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