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1 files changed, 93 insertions, 43 deletions
diff --git a/doc/general.texi b/doc/general.texi
index 2c463cb..65f9efe 100644
--- a/doc/general.texi
+++ b/doc/general.texi
@@ -11,13 +11,13 @@
@chapter external libraries
-Libav can be hooked up with a number of external libraries to add support
+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}.
@section OpenCORE AMR
-Libav can make use of the OpenCORE libraries for AMR-NB
+FFmpeg can make use of the OpenCORE libraries for AMR-NB
decoding/encoding and AMR-WB decoding.
Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
@@ -27,7 +27,7 @@ installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
Note that OpenCORE is under the Apache License 2.0 (see
@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
incompatible with the LGPL version 2.1 and GPL version 2. You have to
-upgrade Libav's license to LGPL version 3 (or if you have enabled
+upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
GPL components, GPL version 3) to use it.
@@ -37,7 +37,7 @@ You can use the @code{-formats} and @code{-codecs} options to have an exhaustive
@section File Formats
-Libav supports the following file formats through the @code{libavformat}
+FFmpeg supports the following file formats through the @code{libavformat}
library:
@multitable @columnfractions .4 .1 .1 .4
@@ -45,12 +45,15 @@ library:
@item 4xm @tab @tab X
@tab 4X Technologies format, used in some games.
@item 8088flex TMV @tab @tab X
+@item ACT Voice @tab @tab X
+ @tab contains G.729 audio
@item Adobe Filmstrip @tab X @tab X
@item Audio IFF (AIFF) @tab X @tab X
@item American Laser Games MM @tab @tab X
@tab Multimedia format used in games like Mad Dog McCree.
@item 3GPP AMR @tab X @tab X
@item Apple HTTP Live Streaming @tab @tab X
+@item Artworx Data Format @tab @tab X
@item ASF @tab X @tab X
@item AVI @tab X @tab X
@item AVISynth @tab @tab X
@@ -60,6 +63,7 @@ library:
@tab Audio and video format used in some games by Beam Software.
@item Bethesda Softworks VID @tab @tab X
@tab Used in some games from Bethesda Softworks.
+@item Binary text @tab @tab X
@item Bink @tab @tab X
@tab Multimedia format used by many games.
@item Bitmap Brothers JV @tab @tab X
@@ -73,7 +77,7 @@ library:
@tab Multimedia format used by Delphine Software games.
@item CD+G @tab @tab X
@tab Video format used by CD+G karaoke disks
-@item Core Audio Format @tab @tab X
+@item Core Audio Format @tab X @tab X
@tab Apple Core Audio Format
@item CRC testing format @tab X @tab
@item Creative Voice @tab X @tab X
@@ -91,7 +95,7 @@ library:
@item Electronic Arts cdata @tab @tab X
@item Electronic Arts Multimedia @tab @tab X
@tab Used in various EA games; files have extensions like WVE and UV2.
-@item FFM (AVserver live feed) @tab X @tab X
+@item FFM (FFserver live feed) @tab X @tab X
@item Flash (SWF) @tab X @tab X
@item Flash 9 (AVM2) @tab X @tab X
@tab Only embedded audio is decoded.
@@ -102,10 +106,13 @@ library:
@item framecrc testing format @tab X @tab
@item FunCom ISS @tab @tab X
@tab Audio format used in various games from FunCom like The Longest Journey.
+@item G.723.1 @tab X @tab X
+@item G.729 BIT @tab X @tab X
@item GIF Animation @tab X @tab
@item GXF @tab X @tab X
@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
playout servers.
+@item iCEDraw File @tab @tab X
@item id Quake II CIN video @tab @tab X
@item id RoQ @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
@@ -121,6 +128,8 @@ library:
@item LATM @tab X @tab X
@item LMLM4 @tab @tab X
@tab Used by Linux Media Labs MPEG-4 PCI boards
+@item LOAS @tab @tab X
+ @tab contains LATM multiplexed AAC audio
@item LXF @tab @tab X
@tab VR native stream format, used by Leitch/Harris' video servers.
@item Matroska @tab X @tab X
@@ -164,6 +173,7 @@ library:
@item NUT @tab X @tab X
@tab NUT Open Container Format
@item Ogg @tab X @tab X
+@item Playstation Portable PMP @tab @tab X
@item TechnoTrend PVA @tab @tab X
@tab Used by TechnoTrend DVB PCI boards.
@item QCP @tab @tab X
@@ -253,7 +263,7 @@ library:
@item WAV @tab X @tab X
@item WavPack @tab @tab X
@item WebM @tab X @tab X
-@item Windows Televison (WTV) @tab @tab X
+@item Windows Televison (WTV) @tab X @tab X
@item Wing Commander III movie @tab @tab X
@tab Multimedia format used in Origin's Wing Commander III computer game.
@item Westwood Studios audio @tab @tab X
@@ -264,6 +274,7 @@ library:
@tab Microsoft video container used in Xbox games.
@item xWMA @tab @tab X
@tab Microsoft audio container used by XAudio 2.
+@item eXtended BINary text (XBIN) @tab @tab X
@item YUV4MPEG pipe @tab X @tab X
@item Psygnosis YOP @tab @tab X
@end multitable
@@ -272,7 +283,7 @@ library:
@section Image Formats
-Libav can read and write images for each frame of a video sequence. The
+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
@@ -287,8 +298,7 @@ following image formats are supported:
@tab Digital Picture Exchange
@item JPEG @tab X @tab X
@tab Progressive JPEG is not supported.
-@item JPEG 2000 @tab @tab E
- @tab decoding supported through external library libopenjpeg
+@item JPEG 2000 @tab X @tab X
@item JPEG-LS @tab X @tab X
@item LJPEG @tab X @tab
@tab Lossless JPEG
@@ -305,7 +315,6 @@ following image formats are supported:
@item PIC @tab @tab X
@tab Pictor/PC Paint
@item PNG @tab X @tab X
- @tab 2/4 bpp not supported yet
@item PPM @tab X @tab X
@tab Portable PixelMap image
@item PTX @tab @tab X
@@ -337,7 +346,7 @@ following image formats are supported:
@tab Creates video suitable to be played on a commodore 64 (multicolor mode).
@item American Laser Games MM @tab @tab X
@tab Used in games like Mad Dog McCree.
-@item AMV Video @tab @tab X
+@item AMV Video @tab X @tab X
@tab Used in Chinese MP3 players.
@item ANSI/ASCII art @tab @tab X
@item Apple MJPEG-B @tab @tab X
@@ -405,7 +414,7 @@ following image formats are supported:
@tab experimental lossless codec (fourcc: FFV1)
@item Flash Screen Video v1 @tab X @tab X
@tab fourcc: FSV1
-@item Flash Screen Video v2 @tab @tab X
+@item Flash Screen Video v2 @tab X @tab X
@item Flash Video (FLV) @tab X @tab X
@tab Sorenson H.263 used in Flash
@item Fraps @tab @tab X
@@ -475,6 +484,8 @@ following image formats are supported:
@tab fourcc: VP80, encoding supported through external library libvpx
@item planar RGB @tab @tab X
@tab fourcc: 8BPS
+@item Prores @tab @tab X
+ @tab fourcc: apch,apcn,apcs,apco
@item Q-team QPEG @tab @tab X
@tab fourccs: QPEG, Q1.0, Q1.1
@item QuickTime 8BPS video @tab @tab X
@@ -548,6 +559,8 @@ following image formats are supported:
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
@item 8SVX audio @tab @tab X
+@item AAC+ @tab E @tab X
+ @tab encoding supported through external library libaacplus
@item AAC @tab E @tab X
@tab encoding supported through external library libfaac and libvo-aacenc
@item AC-3 @tab IX @tab X
@@ -605,11 +618,13 @@ following image formats are supported:
@item Atrac 3 @tab @tab X
@item Bink Audio @tab @tab X
@tab Used in Bink and Smacker files in many games.
+@item CELT (Opus) @tab @tab E
+ @tab decoding supported through external library libcelt
@item Delphine Software International CIN audio @tab @tab X
@tab Codec used in Delphine Software International games.
@item COOK @tab @tab X
@tab All versions except 5.1 are supported.
-@item DCA (DTS Coherent Acoustics) @tab @tab X
+@item DCA (DTS Coherent Acoustics) @tab X @tab X
@item DPCM id RoQ @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
@item DPCM Interplay @tab @tab X
@@ -623,6 +638,8 @@ following image formats are supported:
@item DV audio @tab @tab X
@item Enhanced AC-3 @tab X @tab X
@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
+@item G.723.1 @tab X @tab X
+@item G.729 @tab @tab X
@item GSM @tab E @tab X
@tab encoding supported through external library libgsm
@item GSM Microsoft variant @tab E @tab X
@@ -681,7 +698,11 @@ following image formats are supported:
@tab Used in Sierra VMD files.
@item Smacker audio @tab @tab X
@item SMPTE 302M AES3 audio @tab @tab X
-@item Speex @tab @tab E
+@item Sonic @tab X @tab X
+ @tab experimental codec
+@item Sonic lossless @tab X @tab X
+ @tab experimental codec
+@item Speex @tab E @tab E
@tab supported through external library libspeex
@item True Audio (TTA) @tab @tab X
@item TrueHD @tab @tab X
@@ -711,8 +732,9 @@ performance on systems without hardware floating point support).
@item SSA/ASS @tab X @tab X @tab X @tab X
@item DVB @tab X @tab X @tab X @tab X
@item DVD @tab X @tab X @tab X @tab X
+@item MicroDVD @tab X @tab X @tab @tab
@item PGS @tab @tab @tab @tab X
-@item SubRip (SRT) @tab X @tab X @tab @tab X
+@item SubRip (SRT) @tab X @tab X @tab X @tab X
@item XSUB @tab @tab @tab X @tab X
@end multitable
@@ -763,12 +785,12 @@ Using a cross-compiler is preferred for various reasons.
@section OS/2
-For information about compiling Libav on OS/2 see
+For information about compiling FFmpeg on OS/2 see
@url{http://www.edm2.com/index.php/FFmpeg}.
@section Unix-like
-Some parts of Libav cannot be built with version 2.15 of the GNU
+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:
@@ -783,12 +805,12 @@ to configure.
@subsection BSD
-BSD make will not build Libav, you need to install and use GNU Make
+BSD make will not build FFmpeg, you need to install and use GNU Make
(@file{gmake}).
@subsection (Open)Solaris
-GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
+GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
standard Solaris Make will not work. When building with a non-c99 front-end
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
@@ -806,18 +828,22 @@ bash ./configure
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
assembler functions. Just download the Perl script and put it somewhere
-in your PATH, Libav's configure will pick it up automatically.
+in your PATH, FFmpeg's configure will pick it up automatically.
@section Windows
+To get help and instructions for building FFmpeg under Windows, check out
+the FFmpeg Windows Help Forum at
+@url{http://ffmpeg.arrozcru.org/}.
+
@subsection Native Windows compilation
-Libav can be built to run natively on Windows using the MinGW tools. Install
+FFmpeg can be built to run natively on Windows using the MinGW tools. Install
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
-You can find detailed installation
-instructions in the download section and the FAQ.
+You can find detailed installation instructions in the download
+section and the FAQ.
-Libav does not build out-of-the-box with the packages the automated MinGW
+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:
@@ -829,7 +855,7 @@ are listed below:
@item mingw-runtime 3.15
@end itemize
-Libav automatically passes @code{-fno-common} to the compiler to work around
+FFmpeg automatically passes @code{-fno-common} to the compiler to work around
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
Notes:
@@ -842,20 +868,21 @@ speed up is close to non-existent for normal one-off builds and is only
noticeable when running make for a second time (for example in
@code{make install}).
-@item In order to compile AVplay, you must have the MinGW development library
+@item In order to compile FFplay, you must have the MinGW development library
of @uref{http://www.libsdl.org/, SDL}.
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
where SDL was installed. Verify that @file{sdl-config} can be launched from
the MSYS command line.
-@item By using @code{./configure --enable-shared} when configuring Libav,
-you can build libavutil, libavcodec and libavformat as DLLs.
+@item By using @code{./configure --enable-shared} when configuring FFmpeg,
+you can build the FFmpeg libraries (e.g. libavutil, libavcodec,
+libavformat) as DLLs.
@end itemize
@subsection Microsoft Visual C++ compatibility
-As stated in the FAQ, Libav will not compile under MSVC++. However, if you
+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
@@ -863,13 +890,13 @@ inside the libav* libraries, since MSVC++ does not recognize the debug
symbols generated by GCC.
We strongly recommend you to move over from MSVC++ to MinGW tools.
-This description of how to use the Libav libraries with MSVC++ is based on
+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.
@subsubsection Using static libraries
-Assuming you have just built and installed Libav in @file{/usr/local}.
+Assuming you have just built and installed FFmpeg in @file{/usr/local}.
@enumerate
@@ -880,13 +907,13 @@ Application Wizard, uncheck the "Precompiled headers" option.
@item Write the source code for your application, or, for testing, just
copy the code from an existing sample application into the source file
that MSVC++ has already created for you. For example, you can copy
-@file{libavformat/output-example.c} from the Libav distribution.
+@file{libavformat/output-example.c} from the FFmpeg distribution.
@item Open the "Project / Properties" dialog box. In the "Configuration"
combo box, select "All Configurations" so that the changes you make will
affect both debug and release builds. In the tree view on the left hand
side, select "C/C++ / General", then edit the "Additional Include
-Directories" setting to contain the path where the Libav includes were
+Directories" setting to contain the path where the FFmpeg includes were
installed (i.e. @file{c:\msys\1.0\local\include}).
Do not add MinGW's include directory here, or the include files will
conflict with MSVC's.
@@ -894,7 +921,7 @@ conflict with MSVC's.
@item Still in the "Project / Properties" dialog box, select
"Linker / General" from the tree view and edit the
"Additional Library Directories" setting to contain the @file{lib}
-directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
+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
@@ -911,13 +938,13 @@ set to "Multi-threaded DLL".
@item Click "OK" to close the "Project / Properties" dialog box.
-@item MSVC++ lacks some C99 header files that are fundamental for Libav.
+@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
-Libav, so you must add this line before @code{#include}ing libav*:
+FFmpeg, so you must add this line before @code{#include}ing libav*:
@example
#define inline _inline
@end example
@@ -930,7 +957,30 @@ Libav, so you must add this line before @code{#include}ing libav*:
This is how to create DLL and LIB files that are compatible with MSVC++:
-Within the MSYS shell, build Libav with
+@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
@@ -957,7 +1007,7 @@ reference errors. There should be no need for @file{libmingwex.a},
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
statically linked into the DLLs.
-Libav headers do not declare global data for Windows DLLs through the usual
+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
@@ -1008,14 +1058,14 @@ lib /machine:i386 /def:..\lib\swscale-2.def /out:swscale.lib
You must use the MinGW cross compilation tools available at
@url{http://www.mingw.org/}.
-Then configure Libav with the following options:
+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 Libav with @uref{http://www.winehq.com/, Wine}.
+Then you can easily test FFmpeg with @uref{http://www.winehq.com/, Wine}.
@subsection Compilation under Cygwin
@@ -1048,7 +1098,7 @@ shared libraries:
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
@end example
-If you want to build Libav with additional libraries, download Cygwin
+If you want to build FFmpeg with additional libraries, download Cygwin
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
@example
libogg-devel, libvorbis-devel
@@ -1058,7 +1108,7 @@ These library packages are only available from
@uref{http://sourceware.org/cygwinports/, Cygwin Ports}:
@example
-yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
+yasm, libSDL-devel, libdirac-devel, libfaac-devel, libaacplus-devel, libgsm-devel,
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
libxvidcore-devel
@end example
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