\input texinfo @c -*- texinfo -*- @settitle FFmpeg Documentation @titlepage @sp 7 @center @titlefont{FFmpeg Documentation} @sp 3 @end titlepage @chapter Introduction FFmpeg is a very fast video and audio converter. It can also grab from a live audio/video source. The command line interface is designed to be intuitive, in the sense that FFmpeg tries to figure out all parameters that can possibly be derived automatically. You usually only have to specify the target bitrate you want. FFmpeg can also convert from any sample rate to any other, and resize video on the fly with a high quality polyphase filter. @chapter Quick Start @c man begin EXAMPLES @section Video and Audio grabbing FFmpeg can use a video4linux compatible video source and any Open Sound System audio source: @example ffmpeg /tmp/out.mpg @end example Note that you must activate the right video source and channel before launching FFmpeg with any TV viewer such as xawtv (@url{http://bytesex.org/xawtv/}) by Gerd Knorr. You also have to set the audio recording levels correctly with a standard mixer. @section Video and Audio file format conversion * FFmpeg can use any supported file format and protocol as input: Examples: * You can use YUV files as input: @example ffmpeg -i /tmp/test%d.Y /tmp/out.mpg @end example It will use the files: @example /tmp/test0.Y, /tmp/test0.U, /tmp/test0.V, /tmp/test1.Y, /tmp/test1.U, /tmp/test1.V, etc... @end example The Y files use twice the resolution of the U and V files. They are raw files, without header. They can be generated by all decent video decoders. You must specify the size of the image with the @option{-s} option if FFmpeg cannot guess it. * You can input from a raw YUV420P file: @example ffmpeg -i /tmp/test.yuv /tmp/out.avi @end example test.yuv is a file containing raw YUV planar data. Each frame is composed of the Y plane followed by the U and V planes at half vertical and horizontal resolution. * You can output to a raw YUV420P file: @example ffmpeg -i mydivx.avi hugefile.yuv @end example * You can set several input files and output files: @example ffmpeg -i /tmp/a.wav -s 640x480 -i /tmp/a.yuv /tmp/a.mpg @end example Converts the audio file a.wav and the raw YUV video file a.yuv to MPEG file a.mpg. * You can also do audio and video conversions at the same time: @example ffmpeg -i /tmp/a.wav -ar 22050 /tmp/a.mp2 @end example Converts a.wav to MPEG audio at 22050Hz sample rate. * You can encode to several formats at the same time and define a mapping from input stream to output streams: @example ffmpeg -i /tmp/a.wav -ab 64 /tmp/a.mp2 -ab 128 /tmp/b.mp2 -map 0:0 -map 0:0 @end example Converts a.wav to a.mp2 at 64 kbits and to b.mp2 at 128 kbits. '-map file:index' specifies which input stream is used for each output stream, in the order of the definition of output streams. * You can transcode decrypted VOBs @example ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800 -g 300 -bf 2 -acodec mp3 -ab 128 snatch.avi @end example This is a typical DVD ripping example; the input is a VOB file, the output an AVI file with MPEG-4 video and MP3 audio. Note that in this command we use B-frames so the MPEG-4 stream is DivX5 compatible, and GOP size is 300 which means one intra frame every 10 seconds for 29.97fps input video. Furthermore, the audio stream is MP3-encoded so you need to enable LAME support by passing @code{--enable-mp3lame} to configure. The mapping is particularly useful for DVD transcoding to get the desired audio language. NOTE: To see the supported input formats, use @code{ffmpeg -formats}. @c man end @chapter Invocation @section Syntax The generic syntax is: @example @c man begin SYNOPSIS ffmpeg [[infile options][@option{-i} @var{infile}]]... @{[outfile options] @var{outfile}@}... @c man end @end example @c man begin DESCRIPTION If no input file is given, audio/video grabbing is done. As a general rule, options are applied to the next specified file. For example, if you give the @option{-b 64} option, it sets the video bitrate of the next file. The format option may be needed for raw input files. By default, FFmpeg tries to convert as losslessly as possible: It uses the same audio and video parameters for the outputs as the one specified for the inputs. @c man end @c man begin OPTIONS @section Main options @table @option @item -L Show license. @item -h Show help. @item -formats Show available formats, codecs, protocols, ... @item -f fmt Force format. @item -i filename input filename @item -y Overwrite output files. @item -t duration Set the recording time in seconds. @code{hh:mm:ss[.xxx]} syntax is also supported. @item -ss position Seek to given time position in seconds. @code{hh:mm:ss[.xxx]} syntax is also supported. @item -title string Set the title. @item -author string Set the author. @item -copyright string Set the copyright. @item -comment string Set the comment. @item -target type Specify target file type ("vcd", "svcd", "dvd", "dv", "pal-vcd", "ntsc-svcd", ... ). All the format options (bitrate, codecs, buffer sizes) are then set automatically. You can just type: @example ffmpeg -i myfile.avi -target vcd /tmp/vcd.mpg @end example Nevertheless you can specify additional options as long as you know they do not conflict with the standard, as in: @example ffmpeg -i myfile.avi -target vcd -bf 2 /tmp/vcd.mpg @end example @item -hq Activate high quality settings. @item -itsoffset offset Set the input time offset in seconds. @code{[-]hh:mm:ss[.xxx]} syntax is also supported. This option affects all the input files that follow it. The offset is added to the timestamps of the input files. Specifying a positive offset means that the corresponding streams are delayed by 'offset' seconds. @end table @section Video Options @table @option @item -b bitrate Set the video bitrate in kbit/s (default = 200 kb/s). @item -r fps Set frame rate (default = 25). @item -s size Set frame size. The format is @samp{wxh} (default = 160x128). The following abbreviations are recognized: @table @samp @item sqcif 128x96 @item qcif 176x144 @item cif 352x288 @item 4cif 704x576 @end table @item -aspect aspect Set aspect ratio (4:3, 16:9 or 1.3333, 1.7777). @item -croptop size Set top crop band size (in pixels). @item -cropbottom size Set bottom crop band size (in pixels). @item -cropleft size Set left crop band size (in pixels). @item -cropright size Set right crop band size (in pixels). @item -padtop size Set top pad band size (in pixels). @item -padbottom size Set bottom pad band size (in pixels). @item -padleft size Set left pad band size (in pixels). @item -padright size Set right pad band size (in pixels). @item -padcolor (hex color) Set color of padded bands. The value for padcolor is expressed as a six digit hexadecimal number where the first two digits represent red, the middle two digits green and last two digits blue (default = 000000 (black)). @item -vn Disable video recording. @item -bt tolerance Set video bitrate tolerance (in kbit/s). @item -maxrate bitrate Set max video bitrate tolerance (in kbit/s). @item -minrate bitrate Set min video bitrate tolerance (in kbit/s). @item -bufsize size Set rate control buffer size (in kbit). @item -vcodec codec Force video codec to @var{codec}. Use the @code{copy} special value to tell that the raw codec data must be copied as is. @item -sameq Use same video quality as source (implies VBR). @item -pass n Select the pass number (1 or 2). It is useful to do two pass encoding. The statistics of the video are recorded in the first pass and the video is generated at the exact requested bitrate in the second pass. @item -passlogfile file Set two pass logfile name to @var{file}. @end table @section Advanced Video Options @table @option @item -g gop_size Set the group of pictures size. @item -intra Use only intra frames. @item -qscale q Use fixed video quantiser scale (VBR). @item -qmin q minimum video quantiser scale (VBR) @item -qmax q maximum video quantiser scale (VBR) @item -qdiff q maximum difference between the quantiser scales (VBR) @item -qblur blur video quantiser scale blur (VBR) @item -qcomp compression video quantiser scale compression (VBR) @item -rc_init_cplx complexity initial complexity for single pass encoding @item -b_qfactor factor qp factor between P- and B-frames @item -i_qfactor factor qp factor between P- and I-frames @item -b_qoffset offset qp offset between P- and B-frames @item -i_qoffset offset qp offset between P- and I-frames @item -rc_eq equation Set rate control equation (@pxref{FFmpeg formula evaluator}) (default = @code{tex^qComp}). @item -rc_override override rate control override for specific intervals @item -me method Set motion estimation method to @var{method}. Available methods are (from lowest to best quality): @table @samp @item zero Try just the (0, 0) vector. @item phods @item log @item x1 @item epzs (default method) @item full exhaustive search (slow and marginally better than epzs) @end table @item -dct_algo algo Set DCT algorithm to @var{algo}. Available values are: @table @samp @item 0 FF_DCT_AUTO (default) @item 1 FF_DCT_FASTINT @item 2 FF_DCT_INT @item 3 FF_DCT_MMX @item 4 FF_DCT_MLIB @item 5 FF_DCT_ALTIVEC @end table @item -idct_algo algo Set IDCT algorithm to @var{algo}. Available values are: @table @samp @item 0 FF_IDCT_AUTO (default) @item 1 FF_IDCT_INT @item 2 FF_IDCT_SIMPLE @item 3 FF_IDCT_SIMPLEMMX @item 4 FF_IDCT_LIBMPEG2MMX @item 5 FF_IDCT_PS2 @item 6 FF_IDCT_MLIB @item 7 FF_IDCT_ARM @item 8 FF_IDCT_ALTIVEC @item 9 FF_IDCT_SH4 @item 10 FF_IDCT_SIMPLEARM @end table @item -er n Set error resilience to @var{n}. @table @samp @item 1 FF_ER_CAREFUL (default) @item 2 FF_ER_COMPLIANT @item 3 FF_ER_AGGRESSIVE @item 4 FF_ER_VERY_AGGRESSIVE @end table @item -ec bit_mask Set error concealment to @var{bit_mask}. @var{bit_mask} is a bit mask of the following values: @table @samp @item 1 FF_EC_GUESS_MVS (default = enabled) @item 2 FF_EC_DEBLOCK (default = enabled) @end table @item -bf frames Use 'frames' B-frames (supported for MPEG-1, MPEG-2 and MPEG-4). @item -mbd mode macroblock decision @table @samp @item 0 FF_MB_DECISION_SIMPLE: Use mb_cmp (cannot change it yet in FFmpeg). @item 1 FF_MB_DECISION_BITS: Choose the one which needs the fewest bits. @item 2 FF_MB_DECISION_RD: rate distortion @end table @item -4mv Use four motion vector by macroblock (MPEG-4 only). @item -part Use data partitioning (MPEG-4 only). @item -bug param Work around encoder bugs that are not auto-detected. @item -strict strictness How strictly to follow the standards. @item -aic Enable Advanced intra coding (h263+). @item -umv Enable Unlimited Motion Vector (h263+) @item -deinterlace Deinterlace pictures. @item -interlace Force interlacing support in encoder (MPEG-2 and MPEG-4 only). Use this option if your input file is interlaced and you want to keep the interlaced format for minimum losses. The alternative is to deinterlace the input stream with @option{-deinterlace}, but deinterlacing introduces losses. @item -psnr Calculate PSNR of compressed frames. @item -vstats Dump video coding statistics to @file{vstats_HHMMSS.log}. @item -vhook module Insert video processing @var{module}. @var{module} contains the module name and its parameters separated by spaces. @end table @section Audio Options @table @option @item -ar freq Set the audio sampling frequency (default = 44100 Hz). @item -ab bitrate Set the audio bitrate in kbit/s (default = 64). @item -ac channels Set the number of audio channels (default = 1). @item -an Disable audio recording. @item -acodec codec Force audio codec to @var{codec}. Use the @code{copy} special value to specify that the raw codec data must be copied as is. @end table @section Audio/Video grab options @table @option @item -vd device sEt video grab device (e.g. @file{/dev/video0}). @item -vc channel Set video grab channel (DV1394 only). @item -tvstd standard Set television standard (NTSC, PAL (SECAM)). @item -dv1394 Set DV1394 grab. @item -ad device Set audio device (e.g. @file{/dev/dsp}). @end table @section Advanced options @table @option @item -map file:stream Set input stream mapping. @item -debug Print specific debug info. @item -benchmark Add timings for benchmarking. @item -hex Dump each input packet. @item -bitexact Only use bit exact algorithms (for codec testing). @item -ps size Set packet size in bits. @item -re Read input at native frame rate. Mainly used to simulate a grab device. @item -loop Loop over the input stream. Currently it works only for image streams. This option is used for automatic FFserver testing. @item -loop_output number_of_times Repeatedly loop output for formats that support looping such as animated GIF (0 will loop the output infinitely). @end table @node FFmpeg formula evaluator @section FFmpeg formula evaluator When evaluating a rate control string, FFmpeg uses an internal formula evaluator. The following binary operators are available: @code{+}, @code{-}, @code{*}, @code{/}, @code{^}. The following unary operators are available: @code{+}, @code{-}, @code{(...)}. The following functions are available: @table @var @item sinh(x) @item cosh(x) @item tanh(x) @item sin(x) @item cos(x) @item tan(x) @item exp(x) @item log(x) @item squish(x) @item gauss(x) @item abs(x) @item max(x, y) @item min(x, y) @item gt(x, y) @item lt(x, y) @item eq(x, y) @item bits2qp(bits) @item qp2bits(qp) @end table The following constants are available: @table @var @item PI @item E @item iTex @item pTex @item tex @item mv @item fCode @item iCount @item mcVar @item var @item isI @item isP @item isB @item avgQP @item qComp @item avgIITex @item avgPITex @item avgPPTex @item avgBPTex @item avgTex @end table @c man end @ignore @setfilename ffmpeg @settitle FFmpeg video converter @c man begin SEEALSO ffserver(1), ffplay(1) and the HTML documentation of @file{ffmpeg}. @c man end @c man begin AUTHOR Fabrice Bellard @c man end @end ignore @section Protocols The filename can be @file{-} to read from standard input or to write to standard output. FFmpeg also handles many protocols specified with an URL syntax. Use 'ffmpeg -formats' to see a list of the supported protocols. The protocol @code{http:} is currently used only to communicate with FFserver (see the FFserver documentation). When FFmpeg will be a video player it will also be used for streaming :-) @chapter Tips @itemize @item For streaming at very low bitrate application, use a low frame rate and a small GOP size. This is especially true for RealVideo where the Linux player does not seem to be very fast, so it can miss frames. An example is: @example ffmpeg -g 3 -r 3 -t 10 -b 50 -s qcif -f rv10 /tmp/b.rm @end example @item The parameter 'q' which is displayed while encoding is the current quantizer. The value 1 indicates that a very good quality could be achieved. The value 31 indicates the worst quality. If q=31 appears too often, it means that the encoder cannot compress enough to meet your bitrate. You must either increase the bitrate, decrease the frame rate or decrease the frame size. @item If your computer is not fast enough, you can speed up the compression at the expense of the compression ratio. You can use '-me zero' to speed up motion estimation, and '-intra' to disable motion estimation completely (you have only I-frames, which means it is about as good as JPEG compression). @item To have very low audio bitrates, reduce the sampling frequency (down to 22050 kHz for MPEG audio, 22050 or 11025 for AC3). @item To have a constant quality (but a variable bitrate), use the option '-qscale n' when 'n' is between 1 (excellent quality) and 31 (worst quality). @item When converting video files, you can use the '-sameq' option which uses the same quality factor in the encoder as in the decoder. It allows almost lossless encoding. @end itemize @chapter Supported File Formats and Codecs You can use the @code{-formats} option to have an exhaustive list. @section File Formats FFmpeg supports the following file formats through the @code{libavformat} library: @multitable @columnfractions .4 .1 .1 .4 @item Supported File Format @tab Encoding @tab Decoding @tab Comments @item MPEG audio @tab X @tab X @item MPEG-1 systems @tab X @tab X @tab muxed audio and video @item MPEG-2 PS @tab X @tab X @tab also known as @code{VOB} file @item MPEG-2 TS @tab @tab X @tab also known as DVB Transport Stream @item ASF@tab X @tab X @item AVI@tab X @tab X @item WAV@tab X @tab X @item Macromedia Flash@tab X @tab X @tab Only embedded audio is decoded. @item FLV @tab X @tab X @tab Macromedia Flash video files @item Real Audio and Video @tab X @tab X @item Raw AC3 @tab X @tab X @item Raw MJPEG @tab X @tab X @item Raw MPEG video @tab X @tab X @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X @item Raw CRI ADX audio @tab X @tab X @item Raw Shorten audio @tab @tab X @item SUN AU format @tab X @tab X @item NUT @tab X @tab X @tab NUT Open Container Format @item QuickTime @tab X @tab X @item MPEG-4 @tab X @tab X @tab MPEG-4 is a variant of QuickTime. @item Raw MPEG4 video @tab X @tab X @item DV @tab X @tab X @item 4xm @tab @tab X @tab 4X Technologies format, used in some games. @item Playstation STR @tab @tab X @item Id RoQ @tab @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. @item Interplay MVE @tab @tab X @tab Format used in various Interplay computer games. @item WC3 Movie @tab @tab X @tab Multimedia format used in Origin's Wing Commander III computer game. @item Sega FILM/CPK @tab @tab X @tab Used in many Sega Saturn console games. @item Westwood Studios VQA/AUD @tab @tab X @tab Multimedia formats used in Westwood Studios games. @item Id Cinematic (.cin) @tab @tab X @tab Used in Quake II. @item FLIC format @tab @tab X @tab .fli/.flc files @item Sierra VMD @tab @tab X @tab Used in Sierra CD-ROM games. @item Sierra Online @tab @tab X @tab .sol files used in Sierra Online games. @item Matroska @tab @tab X @item Electronic Arts Multimedia @tab @tab X @tab Used in various EA games; files have extensions like WVE and UV2. @item Nullsoft Video (NSV) format @tab @tab X @item ADTS AAC audio @tab X @tab X @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro. @item American Laser Games MM @tab @tab X @tab Multimedia format used in games like Mad Dog McCree @item AVS @tab @tab X @tab Multimedia format used by the Creature Shock game. @item Smacker @tab @tab X @tab Multimedia format used by many games. @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 @item Supported Image Format @tab Encoding @tab Decoding @tab Comments @item PGM, PPM @tab X @tab X @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. @item .Y.U.V @tab X @tab X @tab one raw file per component @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated. @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet. @item SGI @tab X @tab X @tab SGI RGB image format @end multitable @code{X} means that encoding (resp. decoding) is supported. @section Video Codecs @multitable @columnfractions .4 .1 .1 .4 @item Supported Codec @tab Encoding @tab Decoding @tab Comments @item MPEG-1 video @tab X @tab X @item MPEG-2 video @tab X @tab X @item MPEG-4 @tab X @tab X @tab also known as DivX4/5 @item MSMPEG4 V1 @tab X @tab X @item MSMPEG4 V2 @tab X @tab X @item MSMPEG4 V3 @tab X @tab X @tab also known as DivX3 @item WMV7 @tab X @tab X @item WMV8 @tab X @tab X @tab not completely working @item H.261 @tab X @tab X @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0 @item H.264 @tab @tab X @item RealVideo 1.0 @tab X @tab X @item RealVideo 2.0 @tab X @tab X @item MJPEG @tab X @tab X @item lossless MJPEG @tab X @tab X @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported @item Apple MJPEG-B @tab @tab X @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X @item DV @tab X @tab X @item HuffYUV @tab X @tab X @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1) @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW) @item Asus v1 @tab X @tab X @tab fourcc: ASV1 @item Asus v2 @tab X @tab X @tab fourcc: ASV2 @item Creative YUV @tab @tab X @tab fourcc: CYUV @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1 @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3 @item On2 VP3 @tab @tab X @tab still experimental @item Theora @tab @tab X @tab still experimental @item Intel Indeo 3 @tab @tab X @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash @item Flash Screen Video @tab @tab X @tab fourcc: FSV1 @item ATI VCR1 @tab @tab X @tab fourcc: VCR1 @item ATI VCR2 @tab @tab X @tab fourcc: VCR2 @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR @item 4X Video @tab @tab X @tab Used in certain computer games. @item Sony Playstation MDEC @tab @tab X @item Id RoQ @tab @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files. @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files. @item Apple Animation @tab @tab X @tab fourcc: 'rle ' @item Apple Graphics @tab @tab X @tab fourcc: 'smc ' @item Apple Video @tab @tab X @tab fourcc: rpza @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw @item Cinepak @tab @tab X @item Microsoft RLE @tab @tab X @item Microsoft Video-1 @tab @tab X @item Westwood VQA @tab @tab X @item Id Cinematic Video @tab @tab X @tab Used in Quake II. @item Planar RGB @tab @tab X @tab fourcc: 8BPS @item FLIC video @tab @tab X @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20 @item VMD Video @tab @tab X @tab Used in Sierra VMD files. @item MSZH @tab @tab X @tab Part of LCL @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI @item Miro VideoXL @tab @tab X @tab fourcc: VIXL @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1 @item LOCO @tab @tab X @tab @item Winnov WNV1 @tab @tab X @tab @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC @item Fraps FPS1 @tab @tab X @tab @item CamStudio @tab @tab X @tab fourcc: CSCD @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree @item ZMBV @tab @tab X @tab @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game. @item Smacker Video @tab @tab X @tab Video encoding used in Smacker. @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files. @item KMVC @tab @tab X @tab Codec used in Worms games. @end multitable @code{X} means that encoding (resp. decoding) is supported. See @url{http://mplayerhq.hu/~michael/codec-features.html} to get a precise comparison of the FFmpeg MPEG-4 codec compared to other implementations. @section Audio Codecs @multitable @columnfractions .4 .1 .1 .1 .7 @item Supported Codec @tab Encoding @tab Decoding @tab Comments @item MPEG audio layer 2 @tab IX @tab IX @item MPEG audio layer 1/3 @tab IX @tab IX @tab MP3 encoding is supported through the external library LAME. @item AC3 @tab IX @tab IX @tab liba52 is used internally for decoding. @item Vorbis @tab X @tab X @tab Supported through the external library libvorbis. @item WMA V1/V2 @tab @tab X @item AAC @tab X @tab X @tab Supported through the external library libfaac/libfaad. @item Microsoft ADPCM @tab X @tab X @item MS IMA ADPCM @tab X @tab X @item QT IMA ADPCM @tab @tab X @item 4X IMA ADPCM @tab @tab X @item G.726 ADPCM @tab X @tab X @item Duck DK3 IMA ADPCM @tab @tab X @tab Used in some Sega Saturn console games. @item Duck DK4 IMA ADPCM @tab @tab X @tab Used in some Sega Saturn console games. @item Westwood Studios IMA ADPCM @tab @tab X @tab Used in Westwood Studios games like Command and Conquer. @item SMJPEG IMA ADPCM @tab @tab X @tab Used in certain Loki game ports. @item CD-ROM XA ADPCM @tab @tab X @item CRI ADX ADPCM @tab X @tab X @tab Used in Sega Dreamcast games. @item Electronic Arts ADPCM @tab @tab X @tab Used in various EA titles. @item Creative ADPCM @tab @tab X @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 @item RA144 @tab @tab X @tab Real 14400 bit/s codec @item RA288 @tab @tab X @tab Real 28800 bit/s codec @item RADnet @tab X @tab IX @tab Real low bitrate AC3 codec, liba52 is used for decoding. @item AMR-NB @tab X @tab X @tab Supported through an external library. @item AMR-WB @tab X @tab X @tab Supported through an external library. @item DV audio @tab @tab X @item Id RoQ DPCM @tab @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. @item Interplay MVE DPCM @tab @tab X @tab Used in various Interplay computer games. @item Xan DPCM @tab @tab X @tab Used in Origin's Wing Commander IV AVI files. @item Sierra Online DPCM @tab @tab X @tab Used in Sierra Online game audio files. @item Apple MACE 3 @tab @tab X @item Apple MACE 6 @tab @tab X @item FLAC lossless audio @tab @tab X @item Shorten lossless audio @tab @tab X @item Apple lossless audio @tab @tab X @tab QuickTime fourcc 'alac' @item FFmpeg Sonic @tab X @tab X @tab experimental lossy/lossless codec @item Qdesign QDM2 @tab @tab X @tab there are still some distortions @item Real COOK @tab @tab X @tab All versions except 5.1 are supported @item DSP Group TrueSpeech @tab @tab X @item True Audio (TTA) @tab @tab X @item Smacker Audio @tab @tab X @end multitable @code{X} means that encoding (resp. decoding) is supported. @code{I} means that an integer-only version is available, too (ensures high performance on systems without hardware floating point support). @chapter Platform Specific information @section Linux FFmpeg should be compiled with at least GCC 2.95.3. GCC 3.2 is the preferred compiler now for FFmpeg. All future optimizations will depend on features only found in GCC 3.2. @section BSD BSD make will not build FFmpeg, you need to install and use GNU Make (@file{gmake}). @section Windows @subsection Native Windows compilation @itemize @item Install the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. You can find detailed installation instructions in the download section and the FAQ. @item If you want to test the FFplay, also download the MinGW development library of SDL 1.2.x (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from @url{http://www.libsdl.org}. Unpack it in a temporary directory, and unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool directory. Edit the @file{sdl-config} script so that it gives the correct SDL directory when invoked. @item Extract the current version of FFmpeg. @item Start the MSYS shell (file @file{msys.bat}). @item Change to the FFmpeg directory and follow the instructions of how to compile FFmpeg (file @file{INSTALL}). Usually, launching @file{./configure} and @file{make} suffices. If you have problems using SDL, verify that @file{sdl-config} can be launched from the MSYS command line. @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing @file{make install}. Don't forget to copy @file{SDL.dll} to the place you launch @file{ffplay} from. @end itemize Notes: @itemize @item The target @file{make wininstaller} can be used to create a Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll} must be copied to the FFmpeg directory in order to build the installer. @item By using @code{./configure --enable-shared} when configuring FFmpeg, you can build @file{avcodec.dll} and @file{avformat.dll}. With @code{make install} you install the FFmpeg DLLs and the associated headers in @file{Program Files/FFmpeg}. @item Visual C++ compatibility: If you used @code{./configure --enable-shared} when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual C++ @code{lib} tool to build @code{avcodec.lib} and @code{avformat.lib}. With these libraries you can link your Visual C++ code directly with the FFmpeg DLLs (see below). @end itemize @subsection Visual C++ compatibility FFmpeg will not compile under Visual C++ -- and it has too many dependencies on the GCC compiler to make a port viable. However, if you want to use the FFmpeg libraries in your own applications, you can still compile those applications using Visual C++. An important restriction to this is that you have to use the dynamically linked versions of the FFmpeg libraries (i.e. the DLLs), and you have to make sure that Visual-C++-compatible import libraries are created during the FFmpeg build process. This description of how to use the FFmpeg libraries with Visual C++ is based on Visual C++ 2005 Express Edition Beta 2. If you have a different version, you might have to modify the procedures slightly. Here are the step-by-step instructions for building the FFmpeg libraries so they can be used with Visual C++: @enumerate @item Install Visual C++ (if you haven't done so already). @item Install MinGW and MSYS as described above. @item Add a call to @file{vcvars32.bat} (which sets up the environment variables for the Visual C++ tools) as the first line of @file{msys.bat}. The standard location for @file{vcvars32.bat} is @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the following line as the first line of @file{msys.bat}: @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"} @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}. If you get a help message with the command line options of @code{link.exe}, this means your environment variables are set up correctly, the Microsoft linker is on the path and will be used by FFmpeg to create Visual-C++-compatible import libraries. @item Extract the current version of FFmpeg and change to the FFmpeg directory. @item Type the command @code{./configure --enable-shared --disable-static --enable-memalign-hack} to configure and, if that didn't produce any errors, type @code{make} to build FFmpeg. @item The subdirectories @file{libavformat}, @file{libavcodec}, and @file{libavutil} should now contain the files @file{avformat.dll}, @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib}, @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three DLLs to your System32 directory (typically @file{C:\Windows\System32}). @end enumerate And here is how to use these libraries with Visual C++: @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 that Visual C++ has already created for you. (Note that your source filehas to have a @code{.cpp} extension; otherwise, Visual C++ won't compile the FFmpeg headers correctly because in C mode, it doesn't recognize the @code{inline} keyword.) For example, you can copy @file{output_example.c} from the FFmpeg distribution (but you will have to make minor modifications so the code will compile under C++, see below). @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 complete paths to the @file{libavformat}, @file{libavcodec}, and @file{libavutil} subdirectories of your FFmpeg directory. Note that the directories have to be separated using semicolons. Now select "Linker / General" from the tree view and edit the "Additional Library Directories" setting to contain the same three directories. @item Still in the "Project / Properties" dialog box, select "Linker / Input" from the tree view, then add the files @file{avformat.lib}, @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional Dependencies". Note that the names of the libraries have to be separated using spaces. @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". @item Click "OK" to close the "Project / Properties" dialog box and build the application. Hopefully, it should compile and run cleanly. If you used @file{output_example.c} as your sample application, you will get a few compiler errors, but they are easy to fix. The first type of error occurs because Visual C++ doesn't allow an @code{int} to be converted to an @code{enum} without a cast. To solve the problem, insert the required casts (this error occurs once for a @code{CodecID} and once for a @code{CodecType}). The second type of error occurs because C++ requires the return value of @code{malloc} to be cast to the exact type of the pointer it is being assigned to. Visual C++ will complain that, for example, @code{(void *)} is being assigned to @code{(uint8_t *)} without an explicit cast. So insert an explicit cast in these places to silence the compiler. The third type of error occurs because the @code{snprintf} library function is called @code{_snprintf} under Visual C++. So just add an underscore to fix the problem. With these changes, @file{output_example.c} should compile under Visual C++, and the resulting executable should produce valid video files. @end enumerate @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 --enable-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/}). @section Mac OS X @section BeOS The configure script should guess the configuration itself. Networking support is currently not finished. errno issues fixed by Andrew Bachmann. Old stuff: François Revol - revol at free dot fr - April 2002 The configure script should guess the configuration itself, however I still didn't test building on the net_server version of BeOS. FFserver is broken (needs poll() implementation). There are still issues with errno codes, which are negative in BeOS, and that FFmpeg negates when returning. This ends up turning errors into valid results, then crashes. (To be fixed) @chapter Developers Guide @section API @itemize @item libavcodec is the library containing the codecs (both encoding and decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. @item libavformat is the library containing the file format handling (mux and demux code for several formats). Look at @file{ffplay.c} to use it in a player. See @file{output_example.c} to use it to generate audio or video streams. @end itemize @section Integrating libavcodec or libavformat in your program 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 @emph{any patch you make must be published}. The best way to proceed is to send your patches to the FFmpeg mailing list. @node Coding Rules @section Coding Rules FFmpeg is programmed in the ISO C90 language with a few additional features from ISO C99, namely: @itemize @bullet @item the @samp{inline} keyword; @item @samp{//} comments; @item designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) @item compound literals (@samp{x = (struct s) @{ 17, 23 @};}) @end itemize These features are supported by all compilers we care about, so we won't accept patches to remove their use unless they absolutely don't 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 don't use any additional C99 features or GCC extensions. Especially watch out for: @itemize @bullet @item mixing statements and declarations; @item @samp{long long} (use @samp{int64_t} instead); @item @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; @item GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). @end itemize 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. Main priority in FFmpeg is simplicity and small code size (=less bugs). 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's just one sentence. All structures and their member variables should be documented, too. @example /** * @@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) ... @end example fprintf and printf are forbidden in libavformat and libavcodec, please use av_log() instead. @node Development Policy @section Development Policy @enumerate @item You must not commit code which breaks FFmpeg! (Meaning unfinished but enabled code which breaks compilation or compiles but does not work or breaks the regression tests) You can commit unfinished stuff (for testing etc), but it must be disabled (#ifdef etc) by default so it does not interfere with other developers' work. @item You don't have to over-test things. If it works for you, and you think it should work for others, then commit. If your code has problems (portability, triggers compiler bugs, unusual environment etc) they will be reported and eventually fixed. @item Do not commit unrelated changes together, split them into self-contained pieces. @item Do not change behavior of the program (renaming options etc) without first discussing it on the ffmpeg-devel mailing list. Do not remove functionality from the code. Just improve! Note: Redundant code can be removed. @item Do not commit changes to the build system (Makefiles, configure script) which change behavior, defaults etc, without asking first. The same applies to compiler warning fixes, trivial looking fixes and to code maintained by other developers. We usually have a reason for doing things the way we do. Send your changes as patches to the ffmpeg-devel mailing list, and if the code maintainers say OK, you may commit. This does not apply to files you wrote and/or maintain. @item We refuse source indentation and other cosmetic changes if they are mixed with functional changes, such commits will be rejected and removed. Every developer has his own indentation style, you should not change it. Of course if you (re)write something, you can use your own style, even though we would prefer if the indentation throughout FFmpeg was consistent (Many projects force a given indentation style - we don't.). If you really need to make indentation changes (try to avoid this), separate them strictly from real changes. 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 (don't move it to the right)! or do so in a separate commit @item Always fill out the commit log message. Describe in a few lines what you changed and why. You can refer to mailing list postings if you fix a particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. @item If you apply a patch by someone else, include the name and email address in the log message. Since the ffmpeg-cvslog mailing list is publicly archived you should add some SPAM protection to the email address. Send an answer to ffmpeg-devel (or wherever you got the patch from) saying that you applied the patch. @item Do NOT commit to code actively maintained by others without permission. Send a patch to ffmpeg-devel instead. @item Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits are sent there and reviewed by all the other developers. Bugs and possible improvements or general questions regarding commits are discussed there. We expect you to react if problems with your code are uncovered. @item Update the documentation if you change behavior or add features. If you are unsure how best to do this, send a patch to ffmpeg-devel, the documentation maintainer(s) will review and commit your stuff. @item Never write to unallocated memory, never write over the end of arrays, always check values read from some untrusted source before using them as array index or other risky things. @item Remember to check if you need to bump versions for the specific libav parts (libavutil, libavcodec, libavformat) you are changing. You need to change the version integer and the version string. Incrementing the first component means no backward compatibility to previous versions (e.g. removal of a function). Incrementing the second component means backward compatible change (e.g. addition of a function). Incrementing the third component means a noteworthy binary compatible change (e.g. encoder bug fix that matters for the decoder). @item If you add a new codec, remember to update the changelog, add it to the supported codecs table in the documentation and bump the second component of the @file{libavcodec} version number appropriately. If it has a fourcc, add it to @file{libavformat/avienc.c}, even if it is only a decoder. @end enumerate We think our rules are not too hard. If you have comments, contact us. Note, these rules are mostly borrowed from the MPlayer project. @subsection Renaming/moving files or content of files You CANNOT do that. Post a request for such a change to the mailing list Do NOT remove & readd a file - it will kill the changelog!!!! @section Submitting patches First, (@pxref{Coding Rules}) above if you didn't yet. When you submit your patch, try to send a unified diff (diff '-up' option). I cannot read other diffs :-) Also please do not submit patches which contain several unrelated changes. Split them into individual self-contained patches; this makes reviewing them much easier. 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 won't be trashed during transmission) to the ffmpeg-devel mailing list, see @url{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()') We reply to all submitted patches and either apply or reject with some explanation why, but sometimes we are quite busy so it can take a week or two. @section Regression tests 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]. @bye