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\input texinfo @c -*- texinfo -*-
@settitle General Documentation
@titlepage
@center @titlefont{General Documentation}
@end titlepage
@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}.
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 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
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.
@chapter Supported File Formats and Codecs
You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
@section File Formats
Libav supports the following file formats through the @code{libavformat}
library:
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
@tab 4X Technologies format, used in some games.
@item 8088flex TMV @tab @tab X
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@item Adobe Filmstrip @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 Apple HTTP Live Streaming @tab @tab X
@item ASF @tab X @tab X
@item AVI @tab X @tab X
@item AVISynth @tab @tab X
@tab Multimedia format used by the Creature Shock game.
@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 Bink @tab @tab X
@tab Multimedia format used by many games.
@item Bitmap Brothers JV @tab @tab X
@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 Interplay C93 @tab @tab X
@tab Used in the game Cyberia from Interplay.
@item Delphine Software International CIN @tab @tab X
@tab Multimedia format used by Delphine Software games.
@item CD+G @tab @tab X
@tab Video format used by CD+G karaoke disks
@item Core Audio Format @tab @tab X
@tab Apple Core Audio Format
@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 D-Cinema audio @tab X @tab X
@item DFA @tab @tab X
@tab This format is used in Chronomaster game
@item DV video @tab X @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 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.
@item FLI/FLC/FLX animation @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
@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
@item id Quake II CIN video @tab @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 IV8 @tab @tab X
@tab A format generated by IndigoVision 8000 video server.
@tab Used by Linux Media Labs MPEG-4 PCI boards
@item LXF @tab @tab X
@tab VR native stream format, used by Leitch/Harris' video servers.
@item Matroska audio @tab X @tab
@item MAXIS XA @tab @tab X
@tab Used in Sim City 3000; file extension .xa.
@item MD Studio @tab @tab X
@item Motion Pixels MVI @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
@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 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 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 Chinese AVS video @tab X @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 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 id RoQ @tab X @tab
@item raw Shorten @tab @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 Redirector @tab @tab X
@item Renderware TeXture Dictionary @tab @tab X
@tab Audio and video format used in some games by Entertainment Software Partners.
@item RPL/ARMovie @tab @tab X
@item Lego Mindstorms RSO @tab X @tab X
@item RTMP @tab X @tab X
@tab Output is performed by publishing stream to RTMP server
@item RTP @tab X @tab X
@item SDP @tab @tab X
@item Sega FILM/CPK @tab @tab X
@tab Used in many Sega Saturn console games.
@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.
@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 SoX native format @tab X @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 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 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 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
@item Psygnosis YOP @tab @tab X
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@section Image Formats
Libav can read and write images for each frame of a video sequence. The
following image formats are 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 BMP @tab X @tab X
@tab Microsoft BMP image
@tab Digital Picture Exchange
@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
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@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.
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@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 Movie @tab @tab X
@tab Used in certain computer games.
@item 8088flex TMV @tab @tab X
@item 8SVX exponential @tab @tab X
@item 8SVX fibonacci @tab @tab X
@item A64 multicolor @tab X @tab
@tab Creates video suitable to be played on a commodore 64 (multicolor mode).
@item American Laser Games MM @tab @tab X
@tab Used in games like Mad Dog McCree.
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@item AMV Video @tab @tab X
@tab Used in Chinese MP3 players.
@item Apple MJPEG-B @tab @tab X
@item Apple QuickDraw @tab @tab X
@item Auravision Aura @tab @tab X
@item Autodesk Animator Flic video @tab @tab X
@item AVS (Audio Video Standard) video @tab @tab X
@tab Video encoding used by the Creature Shock game.
@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.
@tab Codec used in Cyberia game.
@item CD+G @tab @tab X
@tab Video codec for CD+G karaoke disks
@item Chinese AVS video @tab E @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 Cinepak @tab @tab X
@item Cirrus Logic AccuPak @tab @tab X
@item Creative YUV (CYUV) @tab @tab X
@item DFA @tab @tab X
@tab Codec used in Chronomaster game.
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@item Dirac @tab E @tab E
@tab supported through external libdirac/libschroedinger libraries
@item DNxHD @tab X @tab X
@tab aka SMPTE VC3
@item Duck TrueMotion 1.0 @tab @tab X
@item Duck TrueMotion 2.0 @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 video @tab @tab X
@item Electronic Arts Madcow video @tab @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 video codec #1 @tab X @tab X
@tab experimental lossless codec (fourcc: FFV1)
@item Flash Screen Video v1 @tab X @tab X
@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 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 FFmpeg variant @tab X @tab X
@item IBM Ultimotion @tab @tab X
@item id Cinematic video @tab @tab X
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@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
@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 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 Karl Morton's video codec @tab @tab X
@tab Codec used in Worms games.
@item Kega Game Video (KGV1) @tab @tab X
@tab Kega emulator screen capture codec.
@item Lagarith @tab @tab X
@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
@tab Used in MSN Messenger Webcam streams.
@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 @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
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@item NuppelVideo/RTjpeg @tab @tab X
@tab Video encoding used in NuppelVideo files.
@item VP8 @tab E @tab X
@tab fourcc: VP80, encoding supported through external library libvpx
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@item Q-team QPEG @tab @tab X
@item QuickTime 8BPS video @tab @tab X
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@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 R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
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@item Raw Video @tab X @tab X
@item RealVideo 1.0 @tab X @tab X
@item RealVideo 2.0 @tab X @tab X
@item RealVideo 3.0 @tab @tab X
@tab still far from ideal
@item Renderware TXD (TeXture Dictionary) @tab @tab X
@tab Texture dictionaries used by the Renderware Engine.
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@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
@tab experimental wavelet codec (fourcc: SNOW)
@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
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@item Sorenson Vector Quantizer 1 @tab X @tab X
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@item Sorenson Vector Quantizer 3 @tab @tab X
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@item Sunplus JPEG (SP5X) @tab @tab X
@item TechSmith Screen Capture Codec @tab @tab X
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@item Theora @tab E @tab X
@tab encoding supported through external library libtheora
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@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 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 not completely working
@item Wing Commander III / Xan @tab @tab X
@tab Used in Wing Commander III .MVE files.
@item Wing Commander IV / Xan @tab @tab X
@tab Used in Wing Commander IV.
@item Winnov WNV1 @tab @tab X
@item WMV7 @tab X @tab X
@item YAMAHA SMAF @tab X @tab X
@item Psygnosis YOP Video @tab @tab X
@tab part of LCL, encoder experimental
@item Zip Motion Blocks Video @tab X @tab X
@tab Encoder works only in PAL8.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
@section Audio Codecs
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
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@item AAC @tab E @tab X
@tab encoding supported through external library libfaac and libvo-aacenc
@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
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@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 X
@tab encoding supported through external library libopencore-amrnb
@item AMR-WB @tab E @tab X
@tab encoding supported through external library libvo-amrwbenc
@item Apple lossless audio @tab X @tab X
@item Atrac 1 @tab @tab X
@item Atrac 3 @tab @tab X
@item Bink Audio @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 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
@tab Used in Origin's Wing Commander IV AVI files.
@item DSP Group TrueSpeech @tab @tab X
@item DV audio @tab @tab X
@item Enhanced AC-3 @tab X @tab X
@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
@item GSM @tab E @tab X
@tab encoding supported through external library libgsm
@item GSM Microsoft variant @tab E @tab X
@tab encoding supported through external library libgsm
@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 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 MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
@item Musepack SV7 @tab @tab X
@item Musepack SV8 @tab @tab X
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@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 signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
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@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
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@item QDesign Music Codec 2 @tab @tab X
@tab There are still some distortions.
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@item RealAudio 2.0 (28.8K) @tab @tab X
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@item RealAudio 3.0 (dnet) @tab IX @tab X
@item RealAudio SIPR / ACELP.NET @tab @tab X
@item Sierra VMD audio @tab @tab X
@tab Used in Sierra VMD files.
@item Smacker audio @tab @tab X
@item SMPTE 302M AES3 audio @tab @tab X
@tab supported through external library libspeex
@item True Audio (TTA) @tab @tab X
@item TrueHD @tab @tab X
@tab Used in HD-DVD and Blu-Ray discs.
@item Vorbis @tab E @tab X
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@tab A native but very primitive encoder exists.
@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
@item Windows Media Audio Pro @tab @tab X
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
@code{I} means that an integer-only version is available, too (ensures high
performance on systems without hardware floating point support).
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@multitable @columnfractions .4 .1 .1 .1 .1
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
@item SSA/ASS @tab X @tab X @tab X @tab X
@item DVB @tab X @tab X @tab X @tab X
@item DVD @tab X @tab X @tab X @tab X
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@item XSUB @tab @tab @tab X @tab X
@end multitable
@code{X} means that the feature is supported.
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@multitable @columnfractions .4 .1
@item Apple HTTP Live Streaming @tab X
@item file @tab X
@item Gopher @tab X
@item HTTP @tab X
@item MMS @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 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 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}).
@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 AVplay, you must have the MinGW development library
of @uref{http://www.libsdl.org/, SDL}.
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
where SDL was installed. Verify that @file{sdl-config} can be launched from
the MSYS command line.
@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++:
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Within the MSYS shell, build Libav with
./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.
Alternatively, build the libraries with a cross compiler, according to
the instructions below in @ref{Cross compilation for Windows with Linux}.
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.
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 (@code{/OPT:NOREF})", otherwise
the resulting binaries will fail during runtime. This isn't
required when using import libraries generated by lib.exe.
This issue is reported upstream at
@url{http://sourceware.org/bugzilla/show_bug.cgi?id=12633}.
To create import libraries that work with the @code{/OPT:REF} option
(which is enabled by default in Release mode), follow these steps:
@enumerate
@item Open @file{Visual Studio 2005 Command Prompt}.
Alternatively, in a normal command line prompt, call @file{vcvars32.bat}
which sets up the environment variables for the Visual C++ tools
(the standard location for this file is
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}).
@item Enter the @file{bin} directory where the created LIB and DLL files
are stored.
@item Generate new import libraries with @file{lib.exe}:
@example
lib /machine:i386 /def:..\lib\avcodec-53.def /out:avcodec.lib
lib /machine:i386 /def:..\lib\avdevice-53.def /out:avdevice.lib
lib /machine:i386 /def:..\lib\avfilter-2.def /out:avfilter.lib
lib /machine:i386 /def:..\lib\avformat-53.def /out:avformat.lib
lib /machine:i386 /def:..\lib\avutil-51.def /out:avutil.lib