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- \input texinfo @c -*- texinfo -*-
-
- @settitle FFmpeg Documentation
- @titlepage
- @sp 7
- @center @titlefont{FFmpeg Documentation}
- @sp 3
- @end titlepage
-
-
- @chapter Introduction
-
- FFmpeg is a very fast video and audio converter. It can also grab from
- a live audio/video source.
-
- The command line interface is designed to be intuitive, in the sense
- that FFmpeg tries to figure out all parameters that can possibly be
- derived automatically. You usually only have to specify the target
- bitrate you want.
-
- FFmpeg can also convert from any sample rate to any other, and resize
- video on the fly with a high quality polyphase filter.
-
- @chapter Quick Start
-
- @c man begin EXAMPLES
- @section Video and Audio grabbing
-
- FFmpeg can use a video4linux compatible video source and any Open Sound
- System audio source:
-
- @example
- ffmpeg /tmp/out.mpg
- @end example
-
- Note that you must activate the right video source and channel before
- launching FFmpeg with any TV viewer such as xawtv
- (@url{http://bytesex.org/xawtv/}) by Gerd Knorr. You also
- have to set the audio recording levels correctly with a
- standard mixer.
-
- @section Video and Audio file format conversion
-
- * FFmpeg can use any supported file format and protocol as input:
-
- Examples:
-
- * You can use YUV files as input:
-
- @example
- ffmpeg -i /tmp/test%d.Y /tmp/out.mpg
- @end example
-
- It will use the files:
- @example
- /tmp/test0.Y, /tmp/test0.U, /tmp/test0.V,
- /tmp/test1.Y, /tmp/test1.U, /tmp/test1.V, etc...
- @end example
-
- The Y files use twice the resolution of the U and V files. They are
- raw files, without header. They can be generated by all decent video
- decoders. You must specify the size of the image with the @option{-s} option
- if FFmpeg cannot guess it.
-
- * You can input from a raw YUV420P file:
-
- @example
- ffmpeg -i /tmp/test.yuv /tmp/out.avi
- @end example
-
- test.yuv is a file containing raw YUV planar data. Each frame is composed
- of the Y plane followed by the U and V planes at half vertical and
- horizontal resolution.
-
- * You can output to a raw YUV420P file:
-
- @example
- ffmpeg -i mydivx.avi hugefile.yuv
- @end example
-
- * You can set several input files and output files:
-
- @example
- ffmpeg -i /tmp/a.wav -s 640x480 -i /tmp/a.yuv /tmp/a.mpg
- @end example
-
- Converts the audio file a.wav and the raw YUV video file a.yuv
- to MPEG file a.mpg.
-
- * You can also do audio and video conversions at the same time:
-
- @example
- ffmpeg -i /tmp/a.wav -ar 22050 /tmp/a.mp2
- @end example
-
- Converts a.wav to MPEG audio at 22050Hz sample rate.
-
- * You can encode to several formats at the same time and define a
- mapping from input stream to output streams:
-
- @example
- ffmpeg -i /tmp/a.wav -ab 64 /tmp/a.mp2 -ab 128 /tmp/b.mp2 -map 0:0 -map 0:0
- @end example
-
- Converts a.wav to a.mp2 at 64 kbits and to b.mp2 at 128 kbits. '-map
- file:index' specifies which input stream is used for each output
- stream, in the order of the definition of output streams.
-
- * You can transcode decrypted VOBs
-
- @example
- ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800 -g 300 -bf 2 -acodec mp3 -ab 128 snatch.avi
- @end example
-
- This is a typical DVD ripping example; the input is a VOB file, the
- output an AVI file with MPEG-4 video and MP3 audio. Note that in this
- command we use B-frames so the MPEG-4 stream is DivX5 compatible, and
- GOP size is 300 which means one intra frame every 10 seconds for 29.97fps
- input video. Furthermore, the audio stream is MP3-encoded so you need
- to enable LAME support by passing @code{--enable-mp3lame} to configure.
- The mapping is particularly useful for DVD transcoding
- to get the desired audio language.
-
- NOTE: To see the supported input formats, use @code{ffmpeg -formats}.
- @c man end
-
- @chapter Invocation
-
- @section Syntax
-
- The generic syntax is:
-
- @example
- @c man begin SYNOPSIS
- ffmpeg [[infile options][@option{-i} @var{infile}]]... @{[outfile options] @var{outfile}@}...
- @c man end
- @end example
- @c man begin DESCRIPTION
- If no input file is given, audio/video grabbing is done.
-
- As a general rule, options are applied to the next specified
- file. For example, if you give the @option{-b 64} option, it sets the video
- bitrate of the next file. The format option may be needed for raw input
- files.
-
- By default, FFmpeg tries to convert as losslessly as possible: It
- uses the same audio and video parameters for the outputs as the one
- specified for the inputs.
- @c man end
-
- @c man begin OPTIONS
- @section Main options
-
- @table @option
- @item -L
- Show license.
-
- @item -h
- Show help.
-
- @item -formats
- Show available formats, codecs, protocols, ...
-
- @item -f fmt
- Force format.
-
- @item -i filename
- input filename
-
- @item -y
- Overwrite output files.
-
- @item -t duration
- Set the recording time in seconds.
- @code{hh:mm:ss[.xxx]} syntax is also supported.
-
- @item -ss position
- Seek to given time position in seconds.
- @code{hh:mm:ss[.xxx]} syntax is also supported.
-
- @item -title string
- Set the title.
-
- @item -author string
- Set the author.
-
- @item -copyright string
- Set the copyright.
-
- @item -comment string
- Set the comment.
-
- @item -target type
- Specify target file type ("vcd", "svcd", "dvd", "dv", "pal-vcd",
- "ntsc-svcd", ... ). All the format options (bitrate, codecs,
- buffer sizes) are then set automatically. You can just type:
-
- @example
- ffmpeg -i myfile.avi -target vcd /tmp/vcd.mpg
- @end example
-
- Nevertheless you can specify additional options as long as you know
- they do not conflict with the standard, as in:
-
- @example
- ffmpeg -i myfile.avi -target vcd -bf 2 /tmp/vcd.mpg
- @end example
-
- @item -hq
- Activate high quality settings.
-
- @item -itsoffset offset
- Set the input time offset in seconds.
- @code{[-]hh:mm:ss[.xxx]} syntax is also supported.
- This option affects all the input files that follow it.
- The offset is added to the timestamps of the input files.
- Specifying a positive offset means that the corresponding
- streams are delayed by 'offset' seconds.
-
- @end table
-
- @section Video Options
-
- @table @option
- @item -b bitrate
- Set the video bitrate in kbit/s (default = 200 kb/s).
- @item -r fps
- Set frame rate (default = 25).
- @item -s size
- Set frame size. The format is @samp{wxh} (default = 160x128).
- The following abbreviations are recognized:
- @table @samp
- @item sqcif
- 128x96
- @item qcif
- 176x144
- @item cif
- 352x288
- @item 4cif
- 704x576
- @end table
-
- @item -aspect aspect
- Set aspect ratio (4:3, 16:9 or 1.3333, 1.7777).
- @item -croptop size
- Set top crop band size (in pixels).
- @item -cropbottom size
- Set bottom crop band size (in pixels).
- @item -cropleft size
- Set left crop band size (in pixels).
- @item -cropright size
- Set right crop band size (in pixels).
- @item -padtop size
- Set top pad band size (in pixels).
- @item -padbottom size
- Set bottom pad band size (in pixels).
- @item -padleft size
- Set left pad band size (in pixels).
- @item -padright size
- Set right pad band size (in pixels).
- @item -padcolor (hex color)
- Set color of padded bands. The value for padcolor is expressed
- as a six digit hexadecimal number where the first two digits
- represent red, the middle two digits green and last two digits
- blue (default = 000000 (black)).
- @item -vn
- Disable video recording.
- @item -bt tolerance
- Set video bitrate tolerance (in kbit/s).
- @item -maxrate bitrate
- Set max video bitrate tolerance (in kbit/s).
- @item -minrate bitrate
- Set min video bitrate tolerance (in kbit/s).
- @item -bufsize size
- Set rate control buffer size (in kbit).
- @item -vcodec codec
- Force video codec to @var{codec}. Use the @code{copy} special value to
- tell that the raw codec data must be copied as is.
- @item -sameq
- Use same video quality as source (implies VBR).
-
- @item -pass n
- Select the pass number (1 or 2). It is useful to do two pass
- encoding. The statistics of the video are recorded in the first
- pass and the video is generated at the exact requested bitrate
- in the second pass.
-
- @item -passlogfile file
- Set two pass logfile name to @var{file}.
-
- @end table
-
- @section Advanced Video Options
-
- @table @option
- @item -g gop_size
- Set the group of pictures size.
- @item -intra
- Use only intra frames.
- @item -qscale q
- Use fixed video quantiser scale (VBR).
- @item -qmin q
- minimum video quantiser scale (VBR)
- @item -qmax q
- maximum video quantiser scale (VBR)
- @item -qdiff q
- maximum difference between the quantiser scales (VBR)
- @item -qblur blur
- video quantiser scale blur (VBR)
- @item -qcomp compression
- video quantiser scale compression (VBR)
-
- @item -rc_init_cplx complexity
- initial complexity for single pass encoding
- @item -b_qfactor factor
- qp factor between P- and B-frames
- @item -i_qfactor factor
- qp factor between P- and I-frames
- @item -b_qoffset offset
- qp offset between P- and B-frames
- @item -i_qoffset offset
- qp offset between P- and I-frames
- @item -rc_eq equation
- Set rate control equation (@pxref{FFmpeg formula
- evaluator}) (default = @code{tex^qComp}).
- @item -rc_override override
- rate control override for specific intervals
- @item -me method
- Set motion estimation method to @var{method}.
- Available methods are (from lowest to best quality):
- @table @samp
- @item zero
- Try just the (0, 0) vector.
- @item phods
- @item log
- @item x1
- @item epzs
- (default method)
- @item full
- exhaustive search (slow and marginally better than epzs)
- @end table
-
- @item -dct_algo algo
- Set DCT algorithm to @var{algo}. Available values are:
- @table @samp
- @item 0
- FF_DCT_AUTO (default)
- @item 1
- FF_DCT_FASTINT
- @item 2
- FF_DCT_INT
- @item 3
- FF_DCT_MMX
- @item 4
- FF_DCT_MLIB
- @item 5
- FF_DCT_ALTIVEC
- @end table
-
- @item -idct_algo algo
- Set IDCT algorithm to @var{algo}. Available values are:
- @table @samp
- @item 0
- FF_IDCT_AUTO (default)
- @item 1
- FF_IDCT_INT
- @item 2
- FF_IDCT_SIMPLE
- @item 3
- FF_IDCT_SIMPLEMMX
- @item 4
- FF_IDCT_LIBMPEG2MMX
- @item 5
- FF_IDCT_PS2
- @item 6
- FF_IDCT_MLIB
- @item 7
- FF_IDCT_ARM
- @item 8
- FF_IDCT_ALTIVEC
- @item 9
- FF_IDCT_SH4
- @item 10
- FF_IDCT_SIMPLEARM
- @end table
-
- @item -er n
- Set error resilience to @var{n}.
- @table @samp
- @item 1
- FF_ER_CAREFUL (default)
- @item 2
- FF_ER_COMPLIANT
- @item 3
- FF_ER_AGGRESSIVE
- @item 4
- FF_ER_VERY_AGGRESSIVE
- @end table
-
- @item -ec bit_mask
- Set error concealment to @var{bit_mask}. @var{bit_mask} is a bit mask of
- the following values:
- @table @samp
- @item 1
- FF_EC_GUESS_MVS (default = enabled)
- @item 2
- FF_EC_DEBLOCK (default = enabled)
- @end table
-
- @item -bf frames
- Use 'frames' B-frames (supported for MPEG-1, MPEG-2 and MPEG-4).
- @item -mbd mode
- macroblock decision
- @table @samp
- @item 0
- FF_MB_DECISION_SIMPLE: Use mb_cmp (cannot change it yet in FFmpeg).
- @item 1
- FF_MB_DECISION_BITS: Choose the one which needs the fewest bits.
- @item 2
- FF_MB_DECISION_RD: rate distortion
- @end table
-
- @item -4mv
- Use four motion vector by macroblock (MPEG-4 only).
- @item -part
- Use data partitioning (MPEG-4 only).
- @item -bug param
- Work around encoder bugs that are not auto-detected.
- @item -strict strictness
- How strictly to follow the standards.
- @item -aic
- Enable Advanced intra coding (h263+).
- @item -umv
- Enable Unlimited Motion Vector (h263+)
-
- @item -deinterlace
- Deinterlace pictures.
- @item -interlace
- Force interlacing support in encoder (MPEG-2 and MPEG-4 only).
- Use this option if your input file is interlaced and you want
- to keep the interlaced format for minimum losses.
- The alternative is to deinterlace the input stream with
- @option{-deinterlace}, but deinterlacing introduces losses.
- @item -psnr
- Calculate PSNR of compressed frames.
- @item -vstats
- Dump video coding statistics to @file{vstats_HHMMSS.log}.
- @item -vhook module
- Insert video processing @var{module}. @var{module} contains the module
- name and its parameters separated by spaces.
- @end table
-
- @section Audio Options
-
- @table @option
- @item -ar freq
- Set the audio sampling frequency (default = 44100 Hz).
- @item -ab bitrate
- Set the audio bitrate in kbit/s (default = 64).
- @item -ac channels
- Set the number of audio channels (default = 1).
- @item -an
- Disable audio recording.
- @item -acodec codec
- Force audio codec to @var{codec}. Use the @code{copy} special value to
- specify that the raw codec data must be copied as is.
- @end table
-
- @section Audio/Video grab options
-
- @table @option
- @item -vd device
- sEt video grab device (e.g. @file{/dev/video0}).
- @item -vc channel
- Set video grab channel (DV1394 only).
- @item -tvstd standard
- Set television standard (NTSC, PAL (SECAM)).
- @item -dv1394
- Set DV1394 grab.
- @item -ad device
- Set audio device (e.g. @file{/dev/dsp}).
- @end table
-
- @section Advanced options
-
- @table @option
- @item -map file:stream
- Set input stream mapping.
- @item -debug
- Print specific debug info.
- @item -benchmark
- Add timings for benchmarking.
- @item -hex
- Dump each input packet.
- @item -bitexact
- Only use bit exact algorithms (for codec testing).
- @item -ps size
- Set packet size in bits.
- @item -re
- Read input at native frame rate. Mainly used to simulate a grab device.
- @item -loop
- Loop over the input stream. Currently it works only for image
- streams. This option is used for automatic FFserver testing.
- @item -loop_output number_of_times
- Repeatedly loop output for formats that support looping such as animated GIF
- (0 will loop the output infinitely).
- @end table
-
- @node FFmpeg formula evaluator
- @section FFmpeg formula evaluator
-
- When evaluating a rate control string, FFmpeg uses an internal formula
- evaluator.
-
- The following binary operators are available: @code{+}, @code{-},
- @code{*}, @code{/}, @code{^}.
-
- The following unary operators are available: @code{+}, @code{-},
- @code{(...)}.
-
- The following functions are available:
- @table @var
- @item sinh(x)
- @item cosh(x)
- @item tanh(x)
- @item sin(x)
- @item cos(x)
- @item tan(x)
- @item exp(x)
- @item log(x)
- @item squish(x)
- @item gauss(x)
- @item abs(x)
- @item max(x, y)
- @item min(x, y)
- @item gt(x, y)
- @item lt(x, y)
- @item eq(x, y)
- @item bits2qp(bits)
- @item qp2bits(qp)
- @end table
-
- The following constants are available:
- @table @var
- @item PI
- @item E
- @item iTex
- @item pTex
- @item tex
- @item mv
- @item fCode
- @item iCount
- @item mcVar
- @item var
- @item isI
- @item isP
- @item isB
- @item avgQP
- @item qComp
- @item avgIITex
- @item avgPITex
- @item avgPPTex
- @item avgBPTex
- @item avgTex
- @end table
-
- @c man end
-
- @ignore
-
- @setfilename ffmpeg
- @settitle FFmpeg video converter
-
- @c man begin SEEALSO
- ffserver(1), ffplay(1) and the HTML documentation of @file{ffmpeg}.
- @c man end
-
- @c man begin AUTHOR
- Fabrice Bellard
- @c man end
-
- @end ignore
-
- @section Protocols
-
- The filename can be @file{-} to read from standard input or to write
- to standard output.
-
- FFmpeg also handles many protocols specified with an URL syntax.
-
- Use 'ffmpeg -formats' to see a list of the supported protocols.
-
- The protocol @code{http:} is currently used only to communicate with
- FFserver (see the FFserver documentation). When FFmpeg will be a
- video player it will also be used for streaming :-)
-
- @chapter Tips
-
- @itemize
- @item For streaming at very low bitrate application, use a low frame rate
- and a small GOP size. This is especially true for RealVideo where
- the Linux player does not seem to be very fast, so it can miss
- frames. An example is:
-
- @example
- ffmpeg -g 3 -r 3 -t 10 -b 50 -s qcif -f rv10 /tmp/b.rm
- @end example
-
- @item The parameter 'q' which is displayed while encoding is the current
- quantizer. The value 1 indicates that a very good quality could
- be achieved. The value 31 indicates the worst quality. If q=31 appears
- too often, it means that the encoder cannot compress enough to meet
- your bitrate. You must either increase the bitrate, decrease the
- frame rate or decrease the frame size.
-
- @item If your computer is not fast enough, you can speed up the
- compression at the expense of the compression ratio. You can use
- '-me zero' to speed up motion estimation, and '-intra' to disable
- motion estimation completely (you have only I-frames, which means it
- is about as good as JPEG compression).
-
- @item To have very low audio bitrates, reduce the sampling frequency
- (down to 22050 kHz for MPEG audio, 22050 or 11025 for AC3).
-
- @item To have a constant quality (but a variable bitrate), use the option
- '-qscale n' when 'n' is between 1 (excellent quality) and 31 (worst
- quality).
-
- @item When converting video files, you can use the '-sameq' option which
- uses the same quality factor in the encoder as in the decoder.
- It allows almost lossless encoding.
-
- @end itemize
-
- @chapter Supported File Formats and Codecs
-
- You can use the @code{-formats} option to have an exhaustive list.
-
- @section File Formats
-
- FFmpeg supports the following file formats through the @code{libavformat}
- library:
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Supported File Format @tab Encoding @tab Decoding @tab Comments
- @item MPEG audio @tab X @tab X
- @item MPEG-1 systems @tab X @tab X
- @tab muxed audio and video
- @item MPEG-2 PS @tab X @tab X
- @tab also known as @code{VOB} file
- @item MPEG-2 TS @tab @tab X
- @tab also known as DVB Transport Stream
- @item ASF@tab X @tab X
- @item AVI@tab X @tab X
- @item WAV@tab X @tab X
- @item Macromedia Flash@tab X @tab X
- @tab Only embedded audio is decoded.
- @item FLV @tab X @tab X
- @tab Macromedia Flash video files
- @item Real Audio and Video @tab X @tab X
- @item Raw AC3 @tab X @tab X
- @item Raw MJPEG @tab X @tab X
- @item Raw MPEG video @tab X @tab X
- @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
- @item Raw CRI ADX audio @tab X @tab X
- @item Raw Shorten audio @tab @tab X
- @item SUN AU format @tab X @tab X
- @item NUT @tab X @tab X @tab NUT Open Container Format
- @item QuickTime @tab X @tab X
- @item MPEG-4 @tab X @tab X
- @tab MPEG-4 is a variant of QuickTime.
- @item Raw MPEG4 video @tab X @tab X
- @item DV @tab X @tab X
- @item 4xm @tab @tab X
- @tab 4X Technologies format, used in some games.
- @item Playstation STR @tab @tab X
- @item Id RoQ @tab @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item Interplay MVE @tab @tab X
- @tab Format used in various Interplay computer games.
- @item WC3 Movie @tab @tab X
- @tab Multimedia format used in Origin's Wing Commander III computer game.
- @item Sega FILM/CPK @tab @tab X
- @tab Used in many Sega Saturn console games.
- @item Westwood Studios VQA/AUD @tab @tab X
- @tab Multimedia formats used in Westwood Studios games.
- @item Id Cinematic (.cin) @tab @tab X
- @tab Used in Quake II.
- @item FLIC format @tab @tab X
- @tab .fli/.flc files
- @item Sierra VMD @tab @tab X
- @tab Used in Sierra CD-ROM games.
- @item Sierra Online @tab @tab X
- @tab .sol files used in Sierra Online games.
- @item Matroska @tab @tab X
- @item Electronic Arts Multimedia @tab @tab X
- @tab Used in various EA games; files have extensions like WVE and UV2.
- @item Nullsoft Video (NSV) format @tab @tab X
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @section Image Formats
-
- FFmpeg can read and write images for each frame of a video sequence. The
- following image formats are supported:
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Supported Image Format @tab Encoding @tab Decoding @tab Comments
- @item PGM, PPM @tab X @tab X
- @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
- @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
- @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
- @item .Y.U.V @tab X @tab X @tab one raw file per component
- @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
- @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
- @item SGI @tab X @tab X @tab SGI RGB image format
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @section Video Codecs
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Supported Codec @tab Encoding @tab Decoding @tab Comments
- @item MPEG-1 video @tab X @tab X
- @item MPEG-2 video @tab X @tab X
- @item MPEG-4 @tab X @tab X @tab also known as DivX4/5
- @item MSMPEG4 V1 @tab X @tab X
- @item MSMPEG4 V2 @tab X @tab X
- @item MSMPEG4 V3 @tab X @tab X @tab also known as DivX3
- @item WMV7 @tab X @tab X
- @item WMV8 @tab X @tab X @tab not completely working
- @item H.261 @tab X @tab X
- @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
- @item H.264 @tab @tab X
- @item MJPEG @tab X @tab X
- @item lossless MJPEG @tab X @tab X
- @item Apple MJPEG-B @tab @tab X
- @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
- @item DV @tab X @tab X
- @item HuffYUV @tab X @tab X
- @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
- @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
- @item Asus v1 @tab X @tab X @tab fourcc: ASV1
- @item Asus v2 @tab X @tab X @tab fourcc: ASV2
- @item Creative YUV @tab @tab X @tab fourcc: CYUV
- @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
- @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
- @item On2 VP3 @tab @tab X @tab still experimental
- @item Theora @tab @tab X @tab still experimental
- @item Intel Indeo 3 @tab @tab X
- @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
- @item ATI VCR1 @tab @tab X @tab fourcc: VCR1
- @item ATI VCR2 @tab @tab X @tab fourcc: VCR2
- @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
- @item 4X Video @tab @tab X @tab Used in certain computer games.
- @item Sony Playstation MDEC @tab @tab X
- @item Id RoQ @tab @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
- @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
- @item Apple Animation @tab @tab X @tab fourcc: 'rle '
- @item Apple Graphics @tab @tab X @tab fourcc: 'smc '
- @item Apple Video @tab @tab X @tab fourcc: rpza
- @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
- @item Cinepak @tab @tab X
- @item Microsoft RLE @tab @tab X
- @item Microsoft Video-1 @tab @tab X
- @item Westwood VQA @tab @tab X
- @item Id Cinematic Video @tab @tab X @tab Used in Quake II.
- @item Planar RGB @tab @tab X @tab fourcc: 8BPS
- @item FLIC video @tab @tab X
- @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
- @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
- @item VMD Video @tab @tab X @tab Used in Sierra VMD files.
- @item MSZH @tab @tab X @tab Part of LCL
- @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
- @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
- @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
- @item Miro VideoXL @tab @tab X @tab fourcc: VIXL
- @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
- @item LOCO @tab @tab X @tab
- @item Winnov WNV1 @tab @tab X @tab
- @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
- @item Fraps FPS1 @tab @tab X @tab
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- See @url{http://www.mplayerhq.hu/~michael/codec-features.html} to
- get a precise comparison of the FFmpeg MPEG-4 codec compared to
- other implementations.
-
- @section Audio Codecs
-
- @multitable @columnfractions .4 .1 .1 .1 .7
- @item Supported Codec @tab Encoding @tab Decoding @tab Comments
- @item MPEG audio layer 2 @tab IX @tab IX
- @item MPEG audio layer 1/3 @tab IX @tab IX
- @tab MP3 encoding is supported through the external library LAME.
- @item AC3 @tab IX @tab IX
- @tab liba52 is used internally for decoding.
- @item Vorbis @tab X @tab X
- @tab Supported through the external library libvorbis.
- @item WMA V1/V2 @tab @tab X
- @item AAC @tab X @tab X
- @tab Supported through the external library libfaac/libfaad.
- @item Microsoft ADPCM @tab X @tab X
- @item MS IMA ADPCM @tab X @tab X
- @item QT IMA ADPCM @tab @tab X
- @item 4X IMA ADPCM @tab @tab X
- @item G.726 ADPCM @tab X @tab X
- @item Duck DK3 IMA ADPCM @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item Duck DK4 IMA ADPCM @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item Westwood Studios IMA ADPCM @tab @tab X
- @tab Used in Westwood Studios games like Command and Conquer.
- @item SMJPEG IMA ADPCM @tab @tab X
- @tab Used in certain Loki game ports.
- @item CD-ROM XA ADPCM @tab @tab X
- @item CRI ADX ADPCM @tab X @tab X
- @tab Used in Sega Dreamcast games.
- @item Electronic Arts ADPCM @tab @tab X
- @tab Used in various EA titles.
- @item Creative ADPCM @tab @tab X
- @item RA144 @tab @tab X
- @tab Real 14400 bit/s codec
- @item RA288 @tab @tab X
- @tab Real 28800 bit/s codec
- @item RADnet @tab X @tab IX
- @tab Real low bitrate AC3 codec, liba52 is used for decoding.
- @item AMR-NB @tab X @tab X
- @tab Supported through an external library.
- @item AMR-WB @tab X @tab X
- @tab Supported through an external library.
- @item DV audio @tab @tab X
- @item Id RoQ DPCM @tab @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item Interplay MVE DPCM @tab @tab X
- @tab Used in various Interplay computer games.
- @item Xan DPCM @tab @tab X
- @tab Used in Origin's Wing Commander IV AVI files.
- @item Sierra Online DPCM @tab @tab X
- @tab Used in Sierra Online game audio files.
- @item Apple MACE 3 @tab @tab X
- @item Apple MACE 6 @tab @tab X
- @item FLAC lossless audio @tab @tab X
- @item Shorten lossless audio @tab @tab X
- @item Apple lossless audio @tab @tab X
- @tab QuickTime fourcc 'alac'
- @item FFmpeg Sonic @tab X @tab X
- @tab experimental lossy/lossless codec
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @code{I} means that an integer-only version is available, too (ensures high
- performance on systems without hardware floating point support).
-
- @chapter Platform Specific information
-
- @section Linux
-
- FFmpeg should be compiled with at least GCC 2.95.3. GCC 3.2 is the
- preferred compiler now for FFmpeg. All future optimizations will depend on
- features only found in GCC 3.2.
-
- @section BSD
-
- @section Windows
-
- @subsection Native Windows compilation
-
- @itemize
- @item Install the current versions of MSYS and MinGW from
- @url{http://www.mingw.org/}. You can find detailed installation
- instructions in the download section and the FAQ.
-
- @item If you want to test the FFplay, also download
- the MinGW development library of SDL 1.2.x
- (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
- @url{http://www.libsdl.org}. Unpack it in a temporary directory, and
- unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
- directory. Edit the @file{sdl-config} script so that it gives the
- correct SDL directory when invoked.
-
- @item Extract the current version of FFmpeg.
-
- @item Start the MSYS shell (file @file{msys.bat}).
-
- @item Change to the FFmpeg directory and follow
- the instructions of how to compile FFmpeg (file
- @file{INSTALL}). Usually, launching @file{./configure} and @file{make}
- suffices. If you have problems using SDL, verify that
- @file{sdl-config} can be launched from the MSYS command line.
-
- @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
- @file{make install}. Don't forget to copy @file{SDL.dll} to the place
- you launch @file{ffplay} from.
-
- @end itemize
-
- Notes:
- @itemize
-
- @item The target @file{make wininstaller} can be used to create a
- Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
- must be copied to the FFmpeg directory in order to build the
- installer.
-
- @item By using @code{./configure --enable-shared} when configuring FFmpeg,
- you can build @file{avcodec.dll} and @file{avformat.dll}. With
- @code{make install} you install the FFmpeg DLLs and the associated
- headers in @file{Program Files/FFmpeg}.
-
- @item Visual C++ compatibility: If you used @code{./configure --enable-shared}
- when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
- C++ @code{lib} tool to build @code{avcodec.lib} and
- @code{avformat.lib}. With these libraries you can link your Visual C++
- code directly with the FFmpeg DLLs (see below).
-
- @end itemize
-
- @subsection Visual C++ compatibility
-
- FFmpeg will not compile under Visual C++ -- and it has too many
- dependencies on the GCC compiler to make a port viable. However,
- if you want to use the FFmpeg libraries in your own applications,
- you can still compile those applications using Visual C++. An
- important restriction to this is that you have to use the
- dynamically linked versions of the FFmpeg libraries (i.e. the
- DLLs), and you have to make sure that Visual-C++-compatible
- import libraries are created during the FFmpeg build process.
-
- This description of how to use the FFmpeg libraries with Visual C++ is
- based on Visual C++ 2005 Express Edition Beta 2. If you have a different
- version, you might have to modify the procedures slightly.
-
- Here are the step-by-step instructions for building the FFmpeg libraries
- so they can be used with Visual C++:
-
- @enumerate
-
- @item Install Visual C++ (if you haven't done so already).
-
- @item Install MinGW and MSYS as described above.
-
- @item Add a call to @file{vcvars32.bat} (which sets up the environment
- variables for the Visual C++ tools) as the first line of
- @file{msys.bat}. The standard location for @file{vcvars32.bat} is
- @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
- and the standard location for @file{msys.bat} is
- @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the
- following line as the first line of @file{msys.bat}:
-
- @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
-
- @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}.
- If you get a help message with the command line options of @code{link.exe},
- this means your environment variables are set up correctly, the
- Microsoft linker is on the path and will be used by FFmpeg to
- create Visual-C++-compatible import libraries.
-
- @item Extract the current version of FFmpeg and change to the FFmpeg directory.
-
- @item Type the command
- @code{./configure --enable-shared --enable-memalign-hack} to configure and,
- if that didn't produce any errors, type @code{make} to build FFmpeg.
-
- @item The subdirectories @file{libavformat}, @file{libavcodec}, and
- @file{libavutil} should now contain the files @file{avformat.dll},
- @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib},
- @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three
- DLLs to your System32 directory (typically @file{C:\Windows\System32}).
-
- @end enumerate
-
- And here is how to use these libraries with Visual C++:
-
- @enumerate
-
- @item Create a new console application ("File / New / Project") and then
- select "Win32 Console Application". On the appropriate page of the
- Application Wizard, uncheck the "Precompiled headers" option.
-
- @item Write the source code for your application, or, for testing, just
- copy the code from an existing sample application into the source file
- that Visual C++ has already created for you. (Note that your source
- filehas to have a @code{.cpp} extension; otherwise, Visual C++ won't
- compile the FFmpeg headers correctly because in C mode, it doesn't
- recognize the @code{inline} keyword.) For example, you can copy
- @file{output_example.c} from the FFmpeg distribution (but you will
- have to make minor modifications so the code will compile under
- C++, see below).
-
- @item Open the "Project / Properties" dialog box. In the "Configuration"
- combo box, select "All Configurations" so that the changes you make will
- affect both debug and release builds. In the tree view on the left hand
- side, select "C/C++ / General", then edit the "Additional Include
- Directories" setting to contain the complete paths to the
- @file{libavformat}, @file{libavcodec}, and @file{libavutil}
- subdirectories of your FFmpeg directory. Note that the directories have
- to be separated using semicolons. Now select "Linker / General" from the
- tree view and edit the "Additional Library Directories" setting to
- contain the same three directories.
-
- @item Still in the "Project / Properties" dialog box, select "Linker / Input"
- from the tree view, then add the files @file{avformat.lib},
- @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional
- Dependencies". Note that the names of the libraries have to be separated
- using spaces.
-
- @item Now, select "C/C++ / Preprocessor" from the tree view. Select "Debug"
- in the "Configuration" combo box. Add @code{EMULATE_INTTYPES} to the
- "Preprocessor Definitions". (Note that the various preprocessor
- definitions have to be separated using semicolons.) Select "Release" in
- the "Configuration" combo box and, again, add @code{EMULATE_INTTYPES} to
- the "Preprocessor Definitions". (This has to be done separately because
- debug and release builds have different preprocessor definitions.)
- Finally, select "C/C++ / Code Generation" from the tree view. Select
- "Debug" in the "Configuration" combo box. Make sure that "Runtime
- Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
- the "Configuration" combo box and make sure that "Runtime Library" is
- set to "Multi-threaded DLL".
-
- @item Click "OK" to close the "Project / Properties" dialog box and build
- the application. Hopefully, it should compile and run cleanly. If you
- used @file{output_example.c} as your sample application, you will get a
- few compiler errors, but they are easy to fix. The first type of error
- occurs because Visual C++ doesn't allow an @code{int} to be converted to
- an @code{enum} without a cast. To solve the problem, insert the required
- casts (this error occurs once for a @code{CodecID} and once for a
- @code{CodecType}). The second type of error occurs because C++ requires
- the return value of @code{malloc} to be cast to the exact type of the
- pointer it is being assigned to. Visual C++ will complain that, for
- example, @code{(void *)} is being assigned to @code{(uint8_t *)} without
- an explicit cast. So insert an explicit cast in these places to silence
- the compiler. The third type of error occurs because the @code{snprintf}
- library function is called @code{_snprintf} under Visual C++. So just
- add an underscore to fix the problem. With these changes,
- @file{output_example.c} should compile under Visual C++, and the
- resulting executable should produce valid video files.
-
- @end enumerate
-
- @subsection Cross compilation for Windows with Linux
-
- You must use the MinGW cross compilation tools available at
- @url{http://www.mingw.org/}.
-
- Then configure FFmpeg with the following options:
- @example
- ./configure --enable-mingw32 --cross-prefix=i386-mingw32msvc-
- @end example
- (you can change the cross-prefix according to the prefix chosen for the
- MinGW tools).
-
- Then you can easily test FFmpeg with Wine
- (@url{http://www.winehq.com/}).
-
- @section Mac OS X
-
- @section BeOS
-
- The configure script should guess the configuration itself.
- Networking support is currently not finished.
- errno issues fixed by Andrew Bachmann.
-
- Old stuff:
-
- François Revol - revol at free dot fr - April 2002
-
- The configure script should guess the configuration itself,
- however I still didn't test building on the net_server version of BeOS.
-
- FFserver is broken (needs poll() implementation).
-
- There are still issues with errno codes, which are negative in BeOS, and
- that FFmpeg negates when returning. This ends up turning errors into
- valid results, then crashes.
- (To be fixed)
-
- @chapter Developers Guide
-
- @section API
- @itemize
- @item libavcodec is the library containing the codecs (both encoding and
- decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
-
- @item libavformat is the library containing the file format handling (mux and
- demux code for several formats). Look at @file{ffplay.c} to use it in a
- player. See @file{output_example.c} to use it to generate audio or video
- streams.
-
- @end itemize
-
- @section Integrating libavcodec or libavformat in your program
-
- You can integrate all the source code of the libraries to link them
- statically to avoid any version problem. All you need is to provide a
- 'config.mak' and a 'config.h' in the parent directory. See the defines
- generated by ./configure to understand what is needed.
-
- You can use libavcodec or libavformat in your commercial program, but
- @emph{any patch you make must be published}. The best way to proceed is
- to send your patches to the FFmpeg mailing list.
-
- @node Coding Rules
- @section Coding Rules
-
- FFmpeg is programmed in the ISO C90 language with a few additional
- features from ISO C99, namely:
- @itemize @bullet
- @item
- the @samp{inline} keyword;
- @item
- @samp{//} comments;
- @item
- designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
- @item
- compound literals (@samp{x = (struct s) @{ 17, 23 @};})
- @end itemize
-
- These features are supported by all compilers we care about, so we won't
- accept patches to remove their use unless they absolutely don't impair
- clarity and performance.
-
- All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
- compiles with several other compilers, such as the Compaq ccc compiler
- or Sun Studio 9, and we would like to keep it that way unless it would
- be exceedingly involved. To ensure compatibility, please don't use any
- additional C99 features or GCC extensions. Especially watch out for:
- @itemize @bullet
- @item
- mixing statements and declarations;
- @item
- @samp{long long} (use @samp{int64_t} instead);
- @item
- @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
- @item
- GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
- @end itemize
-
- Indent size is 4. The TAB character should not be used.
- The presentation is the one specified by 'indent -i4 -kr'.
-
- Main priority in FFmpeg is simplicity and small code size (=less
- bugs).
-
- Comments: Use the JavaDoc/Doxygen
- format (see examples below) so that code documentation
- can be generated automatically. All nontrivial functions should have a comment
- above them explaining what the function does, even if it's just one sentence.
- All structures and their member variables should be documented, too.
- @example
- /**
- * @@file mpeg.c
- * MPEG codec.
- * @@author ...
- */
-
- /**
- * Summary sentence.
- * more text ...
- * ...
- */
- typedef struct Foobar@{
- int var1; /**< var1 description */
- int var2; ///< var2 description
- /** var3 description */
- int var3;
- @} Foobar;
-
- /**
- * Summary sentence.
- * more text ...
- * ...
- * @@param my_parameter description of my_parameter
- * @@return return value description
- */
- int myfunc(int my_parameter)
- ...
- @end example
-
- fprintf and printf are forbidden in libavformat and libavcodec,
- please use av_log() instead.
-
- @node CVS Policy
- @section CVS Policy
-
- @enumerate
- @item
- You must not commit code which breaks FFmpeg! (Meaning unfinished but
- enabled code which breaks compilation or compiles but does not work or
- breaks the regression tests)
- You can commit unfinished stuff (for testing etc), but it must be disabled
- (#ifdef etc) by default so it does not interfere with other developers'
- work.
- @item
- You don't have to over-test things. If it works for you, and you think it
- should work for others, then commit. If your code has problems
- (portability, triggers compiler bugs, unusual environment etc) they will be
- reported and eventually fixed.
- @item
- Do not commit unrelated changes together, split them into self-contained
- pieces.
- @item
- Do not change behavior of the program (renaming options etc) without
- first discussing it on the ffmpeg-devel mailing list. Do not remove
- functionality from the code. Just improve!
-
- Note: Redundant code can be removed.
- @item
- Do not commit changes to the build system (Makefiles, configure script)
- which change behavior, defaults etc, without asking first. The same
- applies to compiler warning fixes, trivial looking fixes and to code
- maintained by other developers. We usually have a reason for doing things
- the way we do. Send your changes as patches to the ffmpeg-devel mailing
- list, and if the code maintainers say OK, you may commit. This does not
- apply to files you wrote and/or maintain.
- @item
- We refuse source indentation and other cosmetic changes if they are mixed
- with functional changes, such commits will be rejected and removed. Every
- developer has his own indentation style, you should not change it. Of course
- if you (re)write something, you can use your own style, even though we would
- prefer if the indentation throughout FFmpeg was consistent (Many projects
- force a given indentation style - we don't.). If you really need to make
- indentation changes (try to avoid this), separate them strictly from real
- changes.
-
- NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
- then either do NOT change the indentation of the inner part within (don't
- move it to the right)! or do so in a separate commit
- @item
- Always fill out the commit log message. Describe in a few lines what you
- changed and why. You can refer to mailing list postings if you fix a
- particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
- @item
- If you apply a patch by someone else, include the name and email address in
- the CVS log message. Since the ffmpeg-cvslog mailing list is publicly
- archived you should add some SPAM protection to the email address. Send an
- answer to ffmpeg-devel (or wherever you got the patch from) saying that
- you applied the patch.
- @item
- Do NOT commit to code actively maintained by others without permission. Send
- a patch to ffmpeg-devel instead.
- @item
- Subscribe to the ffmpeg-cvslog mailing list. The diffs of all CVS commits
- are sent there and reviewed by all the other developers. Bugs and possible
- improvements or general questions regarding commits are discussed there. We
- expect you to react if problems with your code are uncovered.
- @item
- Update the documentation if you change behavior or add features. If you are
- unsure how best to do this, send a patch to ffmpeg-devel, the documentation
- maintainer(s) will review and commit your stuff.
- @item
- Revert a commit ONLY in case of a big blunder like committing something not
- intended to be committed or committing a wrong file, the wrong version of a
- patch, CVS policy violation or broken code and you are going to recommit the
- right thing immediately.
-
- Never revert changes made a long time ago or buggy code. Fix it in the
- normal way instead.
- @item
- Never write to unallocated memory, never write over the end of arrays,
- always check values read from some untrusted source before using them
- as array index or other risky things.
- @end enumerate
-
- We think our rules are not too hard. If you have comments, contact us.
-
- Note, these rules are mostly borrowed from the MPlayer project.
-
- @subsection Renaming/moving files or content of files
- You CANNOT do that. Post a request for such a change to the mailing list
- Do NOT remove & readd a file - it will kill the changelog!!!!
-
- @section Submitting patches
-
- First, (@pxref{Coding Rules}) above if you didn't yet.
-
- When you submit your patch, try to send a unified diff (diff '-up'
- option). I cannot read other diffs :-)
-
- Also please do not submit patches which contain several unrelated changes.
- Split them into individual self-contained patches; this makes reviewing
- them much easier.
-
- Run the regression tests before submitting a patch so that you can
- verify that there are no big problems.
-
- Patches should be posted as base64 encoded attachments (or any other
- encoding which ensures that the patch won't be trashed during
- transmission) to the ffmpeg-devel mailing list, see
- @url{http://www1.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
-
- It also helps quite a bit if you tell us what the patch does (for example
- 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
- and has no lrint()')
-
- We reply to all submitted patches and either apply or reject with some
- explanation why, but sometimes we are quite busy so it can take a week or two.
-
- @section Regression tests
-
- Before submitting a patch (or committing to CVS), you should at least
- test that you did not break anything.
-
- The regression tests build a synthetic video stream and a synthetic
- audio stream. These are then encoded and decoded with all codecs or
- formats. The CRC (or MD5) of each generated file is recorded in a
- result file. A 'diff' is launched to compare the reference results and
- the result file.
-
- The regression tests then go on to test the FFserver code with a
- limited set of streams. It is important that this step runs correctly
- as well.
-
- Run 'make test' to test all the codecs and formats.
-
- Run 'make fulltest' to test all the codecs, formats and FFserver.
-
- [Of course, some patches may change the results of the regression tests. In
- this case, the reference results of the regression tests shall be modified
- accordingly].
-
- @bye
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