@section AMR
-AMR comes in two different flavors, WB and NB. FFmpeg can make use of the
-AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference
-decoders and encoders.
+AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
+use of the AMR wideband (floating-point mode) and the AMR narrowband
+(floating-point mode) reference decoders and encoders.
Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
installing the libraries. Then pass @code{--enable-libamr-nb} and/or
@code{--enable-libamr-wb} to configure to enable the libraries.
+Note that libamr is copyrighted without any sort of license grant. This means
+that you can use it if you legally obtained it but you are not allowed to
+redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
+you create are non-free and unredistributable!}
+
@chapter Supported File Formats and Codecs
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 X @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 X @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
-@item ADTS AAC audio @tab X @tab X
-@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
-@item American Laser Games MM @tab @tab X
-@tab Multimedia format used in games like Mad Dog McCree
-@item AVS @tab @tab X
-@tab Multimedia format used by the Creature Shock game.
-@item Smacker @tab @tab X
-@tab Multimedia format used by many games.
-@item GXF @tab X @tab X
-@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
-@item CIN @tab @tab X
-@tab Multimedia format used by Delphine Software games.
-@item MXF @tab @tab X
-@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
-@item SEQ @tab @tab X
-@tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
-@item DXA @tab @tab X
-@tab This format is used in non-Windows version of Feeble Files game and
-different game cutscenes repacked for use with ScummVM.
-@item THP @tab @tab X
-@tab Used on the Nintendo GameCube.
-@item C93 @tab @tab X
-@tab Used in the game Cyberia from Interplay.
-@item Bethsoft VID @tab @tab X
-@tab Used in some games from Bethesda Softworks.
-@item CRYO APC @tab @tab X
-@tab Audio format used in some games by CRYO Interactive Entertainment.
-@item Monkey's Audio @tab @tab X
+@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 American Laser Games MM @tab @tab X
+ @tab Multimedia format used in games like Mad Dog McCree.
+@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 AVS @tab @tab X
+ @tab Multimedia format used by the Creature Shock game.
+@item Bethsoft 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
+ @tab Used in the game Cyberia from Interplay.
+@item CIN @tab @tab X
+ @tab Multimedia format used by Delphine Software games.
+@item Creative VOC @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 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 Multimedia @tab @tab X
+ @tab Used in various EA games; files have extensions like WVE and UV2.
+@item FLIC @tab @tab X
+ @tab .fli/.flc files
+@item FLV @tab X @tab X
+ @tab Macromedia Flash video files
+@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 RoQ @tab X @tab X
+ @tab Used in Quake III, Jedi Knight 2, other computer games.
+@item IFF @tab @tab X
+ @tab Interchange File Format
+@item Interplay MVE @tab @tab X
+ @tab Format used in various Interplay computer games.
+@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
+ @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
+ @tab also known as DVB Transport Stream
+@item MPEG-4 @tab X @tab X
+ @tab MPEG-4 is a variant of QuickTime.
+@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 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
+ @tab Used by TechnoTrend DVB PCI boards.
+@item raw AC-3 @tab X @tab X
+@item raw CRI ADX audio @tab X @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 RealMedia @tab X @tab X
+@item RL2 @tab @tab X
+ @tab Audio and video format used in some games by Entertainment Software Partners.
+@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
+ @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 SUN AU format @tab X @tab X
+@item THP @tab @tab X
+ @tab Used on the Nintendo GameCube.
+@item WAV @tab X @tab X
+@item WC3 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.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
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 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 PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
-@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 SGI @tab X @tab X @tab SGI RGB image format
+@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.
@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
-@item MSMPEG4 V1 @tab X @tab X
-@item MSMPEG4 V2 @tab X @tab X
-@item MSMPEG4 V3 @tab X @tab X
-@item WMV7 @tab X @tab X
-@item WMV8 @tab X @tab X @tab not completely working
-@item WMV9 @tab @tab X @tab not completely working
-@item VC1 @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 @tab X
-@item RealVideo 1.0 @tab X @tab X
-@item RealVideo 2.0 @tab X @tab X
-@item MJPEG @tab X @tab X
-@item lossless MJPEG @tab X @tab X
-@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
+@item Name @tab Encoding @tab Decoding @tab Comments
+@item 4X Video @tab @tab X
+ @tab Used in certain computer games.
+@item American Laser Games Video @tab @tab X
+ @tab Used in games like Mad Dog McCree.
+@item AMV @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 Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
+@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: ASV2
+@item ATI VCR1 @tab @tab X
+ @tab fourcc: VCR1
+@item ATI VCR2 @tab @tab X
+ @tab fourcc: VCR2
+@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
+ @tab Video encoding used by the Creature Shock game.
+@item Bethsoft VID @tab @tab X
+ @tab Used in some games from Bethesda Softworks.
+@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 Cinepak @tab @tab X
+@item Cirrus Logic AccuPak @tab @tab X
+ @tab fourcc: CLJR
+@item Creative YUV @tab @tab X
+ @tab fourcc: CYUV
+@item Dirac @tab X @tab X
+ @tab Supported through the external libdirac/libschroedinger libraries.
+@item Duck TrueMotion v1 @tab @tab X
+ @tab fourcc: DUCK
+@item Duck TrueMotion v2 @tab @tab X
+ @tab fourcc: TM20
@item DV @tab X @tab X
+@item DXA Video @tab @tab X
+ @tab Codec originally used in Feeble Files game.
+@item Electronic Arts CMV @tab @tab X
+ @tab Used in NHL 95 game.
+@item Electronic Arts TGV @tab @tab X
+@item FFmpeg Video 1 @tab X @tab X
+ @tab experimental lossless codec (fourcc: FFV1)
+@item Flash Screen Video @tab X @tab X
+ @tab fourcc: FSV1
+@item FLIC video @tab @tab X
+@item FLV @tab X @tab X
+ @tab Sorenson H.263 used in Flash
+@item Fraps FPS1 @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 @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 On2 VP5 @tab @tab X @tab fourcc: VP50
-@item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
-@item Theora @tab X @tab X @tab still experimental
+@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
+ @tab Used in Quake III, Jedi Knight 2, other computer games.
@item Intel Indeo 3 @tab @tab X
-@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
-@item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
-@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 X @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 X @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 Interplay 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
+ @tab Codec used in Worms games.
+@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 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 On2 VP3 @tab @tab X
+ @tab still experimental
+@item On2 VP5 @tab @tab X
+ @tab fourcc: VP50
+@item On2 VP6 @tab @tab X
+ @tab fourcc: VP60,VP61,VP62
+@item planar RGB @tab @tab X
+ @tab fourcc: 8BPS
+@item QPEG @tab @tab X
+ @tab fourccs: QPEG, Q1.0, Q1.1
+@item RealVideo 1.0 @tab X @tab X
+@item RealVideo 2.0 @tab X @tab X
+@item Renderware TXD @tab @tab X
+ @tab Texture dictionaries used by the Renderware Engine.
+@item RTjpeg @tab @tab X
+ @tab Video encoding used in NuppelVideo files.
+@item Smacker video @tab @tab X
+ @tab Video encoding used in Smacker.
+@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
+ @tab fourcc: SVQ1
+@item Sorenson Video 3 @tab @tab X
+ @tab fourcc: SVQ3
+@item Sunplus MJPEG @tab @tab X
+ @tab fourcc: SP5X
+@item TechSmith Camtasia @tab @tab X
+ @tab fourcc: TSCC
+@item Theora @tab X @tab X
+ @tab still experimental
+@item THP @tab @tab X
+ @tab Used on the Nintendo GameCube.
+@item Tiertex 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
+ @tab Codec used in videos captured by VMware.
@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
-@item CamStudio @tab @tab X @tab fourcc: CSCD
-@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
-@item ZMBV @tab X @tab X @tab Encoder works only on PAL8
-@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
-@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
-@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
-@item KMVC @tab @tab X @tab Codec used in Worms games.
-@item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
-@item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
-@item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game.
-@item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
-@item AVID DNxHD @tab @tab X @tab aka SMPTE VC3
-@item C93 Video @tab @tab X @tab Codec used in Cyberia game.
-@item THP @tab @tab X @tab Used on the Nintendo GameCube.
-@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
-@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
+@item Winnov WNV1 @tab @tab X
+@item WMV7 @tab X @tab X
+@item WMV8 @tab X @tab X
+@item WMV9 @tab @tab X
+ @tab not completely working
+@item Xan/WC3 @tab @tab X
+ @tab Used in Wing Commander III .MVE files.
+@item ZLIB @tab X @tab X
+ @tab part of LCL, encoder experimental
+@item ZMBV @tab X @tab X
+ @tab Encoder works only in PAL8.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@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
-@item WMA V1/V2 @tab X @tab X
-@item AAC @tab X @tab X
-@tab Supported through the external library libfaac/libfaad.
-@item Microsoft ADPCM @tab X @tab X
-@item AMV IMA ADPCM @tab @tab X
-@tab Used in AMV files
-@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
-@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
-@item THP ADPCM @tab @tab X
-@tab Used on the Nintendo GameCube.
-@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 X @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 X @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
-@item Qdesign QDM2 @tab @tab X
-@tab there are still some distortions
-@item Real COOK @tab @tab X
-@tab All versions except 5.1 are supported
-@item DSP Group TrueSpeech @tab @tab X
-@item True Audio (TTA) @tab @tab X
-@item Smacker Audio @tab @tab X
-@item WavPack Audio @tab @tab X
-@item Cin Audio @tab @tab X
-@tab Codec used in Delphine Software games.
-@item Intel Music Coder @tab @tab X
-@item Musepack @tab @tab X
-@tab Only SV7 is supported
-@item DT$ Coherent Audio @tab @tab X
-@item ATRAC 3 @tab @tab X
-@item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported
+@item Name @tab Encoding @tab Decoding @tab Comments
+@item 4X IMA ADPCM @tab @tab X
+@item 8SVX audio @tab @tab X
+@item AAC @tab X @tab X
+ @tab Encoding is supported through the external library libfaac.
+@item AC-3 @tab IX @tab IX
+@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 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
+ @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 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 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 Monkey's Audio @tab @tab X
+ @tab Only versions 3.97-3.99 are supported.
+@item MPEG audio layer 1/3 @tab X @tab IX
+ @tab MP3 encoding is supported through the 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
+ @tab There are still some distortions.
+@item QT IMA ADPCM @tab X @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 IX @tab IX
+ @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 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 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 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
+ @tab Used in Origin's Wing Commander IV AVI files.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@section Windows
-To get help and instructions for using FFmpeg under Windows, check out
+To get help and instructions for building FFmpeg under Windows, check out
the FFmpeg Windows Help Forum at
-@url{http://arrozcru.no-ip.org/ffmpeg/}.
+@url{http://ffmpeg.arrozcru.org/}.
@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
+FFmpeg can be built to run natively on Windows using the MinGW tools. Install
+the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
+You can find detailed installation
instructions in the download section and the FAQ.
-NOTE: Use at least bash 3.1. Older versions are known to be failing on the
-configure script.
-
-@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 If you want to use 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 Extract the current version of FFmpeg.
+FFmpeg does not build out-of-the-box with the packages the automated MinGW
+installer provides. It also requires coreutils to be installed and many other
+packages updated to the latest version. The minimum version for some packages
+are listed below:
-@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}. Do not 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).
-
+@item bash 3.1
+@item msys-make 3.81-2 (note: not mingw32-make)
+@item w32api 3.12
+@item mingw-runtime 3.15
@end itemize
-@subsection Visual C++ compatibility
+Within the MSYS shell, configure and make with:
-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.
+@example
+./configure --enable-memalign-hack
+make
+make install
+@end example
-Here are the step-by-step instructions for building the FFmpeg libraries
-so they can be used with Visual C++:
+This will install @file{ffmpeg.exe} along with many other development files
+to @file{/usr/local}. You may specify another install path using the
+@code{--prefix} option in @file{configure}.
-@enumerate
+Notes:
-@item Install Visual C++ (if you have not done so already).
+@itemize
-@item Install MinGW and MSYS as described above.
+@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 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}:
+@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
+where SDL was installed. Verify that @file{sdl-config} can be launched from
+the MSYS command line.
-@code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
+@item By using @code{./configure --enable-shared} when configuring FFmpeg,
+you can build libavutil, libavcodec and libavformat as DLLs.
-@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.
+@end itemize
-@item Extract the current version of FFmpeg and change to the FFmpeg directory.
+@subsection Microsoft Visual C++ compatibility
-@item Type the command
-@code{./configure --enable-shared --disable-static --enable-memalign-hack}
-to configure and, if that did not produce any errors,
-type @code{make} to build FFmpeg.
+As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
+want to use the libav* libraries in your own applications, you can still
+compile those applications using MSVC++. But the libav* libraries you link
+to @emph{must} be built with MinGW. However, you will not be able to debug
+inside the libav* libraries, since MSVC++ does not recognize the debug
+symbols generated by GCC.
+We strongly recommend you to move over from MSVC++ to MinGW tools.
-@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}).
+This description of how to use the FFmpeg libraries with MSVC++ is based on
+Microsoft Visual C++ 2005 Express Edition. If you have a different version,
+you might have to modify the procedures slightly.
-@end enumerate
+@subsubsection Using static libraries
-And here is how to use these libraries with Visual C++:
+Assuming you have just built and installed FFmpeg in @file{/usr/local}.
@enumerate
@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++ will not
-compile the FFmpeg headers correctly because in C mode, it does not
-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).
+that MSVC++ has already created for you. For example, you can copy
+@file{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
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.
+Directories" setting to contain the path where the FFmpeg includes were
+installed (i.e. @file{c:\msys\1.0\local\include}).
+Do not add MinGW's include directory here, or the include files will
+conflict with MSVC's.
+
+@item Still in the "Project / Properties" dialog box, select
+"Linker / General" from the tree view and edit the
+"Additional Library Directories" setting to contain the @file{lib}
+directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
+the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
+and the directory where MinGW's GCC libs are installed
+(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
+"Linker / Input" from the tree view, and add the files @file{libavformat.a},
+@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
+@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
+to the end of "Additional Dependencies".
@item Now, select "C/C++ / Code Generation" from the tree view. Select
"Debug" in the "Configuration" combo box. Make sure that "Runtime
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++ does not 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.
+@item Click "OK" to close the "Project / Properties" dialog box.
+
+@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
+Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
+and install it in MSVC++'s include directory
+(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
+
+@item MSVC++ also does not understand the @code{inline} keyword used by
+FFmpeg, so you must add this line before @code{#include}ing libav*:
+@example
+#define inline _inline
+@end example
+
+@item Build your application, everything should work.
@end enumerate
+@subsubsection Using shared libraries
+
+This is how to create DLL and LIB files that are compatible with MSVC++:
+
+@enumerate
+
+@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}:
+
+@example
+call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
+@end example
+
+Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
+and run @file{c:\msys\1.0\msys.bat} from there.
+
+@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
+from @file{Microsoft (R) Library Manager}, this means your environment
+variables are set up correctly, the @file{Microsoft (R) Library Manager}
+is on the path and will be used by FFmpeg to create
+MSVC++-compatible import libraries.
+
+@item Build FFmpeg with
+
+@example
+./configure --enable-shared --enable-memalign-hack
+make
+make install
+@end example
+
+Your install path (@file{/usr/local/} by default) should now have the
+necessary DLL and LIB files under the @file{bin} directory.
+
+@end enumerate
+
+To use those files with MSVC++, do the same as you would do with
+the static libraries, as described above. But in Step 4,
+you should only need to add the directory where the LIB files are installed
+(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
+installed in the @file{bin} directory. And instead of adding @file{libxx.a}
+files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
+@file{avutil.lib}. 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}).
+
@subsection Cross compilation for Windows with Linux
You must use the MinGW cross compilation tools available at
@subsection Compilation under Cygwin
-Cygwin works very much like Unix.
+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.
Just install your Cygwin with all the "Base" packages, plus the
following "Devel" ones:
@example
-binutils, gcc-core, make, subversion
+binutils, gcc-core, make, subversion, mingw-runtime
@end example
Do not install binutils-20060709-1 (they are buggy on shared builds);
use binutils-20050610-1 instead.
+Then create a small library that just contains llrint():
+
+@example
+ar x /usr/lib/mingw/libmingwex.a llrint.o
+ar cq /usr/local/lib/libllrint.a llrint.o
+@end example
+
Then run
@example
-./configure --enable-static --disable-shared
+./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
@end example
to make a static build or
@example
-./configure --enable-shared --disable-static
+./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
@end example
to build shared libraries.
BeOS support is broken in mysterious ways.
+@section OS/2
+
+For information about compiling FFmpeg on OS/2 see
+@url{http://www.edm2.com/index.php/FFmpeg}.
+
@chapter Developers Guide
@section API
@item
Remember to check if you need to bump versions for the specific libav
parts (libavutil, libavcodec, libavformat) you are changing. You need
- to change the version integer and the version string.
+ to change the version integer.
Incrementing the first component means no backward compatibility to
previous versions (e.g. removal of a function from the public API).
Incrementing the second component means backward compatible change
- (e.g. addition of a function to the public API).
+ (e.g. addition of a function to the public API or extension of an
+ existing data structure).
Incrementing the third component means a noteworthy binary compatible
change (e.g. encoder bug fix that matters for the decoder).
@item
- If you add a new codec, remember to update the changelog, add it to
- the supported codecs table in the documentation and bump the second
- component of the @file{libavcodec} version number appropriately. If
- it has a fourcc, add it to @file{libavformat/avienc.c}, even if it
- is only a decoder.
-@item
- Do not change code to hide warnings without ensuring that the underlying
- logic is correct and thus the warning was inappropriate.
+ Compiler warnings indicate potential bugs or code with bad style. If a type of
+ warning always points to correct and clean code, that warning should
+ be disabled, not the code changed.
+ Thus the remaining warnings can either be bugs or correct code.
+ If it is a bug, the bug has to be fixed. If it is not, the code should
+ be changed to not generate a warning unless that causes a slowdown
+ or obfuscates the code.
@item
If you add a new file, give it a proper license header. Do not copy and
paste it from a random place, use an existing file as template.
Also please if you send several patches, send each patch as a separate mail,
do not attach several unrelated patches to the same mail.
+@section New codecs or formats checklist
+
+@enumerate
+@item
+ Did you use av_cold for codec initialization and close functions?
+@item
+ Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
+ AVInputFormat/AVOutputFormat struct?
+@item
+ Did you bump the minor version number in @file{avcodec.h} or
+ @file{avformat.h}?
+@item
+ Did you register it in @file{allcodecs.c} or @file{allformats.c}?
+@item
+ Did you add the CodecID to @file{avcodec.h}?
+@item
+ If it has a fourcc, did you add it to @file{libavformat/riff.c},
+ even if it is only a decoder?
+@item
+ Did you add a rule to compile the appropriate files in the Makefile?
+ Remember to do this even if you're just adding a format to a file that is
+ already being compiled by some other rule, like a raw demuxer.
+@item
+ Did you add an entry to the table of supported formats or codecs in the
+ documentation?
+@item
+ Did you add an entry in the Changelog?
+@item
+ If it depends on a parser or a library, did you add that dependency in
+ configure?
+@item
+ Did you "svn add" the appropriate files before commiting?
+@end enumerate
+
@section patch submission checklist
@enumerate
@item
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)?
@item
Is the patch created from the root of the source tree, so it can be
applied with @code{patch -p0}?
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