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\input texinfo @c -*- texinfo -*-

@settitle General Documentation
@titlepage
@sp 7
@center @titlefont{General Documentation}
@sp 3
@end titlepage


@chapter external libraries

FFmpeg 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}.

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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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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 FFmpeg's license to LGPL version 3 (or if you have enabled
GPL components, GPL version 3) to use it.

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@chapter Supported File Formats and Codecs

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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats

FFmpeg supports the following file formats through the @code{libavformat}
library:

@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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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 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item Apple HTTP Live Streaming @tab   @tab X
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@item ASF                       @tab X @tab X
@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@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
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
    @tab Used in the game Flash Traffic: City of Angels.
@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@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 FFM (FFserver live feed)  @tab X @tab X
@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
    @tab Only embedded audio is decoded.
@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab X
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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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 IV8                       @tab   @tab X
    @tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2)                 @tab X @tab X
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    @tab A format used by libvpx
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item LXF                       @tab   @tab X
    @tab VR native stream format, used by Leitch/Harris' video servers.
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item FFmpeg metadata           @tab X @tab X
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    @tab Metadata in text format.
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Mobotix .mxg              @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
@item MP3                       @tab X @tab X
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@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
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
@item Musepack                  @tab   @tab X
@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab X @tab X
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@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
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@item raw MJPEG                 @tab X @tab X
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@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
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@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
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item Lego Mindstorms RSO       @tab X @tab X
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@item RTMP                      @tab X @tab X
    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab X @tab X
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@item RTSP                      @tab X @tab X
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@item SAP                       @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@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
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item Text files                @tab   @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item WebM                      @tab X @tab X
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@item Windows Televison (WTV)   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@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.
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@item YUV4MPEG pipe             @tab X @tab X
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@item Psygnosis YOP             @tab   @tab X
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@end multitable

@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
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@item Name @tab Encoding @tab Decoding @tab Comments
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@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.
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@item BMP          @tab X @tab X
    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
    @tab Digital Picture Exchange
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@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
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@item JPEG-LS      @tab X @tab X
@item LJPEG        @tab X @tab
    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PIC          @tab @tab X
    @tab Pictor/PC Paint
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@item PNG          @tab X @tab X
    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@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
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@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
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@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.

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@section Video Codecs

@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
@item 8SVX fibonacci         @tab     @tab  X
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@item A64 multicolor         @tab  X  @tab
    @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item ANSI/ASCII art         @tab     @tab  X
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@item Apple MJPEG-B          @tab     @tab  X
@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink Video             @tab     @tab  X
    @tab Support for version 'b' is missing.
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@item Brute Force & Ignorance   @tab   @tab X
    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab  E  @tab  X
    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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@item Delphine Software International CIN video  @tab     @tab  X
    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion 2.0    @tab     @tab  X
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    @tab fourcc: TM20
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@item DV (Digital Video)     @tab  X  @tab  X
@item Feeble Files/ScummVM DXA  @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV video  @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts Madcow video  @tab     @tab  X
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@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
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@item FFmpeg video codec #1  @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video v1  @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item Flash Video (FLV)      @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps                  @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@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
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    @tab encoding supported through external library libx264
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item HuffYUV FFmpeg variant @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ video           @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF ILBM               @tab     @tab  X
    @tab IFF interlaved bitmap
@item IFF ByteRun1           @tab     @tab  X
    @tab IFF run length encoded bitmap
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@item Intel H.263            @tab     @tab  X
@item Intel Indeo 2          @tab     @tab  X
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@item Intel Indeo 3          @tab     @tab  X
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@item Intel Indeo 5          @tab     @tab  X
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@item Interplay C93          @tab     @tab  X
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    @tab Used in the game Cyberia from Interplay.
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@item Interplay MVE video    @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item Karl Morton's video codec  @tab     @tab  X
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    @tab Codec used in Worms games.
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@item Kega Game Video (KGV1) @tab      @tab  X
    @tab Kega emulator screen capture codec.
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@item Lagarith               @tab     @tab  X
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@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
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@item LOCO                   @tab     @tab  X
@item lossless MJPEG         @tab  X  @tab  X
@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video 1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG (Motion JPEG)    @tab  X  @tab  X
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@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.
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@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
447 448
@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
449
@item Nintendo Gamecube THP video  @tab     @tab  X
450 451
@item NuppelVideo/RTjpeg     @tab     @tab  X
    @tab Video encoding used in NuppelVideo files.
452
@item On2 VP3                @tab     @tab  X
453
    @tab still experimental
454
@item On2 VP5                @tab     @tab  X
455
    @tab fourcc: VP50
456
@item On2 VP6                @tab     @tab  X
457
    @tab fourcc: VP60,VP61,VP62
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@item VP8                    @tab  E  @tab  X
    @tab fourcc: VP80, encoding supported through external library libvpx
460
@item planar RGB             @tab     @tab  X
461
    @tab fourcc: 8BPS
462
@item Q-team QPEG            @tab     @tab  X
463
    @tab fourccs: QPEG, Q1.0, Q1.1
464
@item QuickTime 8BPS video   @tab     @tab  X
465 466 467 468 469 470
@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
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@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
472
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
473
@item Raw Video              @tab  X  @tab  X
474 475
@item RealVideo 1.0          @tab  X  @tab  X
@item RealVideo 2.0          @tab  X  @tab  X
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@item RealVideo 3.0          @tab     @tab  X
    @tab still far from ideal
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@item RealVideo 4.0          @tab     @tab  X
479
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
480
    @tab Texture dictionaries used by the Renderware Engine.
481 482
@item RL2 video              @tab     @tab  X
    @tab used in some games by Entertainment Software Partners
483 484
@item Sierra VMD video       @tab     @tab  X
    @tab Used in Sierra VMD files.
485
@item Smacker video          @tab     @tab  X
486
    @tab Video encoding used in Smacker.
487
@item SMPTE VC-1             @tab     @tab  X
488
@item Snow                   @tab  X  @tab  X
489
    @tab experimental wavelet codec (fourcc: SNOW)
490
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
491
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
492
    @tab fourcc: SVQ1
493
@item Sorenson Vector Quantizer 3  @tab     @tab  X
494
    @tab fourcc: SVQ3
495
@item Sunplus JPEG (SP5X)    @tab     @tab  X
496
    @tab fourcc: SP5X
497
@item TechSmith Screen Capture Codec  @tab     @tab  X
498
    @tab fourcc: TSCC
499
@item Theora                 @tab  E  @tab  X
500
    @tab encoding supported through external library libtheora
501
@item Tiertex Limited SEQ video  @tab     @tab  X
502
    @tab Codec used in DOS CD-ROM FlashBack game.
503
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
504
@item VMware Screen Codec / VMware Video  @tab     @tab  X
505
    @tab Codec used in videos captured by VMware.
506
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
507
@item Windows Media Video 7  @tab  X  @tab  X
508
@item Windows Media Video 8  @tab  X  @tab  X
509 510
@item Windows Media Video 9  @tab     @tab  X
    @tab not completely working
511 512
@item Wing Commander III / Xan  @tab     @tab  X
    @tab Used in Wing Commander III .MVE files.
513 514
@item Winnov WNV1            @tab     @tab  X
@item WMV7                   @tab  X  @tab  X
515
@item YAMAHA SMAF            @tab  X  @tab  X
516
@item Psygnosis YOP Video    @tab     @tab  X
517
@item ZLIB                   @tab  X  @tab  X
518
    @tab part of LCL, encoder experimental
519
@item Zip Motion Blocks Video  @tab   X @tab  X
520
    @tab Encoder works only in PAL8.
521 522 523 524
@end multitable

@code{X} means that encoding (resp. decoding) is supported.

525 526
@code{E} means that support is provided through an external library.

527 528
@section Audio Codecs

529
@multitable @columnfractions .4 .1 .1 .4
530
@item Name @tab Encoding @tab Decoding @tab Comments
531
@item 8SVX audio             @tab     @tab  X
532
@item AAC                    @tab  E  @tab  X
533
    @tab encoding supported through external library libfaac
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@item AC-3                   @tab IX  @tab  X
535 536 537 538 539 540 541 542 543 544 545 546
@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.722            @tab  X  @tab  X
548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578
@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
579
@item AMR-NB                 @tab  E  @tab  X
580
    @tab encoding supported through external library libopencore-amrnb
581
@item AMR-WB                 @tab     @tab  X
582
@item Apple lossless audio   @tab  X  @tab  X
583
    @tab QuickTime fourcc 'alac'
584
@item Atrac 1                @tab     @tab  X
585
@item Atrac 3                @tab     @tab  X
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@item Bink Audio             @tab     @tab  X
    @tab Used in Bink and Smacker files in many games.
588
@item Delphine Software International CIN audio  @tab     @tab  X
589
    @tab Codec used in Delphine Software International games.
590 591 592
@item COOK                   @tab     @tab  X
    @tab All versions except 5.1 are supported.
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
593 594 595 596 597 598 599 600
@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
601
    @tab Used in Origin's Wing Commander IV AVI files.
602 603
@item DSP Group TrueSpeech   @tab     @tab  X
@item DV audio               @tab     @tab  X
604
@item Enhanced AC-3          @tab     @tab  X
605
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
606 607 608 609
@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
610 611 612
@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
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@item MLP (Meridian Lossless Packing)  @tab     @tab  X
    @tab Used in DVD-Audio discs.
615
@item Monkey's Audio         @tab     @tab  X
616
    @tab Only versions 3.97-3.99 are supported.
617 618 619 620
@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
621
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
622 623
@item Musepack SV7           @tab     @tab  X
@item Musepack SV8           @tab     @tab  X
624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639
@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
640
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
641 642 643 644 645 646 647 648
@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
649
@item QCELP / PureVoice      @tab     @tab  X
650
@item QDesign Music Codec 2  @tab     @tab  X
651
    @tab There are still some distortions.
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@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
653
    @tab Real 14400 bit/s codec
654
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
655
    @tab Real 28800 bit/s codec
656
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
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    @tab Real low bitrate AC-3 codec
658
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
659
@item Shorten                @tab     @tab  X
660 661
@item Sierra VMD audio       @tab     @tab  X
    @tab Used in Sierra VMD files.
662
@item Smacker audio          @tab     @tab  X
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@item Sonic                  @tab  X  @tab  X
    @tab experimental codec
@item Sonic lossless         @tab  X  @tab  X
    @tab experimental codec
667
@item Speex                  @tab     @tab  E
668
    @tab supported through external library libspeex
669
@item True Audio (TTA)       @tab     @tab  X
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@item TrueHD                 @tab     @tab  X
    @tab Used in HD-DVD and Blu-Ray discs.
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@item TwinVQ (VQF flavor)    @tab     @tab  X
673
@item Vorbis                 @tab  E  @tab  X
674
    @tab A native but very primitive encoder exists.
675
@item WavPack                @tab     @tab  X
676 677 678
@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
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@item Windows Media Audio Pro @tab    @tab  X
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@item Windows Media Audio Voice @tab  @tab  X
681 682 683 684
@end multitable

@code{X} means that encoding (resp. decoding) is supported.

685 686
@code{E} means that support is provided through an external library.

687 688 689
@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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@section Subtitle Formats

692
@multitable @columnfractions .4 .1 .1 .1 .1
693
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
694
@item SSA/ASS      @tab X @tab X @tab X @tab X
695 696
@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 PGS          @tab   @tab   @tab   @tab X
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@item SubRip (SRT) @tab X @tab X @tab   @tab X
699
@item XSUB         @tab   @tab   @tab X @tab X
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@end multitable

@code{X} means that the feature is supported.

704 705
@section Network Protocols

706
@multitable @columnfractions .4 .1
707 708 709 710
@item Name         @tab Support
@item file         @tab X
@item Gopher       @tab X
@item HTTP         @tab X
711
@item MMS          @tab X
712 713 714 715 716 717 718 719 720
@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.


721 722 723 724 725 726 727
@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
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@item JACK              @tab X      @tab
729 730 731 732 733 734 735 736
@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

737
@code{X} means that input/output is supported.
738 739


740 741
@chapter Platform Specific information

742 743 744 745 746 747 748 749 750 751
@section DOS

Using a cross-compiler is preferred for various reasons.

@subsection DJGPP

FFmpeg cannot be compiled because of broken system headers, add
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
workaround.

752 753 754 755 756 757 758
@section OS/2

For information about compiling FFmpeg on OS/2 see
@url{http://www.edm2.com/index.php/FFmpeg}.

@section Unix-like

759 760 761 762 763 764 765 766 767 768 769 770 771
Some parts of FFmpeg 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.

772
@subsection BSD
773 774 775 776

BSD make will not build FFmpeg, you need to install and use GNU Make
(@file{gmake}).

777
@subsubsection FreeBSD
778 779 780 781 782 783 784

FreeBSD will not compile out-of-the-box due to broken system headers.
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
around the problem. This may have unexpected sideeffects, so use it at
your own risk. If you care about FreeBSD, please make an attempt at
getting the system headers fixed.

785
@subsection (Open)Solaris
786 787

GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
788
standard Solaris Make will not work. When building with a non-c99 front-end
789
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
790 791 792 793 794 795 796 797 798
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
799

800 801 802 803
@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
804 805
assembler functions. Just download the Perl script and put it somewhere
in your PATH, FFmpeg's configure will pick it up automatically.
806

807 808
@section Windows

809
To get help and instructions for building FFmpeg under Windows, check out
810
the FFmpeg Windows Help Forum at
811
@url{http://ffmpeg.arrozcru.org/}.
812 813 814

@subsection Native Windows compilation

815
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
816 817
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
You can find detailed installation
818 819
instructions in the download section and the FAQ.

820 821 822 823 824 825 826 827
FFmpeg does not build out-of-the-box with the packages the automated MinGW
installer provides. It also requires coreutils to be installed and many other
packages updated to the latest version. The minimum version for some packages
are listed below:

@itemize
@item bash 3.1
@item msys-make 3.81-2 (note: not mingw32-make)
828
@item w32api 3.13
829 830 831
@item mingw-runtime 3.15
@end itemize

832
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
833 834
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).

835
Within the MSYS shell, configure and make with:
836

837
@example
838
./configure --enable-memalign-hack
839 840 841
make
make install
@end example
842

843 844 845
This will install @file{ffmpeg.exe} along with many other development files
to @file{/usr/local}. You may specify another install path using the
@code{--prefix} option in @file{configure}.
846

847
Notes:
848

849
@itemize
850

851 852 853 854 855 856
@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}).

857 858 859 860 861
@item In order to compile FFplay, you must have the MinGW development library
of SDL. Get it from @url{http://www.libsdl.org}.
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
where SDL was installed. Verify that @file{sdl-config} can be launched from
the MSYS command line.
862 863

@item By using @code{./configure --enable-shared} when configuring FFmpeg,
864
you can build libavutil, libavcodec and libavformat as DLLs.
865 866 867

@end itemize

868
@subsection Microsoft Visual C++ compatibility
869

870 871 872 873 874 875 876
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
want to use the libav* libraries in your own applications, you can still
compile those applications using MSVC++. But the libav* libraries you link
to @emph{must} be built with MinGW. However, you will not be able to debug
inside the libav* libraries, since MSVC++ does not recognize the debug
symbols generated by GCC.
We strongly recommend you to move over from MSVC++ to MinGW tools.
877

878 879 880
This description of how to use the FFmpeg libraries with MSVC++ is based on
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
you might have to modify the procedures slightly.
881

882
@subsubsection Using static libraries
883

884
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
885 886 887 888 889 890 891 892 893

@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
894
that MSVC++ has already created for you. For example, you can copy
895
@file{libavformat/output-example.c} from the FFmpeg distribution.
896 897 898 899 900

@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
901 902
Directories" setting to contain the path where the FFmpeg includes were
installed (i.e. @file{c:\msys\1.0\local\include}).
903 904
Do not add MinGW's include directory here, or the include files will
conflict with MSVC's.
905 906 907 908 909 910 911 912 913 914 915 916

@item Still in the "Project / Properties" dialog box, select
"Linker / General" from the tree view and edit the
"Additional Library Directories" setting to contain the @file{lib}
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
and the directory where MinGW's GCC libs are installed
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
to the end of "Additional Dependencies".
917 918 919 920 921 922 923

@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".

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@item Click "OK" to close the "Project / Properties" dialog box.

@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
and install it in MSVC++'s include directory
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).

@item MSVC++ also does not understand the @code{inline} keyword used by
FFmpeg, so you must add this line before @code{#include}ing libav*:
@example
#define inline _inline
@end example

@item Build your application, everything should work.

@end enumerate

@subsubsection Using shared libraries

This is how to create DLL and LIB files that are compatible with MSVC++:

@enumerate

@item Add a call to @file{vcvars32.bat} (which sets up the environment
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
The standard location for @file{vcvars32.bat} is
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
If this corresponds to your setup, add the following line as the first line
of @file{msys.bat}:

@example
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
@end example

Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
and run @file{c:\msys\1.0\msys.bat} from there.

@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
from @file{Microsoft (R) Library Manager}, this means your environment
variables are set up correctly, the @file{Microsoft (R) Library Manager}
is on the path and will be used by FFmpeg to create
MSVC++-compatible import libraries.

@item Build FFmpeg with

@example
./configure --enable-shared --enable-memalign-hack
make
make install
@end example

Your install path (@file{/usr/local/} by default) should now have the
necessary DLL and LIB files under the @file{bin} directory.
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@end enumerate

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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
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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}, @file{avcore.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},
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@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
statically linked into the DLLs. The @file{bin} directory contains a bunch
of DLL files, but the ones that are actually used to run your application
are the ones with a major version number in their filenames
(i.e. @file{avcodec-51.dll}).

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FFmpeg 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

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@subsection Cross compilation for Windows with Linux

You must use the MinGW cross compilation tools available at
@url{http://www.mingw.org/}.

Then configure FFmpeg with the following options:
@example
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
@end example
(you can change the cross-prefix according to the prefix chosen for the
MinGW tools).

Then you can easily test FFmpeg with Wine
(@url{http://www.winehq.com/}).

@subsection Compilation under Cygwin

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Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
llrint() in its C library.
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Install your Cygwin with all the "Base" packages, plus the
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following "Devel" ones:
@example
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binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
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@end example

And the following "Utils" one:
@example
diffutils
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@end example

Then run

@example
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./configure --enable-static --disable-shared
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@end example

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to make a static build.

The current @code{gcc4-core} package is buggy and needs this flag to build
shared libraries:
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@example
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./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
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@end example

If you want to build FFmpeg with additional libraries, download Cygwin
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"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
@example
libogg-devel, libvorbis-devel
@end example

These library packages are only available from Cygwin Ports
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(@url{http://sourceware.org/cygwinports/}) :
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@example
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Måns Rullgård 已提交
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yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
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libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
libxvidcore-devel
@end example

The recommendation for libnut and x264 is to build them from source by
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
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Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.

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@subsection Crosscompilation for Windows under Cygwin

With Cygwin you can create Windows binaries that do not need the cygwin1.dll.

Just install your Cygwin as explained before, plus these additional
"Devel" packages:
@example
gcc-mingw-core, mingw-runtime, mingw-zlib
@end example

and add some special flags to your configure invocation.

For a static build run
@example
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
@end example

and for a build with shared libraries
@example
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
@end example

@bye