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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&rsquo;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&rsquo;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&rsquo;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 &lsquo;<tt>avisynth_c.h</tt>&rsquo; header to compile against. The header in
classic AviSynth&rsquo;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 &lsquo;<tt>avisynth_c.h</tt>&rsquo; header is the variant in the &lsquo;<tt>extras/</tt>&rsquo;
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>.
&lsquo;<tt>avxsynth_c.h</tt>&rsquo; is installed as part of the normal
build routine, as illustrated on
<a href="https://github.com/avxsynth/avxsynth/wiki/System-Setup">AvxSynth&rsquo;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&rsquo;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 &amp; Ignorance</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in the game Flash Traffic: City of Angels.</td></tr>
<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&rsquo; 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&rsquo;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&rsquo;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 &amp; Ignorance</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in the game Flash Traffic: City of Angels.</td></tr>
<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&rsquo;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: &rsquo;rle &rsquo;</td></tr>
<tr><td width="40%">QuickTime Graphics (SMC)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: &rsquo;smc &rsquo;</td></tr>
<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 -&gt; 4, 8 -&gt; 4, 8 -&gt; 3, 8 -&gt; 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 &rsquo;alac&rsquo;</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&rsquo;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&rsquo;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&rsquo;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>