@item Name @tab Encoding @tab Decoding @tab Comments
@item 4xm @tab @tab X
@tab 4X Technologies format, used in some games.
-@item ADTS AAC audio @tab X @tab X
+@item Audio IFF (AIFF) @tab X @tab X
@item American Laser Games MM @tab @tab X
@tab Multimedia format used in games like Mad Dog McCree.
+@item 3GPP AMR @tab X @tab X
@item ASF @tab X @tab X
@item AVI @tab X @tab X
-@item AVM2 (Flash 9) @tab X @tab X
- @tab Only embedded audio is decoded.
+@item AVISynth @tab @tab X
@item AVS @tab @tab X
@tab Multimedia format used by the Creature Shock game.
-@item Bethsoft VID @tab @tab X
+@item Beam Software SIFF @tab @tab X
+ @tab Audio and video format used in some games by Beam Software.
+@item Bethesda Softworks VID @tab @tab X
@tab Used in some games from Bethesda Softworks.
-@item BFI @tab @tab X
- @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
-@item C93 @tab @tab X
+@item Brute Force & Ignorance @tab @tab X
+ @tab Used in the game Flash Traffic: City of Angels.
+@item Interplay C93 @tab @tab X
@tab Used in the game Cyberia from Interplay.
-@item CIN @tab @tab X
+@item Delphine Software International CIN @tab @tab X
@tab Multimedia format used by Delphine Software games.
-@item Creative VOC @tab X @tab X
+@item CRC testing format @tab X @tab
+@item Creative Voice @tab X @tab X
@tab Created for the Sound Blaster Pro.
@item CRYO APC @tab @tab X
@tab Audio format used in some games by CRYO Interactive Entertainment.
-@item DV @tab X @tab X
+@item D-Cinema audio @tab X @tab X
+@item DV video @tab X @tab X
@item DXA @tab @tab X
@tab This format is used in the non-Windows version of the Feeble Files
game and different game cutscenes repacked for use with ScummVM.
+@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 FLIC @tab @tab X
+@item FFM (FFserver 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.
+@item FLI/FLC/FLX animation @tab @tab X
@tab .fli/.flc files
-@item FLV @tab X @tab X
+@item Flash Video (FLV) @tab @tab X
@tab Macromedia Flash video files
+@item framecrc testing format @tab X @tab
+@item FunCom ISS @tab @tab X
+ @tab Audio format used in various games from FunCom like The Longest Journey.
+@item GIF Animation @tab X @tab
@item GXF @tab X @tab X
@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
playout servers.
-@item id Cinematic @tab @tab X
- @tab Used in Quake II.
+@item id Quake II CIN video @tab @tab X
@item id RoQ @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
@item IFF @tab @tab X
@item LMLM4 @tab @tab X
@tab Used by Linux Media Labs MPEG-4 PCI boards
@item Matroska @tab X @tab X
-@item MAXIS EA XA @tab @tab X
+@item Matroska audio @tab X @tab
+@item MAXIS XA @tab @tab X
@tab Used in Sim City 3000; file extension .xa.
@item Monkey's Audio @tab @tab X
@item Motion Pixels MVI @tab @tab X
-@item MOV/QuickTime @tab X @tab X
-@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
+@item MOV/QuickTime/MP4 @tab X @tab X
+ @tab 3GP, 3GP2, PSP, iPod variants supported
+@item MP2 @tab X @tab X
+@item MP3 @tab X @tab X
+@item MPEG-1 System @tab X @tab X
+ @tab muxed audio and video, VCD format supported
+@item MPEG-PS (program stream) @tab X @tab X
+ @tab also known as @code{VOB} file, SVCD and DVD format supported
+@item MPEG-TS (transport stream) @tab X @tab X
@tab also known as DVB Transport Stream
@item MPEG-4 @tab X @tab X
@tab MPEG-4 is a variant of QuickTime.
+@item MIME multipart JPEG @tab X @tab
@item MSN TCP webcam @tab @tab X
@tab Used by MSN Messenger webcam streams.
-@item MXF @tab X @tab X
- @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
-@item Nullsoft Video @tab @tab X
+@item MTV @tab @tab X
+@item Musepack @tab @tab X
+@item Musepack SV8 @tab @tab X
+@item Material eXchange Format (MXF) @tab X @tab X
+ @tab SMPTE 377M, used by D-Cinema, broadcast industry.
+@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
+ @tab SMPTE 386M, D-10/IMX Mapping.
+@item NC camera feed @tab @tab X
+ @tab NC (AVIP NC4600) camera streams
+@item NTT TwinVQ (VQF) @tab @tab X
+ @tab Nippon Telegraph and Telephone Corporation TwinVQ.
+@item Nullsoft Streaming Video @tab @tab X
+@item NuppelVideo @tab @tab X
@item NUT @tab X @tab X
@tab NUT Open Container Format
-@item OMA @tab @tab X
- @tab Audio format used in Sony Sonic Stage and Sony Vegas.
-@item PlayStation STR @tab @tab X
-@item PVA @tab @tab X
+@item Ogg @tab X @tab X
+@item TechnoTrend PVA @tab @tab X
@tab Used by TechnoTrend DVB PCI boards.
+@item raw ADTS (AAC) @tab X @tab X
@item raw AC-3 @tab X @tab X
-@item raw CRI ADX audio @tab X @tab X
+@item raw Chinese AVS video @tab @tab X
+@item raw CRI ADX @tab X @tab X
+@item raw Dirac @tab X @tab X
+@item raw DNxHD @tab X @tab X
+@item raw DTS @tab X @tab X
+@item raw E-AC-3 @tab X @tab X
+@item raw FLAC @tab X @tab X
+@item raw GSM @tab @tab X
+@item raw H.261 @tab X @tab X
+@item raw H.263 @tab X @tab X
+@item raw H.264 @tab X @tab X
+@item raw Ingenient MJPEG @tab @tab X
@item raw MJPEG @tab X @tab X
-@item raw MPEG video @tab X @tab X
-@item raw MPEG-4 video @tab X @tab X
-@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
-@item raw Shorten audio @tab @tab X
+@item raw MLP @tab @tab X
+@item raw MPEG @tab @tab X
+@item raw MPEG-1 @tab @tab X
+@item raw MPEG-2 @tab @tab X
+@item raw MPEG-4 @tab X @tab X
+@item raw NULL @tab X @tab
+@item raw video @tab X @tab X
+@item raw id RoQ @tab X @tab
+@item raw Shorten @tab @tab X
+@item raw TrueHD @tab X @tab X
+@item raw VC-1 @tab @tab X
+@item raw PCM A-law @tab X @tab X
+@item raw PCM mu-law @tab X @tab X
+@item raw PCM signed 8 bit @tab X @tab X
+@item raw PCM signed 16 bit big-endian @tab X @tab X
+@item raw PCM signed 16 bit little-endian @tab X @tab X
+@item raw PCM signed 24 bit big-endian @tab X @tab X
+@item raw PCM signed 24 bit little-endian @tab X @tab X
+@item raw PCM signed 32 bit big-endian @tab X @tab X
+@item raw PCM signed 32 bit little-endian @tab X @tab X
+@item raw PCM unsigned 8 bit @tab X @tab X
+@item raw PCM unsigned 16 bit big-endian @tab X @tab X
+@item raw PCM unsigned 16 bit little-endian @tab X @tab X
+@item raw PCM unsigned 24 bit big-endian @tab X @tab X
+@item raw PCM unsigned 24 bit little-endian @tab X @tab X
+@item raw PCM unsigned 32 bit big-endian @tab X @tab X
+@item raw PCM unsigned 32 bit little-endian @tab X @tab X
+@item raw PCM floating-point 32 bit big-endian @tab X @tab X
+@item raw PCM floating-point 32 bit little-endian @tab X @tab X
+@item raw PCM floating-point 64 bit big-endian @tab X @tab X
+@item raw PCM floating-point 64 bit little-endian @tab X @tab X
+@item RDT @tab @tab X
+@item REDCODE R3D @tab @tab X
+ @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
@item RealMedia @tab X @tab X
+@item Redirector @tab @tab X
+@item Renderware TeXture Dictionary @tab @tab X
@item RL2 @tab @tab X
@tab Audio and video format used in some games by Entertainment Software Partners.
+@item RPL/ARMovie @tab @tab X
+@item RTP @tab @tab X
+@item RTSP @tab @tab X
+@item SDP @tab @tab X
@item Sega FILM/CPK @tab @tab X
@tab Used in many Sega Saturn console games.
-@item SEQ @tab @tab X
- @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
-@item Sierra Online @tab @tab X
+@item Sierra SOL @tab @tab X
@tab .sol files used in Sierra Online games.
@item Sierra VMD @tab @tab X
@tab Used in Sierra CD-ROM games.
-@item SIFF @tab @tab X
- @tab Audio and video format used in some games by Beam Software.
@item Smacker @tab @tab X
@tab Multimedia format used by many games.
+@item Sony OpenMG (OMA) @tab @tab X
+ @tab Audio format used in Sony Sonic Stage and Sony Vegas.
+@item Sony PlayStation STR @tab @tab X
@item SUN AU format @tab X @tab X
@item THP @tab @tab X
@tab Used on the Nintendo GameCube.
+@item Tiertex Limited SEQ @tab @tab X
+ @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
+@item True Audio @tab @tab X
+@item VC-1 test bitstream @tab X @tab X
@item WAV @tab X @tab X
-@item WC3 Movie @tab @tab X
+@item WavPack @tab @tab X
+@item Wing Commander III movie @tab @tab X
@tab Multimedia format used in Origin's Wing Commander III computer game.
-@item Westwood Studios VQA/AUD @tab @tab X
- @tab Multimedia formats used in Westwood Studios games.
+@item Westwood Studios audio @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 YUV4MPEG pipe @tab X @tab X
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
-@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 JPEG @tab X @tab X @tab Progressive JPEG is not supported.
-@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
-@item PCX @tab @tab X @tab PC Paintbrush
-@item PGM, PPM @tab X @tab X
-@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
-@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
-@item PTX @tab @tab X @tab V.Flash PTX format
-@item RAS @tab @tab X @tab Sun Rasterfile
-@item SGI @tab X @tab X @tab SGI RGB image format
-@item Targa @tab @tab X @tab Targa (.TGA) image format
-@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
+@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 BMP @tab X @tab X
+ @tab Microsoft BMP image
+@item JPEG @tab X @tab X
+ @tab Progressive JPEG is not supported.
+@item JPEG 2000 @tab @tab E
+ @tab decoding supported through external library libopenjpeg
+@item JPEG-LS @tab X @tab X
+@item LJPEG @tab X @tab
+ @tab Lossless JPEG
+@item PAM @tab X @tab X
+ @tab PAM is a PNM extension with alpha support.
+@item PBM @tab X @tab X
+ @tab Portable BitMap image
+@item PCX @tab X @tab X
+ @tab PC Paintbrush
+@item PGM @tab X @tab X
+ @tab Portable GrayMap image
+@item PGMYUV @tab X @tab X
+ @tab PGM with U and V components in YUV 4:2:0
+@item PNG @tab X @tab X
+ @tab 2/4 bpp not supported yet
+@item PPM @tab X @tab X
+ @tab Portable PixelMap image
+@item PTX @tab @tab X
+ @tab V.Flash PTX format
+@item SGI @tab X @tab X
+ @tab SGI RGB image format
+@item Sun Rasterfile @tab @tab X
+ @tab Sun RAS image format
+@item TIFF @tab X @tab X
+ @tab YUV, JPEG and some extension is not supported yet.
+@item Truevision Targa @tab X @tab X
+ @tab Targa (.TGA) image format
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
+@code{E} means that support is provided through an external library.
+
@section Video Codecs
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
-@item 4X Video @tab @tab X
+@item 4X Movie @tab @tab X
@tab Used in certain computer games.
-@item American Laser Games Video @tab @tab X
+@item 8SVX exponential @tab @tab X
+@item 8SVX fibonacci @tab @tab X
+@item American Laser Games MM @tab @tab X
@tab Used in games like Mad Dog McCree.
-@item AMV @tab @tab X
+@item AMV Video @tab @tab X
@tab Used in Chinese MP3 players.
-@item Apple Animation @tab X @tab X
- @tab fourcc: 'rle '
-@item Apple Graphics @tab @tab X
- @tab fourcc: 'smc '
@item Apple MJPEG-B @tab @tab X
@item Apple QuickDraw @tab @tab X
@tab fourcc: qdrw
-@item Apple Video @tab @tab X
- @tab fourcc: rpza
@item Asus v1 @tab X @tab X
@tab fourcc: ASV1
@item Asus v2 @tab X @tab X
@tab fourcc: VCR1
@item ATI VCR2 @tab @tab X
@tab fourcc: VCR2
+@item Autodesk Animator Flic video @tab @tab X
@item Autodesk RLE @tab @tab X
@tab fourcc: AASC
-@item AVID DNxHD @tab X @tab X
- @tab aka SMPTE VC3
-@item AVS video @tab @tab X
+@item AVS (Audio Video Standard) video @tab @tab X
@tab Video encoding used by the Creature Shock game.
-@item Bethsoft VID @tab @tab X
+@item Beam Software VB @tab @tab X
+@item Bethesda VID video @tab @tab X
@tab Used in some games from Bethesda Softworks.
+@item Brute Force & Ignorance @tab @tab X
+ @tab Used in the game Flash Traffic: City of Angels.
@item C93 video @tab @tab X
@tab Codec used in Cyberia game.
@item CamStudio @tab @tab X
@tab fourcc: CSCD
-@item Cin video @tab @tab X
- @tab Codec used in Delphine Software games.
+@item Chinese AVS video @tab @tab X
+ @tab AVS1-P2, JiZhun profile
+@item Delphine Software International CIN video @tab @tab X
+ @tab Codec used in Delphine Software International games.
@item Cinepak @tab @tab X
@item Cirrus Logic AccuPak @tab @tab X
@tab fourcc: CLJR
-@item Creative YUV @tab @tab X
- @tab fourcc: CYUV
+@item Creative YUV (CYUV) @tab @tab X
@item Dirac @tab E @tab E
@tab supported through external libdirac/libschroedinger libraries
-@item Duck TrueMotion v1 @tab @tab X
+@item DNxHD @tab X @tab X
+ @tab aka SMPTE VC3
+@item Duck TrueMotion 1.0 @tab @tab X
@tab fourcc: DUCK
-@item Duck TrueMotion v2 @tab @tab X
+@item Duck TrueMotion 2.0 @tab @tab X
@tab fourcc: TM20
-@item DV @tab X @tab X
-@item DXA Video @tab @tab X
+@item DV (Digital Video) @tab X @tab X
+@item Feeble Files/ScummVM DXA @tab @tab X
@tab Codec originally used in Feeble Files game.
-@item Electronic Arts CMV @tab @tab X
+@item Electronic Arts CMV video @tab @tab X
@tab Used in NHL 95 game.
-@item Electronic Arts TGV @tab @tab X
-@item FFmpeg Video 1 @tab X @tab X
+@item Electronic Arts TGV video @tab @tab X
+@item Electronic Arts TGQ video @tab @tab X
+@item Electronic Arts TQI video @tab @tab X
+@item Escape 124 @tab @tab X
+@item FFmpeg codec #1 @tab X @tab X
@tab experimental lossless codec (fourcc: FFV1)
-@item Flash Screen Video @tab X @tab X
+@item Flash Screen Video v1 @tab X @tab X
@tab fourcc: FSV1
-@item FLIC video @tab @tab X
-@item FLV @tab X @tab X
+@item Flash Video (FLV) @tab X @tab X
@tab Sorenson H.263 used in Flash
-@item Fraps FPS1 @tab @tab X
+@item Fraps @tab @tab X
@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 E @tab X
+@item H.263 / H.263-1996 @tab X @tab X
+@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
+@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
@tab encoding supported through external library libx264
+@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
@item HuffYUV @tab X @tab X
+@item HuffYUV FFmpeg variant @tab X @tab X
@item IBM Ultimotion @tab @tab X
@tab fourcc: ULTI
@item id Cinematic video @tab @tab X
@tab Used in Quake II.
-@item id RoQ @tab X @tab X
+@item id RoQ video @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
+@item Intel H.263 @tab @tab X
+@item Intel Indeo 2 @tab @tab X
@item Intel Indeo 3 @tab @tab X
-@item Interplay Video @tab @tab X
+@item Interplay C93 @tab @tab X
+ @tab Used in the game Cyberia from Interplay.
+@item Interplay MVE video @tab @tab X
@tab Used in Interplay .MVE files.
-@item JPEG-LS @tab X @tab X
- @tab fourcc: MJLS, lossless and near-lossless is supported.
-@item KMVC @tab @tab X
+@item Karl Morton's video codec @tab @tab X
@tab Codec used in Worms games.
+@item LCL (LossLess Codec Library) MSZH @tab @tab X
+@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
@item LOCO @tab @tab X
@item lossless MJPEG @tab X @tab X
@item Microsoft RLE @tab @tab X
-@item Microsoft Video-1 @tab @tab X
+@item Microsoft Video 1 @tab @tab X
@item Mimic @tab @tab X
@tab Used in MSN Messenger Webcam streams.
@item Miro VideoXL @tab @tab X
@tab fourcc: VIXL
-@item MJPEG @tab X @tab X
-@item Motion Pixels Video @tab @tab X
-@item MPEG-1 @tab X @tab X
-@item MPEG-2 @tab X @tab X
-@item MPEG-4 @tab X @tab X
-@item MSMPEG4 V1 @tab X @tab X
-@item MSMPEG4 V2 @tab X @tab X
-@item MSMPEG4 V3 @tab X @tab X
-@item MSZH @tab @tab X
- @tab Part of LCL
+@item MJPEG (Motion JPEG) @tab X @tab X
+@item Motion Pixels video @tab @tab X
+@item MPEG-1 video @tab X @tab X
+@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
+@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
+@item MPEG-2 video @tab X @tab X
+@item MPEG-4 part 2 @tab X @tab X
+ @ libxvidcore can be used alternatively for encoding.
+@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
+@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
+@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
+@item Nintendo Gamecube THP video @tab @tab X
+@item NuppelVideo/RTjpeg @tab @tab X
+ @tab Video encoding used in NuppelVideo files.
@item On2 VP3 @tab @tab X
@tab still experimental
@item On2 VP5 @tab @tab X
@tab fourcc: VP60,VP61,VP62
@item planar RGB @tab @tab X
@tab fourcc: 8BPS
-@item QPEG @tab @tab X
+@item Q-team QPEG @tab @tab X
@tab fourccs: QPEG, Q1.0, Q1.1
+@item QuickTime 8BPS video @tab @tab X
+@item QuickTime Animation (RLE) video @tab X @tab X
+ @tab fourcc: 'rle '
+@item QuickTime Graphics (SMC) @tab @tab X
+ @tab fourcc: 'smc '
+@item QuickTime video (RPZA) @tab @tab X
+ @tab fourcc: rpza
+@item Raw Video @tab X @tab X
@item RealVideo 1.0 @tab X @tab X
@item RealVideo 2.0 @tab X @tab X
-@item Renderware TXD @tab @tab X
+@item RealVideo 3.0 @tab @tab X
+ @tab still far from ideal
+@item RealVideo 4.0 @tab @tab X
+@item Renderware TXD (TeXture Dictionary) @tab @tab X
@tab Texture dictionaries used by the Renderware Engine.
-@item RTjpeg @tab @tab X
- @tab Video encoding used in NuppelVideo files.
+@item RL2 video @tab @tab X
+ @tab used in some games by Entertainment Software Partners
+@item Sierra VMD video @tab @tab X
+ @tab Used in Sierra VMD files.
@item Smacker video @tab @tab X
@tab Video encoding used in Smacker.
+@item SMPTE VC-1 @tab @tab X
@item Snow @tab X @tab X
@tab experimental wavelet codec (fourcc: SNOW)
-@item Sony PlayStation MDEC @tab @tab X
-@item Sorenson Video 1 @tab X @tab X
+@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
+@item Sorenson Vector Quantizer 1 @tab X @tab X
@tab fourcc: SVQ1
-@item Sorenson Video 3 @tab @tab X
+@item Sorenson Vector Quantizer 3 @tab @tab X
@tab fourcc: SVQ3
-@item Sunplus MJPEG @tab @tab X
+@item Sunplus JPEG (SP5X) @tab @tab X
@tab fourcc: SP5X
-@item TechSmith Camtasia @tab @tab X
+@item TechSmith Screen Capture Codec @tab @tab X
@tab fourcc: TSCC
@item Theora @tab E @tab X
@tab encoding supported through external library libtheora
-@item THP @tab @tab X
- @tab Used on the Nintendo GameCube.
-@item Tiertex Seq video @tab @tab X
+@item Tiertex Limited SEQ video @tab @tab X
@tab Codec used in DOS CD-ROM FlashBack game.
-@item VC-1 @tab @tab X
-@item VMD Video @tab @tab X
- @tab Used in Sierra VMD files.
-@item VMware Video @tab @tab X
+@item VMware Screen Codec / VMware Video @tab @tab X
@tab Codec used in videos captured by VMware.
-@item Westwood VQA @tab @tab X
-@item Winnov WNV1 @tab @tab X
-@item WMV7 @tab X @tab X
-@item WMV8 @tab X @tab X
-@item WMV9 @tab @tab X
+@item Westwood Studios VQA (Vector Quantized Animation) video @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
@tab not completely working
-@item Xan/WC3 @tab @tab X
+@item Wing Commander III / Xan @tab @tab X
@tab Used in Wing Commander III .MVE files.
+@item Winnov WNV1 @tab @tab X
+@item WMV7 @tab X @tab X
+@item YAMAHA SMAF @tab X @tab X
@item ZLIB @tab X @tab X
@tab part of LCL, encoder experimental
-@item ZMBV @tab X @tab X
+@item Zip Motion Blocks Video @tab X @tab X
@tab Encoder works only in PAL8.
@end multitable
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
-@item 4X IMA ADPCM @tab @tab X
@item 8SVX audio @tab @tab X
@item AAC @tab E @tab X
@tab encoding supported through external library libfaac
-@item AC-3 @tab IX @tab IX
+@item AC-3 @tab IX @tab X
+@item ADPCM 4X Movie @tab @tab X
+@item ADPCM CDROM XA @tab @tab X
+@item ADPCM Creative Technology @tab @tab X
+ @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
+@item ADPCM Electronic Arts @tab @tab X
+ @tab Used in various EA titles.
+@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
+ @tab Used in Sim City 3000.
+@item ADPCM Electronic Arts R1 @tab @tab X
+@item ADPCM Electronic Arts R2 @tab @tab X
+@item ADPCM Electronic Arts R3 @tab @tab X
+@item ADPCM Electronic Arts XAS @tab @tab X
+@item ADPCM G.726 @tab X @tab X
+@item ADPCM IMA AMV @tab @tab X
+ @tab Used in AMV files
+@item ADPCM IMA Electronic Arts EACS @tab @tab X
+@item ADPCM IMA Electronic Arts SEAD @tab @tab X
+@item ADPCM IMA Funcom @tab @tab X
+@item ADPCM IMA QuickTime @tab X @tab X
+@item ADPCM IMA Loki SDL MJPEG @tab @tab X
+@item ADPCM IMA WAV @tab X @tab X
+@item ADPCM IMA Westwood @tab @tab X
+@item ADPCM ISS IMA @tab @tab X
+ @tab Used in FunCom games.
+@item ADPCM IMA Duck DK3 @tab @tab X
+ @tab Used in some Sega Saturn console games.
+@item ADPCM IMA Duck DK4 @tab @tab X
+ @tab Used in some Sega Saturn console games.
+@item ADPCM Microsoft @tab X @tab X
+@item ADPCM MS IMA @tab X @tab X
+@item ADPCM Nintendo Gamecube THP @tab @tab X
+@item ADPCM QT IMA @tab X @tab X
+@item ADPCM SEGA CRI ADX @tab X @tab X
+ @tab Used in Sega Dreamcast games.
+@item ADPCM Shockwave Flash @tab X @tab X
+@item ADPCM SMJPEG IMA @tab @tab X
+ @tab Used in certain Loki game ports.
+@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
+@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
+@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
+@item ADPCM Westwood Studios IMA @tab @tab X
+ @tab Used in Westwood Studios games like Command and Conquer.
+@item ADPCM Yamaha @tab X @tab X
@item AMR-NB @tab E @tab E
@tab supported through external library libamrnb
@item AMR-WB @tab E @tab E
@tab supported through external library libamrwb
-@item AMV IMA ADPCM @tab @tab X
- @tab Used in AMV files
@item Apple lossless audio @tab X @tab X
@tab QuickTime fourcc 'alac'
-@item Apple MACE 3 @tab @tab X
-@item Apple MACE 6 @tab @tab X
-@item ATRAC 3 @tab @tab X
-@item CD-ROM XA ADPCM @tab @tab X
-@item Cin audio @tab @tab X
+@item Atrac 3 @tab @tab X
+@item Delphine Software International CIN audio @tab @tab X
@tab Codec used in Delphine Software International games.
-@item Creative ADPCM @tab @tab X
- @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
-@item CRI ADX ADPCM @tab X @tab X
- @tab Used in Sega Dreamcast games.
+@item COOK @tab @tab X
+ @tab All versions except 5.1 are supported.
+@item DCA (DTS Coherent Acoustics) @tab @tab X
+@item DPCM id RoQ @tab X @tab X
+ @tab Used in Quake III, Jedi Knight 2, other computer games.
+@item DPCM Interplay @tab @tab X
+ @tab Used in various Interplay computer games.
+@item DPCM Sierra Online @tab @tab X
+ @tab Used in Sierra Online game audio files.
+@item DPCM Sol @tab @tab X
+@item DPCM Xan @tab @tab X
@item DSP Group TrueSpeech @tab @tab X
-@item DTS Coherent Audio @tab @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 DV audio @tab @tab X
-@item Electronic Arts ADPCM @tab @tab X
- @tab Used in various EA titles.
@item Enhanced AC-3 @tab @tab X
-@item FLAC lossless audio @tab IX @tab X
-@item G.726 ADPCM @tab X @tab X
+@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
+@item G.729 @tab @tab X
@item GSM @tab E @tab E
@tab supported through external library libgsm
-@item GSM_MS @tab E @tab E
+@item GSM Microsoft variant @tab E @tab E
@tab supported through external library libgsm
-@item id RoQ DPCM @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
-@item Intel Music Coder @tab @tab X
-@item Interplay MVE DPCM @tab @tab X
- @tab Used in various Interplay computer games.
-@item MAXIS EA ADPCM @tab @tab X
- @tab Used in Sim City 3000.
-@item Microsoft ADPCM @tab X @tab X
-@item MLP/TrueHD @tab @tab X
- @tab Used in DVD-Audio and Blu-Ray discs.
+@item IMC (Intel Music Coder) @tab @tab X
+@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
+@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
+@item MLP (Meridian Lossless Packing) @tab @tab X
+ @tab Used in DVD-Audio discs.
@item Monkey's Audio @tab @tab X
@tab Only versions 3.97-3.99 are supported.
-@item MPEG audio layer 3 @tab E @tab IX
- @tab encoding supported through external library LAME
-@item MPEG audio layer 2 @tab IX @tab IX
-@item MS IMA ADPCM @tab X @tab X
-@item Musepack @tab @tab X
- @tab SV7 and SV8 are supported.
-@item Nellymoser ASAO @tab X @tab X
-@item Qdesign QDM2 @tab @tab X
+@item MP1 (MPEG audio layer 1) @tab @tab IX
+@item MP2 (MPEG audio layer 2) @tab IX @tab IX
+@item MP3 (MPEG audio layer 3) @tab E @tab IX
+ @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
+@item Musepack SV7 @tab @tab X
+@item Musepack SV8 @tab @tab X
+@item Nellymoser Asao @tab X @tab X
+@item PCM A-law @tab X @tab X
+@item PCM mu-law @tab X @tab X
+@item PCM 16-bit little-endian planar @tab @tab X
+@item PCM 32-bit floating point big-endian @tab X @tab X
+@item PCM 32-bit floating point little-endian @tab X @tab X
+@item PCM 64-bit floating point big-endian @tab X @tab X
+@item PCM 64-bit floating point little-endian @tab X @tab X
+@item PCM D-Cinema audio signed 24-bit @tab X @tab X
+@item PCM signed 8-bit @tab X @tab X
+@item PCM signed 16-bit big-endian @tab X @tab X
+@item PCM signed 16-bit little-endian @tab X @tab X
+@item PCM signed 24-bit big-endian @tab X @tab X
+@item PCM signed 24-bit little-endian @tab X @tab X
+@item PCM signed 32-bit big-endian @tab X @tab X
+@item PCM signed 32-bit little-endian @tab X @tab X
+@item PCM unsigned 8-bit @tab X @tab X
+@item PCM unsigned 16-bit big-endian @tab X @tab X
+@item PCM unsigned 16-bit little-endian @tab X @tab X
+@item PCM unsigned 24-bit big-endian @tab X @tab X
+@item PCM unsigned 24-bit little-endian @tab X @tab X
+@item PCM unsigned 32-bit big-endian @tab X @tab X
+@item PCM unsigned 32-bit little-endian @tab X @tab X
+@item PCM Zork @tab X @tab X
+@item QCELP / PureVoice @tab @tab X
+@item QDesign Music Codec 2 @tab @tab X
@tab There are still some distortions.
-@item QT IMA ADPCM @tab X @tab X
-@item RA144 @tab @tab X
+@item RealAudio 1.0 (14.4K) @tab @tab X
@tab Real 14400 bit/s codec
-@item RA288 @tab @tab X
+@item RealAudio 2.0 (28.8K) @tab @tab X
@tab Real 28800 bit/s codec
-@item RADnet @tab IX @tab IX
+@item RealAudio 3.0 (dnet) @tab IX @tab X
@tab Real low bitrate AC-3 codec
-@item Real COOK @tab @tab X
- @tab All versions except 5.1 are supported.
@item Shorten @tab @tab X
-@item Sierra Online DPCM @tab @tab X
- @tab Used in Sierra Online game audio files.
+@item Sierra VMD audio @tab @tab X
+ @tab Used in Sierra VMD files.
@item Smacker audio @tab @tab X
-@item SMJPEG IMA ADPCM @tab @tab X
- @tab Used in certain Loki game ports.
@item Sonic @tab X @tab X
@tab experimental codec
@item Sonic lossless @tab X @tab X
@tab experimental codec
@item Speex @tab @tab E
@tab supported through external library libspeex
-@item THP ADPCM @tab @tab X
- @tab Used on the Nintendo GameCube.
@item True Audio (TTA) @tab @tab X
-@item Vorbis @tab X @tab X
+@item TrueHD @tab @tab X
+ @tab Used in HD-DVD and Blu-Ray discs.
+@item Vorbis @tab E @tab X
+ @ A native but very primitive encoder exists.
@item WavPack @tab @tab X
-@item Westwood Studios IMA ADPCM @tab @tab X
- @tab Used in Westwood Studios games like Command and Conquer.
-@item WMA v1/v2 @tab X @tab X
-@item Xan DPCM @tab @tab X
+@item Westwood Audio (SND1) @tab @tab X
+@item Windows Media Audio 1 @tab X @tab X
+@item Windows Media Audio 2 @tab X @tab X
@tab Used in Origin's Wing Commander IV AVI files.
@end multitable
@section Subtitle Formats
-@multitable @columnfractions .4 .1 .1 .1 .1 .1
-@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
-@item ASS/SSA @tab X @tab X
-@item DVB @tab X @tab X @tab X @tab X @tab X
-@item DVD @tab X @tab X @tab X @tab X @tab X
+@multitable @columnfractions .4 .1 .1 .1 .1
+@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
+@item SSA/ASS @tab X @tab X
+@item DVB @tab X @tab X @tab X @tab X
+@item DVD @tab X @tab X @tab X @tab X
+@item XSUB @tab @tab @tab @tab X
@end multitable
@code{X} means that the feature is supported.
+@section Network Protocols
+
+@multitable @columnfractions .4 .1
+@item Name @tab Support
+@item file @tab X
+@item Gopher @tab X
+@item HTTP @tab X
+@item pipe @tab X
+@item RTP @tab X
+@item TCP @tab X
+@item UDP @tab X
+@end multitable
+
+@code{X} means that the protocol is supported.
+
+
+@section Input/Output Devices
+
+@multitable @columnfractions .4 .1 .1
+@item Name @tab Input @tab Output
+@item ALSA @tab X @tab X
+@item BEOS audio @tab X @tab X
+@item BKTR @tab X @tab
+@item DV1394 @tab X @tab
+@item LIBDC1394 @tab X @tab
+@item OSS @tab X @tab X
+@item Video4Linux @tab X @tab
+@item Video4Linux2 @tab X @tab
+@item VfW capture @tab X @tab
+@item X11 grabbing @tab X @tab
+@end multitable
+
+@code{X} means that input/output is supported.
+
+
@chapter Platform Specific information
@section BSD
@itemize
@item bash 3.1
@item msys-make 3.81-2 (note: not mingw32-make)
-@item w32api 3.12
+@item w32api 3.13
@item mingw-runtime 3.15
@end itemize
@itemize
-@item In order to compile vhooks, you must have a POSIX-compliant libdl in
-your MinGW system. Get dlfcn-win32 from
-@url{http://code.google.com/p/dlfcn-win32}.
-
@item In order to compile FFplay, you must have the MinGW development library
of SDL. Get it from @url{http://www.libsdl.org}.
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
@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 MSVC++ has already created for you. For example, you can copy
-@file{output_example.c} from the FFmpeg distribution.
+@file{libavformat/output-example.c} from the FFmpeg distribution.
@item Open the "Project / Properties" dialog box. In the "Configuration"
combo box, select "All Configurations" so that the changes you make will
@subsection Compilation under Cygwin
-The main issue with Cygwin is that newlib, its C library, does not
-contain llrint(). However, it is possible to leverage the
-implementation in MinGW.
+The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
+does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
+or leverage the implementation in MinGW (as explained below).
Just install your Cygwin with all the "Base" packages, plus the
following "Devel" ones:
@example
-binutils, gcc-core, make, subversion, mingw-runtime
+binutils, gcc-core, make, subversion, mingw-runtime, diffutils
@end example
-Do not install binutils-20060709-1 (they are buggy on shared builds);
-use binutils-20050610-1 instead.
+The experimental gcc4 package is still buggy, hence please
+use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
+
+Install the current binutils-20080624-2 as they work fine (the old
+binutils-20060709-1 proved buggy on shared builds).
Then create a small library that just contains llrint():
to build shared libraries.
If you want to build FFmpeg with additional libraries, download Cygwin
-"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
-and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
-(@url{http://cygwinports.dotsrc.org/}).
+"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
+@example
+libogg-devel, libvorbis-devel
+@end example
+
+These library packages are only available from Cygwin Ports
+(@url{http://sourceware.org/cygwinports/}) :
+
+@example
+yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
+libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
+libxvidcore-devel
+@end example
+
+The recommendation for libnut and x264 is to build them from source by
+yourself, as they evolve too quickly for Cygwin Ports to be up to date.
+
+Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
+of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
@subsection Crosscompilation for Windows under Cygwin
@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.
+player. See @file{libavformat/output-example.c} to use it to generate
+audio or video streams.
@end itemize
Have you checked that the patch does not introduce buffer overflows or
other security issues?
@item
- If you add a new demuxer or decoder, have you checked that it does not
- crash with damaged input (see tools/trasher)?
+ Did you test your decoder or demuxer against damaged data? If no, see
+ tools/trasher and the noise bitstream filter. Your decoder or demuxer
+ should not crash or end in a (near) infinite loop when fed damaged data.
@item
Is the patch created from the root of the source tree, so it can be
applied with @code{patch -p0}?
If the patch fixes a bug, did you provide enough information, including
a sample, so the bug can be reproduced and the fix can be verified?
Note please do not attach samples >100k to mails but rather provide a
- URL, you can upload to ftp://upload.mplayerhq.hu
+ URL, you can upload to ftp://upload.ffmpeg.org
@item
Did you provide a verbose summary about what the patch does change?
@item
improves readability.
@item
Did you provide a suggestion for a clear commit log message?
-@item
- Did you test your decoder or demuxer against damaged data? If no, see
- tools/trasher and the noise bitstream filter. Your decoder or demuxer
- should not crash or end in a (near) infinite loop when fed damaged data.
@end enumerate
@section Patch review process