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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
    
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    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
    
    
    @section Video and Audio grabbing
    
    
    FFmpeg can use a video4linux compatible video source and any Open Sound
    System audio source:
    
    
    ffmpeg /tmp/out.mpg
    
    Note that you must activate the right video source and channel before
    
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    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
    
    @section Video and Audio file format conversion
    
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    * FFmpeg can use any supported file format and protocol as input:
    
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    * You can use YUV files as input:
    
    ffmpeg -i /tmp/test%d.Y /tmp/out.mpg
    
    It will use the files:
    
    /tmp/test0.Y, /tmp/test0.U, /tmp/test0.V,
    /tmp/test1.Y, /tmp/test1.U, /tmp/test1.V, etc...
    
    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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    if FFmpeg cannot guess it.
    
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    * You can input from a raw YUV420P file:
    
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    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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    * You can output to a raw YUV420P file:
    
    ffmpeg -i mydivx.avi hugefile.yuv
    
    @end example
    
    * You can set several input files and output files:
    
    @example
    
    ffmpeg -i /tmp/a.wav -s 640x480 -i /tmp/a.yuv /tmp/a.mpg
    
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    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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    Converts a.wav to MPEG audio at 22050Hz sample rate.
    
    
    * You can encode to several formats at the same time and define a
    
    ffmpeg -i /tmp/a.wav -ab 64 /tmp/a.mp2 -ab 128 /tmp/b.mp2 -map 0:0 -map 0:0
    
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    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
    
    stream, in the order of the definition of output streams.
    
    
    * You can transcode decrypted VOBs
    
    @example
    
    ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800 -g 300 -bf 2 -acodec mp3 -ab 128 snatch.avi
    
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    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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    NOTE: To see the supported input formats, use @code{ffmpeg -formats}.
    
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    ffmpeg [[infile options][@option{-i} @var{infile}]]... @{[outfile options] @var{outfile}@}...
    
    @c man begin DESCRIPTION
    If no input file is given, audio/video grabbing is done.
    
    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
    
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    bitrate of the next file. The format option may be needed for raw input
    
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    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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    Show license.
    
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    Show help.
    
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    Show available formats, codecs, protocols, ...
    
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    Force format.
    
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    @item -i filename
    
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    input filename
    
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    Overwrite output files.
    
    @item -t duration
    
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    Set the recording time in seconds.
    @code{hh:mm:ss[.xxx]} syntax is also supported.
    
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    Seek to given time position in seconds.
    @code{hh:mm:ss[.xxx]} syntax is also supported.
    
    @item -title string
    
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    Set the title.
    
    @item -author string
    
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    Set the author.
    
    @item -copyright string
    
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    Set the copyright.
    
    @item -comment string
    
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    Set the comment.
    
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    @item -target type
    
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    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:
    
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    @example
    ffmpeg -i myfile.avi -target vcd /tmp/vcd.mpg
    @end example
    
    
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    Nevertheless you can specify additional options as long as you know
    they do not conflict with the standard, as in:
    
    
    @example
    ffmpeg -i myfile.avi -target vcd -bf 2 /tmp/vcd.mpg
    @end example
    
    
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    @item -hq
    
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    Activate high quality settings.
    
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    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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    Set the video bitrate in kbit/s (default = 200 kb/s).
    
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    Set frame rate (default = 25).
    
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    Set frame size. The format is @samp{wxh} (default = 160x128).
    The following abbreviations are recognized:
    
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    @table @samp
    
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    @item sqcif
    128x96
    @item qcif
    176x144
    @item cif
    352x288
    @item 4cif
    704x576
    @end table
    
    @item -aspect aspect
    
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    Set aspect ratio (4:3, 16:9 or 1.3333, 1.7777).
    
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    @item -croptop size
    
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    Set top crop band size (in pixels).
    
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    @item -cropbottom size
    
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    Set bottom crop band size (in pixels).
    
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    @item -cropleft size
    
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    Set left crop band size (in pixels).
    
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    @item -cropright size
    
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    Set right crop band size (in pixels).
    
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    Set top pad band size (in pixels).
    
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    Set bottom pad band size (in pixels).
    
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    Set left pad band size (in pixels).
    
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    Set right pad band size (in pixels).
    
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    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)).
    
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    Disable video recording.
    
    @item -bt tolerance
    
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    Set video bitrate tolerance (in kbit/s).
    
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    @item -maxrate bitrate
    
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    Set max video bitrate tolerance (in kbit/s).
    
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    @item -minrate bitrate
    
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    Set min video bitrate tolerance (in kbit/s).
    
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    @item -bufsize size
    
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    Set rate control buffer size (in kbit).
    
    @item -vcodec codec
    
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    Force video codec to @var{codec}. Use the @code{copy} special value to
    
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    tell that the raw codec data must be copied as is.
    
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    @item -sameq
    
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    Use same video quality as source (implies VBR).
    
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    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.
    
    @item -passlogfile file
    
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    Set two pass logfile name to @var{file}.
    
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    @section Advanced Video Options
    
    @item -g gop_size
    
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    Set the group of pictures size.
    
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    Use only intra frames.
    
    @item -qscale q
    
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    Use fixed video quantiser scale (VBR).
    
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    minimum video quantiser scale (VBR)
    
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    maximum video quantiser scale (VBR)
    
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    maximum difference between the quantiser scales (VBR)
    
    @item -qblur blur
    
    video quantiser scale blur (VBR)
    
    @item -qcomp compression
    
    video quantiser scale compression (VBR)
    
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    @item -rc_init_cplx complexity
    
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    initial complexity for single pass encoding
    
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    @item -b_qfactor factor
    
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    qp factor between P- and B-frames
    
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    @item -i_qfactor factor
    
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    qp factor between P- and I-frames
    
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    @item -b_qoffset offset
    
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    qp offset between P- and B-frames
    
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    @item -i_qoffset offset
    
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    qp offset between P- and I-frames
    
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    @item -rc_eq equation
    
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    Set rate control equation (@pxref{FFmpeg formula
    evaluator}) (default = @code{tex^qComp}).
    
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    @item -rc_override override
    rate control override for specific intervals
    
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    @item -me method
    
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    Set motion estimation method to @var{method}.
    Available methods are (from lowest to best quality):
    
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    @table @samp
    @item zero
    
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    Try just the (0, 0) vector.
    
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    @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
    
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    Set DCT algorithm to @var{algo}. Available values are:
    
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    @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
    
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    Set IDCT algorithm to @var{algo}. Available values are:
    
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    @table @samp
    @item 0
    FF_IDCT_AUTO (default)
    @item 1
    
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    @item 2
    
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    @item 3
    
    FF_IDCT_SIMPLEMMX
    
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    @item 4
    
    FF_IDCT_LIBMPEG2MMX
    
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    @item 5
    
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    @item 6
    
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    @item 7
    
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    @item 8
    
    FF_IDCT_ALTIVEC
    
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    @item 9
    
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    @item 10
    
    FF_IDCT_SIMPLEARM
    
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    @end table
    
    @item -er n
    
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    Set error resilience to @var{n}.
    
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    @table @samp
    
    FF_ER_CAREFUL (default)
    
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    @item 2
    
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    FF_ER_COMPLIANT
    
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    @item 3
    FF_ER_AGGRESSIVE
    @item 4
    FF_ER_VERY_AGGRESSIVE
    @end table
    
    
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    @item -ec bit_mask
    
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    Set error concealment to @var{bit_mask}. @var{bit_mask} is a bit mask of
    
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    the following values:
    
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    @table @samp
    @item 1
    
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    FF_EC_GUESS_MVS (default = enabled)
    
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    @item 2
    
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    FF_EC_DEBLOCK (default = enabled)
    
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    @end table
    
    @item -bf frames
    
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    Use 'frames' B-frames (supported for MPEG-1, MPEG-2 and MPEG-4).
    
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    @item -mbd mode
    macroblock decision
    @table @samp
    @item 0
    
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    FF_MB_DECISION_SIMPLE: Use mb_cmp (cannot change it yet in FFmpeg).
    
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    @item 1
    
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    FF_MB_DECISION_BITS: Choose the one which needs the fewest bits.
    
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    @item 2
    
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    FF_MB_DECISION_RD: rate distortion
    
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    @end table
    
    @item -4mv
    
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    Use four motion vector by macroblock (MPEG-4 only).
    
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    @item -part
    
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    Use data partitioning (MPEG-4 only).
    
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    @item -bug param
    
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    Work around encoder bugs that are not auto-detected.
    
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    @item -strict strictness
    
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    How strictly to follow the standards.
    
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    @item -aic
    
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    Enable Advanced intra coding (h263+).
    
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    @item -umv
    
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    Enable Unlimited Motion Vector (h263+)
    
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    @item -deinterlace
    
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    Deinterlace pictures.
    
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    @item -interlace
    
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    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.
    
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    @item -psnr
    
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    Calculate PSNR of compressed frames.
    
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    @item -vstats
    
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    Dump video coding statistics to @file{vstats_HHMMSS.log}.
    
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    @item -vhook module
    
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    Insert video processing @var{module}. @var{module} contains the module
    
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    name and its parameters separated by spaces.
    @end table
    
    @section Audio Options
    
    @table @option
    
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    Set the audio sampling frequency (default = 44100 Hz).
    
    @item -ab bitrate
    
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    Set the audio bitrate in kbit/s (default = 64).
    
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    @item -ac channels
    
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    Set the number of audio channels (default = 1).
    
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    @item -an
    
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    Disable audio recording.
    
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    @item -acodec codec
    
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    Force audio codec to @var{codec}. Use the @code{copy} special value to
    specify that the raw codec data must be copied as is.
    
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    @end table
    
    @section Audio/Video grab options
    
    @table @option
    @item -vd device
    
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    sEt video grab device (e.g. @file{/dev/video0}).
    
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    @item -vc channel
    
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    Set video grab channel (DV1394 only).
    
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    @item -tvstd standard
    
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    Set television standard (NTSC, PAL (SECAM)).
    
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    @item -dv1394
    
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    Set DV1394 grab.
    
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    @item -ad device
    
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    Set audio device (e.g. @file{/dev/dsp}).
    
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    @end table
    
    @section Advanced options
    
    @table @option
    
    @item -map file:stream
    
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    Set input stream mapping.
    
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    @item -debug
    
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    Print specific debug info.
    
    @item -benchmark
    
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    Add timings for benchmarking.
    
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    Dump each input packet.
    
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    @item -bitexact
    
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    Only use bit exact algorithms (for codec testing).
    
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    @item -ps size
    
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    Set packet size in bits.
    
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    @item -re
    
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    Read input at native frame rate. Mainly used to simulate a grab device.
    
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    @item -loop
    
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    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
    
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    Repeatedly loop output for formats that support looping such as animated GIF
    
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    (0 will loop the output infinitely).
    
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    @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
    
    
    @c man end
    
    @ignore
    
    @setfilename ffmpeg
    @settitle FFmpeg video converter
    
    @c man begin SEEALSO
    
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    ffserver(1), ffplay(1) and the HTML documentation of @file{ffmpeg}.
    
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    The filename can be @file{-} to read from standard input or to write
    to standard output.
    
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    FFmpeg also handles many protocols specified with an URL syntax.
    
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    Use 'ffmpeg -formats' to see a list of the supported protocols.
    
    The protocol @code{http:} is currently used only to communicate with
    
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    FFserver (see the FFserver documentation). When FFmpeg will be a
    
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    @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
    
    the Linux player does not seem to be very fast, so it can miss
    frames. An example is:
    
    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
    
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    quantizer. The value 1 indicates that a very good quality could
    be achieved. The value 31 indicates the worst quality. If q=31 appears
    
    too often, it means that the encoder cannot compress enough to meet
    
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    your bitrate. You must either increase the bitrate, decrease the
    
    
    @item If your computer is not fast enough, you can speed up the
    
    compression at the expense of the compression ratio. You can use
    '-me zero' to speed up motion estimation, and '-intra' to disable
    
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    motion estimation completely (you have only I-frames, which means it
    
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    @item To have very low audio bitrates, reduce the sampling frequency
    
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    (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
    
    '-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
    
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    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}
    
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    library:
    
    @multitable @columnfractions .4 .1 .1 .4
    
    @item Supported File Format @tab Encoding @tab Decoding @tab Comments
    @item MPEG audio @tab X @tab X
    
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    @item MPEG-1 systems @tab X  @tab  X
    
    @tab muxed audio and video
    
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    @item MPEG-2 PS @tab X  @tab  X
    
    @tab also known as @code{VOB} file
    
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    @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
    
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    @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
    
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    @item NUT @tab X @tab X @tab NUT Open Container Format
    
    @item QuickTime        @tab X @tab  X
    
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    @item MPEG-4           @tab X @tab  X
    @tab MPEG-4 is a variant of QuickTime.
    
    @item Raw MPEG4 video  @tab  X @tab  X
    
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    @item 4xm              @tab    @tab X
    
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    @tab 4X Technologies format, used in some games.
    
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    @item Playstation STR  @tab    @tab X
    @item Id RoQ           @tab    @tab X
    
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
    
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    @item Interplay MVE    @tab    @tab X
    
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    @tab Format used in various Interplay computer games.
    
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    @item WC3 Movie        @tab    @tab X
    
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
    
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    @tab Used in many Sega Saturn console games.
    
    @item Westwood Studios VQA/AUD  @tab    @tab X
    
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    @tab Multimedia formats used in Westwood Studios games.
    
    @item Id Cinematic (.cin) @tab    @tab X
    
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    @tab Used in Quake II.
    
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    @item FLIC format      @tab    @tab X
    @tab .fli/.flc files
    
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    @item Sierra VMD       @tab    @tab X
    
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    @tab Used in Sierra CD-ROM games.
    
    @item Sierra Online    @tab    @tab X
    
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    @tab .sol files used in Sierra Online games.
    
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    @item Matroska         @tab    @tab X
    
    @item Electronic Arts Multimedia    @tab    @tab X
    
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    @tab Used in various EA games; files have extensions like WVE and UV2.
    
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    @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.
    
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    @item GXF @tab    @tab X
    
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    @end multitable
    
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    @code{X} means that encoding (resp. decoding) is supported.
    
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    @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
    
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    @item Supported Image Format @tab Encoding @tab Decoding @tab Comments
    
    @item PGM, PPM     @tab X @tab X
    
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    @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
    
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    @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
    
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    @end multitable
    
    
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    @code{X} means that encoding (resp. decoding) is supported.
    
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    @multitable @columnfractions .4 .1 .1 .4
    
    @item Supported Codec @tab Encoding @tab Decoding @tab Comments
    
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    @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
    
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    @item MSMPEG4 V3             @tab  X  @tab  X @tab also known as DivX3
    
    @item WMV7                   @tab  X  @tab  X
    
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    @item WMV8                   @tab  X  @tab  X @tab not completely working
    
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    @item H.261                  @tab  X  @tab  X
    
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    @item H.263(+)               @tab  X  @tab  X @tab also known as RealVideo 1.0
    
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    @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
    
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    @item lossless MJPEG         @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 DV                     @tab  X  @tab  X
    
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    @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)
    
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    @item Asus v1                @tab  X  @tab  X @tab fourcc: ASV1
    
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    @item Asus v2                @tab  X  @tab  X @tab fourcc: ASV2
    
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    @item Creative YUV           @tab     @tab  X @tab fourcc: CYUV
    
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    @item Sorenson Video 1       @tab  X  @tab  X @tab fourcc: SVQ1
    
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    @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 FLV                    @tab  X  @tab  X @tab Sorenson H.263 used in Flash
    
    @item Flash Screen Video     @tab     @tab  X @tab fourcc: FSV1
    
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    @item ATI VCR1               @tab     @tab  X @tab fourcc: VCR1
    
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    @item ATI VCR2               @tab     @tab  X @tab fourcc: VCR2
    
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    @item Cirrus Logic AccuPak   @tab     @tab  X @tab fourcc: CLJR
    
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    @item 4X Video               @tab     @tab  X @tab Used in certain computer games.
    
    @item Sony Playstation MDEC  @tab     @tab  X
    
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    @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 '
    
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    @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 Microsoft RLE          @tab     @tab  X
    @item Microsoft Video-1      @tab     @tab  X
    
    @item Westwood VQA           @tab     @tab  X
    
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    @item Id Cinematic Video     @tab     @tab  X @tab Used in Quake II.
    
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    @item Planar RGB             @tab     @tab  X @tab fourcc: 8BPS
    
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    @item FLIC video             @tab     @tab  X
    
    @item Duck TrueMotion v1     @tab     @tab  X @tab fourcc: DUCK
    
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    @item Duck TrueMotion v2     @tab     @tab  X @tab fourcc: TM20
    
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    @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
    
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    @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     @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.
    
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    @code{X} means that encoding (resp. decoding) is supported.
    
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    See @url{http://mplayerhq.hu/~michael/codec-features.html} to
    
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    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
    
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    @tab MP3 encoding is supported through the external library LAME.
    
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    @tab liba52 is used internally for decoding.
    
    @item Vorbis                 @tab  X   @tab  X
    
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    @tab Supported through the external library libvorbis.
    
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    @item WMA V1/V2              @tab      @tab X
    
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    @tab Supported through the external library libfaac/libfaad.
    
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    @item Microsoft ADPCM        @tab X    @tab X
    
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    @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
    
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    @item Duck DK3 IMA ADPCM     @tab      @tab X
    
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    @tab Used in some Sega Saturn console games.
    
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    @item Duck DK4 IMA ADPCM     @tab      @tab X
    
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    @tab Used in some Sega Saturn console games.
    
    @item Westwood Studios IMA ADPCM @tab      @tab X
    
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    @tab Used in Westwood Studios games like Command and Conquer.
    
    @item SMJPEG IMA ADPCM       @tab      @tab X
    
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    @tab Used in certain Loki game ports.
    
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    @item CD-ROM XA ADPCM        @tab      @tab X
    @item CRI ADX ADPCM          @tab X    @tab X
    
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    @tab Used in Sega Dreamcast games.
    
    @item Electronic Arts ADPCM  @tab      @tab X
    
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    @tab Used in various EA titles.
    
    @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
    
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    @tab Real low bitrate AC3 codec, liba52 is used for decoding.
    
    @item AMR-NB                 @tab X    @tab X
    
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    @tab Supported through an external library.
    
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    @tab Supported through an external library.
    
    @item DV audio               @tab      @tab X
    
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    @item Id RoQ DPCM            @tab      @tab X
    
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
    
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    @item Interplay MVE DPCM     @tab      @tab X
    
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    @tab Used in various Interplay computer games.
    
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    @item Xan DPCM               @tab      @tab X
    
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    @tab Used in Origin's Wing Commander IV AVI files.
    
    @item Sierra Online DPCM     @tab      @tab X
    
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    @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      @tab X
    @item Shorten lossless audio @tab      @tab X
    
    @item Apple lossless audio   @tab      @tab X
    @tab QuickTime fourcc 'alac'
    
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    @item FFmpeg Sonic           @tab X    @tab X
    
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    @tab experimental lossy/lossless codec
    
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    @item Qdesign QDM2           @tab      @tab X
    @tab there are still some distortions
    
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    @item Real COOK              @tab      @tab X
    @tab All versions except 5.1 are supported
    
    @item DSP Group TrueSpeech   @tab      @tab X
    
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    @item True Audio (TTA)       @tab      @tab X
    
    @item Smacker Audio          @tab      @tab X
    
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    @code{X} means that encoding (resp. decoding) is supported.
    
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    @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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    @chapter Platform Specific information
    
    @section Linux
    
    
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    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
    
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    features only found in GCC 3.2.
    
    @section BSD
    
    
    BSD make will not build FFmpeg, you need to install and use GNU Make
    (@file{gmake}).
    
    
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    @section Windows
    
    
    @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.
    
    
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    @item If you want to test the FFplay, also download
    
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    the MinGW development library of SDL 1.2.x
    (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
    
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    @url{http://www.libsdl.org}. Unpack it in a temporary directory, and
    
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    unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
    
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    directory. Edit the @file{sdl-config} script so that it gives the
    correct SDL directory when invoked.
    
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    @item Extract the current version of FFmpeg.
    
    @item Start the MSYS shell (file @file{msys.bat}).
    
    
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    @item Change to the FFmpeg directory and follow
     the instructions of how to compile FFmpeg (file
    
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    @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.
    
    
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    @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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    @itemize
    
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    @item The target @file{make wininstaller} can be used to create a
    Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
    
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    must be copied to the FFmpeg directory in order to build the
    
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    installer.
    
    
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    @item By using @code{./configure --enable-shared} when configuring FFmpeg,
    
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    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}.
    
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    @item Visual C++ compatibility: If you used @code{./configure --enable-shared}
    when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
    
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    C++ @code{lib} tool to build @code{avcodec.lib} and
    
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    @code{avformat.lib}. With these libraries you can link your Visual C++
    
    code directly with the FFmpeg DLLs (see below).
    
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    @end itemize
    
    @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.
    
    @code{./configure --enable-shared --disable-static --enable-memalign-hack}
    to configure and, if that didn't produce any errors,