📄 ffmpeg-doc.texi
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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 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.@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 willaffect both debug and release builds. In the tree view on the left handside, select "C/C++ / General", then edit the "Additional Include
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