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  1. <!DOCTYPE html>
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  26. <h1 class="titlefont">General Documentation</h1>
  27. <hr>
  28. <a name="SEC_Top"></a>
  29. <a name="SEC_Contents"></a>
  30. <h1>Table of Contents</h1>
  31. <div class="contents">
  32. <ul class="no-bullet">
  33. <li><a name="toc-External-libraries" href="#External-libraries">1 External libraries</a>
  34. <ul class="no-bullet">
  35. <li><a name="toc-Alliance-for-Open-Media-_0028AOM_0029" href="#Alliance-for-Open-Media-_0028AOM_0029">1.1 Alliance for Open Media (AOM)</a></li>
  36. <li><a name="toc-AMD-AMF_002fVCE" href="#AMD-AMF_002fVCE">1.2 AMD AMF/VCE</a></li>
  37. <li><a name="toc-AviSynth" href="#AviSynth">1.3 AviSynth</a></li>
  38. <li><a name="toc-Chromaprint" href="#Chromaprint">1.4 Chromaprint</a></li>
  39. <li><a name="toc-codec2" href="#codec2">1.5 codec2</a></li>
  40. <li><a name="toc-dav1d" href="#dav1d">1.6 dav1d</a></li>
  41. <li><a name="toc-davs2" href="#davs2">1.7 davs2</a></li>
  42. <li><a name="toc-Game-Music-Emu" href="#Game-Music-Emu">1.8 Game Music Emu</a></li>
  43. <li><a name="toc-Intel-QuickSync-Video" href="#Intel-QuickSync-Video">1.9 Intel QuickSync Video</a></li>
  44. <li><a name="toc-Kvazaar" href="#Kvazaar">1.10 Kvazaar</a></li>
  45. <li><a name="toc-LAME" href="#LAME">1.11 LAME</a></li>
  46. <li><a name="toc-libilbc" href="#libilbc">1.12 libilbc</a></li>
  47. <li><a name="toc-libvpx" href="#libvpx">1.13 libvpx</a></li>
  48. <li><a name="toc-ModPlug" href="#ModPlug">1.14 ModPlug</a></li>
  49. <li><a name="toc-OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries" href="#OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries">1.15 OpenCORE, VisualOn, and Fraunhofer libraries</a>
  50. <ul class="no-bullet">
  51. <li><a name="toc-OpenCORE-AMR" href="#OpenCORE-AMR">1.15.1 OpenCORE AMR</a></li>
  52. <li><a name="toc-VisualOn-AMR_002dWB-encoder-library" href="#VisualOn-AMR_002dWB-encoder-library">1.15.2 VisualOn AMR-WB encoder library</a></li>
  53. <li><a name="toc-Fraunhofer-AAC-library" href="#Fraunhofer-AAC-library">1.15.3 Fraunhofer AAC library</a></li>
  54. </ul></li>
  55. <li><a name="toc-OpenH264" href="#OpenH264">1.16 OpenH264</a></li>
  56. <li><a name="toc-OpenJPEG" href="#OpenJPEG">1.17 OpenJPEG</a></li>
  57. <li><a name="toc-rav1e" href="#rav1e">1.18 rav1e</a></li>
  58. <li><a name="toc-TwoLAME" href="#TwoLAME">1.19 TwoLAME</a></li>
  59. <li><a name="toc-VapourSynth" href="#VapourSynth">1.20 VapourSynth</a></li>
  60. <li><a name="toc-WavPack" href="#WavPack">1.21 WavPack</a></li>
  61. <li><a name="toc-x264" href="#x264">1.22 x264</a></li>
  62. <li><a name="toc-x265" href="#x265">1.23 x265</a></li>
  63. <li><a name="toc-xavs" href="#xavs">1.24 xavs</a></li>
  64. <li><a name="toc-xavs2" href="#xavs2">1.25 xavs2</a></li>
  65. <li><a name="toc-ZVBI" href="#ZVBI">1.26 ZVBI</a></li>
  66. </ul></li>
  67. <li><a name="toc-Supported-File-Formats_002c-Codecs-or-Features" href="#Supported-File-Formats_002c-Codecs-or-Features">2 Supported File Formats, Codecs or Features</a>
  68. <ul class="no-bullet">
  69. <li><a name="toc-File-Formats" href="#File-Formats">2.1 File Formats</a></li>
  70. <li><a name="toc-Image-Formats" href="#Image-Formats">2.2 Image Formats</a></li>
  71. <li><a name="toc-Video-Codecs" href="#Video-Codecs">2.3 Video Codecs</a></li>
  72. <li><a name="toc-Audio-Codecs" href="#Audio-Codecs">2.4 Audio Codecs</a></li>
  73. <li><a name="toc-Subtitle-Formats" href="#Subtitle-Formats">2.5 Subtitle Formats</a></li>
  74. <li><a name="toc-Network-Protocols" href="#Network-Protocols">2.6 Network Protocols</a></li>
  75. <li><a name="toc-Input_002fOutput-Devices" href="#Input_002fOutput-Devices">2.7 Input/Output Devices</a></li>
  76. <li><a name="toc-Timecode" href="#Timecode">2.8 Timecode</a></li>
  77. </ul>
  78. </li>
  79. </ul>
  80. </div>
  81. <hr size="6">
  82. <a name="External-libraries"></a>
  83. <h1 class="chapter"><a href="general.html#toc-External-libraries">1 External libraries</a></h1>
  84. <p>FFmpeg can be hooked up with a number of external libraries to add support
  85. for more formats. None of them are used by default, their use has to be
  86. explicitly requested by passing the appropriate flags to
  87. <code>./configure</code>.
  88. </p>
  89. <a name="Alliance-for-Open-Media-_0028AOM_0029"></a>
  90. <h2 class="section"><a href="general.html#toc-Alliance-for-Open-Media-_0028AOM_0029">1.1 Alliance for Open Media (AOM)</a></h2>
  91. <p>FFmpeg can make use of the AOM library for AV1 decoding and encoding.
  92. </p>
  93. <p>Go to <a href="http://aomedia.org/">http://aomedia.org/</a> and follow the instructions for
  94. installing the library. Then pass <code>--enable-libaom</code> to configure to
  95. enable it.
  96. </p>
  97. <a name="AMD-AMF_002fVCE"></a>
  98. <h2 class="section"><a href="general.html#toc-AMD-AMF_002fVCE">1.2 AMD AMF/VCE</a></h2>
  99. <p>FFmpeg can use the AMD Advanced Media Framework library
  100. for accelerated H.264 and HEVC(only windows) encoding on hardware with Video Coding Engine (VCE).
  101. </p>
  102. <p>To enable support you must obtain the AMF framework header files(version 1.4.9+) from
  103. <a href="https://github.com/GPUOpen-LibrariesAndSDKs/AMF.git">https://github.com/GPUOpen-LibrariesAndSDKs/AMF.git</a>.
  104. </p>
  105. <p>Create an <code>AMF/</code> directory in the system include path.
  106. Copy the contents of <code>AMF/amf/public/include/</code> into that directory.
  107. Then configure FFmpeg with <code>--enable-amf</code>.
  108. </p>
  109. <p>Initialization of amf encoder occurs in this order:
  110. 1) trying to initialize through dx11(only windows)
  111. 2) trying to initialize through dx9(only windows)
  112. 3) trying to initialize through vulkan
  113. </p>
  114. <p>To use h.264(AMD VCE) encoder on linux amdgru-pro version 19.20+ and amf-amdgpu-pro
  115. package(amdgru-pro contains, but does not install automatically) are required.
  116. </p>
  117. <p>This driver can be installed using amdgpu-pro-install script in official amd driver archive.
  118. </p>
  119. <a name="AviSynth"></a>
  120. <h2 class="section"><a href="general.html#toc-AviSynth">1.3 AviSynth</a></h2>
  121. <p>FFmpeg can read AviSynth scripts as input. To enable support, pass
  122. <code>--enable-avisynth</code> to configure. The correct headers are
  123. included in compat/avisynth/, which allows the user to enable support
  124. without needing to search for these headers themselves.
  125. </p>
  126. <p>For Windows, supported AviSynth variants are
  127. <a href="http://avisynth.nl">AviSynth 2.6 RC1 or higher</a> for 32-bit builds and
  128. <a href="http://avisynth.nl/index.php/AviSynth+">AviSynth+ r1718 or higher</a> for 32-bit and 64-bit builds.
  129. </p>
  130. <p>For Linux and OS X, the supported AviSynth variant is
  131. <a href="https://github.com/avxsynth/avxsynth">AvxSynth</a>.
  132. </p>
  133. <div class="float alert alert-info">
  134. <p>In 2016, AviSynth+ added support for building with GCC. However, due to
  135. the eccentricities of Windows&rsquo; calling conventions, 32-bit GCC builds
  136. of AviSynth+ are not compatible with typical 32-bit builds of FFmpeg.
  137. </p>
  138. <p>By default, FFmpeg assumes compatibility with 32-bit MSVC builds of
  139. AviSynth+ since that is the most widely-used and entrenched build
  140. configuration. Users can override this and enable support for 32-bit
  141. GCC builds of AviSynth+ by passing <code>-DAVSC_WIN32_GCC32</code> to
  142. <code>--extra-cflags</code> when configuring FFmpeg.
  143. </p>
  144. <p>64-bit builds of FFmpeg are not affected, and can use either MSVC or
  145. GCC builds of AviSynth+ without any special flags.
  146. </p></div>
  147. <div class="float alert alert-info">
  148. <p>AviSynth and AvxSynth are loaded dynamically. Distributors can build FFmpeg
  149. with <code>--enable-avisynth</code>, and the binaries will work regardless of the
  150. end user having AviSynth or AvxSynth installed - they&rsquo;ll only need to be
  151. installed to use AviSynth scripts (obviously).
  152. </p></div>
  153. <a name="Chromaprint"></a>
  154. <h2 class="section"><a href="general.html#toc-Chromaprint">1.4 Chromaprint</a></h2>
  155. <p>FFmpeg can make use of the Chromaprint library for generating audio fingerprints.
  156. Pass <code>--enable-chromaprint</code> to configure to
  157. enable it. See <a href="https://acoustid.org/chromaprint">https://acoustid.org/chromaprint</a>.
  158. </p>
  159. <a name="codec2"></a>
  160. <h2 class="section"><a href="general.html#toc-codec2">1.5 codec2</a></h2>
  161. <p>FFmpeg can make use of the codec2 library for codec2 decoding and encoding.
  162. There is currently no native decoder, so libcodec2 must be used for decoding.
  163. </p>
  164. <p>Go to <a href="http://freedv.org/">http://freedv.org/</a>, download &quot;Codec 2 source archive&quot;.
  165. Build and install using CMake. Debian users can install the libcodec2-dev package instead.
  166. Once libcodec2 is installed you can pass <code>--enable-libcodec2</code> to configure to enable it.
  167. </p>
  168. <p>The easiest way to use codec2 is with .c2 files, since they contain the mode information required for decoding.
  169. To encode such a file, use a .c2 file extension and give the libcodec2 encoder the -mode option:
  170. <code>ffmpeg -i input.wav -mode 700C output.c2</code>.
  171. Playback is as simple as <code>ffplay output.c2</code>.
  172. For a list of supported modes, run <code>ffmpeg -h encoder=libcodec2</code>.
  173. Raw codec2 files are also supported.
  174. To make sense of them the mode in use needs to be specified as a format option:
  175. <code>ffmpeg -f codec2raw -mode 1300 -i input.raw output.wav</code>.
  176. </p>
  177. <a name="dav1d"></a>
  178. <h2 class="section"><a href="general.html#toc-dav1d">1.6 dav1d</a></h2>
  179. <p>FFmpeg can make use of the dav1d library for AV1 video decoding.
  180. </p>
  181. <p>Go to <a href="https://code.videolan.org/videolan/dav1d">https://code.videolan.org/videolan/dav1d</a> and follow the instructions for
  182. installing the library. Then pass <code>--enable-libdav1d</code> to configure to enable it.
  183. </p>
  184. <a name="davs2"></a>
  185. <h2 class="section"><a href="general.html#toc-davs2">1.7 davs2</a></h2>
  186. <p>FFmpeg can make use of the davs2 library for AVS2-P2/IEEE1857.4 video decoding.
  187. </p>
  188. <p>Go to <a href="https://github.com/pkuvcl/davs2">https://github.com/pkuvcl/davs2</a> and follow the instructions for
  189. installing the library. Then pass <code>--enable-libdavs2</code> to configure to
  190. enable it.
  191. </p>
  192. <div class="float alert alert-info">
  193. <p>libdavs2 is under the GNU Public License Version 2 or later
  194. (see <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for
  195. details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.
  196. </p></div>
  197. <a name="Game-Music-Emu"></a>
  198. <h2 class="section"><a href="general.html#toc-Game-Music-Emu">1.8 Game Music Emu</a></h2>
  199. <p>FFmpeg can make use of the Game Music Emu library to read audio from supported video game
  200. music file formats. Pass <code>--enable-libgme</code> to configure to
  201. enable it. See <a href="https://bitbucket.org/mpyne/game-music-emu/overview">https://bitbucket.org/mpyne/game-music-emu/overview</a>.
  202. </p>
  203. <a name="Intel-QuickSync-Video"></a>
  204. <h2 class="section"><a href="general.html#toc-Intel-QuickSync-Video">1.9 Intel QuickSync Video</a></h2>
  205. <p>FFmpeg can use Intel QuickSync Video (QSV) for accelerated decoding and encoding
  206. of multiple codecs. To use QSV, FFmpeg must be linked against the <code>libmfx</code>
  207. dispatcher, which loads the actual decoding libraries.
  208. </p>
  209. <p>The dispatcher is open source and can be downloaded from
  210. <a href="https://github.com/lu-zero/mfx_dispatch.git">https://github.com/lu-zero/mfx_dispatch.git</a>. FFmpeg needs to be configured
  211. with the <code>--enable-libmfx</code> option and <code>pkg-config</code> needs to be able to
  212. locate the dispatcher&rsquo;s <code>.pc</code> files.
  213. </p>
  214. <a name="Kvazaar"></a>
  215. <h2 class="section"><a href="general.html#toc-Kvazaar">1.10 Kvazaar</a></h2>
  216. <p>FFmpeg can make use of the Kvazaar library for HEVC encoding.
  217. </p>
  218. <p>Go to <a href="https://github.com/ultravideo/kvazaar">https://github.com/ultravideo/kvazaar</a> and follow the
  219. instructions for installing the library. Then pass
  220. <code>--enable-libkvazaar</code> to configure to enable it.
  221. </p>
  222. <a name="LAME"></a>
  223. <h2 class="section"><a href="general.html#toc-LAME">1.11 LAME</a></h2>
  224. <p>FFmpeg can make use of the LAME library for MP3 encoding.
  225. </p>
  226. <p>Go to <a href="http://lame.sourceforge.net/">http://lame.sourceforge.net/</a> and follow the
  227. instructions for installing the library.
  228. Then pass <code>--enable-libmp3lame</code> to configure to enable it.
  229. </p>
  230. <a name="libilbc"></a>
  231. <h2 class="section"><a href="general.html#toc-libilbc">1.12 libilbc</a></h2>
  232. <p>iLBC is a narrowband speech codec that has been made freely available
  233. by Google as part of the WebRTC project. libilbc is a packaging friendly
  234. copy of the iLBC codec. FFmpeg can make use of the libilbc library for
  235. iLBC decoding and encoding.
  236. </p>
  237. <p>Go to <a href="https://github.com/TimothyGu/libilbc">https://github.com/TimothyGu/libilbc</a> and follow the instructions for
  238. installing the library. Then pass <code>--enable-libilbc</code> to configure to
  239. enable it.
  240. </p>
  241. <a name="libvpx"></a>
  242. <h2 class="section"><a href="general.html#toc-libvpx">1.13 libvpx</a></h2>
  243. <p>FFmpeg can make use of the libvpx library for VP8/VP9 decoding and encoding.
  244. </p>
  245. <p>Go to <a href="http://www.webmproject.org/">http://www.webmproject.org/</a> and follow the instructions for
  246. installing the library. Then pass <code>--enable-libvpx</code> to configure to
  247. enable it.
  248. </p>
  249. <a name="ModPlug"></a>
  250. <h2 class="section"><a href="general.html#toc-ModPlug">1.14 ModPlug</a></h2>
  251. <p>FFmpeg can make use of this library, originating in Modplug-XMMS, to read from MOD-like music files.
  252. See <a href="https://github.com/Konstanty/libmodplug">https://github.com/Konstanty/libmodplug</a>. Pass <code>--enable-libmodplug</code> to configure to
  253. enable it.
  254. </p>
  255. <a name="OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries"></a>
  256. <h2 class="section"><a href="general.html#toc-OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries">1.15 OpenCORE, VisualOn, and Fraunhofer libraries</a></h2>
  257. <p>Spun off Google Android sources, OpenCore, VisualOn and Fraunhofer
  258. libraries provide encoders for a number of audio codecs.
  259. </p>
  260. <div class="float alert alert-info">
  261. <p>OpenCORE and VisualOn libraries are under the Apache License 2.0
  262. (see <a href="http://www.apache.org/licenses/LICENSE-2.0">http://www.apache.org/licenses/LICENSE-2.0</a> for details), which is
  263. incompatible to the LGPL version 2.1 and GPL version 2. You have to
  264. upgrade FFmpeg&rsquo;s license to LGPL version 3 (or if you have enabled
  265. GPL components, GPL version 3) by passing <code>--enable-version3</code> to configure in
  266. order to use it.
  267. </p>
  268. <p>The license of the Fraunhofer AAC library is incompatible with the GPL.
  269. Therefore, for GPL builds, you have to pass <code>--enable-nonfree</code> to
  270. configure in order to use it. To the best of our knowledge, it is
  271. compatible with the LGPL.
  272. </p></div>
  273. <a name="OpenCORE-AMR"></a>
  274. <h3 class="subsection"><a href="general.html#toc-OpenCORE-AMR">1.15.1 OpenCORE AMR</a></h3>
  275. <p>FFmpeg can make use of the OpenCORE libraries for AMR-NB
  276. decoding/encoding and AMR-WB decoding.
  277. </p>
  278. <p>Go to <a href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the
  279. instructions for installing the libraries.
  280. Then pass <code>--enable-libopencore-amrnb</code> and/or
  281. <code>--enable-libopencore-amrwb</code> to configure to enable them.
  282. </p>
  283. <a name="VisualOn-AMR_002dWB-encoder-library"></a>
  284. <h3 class="subsection"><a href="general.html#toc-VisualOn-AMR_002dWB-encoder-library">1.15.2 VisualOn AMR-WB encoder library</a></h3>
  285. <p>FFmpeg can make use of the VisualOn AMR-WBenc library for AMR-WB encoding.
  286. </p>
  287. <p>Go to <a href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the
  288. instructions for installing the library.
  289. Then pass <code>--enable-libvo-amrwbenc</code> to configure to enable it.
  290. </p>
  291. <a name="Fraunhofer-AAC-library"></a>
  292. <h3 class="subsection"><a href="general.html#toc-Fraunhofer-AAC-library">1.15.3 Fraunhofer AAC library</a></h3>
  293. <p>FFmpeg can make use of the Fraunhofer AAC library for AAC decoding &amp; encoding.
  294. </p>
  295. <p>Go to <a href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the
  296. instructions for installing the library.
  297. Then pass <code>--enable-libfdk-aac</code> to configure to enable it.
  298. </p>
  299. <a name="OpenH264"></a>
  300. <h2 class="section"><a href="general.html#toc-OpenH264">1.16 OpenH264</a></h2>
  301. <p>FFmpeg can make use of the OpenH264 library for H.264 decoding and encoding.
  302. </p>
  303. <p>Go to <a href="http://www.openh264.org/">http://www.openh264.org/</a> and follow the instructions for
  304. installing the library. Then pass <code>--enable-libopenh264</code> to configure to
  305. enable it.
  306. </p>
  307. <p>For decoding, this library is much more limited than the built-in decoder
  308. in libavcodec; currently, this library lacks support for decoding B-frames
  309. and some other main/high profile features. (It currently only supports
  310. constrained baseline profile and CABAC.) Using it is mostly useful for
  311. testing and for taking advantage of Cisco&rsquo;s patent portfolio license
  312. (<a href="http://www.openh264.org/BINARY_LICENSE.txt">http://www.openh264.org/BINARY_LICENSE.txt</a>).
  313. </p>
  314. <a name="OpenJPEG"></a>
  315. <h2 class="section"><a href="general.html#toc-OpenJPEG">1.17 OpenJPEG</a></h2>
  316. <p>FFmpeg can use the OpenJPEG libraries for decoding/encoding J2K videos. Go to
  317. <a href="http://www.openjpeg.org/">http://www.openjpeg.org/</a> to get the libraries and follow the installation
  318. instructions. To enable using OpenJPEG in FFmpeg, pass <code>--enable-libopenjpeg</code> to
  319. &lsquo;<tt>./configure</tt>&rsquo;.
  320. </p>
  321. <a name="rav1e"></a>
  322. <h2 class="section"><a href="general.html#toc-rav1e">1.18 rav1e</a></h2>
  323. <p>FFmpeg can make use of rav1e (Rust AV1 Encoder) via its C bindings to encode videos.
  324. Go to <a href="https://github.com/xiph/rav1e/">https://github.com/xiph/rav1e/</a> and follow the instructions to build
  325. the C library. To enable using rav1e in FFmpeg, pass <code>--enable-librav1e</code>
  326. to &lsquo;<tt>./configure</tt>&rsquo;.
  327. </p>
  328. <a name="TwoLAME"></a>
  329. <h2 class="section"><a href="general.html#toc-TwoLAME">1.19 TwoLAME</a></h2>
  330. <p>FFmpeg can make use of the TwoLAME library for MP2 encoding.
  331. </p>
  332. <p>Go to <a href="http://www.twolame.org/">http://www.twolame.org/</a> and follow the
  333. instructions for installing the library.
  334. Then pass <code>--enable-libtwolame</code> to configure to enable it.
  335. </p>
  336. <a name="VapourSynth"></a>
  337. <h2 class="section"><a href="general.html#toc-VapourSynth">1.20 VapourSynth</a></h2>
  338. <p>FFmpeg can read VapourSynth scripts as input. To enable support, pass
  339. <code>--enable-vapoursynth</code> to configure. Vapoursynth is detected via
  340. <code>pkg-config</code>. Versions 42 or greater supported.
  341. See <a href="http://www.vapoursynth.com/">http://www.vapoursynth.com/</a>.
  342. </p>
  343. <p>Due to security concerns, Vapoursynth scripts will not
  344. be autodetected so the input format has to be forced. For ff* CLI tools,
  345. add <code>-f vapoursynth</code> before the input <code>-i yourscript.vpy</code>.
  346. </p>
  347. <a name="WavPack"></a>
  348. <h2 class="section"><a href="general.html#toc-WavPack">1.21 WavPack</a></h2>
  349. <p>FFmpeg can make use of the libwavpack library for WavPack encoding.
  350. </p>
  351. <p>Go to <a href="http://www.wavpack.com/">http://www.wavpack.com/</a> and follow the instructions for
  352. installing the library. Then pass <code>--enable-libwavpack</code> to configure to
  353. enable it.
  354. </p>
  355. <a name="x264"></a>
  356. <h2 class="section"><a href="general.html#toc-x264">1.22 x264</a></h2>
  357. <p>FFmpeg can make use of the x264 library for H.264 encoding.
  358. </p>
  359. <p>Go to <a href="http://www.videolan.org/developers/x264.html">http://www.videolan.org/developers/x264.html</a> and follow the
  360. instructions for installing the library. Then pass <code>--enable-libx264</code> to
  361. configure to enable it.
  362. </p>
  363. <div class="float alert alert-info">
  364. <p>x264 is under the GNU Public License Version 2 or later
  365. (see <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for
  366. details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.
  367. </p></div>
  368. <a name="x265"></a>
  369. <h2 class="section"><a href="general.html#toc-x265">1.23 x265</a></h2>
  370. <p>FFmpeg can make use of the x265 library for HEVC encoding.
  371. </p>
  372. <p>Go to <a href="http://x265.org/developers.html">http://x265.org/developers.html</a> and follow the instructions
  373. for installing the library. Then pass <code>--enable-libx265</code> to configure
  374. to enable it.
  375. </p>
  376. <div class="float alert alert-info">
  377. <p>x265 is under the GNU Public License Version 2 or later
  378. (see <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for
  379. details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.
  380. </p></div>
  381. <a name="xavs"></a>
  382. <h2 class="section"><a href="general.html#toc-xavs">1.24 xavs</a></h2>
  383. <p>FFmpeg can make use of the xavs library for AVS encoding.
  384. </p>
  385. <p>Go to <a href="http://xavs.sf.net/">http://xavs.sf.net/</a> and follow the instructions for
  386. installing the library. Then pass <code>--enable-libxavs</code> to configure to
  387. enable it.
  388. </p>
  389. <a name="xavs2"></a>
  390. <h2 class="section"><a href="general.html#toc-xavs2">1.25 xavs2</a></h2>
  391. <p>FFmpeg can make use of the xavs2 library for AVS2-P2/IEEE1857.4 video encoding.
  392. </p>
  393. <p>Go to <a href="https://github.com/pkuvcl/xavs2">https://github.com/pkuvcl/xavs2</a> and follow the instructions for
  394. installing the library. Then pass <code>--enable-libxavs2</code> to configure to
  395. enable it.
  396. </p>
  397. <div class="float alert alert-info">
  398. <p>libxavs2 is under the GNU Public License Version 2 or later
  399. (see <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for
  400. details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.
  401. </p></div>
  402. <a name="ZVBI"></a>
  403. <h2 class="section"><a href="general.html#toc-ZVBI">1.26 ZVBI</a></h2>
  404. <p>ZVBI is a VBI decoding library which can be used by FFmpeg to decode DVB
  405. teletext pages and DVB teletext subtitles.
  406. </p>
  407. <p>Go to <a href="http://sourceforge.net/projects/zapping/">http://sourceforge.net/projects/zapping/</a> and follow the instructions for
  408. installing the library. Then pass <code>--enable-libzvbi</code> to configure to
  409. enable it.
  410. </p>
  411. <a name="Supported-File-Formats_002c-Codecs-or-Features"></a>
  412. <h1 class="chapter"><a href="general.html#toc-Supported-File-Formats_002c-Codecs-or-Features">2 Supported File Formats, Codecs or Features</a></h1>
  413. <p>You can use the <code>-formats</code> and <code>-codecs</code> options to have an exhaustive list.
  414. </p>
  415. <a name="File-Formats"></a>
  416. <h2 class="section"><a href="general.html#toc-File-Formats">2.1 File Formats</a></h2>
  417. <p>FFmpeg supports the following file formats through the <code>libavformat</code>
  418. library:
  419. </p>
  420. <table>
  421. <tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
  422. <tr><td width="40%">3dostr</td><td width="10%"></td><td width="10%">X</td></tr>
  423. <tr><td width="40%">4xm</td><td width="10%"></td><td width="10%">X</td><td width="40%">4X Technologies format, used in some games.</td></tr>
  424. <tr><td width="40%">8088flex TMV</td><td width="10%"></td><td width="10%">X</td></tr>
  425. <tr><td width="40%">AAX</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audible Enhanced Audio format, used in audiobooks.</td></tr>
  426. <tr><td width="40%">AA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audible Format 2, 3, and 4, used in audiobooks.</td></tr>
  427. <tr><td width="40%">ACT Voice</td><td width="10%"></td><td width="10%">X</td><td width="40%">contains G.729 audio</td></tr>
  428. <tr><td width="40%">Adobe Filmstrip</td><td width="10%">X</td><td width="10%">X</td></tr>
  429. <tr><td width="40%">Audio IFF (AIFF)</td><td width="10%">X</td><td width="10%">X</td></tr>
  430. <tr><td width="40%">American Laser Games MM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used in games like Mad Dog McCree.</td></tr>
  431. <tr><td width="40%">3GPP AMR</td><td width="10%">X</td><td width="10%">X</td></tr>
  432. <tr><td width="40%">Amazing Studio Packed Animation File</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used in game Heart Of Darkness.</td></tr>
  433. <tr><td width="40%">Apple HTTP Live Streaming</td><td width="10%"></td><td width="10%">X</td></tr>
  434. <tr><td width="40%">Artworx Data Format</td><td width="10%"></td><td width="10%">X</td></tr>
  435. <tr><td width="40%">Interplay ACM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio only format used in some Interplay games.</td></tr>
  436. <tr><td width="40%">ADP</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Gamecube.</td></tr>
  437. <tr><td width="40%">AFC</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Gamecube.</td></tr>
  438. <tr><td width="40%">ADS/SS2</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the PS2.</td></tr>
  439. <tr><td width="40%">APNG</td><td width="10%">X</td><td width="10%">X</td></tr>
  440. <tr><td width="40%">ASF</td><td width="10%">X</td><td width="10%">X</td></tr>
  441. <tr><td width="40%">AST</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Wii.</td></tr>
  442. <tr><td width="40%">AVI</td><td width="10%">X</td><td width="10%">X</td></tr>
  443. <tr><td width="40%">AviSynth</td><td width="10%"></td><td width="10%">X</td></tr>
  444. <tr><td width="40%">AVR</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on Mac.</td></tr>
  445. <tr><td width="40%">AVS</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used by the Creature Shock game.</td></tr>
  446. <tr><td width="40%">Beam Software SIFF</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio and video format used in some games by Beam Software.</td></tr>
  447. <tr><td width="40%">Bethesda Softworks VID</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in some games from Bethesda Softworks.</td></tr>
  448. <tr><td width="40%">Binary text</td><td width="10%"></td><td width="10%">X</td></tr>
  449. <tr><td width="40%">Bink</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used by many games.</td></tr>
  450. <tr><td width="40%">Bitmap Brothers JV</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Z and Z95 games.</td></tr>
  451. <tr><td width="40%">Brute Force &amp; Ignorance</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in the game Flash Traffic: City of Angels.</td></tr>
  452. <tr><td width="40%">BFSTM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo WiiU (based on BRSTM).</td></tr>
  453. <tr><td width="40%">BRSTM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Wii.</td></tr>
  454. <tr><td width="40%">BWF</td><td width="10%">X</td><td width="10%">X</td></tr>
  455. <tr><td width="40%">codec2 (raw)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Must be given -mode format option to decode correctly.</td></tr>
  456. <tr><td width="40%">codec2 (.c2 files)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Contains header with version and mode info, simplifying playback.</td></tr>
  457. <tr><td width="40%">CRI ADX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Audio-only format used in console video games.</td></tr>
  458. <tr><td width="40%">Discworld II BMV</td><td width="10%"></td><td width="10%">X</td></tr>
  459. <tr><td width="40%">Interplay C93</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in the game Cyberia from Interplay.</td></tr>
  460. <tr><td width="40%">Delphine Software International CIN</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used by Delphine Software games.</td></tr>
  461. <tr><td width="40%">Digital Speech Standard (DSS)</td><td width="10%"></td><td width="10%">X</td></tr>
  462. <tr><td width="40%">Canopus HQ</td><td width="10%"></td><td width="10%">X</td></tr>
  463. <tr><td width="40%">Canopus HQA</td><td width="10%"></td><td width="10%">X</td></tr>
  464. <tr><td width="40%">Canopus HQX</td><td width="10%"></td><td width="10%">X</td></tr>
  465. <tr><td width="40%">CD+G</td><td width="10%"></td><td width="10%">X</td><td width="40%">Video format used by CD+G karaoke disks</td></tr>
  466. <tr><td width="40%">Phantom Cine</td><td width="10%"></td><td width="10%">X</td></tr>
  467. <tr><td width="40%">Cineform HD</td><td width="10%"></td><td width="10%">X</td></tr>
  468. <tr><td width="40%">Commodore CDXL</td><td width="10%"></td><td width="10%">X</td><td width="40%">Amiga CD video format</td></tr>
  469. <tr><td width="40%">Core Audio Format</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Apple Core Audio Format</td></tr>
  470. <tr><td width="40%">CRC testing format</td><td width="10%">X</td><td width="10%"></td></tr>
  471. <tr><td width="40%">Creative Voice</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Created for the Sound Blaster Pro.</td></tr>
  472. <tr><td width="40%">CRYO APC</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in some games by CRYO Interactive Entertainment.</td></tr>
  473. <tr><td width="40%">D-Cinema audio</td><td width="10%">X</td><td width="10%">X</td></tr>
  474. <tr><td width="40%">Deluxe Paint Animation</td><td width="10%"></td><td width="10%">X</td></tr>
  475. <tr><td width="40%">DCSTR</td><td width="10%"></td><td width="10%">X</td></tr>
  476. <tr><td width="40%">DFA</td><td width="10%"></td><td width="10%">X</td><td width="40%">This format is used in Chronomaster game</td></tr>
  477. <tr><td width="40%">DirectDraw Surface</td><td width="10%"></td><td width="10%">X</td></tr>
  478. <tr><td width="40%">DSD Stream File (DSF)</td><td width="10%"></td><td width="10%">X</td></tr>
  479. <tr><td width="40%">DV video</td><td width="10%">X</td><td width="10%">X</td></tr>
  480. <tr><td width="40%">DXA</td><td width="10%"></td><td width="10%">X</td><td width="40%">This format is used in the non-Windows version of the Feeble Files
  481. game and different game cutscenes repacked for use with ScummVM.</td></tr>
  482. <tr><td width="40%">Electronic Arts cdata</td><td width="10%"></td><td width="10%">X</td></tr>
  483. <tr><td width="40%">Electronic Arts Multimedia</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in various EA games; files have extensions like WVE and UV2.</td></tr>
  484. <tr><td width="40%">Ensoniq Paris Audio File</td><td width="10%"></td><td width="10%">X</td></tr>
  485. <tr><td width="40%">FFM (FFserver live feed)</td><td width="10%">X</td><td width="10%">X</td></tr>
  486. <tr><td width="40%">Flash (SWF)</td><td width="10%">X</td><td width="10%">X</td></tr>
  487. <tr><td width="40%">Flash 9 (AVM2)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Only embedded audio is decoded.</td></tr>
  488. <tr><td width="40%">FLI/FLC/FLX animation</td><td width="10%"></td><td width="10%">X</td><td width="40%">.fli/.flc files</td></tr>
  489. <tr><td width="40%">Flash Video (FLV)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Macromedia Flash video files</td></tr>
  490. <tr><td width="40%">framecrc testing format</td><td width="10%">X</td><td width="10%"></td></tr>
  491. <tr><td width="40%">FunCom ISS</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in various games from FunCom like The Longest Journey.</td></tr>
  492. <tr><td width="40%">G.723.1</td><td width="10%">X</td><td width="10%">X</td></tr>
  493. <tr><td width="40%">G.726</td><td width="10%"></td><td width="10%">X</td><td width="40%">Both left- and right-justified.</td></tr>
  494. <tr><td width="40%">G.729 BIT</td><td width="10%">X</td><td width="10%">X</td></tr>
  495. <tr><td width="40%">G.729 raw</td><td width="10%"></td><td width="10%">X</td></tr>
  496. <tr><td width="40%">GENH</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format for various games.</td></tr>
  497. <tr><td width="40%">GIF Animation</td><td width="10%">X</td><td width="10%">X</td></tr>
  498. <tr><td width="40%">GXF</td><td width="10%">X</td><td width="10%">X</td><td width="40%">General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  499. playout servers.</td></tr>
  500. <tr><td width="40%">HNM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Only version 4 supported, used in some games from Cryo Interactive</td></tr>
  501. <tr><td width="40%">iCEDraw File</td><td width="10%"></td><td width="10%">X</td></tr>
  502. <tr><td width="40%">ICO</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Microsoft Windows ICO</td></tr>
  503. <tr><td width="40%">id Quake II CIN video</td><td width="10%"></td><td width="10%">X</td></tr>
  504. <tr><td width="40%">id RoQ</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Quake III, Jedi Knight 2 and other computer games.</td></tr>
  505. <tr><td width="40%">IEC61937 encapsulation</td><td width="10%">X</td><td width="10%">X</td></tr>
  506. <tr><td width="40%">IFF</td><td width="10%"></td><td width="10%">X</td><td width="40%">Interchange File Format</td></tr>
  507. <tr><td width="40%">IFV</td><td width="10%"></td><td width="10%">X</td><td width="40%">A format used by some old CCTV DVRs.</td></tr>
  508. <tr><td width="40%">iLBC</td><td width="10%">X</td><td width="10%">X</td></tr>
  509. <tr><td width="40%">Interplay MVE</td><td width="10%"></td><td width="10%">X</td><td width="40%">Format used in various Interplay computer games.</td></tr>
  510. <tr><td width="40%">Iterated Systems ClearVideo</td><td width="10%"></td><td width="10%">X</td><td width="40%">I-frames only</td></tr>
  511. <tr><td width="40%">IV8</td><td width="10%"></td><td width="10%">X</td><td width="40%">A format generated by IndigoVision 8000 video server.</td></tr>
  512. <tr><td width="40%">IVF (On2)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">A format used by libvpx</td></tr>
  513. <tr><td width="40%">Internet Video Recording</td><td width="10%"></td><td width="10%">X</td></tr>
  514. <tr><td width="40%">IRCAM</td><td width="10%">X</td><td width="10%">X</td></tr>
  515. <tr><td width="40%">LATM</td><td width="10%">X</td><td width="10%">X</td></tr>
  516. <tr><td width="40%">LMLM4</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used by Linux Media Labs MPEG-4 PCI boards</td></tr>
  517. <tr><td width="40%">LOAS</td><td width="10%"></td><td width="10%">X</td><td width="40%">contains LATM multiplexed AAC audio</td></tr>
  518. <tr><td width="40%">LRC</td><td width="10%">X</td><td width="10%">X</td></tr>
  519. <tr><td width="40%">LVF</td><td width="10%"></td><td width="10%">X</td></tr>
  520. <tr><td width="40%">LXF</td><td width="10%"></td><td width="10%">X</td><td width="40%">VR native stream format, used by Leitch/Harris&rsquo; video servers.</td></tr>
  521. <tr><td width="40%">Magic Lantern Video (MLV)</td><td width="10%"></td><td width="10%">X</td></tr>
  522. <tr><td width="40%">Matroska</td><td width="10%">X</td><td width="10%">X</td></tr>
  523. <tr><td width="40%">Matroska audio</td><td width="10%">X</td><td width="10%"></td></tr>
  524. <tr><td width="40%">FFmpeg metadata</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Metadata in text format.</td></tr>
  525. <tr><td width="40%">MAXIS XA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Sim City 3000; file extension .xa.</td></tr>
  526. <tr><td width="40%">MD Studio</td><td width="10%"></td><td width="10%">X</td></tr>
  527. <tr><td width="40%">Metal Gear Solid: The Twin Snakes</td><td width="10%"></td><td width="10%">X</td></tr>
  528. <tr><td width="40%">Megalux Frame</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used by Megalux Ultimate Paint</td></tr>
  529. <tr><td width="40%">Mobotix .mxg</td><td width="10%"></td><td width="10%">X</td></tr>
  530. <tr><td width="40%">Monkey&rsquo;s Audio</td><td width="10%"></td><td width="10%">X</td></tr>
  531. <tr><td width="40%">Motion Pixels MVI</td><td width="10%"></td><td width="10%">X</td></tr>
  532. <tr><td width="40%">MOV/QuickTime/MP4</td><td width="10%">X</td><td width="10%">X</td><td width="40%">3GP, 3GP2, PSP, iPod variants supported</td></tr>
  533. <tr><td width="40%">MP2</td><td width="10%">X</td><td width="10%">X</td></tr>
  534. <tr><td width="40%">MP3</td><td width="10%">X</td><td width="10%">X</td></tr>
  535. <tr><td width="40%">MPEG-1 System</td><td width="10%">X</td><td width="10%">X</td><td width="40%">muxed audio and video, VCD format supported</td></tr>
  536. <tr><td width="40%">MPEG-PS (program stream)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">also known as <code>VOB</code> file, SVCD and DVD format supported</td></tr>
  537. <tr><td width="40%">MPEG-TS (transport stream)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">also known as DVB Transport Stream</td></tr>
  538. <tr><td width="40%">MPEG-4</td><td width="10%">X</td><td width="10%">X</td><td width="40%">MPEG-4 is a variant of QuickTime.</td></tr>
  539. <tr><td width="40%">MSF</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the PS3.</td></tr>
  540. <tr><td width="40%">Mirillis FIC video</td><td width="10%"></td><td width="10%">X</td><td width="40%">No cursor rendering.</td></tr>
  541. <tr><td width="40%">MIDI Sample Dump Standard</td><td width="10%"></td><td width="10%">X</td></tr>
  542. <tr><td width="40%">MIME multipart JPEG</td><td width="10%">X</td><td width="10%"></td></tr>
  543. <tr><td width="40%">MSN TCP webcam</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used by MSN Messenger webcam streams.</td></tr>
  544. <tr><td width="40%">MTV</td><td width="10%"></td><td width="10%">X</td></tr>
  545. <tr><td width="40%">Musepack</td><td width="10%"></td><td width="10%">X</td></tr>
  546. <tr><td width="40%">Musepack SV8</td><td width="10%"></td><td width="10%">X</td></tr>
  547. <tr><td width="40%">Material eXchange Format (MXF)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">SMPTE 377M, used by D-Cinema, broadcast industry.</td></tr>
  548. <tr><td width="40%">Material eXchange Format (MXF), D-10 Mapping</td><td width="10%">X</td><td width="10%">X</td><td width="40%">SMPTE 386M, D-10/IMX Mapping.</td></tr>
  549. <tr><td width="40%">NC camera feed</td><td width="10%"></td><td width="10%">X</td><td width="40%">NC (AVIP NC4600) camera streams</td></tr>
  550. <tr><td width="40%">NIST SPeech HEader REsources</td><td width="10%"></td><td width="10%">X</td></tr>
  551. <tr><td width="40%">Computerized Speech Lab NSP</td><td width="10%"></td><td width="10%">X</td></tr>
  552. <tr><td width="40%">NTT TwinVQ (VQF)</td><td width="10%"></td><td width="10%">X</td><td width="40%">Nippon Telegraph and Telephone Corporation TwinVQ.</td></tr>
  553. <tr><td width="40%">Nullsoft Streaming Video</td><td width="10%"></td><td width="10%">X</td></tr>
  554. <tr><td width="40%">NuppelVideo</td><td width="10%"></td><td width="10%">X</td></tr>
  555. <tr><td width="40%">NUT</td><td width="10%">X</td><td width="10%">X</td><td width="40%">NUT Open Container Format</td></tr>
  556. <tr><td width="40%">Ogg</td><td width="10%">X</td><td width="10%">X</td></tr>
  557. <tr><td width="40%">Playstation Portable PMP</td><td width="10%"></td><td width="10%">X</td></tr>
  558. <tr><td width="40%">Portable Voice Format</td><td width="10%"></td><td width="10%">X</td></tr>
  559. <tr><td width="40%">TechnoTrend PVA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used by TechnoTrend DVB PCI boards.</td></tr>
  560. <tr><td width="40%">QCP</td><td width="10%"></td><td width="10%">X</td></tr>
  561. <tr><td width="40%">raw ADTS (AAC)</td><td width="10%">X</td><td width="10%">X</td></tr>
  562. <tr><td width="40%">raw AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>
  563. <tr><td width="40%">raw AMR-NB</td><td width="10%"></td><td width="10%">X</td></tr>
  564. <tr><td width="40%">raw AMR-WB</td><td width="10%"></td><td width="10%">X</td></tr>
  565. <tr><td width="40%">raw aptX</td><td width="10%">X</td><td width="10%">X</td></tr>
  566. <tr><td width="40%">raw aptX HD</td><td width="10%">X</td><td width="10%">X</td></tr>
  567. <tr><td width="40%">raw Chinese AVS video</td><td width="10%">X</td><td width="10%">X</td></tr>
  568. <tr><td width="40%">raw CRI ADX</td><td width="10%">X</td><td width="10%">X</td></tr>
  569. <tr><td width="40%">raw Dirac</td><td width="10%">X</td><td width="10%">X</td></tr>
  570. <tr><td width="40%">raw DNxHD</td><td width="10%">X</td><td width="10%">X</td></tr>
  571. <tr><td width="40%">raw DTS</td><td width="10%">X</td><td width="10%">X</td></tr>
  572. <tr><td width="40%">raw DTS-HD</td><td width="10%"></td><td width="10%">X</td></tr>
  573. <tr><td width="40%">raw E-AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>
  574. <tr><td width="40%">raw FLAC</td><td width="10%">X</td><td width="10%">X</td></tr>
  575. <tr><td width="40%">raw GSM</td><td width="10%"></td><td width="10%">X</td></tr>
  576. <tr><td width="40%">raw H.261</td><td width="10%">X</td><td width="10%">X</td></tr>
  577. <tr><td width="40%">raw H.263</td><td width="10%">X</td><td width="10%">X</td></tr>
  578. <tr><td width="40%">raw H.264</td><td width="10%">X</td><td width="10%">X</td></tr>
  579. <tr><td width="40%">raw HEVC</td><td width="10%">X</td><td width="10%">X</td></tr>
  580. <tr><td width="40%">raw Ingenient MJPEG</td><td width="10%"></td><td width="10%">X</td></tr>
  581. <tr><td width="40%">raw MJPEG</td><td width="10%">X</td><td width="10%">X</td></tr>
  582. <tr><td width="40%">raw MLP</td><td width="10%"></td><td width="10%">X</td></tr>
  583. <tr><td width="40%">raw MPEG</td><td width="10%"></td><td width="10%">X</td></tr>
  584. <tr><td width="40%">raw MPEG-1</td><td width="10%"></td><td width="10%">X</td></tr>
  585. <tr><td width="40%">raw MPEG-2</td><td width="10%"></td><td width="10%">X</td></tr>
  586. <tr><td width="40%">raw MPEG-4</td><td width="10%">X</td><td width="10%">X</td></tr>
  587. <tr><td width="40%">raw NULL</td><td width="10%">X</td><td width="10%"></td></tr>
  588. <tr><td width="40%">raw video</td><td width="10%">X</td><td width="10%">X</td></tr>
  589. <tr><td width="40%">raw id RoQ</td><td width="10%">X</td><td width="10%"></td></tr>
  590. <tr><td width="40%">raw SBC</td><td width="10%">X</td><td width="10%">X</td></tr>
  591. <tr><td width="40%">raw Shorten</td><td width="10%"></td><td width="10%">X</td></tr>
  592. <tr><td width="40%">raw TAK</td><td width="10%"></td><td width="10%">X</td></tr>
  593. <tr><td width="40%">raw TrueHD</td><td width="10%">X</td><td width="10%">X</td></tr>
  594. <tr><td width="40%">raw VC-1</td><td width="10%">X</td><td width="10%">X</td></tr>
  595. <tr><td width="40%">raw PCM A-law</td><td width="10%">X</td><td width="10%">X</td></tr>
  596. <tr><td width="40%">raw PCM mu-law</td><td width="10%">X</td><td width="10%">X</td></tr>
  597. <tr><td width="40%">raw PCM Archimedes VIDC</td><td width="10%">X</td><td width="10%">X</td></tr>
  598. <tr><td width="40%">raw PCM signed 8 bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  599. <tr><td width="40%">raw PCM signed 16 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  600. <tr><td width="40%">raw PCM signed 16 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  601. <tr><td width="40%">raw PCM signed 24 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  602. <tr><td width="40%">raw PCM signed 24 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  603. <tr><td width="40%">raw PCM signed 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  604. <tr><td width="40%">raw PCM signed 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  605. <tr><td width="40%">raw PCM signed 64 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  606. <tr><td width="40%">raw PCM signed 64 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  607. <tr><td width="40%">raw PCM unsigned 8 bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  608. <tr><td width="40%">raw PCM unsigned 16 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  609. <tr><td width="40%">raw PCM unsigned 16 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  610. <tr><td width="40%">raw PCM unsigned 24 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  611. <tr><td width="40%">raw PCM unsigned 24 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  612. <tr><td width="40%">raw PCM unsigned 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  613. <tr><td width="40%">raw PCM unsigned 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  614. <tr><td width="40%">raw PCM 16.8 floating point little-endian</td><td width="10%"></td><td width="10%">X</td></tr>
  615. <tr><td width="40%">raw PCM 24.0 floating point little-endian</td><td width="10%"></td><td width="10%">X</td></tr>
  616. <tr><td width="40%">raw PCM floating-point 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  617. <tr><td width="40%">raw PCM floating-point 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  618. <tr><td width="40%">raw PCM floating-point 64 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  619. <tr><td width="40%">raw PCM floating-point 64 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  620. <tr><td width="40%">RDT</td><td width="10%"></td><td width="10%">X</td></tr>
  621. <tr><td width="40%">REDCODE R3D</td><td width="10%"></td><td width="10%">X</td><td width="40%">File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.</td></tr>
  622. <tr><td width="40%">RealMedia</td><td width="10%">X</td><td width="10%">X</td></tr>
  623. <tr><td width="40%">Redirector</td><td width="10%"></td><td width="10%">X</td></tr>
  624. <tr><td width="40%">RedSpark</td><td width="10%"></td><td width="10%">X</td></tr>
  625. <tr><td width="40%">Renderware TeXture Dictionary</td><td width="10%"></td><td width="10%">X</td></tr>
  626. <tr><td width="40%">Resolume DXV</td><td width="10%"></td><td width="10%">X</td></tr>
  627. <tr><td width="40%">RL2</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio and video format used in some games by Entertainment Software Partners.</td></tr>
  628. <tr><td width="40%">RPL/ARMovie</td><td width="10%"></td><td width="10%">X</td></tr>
  629. <tr><td width="40%">Lego Mindstorms RSO</td><td width="10%">X</td><td width="10%">X</td></tr>
  630. <tr><td width="40%">RSD</td><td width="10%"></td><td width="10%">X</td></tr>
  631. <tr><td width="40%">RTMP</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Output is performed by publishing stream to RTMP server</td></tr>
  632. <tr><td width="40%">RTP</td><td width="10%">X</td><td width="10%">X</td></tr>
  633. <tr><td width="40%">RTSP</td><td width="10%">X</td><td width="10%">X</td></tr>
  634. <tr><td width="40%">Sample Dump eXchange</td><td width="10%"></td><td width="10%">X</td></tr>
  635. <tr><td width="40%">SAP</td><td width="10%">X</td><td width="10%">X</td></tr>
  636. <tr><td width="40%">SBG</td><td width="10%"></td><td width="10%">X</td></tr>
  637. <tr><td width="40%">SDP</td><td width="10%"></td><td width="10%">X</td></tr>
  638. <tr><td width="40%">SER</td><td width="10%"></td><td width="10%">X</td></tr>
  639. <tr><td width="40%">Sega FILM/CPK</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in many Sega Saturn console games.</td></tr>
  640. <tr><td width="40%">Silicon Graphics Movie</td><td width="10%"></td><td width="10%">X</td></tr>
  641. <tr><td width="40%">Sierra SOL</td><td width="10%"></td><td width="10%">X</td><td width="40%">.sol files used in Sierra Online games.</td></tr>
  642. <tr><td width="40%">Sierra VMD</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Sierra CD-ROM games.</td></tr>
  643. <tr><td width="40%">Smacker</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used by many games.</td></tr>
  644. <tr><td width="40%">SMJPEG</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in certain Loki game ports.</td></tr>
  645. <tr><td width="40%">SMPTE 337M encapsulation</td><td width="10%"></td><td width="10%">X</td></tr>
  646. <tr><td width="40%">Smush</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used in some LucasArts games.</td></tr>
  647. <tr><td width="40%">Sony OpenMG (OMA)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Audio format used in Sony Sonic Stage and Sony Vegas.</td></tr>
  648. <tr><td width="40%">Sony PlayStation STR</td><td width="10%"></td><td width="10%">X</td></tr>
  649. <tr><td width="40%">Sony Wave64 (W64)</td><td width="10%">X</td><td width="10%">X</td></tr>
  650. <tr><td width="40%">SoX native format</td><td width="10%">X</td><td width="10%">X</td></tr>
  651. <tr><td width="40%">SUN AU format</td><td width="10%">X</td><td width="10%">X</td></tr>
  652. <tr><td width="40%">SUP raw PGS subtitles</td><td width="10%">X</td><td width="10%">X</td></tr>
  653. <tr><td width="40%">SVAG</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in Konami PS2 games.</td></tr>
  654. <tr><td width="40%">TDSC</td><td width="10%"></td><td width="10%">X</td></tr>
  655. <tr><td width="40%">Text files</td><td width="10%"></td><td width="10%">X</td></tr>
  656. <tr><td width="40%">THP</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used on the Nintendo GameCube.</td></tr>
  657. <tr><td width="40%">Tiertex Limited SEQ</td><td width="10%"></td><td width="10%">X</td><td width="40%">Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.</td></tr>
  658. <tr><td width="40%">True Audio</td><td width="10%">X</td><td width="10%">X</td></tr>
  659. <tr><td width="40%">VAG</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in many Sony PS2 games.</td></tr>
  660. <tr><td width="40%">VC-1 test bitstream</td><td width="10%">X</td><td width="10%">X</td></tr>
  661. <tr><td width="40%">Vidvox Hap</td><td width="10%">X</td><td width="10%">X</td></tr>
  662. <tr><td width="40%">Vivo</td><td width="10%"></td><td width="10%">X</td></tr>
  663. <tr><td width="40%">VPK</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in Sony PS games.</td></tr>
  664. <tr><td width="40%">WAV</td><td width="10%">X</td><td width="10%">X</td></tr>
  665. <tr><td width="40%">WavPack</td><td width="10%">X</td><td width="10%">X</td></tr>
  666. <tr><td width="40%">WebM</td><td width="10%">X</td><td width="10%">X</td></tr>
  667. <tr><td width="40%">Windows Televison (WTV)</td><td width="10%">X</td><td width="10%">X</td></tr>
  668. <tr><td width="40%">Wing Commander III movie</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used in Origin&rsquo;s Wing Commander III computer game.</td></tr>
  669. <tr><td width="40%">Westwood Studios audio</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used in Westwood Studios games.</td></tr>
  670. <tr><td width="40%">Westwood Studios VQA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used in Westwood Studios games.</td></tr>
  671. <tr><td width="40%">Wideband Single-bit Data (WSD)</td><td width="10%"></td><td width="10%">X</td></tr>
  672. <tr><td width="40%">WVE</td><td width="10%"></td><td width="10%">X</td></tr>
  673. <tr><td width="40%">XMV</td><td width="10%"></td><td width="10%">X</td><td width="40%">Microsoft video container used in Xbox games.</td></tr>
  674. <tr><td width="40%">XVAG</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the PS3.</td></tr>
  675. <tr><td width="40%">xWMA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Microsoft audio container used by XAudio 2.</td></tr>
  676. <tr><td width="40%">eXtended BINary text (XBIN)</td><td width="10%"></td><td width="10%">X</td></tr>
  677. <tr><td width="40%">YUV4MPEG pipe</td><td width="10%">X</td><td width="10%">X</td></tr>
  678. <tr><td width="40%">Psygnosis YOP</td><td width="10%"></td><td width="10%">X</td></tr>
  679. </table>
  680. <p><code>X</code> means that the feature in that column (encoding / decoding) is supported.
  681. </p>
  682. <a name="Image-Formats"></a>
  683. <h2 class="section"><a href="general.html#toc-Image-Formats">2.2 Image Formats</a></h2>
  684. <p>FFmpeg can read and write images for each frame of a video sequence. The
  685. following image formats are supported:
  686. </p>
  687. <table>
  688. <tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
  689. <tr><td width="40%">.Y.U.V</td><td width="10%">X</td><td width="10%">X</td><td width="40%">one raw file per component</td></tr>
  690. <tr><td width="40%">Alias PIX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Alias/Wavefront PIX image format</td></tr>
  691. <tr><td width="40%">animated GIF</td><td width="10%">X</td><td width="10%">X</td></tr>
  692. <tr><td width="40%">APNG</td><td width="10%">X</td><td width="10%">X</td></tr>
  693. <tr><td width="40%">BMP</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Microsoft BMP image</td></tr>
  694. <tr><td width="40%">BRender PIX</td><td width="10%"></td><td width="10%">X</td><td width="40%">Argonaut BRender 3D engine image format.</td></tr>
  695. <tr><td width="40%">DPX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Digital Picture Exchange</td></tr>
  696. <tr><td width="40%">EXR</td><td width="10%"></td><td width="10%">X</td><td width="40%">OpenEXR</td></tr>
  697. <tr><td width="40%">FITS</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Flexible Image Transport System</td></tr>
  698. <tr><td width="40%">JPEG</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Progressive JPEG is not supported.</td></tr>
  699. <tr><td width="40%">JPEG 2000</td><td width="10%">X</td><td width="10%">X</td></tr>
  700. <tr><td width="40%">JPEG-LS</td><td width="10%">X</td><td width="10%">X</td></tr>
  701. <tr><td width="40%">LJPEG</td><td width="10%">X</td><td width="10%"></td><td width="40%">Lossless JPEG</td></tr>
  702. <tr><td width="40%">PAM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">PAM is a PNM extension with alpha support.</td></tr>
  703. <tr><td width="40%">PBM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable BitMap image</td></tr>
  704. <tr><td width="40%">PCX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">PC Paintbrush</td></tr>
  705. <tr><td width="40%">PGM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable GrayMap image</td></tr>
  706. <tr><td width="40%">PGMYUV</td><td width="10%">X</td><td width="10%">X</td><td width="40%">PGM with U and V components in YUV 4:2:0</td></tr>
  707. <tr><td width="40%">PIC</td><td width="10%"></td><td width="10%">X</td><td width="40%">Pictor/PC Paint</td></tr>
  708. <tr><td width="40%">PNG</td><td width="10%">X</td><td width="10%">X</td></tr>
  709. <tr><td width="40%">PPM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable PixelMap image</td></tr>
  710. <tr><td width="40%">PSD</td><td width="10%"></td><td width="10%">X</td><td width="40%">Photoshop</td></tr>
  711. <tr><td width="40%">PTX</td><td width="10%"></td><td width="10%">X</td><td width="40%">V.Flash PTX format</td></tr>
  712. <tr><td width="40%">SGI</td><td width="10%">X</td><td width="10%">X</td><td width="40%">SGI RGB image format</td></tr>
  713. <tr><td width="40%">Sun Rasterfile</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Sun RAS image format</td></tr>
  714. <tr><td width="40%">TIFF</td><td width="10%">X</td><td width="10%">X</td><td width="40%">YUV, JPEG and some extension is not supported yet.</td></tr>
  715. <tr><td width="40%">Truevision Targa</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Targa (.TGA) image format</td></tr>
  716. <tr><td width="40%">WebP</td><td width="10%">E</td><td width="10%">X</td><td width="40%">WebP image format, encoding supported through external library libwebp</td></tr>
  717. <tr><td width="40%">XBM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">X BitMap image format</td></tr>
  718. <tr><td width="40%">XFace</td><td width="10%">X</td><td width="10%">X</td><td width="40%">X-Face image format</td></tr>
  719. <tr><td width="40%">XPM</td><td width="10%"></td><td width="10%">X</td><td width="40%">X PixMap image format</td></tr>
  720. <tr><td width="40%">XWD</td><td width="10%">X</td><td width="10%">X</td><td width="40%">X Window Dump image format</td></tr>
  721. </table>
  722. <p><code>X</code> means that the feature in that column (encoding / decoding) is supported.
  723. </p>
  724. <p><code>E</code> means that support is provided through an external library.
  725. </p>
  726. <a name="Video-Codecs"></a>
  727. <h2 class="section"><a href="general.html#toc-Video-Codecs">2.3 Video Codecs</a></h2>
  728. <table>
  729. <tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
  730. <tr><td width="40%">4X Movie</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in certain computer games.</td></tr>
  731. <tr><td width="40%">8088flex TMV</td><td width="10%"></td><td width="10%">X</td></tr>
  732. <tr><td width="40%">A64 multicolor</td><td width="10%">X</td><td width="10%"></td><td width="40%">Creates video suitable to be played on a commodore 64 (multicolor mode).</td></tr>
  733. <tr><td width="40%">Amazing Studio PAF Video</td><td width="10%"></td><td width="10%">X</td></tr>
  734. <tr><td width="40%">American Laser Games MM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in games like Mad Dog McCree.</td></tr>
  735. <tr><td width="40%">AMV Video</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Chinese MP3 players.</td></tr>
  736. <tr><td width="40%">ANSI/ASCII art</td><td width="10%"></td><td width="10%">X</td></tr>
  737. <tr><td width="40%">Apple Intermediate Codec</td><td width="10%"></td><td width="10%">X</td></tr>
  738. <tr><td width="40%">Apple MJPEG-B</td><td width="10%"></td><td width="10%">X</td></tr>
  739. <tr><td width="40%">Apple Pixlet</td><td width="10%"></td><td width="10%">X</td></tr>
  740. <tr><td width="40%">Apple ProRes</td><td width="10%">X</td><td width="10%">X</td></tr>
  741. <tr><td width="40%">Apple QuickDraw</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: qdrw</td></tr>
  742. <tr><td width="40%">Asus v1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: ASV1</td></tr>
  743. <tr><td width="40%">Asus v2</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: ASV2</td></tr>
  744. <tr><td width="40%">ATI VCR1</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VCR1</td></tr>
  745. <tr><td width="40%">ATI VCR2</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VCR2</td></tr>
  746. <tr><td width="40%">Auravision Aura</td><td width="10%"></td><td width="10%">X</td></tr>
  747. <tr><td width="40%">Auravision Aura 2</td><td width="10%"></td><td width="10%">X</td></tr>
  748. <tr><td width="40%">Autodesk Animator Flic video</td><td width="10%"></td><td width="10%">X</td></tr>
  749. <tr><td width="40%">Autodesk RLE</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: AASC</td></tr>
  750. <tr><td width="40%">AV1</td><td width="10%">E</td><td width="10%">E</td><td width="40%">Supported through external libraries libaom, libdav1d and librav1e</td></tr>
  751. <tr><td width="40%">Avid 1:1 10-bit RGB Packer</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: AVrp</td></tr>
  752. <tr><td width="40%">AVS (Audio Video Standard) video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Video encoding used by the Creature Shock game.</td></tr>
  753. <tr><td width="40%">AVS2-P2/IEEE1857.4</td><td width="10%">E</td><td width="10%">E</td><td width="40%">Supported through external libraries libxavs2 and libdavs2</td></tr>
  754. <tr><td width="40%">AYUV</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Microsoft uncompressed packed 4:4:4:4</td></tr>
  755. <tr><td width="40%">Beam Software VB</td><td width="10%"></td><td width="10%">X</td></tr>
  756. <tr><td width="40%">Bethesda VID video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in some games from Bethesda Softworks.</td></tr>
  757. <tr><td width="40%">Bink Video</td><td width="10%"></td><td width="10%">X</td></tr>
  758. <tr><td width="40%">BitJazz SheerVideo</td><td width="10%"></td><td width="10%">X</td></tr>
  759. <tr><td width="40%">Bitmap Brothers JV video</td><td width="10%"></td><td width="10%">X</td></tr>
  760. <tr><td width="40%">y41p Brooktree uncompressed 4:1:1 12-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  761. <tr><td width="40%">Brute Force &amp; Ignorance</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in the game Flash Traffic: City of Angels.</td></tr>
  762. <tr><td width="40%">C93 video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in Cyberia game.</td></tr>
  763. <tr><td width="40%">CamStudio</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: CSCD</td></tr>
  764. <tr><td width="40%">CD+G</td><td width="10%"></td><td width="10%">X</td><td width="40%">Video codec for CD+G karaoke disks</td></tr>
  765. <tr><td width="40%">CDXL</td><td width="10%"></td><td width="10%">X</td><td width="40%">Amiga CD video codec</td></tr>
  766. <tr><td width="40%">Chinese AVS video</td><td width="10%">E</td><td width="10%">X</td><td width="40%">AVS1-P2, JiZhun profile, encoding through external library libxavs</td></tr>
  767. <tr><td width="40%">Delphine Software International CIN video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in Delphine Software International games.</td></tr>
  768. <tr><td width="40%">Discworld II BMV Video</td><td width="10%"></td><td width="10%">X</td></tr>
  769. <tr><td width="40%">Canopus Lossless Codec</td><td width="10%"></td><td width="10%">X</td></tr>
  770. <tr><td width="40%">CDToons</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in various Broderbund games.</td></tr>
  771. <tr><td width="40%">Cinepak</td><td width="10%"></td><td width="10%">X</td></tr>
  772. <tr><td width="40%">Cirrus Logic AccuPak</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: CLJR</td></tr>
  773. <tr><td width="40%">CPiA Video Format</td><td width="10%"></td><td width="10%">X</td></tr>
  774. <tr><td width="40%">Creative YUV (CYUV)</td><td width="10%"></td><td width="10%">X</td></tr>
  775. <tr><td width="40%">DFA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in Chronomaster game.</td></tr>
  776. <tr><td width="40%">Dirac</td><td width="10%">E</td><td width="10%">X</td><td width="40%">supported though the native vc2 (Dirac Pro) encoder</td></tr>
  777. <tr><td width="40%">Deluxe Paint Animation</td><td width="10%"></td><td width="10%">X</td></tr>
  778. <tr><td width="40%">DNxHD</td><td width="10%">X</td><td width="10%">X</td><td width="40%">aka SMPTE VC3</td></tr>
  779. <tr><td width="40%">Duck TrueMotion 1.0</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: DUCK</td></tr>
  780. <tr><td width="40%">Duck TrueMotion 2.0</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: TM20</td></tr>
  781. <tr><td width="40%">Duck TrueMotion 2.0 RT</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: TR20</td></tr>
  782. <tr><td width="40%">DV (Digital Video)</td><td width="10%">X</td><td width="10%">X</td></tr>
  783. <tr><td width="40%">Dxtory capture format</td><td width="10%"></td><td width="10%">X</td></tr>
  784. <tr><td width="40%">Feeble Files/ScummVM DXA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec originally used in Feeble Files game.</td></tr>
  785. <tr><td width="40%">Electronic Arts CMV video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in NHL 95 game.</td></tr>
  786. <tr><td width="40%">Electronic Arts Madcow video</td><td width="10%"></td><td width="10%">X</td></tr>
  787. <tr><td width="40%">Electronic Arts TGV video</td><td width="10%"></td><td width="10%">X</td></tr>
  788. <tr><td width="40%">Electronic Arts TGQ video</td><td width="10%"></td><td width="10%">X</td></tr>
  789. <tr><td width="40%">Electronic Arts TQI video</td><td width="10%"></td><td width="10%">X</td></tr>
  790. <tr><td width="40%">Escape 124</td><td width="10%"></td><td width="10%">X</td></tr>
  791. <tr><td width="40%">Escape 130</td><td width="10%"></td><td width="10%">X</td></tr>
  792. <tr><td width="40%">FFmpeg video codec #1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">lossless codec (fourcc: FFV1)</td></tr>
  793. <tr><td width="40%">Flash Screen Video v1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: FSV1</td></tr>
  794. <tr><td width="40%">Flash Screen Video v2</td><td width="10%">X</td><td width="10%">X</td></tr>
  795. <tr><td width="40%">Flash Video (FLV)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Sorenson H.263 used in Flash</td></tr>
  796. <tr><td width="40%">FM Screen Capture Codec</td><td width="10%"></td><td width="10%">X</td></tr>
  797. <tr><td width="40%">Forward Uncompressed</td><td width="10%"></td><td width="10%">X</td></tr>
  798. <tr><td width="40%">Fraps</td><td width="10%"></td><td width="10%">X</td></tr>
  799. <tr><td width="40%">Go2Meeting</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: G2M2, G2M3</td></tr>
  800. <tr><td width="40%">Go2Webinar</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: G2M4</td></tr>
  801. <tr><td width="40%">Gremlin Digital Video</td><td width="10%"></td><td width="10%">X</td></tr>
  802. <tr><td width="40%">H.261</td><td width="10%">X</td><td width="10%">X</td></tr>
  803. <tr><td width="40%">H.263 / H.263-1996</td><td width="10%">X</td><td width="10%">X</td></tr>
  804. <tr><td width="40%">H.263+ / H.263-1998 / H.263 version 2</td><td width="10%">X</td><td width="10%">X</td></tr>
  805. <tr><td width="40%">H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libx264 and OpenH264</td></tr>
  806. <tr><td width="40%">HEVC</td><td width="10%">X</td><td width="10%">X</td><td width="40%">encoding supported through external library libx265 and libkvazaar</td></tr>
  807. <tr><td width="40%">HNM version 4</td><td width="10%"></td><td width="10%">X</td></tr>
  808. <tr><td width="40%">HuffYUV</td><td width="10%">X</td><td width="10%">X</td></tr>
  809. <tr><td width="40%">HuffYUV FFmpeg variant</td><td width="10%">X</td><td width="10%">X</td></tr>
  810. <tr><td width="40%">IBM Ultimotion</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: ULTI</td></tr>
  811. <tr><td width="40%">id Cinematic video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Quake II.</td></tr>
  812. <tr><td width="40%">id RoQ video</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Quake III, Jedi Knight 2, other computer games.</td></tr>
  813. <tr><td width="40%">IFF ILBM</td><td width="10%"></td><td width="10%">X</td><td width="40%">IFF interleaved bitmap</td></tr>
  814. <tr><td width="40%">IFF ByteRun1</td><td width="10%"></td><td width="10%">X</td><td width="40%">IFF run length encoded bitmap</td></tr>
  815. <tr><td width="40%">Infinity IMM4</td><td width="10%"></td><td width="10%">X</td></tr>
  816. <tr><td width="40%">Intel H.263</td><td width="10%"></td><td width="10%">X</td></tr>
  817. <tr><td width="40%">Intel Indeo 2</td><td width="10%"></td><td width="10%">X</td></tr>
  818. <tr><td width="40%">Intel Indeo 3</td><td width="10%"></td><td width="10%">X</td></tr>
  819. <tr><td width="40%">Intel Indeo 4</td><td width="10%"></td><td width="10%">X</td></tr>
  820. <tr><td width="40%">Intel Indeo 5</td><td width="10%"></td><td width="10%">X</td></tr>
  821. <tr><td width="40%">Interplay C93</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in the game Cyberia from Interplay.</td></tr>
  822. <tr><td width="40%">Interplay MVE video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Interplay .MVE files.</td></tr>
  823. <tr><td width="40%">J2K</td><td width="10%">X</td><td width="10%">X</td></tr>
  824. <tr><td width="40%">Karl Morton&rsquo;s video codec</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in Worms games.</td></tr>
  825. <tr><td width="40%">Kega Game Video (KGV1)</td><td width="10%"></td><td width="10%">X</td><td width="40%">Kega emulator screen capture codec.</td></tr>
  826. <tr><td width="40%">Lagarith</td><td width="10%"></td><td width="10%">X</td></tr>
  827. <tr><td width="40%">LCL (LossLess Codec Library) MSZH</td><td width="10%"></td><td width="10%">X</td></tr>
  828. <tr><td width="40%">LCL (LossLess Codec Library) ZLIB</td><td width="10%">E</td><td width="10%">E</td></tr>
  829. <tr><td width="40%">LOCO</td><td width="10%"></td><td width="10%">X</td></tr>
  830. <tr><td width="40%">LucasArts SANM/Smush</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in LucasArts games / SMUSH animations.</td></tr>
  831. <tr><td width="40%">lossless MJPEG</td><td width="10%">X</td><td width="10%">X</td></tr>
  832. <tr><td width="40%">MagicYUV Video</td><td width="10%">X</td><td width="10%">X</td></tr>
  833. <tr><td width="40%">Mandsoft Screen Capture Codec</td><td width="10%"></td><td width="10%">X</td></tr>
  834. <tr><td width="40%">Microsoft ATC Screen</td><td width="10%"></td><td width="10%">X</td><td width="40%">Also known as Microsoft Screen 3.</td></tr>
  835. <tr><td width="40%">Microsoft Expression Encoder Screen</td><td width="10%"></td><td width="10%">X</td><td width="40%">Also known as Microsoft Titanium Screen 2.</td></tr>
  836. <tr><td width="40%">Microsoft RLE</td><td width="10%"></td><td width="10%">X</td></tr>
  837. <tr><td width="40%">Microsoft Screen 1</td><td width="10%"></td><td width="10%">X</td><td width="40%">Also known as Windows Media Video V7 Screen.</td></tr>
  838. <tr><td width="40%">Microsoft Screen 2</td><td width="10%"></td><td width="10%">X</td><td width="40%">Also known as Windows Media Video V9 Screen.</td></tr>
  839. <tr><td width="40%">Microsoft Video 1</td><td width="10%"></td><td width="10%">X</td></tr>
  840. <tr><td width="40%">Mimic</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in MSN Messenger Webcam streams.</td></tr>
  841. <tr><td width="40%">Miro VideoXL</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VIXL</td></tr>
  842. <tr><td width="40%">MJPEG (Motion JPEG)</td><td width="10%">X</td><td width="10%">X</td></tr>
  843. <tr><td width="40%">Mobotix MxPEG video</td><td width="10%"></td><td width="10%">X</td></tr>
  844. <tr><td width="40%">Motion Pixels video</td><td width="10%"></td><td width="10%">X</td></tr>
  845. <tr><td width="40%">MPEG-1 video</td><td width="10%">X</td><td width="10%">X</td></tr>
  846. <tr><td width="40%">MPEG-2 video</td><td width="10%">X</td><td width="10%">X</td></tr>
  847. <tr><td width="40%">MPEG-4 part 2</td><td width="10%">X</td><td width="10%">X</td><td width="40%">libxvidcore can be used alternatively for encoding.</td></tr>
  848. <tr><td width="40%">MPEG-4 part 2 Microsoft variant version 1</td><td width="10%"></td><td width="10%">X</td></tr>
  849. <tr><td width="40%">MPEG-4 part 2 Microsoft variant version 2</td><td width="10%">X</td><td width="10%">X</td></tr>
  850. <tr><td width="40%">MPEG-4 part 2 Microsoft variant version 3</td><td width="10%">X</td><td width="10%">X</td></tr>
  851. <tr><td width="40%">Newtek SpeedHQ</td><td width="10%"></td><td width="10%">X</td></tr>
  852. <tr><td width="40%">Nintendo Gamecube THP video</td><td width="10%"></td><td width="10%">X</td></tr>
  853. <tr><td width="40%">NuppelVideo/RTjpeg</td><td width="10%"></td><td width="10%">X</td><td width="40%">Video encoding used in NuppelVideo files.</td></tr>
  854. <tr><td width="40%">On2 VP3</td><td width="10%"></td><td width="10%">X</td><td width="40%">still experimental</td></tr>
  855. <tr><td width="40%">On2 VP4</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP40</td></tr>
  856. <tr><td width="40%">On2 VP5</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP50</td></tr>
  857. <tr><td width="40%">On2 VP6</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP60,VP61,VP62</td></tr>
  858. <tr><td width="40%">On2 VP7</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP70,VP71</td></tr>
  859. <tr><td width="40%">VP8</td><td width="10%">E</td><td width="10%">X</td><td width="40%">fourcc: VP80, encoding supported through external library libvpx</td></tr>
  860. <tr><td width="40%">VP9</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libvpx</td></tr>
  861. <tr><td width="40%">Pinnacle TARGA CineWave YUV16</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: Y216</td></tr>
  862. <tr><td width="40%">Prores</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: apch,apcn,apcs,apco</td></tr>
  863. <tr><td width="40%">Q-team QPEG</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourccs: QPEG, Q1.0, Q1.1</td></tr>
  864. <tr><td width="40%">QuickTime 8BPS video</td><td width="10%"></td><td width="10%">X</td></tr>
  865. <tr><td width="40%">QuickTime Animation (RLE) video</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: &rsquo;rle &rsquo;</td></tr>
  866. <tr><td width="40%">QuickTime Graphics (SMC)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: &rsquo;smc &rsquo;</td></tr>
  867. <tr><td width="40%">QuickTime video (RPZA)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: rpza</td></tr>
  868. <tr><td width="40%">R10K AJA Kona 10-bit RGB Codec</td><td width="10%">X</td><td width="10%">X</td></tr>
  869. <tr><td width="40%">R210 Quicktime Uncompressed RGB 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  870. <tr><td width="40%">Raw Video</td><td width="10%">X</td><td width="10%">X</td></tr>
  871. <tr><td width="40%">RealVideo 1.0</td><td width="10%">X</td><td width="10%">X</td></tr>
  872. <tr><td width="40%">RealVideo 2.0</td><td width="10%">X</td><td width="10%">X</td></tr>
  873. <tr><td width="40%">RealVideo 3.0</td><td width="10%"></td><td width="10%">X</td><td width="40%">still far from ideal</td></tr>
  874. <tr><td width="40%">RealVideo 4.0</td><td width="10%"></td><td width="10%">X</td></tr>
  875. <tr><td width="40%">Renderware TXD (TeXture Dictionary)</td><td width="10%"></td><td width="10%">X</td><td width="40%">Texture dictionaries used by the Renderware Engine.</td></tr>
  876. <tr><td width="40%">RL2 video</td><td width="10%"></td><td width="10%">X</td><td width="40%">used in some games by Entertainment Software Partners</td></tr>
  877. <tr><td width="40%">ScreenPressor</td><td width="10%"></td><td width="10%">X</td></tr>
  878. <tr><td width="40%">Screenpresso</td><td width="10%"></td><td width="10%">X</td></tr>
  879. <tr><td width="40%">Screen Recorder Gold Codec</td><td width="10%"></td><td width="10%">X</td></tr>
  880. <tr><td width="40%">Sierra VMD video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Sierra VMD files.</td></tr>
  881. <tr><td width="40%">Silicon Graphics Motion Video Compressor 1 (MVC1)</td><td width="10%"></td><td width="10%">X</td></tr>
  882. <tr><td width="40%">Silicon Graphics Motion Video Compressor 2 (MVC2)</td><td width="10%"></td><td width="10%">X</td></tr>
  883. <tr><td width="40%">Silicon Graphics RLE 8-bit video</td><td width="10%"></td><td width="10%">X</td></tr>
  884. <tr><td width="40%">Smacker video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Video encoding used in Smacker.</td></tr>
  885. <tr><td width="40%">SMPTE VC-1</td><td width="10%"></td><td width="10%">X</td></tr>
  886. <tr><td width="40%">Snow</td><td width="10%">X</td><td width="10%">X</td><td width="40%">experimental wavelet codec (fourcc: SNOW)</td></tr>
  887. <tr><td width="40%">Sony PlayStation MDEC (Motion DECoder)</td><td width="10%"></td><td width="10%">X</td></tr>
  888. <tr><td width="40%">Sorenson Vector Quantizer 1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: SVQ1</td></tr>
  889. <tr><td width="40%">Sorenson Vector Quantizer 3</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: SVQ3</td></tr>
  890. <tr><td width="40%">Sunplus JPEG (SP5X)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: SP5X</td></tr>
  891. <tr><td width="40%">TechSmith Screen Capture Codec</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: TSCC</td></tr>
  892. <tr><td width="40%">TechSmith Screen Capture Codec 2</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: TSC2</td></tr>
  893. <tr><td width="40%">Theora</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libtheora</td></tr>
  894. <tr><td width="40%">Tiertex Limited SEQ video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in DOS CD-ROM FlashBack game.</td></tr>
  895. <tr><td width="40%">Ut Video</td><td width="10%">X</td><td width="10%">X</td></tr>
  896. <tr><td width="40%">v210 QuickTime uncompressed 4:2:2 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  897. <tr><td width="40%">v308 QuickTime uncompressed 4:4:4</td><td width="10%">X</td><td width="10%">X</td></tr>
  898. <tr><td width="40%">v408 QuickTime uncompressed 4:4:4:4</td><td width="10%">X</td><td width="10%">X</td></tr>
  899. <tr><td width="40%">v410 QuickTime uncompressed 4:4:4 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  900. <tr><td width="40%">VBLE Lossless Codec</td><td width="10%"></td><td width="10%">X</td></tr>
  901. <tr><td width="40%">VMware Screen Codec / VMware Video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in videos captured by VMware.</td></tr>
  902. <tr><td width="40%">Westwood Studios VQA (Vector Quantized Animation) video</td><td width="10%"></td><td width="10%">X</td></tr>
  903. <tr><td width="40%">Windows Media Image</td><td width="10%"></td><td width="10%">X</td></tr>
  904. <tr><td width="40%">Windows Media Video 7</td><td width="10%">X</td><td width="10%">X</td></tr>
  905. <tr><td width="40%">Windows Media Video 8</td><td width="10%">X</td><td width="10%">X</td></tr>
  906. <tr><td width="40%">Windows Media Video 9</td><td width="10%"></td><td width="10%">X</td><td width="40%">not completely working</td></tr>
  907. <tr><td width="40%">Wing Commander III / Xan</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Wing Commander III .MVE files.</td></tr>
  908. <tr><td width="40%">Wing Commander IV / Xan</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Wing Commander IV.</td></tr>
  909. <tr><td width="40%">Winnov WNV1</td><td width="10%"></td><td width="10%">X</td></tr>
  910. <tr><td width="40%">WMV7</td><td width="10%">X</td><td width="10%">X</td></tr>
  911. <tr><td width="40%">YAMAHA SMAF</td><td width="10%">X</td><td width="10%">X</td></tr>
  912. <tr><td width="40%">Psygnosis YOP Video</td><td width="10%"></td><td width="10%">X</td></tr>
  913. <tr><td width="40%">yuv4</td><td width="10%">X</td><td width="10%">X</td><td width="40%">libquicktime uncompressed packed 4:2:0</td></tr>
  914. <tr><td width="40%">ZeroCodec Lossless Video</td><td width="10%"></td><td width="10%">X</td></tr>
  915. <tr><td width="40%">ZLIB</td><td width="10%">X</td><td width="10%">X</td><td width="40%">part of LCL, encoder experimental</td></tr>
  916. <tr><td width="40%">Zip Motion Blocks Video</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Encoder works only in PAL8.</td></tr>
  917. </table>
  918. <p><code>X</code> means that the feature in that column (encoding / decoding) is supported.
  919. </p>
  920. <p><code>E</code> means that support is provided through an external library.
  921. </p>
  922. <a name="Audio-Codecs"></a>
  923. <h2 class="section"><a href="general.html#toc-Audio-Codecs">2.4 Audio Codecs</a></h2>
  924. <table>
  925. <tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
  926. <tr><td width="40%">8SVX exponential</td><td width="10%"></td><td width="10%">X</td></tr>
  927. <tr><td width="40%">8SVX fibonacci</td><td width="10%"></td><td width="10%">X</td></tr>
  928. <tr><td width="40%">AAC</td><td width="10%">EX</td><td width="10%">X</td><td width="40%">encoding supported through internal encoder and external library libfdk-aac</td></tr>
  929. <tr><td width="40%">AAC+</td><td width="10%">E</td><td width="10%">IX</td><td width="40%">encoding supported through external library libfdk-aac</td></tr>
  930. <tr><td width="40%">AC-3</td><td width="10%">IX</td><td width="10%">IX</td></tr>
  931. <tr><td width="40%">ACELP.KELVIN</td><td width="10%"></td><td width="10%">X</td></tr>
  932. <tr><td width="40%">ADPCM 4X Movie</td><td width="10%"></td><td width="10%">X</td></tr>
  933. <tr><td width="40%">APDCM Yamaha AICA</td><td width="10%"></td><td width="10%">X</td></tr>
  934. <tr><td width="40%">ADPCM Argonaut Games</td><td width="10%"></td><td width="10%">X</td></tr>
  935. <tr><td width="40%">ADPCM CDROM XA</td><td width="10%"></td><td width="10%">X</td></tr>
  936. <tr><td width="40%">ADPCM Creative Technology</td><td width="10%"></td><td width="10%">X</td><td width="40%">16 -&gt; 4, 8 -&gt; 4, 8 -&gt; 3, 8 -&gt; 2</td></tr>
  937. <tr><td width="40%">ADPCM Electronic Arts</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in various EA titles.</td></tr>
  938. <tr><td width="40%">ADPCM Electronic Arts Maxis CDROM XS</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Sim City 3000.</td></tr>
  939. <tr><td width="40%">ADPCM Electronic Arts R1</td><td width="10%"></td><td width="10%">X</td></tr>
  940. <tr><td width="40%">ADPCM Electronic Arts R2</td><td width="10%"></td><td width="10%">X</td></tr>
  941. <tr><td width="40%">ADPCM Electronic Arts R3</td><td width="10%"></td><td width="10%">X</td></tr>
  942. <tr><td width="40%">ADPCM Electronic Arts XAS</td><td width="10%"></td><td width="10%">X</td></tr>
  943. <tr><td width="40%">ADPCM G.722</td><td width="10%">X</td><td width="10%">X</td></tr>
  944. <tr><td width="40%">ADPCM G.726</td><td width="10%">X</td><td width="10%">X</td></tr>
  945. <tr><td width="40%">ADPCM IMA AMV</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in AMV files</td></tr>
  946. <tr><td width="40%">ADPCM IMA Electronic Arts EACS</td><td width="10%"></td><td width="10%">X</td></tr>
  947. <tr><td width="40%">ADPCM IMA Electronic Arts SEAD</td><td width="10%"></td><td width="10%">X</td></tr>
  948. <tr><td width="40%">ADPCM IMA Funcom</td><td width="10%"></td><td width="10%">X</td></tr>
  949. <tr><td width="40%">ADPCM IMA High Voltage Software ALP</td><td width="10%"></td><td width="10%">X</td></tr>
  950. <tr><td width="40%">ADPCM IMA QuickTime</td><td width="10%">X</td><td width="10%">X</td></tr>
  951. <tr><td width="40%">ADPCM IMA Simon &amp; Schuster Interactive</td><td width="10%"></td><td width="10%">X</td></tr>
  952. <tr><td width="40%">ADPCM IMA Ubisoft APM</td><td width="10%"></td><td width="10%">X</td></tr>
  953. <tr><td width="40%">ADPCM IMA Loki SDL MJPEG</td><td width="10%"></td><td width="10%">X</td></tr>
  954. <tr><td width="40%">ADPCM IMA WAV</td><td width="10%">X</td><td width="10%">X</td></tr>
  955. <tr><td width="40%">ADPCM IMA Westwood</td><td width="10%"></td><td width="10%">X</td></tr>
  956. <tr><td width="40%">ADPCM ISS IMA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in FunCom games.</td></tr>
  957. <tr><td width="40%">ADPCM IMA Dialogic</td><td width="10%"></td><td width="10%">X</td></tr>
  958. <tr><td width="40%">ADPCM IMA Duck DK3</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in some Sega Saturn console games.</td></tr>
  959. <tr><td width="40%">ADPCM IMA Duck DK4</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in some Sega Saturn console games.</td></tr>
  960. <tr><td width="40%">ADPCM IMA Radical</td><td width="10%"></td><td width="10%">X</td></tr>
  961. <tr><td width="40%">ADPCM Microsoft</td><td width="10%">X</td><td width="10%">X</td></tr>
  962. <tr><td width="40%">ADPCM MS IMA</td><td width="10%">X</td><td width="10%">X</td></tr>
  963. <tr><td width="40%">ADPCM Nintendo Gamecube AFC</td><td width="10%"></td><td width="10%">X</td></tr>
  964. <tr><td width="40%">ADPCM Nintendo Gamecube DTK</td><td width="10%"></td><td width="10%">X</td></tr>
  965. <tr><td width="40%">ADPCM Nintendo THP</td><td width="10%"></td><td width="10%">X</td></tr>
  966. <tr><td width="40%">APDCM Playstation</td><td width="10%"></td><td width="10%">X</td></tr>
  967. <tr><td width="40%">ADPCM QT IMA</td><td width="10%">X</td><td width="10%">X</td></tr>
  968. <tr><td width="40%">ADPCM SEGA CRI ADX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Sega Dreamcast games.</td></tr>
  969. <tr><td width="40%">ADPCM Shockwave Flash</td><td width="10%">X</td><td width="10%">X</td></tr>
  970. <tr><td width="40%">ADPCM Sound Blaster Pro 2-bit</td><td width="10%"></td><td width="10%">X</td></tr>
  971. <tr><td width="40%">ADPCM Sound Blaster Pro 2.6-bit</td><td width="10%"></td><td width="10%">X</td></tr>
  972. <tr><td width="40%">ADPCM Sound Blaster Pro 4-bit</td><td width="10%"></td><td width="10%">X</td></tr>
  973. <tr><td width="40%">ADPCM VIMA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in LucasArts SMUSH animations.</td></tr>
  974. <tr><td width="40%">ADPCM Westwood Studios IMA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Westwood Studios games like Command and Conquer.</td></tr>
  975. <tr><td width="40%">ADPCM Yamaha</td><td width="10%">X</td><td width="10%">X</td></tr>
  976. <tr><td width="40%">AMR-NB</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libopencore-amrnb</td></tr>
  977. <tr><td width="40%">AMR-WB</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libvo-amrwbenc</td></tr>
  978. <tr><td width="40%">Amazing Studio PAF Audio</td><td width="10%"></td><td width="10%">X</td></tr>
  979. <tr><td width="40%">Apple lossless audio</td><td width="10%">X</td><td width="10%">X</td><td width="40%">QuickTime fourcc &rsquo;alac&rsquo;</td></tr>
  980. <tr><td width="40%">aptX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Bluetooth A2DP</td></tr>
  981. <tr><td width="40%">aptX HD</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Bluetooth A2DP</td></tr>
  982. <tr><td width="40%">ATRAC1</td><td width="10%"></td><td width="10%">X</td></tr>
  983. <tr><td width="40%">ATRAC3</td><td width="10%"></td><td width="10%">X</td></tr>
  984. <tr><td width="40%">ATRAC3+</td><td width="10%"></td><td width="10%">X</td></tr>
  985. <tr><td width="40%">ATRAC9</td><td width="10%"></td><td width="10%">X</td></tr>
  986. <tr><td width="40%">Bink Audio</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Bink and Smacker files in many games.</td></tr>
  987. <tr><td width="40%">CELT</td><td width="10%"></td><td width="10%">E</td><td width="40%">decoding supported through external library libcelt</td></tr>
  988. <tr><td width="40%">codec2</td><td width="10%">E</td><td width="10%">E</td><td width="40%">en/decoding supported through external library libcodec2</td></tr>
  989. <tr><td width="40%">Delphine Software International CIN audio</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in Delphine Software International games.</td></tr>
  990. <tr><td width="40%">Digital Speech Standard - Standard Play mode (DSS SP)</td><td width="10%"></td><td width="10%">X</td></tr>
  991. <tr><td width="40%">Discworld II BMV Audio</td><td width="10%"></td><td width="10%">X</td></tr>
  992. <tr><td width="40%">COOK</td><td width="10%"></td><td width="10%">X</td><td width="40%">All versions except 5.1 are supported.</td></tr>
  993. <tr><td width="40%">DCA (DTS Coherent Acoustics)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">supported extensions: XCh, XXCH, X96, XBR, XLL, LBR (partially)</td></tr>
  994. <tr><td width="40%">Dolby E</td><td width="10%"></td><td width="10%">X</td></tr>
  995. <tr><td width="40%">DPCM id RoQ</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Quake III, Jedi Knight 2 and other computer games.</td></tr>
  996. <tr><td width="40%">DPCM Interplay</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in various Interplay computer games.</td></tr>
  997. <tr><td width="40%">DPCM Squareroot-Delta-Exact</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in various games.</td></tr>
  998. <tr><td width="40%">DPCM Sierra Online</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Sierra Online game audio files.</td></tr>
  999. <tr><td width="40%">DPCM Sol</td><td width="10%"></td><td width="10%">X</td></tr>
  1000. <tr><td width="40%">DPCM Xan</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Origin&rsquo;s Wing Commander IV AVI files.</td></tr>
  1001. <tr><td width="40%">DSD (Direct Stream Digital), least significant bit first</td><td width="10%"></td><td width="10%">X</td></tr>
  1002. <tr><td width="40%">DSD (Direct Stream Digital), most significant bit first</td><td width="10%"></td><td width="10%">X</td></tr>
  1003. <tr><td width="40%">DSD (Direct Stream Digital), least significant bit first, planar</td><td width="10%"></td><td width="10%">X</td></tr>
  1004. <tr><td width="40%">DSD (Direct Stream Digital), most significant bit first, planar</td><td width="10%"></td><td width="10%">X</td></tr>
  1005. <tr><td width="40%">DSP Group TrueSpeech</td><td width="10%"></td><td width="10%">X</td></tr>
  1006. <tr><td width="40%">DST (Direct Stream Transfer)</td><td width="10%"></td><td width="10%">X</td></tr>
  1007. <tr><td width="40%">DV audio</td><td width="10%"></td><td width="10%">X</td></tr>
  1008. <tr><td width="40%">Enhanced AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>
  1009. <tr><td width="40%">EVRC (Enhanced Variable Rate Codec)</td><td width="10%"></td><td width="10%">X</td></tr>
  1010. <tr><td width="40%">FLAC (Free Lossless Audio Codec)</td><td width="10%">X</td><td width="10%">IX</td></tr>
  1011. <tr><td width="40%">G.723.1</td><td width="10%">X</td><td width="10%">X</td></tr>
  1012. <tr><td width="40%">G.729</td><td width="10%"></td><td width="10%">X</td></tr>
  1013. <tr><td width="40%">GSM</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libgsm</td></tr>
  1014. <tr><td width="40%">GSM Microsoft variant</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libgsm</td></tr>
  1015. <tr><td width="40%">IAC (Indeo Audio Coder)</td><td width="10%"></td><td width="10%">X</td></tr>
  1016. <tr><td width="40%">iLBC (Internet Low Bitrate Codec)</td><td width="10%">E</td><td width="10%">E</td><td width="40%">encoding and decoding supported through external library libilbc</td></tr>
  1017. <tr><td width="40%">IMC (Intel Music Coder)</td><td width="10%"></td><td width="10%">X</td></tr>
  1018. <tr><td width="40%">Interplay ACM</td><td width="10%"></td><td width="10%">X</td></tr>
  1019. <tr><td width="40%">MACE (Macintosh Audio Compression/Expansion) 3:1</td><td width="10%"></td><td width="10%">X</td></tr>
  1020. <tr><td width="40%">MACE (Macintosh Audio Compression/Expansion) 6:1</td><td width="10%"></td><td width="10%">X</td></tr>
  1021. <tr><td width="40%">MLP (Meridian Lossless Packing)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in DVD-Audio discs.</td></tr>
  1022. <tr><td width="40%">Monkey&rsquo;s Audio</td><td width="10%"></td><td width="10%">X</td></tr>
  1023. <tr><td width="40%">MP1 (MPEG audio layer 1)</td><td width="10%"></td><td width="10%">IX</td></tr>
  1024. <tr><td width="40%">MP2 (MPEG audio layer 2)</td><td width="10%">IX</td><td width="10%">IX</td><td width="40%">encoding supported also through external library TwoLAME</td></tr>
  1025. <tr><td width="40%">MP3 (MPEG audio layer 3)</td><td width="10%">E</td><td width="10%">IX</td><td width="40%">encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported</td></tr>
  1026. <tr><td width="40%">MPEG-4 Audio Lossless Coding (ALS)</td><td width="10%"></td><td width="10%">X</td></tr>
  1027. <tr><td width="40%">Musepack SV7</td><td width="10%"></td><td width="10%">X</td></tr>
  1028. <tr><td width="40%">Musepack SV8</td><td width="10%"></td><td width="10%">X</td></tr>
  1029. <tr><td width="40%">Nellymoser Asao</td><td width="10%">X</td><td width="10%">X</td></tr>
  1030. <tr><td width="40%">On2 AVC (Audio for Video Codec)</td><td width="10%"></td><td width="10%">X</td></tr>
  1031. <tr><td width="40%">Opus</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libopus</td></tr>
  1032. <tr><td width="40%">PCM A-law</td><td width="10%">X</td><td width="10%">X</td></tr>
  1033. <tr><td width="40%">PCM mu-law</td><td width="10%">X</td><td width="10%">X</td></tr>
  1034. <tr><td width="40%">PCM Archimedes VIDC</td><td width="10%">X</td><td width="10%">X</td></tr>
  1035. <tr><td width="40%">PCM signed 8-bit planar</td><td width="10%">X</td><td width="10%">X</td></tr>
  1036. <tr><td width="40%">PCM signed 16-bit big-endian planar</td><td width="10%">X</td><td width="10%">X</td></tr>
  1037. <tr><td width="40%">PCM signed 16-bit little-endian planar</td><td width="10%">X</td><td width="10%">X</td></tr>
  1038. <tr><td width="40%">PCM signed 24-bit little-endian planar</td><td width="10%">X</td><td width="10%">X</td></tr>
  1039. <tr><td width="40%">PCM signed 32-bit little-endian planar</td><td width="10%">X</td><td width="10%">X</td></tr>
  1040. <tr><td width="40%">PCM 32-bit floating point big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1041. <tr><td width="40%">PCM 32-bit floating point little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1042. <tr><td width="40%">PCM 64-bit floating point big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1043. <tr><td width="40%">PCM 64-bit floating point little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1044. <tr><td width="40%">PCM D-Cinema audio signed 24-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  1045. <tr><td width="40%">PCM signed 8-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  1046. <tr><td width="40%">PCM signed 16-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1047. <tr><td width="40%">PCM signed 16-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1048. <tr><td width="40%">PCM signed 24-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1049. <tr><td width="40%">PCM signed 24-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1050. <tr><td width="40%">PCM signed 32-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1051. <tr><td width="40%">PCM signed 32-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1052. <tr><td width="40%">PCM signed 16/20/24-bit big-endian in MPEG-TS</td><td width="10%"></td><td width="10%">X</td></tr>
  1053. <tr><td width="40%">PCM unsigned 8-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
  1054. <tr><td width="40%">PCM unsigned 16-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1055. <tr><td width="40%">PCM unsigned 16-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1056. <tr><td width="40%">PCM unsigned 24-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1057. <tr><td width="40%">PCM unsigned 24-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1058. <tr><td width="40%">PCM unsigned 32-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1059. <tr><td width="40%">PCM unsigned 32-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
  1060. <tr><td width="40%">PCM Zork</td><td width="10%"></td><td width="10%">X</td></tr>
  1061. <tr><td width="40%">QCELP / PureVoice</td><td width="10%"></td><td width="10%">X</td></tr>
  1062. <tr><td width="40%">QDesign Music Codec 1</td><td width="10%"></td><td width="10%">X</td></tr>
  1063. <tr><td width="40%">QDesign Music Codec 2</td><td width="10%"></td><td width="10%">X</td><td width="40%">There are still some distortions.</td></tr>
  1064. <tr><td width="40%">RealAudio 1.0 (14.4K)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Real 14400 bit/s codec</td></tr>
  1065. <tr><td width="40%">RealAudio 2.0 (28.8K)</td><td width="10%"></td><td width="10%">X</td><td width="40%">Real 28800 bit/s codec</td></tr>
  1066. <tr><td width="40%">RealAudio 3.0 (dnet)</td><td width="10%">IX</td><td width="10%">X</td><td width="40%">Real low bitrate AC-3 codec</td></tr>
  1067. <tr><td width="40%">RealAudio Lossless</td><td width="10%"></td><td width="10%">X</td></tr>
  1068. <tr><td width="40%">RealAudio SIPR / ACELP.NET</td><td width="10%"></td><td width="10%">X</td></tr>
  1069. <tr><td width="40%">SBC (low-complexity subband codec)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Bluetooth A2DP</td></tr>
  1070. <tr><td width="40%">Shorten</td><td width="10%"></td><td width="10%">X</td></tr>
  1071. <tr><td width="40%">Sierra VMD audio</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Sierra VMD files.</td></tr>
  1072. <tr><td width="40%">Smacker audio</td><td width="10%"></td><td width="10%">X</td></tr>
  1073. <tr><td width="40%">SMPTE 302M AES3 audio</td><td width="10%">X</td><td width="10%">X</td></tr>
  1074. <tr><td width="40%">Sonic</td><td width="10%">X</td><td width="10%">X</td><td width="40%">experimental codec</td></tr>
  1075. <tr><td width="40%">Sonic lossless</td><td width="10%">X</td><td width="10%">X</td><td width="40%">experimental codec</td></tr>
  1076. <tr><td width="40%">Speex</td><td width="10%">E</td><td width="10%">E</td><td width="40%">supported through external library libspeex</td></tr>
  1077. <tr><td width="40%">TAK (Tom&rsquo;s lossless Audio Kompressor)</td><td width="10%"></td><td width="10%">X</td></tr>
  1078. <tr><td width="40%">True Audio (TTA)</td><td width="10%">X</td><td width="10%">X</td></tr>
  1079. <tr><td width="40%">TrueHD</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in HD-DVD and Blu-Ray discs.</td></tr>
  1080. <tr><td width="40%">TwinVQ (VQF flavor)</td><td width="10%"></td><td width="10%">X</td></tr>
  1081. <tr><td width="40%">VIMA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in LucasArts SMUSH animations.</td></tr>
  1082. <tr><td width="40%">Vorbis</td><td width="10%">E</td><td width="10%">X</td><td width="40%">A native but very primitive encoder exists.</td></tr>
  1083. <tr><td width="40%">Voxware MetaSound</td><td width="10%"></td><td width="10%">X</td></tr>
  1084. <tr><td width="40%">WavPack</td><td width="10%">X</td><td width="10%">X</td></tr>
  1085. <tr><td width="40%">Westwood Audio (SND1)</td><td width="10%"></td><td width="10%">X</td></tr>
  1086. <tr><td width="40%">Windows Media Audio 1</td><td width="10%">X</td><td width="10%">X</td></tr>
  1087. <tr><td width="40%">Windows Media Audio 2</td><td width="10%">X</td><td width="10%">X</td></tr>
  1088. <tr><td width="40%">Windows Media Audio Lossless</td><td width="10%"></td><td width="10%">X</td></tr>
  1089. <tr><td width="40%">Windows Media Audio Pro</td><td width="10%"></td><td width="10%">X</td></tr>
  1090. <tr><td width="40%">Windows Media Audio Voice</td><td width="10%"></td><td width="10%">X</td></tr>
  1091. <tr><td width="40%">Xbox Media Audio 1</td><td width="10%"></td><td width="10%">X</td></tr>
  1092. <tr><td width="40%">Xbox Media Audio 2</td><td width="10%"></td><td width="10%">X</td></tr>
  1093. </table>
  1094. <p><code>X</code> means that the feature in that column (encoding / decoding) is supported.
  1095. </p>
  1096. <p><code>E</code> means that support is provided through an external library.
  1097. </p>
  1098. <p><code>I</code> means that an integer-only version is available, too (ensures high
  1099. performance on systems without hardware floating point support).
  1100. </p>
  1101. <a name="Subtitle-Formats"></a>
  1102. <h2 class="section"><a href="general.html#toc-Subtitle-Formats">2.5 Subtitle Formats</a></h2>
  1103. <table>
  1104. <tr><td width="40%">Name</td><td width="10%">Muxing</td><td width="10%">Demuxing</td><td width="10%">Encoding</td><td width="10%">Decoding</td></tr>
  1105. <tr><td width="40%">3GPP Timed Text</td><td width="10%"></td><td width="10%"></td><td width="10%">X</td><td width="10%">X</td></tr>
  1106. <tr><td width="40%">AQTitle</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1107. <tr><td width="40%">DVB</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td></tr>
  1108. <tr><td width="40%">DVB teletext</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">E</td></tr>
  1109. <tr><td width="40%">DVD</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td></tr>
  1110. <tr><td width="40%">JACOsub</td><td width="10%">X</td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1111. <tr><td width="40%">MicroDVD</td><td width="10%">X</td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1112. <tr><td width="40%">MPL2</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1113. <tr><td width="40%">MPsub (MPlayer)</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1114. <tr><td width="40%">PGS</td><td width="10%"></td><td width="10%"></td><td width="10%"></td><td width="10%">X</td></tr>
  1115. <tr><td width="40%">PJS (Phoenix)</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1116. <tr><td width="40%">RealText</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1117. <tr><td width="40%">SAMI</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1118. <tr><td width="40%">Spruce format (STL)</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1119. <tr><td width="40%">SSA/ASS</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td></tr>
  1120. <tr><td width="40%">SubRip (SRT)</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td></tr>
  1121. <tr><td width="40%">SubViewer v1</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1122. <tr><td width="40%">SubViewer</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1123. <tr><td width="40%">TED Talks captions</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1124. <tr><td width="40%">VobSub (IDX+SUB)</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1125. <tr><td width="40%">VPlayer</td><td width="10%"></td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
  1126. <tr><td width="40%">WebVTT</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td><td width="10%">X</td></tr>
  1127. <tr><td width="40%">XSUB</td><td width="10%"></td><td width="10%"></td><td width="10%">X</td><td width="10%">X</td></tr>
  1128. </table>
  1129. <p><code>X</code> means that the feature is supported.
  1130. </p>
  1131. <p><code>E</code> means that support is provided through an external library.
  1132. </p>
  1133. <a name="Network-Protocols"></a>
  1134. <h2 class="section"><a href="general.html#toc-Network-Protocols">2.6 Network Protocols</a></h2>
  1135. <table>
  1136. <tr><td width="40%">Name</td><td width="10%">Support</td></tr>
  1137. <tr><td width="40%">file</td><td width="10%">X</td></tr>
  1138. <tr><td width="40%">FTP</td><td width="10%">X</td></tr>
  1139. <tr><td width="40%">Gopher</td><td width="10%">X</td></tr>
  1140. <tr><td width="40%">HLS</td><td width="10%">X</td></tr>
  1141. <tr><td width="40%">HTTP</td><td width="10%">X</td></tr>
  1142. <tr><td width="40%">HTTPS</td><td width="10%">X</td></tr>
  1143. <tr><td width="40%">Icecast</td><td width="10%">X</td></tr>
  1144. <tr><td width="40%">MMSH</td><td width="10%">X</td></tr>
  1145. <tr><td width="40%">MMST</td><td width="10%">X</td></tr>
  1146. <tr><td width="40%">pipe</td><td width="10%">X</td></tr>
  1147. <tr><td width="40%">Pro-MPEG FEC</td><td width="10%">X</td></tr>
  1148. <tr><td width="40%">RTMP</td><td width="10%">X</td></tr>
  1149. <tr><td width="40%">RTMPE</td><td width="10%">X</td></tr>
  1150. <tr><td width="40%">RTMPS</td><td width="10%">X</td></tr>
  1151. <tr><td width="40%">RTMPT</td><td width="10%">X</td></tr>
  1152. <tr><td width="40%">RTMPTE</td><td width="10%">X</td></tr>
  1153. <tr><td width="40%">RTMPTS</td><td width="10%">X</td></tr>
  1154. <tr><td width="40%">RTP</td><td width="10%">X</td></tr>
  1155. <tr><td width="40%">SAMBA</td><td width="10%">E</td></tr>
  1156. <tr><td width="40%">SCTP</td><td width="10%">X</td></tr>
  1157. <tr><td width="40%">SFTP</td><td width="10%">E</td></tr>
  1158. <tr><td width="40%">TCP</td><td width="10%">X</td></tr>
  1159. <tr><td width="40%">TLS</td><td width="10%">X</td></tr>
  1160. <tr><td width="40%">UDP</td><td width="10%">X</td></tr>
  1161. <tr><td width="40%">ZMQ</td><td width="10%">E</td></tr>
  1162. </table>
  1163. <p><code>X</code> means that the protocol is supported.
  1164. </p>
  1165. <p><code>E</code> means that support is provided through an external library.
  1166. </p>
  1167. <a name="Input_002fOutput-Devices"></a>
  1168. <h2 class="section"><a href="general.html#toc-Input_002fOutput-Devices">2.7 Input/Output Devices</a></h2>
  1169. <table>
  1170. <tr><td width="40%">Name</td><td width="10%">Input</td><td width="10%">Output</td></tr>
  1171. <tr><td width="40%">ALSA</td><td width="10%">X</td><td width="10%">X</td></tr>
  1172. <tr><td width="40%">BKTR</td><td width="10%">X</td><td width="10%"></td></tr>
  1173. <tr><td width="40%">caca</td><td width="10%"></td><td width="10%">X</td></tr>
  1174. <tr><td width="40%">DV1394</td><td width="10%">X</td><td width="10%"></td></tr>
  1175. <tr><td width="40%">Lavfi virtual device</td><td width="10%">X</td><td width="10%"></td></tr>
  1176. <tr><td width="40%">Linux framebuffer</td><td width="10%">X</td><td width="10%">X</td></tr>
  1177. <tr><td width="40%">JACK</td><td width="10%">X</td><td width="10%"></td></tr>
  1178. <tr><td width="40%">LIBCDIO</td><td width="10%">X</td></tr>
  1179. <tr><td width="40%">LIBDC1394</td><td width="10%">X</td><td width="10%"></td></tr>
  1180. <tr><td width="40%">OpenAL</td><td width="10%">X</td></tr>
  1181. <tr><td width="40%">OpenGL</td><td width="10%"></td><td width="10%">X</td></tr>
  1182. <tr><td width="40%">OSS</td><td width="10%">X</td><td width="10%">X</td></tr>
  1183. <tr><td width="40%">PulseAudio</td><td width="10%">X</td><td width="10%">X</td></tr>
  1184. <tr><td width="40%">SDL</td><td width="10%"></td><td width="10%">X</td></tr>
  1185. <tr><td width="40%">Video4Linux2</td><td width="10%">X</td><td width="10%">X</td></tr>
  1186. <tr><td width="40%">VfW capture</td><td width="10%">X</td><td width="10%"></td></tr>
  1187. <tr><td width="40%">X11 grabbing</td><td width="10%">X</td><td width="10%"></td></tr>
  1188. <tr><td width="40%">Win32 grabbing</td><td width="10%">X</td><td width="10%"></td></tr>
  1189. </table>
  1190. <p><code>X</code> means that input/output is supported.
  1191. </p>
  1192. <a name="Timecode"></a>
  1193. <h2 class="section"><a href="general.html#toc-Timecode">2.8 Timecode</a></h2>
  1194. <table>
  1195. <tr><td width="40%">Codec/format</td><td width="10%">Read</td><td width="10%">Write</td></tr>
  1196. <tr><td width="40%">AVI</td><td width="10%">X</td><td width="10%">X</td></tr>
  1197. <tr><td width="40%">DV</td><td width="10%">X</td><td width="10%">X</td></tr>
  1198. <tr><td width="40%">GXF</td><td width="10%">X</td><td width="10%">X</td></tr>
  1199. <tr><td width="40%">MOV</td><td width="10%">X</td><td width="10%">X</td></tr>
  1200. <tr><td width="40%">MPEG1/2</td><td width="10%">X</td><td width="10%">X</td></tr>
  1201. <tr><td width="40%">MXF</td><td width="10%">X</td><td width="10%">X</td></tr>
  1202. </table>
  1203. </div>
  1204. </body>
  1205. </html>