1 \input texinfo @c -*- texinfo -*-
3 @settitle General Documentation
6 @center @titlefont{General Documentation}
11 @chapter external libraries
13 FFmpeg can be hooked up with a number of external libraries to add support
14 for more formats. None of them are used by default, their use has to be
15 explicitly requested by passing the appropriate flags to @file{./configure}.
19 FFmpeg can make use of the OpenCORE libraries for AMR-NB
20 decoding/encoding and AMR-WB decoding.
22 Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
23 installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
24 @code{--enable-libopencore-amrwb} to configure to enable the libraries.
26 Note that OpenCORE is under the Apache License 2.0 (see
27 @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
28 incompatible with the LGPL version 2.1 and GPL version 2. You have to
29 upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
30 GPL components, GPL version 3) to use it.
33 @chapter Supported File Formats and Codecs
35 You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
39 FFmpeg supports the following file formats through the @code{libavformat}
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
45 @tab 4X Technologies format, used in some games.
46 @item 8088flex TMV @tab @tab X
47 @item Audio IFF (AIFF) @tab X @tab X
48 @item American Laser Games MM @tab @tab X
49 @tab Multimedia format used in games like Mad Dog McCree.
50 @item 3GPP AMR @tab X @tab X
51 @item ASF @tab X @tab X
52 @item AVI @tab X @tab X
53 @item AVISynth @tab @tab X
55 @tab Multimedia format used by the Creature Shock game.
56 @item Beam Software SIFF @tab @tab X
57 @tab Audio and video format used in some games by Beam Software.
58 @item Bethesda Softworks VID @tab @tab X
59 @tab Used in some games from Bethesda Softworks.
60 @item Brute Force & Ignorance @tab @tab X
61 @tab Used in the game Flash Traffic: City of Angels.
62 @item Interplay C93 @tab @tab X
63 @tab Used in the game Cyberia from Interplay.
64 @item Delphine Software International CIN @tab @tab X
65 @tab Multimedia format used by Delphine Software games.
66 @item CD+G @tab @tab X
67 @tab Video format used by CD+G karaoke disks
68 @item Core Audio Format @tab @tab X
69 @tab Apple Core Audio Format
70 @item CRC testing format @tab X @tab
71 @item Creative Voice @tab X @tab X
72 @tab Created for the Sound Blaster Pro.
73 @item CRYO APC @tab @tab X
74 @tab Audio format used in some games by CRYO Interactive Entertainment.
75 @item D-Cinema audio @tab X @tab X
76 @item DV video @tab X @tab X
78 @tab This format is used in the non-Windows version of the Feeble Files
79 game and different game cutscenes repacked for use with ScummVM.
80 @item Electronic Arts cdata @tab @tab X
81 @item Electronic Arts Multimedia @tab @tab X
82 @tab Used in various EA games; files have extensions like WVE and UV2.
83 @item FFM (FFserver live feed) @tab X @tab X
84 @item Flash (SWF) @tab X @tab X
85 @item Flash 9 (AVM2) @tab X @tab X
86 @tab Only embedded audio is decoded.
87 @item FLI/FLC/FLX animation @tab @tab X
89 @item Flash Video (FLV) @tab @tab X
90 @tab Macromedia Flash video files
91 @item framecrc testing format @tab X @tab
92 @item FunCom ISS @tab @tab X
93 @tab Audio format used in various games from FunCom like The Longest Journey.
94 @item GIF Animation @tab X @tab
95 @item GXF @tab X @tab X
96 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
98 @item id Quake II CIN video @tab @tab X
99 @item id RoQ @tab X @tab X
100 @tab Used in Quake III, Jedi Knight 2, other computer games.
101 @item IEC61937 encapsulation @tab X @tab
102 @item IFF @tab @tab X
103 @tab Interchange File Format
104 @item Interplay MVE @tab @tab X
105 @tab Format used in various Interplay computer games.
106 @item IV8 @tab @tab X
107 @tab A format generated by IndigoVision 8000 video server.
108 @item LMLM4 @tab @tab X
109 @tab Used by Linux Media Labs MPEG-4 PCI boards
110 @item Matroska @tab X @tab X
111 @item Matroska audio @tab X @tab
112 @item MAXIS XA @tab @tab X
113 @tab Used in Sim City 3000; file extension .xa.
114 @item MD Studio @tab @tab X
115 @item Monkey's Audio @tab @tab X
116 @item Motion Pixels MVI @tab @tab X
117 @item MOV/QuickTime/MP4 @tab X @tab X
118 @tab 3GP, 3GP2, PSP, iPod variants supported
119 @item MP2 @tab X @tab X
120 @item MP3 @tab X @tab X
121 @item MPEG-1 System @tab X @tab X
122 @tab muxed audio and video, VCD format supported
123 @item MPEG-PS (program stream) @tab X @tab X
124 @tab also known as @code{VOB} file, SVCD and DVD format supported
125 @item MPEG-TS (transport stream) @tab X @tab X
126 @tab also known as DVB Transport Stream
127 @item MPEG-4 @tab X @tab X
128 @tab MPEG-4 is a variant of QuickTime.
129 @item MIME multipart JPEG @tab X @tab
130 @item MSN TCP webcam @tab @tab X
131 @tab Used by MSN Messenger webcam streams.
132 @item MTV @tab @tab X
133 @item Musepack @tab @tab X
134 @item Musepack SV8 @tab @tab X
135 @item Material eXchange Format (MXF) @tab X @tab X
136 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
137 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
138 @tab SMPTE 386M, D-10/IMX Mapping.
139 @item NC camera feed @tab @tab X
140 @tab NC (AVIP NC4600) camera streams
141 @item NTT TwinVQ (VQF) @tab @tab X
142 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
143 @item Nullsoft Streaming Video @tab @tab X
144 @item NuppelVideo @tab @tab X
145 @item NUT @tab X @tab X
146 @tab NUT Open Container Format
147 @item Ogg @tab X @tab X
148 @item TechnoTrend PVA @tab @tab X
149 @tab Used by TechnoTrend DVB PCI boards.
150 @item QCP @tab @tab X
151 @item raw ADTS (AAC) @tab X @tab X
152 @item raw AC-3 @tab X @tab X
153 @item raw Chinese AVS video @tab @tab X
154 @item raw CRI ADX @tab X @tab X
155 @item raw Dirac @tab X @tab X
156 @item raw DNxHD @tab X @tab X
157 @item raw DTS @tab X @tab X
158 @item raw E-AC-3 @tab X @tab X
159 @item raw FLAC @tab X @tab X
160 @item raw GSM @tab @tab X
161 @item raw H.261 @tab X @tab X
162 @item raw H.263 @tab X @tab X
163 @item raw H.264 @tab X @tab X
164 @item raw Ingenient MJPEG @tab @tab X
165 @item raw MJPEG @tab X @tab X
166 @item raw MLP @tab @tab X
167 @item raw MPEG @tab @tab X
168 @item raw MPEG-1 @tab @tab X
169 @item raw MPEG-2 @tab @tab X
170 @item raw MPEG-4 @tab X @tab X
171 @item raw NULL @tab X @tab
172 @item raw video @tab X @tab X
173 @item raw id RoQ @tab X @tab
174 @item raw Shorten @tab @tab X
175 @item raw TrueHD @tab X @tab X
176 @item raw VC-1 @tab @tab X
177 @item raw PCM A-law @tab X @tab X
178 @item raw PCM mu-law @tab X @tab X
179 @item raw PCM signed 8 bit @tab X @tab X
180 @item raw PCM signed 16 bit big-endian @tab X @tab X
181 @item raw PCM signed 16 bit little-endian @tab X @tab X
182 @item raw PCM signed 24 bit big-endian @tab X @tab X
183 @item raw PCM signed 24 bit little-endian @tab X @tab X
184 @item raw PCM signed 32 bit big-endian @tab X @tab X
185 @item raw PCM signed 32 bit little-endian @tab X @tab X
186 @item raw PCM unsigned 8 bit @tab X @tab X
187 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
188 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
189 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
190 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
191 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
192 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
193 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
194 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
195 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
196 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
197 @item RDT @tab @tab X
198 @item REDCODE R3D @tab @tab X
199 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
200 @item RealMedia @tab X @tab X
201 @item Redirector @tab @tab X
202 @item Renderware TeXture Dictionary @tab @tab X
203 @item RL2 @tab @tab X
204 @tab Audio and video format used in some games by Entertainment Software Partners.
205 @item RPL/ARMovie @tab @tab X
206 @item RTMP @tab X @tab X
207 @tab Output is performed by publishing stream to RTMP server
208 @item RTP @tab @tab X
209 @item RTSP @tab @tab X
210 @item SDP @tab @tab X
211 @item Sega FILM/CPK @tab @tab X
212 @tab Used in many Sega Saturn console games.
213 @item Sierra SOL @tab @tab X
214 @tab .sol files used in Sierra Online games.
215 @item Sierra VMD @tab @tab X
216 @tab Used in Sierra CD-ROM games.
217 @item Smacker @tab @tab X
218 @tab Multimedia format used by many games.
219 @item Sony OpenMG (OMA) @tab @tab X
220 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
221 @item Sony PlayStation STR @tab @tab X
222 @item Sony Wave64 (W64) @tab @tab X
223 @item SoX native format @tab X @tab X
224 @item SUN AU format @tab X @tab X
225 @item THP @tab @tab X
226 @tab Used on the Nintendo GameCube.
227 @item Tiertex Limited SEQ @tab @tab X
228 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
229 @item True Audio @tab @tab X
230 @item VC-1 test bitstream @tab X @tab X
231 @item WAV @tab X @tab X
232 @item WavPack @tab @tab X
233 @item Wing Commander III movie @tab @tab X
234 @tab Multimedia format used in Origin's Wing Commander III computer game.
235 @item Westwood Studios audio @tab @tab X
236 @tab Multimedia format used in Westwood Studios games.
237 @item Westwood Studios VQA @tab @tab X
238 @tab Multimedia format used in Westwood Studios games.
239 @item YUV4MPEG pipe @tab X @tab X
242 @code{X} means that encoding (resp. decoding) is supported.
244 @section Image Formats
246 FFmpeg can read and write images for each frame of a video sequence. The
247 following image formats are supported:
249 @multitable @columnfractions .4 .1 .1 .4
250 @item Name @tab Encoding @tab Decoding @tab Comments
251 @item .Y.U.V @tab X @tab X
252 @tab one raw file per component
253 @item animated GIF @tab X @tab X
254 @tab Only uncompressed GIFs are generated.
255 @item BMP @tab X @tab X
256 @tab Microsoft BMP image
257 @item DPX @tab @tab X
258 @tab Digital Picture Exchange
259 @item JPEG @tab X @tab X
260 @tab Progressive JPEG is not supported.
261 @item JPEG 2000 @tab @tab E
262 @tab decoding supported through external library libopenjpeg
263 @item JPEG-LS @tab X @tab X
264 @item LJPEG @tab X @tab
266 @item PAM @tab X @tab X
267 @tab PAM is a PNM extension with alpha support.
268 @item PBM @tab X @tab X
269 @tab Portable BitMap image
270 @item PCX @tab X @tab X
272 @item PGM @tab X @tab X
273 @tab Portable GrayMap image
274 @item PGMYUV @tab X @tab X
275 @tab PGM with U and V components in YUV 4:2:0
276 @item PNG @tab X @tab X
277 @tab 2/4 bpp not supported yet
278 @item PPM @tab X @tab X
279 @tab Portable PixelMap image
280 @item PTX @tab @tab X
281 @tab V.Flash PTX format
282 @item SGI @tab X @tab X
283 @tab SGI RGB image format
284 @item Sun Rasterfile @tab @tab X
285 @tab Sun RAS image format
286 @item TIFF @tab X @tab X
287 @tab YUV, JPEG and some extension is not supported yet.
288 @item Truevision Targa @tab X @tab X
289 @tab Targa (.TGA) image format
292 @code{X} means that encoding (resp. decoding) is supported.
294 @code{E} means that support is provided through an external library.
296 @section Video Codecs
298 @multitable @columnfractions .4 .1 .1 .4
299 @item Name @tab Encoding @tab Decoding @tab Comments
300 @item 4X Movie @tab @tab X
301 @tab Used in certain computer games.
302 @item 8088flex TMV @tab @tab X
303 @item 8SVX exponential @tab @tab X
304 @item 8SVX fibonacci @tab @tab X
305 @item American Laser Games MM @tab @tab X
306 @tab Used in games like Mad Dog McCree.
307 @item AMV Video @tab @tab X
308 @tab Used in Chinese MP3 players.
309 @item Apple MJPEG-B @tab @tab X
310 @item Apple QuickDraw @tab @tab X
312 @item Asus v1 @tab X @tab X
314 @item Asus v2 @tab X @tab X
316 @item ATI VCR1 @tab @tab X
318 @item ATI VCR2 @tab @tab X
320 @item Autodesk Animator Flic video @tab @tab X
321 @item Autodesk RLE @tab @tab X
323 @item AVS (Audio Video Standard) video @tab @tab X
324 @tab Video encoding used by the Creature Shock game.
325 @item Beam Software VB @tab @tab X
326 @item Bethesda VID video @tab @tab X
327 @tab Used in some games from Bethesda Softworks.
328 @item Brute Force & Ignorance @tab @tab X
329 @tab Used in the game Flash Traffic: City of Angels.
330 @item C93 video @tab @tab X
331 @tab Codec used in Cyberia game.
332 @item CamStudio @tab @tab X
334 @item CD+G @tab @tab X
335 @tab Video codec for CD+G karaoke disks
336 @item Chinese AVS video @tab @tab X
337 @tab AVS1-P2, JiZhun profile
338 @item Delphine Software International CIN video @tab @tab X
339 @tab Codec used in Delphine Software International games.
340 @item Cinepak @tab @tab X
341 @item Cirrus Logic AccuPak @tab @tab X
343 @item Creative YUV (CYUV) @tab @tab X
344 @item Dirac @tab E @tab E
345 @tab supported through external libdirac/libschroedinger libraries
346 @item DNxHD @tab X @tab X
348 @item Duck TrueMotion 1.0 @tab @tab X
350 @item Duck TrueMotion 2.0 @tab @tab X
352 @item DV (Digital Video) @tab X @tab X
353 @item Feeble Files/ScummVM DXA @tab @tab X
354 @tab Codec originally used in Feeble Files game.
355 @item Electronic Arts CMV video @tab @tab X
356 @tab Used in NHL 95 game.
357 @item Electronic Arts Madcow video @tab @tab X
358 @item Electronic Arts TGV video @tab @tab X
359 @item Electronic Arts TGQ video @tab @tab X
360 @item Electronic Arts TQI video @tab @tab X
361 @item Escape 124 @tab @tab X
362 @item FFmpeg video codec #1 @tab X @tab X
363 @tab experimental lossless codec (fourcc: FFV1)
364 @item Flash Screen Video v1 @tab X @tab X
366 @item Flash Video (FLV) @tab X @tab X
367 @tab Sorenson H.263 used in Flash
368 @item Fraps @tab @tab X
369 @item H.261 @tab X @tab X
370 @item H.263 / H.263-1996 @tab X @tab X
371 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
372 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
373 @tab encoding supported through external library libx264
374 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
375 @item HuffYUV @tab X @tab X
376 @item HuffYUV FFmpeg variant @tab X @tab X
377 @item IBM Ultimotion @tab @tab X
379 @item id Cinematic video @tab @tab X
380 @tab Used in Quake II.
381 @item id RoQ video @tab X @tab X
382 @tab Used in Quake III, Jedi Knight 2, other computer games.
383 @item Intel H.263 @tab @tab X
384 @item Intel Indeo 2 @tab @tab X
385 @item Intel Indeo 3 @tab @tab X
386 @item Interplay C93 @tab @tab X
387 @tab Used in the game Cyberia from Interplay.
388 @item Interplay MVE video @tab @tab X
389 @tab Used in Interplay .MVE files.
390 @item Karl Morton's video codec @tab @tab X
391 @tab Codec used in Worms games.
392 @item LCL (LossLess Codec Library) MSZH @tab @tab X
393 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
394 @item LOCO @tab @tab X
395 @item lossless MJPEG @tab X @tab X
396 @item Microsoft RLE @tab @tab X
397 @item Microsoft Video 1 @tab @tab X
398 @item Mimic @tab @tab X
399 @tab Used in MSN Messenger Webcam streams.
400 @item Miro VideoXL @tab @tab X
402 @item MJPEG (Motion JPEG) @tab X @tab X
403 @item Motion Pixels video @tab @tab X
404 @item MPEG-1 video @tab X @tab X
405 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
406 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
407 @item MPEG-2 video @tab X @tab X
408 @item MPEG-4 part 2 @tab X @tab X
409 @ libxvidcore can be used alternatively for encoding.
410 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
411 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
412 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
413 @item Nintendo Gamecube THP video @tab @tab X
414 @item NuppelVideo/RTjpeg @tab @tab X
415 @tab Video encoding used in NuppelVideo files.
416 @item On2 VP3 @tab @tab X
417 @tab still experimental
418 @item On2 VP5 @tab @tab X
420 @item On2 VP6 @tab @tab X
421 @tab fourcc: VP60,VP61,VP62
422 @item planar RGB @tab @tab X
424 @item Q-team QPEG @tab @tab X
425 @tab fourccs: QPEG, Q1.0, Q1.1
426 @item QuickTime 8BPS video @tab @tab X
427 @item QuickTime Animation (RLE) video @tab X @tab X
429 @item QuickTime Graphics (SMC) @tab @tab X
431 @item QuickTime video (RPZA) @tab @tab X
433 @item Raw Video @tab X @tab X
434 @item RealVideo 1.0 @tab X @tab X
435 @item RealVideo 2.0 @tab X @tab X
436 @item RealVideo 3.0 @tab @tab X
437 @tab still far from ideal
438 @item RealVideo 4.0 @tab @tab X
439 @item Renderware TXD (TeXture Dictionary) @tab @tab X
440 @tab Texture dictionaries used by the Renderware Engine.
441 @item RL2 video @tab @tab X
442 @tab used in some games by Entertainment Software Partners
443 @item Sierra VMD video @tab @tab X
444 @tab Used in Sierra VMD files.
445 @item Smacker video @tab @tab X
446 @tab Video encoding used in Smacker.
447 @item SMPTE VC-1 @tab @tab X
448 @item Snow @tab X @tab X
449 @tab experimental wavelet codec (fourcc: SNOW)
450 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
451 @item Sorenson Vector Quantizer 1 @tab X @tab X
453 @item Sorenson Vector Quantizer 3 @tab @tab X
455 @item Sunplus JPEG (SP5X) @tab @tab X
457 @item TechSmith Screen Capture Codec @tab @tab X
459 @item Theora @tab E @tab X
460 @tab encoding supported through external library libtheora
461 @item Tiertex Limited SEQ video @tab @tab X
462 @tab Codec used in DOS CD-ROM FlashBack game.
463 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
464 @item VMware Screen Codec / VMware Video @tab @tab X
465 @tab Codec used in videos captured by VMware.
466 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
467 @item Windows Media Video 7 @tab X @tab X
468 @item Windows Media Video 8 @tab X @tab X
469 @item Windows Media Video 9 @tab @tab X
470 @tab not completely working
471 @item Wing Commander III / Xan @tab @tab X
472 @tab Used in Wing Commander III .MVE files.
473 @item Winnov WNV1 @tab @tab X
474 @item WMV7 @tab X @tab X
475 @item YAMAHA SMAF @tab X @tab X
476 @item ZLIB @tab X @tab X
477 @tab part of LCL, encoder experimental
478 @item Zip Motion Blocks Video @tab X @tab X
479 @tab Encoder works only in PAL8.
482 @code{X} means that encoding (resp. decoding) is supported.
484 @code{E} means that support is provided through an external library.
486 @section Audio Codecs
488 @multitable @columnfractions .4 .1 .1 .4
489 @item Name @tab Encoding @tab Decoding @tab Comments
490 @item 8SVX audio @tab @tab X
491 @item AAC @tab E @tab X
492 @tab encoding supported through external library libfaac
493 @item AC-3 @tab IX @tab X
494 @item ADPCM 4X Movie @tab @tab X
495 @item ADPCM CDROM XA @tab @tab X
496 @item ADPCM Creative Technology @tab @tab X
497 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
498 @item ADPCM Electronic Arts @tab @tab X
499 @tab Used in various EA titles.
500 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
501 @tab Used in Sim City 3000.
502 @item ADPCM Electronic Arts R1 @tab @tab X
503 @item ADPCM Electronic Arts R2 @tab @tab X
504 @item ADPCM Electronic Arts R3 @tab @tab X
505 @item ADPCM Electronic Arts XAS @tab @tab X
506 @item ADPCM G.726 @tab X @tab X
507 @item ADPCM IMA AMV @tab @tab X
508 @tab Used in AMV files
509 @item ADPCM IMA Electronic Arts EACS @tab @tab X
510 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
511 @item ADPCM IMA Funcom @tab @tab X
512 @item ADPCM IMA QuickTime @tab X @tab X
513 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
514 @item ADPCM IMA WAV @tab X @tab X
515 @item ADPCM IMA Westwood @tab @tab X
516 @item ADPCM ISS IMA @tab @tab X
517 @tab Used in FunCom games.
518 @item ADPCM IMA Duck DK3 @tab @tab X
519 @tab Used in some Sega Saturn console games.
520 @item ADPCM IMA Duck DK4 @tab @tab X
521 @tab Used in some Sega Saturn console games.
522 @item ADPCM Microsoft @tab X @tab X
523 @item ADPCM MS IMA @tab X @tab X
524 @item ADPCM Nintendo Gamecube THP @tab @tab X
525 @item ADPCM QT IMA @tab X @tab X
526 @item ADPCM SEGA CRI ADX @tab X @tab X
527 @tab Used in Sega Dreamcast games.
528 @item ADPCM Shockwave Flash @tab X @tab X
529 @item ADPCM SMJPEG IMA @tab @tab X
530 @tab Used in certain Loki game ports.
531 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
532 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
533 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
534 @item ADPCM Westwood Studios IMA @tab @tab X
535 @tab Used in Westwood Studios games like Command and Conquer.
536 @item ADPCM Yamaha @tab X @tab X
537 @item AMR-NB @tab E @tab E
538 @tab supported through external library libopencore-amrnb
539 @item AMR-WB @tab @tab E
540 @tab decoding supported through external library libopencore-amrwb
541 @item Apple lossless audio @tab X @tab X
542 @tab QuickTime fourcc 'alac'
543 @item Atrac 1 @tab @tab X
544 @item Atrac 3 @tab @tab X
545 @item Delphine Software International CIN audio @tab @tab X
546 @tab Codec used in Delphine Software International games.
547 @item COOK @tab @tab X
548 @tab All versions except 5.1 are supported.
549 @item DCA (DTS Coherent Acoustics) @tab @tab X
550 @item DPCM id RoQ @tab X @tab X
551 @tab Used in Quake III, Jedi Knight 2, other computer games.
552 @item DPCM Interplay @tab @tab X
553 @tab Used in various Interplay computer games.
554 @item DPCM Sierra Online @tab @tab X
555 @tab Used in Sierra Online game audio files.
556 @item DPCM Sol @tab @tab X
557 @item DPCM Xan @tab @tab X
558 @tab Used in Origin's Wing Commander IV AVI files.
559 @item DSP Group TrueSpeech @tab @tab X
560 @item DV audio @tab @tab X
561 @item Enhanced AC-3 @tab @tab X
562 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
563 @item G.729 @tab @tab X
564 @item GSM @tab E @tab E
565 @tab supported through external library libgsm
566 @item GSM Microsoft variant @tab E @tab E
567 @tab supported through external library libgsm
568 @item IMC (Intel Music Coder) @tab @tab X
569 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
570 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
571 @item MLP (Meridian Lossless Packing) @tab @tab X
572 @tab Used in DVD-Audio discs.
573 @item Monkey's Audio @tab @tab X
574 @tab Only versions 3.97-3.99 are supported.
575 @item MP1 (MPEG audio layer 1) @tab @tab IX
576 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
577 @item MP3 (MPEG audio layer 3) @tab E @tab IX
578 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
579 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
580 @item Musepack SV7 @tab @tab X
581 @item Musepack SV8 @tab @tab X
582 @item Nellymoser Asao @tab X @tab X
583 @item PCM A-law @tab X @tab X
584 @item PCM mu-law @tab X @tab X
585 @item PCM 16-bit little-endian planar @tab @tab X
586 @item PCM 32-bit floating point big-endian @tab X @tab X
587 @item PCM 32-bit floating point little-endian @tab X @tab X
588 @item PCM 64-bit floating point big-endian @tab X @tab X
589 @item PCM 64-bit floating point little-endian @tab X @tab X
590 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
591 @item PCM signed 8-bit @tab X @tab X
592 @item PCM signed 16-bit big-endian @tab X @tab X
593 @item PCM signed 16-bit little-endian @tab X @tab X
594 @item PCM signed 24-bit big-endian @tab X @tab X
595 @item PCM signed 24-bit little-endian @tab X @tab X
596 @item PCM signed 32-bit big-endian @tab X @tab X
597 @item PCM signed 32-bit little-endian @tab X @tab X
598 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
599 @item PCM unsigned 8-bit @tab X @tab X
600 @item PCM unsigned 16-bit big-endian @tab X @tab X
601 @item PCM unsigned 16-bit little-endian @tab X @tab X
602 @item PCM unsigned 24-bit big-endian @tab X @tab X
603 @item PCM unsigned 24-bit little-endian @tab X @tab X
604 @item PCM unsigned 32-bit big-endian @tab X @tab X
605 @item PCM unsigned 32-bit little-endian @tab X @tab X
606 @item PCM Zork @tab X @tab X
607 @item QCELP / PureVoice @tab @tab X
608 @item QDesign Music Codec 2 @tab @tab X
609 @tab There are still some distortions.
610 @item RealAudio 1.0 (14.4K) @tab @tab X
611 @tab Real 14400 bit/s codec
612 @item RealAudio 2.0 (28.8K) @tab @tab X
613 @tab Real 28800 bit/s codec
614 @item RealAudio 3.0 (dnet) @tab IX @tab X
615 @tab Real low bitrate AC-3 codec
616 @item Shorten @tab @tab X
617 @item Sierra VMD audio @tab @tab X
618 @tab Used in Sierra VMD files.
619 @item Smacker audio @tab @tab X
620 @item Sonic @tab X @tab X
621 @tab experimental codec
622 @item Sonic lossless @tab X @tab X
623 @tab experimental codec
624 @item Speex @tab @tab E
625 @tab supported through external library libspeex
626 @item True Audio (TTA) @tab @tab X
627 @item TrueHD @tab @tab X
628 @tab Used in HD-DVD and Blu-Ray discs.
629 @item TwinVQ (VQF flavor) @tab @tab X
630 @item Vorbis @tab E @tab X
631 @ A native but very primitive encoder exists.
632 @item WavPack @tab @tab X
633 @item Westwood Audio (SND1) @tab @tab X
634 @item Windows Media Audio 1 @tab X @tab X
635 @item Windows Media Audio 2 @tab X @tab X
636 @item Windows Media Audio Pro @tab @tab X
639 @code{X} means that encoding (resp. decoding) is supported.
641 @code{E} means that support is provided through an external library.
643 @code{I} means that an integer-only version is available, too (ensures high
644 performance on systems without hardware floating point support).
646 @section Subtitle Formats
648 @multitable @columnfractions .4 .1 .1 .1 .1
649 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
650 @item SSA/ASS @tab X @tab X
651 @item DVB @tab X @tab X @tab X @tab X
652 @item DVD @tab X @tab X @tab X @tab X
653 @item PGS @tab @tab @tab @tab X
654 @item XSUB @tab @tab @tab X @tab X
657 @code{X} means that the feature is supported.
659 @section Network Protocols
661 @multitable @columnfractions .4 .1
662 @item Name @tab Support
672 @code{X} means that the protocol is supported.
675 @section Input/Output Devices
677 @multitable @columnfractions .4 .1 .1
678 @item Name @tab Input @tab Output
679 @item ALSA @tab X @tab X
680 @item BEOS audio @tab X @tab X
681 @item BKTR @tab X @tab
682 @item DV1394 @tab X @tab
683 @item JACK @tab X @tab
684 @item LIBDC1394 @tab X @tab
685 @item OSS @tab X @tab X
686 @item Video4Linux @tab X @tab
687 @item Video4Linux2 @tab X @tab
688 @item VfW capture @tab X @tab
689 @item X11 grabbing @tab X @tab
692 @code{X} means that input/output is supported.
695 @chapter Platform Specific information
699 BSD make will not build FFmpeg, you need to install and use GNU Make
704 To get help and instructions for building FFmpeg under Windows, check out
705 the FFmpeg Windows Help Forum at
706 @url{http://ffmpeg.arrozcru.org/}.
708 @subsection Native Windows compilation
710 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
711 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
712 You can find detailed installation
713 instructions in the download section and the FAQ.
715 FFmpeg does not build out-of-the-box with the packages the automated MinGW
716 installer provides. It also requires coreutils to be installed and many other
717 packages updated to the latest version. The minimum version for some packages
722 @item msys-make 3.81-2 (note: not mingw32-make)
724 @item mingw-runtime 3.15
727 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
728 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
730 Within the MSYS shell, configure and make with:
733 ./configure --enable-memalign-hack
738 This will install @file{ffmpeg.exe} along with many other development files
739 to @file{/usr/local}. You may specify another install path using the
740 @code{--prefix} option in @file{configure}.
746 @item Building natively using MSYS can be sped up by disabling implicit rules
747 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
748 speed up is close to non-existent for normal one-off builds and is only
749 noticeable when running make for a second time (for example in
750 @code{make install}).
752 @item In order to compile FFplay, you must have the MinGW development library
753 of SDL. Get it from @url{http://www.libsdl.org}.
754 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
755 where SDL was installed. Verify that @file{sdl-config} can be launched from
756 the MSYS command line.
758 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
759 you can build libavutil, libavcodec and libavformat as DLLs.
763 @subsection Microsoft Visual C++ compatibility
765 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
766 want to use the libav* libraries in your own applications, you can still
767 compile those applications using MSVC++. But the libav* libraries you link
768 to @emph{must} be built with MinGW. However, you will not be able to debug
769 inside the libav* libraries, since MSVC++ does not recognize the debug
770 symbols generated by GCC.
771 We strongly recommend you to move over from MSVC++ to MinGW tools.
773 This description of how to use the FFmpeg libraries with MSVC++ is based on
774 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
775 you might have to modify the procedures slightly.
777 @subsubsection Using static libraries
779 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
783 @item Create a new console application ("File / New / Project") and then
784 select "Win32 Console Application". On the appropriate page of the
785 Application Wizard, uncheck the "Precompiled headers" option.
787 @item Write the source code for your application, or, for testing, just
788 copy the code from an existing sample application into the source file
789 that MSVC++ has already created for you. For example, you can copy
790 @file{libavformat/output-example.c} from the FFmpeg distribution.
792 @item Open the "Project / Properties" dialog box. In the "Configuration"
793 combo box, select "All Configurations" so that the changes you make will
794 affect both debug and release builds. In the tree view on the left hand
795 side, select "C/C++ / General", then edit the "Additional Include
796 Directories" setting to contain the path where the FFmpeg includes were
797 installed (i.e. @file{c:\msys\1.0\local\include}).
798 Do not add MinGW's include directory here, or the include files will
799 conflict with MSVC's.
801 @item Still in the "Project / Properties" dialog box, select
802 "Linker / General" from the tree view and edit the
803 "Additional Library Directories" setting to contain the @file{lib}
804 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
805 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
806 and the directory where MinGW's GCC libs are installed
807 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
808 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
809 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
810 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
811 to the end of "Additional Dependencies".
813 @item Now, select "C/C++ / Code Generation" from the tree view. Select
814 "Debug" in the "Configuration" combo box. Make sure that "Runtime
815 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
816 the "Configuration" combo box and make sure that "Runtime Library" is
817 set to "Multi-threaded DLL".
819 @item Click "OK" to close the "Project / Properties" dialog box.
821 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
822 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
823 and install it in MSVC++'s include directory
824 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
826 @item MSVC++ also does not understand the @code{inline} keyword used by
827 FFmpeg, so you must add this line before @code{#include}ing libav*:
829 #define inline _inline
832 @item Build your application, everything should work.
836 @subsubsection Using shared libraries
838 This is how to create DLL and LIB files that are compatible with MSVC++:
842 @item Add a call to @file{vcvars32.bat} (which sets up the environment
843 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
844 The standard location for @file{vcvars32.bat} is
845 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
846 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
847 If this corresponds to your setup, add the following line as the first line
851 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
854 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
855 and run @file{c:\msys\1.0\msys.bat} from there.
857 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
858 from @file{Microsoft (R) Library Manager}, this means your environment
859 variables are set up correctly, the @file{Microsoft (R) Library Manager}
860 is on the path and will be used by FFmpeg to create
861 MSVC++-compatible import libraries.
863 @item Build FFmpeg with
866 ./configure --enable-shared --enable-memalign-hack
871 Your install path (@file{/usr/local/} by default) should now have the
872 necessary DLL and LIB files under the @file{bin} directory.
876 To use those files with MSVC++, do the same as you would do with
877 the static libraries, as described above. But in Step 4,
878 you should only need to add the directory where the LIB files are installed
879 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
880 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
881 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
882 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
883 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
884 statically linked into the DLLs. The @file{bin} directory contains a bunch
885 of DLL files, but the ones that are actually used to run your application
886 are the ones with a major version number in their filenames
887 (i.e. @file{avcodec-51.dll}).
889 @subsection Cross compilation for Windows with Linux
891 You must use the MinGW cross compilation tools available at
892 @url{http://www.mingw.org/}.
894 Then configure FFmpeg with the following options:
896 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
898 (you can change the cross-prefix according to the prefix chosen for the
901 Then you can easily test FFmpeg with Wine
902 (@url{http://www.winehq.com/}).
904 @subsection Compilation under Cygwin
906 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
907 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
908 or leverage the implementation in MinGW (as explained below).
910 Just install your Cygwin with all the "Base" packages, plus the
911 following "Devel" ones:
913 binutils, gcc-core, make, subversion, mingw-runtime
916 And the following "Utils" one:
921 The experimental gcc4 package is still buggy, hence please
922 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
924 Install the current binutils-20080624-2 as they work fine (the old
925 binutils-20060709-1 proved buggy on shared builds).
927 Then create a small library that just contains llrint():
930 ar x /usr/lib/mingw/libmingwex.a llrint.o
931 ar cq /usr/local/lib/libllrint.a llrint.o
937 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
940 to make a static build or
943 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
946 to build shared libraries.
948 If you want to build FFmpeg with additional libraries, download Cygwin
949 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
951 libogg-devel, libvorbis-devel
954 These library packages are only available from Cygwin Ports
955 (@url{http://sourceware.org/cygwinports/}) :
958 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
959 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
963 The recommendation for libnut and x264 is to build them from source by
964 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
966 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
967 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
969 @subsection Crosscompilation for Windows under Cygwin
971 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
973 Just install your Cygwin as explained before, plus these additional
976 gcc-mingw-core, mingw-runtime, mingw-zlib
979 and add some special flags to your configure invocation.
981 For a static build run
983 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
986 and for a build with shared libraries
988 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
993 BeOS support is broken in mysterious ways.
997 For information about compiling FFmpeg on OS/2 see
998 @url{http://www.edm2.com/index.php/FFmpeg}.