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