@tab Used in Z and Z95 games.
@item Brute Force & Ignorance @tab @tab X
@tab Used in the game Flash Traffic: City of Angels.
+@item BWF @tab X @tab X
@item Interplay C93 @tab @tab X
@tab Used in the game Cyberia from Interplay.
@item Delphine Software International CIN @tab @tab X
@item Electronic Arts cdata @tab @tab X
@item Electronic Arts Multimedia @tab @tab X
@tab Used in various EA games; files have extensions like WVE and UV2.
-@item FFM (FFserver live feed) @tab X @tab X
+@item FFM (AVserver live feed) @tab X @tab X
@item Flash (SWF) @tab X @tab X
@item Flash 9 (AVM2) @tab X @tab X
@tab Only embedded audio is decoded.
@tab A format generated by IndigoVision 8000 video server.
@item IVF (On2) @tab X @tab X
@tab A format used by libvpx
+@item LATM @tab X @tab X
@item LMLM4 @tab @tab X
@tab Used by Linux Media Labs MPEG-4 PCI boards
@item LXF @tab @tab X
@tab Multimedia format used in Westwood Studios games.
@item Westwood Studios VQA @tab @tab X
@tab Multimedia format used in Westwood Studios games.
+@item XMV @tab @tab X
+ @tab Microsoft video container used in Xbox games.
@item xWMA @tab @tab X
@tab Microsoft audio container used by XAudio 2.
@item YUV4MPEG pipe @tab X @tab X
@tab Used in Chinese MP3 players.
@item ANSI/ASCII art @tab @tab X
@item Apple MJPEG-B @tab @tab X
+@item Apple ProRes @tab @tab X
@item Apple QuickDraw @tab @tab X
@tab fourcc: qdrw
@item Asus v1 @tab X @tab X
@tab experimental lossless codec (fourcc: FFV1)
@item Flash Screen Video v1 @tab X @tab X
@tab fourcc: FSV1
+@item Flash Screen Video v2 @tab @tab X
@item Flash Video (FLV) @tab X @tab X
@tab Sorenson H.263 used in Flash
@item Fraps @tab @tab X
@item VMware Screen Codec / VMware Video @tab @tab X
@tab Codec used in videos captured by VMware.
@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
+@item Windows Media Image @tab @tab X
@item Windows Media Video 7 @tab X @tab X
@item Windows Media Video 8 @tab X @tab X
@item Windows Media Video 9 @tab @tab X
noticeable when running make for a second time (for example in
@code{make install}).
-@item In order to compile FFplay, you must have the MinGW development library
-of SDL. Get it from @url{http://www.libsdl.org}.
+@item In order to compile AVplay, you must have the MinGW development library
+of @uref{http://www.libsdl.org/, SDL}.
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
where SDL was installed. Verify that @file{sdl-config} can be launched from
the MSYS command line.
libraries (@file{libxxx.dll.a} files), as these will give you undefined
reference errors. There should be no need for @file{libmingwex.a},
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
-statically linked into the DLLs. The @file{bin} directory contains a bunch
-of DLL files, but the ones that are actually used to run your application
-are the ones with a major version number in their filenames
-(i.e. @file{avcodec-51.dll}).
+statically linked into the DLLs.
Libav headers do not declare global data for Windows DLLs through the usual
dllexport/dllimport interface. Such data will be exported properly while
Note that using import libraries created by dlltool requires
the linker optimization option to be set to
-"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
+"References: Keep Unreferenced Data (@code{/OPT:NOREF})", otherwise
the resulting binaries will fail during runtime. This isn't
required when using import libraries generated by lib.exe.
This issue is reported upstream at
@url{http://sourceware.org/bugzilla/show_bug.cgi?id=12633}.
+To create import libraries that work with the @code{/OPT:REF} option
+(which is enabled by default in Release mode), follow these steps:
+
+@enumerate
+
+@item Open @file{Visual Studio 2005 Command Prompt}.
+
+Alternatively, in a normal command line prompt, call @file{vcvars32.bat}
+which sets up the environment variables for the Visual C++ tools
+(the standard location for this file is
+@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}).
+
+@item Enter the @file{bin} directory where the created LIB and DLL files
+are stored.
+
+@item Generate new import libraries with @file{lib.exe}:
+
+@example
+lib /machine:i386 /def:..\lib\avcodec-53.def /out:avcodec.lib
+lib /machine:i386 /def:..\lib\avdevice-53.def /out:avdevice.lib
+lib /machine:i386 /def:..\lib\avfilter-2.def /out:avfilter.lib
+lib /machine:i386 /def:..\lib\avformat-53.def /out:avformat.lib
+lib /machine:i386 /def:..\lib\avutil-51.def /out:avutil.lib
+lib /machine:i386 /def:..\lib\swscale-2.def /out:swscale.lib
+@end example
+
+@end enumerate
+
@anchor{Cross compilation for Windows with Linux}
@subsection Cross compilation for Windows with Linux
(you can change the cross-prefix according to the prefix chosen for the
MinGW tools).
-Then you can easily test Libav with Wine
-(@url{http://www.winehq.com/}).
+Then you can easily test Libav with @uref{http://www.winehq.com/, Wine}.
@subsection Compilation under Cygwin
libogg-devel, libvorbis-devel
@end example
-These library packages are only available from Cygwin Ports
-(@url{http://sourceware.org/cygwinports/}) :
+These library packages are only available from
+@uref{http://sourceware.org/cygwinports/, Cygwin Ports}:
@example
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,