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