@contents
-@chapter external libraries
+@chapter External libraries
Libav can be hooked up with a number of external libraries to add support
for more formats. None of them are used by default, their use has to be
explicitly requested by passing the appropriate flags to @file{./configure}.
-@section OpenCORE AMR
+@section OpenCORE and VisualOn libraries
-Libav can make use of the OpenCORE libraries for AMR-NB
-decoding/encoding and AMR-WB decoding.
+Spun off Google Android sources, OpenCore and VisualOn libraries provide
+encoders for a number of audio codecs.
-Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
-installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
-@code{--enable-libopencore-amrwb} to configure to enable the libraries.
-
-Note that OpenCORE is under the Apache License 2.0 (see
-@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
+@float NOTE
+OpenCORE and VisualOn libraries are under the Apache License 2.0
+(see @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
incompatible with the LGPL version 2.1 and GPL version 2. You have to
upgrade Libav's license to LGPL version 3 (or if you have enabled
GPL components, GPL version 3) to use it.
+@end float
+
+@subsection OpenCORE AMR
+
+Libav can make use of the OpenCORE libraries for AMR-NB
+decoding/encoding and AMR-WB decoding.
+
+Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the
+instructions for installing the libraries.
+Then pass @code{--enable-libopencore-amrnb} and/or
+@code{--enable-libopencore-amrwb} to configure to enable them.
+
+@subsection VisualOn AAC encoder library
+
+Libav can make use of the VisualOn AACenc library for AAC encoding.
+
+Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the
+instructions for installing the library.
+Then pass @code{--enable-libvo-aacenc} to configure to enable it.
+
+@subsection VisualOn AMR-WB encoder library
+
+Libav can make use of the VisualOn AMR-WBenc library for AMR-WB encoding.
+
+Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the
+instructions for installing the library.
+Then pass @code{--enable-libvo-amrwbenc} to configure to enable it.
+
+@section LAME
+
+Libav can make use of the LAME library for MP3 encoding.
+
+Go to @url{http://lame.sourceforge.net/} and follow the
+instructions for installing the library.
+Then pass @code{--enable-libmp3lame} to configure to enable it.
+
+@section libvpx
+
+Libav can make use of the libvpx library for VP8 encoding.
+
+Go to @url{http://www.webmproject.org/} and follow the instructions for
+installing the library. Then pass @code{--enable-libvpx} to configure to
+enable it.
+
+@section x264
+
+Libav can make use of the x264 library for H.264 encoding.
+
+Go to @url{http://www.videolan.org/developers/x264.html} and follow the
+instructions for installing the library. Then pass @code{--enable-libx264} to
+configure to enable it.
+
+@float NOTE
+x264 is under the GNU Public License Version 2 or later
+(see @url{http://www.gnu.org/licenses/old-licenses/gpl-2.0.html} for
+details), you must upgrade Libav's license to GPL in order to use it.
+@end float
+
@chapter Supported File Formats and Codecs
@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 CRI ADX @tab X @tab X
+ @tab Audio-only format used in console video games.
+@item Discworld II BMV @tab @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
@item NUT @tab X @tab X
@tab NUT Open Container Format
@item Ogg @tab X @tab X
+@item Playstation Portable PMP @tab @tab X
@item TechnoTrend PVA @tab @tab X
@tab Used by TechnoTrend DVB PCI boards.
@item QCP @tab @tab X
@tab Used in Sierra CD-ROM games.
@item Smacker @tab @tab X
@tab Multimedia format used by many games.
-@item Sony OpenMG (OMA) @tab @tab X
+@item SMJPEG @tab X @tab X
+ @tab Used in certain Loki game ports.
+@item Sony OpenMG (OMA) @tab X @tab X
@tab Audio format used in Sony Sonic Stage and Sony Vegas.
@item Sony PlayStation STR @tab @tab X
@item Sony Wave64 (W64) @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 YUV, JPEG and some extension is not supported yet.
@item Truevision Targa @tab X @tab X
@tab Targa (.TGA) image format
+@item XWD @tab X @tab X
+ @tab X Window Dump image format
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@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 AVS1-P2, JiZhun profile, encoding through external library libxavs
@item Delphine Software International CIN video @tab @tab X
@tab Codec used in Delphine Software International games.
+@item Discworld II BMV Video @tab @tab X
@item Cinepak @tab @tab X
-@item Cirrus Logic AccuPak @tab @tab X
+@item Cirrus Logic AccuPak @tab X @tab X
@tab fourcc: CLJR
@item Creative YUV (CYUV) @tab @tab X
@item DFA @tab @tab X
@item Duck TrueMotion 2.0 @tab @tab X
@tab fourcc: TM20
@item DV (Digital Video) @tab X @tab X
+@item Dxtory capture format @tab @tab X
@item Feeble Files/ScummVM DXA @tab @tab X
@tab Codec originally used in Feeble Files game.
@item Electronic Arts CMV video @tab @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 id RoQ video @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
@item IFF ILBM @tab @tab X
- @tab IFF interlaved bitmap
+ @tab IFF interleaved bitmap
@item IFF ByteRun1 @tab @tab X
@tab IFF run length encoded bitmap
@item Intel H.263 @tab @tab X
@item Intel Indeo 2 @tab @tab X
@item Intel Indeo 3 @tab @tab X
+@item Intel Indeo 4 @tab @tab X
@item Intel Indeo 5 @tab @tab X
@item Interplay C93 @tab @tab X
@tab Used in the game Cyberia from Interplay.
@tab encoding supported through external library libtheora
@item Tiertex Limited SEQ video @tab @tab X
@tab Codec used in DOS CD-ROM FlashBack game.
-@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
+@item Ut Video @tab @tab X
+@item v210 QuickTime uncompressed 4:2:2 10-bit @tab X @tab X
+@item v410 QuickTime uncompressed 4:4:4 10-bit @tab X @tab X
+@item VBLE Lossless Codec @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
@tab Used in Bink and Smacker files in many games.
@item Delphine Software International CIN audio @tab @tab X
@tab Codec used in Delphine Software International games.
+@item Discworld II BMV Audio @tab @tab X
@item COOK @tab @tab X
@tab All versions except 5.1 are supported.
@item DCA (DTS Coherent Acoustics) @tab @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 PCM Zork @tab @tab X
@item QCELP / PureVoice @tab @tab X
@item QDesign Music Codec 2 @tab @tab X
@tab There are still some distortions.
@tab Used in Sierra VMD files.
@item Smacker audio @tab @tab X
@item SMPTE 302M AES3 audio @tab @tab X
-@item Speex @tab @tab E
+@item Speex @tab E @tab E
@tab supported through external library libspeex
@item True Audio (TTA) @tab @tab X
@item TrueHD @tab @tab X
@item JACK @tab X @tab
@item LIBDC1394 @tab X @tab
@item OSS @tab X @tab X
+@item Pulseaudio @tab X @tab
@item Video4Linux @tab X @tab
@item Video4Linux2 @tab X @tab
@item VfW capture @tab X @tab
@code{X} means that input/output is supported.
-
-@chapter Platform Specific information
-
-@section DOS
-
-Using a cross-compiler is preferred for various reasons.
-
-@section OS/2
-
-For information about compiling Libav on OS/2 see
-@url{http://www.edm2.com/index.php/FFmpeg}.
-
-@section Unix-like
-
-Some parts of Libav cannot be built with version 2.15 of the GNU
-assembler which is still provided by a few AMD64 distributions. To
-make sure your compiler really uses the required version of gas
-after a binutils upgrade, run:
-
-@example
-$(gcc -print-prog-name=as) --version
-@end example
-
-If not, then you should install a different compiler that has no
-hard-coded path to gas. In the worst case pass @code{--disable-asm}
-to configure.
-
-@subsection BSD
-
-BSD make will not build Libav, you need to install and use GNU Make
-(@file{gmake}).
-
-@subsection (Open)Solaris
-
-GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
-standard Solaris Make will not work. When building with a non-c99 front-end
-(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
-or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
-since the libc is not c99-compliant by default. The probes performed by
-configure may raise an exception leading to the death of configure itself
-due to a bug in the system shell. Simply invoke a different shell such as
-bash directly to work around this:
-
-@example
-bash ./configure
-@end example
-
-@subsection Darwin (MacOS X, iPhone)
-
-MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
-@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
-assembler functions. Just download the Perl script and put it somewhere
-in your PATH, Libav's configure will pick it up automatically.
-
-@section Windows
-
-@subsection Native Windows compilation
-
-Libav 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.
-
-Libav 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:
-
-@itemize
-@item bash 3.1
-@item msys-make 3.81-2 (note: not mingw32-make)
-@item w32api 3.13
-@item mingw-runtime 3.15
-@end itemize
-
-Libav automatically passes @code{-fno-common} to the compiler to work around
-a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
-
-Notes:
-
-@itemize
-
-@item Building natively using MSYS can be sped up by disabling implicit rules
-in the Makefile by calling @code{make -r} instead of plain @code{make}. This
-speed up is close to non-existent for normal one-off builds and is only
-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}.
-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.
-
-@item By using @code{./configure --enable-shared} when configuring Libav,
-you can build libavutil, libavcodec and libavformat as DLLs.
-
-@end itemize
-
-@subsection Microsoft Visual C++ compatibility
-
-As stated in the FAQ, Libav 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.
-
-This description of how to use the Libav 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.
-
-@subsubsection Using static libraries
-
-Assuming you have just built and installed Libav in @file{/usr/local}.
-
-@enumerate
-
-@item Create a new console application ("File / New / Project") and then
-select "Win32 Console Application". On the appropriate page of the
-Application Wizard, uncheck the "Precompiled headers" option.
-
-@item Write the source code for your application, or, for testing, just
-copy the code from an existing sample application into the source file
-that MSVC++ has already created for you. For example, you can copy
-@file{libavformat/output-example.c} from the Libav 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 path where the Libav 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 Libav 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
-Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
-the "Configuration" combo box and make sure that "Runtime Library" is
-set to "Multi-threaded DLL".
-
-@item Click "OK" to close the "Project / Properties" dialog box.
-
-@item MSVC++ lacks some C99 header files that are fundamental for Libav.
-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
-Libav, 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 Libav to create
-MSVC++-compatible import libraries.
-
-@item Build Libav with
-
-@example
-./configure --enable-shared
-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 the static
-libraries (@file{libxxx.a} files) you should add the MSVC import libraries
-(@file{avcodec.lib}, @file{avformat.lib}, and
-@file{avutil.lib}). Note that you should not use the GCC import
-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}).
-
-Libav headers do not declare global data for Windows DLLs through the usual
-dllexport/dllimport interface. Such data will be exported properly while
-building, but to use them in your MSVC++ code you will have to edit the
-appropriate headers and mark the data as dllimport. For example, in
-libavutil/pixdesc.h you should have:
-@example
-extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
-@end example
-
-Note that using import libraries created by dlltool requires
-the linker optimization option to be set to
-"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
-the resulting binaries will fail during runtime. This isn't
-required when using import libraries generated by lib.exe.
-
-@subsection Cross compilation for Windows with Linux
-
-You must use the MinGW cross compilation tools available at
-@url{http://www.mingw.org/}.
-
-Then configure Libav with the following options:
-@example
-./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
-@end example
-(you can change the cross-prefix according to the prefix chosen for the
-MinGW tools).
-
-Then you can easily test Libav with Wine
-(@url{http://www.winehq.com/}).
-
-@subsection Compilation under Cygwin
-
-Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
-llrint() in its C library.
-
-Install your Cygwin with all the "Base" packages, plus the
-following "Devel" ones:
-@example
-binutils, gcc4-core, make, git, mingw-runtime, texi2html
-@end example
-
-And the following "Utils" one:
-@example
-diffutils
-@end example
-
-Then run
-
-@example
-./configure
-@end example
-
-to make a static build.
-
-The current @code{gcc4-core} package is buggy and needs this flag to build
-shared libraries:
-
-@example
-./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
-@end example
-
-If you want to build Libav with additional libraries, download Cygwin
-"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, 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
-
-With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
-
-Just install your Cygwin as explained before, plus these additional
-"Devel" packages:
-@example
-gcc-mingw-core, mingw-runtime, mingw-zlib
-@end example
-
-and add some special flags to your configure invocation.
-
-For a static build run
-@example
-./configure --target-os=mingw32 --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
-@end example
-
-and for a build with shared libraries
-@example
-./configure --target-os=mingw32 --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
-@end example
-
@bye