AVS1-P2, JiZhun profile
  309. @item Delphine Software International CIN video @tab @tab X
  310. @tab Codec used in Delphine Software International games.
  311. @item Cinepak @tab @tab X
  312. @item Cirrus Logic AccuPak @tab @tab X
  313. @tab fourcc: CLJR
  314. @item Creative YUV (CYUV) @tab @tab X
  315. @item Dirac @tab E @tab E
  316. @tab supported through external libdirac/libschroedinger libraries
  317. @item DNxHD @tab X @tab X
  318. @tab aka SMPTE VC3
  319. @item Duck TrueMotion 1.0 @tab @tab X
  320. @tab fourcc: DUCK
  321. @item Duck TrueMotion 2.0 @tab @tab X
  322. @tab fourcc: TM20
  323. @item DV (Digital Video) @tab X @tab X
  324. @item Feeble Files/ScummVM DXA @tab @tab X
  325. @tab Codec originally used in Feeble Files game.
  326. @item Electronic Arts CMV video @tab @tab X
  327. @tab Used in NHL 95 game.
  328. @item Electronic Arts Madcow video @tab @tab X
  329. @item Electronic Arts TGV video @tab @tab X
  330. @item Electronic Arts TGQ video @tab @tab X
  331. @item Electronic Arts TQI video @tab @tab X
  332. @item Escape 124 @tab @tab X
  333. @item FFmpeg video codec #1 @tab X @tab X
  334. @tab experimental lossless codec (fourcc: FFV1)
  335. @item Flash Screen Video v1 @tab X @tab X
  336. @tab fourcc: FSV1
  337. @item Flash Video (FLV) @tab X @tab X
  338. @tab Sorenson H.263 used in Flash
  339. @item Fraps @tab @tab X
  340. @item H.261 @tab X @tab X
  341. @item H.263 / H.263-1996 @tab X @tab X
  342. @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
  343. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
  344. @tab encoding supported through external library libx264
  345. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
  346. @item HuffYUV @tab X @tab X
  347. @item HuffYUV FFmpeg variant @tab X @tab X
  348. @item IBM Ultimotion @tab @tab X
  349. @tab fourcc: ULTI
  350. @item id Cinematic video @tab @tab X
  351. @tab Used in Quake II.
  352. @item id RoQ video @tab X @tab X
  353. @tab Used in Quake III, Jedi Knight 2, other computer games.
  354. @item Intel H.263 @tab @tab X
  355. @item Intel Indeo 2 @tab @tab X
  356. @item Intel Indeo 3 @tab @tab X
  357. @item Interplay C93 @tab @tab X
  358. @tab Used in the game Cyberia from Interplay.
  359. @item Interplay MVE video @tab @tab X
  360. @tab Used in Interplay .MVE files.
  361. @item Karl Morton's video codec @tab @tab X
  362. @tab Codec used in Worms games.
  363. @item LCL (LossLess Codec Library) MSZH @tab @tab X
  364. @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
  365. @item LOCO @tab @tab X
  366. @item lossless MJPEG @tab X @tab X
  367. @item Microsoft RLE @tab @tab X
  368. @item Microsoft Video 1 @tab @tab X
  369. @item Mimic @tab @tab X
  370. @tab Used in MSN Messenger Webcam streams.
  371. @item Miro VideoXL @tab @tab X
  372. @tab fourcc: VIXL
  373. @item MJPEG (Motion JPEG) @tab X @tab X
  374. @item Motion Pixels video @tab @tab X
  375. @item MPEG-1 video @tab X @tab X
  376. @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
  377. @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
  378. @item MPEG-2 video @tab X @tab X
  379. @item MPEG-4 part 2 @tab X @tab X
  380. @ libxvidcore can be used alternatively for encoding.
  381. @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
  382. @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
  383. @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
  384. @item Nintendo Gamecube THP video @tab @tab X
  385. @item NuppelVideo/RTjpeg @tab @tab X
  386. @tab Video encoding used in NuppelVideo files.
  387. @item On2 VP3 @tab @tab X
  388. @tab still experimental
  389. @item On2 VP5 @tab @tab X
  390. @tab fourcc: VP50
  391. @item On2 VP6 @tab @tab X
  392. @tab fourcc: VP60,VP61,VP62
  393. @item planar RGB @tab @tab X
  394. @tab fourcc: 8BPS
  395. @item Q-team QPEG @tab @tab X
  396. @tab fourccs: QPEG, Q1.0, Q1.1
  397. @item QuickTime 8BPS video @tab @tab X
  398. @item QuickTime Animation (RLE) video @tab X @tab X
  399. @tab fourcc: 'rle '
  400. @item QuickTime Graphics (SMC) @tab @tab X
  401. @tab fourcc: 'smc '
  402. @item QuickTime video (RPZA) @tab @tab X
  403. @tab fourcc: rpza
  404. @item Raw Video @tab X @tab X
  405. @item RealVideo 1.0 @tab X @tab X
  406. @item RealVideo 2.0 @tab X @tab X
  407. @item RealVideo 3.0 @tab @tab X
  408. @tab still far from ideal
  409. @item RealVideo 4.0 @tab @tab X
  410. @item Renderware TXD (TeXture Dictionary) @tab @tab X
  411. @tab Texture dictionaries used by the Renderware Engine.
  412. @item RL2 video @tab @tab X
  413. @tab used in some games by Entertainment Software Partners
  414. @item Sierra VMD video @tab @tab X
  415. @tab Used in Sierra VMD files.
  416. @item Smacker video @tab @tab X
  417. @tab Video encoding used in Smacker.
  418. @item SMPTE VC-1 @tab @tab X
  419. @item Snow @tab X @tab X
  420. @tab experimental wavelet codec (fourcc: SNOW)
  421. @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
  422. @item Sorenson Vector Quantizer 1 @tab X @tab X
  423. @tab fourcc: SVQ1
  424. @item Sorenson Vector Quantizer 3 @tab @tab X
  425. @tab fourcc: SVQ3
  426. @item Sunplus JPEG (SP5X) @tab @tab X
  427. @tab fourcc: SP5X
  428. @item TechSmith Screen Capture Codec @tab @tab X
  429. @tab fourcc: TSCC
  430. @item Theora @tab E @tab X
  431. @tab encoding supported through external library libtheora
  432. @item Tiertex Limited SEQ video @tab @tab X
  433. @tab Codec used in DOS CD-ROM FlashBack game.
  434. @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
  435. @item VMware Screen Codec / VMware Video @tab @tab X
  436. @tab Codec used in videos captured by VMware.
  437. @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
  438. @item Windows Media Video 7 @tab X @tab X
  439. @item Windows Media Video 8 @tab X @tab X
  440. @item Windows Media Video 9 @tab @tab X
  441. @tab not completely working
  442. @item Wing Commander III / Xan @tab @tab X
  443. @tab Used in Wing Commander III .MVE files.
  444. @item Winnov WNV1 @tab @tab X
  445. @item WMV7 @tab X @tab X
  446. @item YAMAHA SMAF @tab X @tab X
  447. @item ZLIB @tab X @tab X
  448. @tab part of LCL, encoder experimental
  449. @item Zip Motion Blocks Video @tab X @tab X
  450. @tab Encoder works only in PAL8.
  451. @end multitable
  452. @code{X} means that encoding (resp. decoding) is supported.
  453. @code{E} means that support is provided through an external library.
  454. @section Audio Codecs
  455. @multitable @columnfractions .4 .1 .1 .4
  456. @item Name @tab Encoding @tab Decoding @tab Comments
  457. @item 8SVX audio @tab @tab X
  458. @item AAC @tab E @tab X
  459. @tab encoding supported through external library libfaac
  460. @item AC-3 @tab IX @tab X
  461. @item ADPCM 4X Movie @tab @tab X
  462. @item ADPCM CDROM XA @tab @tab X
  463. @item ADPCM Creative Technology @tab @tab X
  464. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  465. @item ADPCM Electronic Arts @tab @tab X
  466. @tab Used in various EA titles.
  467. @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
  468. @tab Used in Sim City 3000.
  469. @item ADPCM Electronic Arts R1 @tab @tab X
  470. @item ADPCM Electronic Arts R2 @tab @tab X
  471. @item ADPCM Electronic Arts R3 @tab @tab X
  472. @item ADPCM Electronic Arts XAS @tab @tab X
  473. @item ADPCM G.726 @tab X @tab X
  474. @item ADPCM IMA AMV @tab @tab X
  475. @tab Used in AMV files
  476. @item ADPCM IMA Electronic Arts EACS @tab @tab X
  477. @item ADPCM IMA Electronic Arts SEAD @tab @tab X
  478. @item ADPCM IMA Funcom @tab @tab X
  479. @item ADPCM IMA QuickTime @tab X @tab X
  480. @item ADPCM IMA Loki SDL MJPEG @tab @tab X
  481. @item ADPCM IMA WAV @tab X @tab X
  482. @item ADPCM IMA Westwood @tab @tab X
  483. @item ADPCM ISS IMA @tab @tab X
  484. @tab Used in FunCom games.
  485. @item ADPCM IMA Duck DK3 @tab @tab X
  486. @tab Used in some Sega Saturn console games.
  487. @item ADPCM IMA Duck DK4 @tab @tab X
  488. @tab Used in some Sega Saturn console games.
  489. @item ADPCM Microsoft @tab X @tab X
  490. @item ADPCM MS IMA @tab X @tab X
  491. @item ADPCM Nintendo Gamecube THP @tab @tab X
  492. @item ADPCM QT IMA @tab X @tab X
  493. @item ADPCM SEGA CRI ADX @tab X @tab X
  494. @tab Used in Sega Dreamcast games.
  495. @item ADPCM Shockwave Flash @tab X @tab X
  496. @item ADPCM SMJPEG IMA @tab @tab X
  497. @tab Used in certain Loki game ports.
  498. @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
  499. @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
  500. @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
  501. @item ADPCM Westwood Studios IMA @tab @tab X
  502. @tab Used in Westwood Studios games like Command and Conquer.
  503. @item ADPCM Yamaha @tab X @tab X
  504. @item AMR-NB @tab E @tab E
  505. @tab supported through external library libopencore-amrnb
  506. @item AMR-WB @tab @tab E
  507. @tab decoding supported through external library libopencore-amrwb
  508. @item Apple lossless audio @tab X @tab X
  509. @tab QuickTime fourcc 'alac'
  510. @item Atrac 1 @tab @tab X
  511. @item Atrac 3 @tab @tab X
  512. @item Delphine Software International CIN audio @tab @tab X
  513. @tab Codec used in Delphine Software International games.
  514. @item COOK @tab @tab X
  515. @tab All versions except 5.1 are supported.
  516. @item DCA (DTS Coherent Acoustics) @tab @tab X
  517. @item DPCM id RoQ @tab X @tab X
  518. @tab Used in Quake III, Jedi Knight 2, other computer games.
  519. @item DPCM Interplay @tab @tab X
  520. @tab Used in various Interplay computer games.
  521. @item DPCM Sierra Online @tab @tab X
  522. @tab Used in Sierra Online game audio files.
  523. @item DPCM Sol @tab @tab X
  524. @item DPCM Xan @tab @tab X
  525. @tab Used in Origin's Wing Commander IV AVI files.
  526. @item DSP Group TrueSpeech @tab @tab X
  527. @item DV audio @tab @tab X
  528. @item Enhanced AC-3 @tab @tab X
  529. @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
  530. @item G.729 @tab @tab X
  531. @item GSM @tab E @tab E
  532. @tab supported through external library libgsm
  533. @item GSM Microsoft variant @tab E @tab E
  534. @tab supported through external library libgsm
  535. @item IMC (Intel Music Coder) @tab @tab X
  536. @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
  537. @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
  538. @item MLP (Meridian Lossless Packing) @tab @tab X
  539. @tab Used in DVD-Audio discs.
  540. @item Monkey's Audio @tab @tab X
  541. @tab Only versions 3.97-3.99 are supported.
  542. @item MP1 (MPEG audio layer 1) @tab @tab IX
  543. @item MP2 (MPEG audio layer 2) @tab IX @tab IX
  544. @item MP3 (MPEG audio layer 3) @tab E @tab IX
  545. @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
  546. @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
  547. @item Musepack SV7 @tab @tab X
  548. @item Musepack SV8 @tab @tab X
  549. @item Nellymoser Asao @tab X @tab X
  550. @item PCM A-law @tab X @tab X
  551. @item PCM mu-law @tab X @tab X
  552. @item PCM 16-bit little-endian planar @tab @tab X
  553. @item PCM 32-bit floating point big-endian @tab X @tab X
  554. @item PCM 32-bit floating point little-endian @tab X @tab X
  555. @item PCM 64-bit floating point big-endian @tab X @tab X
  556. @item PCM 64-bit floating point little-endian @tab X @tab X
  557. @item PCM D-Cinema audio signed 24-bit @tab X @tab X
  558. @item PCM signed 8-bit @tab X @tab X
  559. @item PCM signed 16-bit big-endian @tab X @tab X
  560. @item PCM signed 16-bit little-endian @tab X @tab X
  561. @item PCM signed 24-bit big-endian @tab X @tab X
  562. @item PCM signed 24-bit little-endian @tab X @tab X
  563. @item PCM signed 32-bit big-endian @tab X @tab X
  564. @item PCM signed 32-bit little-endian @tab X @tab X
  565. @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
  566. @item PCM unsigned 8-bit @tab X @tab X
  567. @item PCM unsigned 16-bit big-endian @tab X @tab X
  568. @item PCM unsigned 16-bit little-endian @tab X @tab X
  569. @item PCM unsigned 24-bit big-endian @tab X @tab X
  570. @item PCM unsigned 24-bit little-endian @tab X @tab X
  571. @item PCM unsigned 32-bit big-endian @tab X @tab X
  572. @item PCM unsigned 32-bit little-endian @tab X @tab X
  573. @item PCM Zork @tab X @tab X
  574. @item QCELP / PureVoice @tab @tab X
  575. @item QDesign Music Codec 2 @tab @tab X
  576. @tab There are still some distortions.
  577. @item RealAudio 1.0 (14.4K) @tab @tab X
  578. @tab Real 14400 bit/s codec
  579. @item RealAudio 2.0 (28.8K) @tab @tab X
  580. @tab Real 28800 bit/s codec
  581. @item RealAudio 3.0 (dnet) @tab IX @tab X
  582. @tab Real low bitrate AC-3 codec
  583. @item Shorten @tab @tab X
  584. @item Sierra VMD audio @tab @tab X
  585. @tab Used in Sierra VMD files.
  586. @item Smacker audio @tab @tab X
  587. @item Sonic @tab X @tab X
  588. @tab experimental codec
  589. @item Sonic lossless @tab X @tab X
  590. @tab experimental codec
  591. @item Speex @tab @tab E
  592. @tab supported through external library libspeex
  593. @item True Audio (TTA) @tab @tab X
  594. @item TrueHD @tab @tab X
  595. @tab Used in HD-DVD and Blu-Ray discs.
  596. @item TwinVQ (VQF flavor) @tab @tab X
  597. @item Vorbis @tab E @tab X
  598. @ A native but very primitive encoder exists.
  599. @item WavPack @tab @tab X
  600. @item Westwood Audio (SND1) @tab @tab X
  601. @item Windows Media Audio 1 @tab X @tab X
  602. @item Windows Media Audio 2 @tab X @tab X
  603. @item Windows Media Audio Pro @tab @tab X
  604. @end multitable
  605. @code{X} means that encoding (resp. decoding) is supported.
  606. @code{E} means that support is provided through an external library.
  607. @code{I} means that an integer-only version is available, too (ensures high
  608. performance on systems without hardware floating point support).
  609. @section Subtitle Formats
  610. @multitable @columnfractions .4 .1 .1 .1 .1
  611. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
  612. @item SSA/ASS @tab X @tab X
  613. @item DVB @tab X @tab X @tab X @tab X
  614. @item DVD @tab X @tab X @tab X @tab X
  615. @item PGS @tab @tab @tab @tab X
  616. @item XSUB @tab @tab @tab X @tab X
  617. @end multitable
  618. @code{X} means that the feature is supported.
  619. @section Network Protocols
  620. @multitable @columnfractions .4 .1
  621. @item Name @tab Support
  622. @item file @tab X
  623. @item Gopher @tab X
  624. @item HTTP @tab X
  625. @item pipe @tab X
  626. @item RTP @tab X
  627. @item TCP @tab X
  628. @item UDP @tab X
  629. @end multitable
  630. @code{X} means that the protocol is supported.
  631. @section Input/Output Devices
  632. @multitable @columnfractions .4 .1 .1
  633. @item Name @tab Input @tab Output
  634. @item ALSA @tab X @tab X
  635. @item BEOS audio @tab X @tab X
  636. @item BKTR @tab X @tab
  637. @item DV1394 @tab X @tab
  638. @item JACK @tab X @tab
  639. @item LIBDC1394 @tab X @tab
  640. @item OSS @tab X @tab X
  641. @item Video4Linux @tab X @tab
  642. @item Video4Linux2 @tab X @tab
  643. @item VfW capture @tab X @tab
  644. @item X11 grabbing @tab X @tab
  645. @end multitable
  646. @code{X} means that input/output is supported.
  647. @chapter Platform Specific information
  648. @section BSD
  649. BSD make will not build FFmpeg, you need to install and use GNU Make
  650. (@file{gmake}).
  651. @section Windows
  652. To get help and instructions for building FFmpeg under Windows, check out
  653. the FFmpeg Windows Help Forum at
  654. @url{http://ffmpeg.arrozcru.org/}.
  655. @subsection Native Windows compilation
  656. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  657. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  658. You can find detailed installation
  659. instructions in the download section and the FAQ.
  660. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  661. installer provides. It also requires coreutils to be installed and many other
  662. packages updated to the latest version. The minimum version for some packages
  663. are listed below:
  664. @itemize
  665. @item bash 3.1
  666. @item msys-make 3.81-2 (note: not mingw32-make)
  667. @item w32api 3.13
  668. @item mingw-runtime 3.15
  669. @end itemize
  670. FFmpeg automatically passes @code{-fno-common} to the compiler to work around
  671. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  672. Within the MSYS shell, configure and make with:
  673. @example
  674. ./configure --enable-memalign-hack
  675. make
  676. make install
  677. @end example
  678. This will install @file{ffmpeg.exe} along with many other development files
  679. to @file{/usr/local}. You may specify another install path using the
  680. @code{--prefix} option in @file{configure}.
  681. Notes:
  682. @itemize
  683. @item Building natively using MSYS can be sped up by disabling implicit rules
  684. in the Makefile by calling @code{make -r} instead of plain @code{make}. This
  685. speed up is close to non-existent for normal one-off builds and is only
  686. noticeable when running make for a second time (for example in
  687. @code{make install}).
  688. @item In order to compile FFplay, you must have the MinGW development library
  689. of SDL. Get it from @url{http://www.libsdl.org}.
  690. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  691. where SDL was installed. Verify that @file{sdl-config} can be launched from
  692. the MSYS command line.
  693. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  694. you can build libavutil, libavcodec and libavformat as DLLs.
  695. @end itemize
  696. @subsection Microsoft Visual C++ compatibility
  697. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  698. want to use the libav* libraries in your own applications, you can still
  699. compile those applications using MSVC++. But the libav* libraries you link
  700. to @emph{must} be built with MinGW. However, you will not be able to debug
  701. inside the libav* libraries, since MSVC++ does not recognize the debug
  702. symbols generated by GCC.
  703. We strongly recommend you to move over from MSVC++ to MinGW tools.
  704. This description of how to use the FFmpeg libraries with MSVC++ is based on
  705. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  706. you might have to modify the procedures slightly.
  707. @subsubsection Using static libraries
  708. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  709. @enumerate
  710. @item Create a new console application ("File / New / Project") and then
  711. select "Win32 Console Application". On the appropriate page of the
  712. Application Wizard, uncheck the "Precompiled headers" option.
  713. @item Write the source code for your application, or, for testing, just
  714. copy the code from an existing sample application into the source file
  715. that MSVC++ has already created for you. For example, you can copy
  716. @file{libavformat/output-example.c} from the FFmpeg distribution.
  717. @item Open the "Project / Properties" dialog box. In the "Configuration"
  718. combo box, select "All Configurations" so that the changes you make will
  719. affect both debug and release builds. In the tree view on the left hand
  720. side, select "C/C++ / General", then edit the "Additional Include
  721. Directories" setting to contain the path where the FFmpeg includes were
  722. installed (i.e. @file{c:\msys\1.0\local\include}).
  723. Do not add MinGW's include directory here, or the include files will
  724. conflict with MSVC's.
  725. @item Still in the "Project / Properties" dialog box, select
  726. "Linker / General" from the tree view and edit the
  727. "Additional Library Directories" setting to contain the @file{lib}
  728. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  729. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  730. and the directory where MinGW's GCC libs are installed
  731. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  732. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  733. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  734. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  735. to the end of "Additional Dependencies".
  736. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  737. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  738. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  739. the "Configuration" combo box and make sure that "Runtime Library" is
  740. set to "Multi-threaded DLL".
  741. @item Click "OK" to close the "Project / Properties" dialog box.
  742. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  743. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  744. and install it in MSVC++'s include directory
  745. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  746. @item MSVC++ also does not understand the @code{inline} keyword used by
  747. FFmpeg, so you must add this line before @code{#include}ing libav*:
  748. @example
  749. #define inline _inline
  750. @end example
  751. @item Build your application, everything should work.
  752. @end enumerate
  753. @subsubsection Using shared libraries
  754. This is how to create DLL and LIB files that are compatible with MSVC++:
  755. @enumerate
  756. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  757. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  758. The standard location for @file{vcvars32.bat} is
  759. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  760. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  761. If this corresponds to your setup, add the following line as the first line
  762. of @file{msys.bat}:
  763. @example
  764. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  765. @end example
  766. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  767. and run @file{c:\msys\1.0\msys.bat} from there.
  768. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  769. from @file{Microsoft (R) Library Manager}, this means your environment
  770. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  771. is on the path and will be used by FFmpeg to create
  772. MSVC++-compatible import libraries.
  773. @item Build FFmpeg with
  774. @example
  775. ./configure --enable-shared --enable-memalign-hack
  776. make
  777. make install
  778. @end example
  779. Your install path (@file{/usr/local/} by default) should now have the
  780. necessary DLL and LIB files under the @file{bin} directory.
  781. @end enumerate
  782. To use those files with MSVC++, do the same as you would do with
  783. the static libraries, as described above. But in Step 4,
  784. you should only need to add the directory where the LIB files are installed
  785. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  786. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  787. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  788. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  789. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  790. statically linked into the DLLs. The @file{bin} directory contains a bunch
  791. of DLL files, but the ones that are actually used to run your application
  792. are the ones with a major version number in their filenames
  793. (i.e. @file{avcodec-51.dll}).
  794. @subsection Cross compilation for Windows with Linux
  795. You must use the MinGW cross compilation tools available at
  796. @url{http://www.mingw.org/}.
  797. Then configure FFmpeg with the following options:
  798. @example
  799. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  800. @end example
  801. (you can change the cross-prefix according to the prefix chosen for the
  802. MinGW tools).
  803. Then you can easily test FFmpeg with Wine
  804. (@url{http://www.winehq.com/}).
  805. @subsection Compilation under Cygwin
  806. The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
  807. does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
  808. or leverage the implementation in MinGW (as explained below).
  809. Just install your Cygwin with all the "Base" packages, plus the
  810. following "Devel" ones:
  811. @example
  812. binutils, gcc-core, make, subversion, mingw-runtime
  813. @end example
  814. And the following "Utils" one:
  815. @example
  816. diffutils
  817. @end example
  818. The experimental gcc4 package is still buggy, hence please
  819. use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
  820. Install the current binutils-20080624-2 as they work fine (the old
  821. binutils-20060709-1 proved buggy on shared builds).
  822. Then create a small library that just contains llrint():
  823. @example
  824. ar x /usr/lib/mingw/libmingwex.a llrint.o
  825. ar cq /usr/local/lib/libllrint.a llrint.o
  826. @end example
  827. Then run
  828. @example
  829. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  830. @end example
  831. to make a static build or
  832. @example
  833. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  834. @end example
  835. to build shared libraries.
  836. If you want to build FFmpeg with additional libraries, download Cygwin
  837. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
  838. @example
  839. libogg-devel, libvorbis-devel
  840. @end example
  841. These library packages are only available from Cygwin Ports
  842. (@url{http://sourceware.org/cygwinports/}) :
  843. @example
  844. yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
  845. libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
  846. libxvidcore-devel
  847. @end example
  848. The recommendation for libnut and x264 is to build them from source by
  849. yourself, as they evolve too quickly for Cygwin Ports to be up to date.
  850. Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
  851. of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
  852. @subsection Crosscompilation for Windows under Cygwin
  853. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  854. Just install your Cygwin as explained before, plus these additional
  855. "Devel" packages:
  856. @example
  857. gcc-mingw-core, mingw-runtime, mingw-zlib
  858. @end example
  859. and add some special flags to your configure invocation.
  860. For a static build run
  861. @example
  862. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  863. @end example
  864. and for a build with shared libraries
  865. @example
  866. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  867. @end example
  868. @section BeOS
  869. BeOS support is broken in mysterious ways.
  870. @section OS/2
  871. For information about compiling FFmpeg on OS/2 see
  872. @url{http://www.edm2.com/index.php/FFmpeg}.
  873. @bye