general.texi 41 KB

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  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 Adobe Filmstrip @tab X @tab X
  34. @item Audio IFF (AIFF) @tab X @tab X
  35. @item American Laser Games MM @tab @tab X
  36. @tab Multimedia format used in games like Mad Dog McCree.
  37. @item 3GPP AMR @tab X @tab X
  38. @item ASF @tab X @tab X
  39. @item AVI @tab X @tab X
  40. @item AVISynth @tab @tab X
  41. @item AVS @tab @tab X
  42. @tab Multimedia format used by the Creature Shock game.
  43. @item Beam Software SIFF @tab @tab X
  44. @tab Audio and video format used in some games by Beam Software.
  45. @item Bethesda Softworks VID @tab @tab X
  46. @tab Used in some games from Bethesda Softworks.
  47. @item Brute Force & Ignorance @tab @tab X
  48. @tab Used in the game Flash Traffic: City of Angels.
  49. @item Interplay C93 @tab @tab X
  50. @tab Used in the game Cyberia from Interplay.
  51. @item Delphine Software International CIN @tab @tab X
  52. @tab Multimedia format used by Delphine Software games.
  53. @item CD+G @tab @tab X
  54. @tab Video format used by CD+G karaoke disks
  55. @item Core Audio Format @tab @tab X
  56. @tab Apple Core Audio Format
  57. @item CRC testing format @tab X @tab
  58. @item Creative Voice @tab X @tab X
  59. @tab Created for the Sound Blaster Pro.
  60. @item CRYO APC @tab @tab X
  61. @tab Audio format used in some games by CRYO Interactive Entertainment.
  62. @item D-Cinema audio @tab X @tab X
  63. @item Deluxe Paint Animation @tab @tab X
  64. @item DV video @tab X @tab X
  65. @item DXA @tab @tab X
  66. @tab This format is used in the non-Windows version of the Feeble Files
  67. game and different game cutscenes repacked for use with ScummVM.
  68. @item Electronic Arts cdata @tab @tab X
  69. @item Electronic Arts Multimedia @tab @tab X
  70. @tab Used in various EA games; files have extensions like WVE and UV2.
  71. @item FFM (FFserver live feed) @tab X @tab X
  72. @item Flash (SWF) @tab X @tab X
  73. @item Flash 9 (AVM2) @tab X @tab X
  74. @tab Only embedded audio is decoded.
  75. @item FLI/FLC/FLX animation @tab @tab X
  76. @tab .fli/.flc files
  77. @item Flash Video (FLV) @tab @tab X
  78. @tab Macromedia Flash video files
  79. @item framecrc testing format @tab X @tab
  80. @item FunCom ISS @tab @tab X
  81. @tab Audio format used in various games from FunCom like The Longest Journey.
  82. @item GIF Animation @tab X @tab
  83. @item GXF @tab X @tab X
  84. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  85. playout servers.
  86. @item id Quake II CIN video @tab @tab X
  87. @item id RoQ @tab X @tab X
  88. @tab Used in Quake III, Jedi Knight 2, other computer games.
  89. @item IEC61937 encapsulation @tab X @tab
  90. @item IFF @tab @tab X
  91. @tab Interchange File Format
  92. @item Interplay MVE @tab @tab X
  93. @tab Format used in various Interplay computer games.
  94. @item IV8 @tab @tab X
  95. @tab A format generated by IndigoVision 8000 video server.
  96. @item LMLM4 @tab @tab X
  97. @tab Used by Linux Media Labs MPEG-4 PCI boards
  98. @item Matroska @tab X @tab X
  99. @item Matroska audio @tab X @tab
  100. @item MAXIS XA @tab @tab X
  101. @tab Used in Sim City 3000; file extension .xa.
  102. @item MD Studio @tab @tab X
  103. @item Monkey's Audio @tab @tab X
  104. @item Motion Pixels MVI @tab @tab X
  105. @item MOV/QuickTime/MP4 @tab X @tab X
  106. @tab 3GP, 3GP2, PSP, iPod variants supported
  107. @item MP2 @tab X @tab X
  108. @item MP3 @tab X @tab X
  109. @item MPEG-1 System @tab X @tab X
  110. @tab muxed audio and video, VCD format supported
  111. @item MPEG-PS (program stream) @tab X @tab X
  112. @tab also known as @code{VOB} file, SVCD and DVD format supported
  113. @item MPEG-TS (transport stream) @tab X @tab X
  114. @tab also known as DVB Transport Stream
  115. @item MPEG-4 @tab X @tab X
  116. @tab MPEG-4 is a variant of QuickTime.
  117. @item MIME multipart JPEG @tab X @tab
  118. @item MSN TCP webcam @tab @tab X
  119. @tab Used by MSN Messenger webcam streams.
  120. @item MTV @tab @tab X
  121. @item Musepack @tab @tab X
  122. @item Musepack SV8 @tab @tab X
  123. @item Material eXchange Format (MXF) @tab X @tab X
  124. @tab SMPTE 377M, used by D-Cinema, broadcast industry.
  125. @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
  126. @tab SMPTE 386M, D-10/IMX Mapping.
  127. @item NC camera feed @tab @tab X
  128. @tab NC (AVIP NC4600) camera streams
  129. @item NTT TwinVQ (VQF) @tab @tab X
  130. @tab Nippon Telegraph and Telephone Corporation TwinVQ.
  131. @item Nullsoft Streaming Video @tab @tab X
  132. @item NuppelVideo @tab @tab X
  133. @item NUT @tab X @tab X
  134. @tab NUT Open Container Format
  135. @item Ogg @tab X @tab X
  136. @item TechnoTrend PVA @tab @tab X
  137. @tab Used by TechnoTrend DVB PCI boards.
  138. @item QCP @tab @tab X
  139. @item raw ADTS (AAC) @tab X @tab X
  140. @item raw AC-3 @tab X @tab X
  141. @item raw Chinese AVS video @tab @tab X
  142. @item raw CRI ADX @tab X @tab X
  143. @item raw Dirac @tab X @tab X
  144. @item raw DNxHD @tab X @tab X
  145. @item raw DTS @tab X @tab X
  146. @item raw E-AC-3 @tab X @tab X
  147. @item raw FLAC @tab X @tab X
  148. @item raw GSM @tab @tab X
  149. @item raw H.261 @tab X @tab X
  150. @item raw H.263 @tab X @tab X
  151. @item raw H.264 @tab X @tab X
  152. @item raw Ingenient MJPEG @tab @tab X
  153. @item raw MJPEG @tab X @tab X
  154. @item raw MLP @tab @tab X
  155. @item raw MPEG @tab @tab X
  156. @item raw MPEG-1 @tab @tab X
  157. @item raw MPEG-2 @tab @tab X
  158. @item raw MPEG-4 @tab X @tab X
  159. @item raw NULL @tab X @tab
  160. @item raw video @tab X @tab X
  161. @item raw id RoQ @tab X @tab
  162. @item raw Shorten @tab @tab X
  163. @item raw TrueHD @tab X @tab X
  164. @item raw VC-1 @tab @tab X
  165. @item raw PCM A-law @tab X @tab X
  166. @item raw PCM mu-law @tab X @tab X
  167. @item raw PCM signed 8 bit @tab X @tab X
  168. @item raw PCM signed 16 bit big-endian @tab X @tab X
  169. @item raw PCM signed 16 bit little-endian @tab X @tab X
  170. @item raw PCM signed 24 bit big-endian @tab X @tab X
  171. @item raw PCM signed 24 bit little-endian @tab X @tab X
  172. @item raw PCM signed 32 bit big-endian @tab X @tab X
  173. @item raw PCM signed 32 bit little-endian @tab X @tab X
  174. @item raw PCM unsigned 8 bit @tab X @tab X
  175. @item raw PCM unsigned 16 bit big-endian @tab X @tab X
  176. @item raw PCM unsigned 16 bit little-endian @tab X @tab X
  177. @item raw PCM unsigned 24 bit big-endian @tab X @tab X
  178. @item raw PCM unsigned 24 bit little-endian @tab X @tab X
  179. @item raw PCM unsigned 32 bit big-endian @tab X @tab X
  180. @item raw PCM unsigned 32 bit little-endian @tab X @tab X
  181. @item raw PCM floating-point 32 bit big-endian @tab X @tab X
  182. @item raw PCM floating-point 32 bit little-endian @tab X @tab X
  183. @item raw PCM floating-point 64 bit big-endian @tab X @tab X
  184. @item raw PCM floating-point 64 bit little-endian @tab X @tab X
  185. @item RDT @tab @tab X
  186. @item REDCODE R3D @tab @tab X
  187. @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
  188. @item RealMedia @tab X @tab X
  189. @item Redirector @tab @tab X
  190. @item Renderware TeXture Dictionary @tab @tab X
  191. @item RL2 @tab @tab X
  192. @tab Audio and video format used in some games by Entertainment Software Partners.
  193. @item RPL/ARMovie @tab @tab X
  194. @item RTMP @tab X @tab X
  195. @tab Output is performed by publishing stream to RTMP server
  196. @item RTP @tab @tab X
  197. @item RTSP @tab @tab X
  198. @item SDP @tab @tab X
  199. @item Sega FILM/CPK @tab @tab X
  200. @tab Used in many Sega Saturn console games.
  201. @item Sierra SOL @tab @tab X
  202. @tab .sol files used in Sierra Online games.
  203. @item Sierra VMD @tab @tab X
  204. @tab Used in Sierra CD-ROM games.
  205. @item Smacker @tab @tab X
  206. @tab Multimedia format used by many games.
  207. @item Sony OpenMG (OMA) @tab @tab X
  208. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  209. @item Sony PlayStation STR @tab @tab X
  210. @item Sony Wave64 (W64) @tab @tab X
  211. @item SoX native format @tab X @tab X
  212. @item SUN AU format @tab X @tab X
  213. @item THP @tab @tab X
  214. @tab Used on the Nintendo GameCube.
  215. @item Tiertex Limited SEQ @tab @tab X
  216. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  217. @item True Audio @tab @tab X
  218. @item VC-1 test bitstream @tab X @tab X
  219. @item WAV @tab X @tab X
  220. @item WavPack @tab @tab X
  221. @item Wing Commander III movie @tab @tab X
  222. @tab Multimedia format used in Origin's Wing Commander III computer game.
  223. @item Westwood Studios audio @tab @tab X
  224. @tab Multimedia format used in Westwood Studios games.
  225. @item Westwood Studios VQA @tab @tab X
  226. @tab Multimedia format used in Westwood Studios games.
  227. @item YUV4MPEG pipe @tab X @tab X
  228. @end multitable
  229. @code{X} means that encoding (resp. decoding) is supported.
  230. @section Image Formats
  231. FFmpeg can read and write images for each frame of a video sequence. The
  232. following image formats are supported:
  233. @multitable @columnfractions .4 .1 .1 .4
  234. @item Name @tab Encoding @tab Decoding @tab Comments
  235. @item .Y.U.V @tab X @tab X
  236. @tab one raw file per component
  237. @item animated GIF @tab X @tab X
  238. @tab Only uncompressed GIFs are generated.
  239. @item BMP @tab X @tab X
  240. @tab Microsoft BMP image
  241. @item DPX @tab @tab X
  242. @tab Digital Picture Exchange
  243. @item JPEG @tab X @tab X
  244. @tab Progressive JPEG is not supported.
  245. @item JPEG 2000 @tab @tab E
  246. @tab decoding supported through external library libopenjpeg
  247. @item JPEG-LS @tab X @tab X
  248. @item LJPEG @tab X @tab
  249. @tab Lossless JPEG
  250. @item PAM @tab X @tab X
  251. @tab PAM is a PNM extension with alpha support.
  252. @item PBM @tab X @tab X
  253. @tab Portable BitMap image
  254. @item PCX @tab X @tab X
  255. @tab PC Paintbrush
  256. @item PGM @tab X @tab X
  257. @tab Portable GrayMap image
  258. @item PGMYUV @tab X @tab X
  259. @tab PGM with U and V components in YUV 4:2:0
  260. @item PNG @tab X @tab X
  261. @tab 2/4 bpp not supported yet
  262. @item PPM @tab X @tab X
  263. @tab Portable PixelMap image
  264. @item PTX @tab @tab X
  265. @tab V.Flash PTX format
  266. @item SGI @tab X @tab X
  267. @tab SGI RGB image format
  268. @item Sun Rasterfile @tab @tab X
  269. @tab Sun RAS image format
  270. @item TIFF @tab X @tab X
  271. @tab YUV, JPEG and some extension is not supported yet.
  272. @item Truevision Targa @tab X @tab X
  273. @tab Targa (.TGA) image format
  274. @end multitable
  275. @code{X} means that encoding (resp. decoding) is supported.
  276. @code{E} means that support is provided through an external library.
  277. @section Video Codecs
  278. @multitable @columnfractions .4 .1 .1 .4
  279. @item Name @tab Encoding @tab Decoding @tab Comments
  280. @item 4X Movie @tab @tab X
  281. @tab Used in certain computer games.
  282. @item 8088flex TMV @tab @tab X
  283. @item 8SVX exponential @tab @tab X
  284. @item 8SVX fibonacci @tab @tab X
  285. @item American Laser Games MM @tab @tab X
  286. @tab Used in games like Mad Dog McCree.
  287. @item AMV Video @tab @tab X
  288. @tab Used in Chinese MP3 players.
  289. @item Apple MJPEG-B @tab @tab X
  290. @item Apple QuickDraw @tab @tab X
  291. @tab fourcc: qdrw
  292. @item Asus v1 @tab X @tab X
  293. @tab fourcc: ASV1
  294. @item Asus v2 @tab X @tab X
  295. @tab fourcc: ASV2
  296. @item ATI VCR1 @tab @tab X
  297. @tab fourcc: VCR1
  298. @item ATI VCR2 @tab @tab X
  299. @tab fourcc: VCR2
  300. @item Auravision Aura @tab @tab X
  301. @item Auravision Aura 2 @tab @tab X
  302. @item Autodesk Animator Flic video @tab @tab X
  303. @item Autodesk RLE @tab @tab X
  304. @tab fourcc: AASC
  305. @item AVS (Audio Video Standard) video @tab @tab X
  306. @tab Video encoding used by the Creature Shock game.
  307. @item Beam Software VB @tab @tab X
  308. @item Bethesda VID video @tab @tab X
  309. @tab Used in some games from Bethesda Softworks.
  310. @item Brute Force & Ignorance @tab @tab X
  311. @tab Used in the game Flash Traffic: City of Angels.
  312. @item C93 video @tab @tab X
  313. @tab Codec used in Cyberia game.
  314. @item CamStudio @tab @tab X
  315. @tab fourcc: CSCD
  316. @item CD+G @tab @tab X
  317. @tab Video codec for CD+G karaoke disks
  318. @item Chinese AVS video @tab @tab X
  319. @tab AVS1-P2, JiZhun profile
  320. @item Delphine Software International CIN video @tab @tab X
  321. @tab Codec used in Delphine Software International games.
  322. @item Cinepak @tab @tab X
  323. @item Cirrus Logic AccuPak @tab @tab X
  324. @tab fourcc: CLJR
  325. @item Creative YUV (CYUV) @tab @tab X
  326. @item Dirac @tab E @tab E
  327. @tab supported through external libdirac/libschroedinger libraries
  328. @item Deluxe Paint Animation @tab @tab X
  329. @item DNxHD @tab X @tab X
  330. @tab aka SMPTE VC3
  331. @item Duck TrueMotion 1.0 @tab @tab X
  332. @tab fourcc: DUCK
  333. @item Duck TrueMotion 2.0 @tab @tab X
  334. @tab fourcc: TM20
  335. @item DV (Digital Video) @tab X @tab X
  336. @item Feeble Files/ScummVM DXA @tab @tab X
  337. @tab Codec originally used in Feeble Files game.
  338. @item Electronic Arts CMV video @tab @tab X
  339. @tab Used in NHL 95 game.
  340. @item Electronic Arts Madcow video @tab @tab X
  341. @item Electronic Arts TGV video @tab @tab X
  342. @item Electronic Arts TGQ video @tab @tab X
  343. @item Electronic Arts TQI video @tab @tab X
  344. @item Escape 124 @tab @tab X
  345. @item FFmpeg video codec #1 @tab X @tab X
  346. @tab experimental lossless codec (fourcc: FFV1)
  347. @item Flash Screen Video v1 @tab X @tab X
  348. @tab fourcc: FSV1
  349. @item Flash Video (FLV) @tab X @tab X
  350. @tab Sorenson H.263 used in Flash
  351. @item Fraps @tab @tab X
  352. @item H.261 @tab X @tab X
  353. @item H.263 / H.263-1996 @tab X @tab X
  354. @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
  355. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
  356. @tab encoding supported through external library libx264
  357. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
  358. @item HuffYUV @tab X @tab X
  359. @item HuffYUV FFmpeg variant @tab X @tab X
  360. @item IBM Ultimotion @tab @tab X
  361. @tab fourcc: ULTI
  362. @item id Cinematic video @tab @tab X
  363. @tab Used in Quake II.
  364. @item id RoQ video @tab X @tab X
  365. @tab Used in Quake III, Jedi Knight 2, other computer games.
  366. @item Intel H.263 @tab @tab X
  367. @item Intel Indeo 2 @tab @tab X
  368. @item Intel Indeo 3 @tab @tab X
  369. @item Interplay C93 @tab @tab X
  370. @tab Used in the game Cyberia from Interplay.
  371. @item Interplay MVE video @tab @tab X
  372. @tab Used in Interplay .MVE files.
  373. @item Karl Morton's video codec @tab @tab X
  374. @tab Codec used in Worms games.
  375. @item LCL (LossLess Codec Library) MSZH @tab @tab X
  376. @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
  377. @item LOCO @tab @tab X
  378. @item lossless MJPEG @tab X @tab X
  379. @item Microsoft RLE @tab @tab X
  380. @item Microsoft Video 1 @tab @tab X
  381. @item Mimic @tab @tab X
  382. @tab Used in MSN Messenger Webcam streams.
  383. @item Miro VideoXL @tab @tab X
  384. @tab fourcc: VIXL
  385. @item MJPEG (Motion JPEG) @tab X @tab X
  386. @item Motion Pixels video @tab @tab X
  387. @item MPEG-1 video @tab X @tab X
  388. @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
  389. @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
  390. @item MPEG-2 video @tab X @tab X
  391. @item MPEG-4 part 2 @tab X @tab X
  392. @ libxvidcore can be used alternatively for encoding.
  393. @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
  394. @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
  395. @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
  396. @item Nintendo Gamecube THP video @tab @tab X
  397. @item NuppelVideo/RTjpeg @tab @tab X
  398. @tab Video encoding used in NuppelVideo files.
  399. @item On2 VP3 @tab @tab X
  400. @tab still experimental
  401. @item On2 VP5 @tab @tab X
  402. @tab fourcc: VP50
  403. @item On2 VP6 @tab @tab X
  404. @tab fourcc: VP60,VP61,VP62
  405. @item planar RGB @tab @tab X
  406. @tab fourcc: 8BPS
  407. @item Q-team QPEG @tab @tab X
  408. @tab fourccs: QPEG, Q1.0, Q1.1
  409. @item QuickTime 8BPS video @tab @tab X
  410. @item QuickTime Animation (RLE) video @tab X @tab X
  411. @tab fourcc: 'rle '
  412. @item QuickTime Graphics (SMC) @tab @tab X
  413. @tab fourcc: 'smc '
  414. @item QuickTime video (RPZA) @tab @tab X
  415. @tab fourcc: rpza
  416. @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
  417. @item Raw Video @tab X @tab X
  418. @item RealVideo 1.0 @tab X @tab X
  419. @item RealVideo 2.0 @tab X @tab X
  420. @item RealVideo 3.0 @tab @tab X
  421. @tab still far from ideal
  422. @item RealVideo 4.0 @tab @tab X
  423. @item Renderware TXD (TeXture Dictionary) @tab @tab X
  424. @tab Texture dictionaries used by the Renderware Engine.
  425. @item RL2 video @tab @tab X
  426. @tab used in some games by Entertainment Software Partners
  427. @item Sierra VMD video @tab @tab X
  428. @tab Used in Sierra VMD files.
  429. @item Smacker video @tab @tab X
  430. @tab Video encoding used in Smacker.
  431. @item SMPTE VC-1 @tab @tab X
  432. @item Snow @tab X @tab X
  433. @tab experimental wavelet codec (fourcc: SNOW)
  434. @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
  435. @item Sorenson Vector Quantizer 1 @tab X @tab X
  436. @tab fourcc: SVQ1
  437. @item Sorenson Vector Quantizer 3 @tab @tab X
  438. @tab fourcc: SVQ3
  439. @item Sunplus JPEG (SP5X) @tab @tab X
  440. @tab fourcc: SP5X
  441. @item TechSmith Screen Capture Codec @tab @tab X
  442. @tab fourcc: TSCC
  443. @item Theora @tab E @tab X
  444. @tab encoding supported through external library libtheora
  445. @item Tiertex Limited SEQ video @tab @tab X
  446. @tab Codec used in DOS CD-ROM FlashBack game.
  447. @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
  448. @item VMware Screen Codec / VMware Video @tab @tab X
  449. @tab Codec used in videos captured by VMware.
  450. @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
  451. @item Windows Media Video 7 @tab X @tab X
  452. @item Windows Media Video 8 @tab X @tab X
  453. @item Windows Media Video 9 @tab @tab X
  454. @tab not completely working
  455. @item Wing Commander III / Xan @tab @tab X
  456. @tab Used in Wing Commander III .MVE files.
  457. @item Winnov WNV1 @tab @tab X
  458. @item WMV7 @tab X @tab X
  459. @item YAMAHA SMAF @tab X @tab X
  460. @item ZLIB @tab X @tab X
  461. @tab part of LCL, encoder experimental
  462. @item Zip Motion Blocks Video @tab X @tab X
  463. @tab Encoder works only in PAL8.
  464. @end multitable
  465. @code{X} means that encoding (resp. decoding) is supported.
  466. @code{E} means that support is provided through an external library.
  467. @section Audio Codecs
  468. @multitable @columnfractions .4 .1 .1 .4
  469. @item Name @tab Encoding @tab Decoding @tab Comments
  470. @item 8SVX audio @tab @tab X
  471. @item AAC @tab E @tab X
  472. @tab encoding supported through external library libfaac
  473. @item AC-3 @tab IX @tab X
  474. @item ADPCM 4X Movie @tab @tab X
  475. @item ADPCM CDROM XA @tab @tab X
  476. @item ADPCM Creative Technology @tab @tab X
  477. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  478. @item ADPCM Electronic Arts @tab @tab X
  479. @tab Used in various EA titles.
  480. @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
  481. @tab Used in Sim City 3000.
  482. @item ADPCM Electronic Arts R1 @tab @tab X
  483. @item ADPCM Electronic Arts R2 @tab @tab X
  484. @item ADPCM Electronic Arts R3 @tab @tab X
  485. @item ADPCM Electronic Arts XAS @tab @tab X
  486. @item ADPCM G.726 @tab X @tab X
  487. @item ADPCM IMA AMV @tab @tab X
  488. @tab Used in AMV files
  489. @item ADPCM IMA Electronic Arts EACS @tab @tab X
  490. @item ADPCM IMA Electronic Arts SEAD @tab @tab X
  491. @item ADPCM IMA Funcom @tab @tab X
  492. @item ADPCM IMA QuickTime @tab X @tab X
  493. @item ADPCM IMA Loki SDL MJPEG @tab @tab X
  494. @item ADPCM IMA WAV @tab X @tab X
  495. @item ADPCM IMA Westwood @tab @tab X
  496. @item ADPCM ISS IMA @tab @tab X
  497. @tab Used in FunCom games.
  498. @item ADPCM IMA Duck DK3 @tab @tab X
  499. @tab Used in some Sega Saturn console games.
  500. @item ADPCM IMA Duck DK4 @tab @tab X
  501. @tab Used in some Sega Saturn console games.
  502. @item ADPCM Microsoft @tab X @tab X
  503. @item ADPCM MS IMA @tab X @tab X
  504. @item ADPCM Nintendo Gamecube THP @tab @tab X
  505. @item ADPCM QT IMA @tab X @tab X
  506. @item ADPCM SEGA CRI ADX @tab X @tab X
  507. @tab Used in Sega Dreamcast games.
  508. @item ADPCM Shockwave Flash @tab X @tab X
  509. @item ADPCM SMJPEG IMA @tab @tab X
  510. @tab Used in certain Loki game ports.
  511. @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
  512. @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
  513. @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
  514. @item ADPCM Westwood Studios IMA @tab @tab X
  515. @tab Used in Westwood Studios games like Command and Conquer.
  516. @item ADPCM Yamaha @tab X @tab X
  517. @item AMR-NB @tab E @tab E
  518. @tab supported through external library libopencore-amrnb
  519. @item AMR-WB @tab @tab E
  520. @tab decoding supported through external library libopencore-amrwb
  521. @item Apple lossless audio @tab X @tab X
  522. @tab QuickTime fourcc 'alac'
  523. @item Atrac 1 @tab @tab X
  524. @item Atrac 3 @tab @tab X
  525. @item Delphine Software International CIN audio @tab @tab X
  526. @tab Codec used in Delphine Software International games.
  527. @item COOK @tab @tab X
  528. @tab All versions except 5.1 are supported.
  529. @item DCA (DTS Coherent Acoustics) @tab @tab X
  530. @item DPCM id RoQ @tab X @tab X
  531. @tab Used in Quake III, Jedi Knight 2, other computer games.
  532. @item DPCM Interplay @tab @tab X
  533. @tab Used in various Interplay computer games.
  534. @item DPCM Sierra Online @tab @tab X
  535. @tab Used in Sierra Online game audio files.
  536. @item DPCM Sol @tab @tab X
  537. @item DPCM Xan @tab @tab X
  538. @tab Used in Origin's Wing Commander IV AVI files.
  539. @item DSP Group TrueSpeech @tab @tab X
  540. @item DV audio @tab @tab X
  541. @item Enhanced AC-3 @tab @tab X
  542. @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
  543. @item G.729 @tab @tab X
  544. @item GSM @tab E @tab E
  545. @tab supported through external library libgsm
  546. @item GSM Microsoft variant @tab E @tab E
  547. @tab supported through external library libgsm
  548. @item IMC (Intel Music Coder) @tab @tab X
  549. @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
  550. @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
  551. @item MLP (Meridian Lossless Packing) @tab @tab X
  552. @tab Used in DVD-Audio discs.
  553. @item Monkey's Audio @tab @tab X
  554. @tab Only versions 3.97-3.99 are supported.
  555. @item MP1 (MPEG audio layer 1) @tab @tab IX
  556. @item MP2 (MPEG audio layer 2) @tab IX @tab IX
  557. @item MP3 (MPEG audio layer 3) @tab E @tab IX
  558. @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
  559. @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
  560. @item Musepack SV7 @tab @tab X
  561. @item Musepack SV8 @tab @tab X
  562. @item Nellymoser Asao @tab X @tab X
  563. @item PCM A-law @tab X @tab X
  564. @item PCM mu-law @tab X @tab X
  565. @item PCM 16-bit little-endian planar @tab @tab X
  566. @item PCM 32-bit floating point big-endian @tab X @tab X
  567. @item PCM 32-bit floating point little-endian @tab X @tab X
  568. @item PCM 64-bit floating point big-endian @tab X @tab X
  569. @item PCM 64-bit floating point little-endian @tab X @tab X
  570. @item PCM D-Cinema audio signed 24-bit @tab X @tab X
  571. @item PCM signed 8-bit @tab X @tab X
  572. @item PCM signed 16-bit big-endian @tab X @tab X
  573. @item PCM signed 16-bit little-endian @tab X @tab X
  574. @item PCM signed 24-bit big-endian @tab X @tab X
  575. @item PCM signed 24-bit little-endian @tab X @tab X
  576. @item PCM signed 32-bit big-endian @tab X @tab X
  577. @item PCM signed 32-bit little-endian @tab X @tab X
  578. @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
  579. @item PCM unsigned 8-bit @tab X @tab X
  580. @item PCM unsigned 16-bit big-endian @tab X @tab X
  581. @item PCM unsigned 16-bit little-endian @tab X @tab X
  582. @item PCM unsigned 24-bit big-endian @tab X @tab X
  583. @item PCM unsigned 24-bit little-endian @tab X @tab X
  584. @item PCM unsigned 32-bit big-endian @tab X @tab X
  585. @item PCM unsigned 32-bit little-endian @tab X @tab X
  586. @item PCM Zork @tab X @tab X
  587. @item QCELP / PureVoice @tab @tab X
  588. @item QDesign Music Codec 2 @tab @tab X
  589. @tab There are still some distortions.
  590. @item RealAudio 1.0 (14.4K) @tab @tab X
  591. @tab Real 14400 bit/s codec
  592. @item RealAudio 2.0 (28.8K) @tab @tab X
  593. @tab Real 28800 bit/s codec
  594. @item RealAudio 3.0 (dnet) @tab IX @tab X
  595. @tab Real low bitrate AC-3 codec
  596. @item RealAudio SIPR / ACELP.NET @tab @tab X
  597. @item Shorten @tab @tab X
  598. @item Sierra VMD audio @tab @tab X
  599. @tab Used in Sierra VMD files.
  600. @item Smacker audio @tab @tab X
  601. @item Sonic @tab X @tab X
  602. @tab experimental codec
  603. @item Sonic lossless @tab X @tab X
  604. @tab experimental codec
  605. @item Speex @tab @tab E
  606. @tab supported through external library libspeex
  607. @item True Audio (TTA) @tab @tab X
  608. @item TrueHD @tab @tab X
  609. @tab Used in HD-DVD and Blu-Ray discs.
  610. @item TwinVQ (VQF flavor) @tab @tab X
  611. @item Vorbis @tab E @tab X
  612. @ A native but very primitive encoder exists.
  613. @item WavPack @tab @tab X
  614. @item Westwood Audio (SND1) @tab @tab X
  615. @item Windows Media Audio 1 @tab X @tab X
  616. @item Windows Media Audio 2 @tab X @tab X
  617. @item Windows Media Audio Pro @tab @tab X
  618. @end multitable
  619. @code{X} means that encoding (resp. decoding) is supported.
  620. @code{E} means that support is provided through an external library.
  621. @code{I} means that an integer-only version is available, too (ensures high
  622. performance on systems without hardware floating point support).
  623. @section Subtitle Formats
  624. @multitable @columnfractions .4 .1 .1 .1 .1
  625. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
  626. @item SSA/ASS @tab X @tab X
  627. @item DVB @tab X @tab X @tab X @tab X
  628. @item DVD @tab X @tab X @tab X @tab X
  629. @item PGS @tab @tab @tab @tab X
  630. @item XSUB @tab @tab @tab X @tab X
  631. @end multitable
  632. @code{X} means that the feature is supported.
  633. @section Network Protocols
  634. @multitable @columnfractions .4 .1
  635. @item Name @tab Support
  636. @item file @tab X
  637. @item Gopher @tab X
  638. @item HTTP @tab X
  639. @item pipe @tab X
  640. @item RTP @tab X
  641. @item TCP @tab X
  642. @item UDP @tab X
  643. @end multitable
  644. @code{X} means that the protocol is supported.
  645. @section Input/Output Devices
  646. @multitable @columnfractions .4 .1 .1
  647. @item Name @tab Input @tab Output
  648. @item ALSA @tab X @tab X
  649. @item BEOS audio @tab X @tab X
  650. @item BKTR @tab X @tab
  651. @item DV1394 @tab X @tab
  652. @item JACK @tab X @tab
  653. @item LIBDC1394 @tab X @tab
  654. @item OSS @tab X @tab X
  655. @item Video4Linux @tab X @tab
  656. @item Video4Linux2 @tab X @tab
  657. @item VfW capture @tab X @tab
  658. @item X11 grabbing @tab X @tab
  659. @end multitable
  660. @code{X} means that input/output is supported.
  661. @chapter Platform Specific information
  662. @section BSD
  663. BSD make will not build FFmpeg, you need to install and use GNU Make
  664. (@file{gmake}).
  665. @section Windows
  666. To get help and instructions for building FFmpeg under Windows, check out
  667. the FFmpeg Windows Help Forum at
  668. @url{http://ffmpeg.arrozcru.org/}.
  669. @subsection Native Windows compilation
  670. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  671. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  672. You can find detailed installation
  673. instructions in the download section and the FAQ.
  674. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  675. installer provides. It also requires coreutils to be installed and many other
  676. packages updated to the latest version. The minimum version for some packages
  677. are listed below:
  678. @itemize
  679. @item bash 3.1
  680. @item msys-make 3.81-2 (note: not mingw32-make)
  681. @item w32api 3.13
  682. @item mingw-runtime 3.15
  683. @end itemize
  684. FFmpeg automatically passes @code{-fno-common} to the compiler to work around
  685. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  686. Within the MSYS shell, configure and make with:
  687. @example
  688. ./configure --enable-memalign-hack
  689. make
  690. make install
  691. @end example
  692. This will install @file{ffmpeg.exe} along with many other development files
  693. to @file{/usr/local}. You may specify another install path using the
  694. @code{--prefix} option in @file{configure}.
  695. Notes:
  696. @itemize
  697. @item Building natively using MSYS can be sped up by disabling implicit rules
  698. in the Makefile by calling @code{make -r} instead of plain @code{make}. This
  699. speed up is close to non-existent for normal one-off builds and is only
  700. noticeable when running make for a second time (for example in
  701. @code{make install}).
  702. @item In order to compile FFplay, you must have the MinGW development library
  703. of SDL. Get it from @url{http://www.libsdl.org}.
  704. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  705. where SDL was installed. Verify that @file{sdl-config} can be launched from
  706. the MSYS command line.
  707. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  708. you can build libavutil, libavcodec and libavformat as DLLs.
  709. @end itemize
  710. @subsection Microsoft Visual C++ compatibility
  711. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  712. want to use the libav* libraries in your own applications, you can still
  713. compile those applications using MSVC++. But the libav* libraries you link
  714. to @emph{must} be built with MinGW. However, you will not be able to debug
  715. inside the libav* libraries, since MSVC++ does not recognize the debug
  716. symbols generated by GCC.
  717. We strongly recommend you to move over from MSVC++ to MinGW tools.
  718. This description of how to use the FFmpeg libraries with MSVC++ is based on
  719. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  720. you might have to modify the procedures slightly.
  721. @subsubsection Using static libraries
  722. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  723. @enumerate
  724. @item Create a new console application ("File / New / Project") and then
  725. select "Win32 Console Application". On the appropriate page of the
  726. Application Wizard, uncheck the "Precompiled headers" option.
  727. @item Write the source code for your application, or, for testing, just
  728. copy the code from an existing sample application into the source file
  729. that MSVC++ has already created for you. For example, you can copy
  730. @file{libavformat/output-example.c} from the FFmpeg distribution.
  731. @item Open the "Project / Properties" dialog box. In the "Configuration"
  732. combo box, select "All Configurations" so that the changes you make will
  733. affect both debug and release builds. In the tree view on the left hand
  734. side, select "C/C++ / General", then edit the "Additional Include
  735. Directories" setting to contain the path where the FFmpeg includes were
  736. installed (i.e. @file{c:\msys\1.0\local\include}).
  737. Do not add MinGW's include directory here, or the include files will
  738. conflict with MSVC's.
  739. @item Still in the "Project / Properties" dialog box, select
  740. "Linker / General" from the tree view and edit the
  741. "Additional Library Directories" setting to contain the @file{lib}
  742. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  743. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  744. and the directory where MinGW's GCC libs are installed
  745. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  746. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  747. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  748. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  749. to the end of "Additional Dependencies".
  750. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  751. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  752. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  753. the "Configuration" combo box and make sure that "Runtime Library" is
  754. set to "Multi-threaded DLL".
  755. @item Click "OK" to close the "Project / Properties" dialog box.
  756. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  757. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  758. and install it in MSVC++'s include directory
  759. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  760. @item MSVC++ also does not understand the @code{inline} keyword used by
  761. FFmpeg, so you must add this line before @code{#include}ing libav*:
  762. @example
  763. #define inline _inline
  764. @end example
  765. @item Build your application, everything should work.
  766. @end enumerate
  767. @subsubsection Using shared libraries
  768. This is how to create DLL and LIB files that are compatible with MSVC++:
  769. @enumerate
  770. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  771. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  772. The standard location for @file{vcvars32.bat} is
  773. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  774. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  775. If this corresponds to your setup, add the following line as the first line
  776. of @file{msys.bat}:
  777. @example
  778. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  779. @end example
  780. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  781. and run @file{c:\msys\1.0\msys.bat} from there.
  782. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  783. from @file{Microsoft (R) Library Manager}, this means your environment
  784. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  785. is on the path and will be used by FFmpeg to create
  786. MSVC++-compatible import libraries.
  787. @item Build FFmpeg with
  788. @example
  789. ./configure --enable-shared --enable-memalign-hack
  790. make
  791. make install
  792. @end example
  793. Your install path (@file{/usr/local/} by default) should now have the
  794. necessary DLL and LIB files under the @file{bin} directory.
  795. @end enumerate
  796. To use those files with MSVC++, do the same as you would do with
  797. the static libraries, as described above. But in Step 4,
  798. you should only need to add the directory where the LIB files are installed
  799. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  800. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  801. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  802. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  803. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  804. statically linked into the DLLs. The @file{bin} directory contains a bunch
  805. of DLL files, but the ones that are actually used to run your application
  806. are the ones with a major version number in their filenames
  807. (i.e. @file{avcodec-51.dll}).
  808. @subsection Cross compilation for Windows with Linux
  809. You must use the MinGW cross compilation tools available at
  810. @url{http://www.mingw.org/}.
  811. Then configure FFmpeg with the following options:
  812. @example
  813. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  814. @end example
  815. (you can change the cross-prefix according to the prefix chosen for the
  816. MinGW tools).
  817. Then you can easily test FFmpeg with Wine
  818. (@url{http://www.winehq.com/}).
  819. @subsection Compilation under Cygwin
  820. The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
  821. does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
  822. or leverage the implementation in MinGW (as explained below).
  823. Just install your Cygwin with all the "Base" packages, plus the
  824. following "Devel" ones:
  825. @example
  826. binutils, gcc-core, make, subversion, mingw-runtime
  827. @end example
  828. And the following "Utils" one:
  829. @example
  830. diffutils
  831. @end example
  832. The experimental gcc4 package is still buggy, hence please
  833. use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
  834. Install the current binutils-20080624-2 as they work fine (the old
  835. binutils-20060709-1 proved buggy on shared builds).
  836. Then create a small library that just contains llrint():
  837. @example
  838. ar x /usr/lib/mingw/libmingwex.a llrint.o
  839. ar cq /usr/local/lib/libllrint.a llrint.o
  840. @end example
  841. Then run
  842. @example
  843. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  844. @end example
  845. to make a static build or
  846. @example
  847. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  848. @end example
  849. to build shared libraries.
  850. If you want to build FFmpeg with additional libraries, download Cygwin
  851. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
  852. @example
  853. libogg-devel, libvorbis-devel
  854. @end example
  855. These library packages are only available from Cygwin Ports
  856. (@url{http://sourceware.org/cygwinports/}) :
  857. @example
  858. yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
  859. libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
  860. libxvidcore-devel
  861. @end example
  862. The recommendation for libnut and x264 is to build them from source by
  863. yourself, as they evolve too quickly for Cygwin Ports to be up to date.
  864. Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
  865. of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
  866. @subsection Crosscompilation for Windows under Cygwin
  867. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  868. Just install your Cygwin as explained before, plus these additional
  869. "Devel" packages:
  870. @example
  871. gcc-mingw-core, mingw-runtime, mingw-zlib
  872. @end example
  873. and add some special flags to your configure invocation.
  874. For a static build run
  875. @example
  876. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  877. @end example
  878. and for a build with shared libraries
  879. @example
  880. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  881. @end example
  882. @subsection Win9x/Win2000 support
  883. FFmpeg is built by default for Windows XP and above. To run it on any Windows
  884. version prior to XP, you may have to disable network support. Additionally, for
  885. Windows 98/Me you must install KernelEx from:
  886. http://sourceforge.net/projects/kernelex/
  887. @section BeOS
  888. BeOS support is broken in mysterious ways.
  889. @section OS/2
  890. For information about compiling FFmpeg on OS/2 see
  891. @url{http://www.edm2.com/index.php/FFmpeg}.
  892. @bye