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@item Id Cinematic (.cin) @tab @tab X@tab Used in Quake II.@item FLIC format @tab @tab X@tab .fli/.flc files@item Sierra VMD @tab @tab X@tab Used in Sierra CD-ROM games.@item Sierra Online @tab @tab X@tab .sol files used in Sierra Online games.@item Matroska @tab @tab X@item Electronic Arts Multimedia @tab @tab X@tab Used in various EA games; files have extensions like WVE and UV2.@item Nullsoft Video (NSV) format @tab @tab X@item ADTS AAC audio @tab X @tab X@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.@item American Laser Games MM @tab @tab X@tab Multimedia format used in games like Mad Dog McCree@item AVS @tab @tab X@tab Multimedia format used by the Creature Shock game.@item Smacker @tab @tab X@tab Multimedia format used by many games.@end multitable@code{X} means that encoding (resp. decoding) is supported.@section Image FormatsFFmpeg can read and write images for each frame of a video sequence. Thefollowing image formats are supported:@multitable @columnfractions .4 .1 .1 .4@item Supported Image Format @tab Encoding @tab Decoding @tab Comments@item PGM, PPM @tab X @tab X@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.@item .Y.U.V @tab X @tab X @tab one raw file per component@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.@item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.@item SGI @tab X @tab X @tab SGI RGB image format@end multitable@code{X} means that encoding (resp. decoding) is supported.@section Video Codecs@multitable @columnfractions .4 .1 .1 .4@item Supported Codec @tab Encoding @tab Decoding @tab Comments@item MPEG-1 video @tab X @tab X@item MPEG-2 video @tab X @tab X@item MPEG-4 @tab X @tab X @tab also known as DivX4/5@item MSMPEG4 V1 @tab X @tab X@item MSMPEG4 V2 @tab X @tab X@item MSMPEG4 V3 @tab X @tab X @tab also known as DivX3@item WMV7 @tab X @tab X@item WMV8 @tab X @tab X @tab not completely working@item H.261 @tab X @tab X@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0@item H.264 @tab @tab X@item RealVideo 1.0 @tab X @tab X@item RealVideo 2.0 @tab X @tab X@item MJPEG @tab X @tab X@item lossless MJPEG @tab X @tab X@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported@item Apple MJPEG-B @tab @tab X@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X@item DV @tab X @tab X@item HuffYUV @tab X @tab X@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)@item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)@item Asus v1 @tab X @tab X @tab fourcc: ASV1@item Asus v2 @tab X @tab X @tab fourcc: ASV2@item Creative YUV @tab @tab X @tab fourcc: CYUV@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3@item On2 VP3 @tab @tab X @tab still experimental@item Theora @tab @tab X @tab still experimental@item Intel Indeo 3 @tab @tab X@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash@item Flash Screen Video @tab @tab X @tab fourcc: FSV1@item ATI VCR1 @tab @tab X @tab fourcc: VCR1@item ATI VCR2 @tab @tab X @tab fourcc: VCR2@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR@item 4X Video @tab @tab X @tab Used in certain computer games.@item Sony Playstation MDEC @tab @tab X@item Id RoQ @tab @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.@item Apple Animation @tab @tab X @tab fourcc: 'rle '@item Apple Graphics @tab @tab X @tab fourcc: 'smc '@item Apple Video @tab @tab X @tab fourcc: rpza@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw@item Cinepak @tab @tab X@item Microsoft RLE @tab @tab X@item Microsoft Video-1 @tab @tab X@item Westwood VQA @tab @tab X@item Id Cinematic Video @tab @tab X @tab Used in Quake II.@item Planar RGB @tab @tab X @tab fourcc: 8BPS@item FLIC video @tab @tab X@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20@item VMD Video @tab @tab X @tab Used in Sierra VMD files.@item MSZH @tab @tab X @tab Part of LCL@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI@item Miro VideoXL @tab @tab X @tab fourcc: VIXL@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1@item LOCO @tab @tab X @tab@item Winnov WNV1 @tab @tab X @tab@item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC@item Fraps FPS1 @tab @tab X @tab@item CamStudio @tab @tab X @tab fourcc: CSCD@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree@item ZMBV @tab @tab X @tab@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.@item KMVC @tab @tab X @tab Codec used in Worms games.@end multitable@code{X} means that encoding (resp. decoding) is supported.See @url{http://mplayerhq.hu/~michael/codec-features.html} toget a precise comparison of the FFmpeg MPEG-4 codec compared toother implementations.@section Audio Codecs@multitable @columnfractions .4 .1 .1 .1 .7@item Supported Codec @tab Encoding @tab Decoding @tab Comments@item MPEG audio layer 2 @tab IX @tab IX@item MPEG audio layer 1/3 @tab IX @tab IX@tab MP3 encoding is supported through the external library LAME.@item AC3 @tab IX @tab IX@tab liba52 is used internally for decoding.@item Vorbis @tab X @tab X@tab Supported through the external library libvorbis.@item WMA V1/V2 @tab @tab X@item AAC @tab X @tab X@tab Supported through the external library libfaac/libfaad.@item Microsoft ADPCM @tab X @tab X@item MS IMA ADPCM @tab X @tab X@item QT IMA ADPCM @tab @tab X@item 4X IMA ADPCM @tab @tab X@item G.726 ADPCM @tab X @tab X@item Duck DK3 IMA ADPCM @tab @tab X@tab Used in some Sega Saturn console games.@item Duck DK4 IMA ADPCM @tab @tab X@tab Used in some Sega Saturn console games.@item Westwood Studios IMA ADPCM @tab @tab X@tab Used in Westwood Studios games like Command and Conquer.@item SMJPEG IMA ADPCM @tab @tab X@tab Used in certain Loki game ports.@item CD-ROM XA ADPCM @tab @tab X@item CRI ADX ADPCM @tab X @tab X@tab Used in Sega Dreamcast games.@item Electronic Arts ADPCM @tab @tab X@tab Used in various EA titles.@item Creative ADPCM @tab @tab X@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2@item RA144 @tab @tab X@tab Real 14400 bit/s codec@item RA288 @tab @tab X@tab Real 28800 bit/s codec@item RADnet @tab X @tab IX@tab Real low bitrate AC3 codec, liba52 is used for decoding.@item AMR-NB @tab X @tab X@tab Supported through an external library.@item AMR-WB @tab X @tab X@tab Supported through an external library.@item DV audio @tab @tab X@item Id RoQ DPCM @tab @tab X@tab Used in Quake III, Jedi Knight 2, other computer games.@item Interplay MVE DPCM @tab @tab X@tab Used in various Interplay computer games.@item Xan DPCM @tab @tab X@tab Used in Origin's Wing Commander IV AVI files.@item Sierra Online DPCM @tab @tab X@tab Used in Sierra Online game audio files.@item Apple MACE 3 @tab @tab X@item Apple MACE 6 @tab @tab X@item FLAC lossless audio @tab @tab X@item Shorten lossless audio @tab @tab X@item Apple lossless audio @tab @tab X@tab QuickTime fourcc 'alac'@item FFmpeg Sonic @tab X @tab X@tab experimental lossy/lossless codec@item Qdesign QDM2 @tab @tab X@tab there are still some distortions@item Real COOK @tab @tab X@tab All versions except 5.1 are supported@item DSP Group TrueSpeech @tab @tab X@item True Audio (TTA) @tab @tab X@item Smacker Audio @tab @tab X@end multitable@code{X} means that encoding (resp. decoding) is supported.@code{I} means that an integer-only version is available, too (ensures highperformance on systems without hardware floating point support).@chapter Platform Specific information@section LinuxFFmpeg should be compiled with at least GCC 2.95.3. GCC 3.2 is thepreferred compiler now for FFmpeg. All future optimizations will depend onfeatures only found in GCC 3.2.@section BSDBSD make will not build FFmpeg, you need to install and use GNU Make(@file{gmake}).@section Windows@subsection Native Windows compilation@itemize@item Install the current versions of MSYS and MinGW from@url{http://www.mingw.org/}. You can find detailed installationinstructions in the download section and the FAQ.@item If you want to test the FFplay, also downloadthe MinGW development library of SDL 1.2.x(@file{SDL-devel-1.2.x-mingw32.tar.gz}) from@url{http://www.libsdl.org}. Unpack it in a temporary directory, andunpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tooldirectory. Edit the @file{sdl-config} script so that it gives thecorrect SDL directory when invoked.@item Extract the current version of FFmpeg.@item Start the MSYS shell (file @file{msys.bat}).@item Change to the FFmpeg directory and follow the instructions of how to compile FFmpeg (file@file{INSTALL}). Usually, launching @file{./configure} and @file{make}suffices. If you have problems using SDL, verify that@file{sdl-config} can be launched from the MSYS command line.@item You can install FFmpeg in @file{Program Files/FFmpeg} by typing@file{make install}. Don't forget to copy @file{SDL.dll} to the placeyou launch @file{ffplay} from.@end itemizeNotes:@itemize@item The target @file{make wininstaller} can be used to create aNullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}must be copied to the FFmpeg directory in order to build theinstaller.@item By using @code{./configure --enable-shared} when configuring FFmpeg,you can build @file{avcodec.dll} and @file{avformat.dll}. With@code{make install} you install the FFmpeg DLLs and the associatedheaders in @file{Program Files/FFmpeg}.@item Visual C++ compatibility: If you used @code{./configure --enable-shared}when configuring FFmpeg, FFmpeg tries to use the Microsoft VisualC++ @code{lib} tool to build @code{avcodec.lib} and@code{avformat.lib}. With these libraries you can link your Visual C++code directly with the FFmpeg DLLs (see below).@end itemize@subsection Visual C++ compatibilityFFmpeg will not compile under Visual C++ -- and it has too manydependencies on the GCC compiler to make a port viable. However,if you want to use the FFmpeg libraries in your own applications,you can still compile those applications using Visual C++. Animportant restriction to this is that you have to use thedynamically linked versions of the FFmpeg libraries (i.e. theDLLs), and you have to make sure that Visual-C++-compatibleimport libraries are created during the FFmpeg build process.This description of how to use the FFmpeg libraries with Visual C++ isbased on Visual C++ 2005 Express Edition Beta 2. If you have a differentversion, you might have to modify the procedures slightly.Here are the step-by-step instructions for building the FFmpeg librariesso they can be used with Visual C++:@enumerate@item Install Visual C++ (if you haven't done so already).@item Install MinGW and MSYS as described above.@item Add a call to @file{vcvars32.bat} (which sets up the environmentvariables for the Visual C++ tools) as the first line of@file{msys.bat}. The standard location for @file{vcvars32.bat} is@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},and the standard location for @file{msys.bat} is@file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add thefollowing line as the first line of @file{msys.bat}:@code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}@item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}.If you get a help message with the command line options of @code{link.exe},this means your environment variables are set up correctly, theMicrosoft linker is on the path and will be used by FFmpeg tocreate Visual-C++-compatible import libraries.@item Extract the current version of FFmpeg and change to the FFmpeg directory.@item Type the command@code{./configure --enable-shared --disable-static --enable-memalign-hack}to configure and, if that didn't produce any errors,type @code{make} to build FFmpeg.@item The subdirectories @file{libavformat}, @file{libavcodec}, and@file{libavutil} should now contain the files @file{avformat.dll},@file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib},@file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the threeDLLs to your System32 directory (typically @file{C:\Windows\System32}).@end enumerateAnd here is how to use these libraries with Visual C++:@enumerate@item Create a new console application ("File / New / Project") and thenselect "Win32 Console Application". On the appropriate page of theApplication Wizard, uncheck the "Precompiled headers" option.@item Write the source code for your application, or, for testing, justcopy the code from an existing sample application into the source filethat Visual C++ has already created for you. (Note that your sourcefilehas to have a @code{.cpp} extension; otherwise, Visual C++ won'tcompile the FFmpeg headers correctly because in C mode, it doesn'trecognize the @code{inline} keyword.) For example, you can copy@file{output_example.c} from the FFmpeg distribution (but you willhave to make minor modifications so the code will compile underC++, see below).@item Open the "Project / Properties" dialog box. In the "Configuration"combo box, select "All Configurations" so that the changes you make will
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