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<a name="SEC_Top"></a>
<h1 class="settitle">General Documentation</h1>
<a name="SEC_Contents"></a>
<h1>Table of Contents</h1>
<div class="contents">
<ul class="toc">
<li><a name="toc-External-libraries" href="#External-libraries">1. External libraries</a>
<ul class="toc">
<li><a name="toc-OpenCORE-and-VisualOn-libraries" href="#OpenCORE-and-VisualOn-libraries">1.1 OpenCORE and VisualOn libraries</a>
<ul class="toc">
<li><a name="toc-OpenCORE-AMR" href="#OpenCORE-AMR">1.1.1 OpenCORE AMR</a></li>
<li><a name="toc-VisualOn-AAC-encoder-library" href="#VisualOn-AAC-encoder-library">1.1.2 VisualOn AAC encoder library</a></li>
<li><a name="toc-VisualOn-AMR_002dWB-encoder-library" href="#VisualOn-AMR_002dWB-encoder-library">1.1.3 VisualOn AMR-WB encoder library</a></li>
<li><a name="toc-Fraunhofer-AAC-library" href="#Fraunhofer-AAC-library">1.1.4 Fraunhofer AAC library</a></li>
</ul></li>
<li><a name="toc-LAME" href="#LAME">1.2 LAME</a></li>
<li><a name="toc-TwoLAME" href="#TwoLAME">1.3 TwoLAME</a></li>
<li><a name="toc-libvpx" href="#libvpx">1.4 libvpx</a></li>
<li><a name="toc-libwavpack" href="#libwavpack">1.5 libwavpack</a></li>
<li><a name="toc-x264" href="#x264">1.6 x264</a></li>
<li><a name="toc-x265" href="#x265">1.7 x265</a></li>
<li><a name="toc-libilbc" href="#libilbc">1.8 libilbc</a></li>
<li><a name="toc-AviSynth" href="#AviSynth">1.9 AviSynth</a></li>
</ul></li>
<li><a name="toc-Supported-File-Formats-and-Codecs" href="#Supported-File-Formats-and-Codecs">2. Supported File Formats and Codecs</a>
<ul class="toc">
<li><a name="toc-File-Formats" href="#File-Formats">2.1 File Formats</a></li>
<li><a name="toc-Image-Formats" href="#Image-Formats">2.2 Image Formats</a></li>
<li><a name="toc-Video-Codecs" href="#Video-Codecs">2.3 Video Codecs</a></li>
<li><a name="toc-Audio-Codecs" href="#Audio-Codecs">2.4 Audio Codecs</a></li>
<li><a name="toc-Subtitle-Formats" href="#Subtitle-Formats">2.5 Subtitle Formats</a></li>
<li><a name="toc-Network-Protocols" href="#Network-Protocols">2.6 Network Protocols</a></li>
<li><a name="toc-Input_002fOutput-Devices" href="#Input_002fOutput-Devices">2.7 Input/Output Devices</a></li>
</ul>
</li>
</ul>
</div>
<a name="External-libraries"></a>
<h1 class="chapter"><a href="general.html#toc-External-libraries">1. External libraries</a></h1>
<p>Libav can be hooked up with a number of external libraries to add support
for more formats. None of them are used by default, their use has to be
explicitly requested by passing the appropriate flags to
<code>./configure</code>.
</p>
<a name="OpenCORE-and-VisualOn-libraries"></a>
<h2 class="section"><a href="general.html#toc-OpenCORE-and-VisualOn-libraries">1.1 OpenCORE and VisualOn libraries</a></h2>
<p>Spun off Google Android sources, OpenCore, VisualOn and Fraunhofer
libraries provide encoders for a number of audio codecs.
</p>
<div class="float alert alert-info">
<p>OpenCORE and VisualOn libraries are under the Apache License 2.0
(see <a href="http://www.apache.org/licenses/LICENSE-2.0">http://www.apache.org/licenses/LICENSE-2.0</a> for details), which is
incompatible with the LGPL version 2.1 and GPL version 2. You have to
upgrade Libav’s license to LGPL version 3 (or if you have enabled
GPL components, GPL version 3) to use it.
</p></div>
<a name="OpenCORE-AMR"></a>
<h3 class="subsection"><a href="general.html#toc-OpenCORE-AMR">1.1.1 OpenCORE AMR</a></h3>
<p>Libav can make use of the OpenCORE libraries for AMR-NB
decoding/encoding and AMR-WB decoding.
</p>
<p>Go to <a href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the
instructions for installing the libraries.
Then pass <code>--enable-libopencore-amrnb</code> and/or
<code>--enable-libopencore-amrwb</code> to configure to enable them.
</p>
<a name="VisualOn-AAC-encoder-library"></a>
<h3 class="subsection"><a href="general.html#toc-VisualOn-AAC-encoder-library">1.1.2 VisualOn AAC encoder library</a></h3>
<p>Libav can make use of the VisualOn AACenc library for AAC encoding.
</p>
<p>Go to <a href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the
instructions for installing the library.
Then pass <code>--enable-libvo-aacenc</code> to configure to enable it.
</p>
<a name="VisualOn-AMR_002dWB-encoder-library"></a>
<h3 class="subsection"><a href="general.html#toc-VisualOn-AMR_002dWB-encoder-library">1.1.3 VisualOn AMR-WB encoder library</a></h3>
<p>Libav can make use of the VisualOn AMR-WBenc library for AMR-WB encoding.
</p>
<p>Go to <a href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the
instructions for installing the library.
Then pass <code>--enable-libvo-amrwbenc</code> to configure to enable it.
</p>
<a name="Fraunhofer-AAC-library"></a>
<h3 class="subsection"><a href="general.html#toc-Fraunhofer-AAC-library">1.1.4 Fraunhofer AAC library</a></h3>
<p>Libav can make use of the Fraunhofer AAC library for AAC encoding.
</p>
<p>Go to <a href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the
instructions for installing the library.
Then pass <code>--enable-libfdk-aac</code> to configure to enable it.
</p>
<a name="LAME"></a>
<h2 class="section"><a href="general.html#toc-LAME">1.2 LAME</a></h2>
<p>Libav can make use of the LAME library for MP3 encoding.
</p>
<p>Go to <a href="http://lame.sourceforge.net/">http://lame.sourceforge.net/</a> and follow the
instructions for installing the library.
Then pass <code>--enable-libmp3lame</code> to configure to enable it.
</p>
<a name="TwoLAME"></a>
<h2 class="section"><a href="general.html#toc-TwoLAME">1.3 TwoLAME</a></h2>
<p>Libav can make use of the TwoLAME library for MP2 encoding.
</p>
<p>Go to <a href="http://www.twolame.org/">http://www.twolame.org/</a> and follow the
instructions for installing the library.
Then pass <code>--enable-libtwolame</code> to configure to enable it.
</p>
<a name="libvpx"></a>
<h2 class="section"><a href="general.html#toc-libvpx">1.4 libvpx</a></h2>
<p>Libav can make use of the libvpx library for VP8 encoding.
</p>
<p>Go to <a href="http://www.webmproject.org/">http://www.webmproject.org/</a> and follow the instructions for
installing the library. Then pass <code>--enable-libvpx</code> to configure to
enable it.
</p>
<a name="libwavpack"></a>
<h2 class="section"><a href="general.html#toc-libwavpack">1.5 libwavpack</a></h2>
<p>Libav can make use of the libwavpack library for WavPack encoding.
</p>
<p>Go to <a href="http://www.wavpack.com/">http://www.wavpack.com/</a> and follow the instructions for
installing the library. Then pass <code>--enable-libwavpack</code> to configure to
enable it.
</p>
<a name="x264"></a>
<h2 class="section"><a href="general.html#toc-x264">1.6 x264</a></h2>
<p>Libav can make use of the x264 library for H.264 encoding.
</p>
<p>Go to <a href="http://www.videolan.org/developers/x264.html">http://www.videolan.org/developers/x264.html</a> and follow the
instructions for installing the library. Then pass <code>--enable-libx264</code> to
configure to enable it.
</p>
<div class="float alert alert-info">
<p>x264 is under the GNU Public License Version 2 or later
(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
details), you must upgrade Libav’s license to GPL in order to use it.
</p></div>
<a name="x265"></a>
<h2 class="section"><a href="general.html#toc-x265">1.7 x265</a></h2>
<p>Libav can make use of the x265 library for HEVC encoding.
</p>
<p>Go to <a href="http://x265.org/developers.html">http://x265.org/developers.html</a> and follow the instructions
for installing the library. Then pass <code>--enable-libx265</code> to configure
to enable it.
</p>
<div class="float ">
<p>x265 is under the GNU Public License Version 2 or later
(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
details), you must upgrade Libav’s license to GPL in order to use it.
</p></div>
<a name="libilbc"></a>
<h2 class="section"><a href="general.html#toc-libilbc">1.8 libilbc</a></h2>
<p>iLBC is a narrowband speech codec that has been made freely available
by Google as part of the WebRTC project. libilbc is a packaging friendly
copy of the iLBC codec. Libav can make use of the libilbc library for
iLBC encoding and decoding.
</p>
<p>Go to <a href="https://github.com/dekkers/libilbc">https://github.com/dekkers/libilbc</a> and follow the instructions for
installing the library. Then pass <code>--enable-libilbc</code> to configure to
enable it.
</p>
<a name="AviSynth"></a>
<h2 class="section"><a href="general.html#toc-AviSynth">1.9 AviSynth</a></h2>
<p>Libav can read AviSynth scripts as input. To enable support you need a
suitable ‘<tt>avisynth_c.h</tt>’ header to compile against. The header in
classic AviSynth’s CVS repository is not compatible as it has not been
updated to support AviSynth 2.6. AviSynth 2.5 is not supported by Libav.
Once you have the appropriate header, pass <code>--enable-avisynth</code> to
configure to enable AviSynth support.
</p>
<p>For Windows, supported AviSynth variants are
<a href="http://avisynth.nl">AviSynth 2.6</a> for 32-bit builds and
<a href="http://avs-plus.net">AviSynth+ 0.1</a> for 32-bit and 64-bit builds.
The necessary ‘<tt>avisynth_c.h</tt>’ header is the variant in the ‘<tt>extras/</tt>’
directory of the <a href="https://www.videolan.org/developers/x264.html">x264</a>
source tree. For convenience, this header is also available from a
<a href="https://github.com/qyot27/avisynth_headers">temporary repository</a>
along with an installation routine.
</p>
<p>For Linux and OS X, the supported AviSynth variant is
<a href="https://github.com/avxsynth/avxsynth">AvxSynth</a>.
‘<tt>avxsynth_c.h</tt>’ is installed as part of the normal
build routine, as illustrated on
<a href="https://github.com/avxsynth/avxsynth/wiki/System-Setup">AvxSynth’s wiki</a>.
(the instructions for compiling its prerequisites are outdated, as FFMS 2.18
or higher is now needed; the list of dependencies to be downloaded from the
repositories is still the same, though).
</p>
<div class="float alert alert-info">
<p>AviSynth and AvxSynth are loaded dynamically. Distributors can build Libav
with <code>--enable-avisynth</code>, and the binaries will work regardless of the
end user having AviSynth or AvxSynth installed - they’ll only need to be
installed to use AviSynth scripts (obviously).
</p></div>
<a name="Supported-File-Formats-and-Codecs"></a>
<h1 class="chapter"><a href="general.html#toc-Supported-File-Formats-and-Codecs">2. Supported File Formats and Codecs</a></h1>
<p>You can use the <code>-formats</code> and <code>-codecs</code> options to have an exhaustive list.
</p>
<a name="File-Formats"></a>
<h2 class="section"><a href="general.html#toc-File-Formats">2.1 File Formats</a></h2>
<p>Libav supports the following file formats through the <code>libavformat</code>
library:
</p>
<table>
<tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
<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>
<tr><td width="40%">8088flex TMV</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Adobe Filmstrip</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Audio IFF (AIFF)</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">3GPP AMR</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Apple HTTP Live Streaming</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ASF</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">AVI</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">AviSynth</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<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>
<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>
<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>
<tr><td width="40%">Brute Force & 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>
<tr><td width="40%">BWF</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Discworld II BMV</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<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>
<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>
<tr><td width="40%">Core Audio Format</td><td width="10%"></td><td width="10%">X</td><td width="40%">Apple Core Audio Format</td></tr>
<tr><td width="40%">CRC testing format</td><td width="10%">X</td><td width="10%"></td></tr>
<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>
<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>
<tr><td width="40%">D-Cinema audio</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Deluxe Paint Animation</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">DV video</td><td width="10%">X</td><td width="10%">X</td></tr>
<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
game and different game cutscenes repacked for use with ScummVM.</td></tr>
<tr><td width="40%">Electronic Arts cdata</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Flash (SWF)</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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>
<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>
<tr><td width="40%">framecrc testing format</td><td width="10%">X</td><td width="10%"></td></tr>
<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>
<tr><td width="40%">GIF Animation</td><td width="10%">X</td><td width="10%"></td></tr>
<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
playout servers.</td></tr>
<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>
<tr><td width="40%">id Quake II CIN video</td><td width="10%"></td><td width="10%">X</td></tr>
<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, other computer games.</td></tr>
<tr><td width="40%">IEC61937 encapsulation</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">IFF</td><td width="10%"></td><td width="10%">X</td><td width="40%">Interchange File Format</td></tr>
<tr><td width="40%">iLBC</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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>
<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>
<tr><td width="40%">LATM</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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’ video servers.</td></tr>
<tr><td width="40%">Matroska</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Matroska audio</td><td width="10%">X</td><td width="10%"></td></tr>
<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>
<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>
<tr><td width="40%">MD Studio</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Mobotix .mxg</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Monkey’s Audio</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Motion Pixels MVI</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">MP2</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">MP3</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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>
<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>
<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>
<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>
<tr><td width="40%">MIME multipart JPEG</td><td width="10%">X</td><td width="10%"></td></tr>
<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>
<tr><td width="40%">MTV</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Musepack</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Musepack SV8</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<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>
<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>
<tr><td width="40%">Nullsoft Streaming Video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">NuppelVideo</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Ogg</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Playstation Portable PMP</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">QCP</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw ADTS (AAC)</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw Chinese AVS video</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw CRI ADX</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw Dirac</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw DNxHD</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw DTS</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw E-AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw FLAC</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw GSM</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw H.261</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw H.263</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw H.264</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw HEVC</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw Ingenient MJPEG</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw MJPEG</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw MLP</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw MPEG</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw MPEG-1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw MPEG-2</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw MPEG-4</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw NULL</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">raw video</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw id RoQ</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">raw Shorten</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw TAK</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw TrueHD</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw VC-1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM A-law</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM mu-law</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM signed 8 bit</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM signed 16 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM signed 16 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM signed 24 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM signed 24 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM signed 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM signed 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM unsigned 8 bit</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM unsigned 16 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM unsigned 16 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM unsigned 24 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM unsigned 24 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM unsigned 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM unsigned 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM floating-point 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM floating-point 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM floating-point 64 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">raw PCM floating-point 64 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">RDT</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">RealMedia</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Redirector</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Renderware TeXture Dictionary</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">RPL/ARMovie</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Lego Mindstorms RSO</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">RTP</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">RTSP</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">SAP</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">SDP</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Sega FILM/CPK</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in many Sega Saturn console games.</td></tr>
<tr><td width="40%">Silicon Graphics Movie</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<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>
<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>
<tr><td width="40%">Smush</td><td width="10%">Multimedia format used in some LucasArts games.</td></tr>
<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>
<tr><td width="40%">Sony PlayStation STR</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Sony Wave64 (W64)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">SoX native format</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">SUN AU format</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Text files</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">True Audio</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">VC-1 test bitstream</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">WAV</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">WavPack</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">WebM</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Televison (WTV)</td><td width="10%"></td><td width="10%">X</td></tr>
<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’s Wing Commander III computer game.</td></tr>
<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>
<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>
<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>
<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>
<tr><td width="40%">YUV4MPEG pipe</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Psygnosis YOP</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ZeroCodec Lossless Video</td><td width="10%"></td><td width="10%">X</td></tr>
</table>
<p><code>X</code> means that encoding (resp. decoding) is supported.
</p>
<a name="Image-Formats"></a>
<h2 class="section"><a href="general.html#toc-Image-Formats">2.2 Image Formats</a></h2>
<p>Libav can read and write images for each frame of a video sequence. The
following image formats are supported:
</p>
<table>
<tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
<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>
<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>
<tr><td width="40%">animated GIF</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Only uncompressed GIFs are generated.</td></tr>
<tr><td width="40%">BMP</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Microsoft BMP image</td></tr>
<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>
<tr><td width="40%">DPX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Digital Picture Exchange</td></tr>
<tr><td width="40%">EXR</td><td width="10%"></td><td width="10%">X</td><td width="40%">OpenEXR</td></tr>
<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>
<tr><td width="40%">JPEG 2000</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libopenjpeg</td></tr>
<tr><td width="40%">JPEG-LS</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">LJPEG</td><td width="10%">X</td><td width="10%"></td><td width="40%">Lossless JPEG</td></tr>
<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>
<tr><td width="40%">PBM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable BitMap image</td></tr>
<tr><td width="40%">PCX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">PC Paintbrush</td></tr>
<tr><td width="40%">PGM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable GrayMap image</td></tr>
<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>
<tr><td width="40%">PIC</td><td width="10%"></td><td width="10%">X</td><td width="40%">Pictor/PC Paint</td></tr>
<tr><td width="40%">PNG</td><td width="10%">X</td><td width="10%">X</td><td width="40%">2/4 bpp not supported yet</td></tr>
<tr><td width="40%">PPM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable PixelMap image</td></tr>
<tr><td width="40%">PTX</td><td width="10%"></td><td width="10%">X</td><td width="40%">V.Flash PTX format</td></tr>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
</table>
<p><code>X</code> means that encoding (resp. decoding) is supported.
</p>
<p><code>E</code> means that support is provided through an external library.
</p>
<a name="Video-Codecs"></a>
<h2 class="section"><a href="general.html#toc-Video-Codecs">2.3 Video Codecs</a></h2>
<table>
<tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
<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>
<tr><td width="40%">8088flex TMV</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">8SVX exponential</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">8SVX fibonacci</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Amazing Studio PAF Video</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">AMV Video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Chinese MP3 players.</td></tr>
<tr><td width="40%">ANSI/ASCII art</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Apple Intermediate Codec</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Apple MJPEG-B</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Apple ProRes</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Apple QuickDraw</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: qdrw</td></tr>
<tr><td width="40%">Asus v1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: ASV1</td></tr>
<tr><td width="40%">Asus v2</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: ASV2</td></tr>
<tr><td width="40%">ATI VCR1</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VCR1</td></tr>
<tr><td width="40%">ATI VCR2</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VCR2</td></tr>
<tr><td width="40%">Auravision Aura</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Auravision Aura 2</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Autodesk Animator Flic video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Autodesk RLE</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: AASC</td></tr>
<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>
<tr><td width="40%">Beam Software VB</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Bink Video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Bitmap Brothers JV video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Brute Force & 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>
<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>
<tr><td width="40%">CamStudio</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: CSCD</td></tr>
<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>
<tr><td width="40%">CDXL</td><td width="10%"></td><td width="10%">X</td><td width="40%">Amiga CD video codec</td></tr>
<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>
<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>
<tr><td width="40%">Discworld II BMV Video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Canopus Lossless Codec</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Cinepak</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Creative YUV (CYUV)</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Dirac</td><td width="10%">E</td><td width="10%">E</td><td width="40%">supported through external library libschroedinger</td></tr>
<tr><td width="40%">Deluxe Paint Animation</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">DNxHD</td><td width="10%">X</td><td width="10%">X</td><td width="40%">aka SMPTE VC3</td></tr>
<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>
<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>
<tr><td width="40%">DV (Digital Video)</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Dxtory capture format</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">Electronic Arts Madcow video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Electronic Arts TGV video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Electronic Arts TGQ video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Electronic Arts TQI video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Escape 124</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Escape 130</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">FFmpeg video codec #1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">experimental lossless codec (fourcc: FFV1)</td></tr>
<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>
<tr><td width="40%">Flash Screen Video v2</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Forward Uncompressed</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Fraps</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Go2Webinar</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: G2M4</td></tr>
<tr><td width="40%">H.261</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">H.263 / H.263-1996</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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</td></tr>
<tr><td width="40%">HEVC</td><td width="10%">X</td><td width="10%">X</td><td width="40%">encoding supported through the external library libx265</td></tr>
<tr><td width="40%">HNM version 4</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">HuffYUV</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">HuffYUV FFmpeg variant</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">IBM Ultimotion</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: ULTI</td></tr>
<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>
<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>
<tr><td width="40%">IFF ILBM</td><td width="10%"></td><td width="10%">X</td><td width="40%">IFF interleaved bitmap</td></tr>
<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>
<tr><td width="40%">Intel H.263</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Intel Indeo 2</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Intel Indeo 3</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Intel Indeo 4</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Intel Indeo 5</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">Karl Morton’s video codec</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in Worms games.</td></tr>
<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>
<tr><td width="40%">Lagarith</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">LCL (LossLess Codec Library) MSZH</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">LCL (LossLess Codec Library) ZLIB</td><td width="10%">E</td><td width="10%">E</td></tr>
<tr><td width="40%">LOCO</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">LucasArts SANM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in LucasArts SMUSH animations.</td></tr>
<tr><td width="40%">lossless MJPEG</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">Microsoft RLE</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">Microsoft Video 1</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Miro VideoXL</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VIXL</td></tr>
<tr><td width="40%">MJPEG (Motion JPEG)</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Mobotix MxPEG video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Motion Pixels video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">MPEG-1 video</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">MPEG-2 video</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">MPEG-4 part 2 Microsoft variant version 1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">MPEG-4 part 2 Microsoft variant version 2</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">MPEG-4 part 2 Microsoft variant version 3</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Nintendo Gamecube THP video</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">On2 VP3</td><td width="10%"></td><td width="10%">X</td><td width="40%">still experimental</td></tr>
<tr><td width="40%">On2 VP5</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP50</td></tr>
<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>
<tr><td width="40%">On2 VP7</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP70,VP71</td></tr>
<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>
<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>
<tr><td width="40%">planar RGB</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: 8BPS</td></tr>
<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>
<tr><td width="40%">QuickTime 8BPS video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">QuickTime Animation (RLE) video</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: ’rle ’</td></tr>
<tr><td width="40%">QuickTime Graphics (SMC)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: ’smc ’</td></tr>
<tr><td width="40%">QuickTime video (RPZA)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: rpza</td></tr>
<tr><td width="40%">R10K AJA Kona 10-bit RGB Codec</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">R210 Quicktime Uncompressed RGB 10-bit</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Raw Video</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">RealVideo 1.0</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">RealVideo 2.0</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">RealVideo 4.0</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<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>
<tr><td width="40%">Silicon Graphics Motion Video Compressor 1 (MVC1)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Silicon Graphics Motion Video Compressor 2 (MVC2)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Silicon Graphics RLE 8-bit video</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">SMPTE VC-1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Sony PlayStation MDEC (Motion DECoder)</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">Sunplus JPEG (SP5X)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: SP5X</td></tr>
<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>
<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>
<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>
<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>
<tr><td width="40%">Ut Video</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">v210 QuickTime uncompressed 4:2:2 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">v410 QuickTime uncompressed 4:4:4 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">VBLE Lossless Codec</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Westwood Studios VQA (Vector Quantized Animation) video</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Image</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Video 7</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Video 8</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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>
<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>
<tr><td width="40%">Winnov WNV1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">WMV7</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">YAMAHA SMAF</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Psygnosis YOP Video</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
</table>
<p><code>X</code> means that encoding (resp. decoding) is supported.
</p>
<p><code>E</code> means that support is provided through an external library.
</p>
<a name="Audio-Codecs"></a>
<h2 class="section"><a href="general.html#toc-Audio-Codecs">2.4 Audio Codecs</a></h2>
<table>
<tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>
<tr><td width="40%">8SVX audio</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">AAC</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libfaac and libvo-aacenc</td></tr>
<tr><td width="40%">AC-3</td><td width="10%">IX</td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM 4X Movie</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM CDROM XA</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM Creative Technology</td><td width="10%"></td><td width="10%">X</td><td width="40%">16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2</td></tr>
<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>
<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>
<tr><td width="40%">ADPCM Electronic Arts R1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM Electronic Arts R2</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM Electronic Arts R3</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM Electronic Arts XAS</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM G.722</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM G.726</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">ADPCM IMA Electronic Arts EACS</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM IMA Electronic Arts SEAD</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM IMA Funcom</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM IMA QuickTime</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM IMA Loki SDL MJPEG</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM IMA WAV</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM IMA Westwood</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<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>
<tr><td width="40%">ADPCM Microsoft</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM MS IMA</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM Nintendo Gamecube THP</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM QT IMA</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">ADPCM Shockwave Flash</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM SMJPEG IMA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in certain Loki game ports.</td></tr>
<tr><td width="40%">ADPCM Sound Blaster Pro 2-bit</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM Sound Blaster Pro 2.6-bit</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM Sound Blaster Pro 4-bit</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ADPCM VIMA</td><td width="10%">Used in LucasArts SMUSH animations.</td></tr>
<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>
<tr><td width="40%">ADPCM Yamaha</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">Amazing Studio PAF Audio</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Apple lossless audio</td><td width="10%">X</td><td width="10%">X</td><td width="40%">QuickTime fourcc ’alac’</td></tr>
<tr><td width="40%">ATRAC1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ATRAC3</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">ATRAC3+</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">Discworld II BMV Audio</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">DCA (DTS Coherent Acoustics)</td><td width="10%"></td><td width="10%">X</td></tr>
<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, other computer games.</td></tr>
<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>
<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>
<tr><td width="40%">DPCM Sol</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">DPCM Xan</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in Origin’s Wing Commander IV AVI files.</td></tr>
<tr><td width="40%">DSP Group TrueSpeech</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">DV audio</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Enhanced AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">FLAC (Free Lossless Audio Codec)</td><td width="10%">X</td><td width="10%">IX</td></tr>
<tr><td width="40%">G.723.1</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<tr><td width="40%">IAC (Indeo Audio Coder)</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">IMC (Intel Music Coder)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">MACE (Macintosh Audio Compression/Expansion) 3:1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">MACE (Macintosh Audio Compression/Expansion) 6:1</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">MLP (Meridian Lossless Packing)</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in DVD-Audio discs.</td></tr>
<tr><td width="40%">Monkey’s Audio</td><td width="10%"></td><td width="10%">X</td><td width="40%">Only versions 3.97-3.99 are supported.</td></tr>
<tr><td width="40%">MP1 (MPEG audio layer 1)</td><td width="10%"></td><td width="10%">IX</td></tr>
<tr><td width="40%">MP2 (MPEG audio layer 2)</td><td width="10%">IE</td><td width="10%">IX</td><td width="40%">encoding supported also through external library TwoLAME</td></tr>
<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>
<tr><td width="40%">MPEG-4 Audio Lossless Coding (ALS)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Musepack SV7</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Musepack SV8</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Nellymoser Asao</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">On2 AVC (Audio for Video Codec)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Opus</td><td width="10%">E</td><td width="10%">E</td><td width="40%">supported through external library libopus</td></tr>
<tr><td width="40%">PCM A-law</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM mu-law</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 16-bit little-endian planar</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 24-bit little-endian planar</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 32-bit little-endian planar</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">PCM 32-bit floating point big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM 32-bit floating point little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM 64-bit floating point big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM 64-bit floating point little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM D-Cinema audio signed 24-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 8-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 16-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 16-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 24-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 24-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 32-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM signed 32-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">PCM unsigned 8-bit</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM unsigned 16-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM unsigned 16-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM unsigned 24-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM unsigned 24-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM unsigned 32-bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM unsigned 32-bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">PCM Zork</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">QCELP / PureVoice</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<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>
<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>
<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>
<tr><td width="40%">RealAudio Lossless</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">RealAudio SIPR / ACELP.NET</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Shorten</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Smacker audio</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">SMPTE 302M AES3 audio</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">TAK (Tom’s lossless Audio Kompressor)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">True Audio (TTA)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">TrueHD</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in HD-DVD and Blu-Ray discs.</td></tr>
<tr><td width="40%">TwinVQ (VQF flavor)</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
<tr><td width="40%">Voxware MetaSound</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">WavPack</td><td width="10%">E</td><td width="10%">X</td><td width="40%">supported through external library libwavpack</td></tr>
<tr><td width="40%">Westwood Audio (SND1)</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Audio 1</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Audio 2</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Audio Lossless</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Audio Pro</td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">Windows Media Audio Voice</td><td width="10%"></td><td width="10%">X</td></tr>
</table>
<p><code>X</code> means that encoding (resp. decoding) is supported.
</p>
<p><code>E</code> means that support is provided through an external library.
</p>
<p><code>I</code> means that an integer-only version is available, too (ensures high
performance on systems without hardware floating point support).
</p>
<a name="Subtitle-Formats"></a>
<h2 class="section"><a href="general.html#toc-Subtitle-Formats">2.5 Subtitle Formats</a></h2>
<table>
<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>
<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>
<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>
<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>
<tr><td width="40%">PGS</td><td width="10%"></td><td width="10%"></td><td width="10%"></td><td width="10%">X</td></tr>
<tr><td width="40%">SubRip (SRT)</td><td width="10%">X</td><td width="10%">X</td><td width="10%"></td><td width="10%">X</td></tr>
<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>
</table>
<p><code>X</code> means that the feature is supported.
</p>
<a name="Network-Protocols"></a>
<h2 class="section"><a href="general.html#toc-Network-Protocols">2.6 Network Protocols</a></h2>
<table>
<tr><td width="40%">Name</td><td width="10%">Support</td></tr>
<tr><td width="40%">file</td><td width="10%">X</td></tr>
<tr><td width="40%">Gopher</td><td width="10%">X</td></tr>
<tr><td width="40%">HLS</td><td width="10%">X</td></tr>
<tr><td width="40%">HTTP</td><td width="10%">X</td></tr>
<tr><td width="40%">HTTPS</td><td width="10%">X</td></tr>
<tr><td width="40%">Icecast</td><td width="10%">X</td></tr>
<tr><td width="40%">MMSH</td><td width="10%">X</td></tr>
<tr><td width="40%">MMST</td><td width="10%">X</td></tr>
<tr><td width="40%">pipe</td><td width="10%">X</td></tr>
<tr><td width="40%">RTMP</td><td width="10%">X</td></tr>
<tr><td width="40%">RTMPE</td><td width="10%">X</td></tr>
<tr><td width="40%">RTMPS</td><td width="10%">X</td></tr>
<tr><td width="40%">RTMPT</td><td width="10%">X</td></tr>
<tr><td width="40%">RTMPTE</td><td width="10%">X</td></tr>
<tr><td width="40%">RTMPTS</td><td width="10%">X</td></tr>
<tr><td width="40%">RTP</td><td width="10%">X</td></tr>
<tr><td width="40%">SCTP</td><td width="10%">X</td></tr>
<tr><td width="40%">TCP</td><td width="10%">X</td></tr>
<tr><td width="40%">TLS</td><td width="10%">X</td></tr>
<tr><td width="40%">UDP</td><td width="10%">X</td></tr>
</table>
<p><code>X</code> means that the protocol is supported.
</p>
<p><code>E</code> means that support is provided through an external library.
</p>
<a name="Input_002fOutput-Devices"></a>
<h2 class="section"><a href="general.html#toc-Input_002fOutput-Devices">2.7 Input/Output Devices</a></h2>
<table>
<tr><td width="40%">Name</td><td width="10%">Input</td><td width="10%">Output</td></tr>
<tr><td width="40%">ALSA</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">BKTR</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">DV1394</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">Linux framebuffer</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">JACK</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">LIBCDIO</td><td width="10%">X</td></tr>
<tr><td width="40%">LIBDC1394</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">OSS</td><td width="10%">X</td><td width="10%">X</td></tr>
<tr><td width="40%">Pulseaudio</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">Video4Linux2</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">VfW capture</td><td width="10%">X</td><td width="10%"></td></tr>
<tr><td width="40%">X11 grabbing</td><td width="10%">X</td><td width="10%"></td></tr>
</table>
<p><code>X</code> means that input/output is supported.
</p>
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<span class="label label-info">This document was generated by <em>Sebastian Ramacher</em> on <em>February 18, 2018</em> using <a href="http://www.nongnu.org/texi2html/"><em>texi2html 1.82</em></a>.</span></footer></div>
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