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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 ‘./configure’.
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AMR comes in two different flavors, wideband and narrowband. FFmpeg can make use of the AMR wideband (floating-point mode) and the AMR narrowband (floating-point mode) reference decoders and encoders.
Go to http://www.penguin.cz/~utx/amr and follow the instructions for
installing the libraries. Then pass --enable-libamr-nb
and/or
--enable-libamr-wb
to configure to enable the libraries.
Note that libamr is copyrighted without any sort of license grant. This means that you can use it if you legally obtained it but you are not allowed to redistribute it in any way. Any FFmpeg binaries with libamr support you create are non-free and unredistributable!
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You can use the -formats
option to have an exhaustive list.
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FFmpeg supports the following file formats through the libavformat
library:
Name | Encoding | Decoding | Comments |
4xm | X | 4X Technologies format, used in some games. | |
Audio IFF (AIFF) | X | X | |
American Laser Games MM | X | Multimedia format used in games like Mad Dog McCree. | |
3GPP AMR | X | X | |
ASF | X | X | |
AVI | X | X | |
AVISynth | X | ||
AVS | X | Multimedia format used by the Creature Shock game. | |
Beam Software SIFF | X | Audio and video format used in some games by Beam Software. | |
Bethesda Softworks VID | X | Used in some games from Bethesda Softworks. | |
Brute Force & Ignorance | X | Used in the game Flash Traffic: City of Angels. | |
Interplay C93 | X | Used in the game Cyberia from Interplay. | |
Delphine Software International CIN | X | Multimedia format used by Delphine Software games. | |
CRC testing format | X | ||
Creative Voice | X | X | Created for the Sound Blaster Pro. |
CRYO APC | X | Audio format used in some games by CRYO Interactive Entertainment. | |
D-Cinema audio | X | X | |
DV video | X | X | |
DXA | X | This format is used in the non-Windows version of the Feeble Files game and different game cutscenes repacked for use with ScummVM. | |
Electronic Arts cdata | X | ||
Electronic Arts Multimedia | X | Used in various EA games; files have extensions like WVE and UV2. | |
FFM (FFserver live feed) | X | X | |
Flash (SWF) | X | X | |
Flash 9 (AVM2) | X | X | Only embedded audio is decoded. |
FLI/FLC/FLX animation | X | .fli/.flc files | |
Flash Video (FLV) | X | Macromedia Flash video files | |
framecrc testing format | X | ||
FunCom ISS | X | Audio format used in various games from FunCom like The Longest Journey. | |
GIF Animation | X | ||
GXF | X | X | General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers. |
id Quake II CIN video | X | ||
id RoQ | X | X | Used in Quake III, Jedi Knight 2, other computer games. |
IFF | X | Interchange File Format | |
Interplay MVE | X | Format used in various Interplay computer games. | |
LMLM4 | X | Used by Linux Media Labs MPEG-4 PCI boards | |
Matroska | X | X | |
Matroska audio | X | ||
MAXIS XA | X | Used in Sim City 3000; file extension .xa. | |
Monkey's Audio | X | ||
Motion Pixels MVI | X | ||
MOV/QuickTime/MP4 | X | X | 3GP, 3GP2, PSP, iPod variants supported |
MP2 | X | X | |
MP3 | X | X | |
MPEG-1 System | X | X | muxed audio and video, VCD format supported |
MPEG-PS (program stream) | X | X | also known as |
MPEG-TS (transport stream) | X | X | also known as DVB Transport Stream |
MPEG-4 | X | X | MPEG-4 is a variant of QuickTime. |
MIME multipart JPEG | X | ||
MSN TCP webcam | X | Used by MSN Messenger webcam streams. | |
MTV | X | ||
Musepack | X | ||
Musepack SV8 | X | ||
Material eXchange Format (MXF) | X | X | SMPTE 377M, used by D-Cinema, broadcast industry. |
Material eXchange Format (MXF), D-10 Mapping | X | X | SMPTE 386M, D-10/IMX Mapping. |
NC camera feed | X | NC (AVIP NC4600) camera streams | |
Nullsoft Streaming Video | X | ||
NuppelVideo | X | ||
NUT | X | X | NUT Open Container Format |
Ogg | X | X | |
TechnoTrend PVA | X | Used by TechnoTrend DVB PCI boards. | |
raw ADTS (AAC) | X | X | |
raw AC-3 | X | X | |
raw Chinese AVS video | X | ||
raw CRI ADX | X | X | |
raw Dirac | X | X | |
raw DNxHD | X | X | |
raw DTS | X | X | |
raw E-AC-3 | X | X | |
raw FLAC | X | X | |
raw GSM | X | ||
raw H.261 | X | X | |
raw H.263 | X | X | |
raw H.264 | X | X | |
raw Ingenient MJPEG | X | ||
raw MJPEG | X | X | |
raw MLP | X | ||
raw MPEG | X | ||
raw MPEG-1 | X | ||
raw MPEG-2 | X | ||
raw MPEG-4 | X | X | |
raw NULL | X | ||
raw video | X | X | |
raw id RoQ | X | ||
raw Shorten | X | ||
raw VC-1 | X | ||
raw PCM A-law | X | X | |
raw PCM mu-law | X | X | |
raw PCM signed 8 bit | X | X | |
raw PCM signed 16 bit big-endian | X | X | |
raw PCM signed 16 bit little-endian | X | X | |
raw PCM signed 24 bit big-endian | X | X | |
raw PCM signed 24 bit little-endian | X | X | |
raw PCM signed 32 bit big-endian | X | X | |
raw PCM signed 32 bit little-endian | X | X | |
raw PCM unsigned 8 bit | X | X | |
raw PCM unsigned 16 bit big-endian | X | X | |
raw PCM unsigned 16 bit little-endian | X | X | |
raw PCM unsigned 24 bit big-endian | X | X | |
raw PCM unsigned 24 bit little-endian | X | X | |
raw PCM unsigned 32 bit big-endian | X | X | |
raw PCM unsigned 32 bit little-endian | X | X | |
raw PCM floating-point 32 bit big-endian | X | X | |
raw PCM floating-point 32 bit little-endian | X | X | |
raw PCM floating-point 64 bit big-endian | X | X | |
raw PCM floating-point 64 bit little-endian | X | X | |
RDT | X | ||
REDCODE R3D | X | File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio. | |
RealMedia | X | X | |
Redirector | X | ||
Renderware TeXture Dictionary | X | ||
RL2 | X | Audio and video format used in some games by Entertainment Software Partners. | |
RPL/ARMovie | X | ||
RTP | X | ||
RTSP | X | ||
SDP | X | ||
Sega FILM/CPK | X | Used in many Sega Saturn console games. | |
Sierra SOL | X | .sol files used in Sierra Online games. | |
Sierra VMD | X | Used in Sierra CD-ROM games. | |
Smacker | X | Multimedia format used by many games. | |
Sony OpenMG (OMA) | X | Audio format used in Sony Sonic Stage and Sony Vegas. | |
Sony PlayStation STR | X | ||
SUN AU format | X | X | |
THP | X | Used on the Nintendo GameCube. | |
Tiertex Limited SEQ | X | Tiertex .seq files used in the DOS CD-ROM version of the game Flashback. | |
True Audio | X | ||
VC-1 test bitstream | X | X | |
WAV | X | X | |
WavPack | X | ||
Wing Commander III movie | X | Multimedia format used in Origin's Wing Commander III computer game. | |
Westwood Studios audio | X | Multimedia format used in Westwood Studios games. | |
Westwood Studios VQA | X | Multimedia format used in Westwood Studios games. | |
YUV4MPEG pipe | X | X |
X
means that encoding (resp. decoding) is supported.
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FFmpeg can read and write images for each frame of a video sequence. The following image formats are supported:
Name | Encoding | Decoding | Comments |
.Y.U.V | X | X | one raw file per component |
animated GIF | X | X | Only uncompressed GIFs are generated. |
BMP | X | X | Microsoft BMP image |
JPEG | X | X | Progressive JPEG is not supported. |
JPEG 2000 | E | decoding supported through external library libopenjpeg | |
JPEG-LS | X | X | |
LJPEG | X | Lossless JPEG | |
PAM | X | X | PAM is a PNM extension with alpha support. |
PBM | X | X | Portable BitMap image |
PCX | X | PC Paintbrush | |
PGM | X | X | Portable GrayMap image |
PGMYUV | X | X | PGM with U and V components in YUV 4:2:0 |
PNG | X | X | 2/4 bpp not supported yet |
PPM | X | X | Portable PixelMap image |
PTX | X | V.Flash PTX format | |
SGI | X | X | SGI RGB image format |
Sun Rasterfile | X | Sun RAS image format | |
TIFF | X | X | YUV, JPEG and some extension is not supported yet. |
Truevision Targa | X | X | Targa (.TGA) image format |
X
means that encoding (resp. decoding) is supported.
E
means that support is provided through an external library.
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Name | Encoding | Decoding | Comments |
4X Movie | X | Used in certain computer games. | |
8SVX exponential | X | ||
8SVX fibonacci | X | ||
American Laser Games MM | X | Used in games like Mad Dog McCree. | |
AMV Video | X | Used in Chinese MP3 players. | |
Apple MJPEG-B | X | ||
Apple QuickDraw | X | fourcc: qdrw | |
Asus v1 | X | X | fourcc: ASV1 |
Asus v2 | X | X | fourcc: ASV2 |
ATI VCR1 | X | fourcc: VCR1 | |
ATI VCR2 | X | fourcc: VCR2 | |
Autodesk Animator Flic video | X | ||
Autodesk RLE | X | fourcc: AASC | |
AVS (Audio Video Standard) video | X | Video encoding used by the Creature Shock game. | |
Beam Software VB | X | ||
Bethesda VID video | X | Used in some games from Bethesda Softworks. | |
Brute Force & Ignorance | X | Used in the game Flash Traffic: City of Angels. | |
C93 video | X | Codec used in Cyberia game. | |
CamStudio | X | fourcc: CSCD | |
Chinese AVS video | X | AVS1-P2, JiZhun profile | |
Delphine Software International CIN video | X | Codec used in Delphine Software International games. | |
Cinepak | X | ||
Cirrus Logic AccuPak | X | fourcc: CLJR | |
Creative YUV (CYUV) | X | ||
Dirac | E | E | supported through external libdirac/libschroedinger libraries |
DNxHD | X | X | aka SMPTE VC3 |
Duck TrueMotion 1.0 | X | fourcc: DUCK | |
Duck TrueMotion 2.0 | X | fourcc: TM20 | |
DV (Digital Video) | X | X | |
Feeble Files/ScummVM DXA | X | Codec originally used in Feeble Files game. | |
Electronic Arts CMV video | X | Used in NHL 95 game. | |
Electronic Arts TGV video | X | ||
Electronic Arts TGQ video | X | ||
Electronic Arts TQI video | X | ||
Escape 124 | X | ||
FFmpeg codec #1 | X | X | experimental lossless codec (fourcc: FFV1) |
Flash Screen Video v1 | X | X | fourcc: FSV1 |
Flash Video (FLV) | X | X | Sorenson H.263 used in Flash |
Fraps | X | ||
H.261 | X | X | |
H.263 / H.263-1996 | X | X | |
H.263+ / H.263-1998 / H.263 version 2 | X | X | |
H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 | E | X | encoding supported through external library libx264 |
H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) | E | X | |
HuffYUV | X | X | |
HuffYUV FFmpeg variant | X | X | |
IBM Ultimotion | X | fourcc: ULTI | |
id Cinematic video | X | Used in Quake II. | |
id RoQ video | X | X | Used in Quake III, Jedi Knight 2, other computer games. |
Intel H.263 | X | ||
Intel Indeo 2 | X | ||
Intel Indeo 3 | X | ||
Interplay C93 | X | Used in the game Cyberia from Interplay. | |
Interplay MVE video | X | Used in Interplay .MVE files. | |
Karl Morton's video codec | X | Codec used in Worms games. | |
LCL (LossLess Codec Library) MSZH | X | ||
LCL (LossLess Codec Library) ZLIB | E | E | |
LOCO | X | ||
lossless MJPEG | X | X | |
Microsoft RLE | X | ||
Microsoft Video 1 | X | ||
Mimic | X | Used in MSN Messenger Webcam streams. | |
Miro VideoXL | X | fourcc: VIXL | |
MJPEG (Motion JPEG) | X | X | |
Motion Pixels video | X | ||
MPEG-1 video | X | X | |
MPEG-1/2 video XvMC (X-Video Motion Compensation) | X | ||
MPEG-1/2 video (VDPAU acceleration) | X | ||
MPEG-2 video | X | X | |
MPEG-4 part 2 | X | X libxvidcore can be used alternatively for encoding. | |
MPEG-4 part 2 Microsoft variant version 1 | X | X | |
MPEG-4 part 2 Microsoft variant version 2 | X | X | |
MPEG-4 part 2 Microsoft variant version 3 | X | X | |
Nintendo Gamecube THP video | X | ||
NuppelVideo/RTjpeg | X | Video encoding used in NuppelVideo files. | |
On2 VP3 | X | still experimental | |
On2 VP5 | X | fourcc: VP50 | |
On2 VP6 | X | fourcc: VP60,VP61,VP62 | |
planar RGB | X | fourcc: 8BPS | |
Q-team QPEG | X | fourccs: QPEG, Q1.0, Q1.1 | |
QuickTime 8BPS video | X | ||
QuickTime Animation (RLE) video | X | X | fourcc: 'rle ' |
QuickTime Graphics (SMC) | X | fourcc: 'smc ' | |
QuickTime video (RPZA) | X | fourcc: rpza | |
Raw Video | X | X | |
RealVideo 1.0 | X | X | |
RealVideo 2.0 | X | X | |
RealVideo 3.0 | X | still far from ideal | |
RealVideo 4.0 | X | ||
Renderware TXD (TeXture Dictionary) | X | Texture dictionaries used by the Renderware Engine. | |
RL2 video | X | used in some games by Entertainment Software Partners | |
Sierra VMD video | X | Used in Sierra VMD files. | |
Smacker video | X | Video encoding used in Smacker. | |
SMPTE VC-1 | X | ||
Snow | X | X | experimental wavelet codec (fourcc: SNOW) |
Sony PlayStation MDEC (Motion DECoder) | X | ||
Sorenson Vector Quantizer 1 | X | X | fourcc: SVQ1 |
Sorenson Vector Quantizer 3 | X | fourcc: SVQ3 | |
Sunplus JPEG (SP5X) | X | fourcc: SP5X | |
TechSmith Screen Capture Codec | X | fourcc: TSCC | |
Theora | E | X | encoding supported through external library libtheora |
Tiertex Limited SEQ video | X | Codec used in DOS CD-ROM FlashBack game. | |
VMware Screen Codec / VMware Video | X | Codec used in videos captured by VMware. | |
Westwood Studios VQA (Vector Quantized Animation) video | X | ||
Windows Media Video 7 | X | X | |
Windows Media Video 8 | X | X | |
Windows Media Video 9 | X | not completely working | |
Wing Commander III / Xan | X | Used in Wing Commander III .MVE files. | |
Winnov WNV1 | X | ||
WMV7 | X | X | |
YAMAHA SMAF | X | X | |
ZLIB | X | X | part of LCL, encoder experimental |
Zip Motion Blocks Video | X | X | Encoder works only in PAL8. |
X
means that encoding (resp. decoding) is supported.
E
means that support is provided through an external library.
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Name | Encoding | Decoding | Comments |
8SVX audio | X | ||
AAC | E | X | encoding supported through external library libfaac |
AC-3 | IX | X | |
ADPCM 4X Movie | X | ||
ADPCM CDROM XA | X | ||
ADPCM Creative Technology | X | 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 | |
ADPCM Electronic Arts | X | Used in various EA titles. | |
ADPCM Electronic Arts Maxis CDROM XS | X | Used in Sim City 3000. | |
ADPCM Electronic Arts R1 | X | ||
ADPCM Electronic Arts R2 | X | ||
ADPCM Electronic Arts R3 | X | ||
ADPCM Electronic Arts XAS | X | ||
ADPCM G.726 | X | X | |
ADPCM IMA AMV | X | Used in AMV files | |
ADPCM IMA Electronic Arts EACS | X | ||
ADPCM IMA Electronic Arts SEAD | X | ||
ADPCM IMA Funcom | X | ||
ADPCM IMA QuickTime | X | X | |
ADPCM IMA Loki SDL MJPEG | X | ||
ADPCM IMA WAV | X | X | |
ADPCM IMA Westwood | X | ||
ADPCM ISS IMA | X | Used in FunCom games. | |
ADPCM IMA Duck DK3 | X | Used in some Sega Saturn console games. | |
ADPCM IMA Duck DK4 | X | Used in some Sega Saturn console games. | |
ADPCM Microsoft | X | X | |
ADPCM MS IMA | X | X | |
ADPCM Nintendo Gamecube THP | X | ||
ADPCM QT IMA | X | X | |
ADPCM SEGA CRI ADX | X | X | Used in Sega Dreamcast games. |
ADPCM Shockwave Flash | X | X | |
ADPCM SMJPEG IMA | X | Used in certain Loki game ports. | |
ADPCM Sound Blaster Pro 2-bit | X | ||
ADPCM Sound Blaster Pro 2.6-bit | X | ||
ADPCM Sound Blaster Pro 4-bit | X | ||
ADPCM Westwood Studios IMA | X | Used in Westwood Studios games like Command and Conquer. | |
ADPCM Yamaha | X | X | |
AMR-NB | E | E | supported through external library libamrnb |
AMR-WB | E | E | supported through external library libamrwb |
Apple lossless audio | X | X | QuickTime fourcc 'alac' |
Atrac 3 | X | ||
Delphine Software International CIN audio | X | Codec used in Delphine Software International games. | |
COOK | X | All versions except 5.1 are supported. | |
DCA (DTS Coherent Acoustics) | X | ||
DPCM id RoQ | X | X | Used in Quake III, Jedi Knight 2, other computer games. |
DPCM Interplay | X | Used in various Interplay computer games. | |
DPCM Sierra Online | X | Used in Sierra Online game audio files. | |
DPCM Sol | X | ||
DPCM Xan | X | ||
DSP Group TrueSpeech | X | ||
DV audio | X | ||
Enhanced AC-3 | X | ||
FLAC (Free Lossless Audio Codec) | X | IX | |
G.729 | X | ||
GSM | E | E | supported through external library libgsm |
GSM Microsoft variant | E | E | supported through external library libgsm |
IMC (Intel Music Coder) | X | ||
MACE (Macintosh Audio Compression/Expansion) 3:1 | X | ||
MACE (Macintosh Audio Compression/Expansion) 6:1 | X | ||
MLP(Meridian Lossless Packing)/TrueHD | X | Used in DVD-Audio and Blu-Ray discs. | |
Monkey's Audio | X | Only versions 3.97-3.99 are supported. | |
MP1 (MPEG audio layer 1) | IX | ||
MP2 (MPEG audio layer 2) | IX | IX | |
MP3 (MPEG audio layer 3) | E | IX | encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported |
Musepack SV7 | X | ||
Musepack SV8 | X | ||
Nellymoser Asao | X | X | |
PCM A-law | X | X | |
PCM mu-law | X | X | |
PCM 16-bit little-endian planar | X | ||
PCM 32-bit floating point big-endian | X | X | |
PCM 32-bit floating point little-endian | X | X | |
PCM 64-bit floating point big-endian | X | X | |
PCM 64-bit floating point little-endian | X | X | |
PCM D-Cinema audio signed 24-bit | X | X | |
PCM signed 8-bit | X | X | |
PCM signed 16-bit big-endian | X | X | |
PCM signed 16-bit little-endian | X | X | |
PCM signed 24-bit big-endian | X | X | |
PCM signed 24-bit little-endian | X | X | |
PCM signed 32-bit big-endian | X | X | |
PCM signed 32-bit little-endian | X | X | |
PCM unsigned 8-bit | X | X | |
PCM unsigned 16-bit big-endian | X | X | |
PCM unsigned 16-bit little-endian | X | X | |
PCM unsigned 24-bit big-endian | X | X | |
PCM unsigned 24-bit little-endian | X | X | |
PCM unsigned 32-bit big-endian | X | X | |
PCM unsigned 32-bit little-endian | X | X | |
PCM Zork | X | X | |
QCELP / PureVoice | X | ||
QDesign Music Codec 2 | X | There are still some distortions. | |
RealAudio 1.0 (14.4K) | X | Real 14400 bit/s codec | |
RealAudio 2.0 (28.8K) | X | Real 28800 bit/s codec | |
RealAudio 3.0 (dnet) | IX | X | Real low bitrate AC-3 codec |
Shorten | X | ||
Sierra VMD audio | X | Used in Sierra VMD files. | |
Smacker audio | X | ||
Sonic | X | X | experimental codec |
Sonic lossless | X | X | experimental codec |
Speex | E | supported through external library libspeex | |
True Audio (TTA) | X | ||
Vorbis | E | X A native but very primitive encoder exists. | |
WavPack | X | ||
Westwood Audio (SND1) | X | ||
Windows Media Audio 1 | X | X | |
Windows Media Audio 2 | X | X | Used in Origin's Wing Commander IV AVI files. |
X
means that encoding (resp. decoding) is supported.
E
means that support is provided through an external library.
I
means that an integer-only version is available, too (ensures high
performance on systems without hardware floating point support).
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Name | Muxing | Demuxing | Encoding | Decoding |
SSA/ASS | X | X | ||
DVB | X | X | X | X |
DVD | X | X | X | X |
XSUB | X |
X
means that the feature is supported.
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Name | Support |
file | X |
Gopher | X |
HTTP | X |
pipe | X |
RTP | X |
TCP | X |
UDP | X |
X
means that the protocol is supported.
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BSD make will not build FFmpeg, you need to install and use GNU Make (‘gmake’).
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To get help and instructions for building FFmpeg under Windows, check out the FFmpeg Windows Help Forum at http://ffmpeg.arrozcru.org/.
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FFmpeg can be built to run natively on Windows using the MinGW tools. Install the latest versions of MSYS and MinGW from http://www.mingw.org/. You can find detailed installation instructions in the download section and the FAQ.
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:
You will also need to pass -fno-common
to the compiler to work around
a GCC bug (see http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216).
Within the MSYS shell, configure and make with:
./configure --enable-memalign-hack --extra-cflags=-fno-common make make install |
This will install ‘ffmpeg.exe’ along with many other development files
to ‘/usr/local’. You may specify another install path using the
--prefix
option in ‘configure’.
Notes:
./configure --enable-shared
when configuring FFmpeg,
you can build libavutil, libavcodec and libavformat as DLLs.
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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 must be built with MinGW. However, you will not be able to debug inside the libav* libraries, since MSVC++ does not recognize the debug symbols generated by GCC. We strongly recommend you to move over from MSVC++ to MinGW tools.
This description of how to use the 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.
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Assuming you have just built and installed FFmpeg in ‘/usr/local’.
inline
keyword used by
FFmpeg, so you must add this line before #include
ing libav*:
#define inline _inline |
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This is how to create DLL and LIB files that are compatible with MSVC++:
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" |
Alternatively, you may start the ‘Visual Studio 2005 Command Prompt’, and run ‘c:\msys\1.0\msys.bat’ from there.
lib.exe
. If you get a help message
from ‘Microsoft (R) Library Manager’, this means your environment
variables are set up correctly, the ‘Microsoft (R) Library Manager’
is on the path and will be used by FFmpeg to create
MSVC++-compatible import libraries.
./configure --enable-shared --enable-memalign-hack make make install |
Your install path (‘/usr/local/’ by default) should now have the necessary DLL and LIB files under the ‘bin’ directory.
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. ‘c:\msys\usr\local\bin’). This is not a typo, the LIB files are installed in the ‘bin’ directory. And instead of adding ‘libxx.a’ files, you should add ‘avcodec.lib’, ‘avformat.lib’, and ‘avutil.lib’. There should be no need for ‘libmingwex.a’, ‘libgcc.a’, and ‘wsock32.lib’, nor any other external library statically linked into the DLLs. The ‘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. ‘avcodec-51.dll’).
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You must use the MinGW cross compilation tools available at http://www.mingw.org/.
Then configure FFmpeg with the following options:
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- |
(you can change the cross-prefix according to the prefix chosen for the MinGW tools).
Then you can easily test FFmpeg with Wine (http://www.winehq.com/).
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The main issue with the 1.5.x Cygwin versions is that newlib, its C library, does not contain llrint(). You need to upgrade to the unstable 1.7.x versions, or leverage the implementation in MinGW (as explained below).
Just install your Cygwin with all the "Base" packages, plus the following "Devel" ones:
binutils, gcc-core, make, subversion, mingw-runtime, diffutils |
The experimental gcc4 package is still buggy, hence please use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
Install the current binutils-20080624-2 as they work fine (the old binutils-20060709-1 proved buggy on shared builds).
Then create a small library that just contains llrint():
ar x /usr/lib/mingw/libmingwex.a llrint.o ar cq /usr/local/lib/libllrint.a llrint.o |
Then run
./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
to make a static build or
./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
to build shared libraries.
If you want to build FFmpeg with additional libraries, download Cygwin "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
libogg-devel, libvorbis-devel |
These library packages are only available from Cygwin Ports (http://sourceware.org/cygwinports/) :
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel, libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel, libxvidcore-devel |
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.
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
of the libgetaddrinfo-devel
package, available at Cygwin Ports.
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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:
gcc-mingw-core, mingw-runtime, mingw-zlib |
and add some special flags to your configure invocation.
For a static build run
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
and for a build with shared libraries
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
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BeOS support is broken in mysterious ways.
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For information about compiling FFmpeg on OS/2 see http://www.edm2.com/index.php/FFmpeg.
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You can integrate all the source code of the libraries to link them statically to avoid any version problem. All you need is to provide a 'config.mak' and a 'config.h' in the parent directory. See the defines generated by ./configure to understand what is needed.
You can use libavcodec or libavformat in your commercial program, but any patch you make must be published. The best way to proceed is to send your patches to the FFmpeg mailing list.
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FFmpeg is programmed in the ISO C90 language with a few additional features from ISO C99, namely:
These features are supported by all compilers we care about, so we will not accept patches to remove their use unless they absolutely do not impair clarity and performance.
All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also compiles with several other compilers, such as the Compaq ccc compiler or Sun Studio 9, and we would like to keep it that way unless it would be exceedingly involved. To ensure compatibility, please do not use any additional C99 features or GCC extensions. Especially watch out for:
Indent size is 4. The presentation is the one specified by 'indent -i4 -kr -nut'. The TAB character is forbidden outside of Makefiles as is any form of trailing whitespace. Commits containing either will be rejected by the Subversion repository.
The main priority in FFmpeg is simplicity and small code size in order to minimize the bug count.
Comments: Use the JavaDoc/Doxygen format (see examples below) so that code documentation can be generated automatically. All nontrivial functions should have a comment above them explaining what the function does, even if it is just one sentence. All structures and their member variables should be documented, too.
/** * @file mpeg.c * MPEG codec. * @author ... */ /** * Summary sentence. * more text ... * ... */ typedef struct Foobar{ int var1; /**< var1 description */ int var2; ///< var2 description /** var3 description */ int var3; } Foobar; /** * Summary sentence. * more text ... * ... * @param my_parameter description of my_parameter * @return return value description */ int myfunc(int my_parameter) ... |
fprintf and printf are forbidden in libavformat and libavcodec, please use av_log() instead.
Casts should be used only when necessary. Unneeded parentheses should also be avoided if they don't make the code easier to understand.
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Note: Redundant code can be removed.
NOTE: If you had to put if(){ .. } over a large (> 5 lines) chunk of code, then either do NOT change the indentation of the inner part within (do not move it to the right)! or do so in a separate commit
We think our rules are not too hard. If you have comments, contact us.
Note, these rules are mostly borrowed from the MPlayer project.
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First, (see section Coding Rules) above if you did not yet.
When you submit your patch, try to send a unified diff (diff '-up' option). We cannot read other diffs :-)
Also please do not submit a patch which contains several unrelated changes. Split it into separate, self-contained pieces. This does not mean splitting file by file. Instead, make the patch as small as possible while still keeping it as a logical unit that contains an individual change, even if it spans multiple files. This makes reviewing your patches much easier for us and greatly increases your chances of getting your patch applied.
Run the regression tests before submitting a patch so that you can verify that there are no big problems.
Patches should be posted as base64 encoded attachments (or any other encoding which ensures that the patch will not be trashed during transmission) to the ffmpeg-devel mailing list, see http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel
It also helps quite a bit if you tell us what the patch does (for example 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant and has no lrint()')
Also please if you send several patches, send each patch as a separate mail, do not attach several unrelated patches to the same mail.
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make checkheaders
pass with the patch applied?
patch -p0
?
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All patches posted to ffmpeg-devel will be reviewed, unless they contain a clear note that the patch is not for SVN. Reviews and comments will be posted as replies to the patch on the mailing list. The patch submitter then has to take care of every comment, that can be by resubmitting a changed patch or by discussion. Resubmitted patches will themselves be reviewed like any other patch. If at some point a patch passes review with no comments then it is approved, that can for simple and small patches happen immediately while large patches will generally have to be changed and reviewed many times before they are approved. After a patch is approved it will be committed to the repository.
We will review all submitted patches, but sometimes we are quite busy so especially for large patches this can take several weeks.
When resubmitting patches, please do not make any significant changes not related to the comments received during review. Such patches will be rejected. Instead, submit significant changes or new features as separate patches.
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Before submitting a patch (or committing to the repository), you should at least test that you did not break anything.
The regression tests build a synthetic video stream and a synthetic audio stream. These are then encoded and decoded with all codecs or formats. The CRC (or MD5) of each generated file is recorded in a result file. A 'diff' is launched to compare the reference results and the result file.
The regression tests then go on to test the FFserver code with a limited set of streams. It is important that this step runs correctly as well.
Run 'make test' to test all the codecs and formats.
Run 'make fulltest' to test all the codecs, formats and FFserver.
[Of course, some patches may change the results of the regression tests. In this case, the reference results of the regression tests shall be modified accordingly].
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