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\input texinfo @c -*- texinfo -*-
@settitle FFmpeg Documentation
@titlepage
@sp 7
@center @titlefont{FFmpeg Documentation}
@sp 3
@end titlepage
@chapter Introduction
FFmpeg is a very fast video and audio converter. It can also grab from
a live audio/video source.
The command line interface is designed to be intuitive, in the sense
that FFmpeg tries to figure out all parameters that can possibly be
derived automatically. You usually only have to specify the target
bitrate you want.
FFmpeg can also convert from any sample rate to any other, and resize
video on the fly with a high quality polyphase filter.
@chapter Quick Start
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@c man begin EXAMPLES
@section Video and Audio grabbing
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FFmpeg can use a video4linux compatible video source and any Open Sound
System audio source:
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Note that you must activate the right video source and channel before
launching FFmpeg with any TV viewer such as xawtv
(@url{http://bytesex.org/xawtv/}) by Gerd Knorr. You also
have to set the audio recording levels correctly with a
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standard mixer.
@section Video and Audio file format conversion
* FFmpeg can use any supported file format and protocol as input:
ffmpeg -i /tmp/test%d.Y /tmp/out.mpg
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/tmp/test0.Y, /tmp/test0.U, /tmp/test0.V,
/tmp/test1.Y, /tmp/test1.U, /tmp/test1.V, etc...
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The Y files use twice the resolution of the U and V files. They are
raw files, without header. They can be generated by all decent video
decoders. You must specify the size of the image with the @option{-s} option
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ffmpeg -i /tmp/test.yuv /tmp/out.avi
test.yuv is a file containing raw YUV planar data. Each frame is composed
of the Y plane followed by the U and V planes at half vertical and
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horizontal resolution.
ffmpeg -i mydivx.avi hugefile.yuv
@end example
* You can set several input files and output files:
@example
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ffmpeg -i /tmp/a.wav -s 640x480 -i /tmp/a.yuv /tmp/a.mpg
Converts the audio file a.wav and the raw YUV video file a.yuv
to MPEG file a.mpg.
* You can also do audio and video conversions at the same time:
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ffmpeg -i /tmp/a.wav -ar 22050 /tmp/a.mp2
Converts a.wav to MPEG audio at 22050Hz sample rate.
* You can encode to several formats at the same time and define a
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mapping from input stream to output streams:
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ffmpeg -i /tmp/a.wav -ab 64 /tmp/a.mp2 -ab 128 /tmp/b.mp2 -map 0:0 -map 0:0
@end example
Converts a.wav to a.mp2 at 64 kbits and to b.mp2 at 128 kbits. '-map
file:index' specifies which input stream is used for each output
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stream, in the order of the definition of output streams.
* You can transcode decrypted VOBs
@example
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ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800 -g 300 -bf 2 -acodec mp3 -ab 128 snatch.avi
@end example
This is a typical DVD ripping example; the input is a VOB file, the
output an AVI file with MPEG-4 video and MP3 audio. Note that in this
command we use B-frames so the MPEG-4 stream is DivX5 compatible, and
GOP size is 300 which means one intra frame every 10 seconds for 29.97fps
input video. Furthermore, the audio stream is MP3-encoded so you need
to enable LAME support by passing @code{--enable-mp3lame} to configure.
The mapping is particularly useful for DVD transcoding
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to get the desired audio language.
NOTE: To see the supported input formats, use @code{ffmpeg -formats}.
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@c man end
@chapter Invocation
@section Syntax
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The generic syntax is:
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@c man begin SYNOPSIS
ffmpeg [[infile options][@option{-i} @var{infile}]]... @{[outfile options] @var{outfile}@}...
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@c man end
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@c man begin DESCRIPTION
If no input file is given, audio/video grabbing is done.
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As a general rule, options are applied to the next specified
file. For example, if you give the @option{-b 64} option, it sets the video
bitrate of the next file. The format option may be needed for raw input
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files.
By default, FFmpeg tries to convert as losslessly as possible: It
uses the same audio and video parameters for the outputs as the one
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specified for the inputs.
@c man end
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@c man begin OPTIONS
@section Main options
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@table @option
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@item -formats
Set the recording time in seconds.
@code{hh:mm:ss[.xxx]} syntax is also supported.
@item -ss position
Seek to given time position in seconds.
@code{hh:mm:ss[.xxx]} syntax is also supported.
Specify target file type ("vcd", "svcd", "dvd", "dv", "pal-vcd",
"ntsc-svcd", ... ). All the format options (bitrate, codecs,
buffer sizes) are then set automatically. You can just type:
@example
ffmpeg -i myfile.avi -target vcd /tmp/vcd.mpg
@end example
Nevertheless you can specify additional options as long as you know
they do not conflict with the standard, as in:
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@example
ffmpeg -i myfile.avi -target vcd -bf 2 /tmp/vcd.mpg
@end example
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@item -itsoffset offset
Set the input time offset in seconds.
@code{[-]hh:mm:ss[.xxx]} syntax is also supported.
This option affects all the input files that follow it.
The offset is added to the timestamps of the input files.
Specifying a positive offset means that the corresponding
streams are delayed by 'offset' seconds.
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@end table
@section Video Options
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@table @option
@item -b bitrate
Set the video bitrate in kbit/s (default = 200 kb/s).
Set frame size. The format is @samp{wxh} (default = 160x128).
The following abbreviations are recognized:
@item sqcif
128x96
@item qcif
176x144
@item cif
352x288
@item 4cif
704x576
@end table
@item -aspect aspect
Set aspect ratio (4:3, 16:9 or 1.3333, 1.7777).
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@item -padtop size
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@item -padbottom size
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@item -padleft size
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@item -padright size
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@item -padcolor (hex color)
Set color of padded bands. The value for padcolor is expressed
as a six digit hexadecimal number where the first two digits
represent red, the middle two digits green and last two digits
blue (default = 000000 (black)).
Force video codec to @var{codec}. Use the @code{copy} special value to
Use same video quality as source (implies VBR).
Select the pass number (1 or 2). It is useful to do two pass
encoding. The statistics of the video are recorded in the first
pass and the video is generated at the exact requested bitrate
in the second pass.
@end table
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@table @option
maximum difference between the quantiser scales (VBR)
video quantiser scale blur (VBR)
video quantiser scale compression (VBR)
Set rate control equation (@pxref{FFmpeg formula
evaluator}) (default = @code{tex^qComp}).
@item -rc_override override
rate control override for specific intervals
Set motion estimation method to @var{method}.
Available methods are (from lowest to best quality):
@item phods
@item log
@item x1
@item epzs
(default method)
@item full
exhaustive search (slow and marginally better than epzs)
@end table
@item -dct_algo algo
Set DCT algorithm to @var{algo}. Available values are:
@table @samp
@item 0
FF_DCT_AUTO (default)
@item 1
FF_DCT_FASTINT
@item 2
FF_DCT_INT
@item 3
FF_DCT_MMX
@item 4
FF_DCT_MLIB
@item 5
FF_DCT_ALTIVEC
@end table
@item -idct_algo algo
Set IDCT algorithm to @var{algo}. Available values are:
@table @samp
@item 0
FF_IDCT_AUTO (default)
@item 1
@item 3
FF_ER_AGGRESSIVE
@item 4
FF_ER_VERY_AGGRESSIVE
@end table
Set error concealment to @var{bit_mask}. @var{bit_mask} is a bit mask of
Use 'frames' B-frames (supported for MPEG-1, MPEG-2 and MPEG-4).
@item -mbd mode
macroblock decision
@table @samp
@item 0
FF_MB_DECISION_SIMPLE: Use mb_cmp (cannot change it yet in FFmpeg).
FF_MB_DECISION_BITS: Choose the one which needs the fewest bits.
Use four motion vector by macroblock (MPEG-4 only).
Work around encoder bugs that are not auto-detected.
Force interlacing support in encoder (MPEG-2 and MPEG-4 only).
Use this option if your input file is interlaced and you want
to keep the interlaced format for minimum losses.
The alternative is to deinterlace the input stream with
@option{-deinterlace}, but deinterlacing introduces losses.
Dump video coding statistics to @file{vstats_HHMMSS.log}.
Insert video processing @var{module}. @var{module} contains the module
name and its parameters separated by spaces.
@end table
@section Audio Options
@table @option
Set the audio sampling frequency (default = 44100 Hz).
Set the audio bitrate in kbit/s (default = 64).
Set the number of audio channels (default = 1).
Force audio codec to @var{codec}. Use the @code{copy} special value to
specify that the raw codec data must be copied as is.
@end table
@section Audio/Video grab options
@table @option
@item -vd device
sEt video grab device (e.g. @file{/dev/video0}).
@end table
@section Advanced options
@table @option
Only use bit exact algorithms (for codec testing).
Read input at native frame rate. Mainly used to simulate a grab device.
Loop over the input stream. Currently it works only for image
streams. This option is used for automatic FFserver testing.
@item -loop_output number_of_times
Repeatedly loop output for formats that support looping such as animated GIF
@node FFmpeg formula evaluator
@section FFmpeg formula evaluator
When evaluating a rate control string, FFmpeg uses an internal formula
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The following binary operators are available: @code{+}, @code{-},
@code{*}, @code{/}, @code{^}.
The following unary operators are available: @code{+}, @code{-},
@code{(...)}.
The following functions are available:
@table @var
@item sinh(x)
@item cosh(x)
@item tanh(x)
@item sin(x)
@item cos(x)
@item tan(x)
@item exp(x)
@item log(x)
@item squish(x)
@item gauss(x)
@item abs(x)
@item max(x, y)
@item min(x, y)
@item gt(x, y)
@item lt(x, y)
@item eq(x, y)
@item bits2qp(bits)
@item qp2bits(qp)
@end table
The following constants are available:
@table @var
@item PI
@item E
@item iTex
@item pTex
@item tex
@item mv
@item fCode
@item iCount
@item mcVar
@item var
@item isI
@item isP
@item isB
@item avgQP
@item qComp
@item avgIITex
@item avgPITex
@item avgPPTex
@item avgBPTex
@item avgTex
@end table
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@c man end
@ignore
@setfilename ffmpeg
@settitle FFmpeg video converter
@c man begin SEEALSO
ffserver(1), ffplay(1) and the HTML documentation of @file{ffmpeg}.
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@c man end
@c man begin AUTHOR
Fabrice Bellard
@c man end
@end ignore
@section Protocols
The filename can be @file{-} to read from standard input or to write
to standard output.
FFmpeg also handles many protocols specified with an URL syntax.
Use 'ffmpeg -formats' to see a list of the supported protocols.
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The protocol @code{http:} is currently used only to communicate with
FFserver (see the FFserver documentation). When FFmpeg will be a
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video player it will also be used for streaming :-)
@chapter Tips
@itemize
@item For streaming at very low bitrate application, use a low frame rate
and a small GOP size. This is especially true for RealVideo where
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the Linux player does not seem to be very fast, so it can miss
frames. An example is:
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ffmpeg -g 3 -r 3 -t 10 -b 50 -s qcif -f rv10 /tmp/b.rm
@end example
@item The parameter 'q' which is displayed while encoding is the current
quantizer. The value 1 indicates that a very good quality could
be achieved. The value 31 indicates the worst quality. If q=31 appears
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too often, it means that the encoder cannot compress enough to meet
your bitrate. You must either increase the bitrate, decrease the
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frame rate or decrease the frame size.
@item If your computer is not fast enough, you can speed up the
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compression at the expense of the compression ratio. You can use
'-me zero' to speed up motion estimation, and '-intra' to disable
motion estimation completely (you have only I-frames, which means it
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is about as good as JPEG compression).
@item To have very low audio bitrates, reduce the sampling frequency
(down to 22050 kHz for MPEG audio, 22050 or 11025 for AC3).
@item To have a constant quality (but a variable bitrate), use the option
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'-qscale n' when 'n' is between 1 (excellent quality) and 31 (worst
quality).
@item When converting video files, you can use the '-sameq' option which
uses the same quality factor in the encoder as in the decoder.
It allows almost lossless encoding.
@end itemize
@chapter Supported File Formats and Codecs
You can use the @code{-formats} option to have an exhaustive list.
@section File Formats
FFmpeg supports the following file formats through the @code{libavformat}
@multitable @columnfractions .4 .1 .1 .4
@item Supported File Format @tab Encoding @tab Decoding @tab Comments
@item MPEG audio @tab X @tab X
@tab muxed audio and video
@tab also known as @code{VOB} file
@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
@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 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
@tab 4X Technologies format, used in some games.
@item Playstation STR @tab @tab X
@item Id RoQ @tab @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
@tab Format used in various Interplay computer games.
@tab Multimedia format used in Origin's Wing Commander III computer game.
@item Sega FILM/CPK @tab @tab X
@item Westwood Studios VQA/AUD @tab @tab X
@tab Multimedia formats used in Westwood Studios games.
@item Id Cinematic (.cin) @tab @tab X
@item Sierra Online @tab @tab X
@item Electronic Arts Multimedia @tab @tab X
@tab Used in various EA games; files have extensions like WVE and UV2.
@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.
@code{X} means that encoding (resp. decoding) is supported.
@section Image Formats
FFmpeg 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 Supported Image Format @tab Encoding @tab Decoding @tab Comments
@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 .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 SGI @tab X @tab X @tab SGI RGB image format
@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 @tab also known as DivX4/5
@item MSMPEG4 V1 @tab X @tab X
@item MSMPEG4 V2 @tab X @tab X
@item MSMPEG4 V3 @tab X @tab X @tab also known as DivX3
@item WMV7 @tab X @tab X
@item WMV8 @tab X @tab X @tab not completely working
@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
@item RealVideo 1.0 @tab X @tab X
@item RealVideo 2.0 @tab X @tab X
@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
@item Apple MJPEG-B @tab @tab X
@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
@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 Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
@item On2 VP3 @tab @tab X @tab still experimental
@item Theora @tab @tab X @tab still experimental
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@item Intel Indeo 3 @tab @tab X
@item Flash Screen Video @tab @tab X @tab fourcc: FSV1
@item 4X Video @tab @tab X @tab Used in certain computer games.
@item Sony Playstation MDEC @tab @tab X
@item Id RoQ @tab @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 @tab X @tab fourcc: 'rle '
@item Apple Video @tab @tab X @tab fourcc: rpza
@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
@item Cinepak @tab @tab X
@item Microsoft RLE @tab @tab X
@item Microsoft Video-1 @tab @tab X
@item Id Cinematic Video @tab @tab X @tab Used in Quake II.
@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 American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
@item ZMBV @tab @tab X @tab
@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.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
See @url{http://mplayerhq.hu/~michael/codec-features.html} to
get a precise comparison of the FFmpeg MPEG-4 codec compared to
other implementations.
@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 Supported through the external library libvorbis.
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@item AAC @tab X @tab X
@tab Supported through the external library libfaac/libfaad.
@item MS IMA ADPCM @tab X @tab X
@item QT IMA ADPCM @tab @tab X
@item 4X IMA ADPCM @tab @tab X
@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
@item CD-ROM XA ADPCM @tab @tab X
@item CRI ADX ADPCM @tab X @tab X
@item Electronic Arts ADPCM @tab @tab X
@item Creative ADPCM @tab @tab X
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
@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-WB @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
@tab Used in Origin's Wing Commander IV AVI files.
@item Sierra Online DPCM @tab @tab X
@item Apple MACE 3 @tab @tab X
@item Apple MACE 6 @tab @tab X
@item FLAC lossless audio @tab @tab X
@item Shorten lossless audio @tab @tab X
@item Apple lossless audio @tab @tab X
@tab QuickTime fourcc 'alac'
@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
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@code{I} means that an integer-only version is available, too (ensures high
performance on systems without hardware floating point support).
@chapter Platform Specific information
@section Linux
FFmpeg should be compiled with at least GCC 2.95.3. GCC 3.2 is the
preferred compiler now for FFmpeg. All future optimizations will depend on
BSD make will not build FFmpeg, you need to install and use GNU Make
(@file{gmake}).
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@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
instructions in the download section and the FAQ.
@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 Extract the current version of FFmpeg.
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@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}. Don't forget to copy @file{SDL.dll} to the place
you launch @file{ffplay} from.
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@end 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
@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
@code{avformat.lib}. With these libraries you can link your Visual C++
code directly with the FFmpeg DLLs (see below).
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@subsection Visual C++ compatibility
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.
Here are the step-by-step instructions for building the FFmpeg libraries
so they can be used with Visual C++:
@enumerate
@item Install Visual C++ (if you haven't done so already).
@item Install MinGW and MSYS as described above.
@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}:
@code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
@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.
@item Extract the current version of FFmpeg and change to the FFmpeg directory.
@item Type the command
@code{./configure --enable-shared --disable-static --enable-memalign-hack}
to configure and, if that didn't produce any errors,