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1<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">2<html>3<!-- Created by , GNU Texinfo 7.1.1 -->4  <head>5    <meta charset="utf-8">6    <title>7      General Documentation8    </title>9    <meta name="viewport" content="width=device-width,initial-scale=1.0">10    <link rel="stylesheet" type="text/css" href="bootstrap.min.css">11    <link rel="stylesheet" type="text/css" href="style.min.css">12  </head>13  <body>14    <div class="container">15      <h1>16      General Documentation17      </h1>18 19 20<a name="SEC_Top"></a>21 22<div class="element-contents" id="SEC_Contents">23<h2 class="contents-heading">Table of Contents</h2>24 25<div class="contents">26 27<ul class="toc-numbered-mark">28  <li><a id="toc-External-libraries" href="#External-libraries">1 External libraries</a>29  <ul class="toc-numbered-mark">30    <li><a id="toc-Alliance-for-Open-Media-_0028AOM_0029" href="#Alliance-for-Open-Media-_0028AOM_0029">1.1 Alliance for Open Media (AOM)</a></li>31    <li><a id="toc-AMD-AMF_002fVCE" href="#AMD-AMF_002fVCE">1.2 AMD AMF/VCE</a></li>32    <li><a id="toc-AviSynth" href="#AviSynth">1.3 AviSynth</a></li>33    <li><a id="toc-Chromaprint" href="#Chromaprint">1.4 Chromaprint</a></li>34    <li><a id="toc-codec2" href="#codec2">1.5 codec2</a></li>35    <li><a id="toc-dav1d" href="#dav1d">1.6 dav1d</a></li>36    <li><a id="toc-davs2" href="#davs2">1.7 davs2</a></li>37    <li><a id="toc-uavs3d" href="#uavs3d">1.8 uavs3d</a></li>38    <li><a id="toc-Game-Music-Emu" href="#Game-Music-Emu">1.9 Game Music Emu</a></li>39    <li><a id="toc-Intel-QuickSync-Video" href="#Intel-QuickSync-Video">1.10 Intel QuickSync Video</a></li>40    <li><a id="toc-Kvazaar" href="#Kvazaar">1.11 Kvazaar</a></li>41    <li><a id="toc-LAME" href="#LAME">1.12 LAME</a></li>42    <li><a id="toc-LCEVCdec" href="#LCEVCdec">1.13 LCEVCdec</a></li>43    <li><a id="toc-libilbc" href="#libilbc">1.14 libilbc</a></li>44    <li><a id="toc-libjxl" href="#libjxl">1.15 libjxl</a></li>45    <li><a id="toc-libvpx" href="#libvpx">1.16 libvpx</a></li>46    <li><a id="toc-ModPlug" href="#ModPlug">1.17 ModPlug</a></li>47    <li><a id="toc-OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries" href="#OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries">1.18 OpenCORE, VisualOn, and Fraunhofer libraries</a>48    <ul class="toc-numbered-mark">49      <li><a id="toc-OpenCORE-AMR" href="#OpenCORE-AMR">1.18.1 OpenCORE AMR</a></li>50      <li><a id="toc-VisualOn-AMR_002dWB-encoder-library" href="#VisualOn-AMR_002dWB-encoder-library">1.18.2 VisualOn AMR-WB encoder library</a></li>51      <li><a id="toc-Fraunhofer-AAC-library" href="#Fraunhofer-AAC-library">1.18.3 Fraunhofer AAC library</a></li>52      <li><a id="toc-Fraunhofer-MPEG_002dH-3D-Audio-decoder-library" href="#Fraunhofer-MPEG_002dH-3D-Audio-decoder-library">1.18.4 Fraunhofer MPEG-H 3D Audio decoder library</a></li>53      <li><a id="toc-LC3-library" href="#LC3-library">1.18.5 LC3 library</a></li>54    </ul></li>55    <li><a id="toc-OpenH264" href="#OpenH264">1.19 OpenH264</a></li>56    <li><a id="toc-OpenJPEG" href="#OpenJPEG">1.20 OpenJPEG</a></li>57    <li><a id="toc-rav1e" href="#rav1e">1.21 rav1e</a></li>58    <li><a id="toc-SVT_002dAV1" href="#SVT_002dAV1">1.22 SVT-AV1</a></li>59    <li><a id="toc-SVT_002dJPEG_002dXS" href="#SVT_002dJPEG_002dXS">1.23 SVT-JPEG-XS</a></li>60    <li><a id="toc-TwoLAME" href="#TwoLAME">1.24 TwoLAME</a></li>61    <li><a id="toc-VapourSynth" href="#VapourSynth">1.25 VapourSynth</a></li>62    <li><a id="toc-x264" href="#x264">1.26 x264</a></li>63    <li><a id="toc-x265" href="#x265">1.27 x265</a></li>64    <li><a id="toc-xavs" href="#xavs">1.28 xavs</a></li>65    <li><a id="toc-xavs2" href="#xavs2">1.29 xavs2</a></li>66    <li><a id="toc-eXtra_002dfast-Essential-Video-Encoder-_0028XEVE_0029" href="#eXtra_002dfast-Essential-Video-Encoder-_0028XEVE_0029">1.30 eXtra-fast Essential Video Encoder (XEVE)</a></li>67    <li><a id="toc-eXtra_002dfast-Essential-Video-Decoder-_0028XEVD_0029" href="#eXtra_002dfast-Essential-Video-Decoder-_0028XEVD_0029">1.31 eXtra-fast Essential Video Decoder (XEVD)</a></li>68    <li><a id="toc-ZVBI" href="#ZVBI">1.32 ZVBI</a></li>69  </ul></li>70  <li><a id="toc-Supported-File-Formats_002c-Codecs-or-Features" href="#Supported-File-Formats_002c-Codecs-or-Features">2 Supported File Formats, Codecs or Features</a>71  <ul class="toc-numbered-mark">72    <li><a id="toc-File-Formats" href="#File-Formats">2.1 File Formats</a></li>73    <li><a id="toc-Image-Formats" href="#Image-Formats">2.2 Image Formats</a></li>74    <li><a id="toc-Video-Codecs" href="#Video-Codecs">2.3 Video Codecs</a></li>75    <li><a id="toc-Audio-Codecs" href="#Audio-Codecs">2.4 Audio Codecs</a></li>76    <li><a id="toc-Subtitle-Formats" href="#Subtitle-Formats">2.5 Subtitle Formats</a></li>77    <li><a id="toc-Network-Protocols" href="#Network-Protocols">2.6 Network Protocols</a></li>78    <li><a id="toc-Input_002fOutput-Devices" href="#Input_002fOutput-Devices">2.7 Input/Output Devices</a></li>79    <li><a id="toc-Timecode" href="#Timecode">2.8 Timecode</a></li>80  </ul></li>81</ul>82</div>83</div>84 85<a name="External-libraries"></a>86<h2 class="chapter">1 External libraries<span class="pull-right"><a class="anchor hidden-xs" href="#External-libraries" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-External-libraries" aria-hidden="true">TOC</a></span></h2>87 88<p>FFmpeg can be hooked up with a number of external libraries to add support89for more formats. None of them are used by default, their use has to be90explicitly requested by passing the appropriate flags to91<code class="command">./configure</code>.92</p>93<a name="Alliance-for-Open-Media-_0028AOM_0029"></a>94<h3 class="section">1.1 Alliance for Open Media (AOM)<span class="pull-right"><a class="anchor hidden-xs" href="#Alliance-for-Open-Media-_0028AOM_0029" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Alliance-for-Open-Media-_0028AOM_0029" aria-hidden="true">TOC</a></span></h3>95 96<p>FFmpeg can make use of the AOM library for AV1 decoding and encoding.97</p>98<p>Go to <a class="url" href="http://aomedia.org/">http://aomedia.org/</a> and follow the instructions for99installing the library. Then pass <code class="code">--enable-libaom</code> to configure to100enable it.101</p>102<a name="AMD-AMF_002fVCE"></a>103<h3 class="section">1.2 AMD AMF/VCE<span class="pull-right"><a class="anchor hidden-xs" href="#AMD-AMF_002fVCE" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-AMD-AMF_002fVCE" aria-hidden="true">TOC</a></span></h3>104 105<p>FFmpeg can use the AMD Advanced Media Framework library106for accelerated H.264 and HEVC(only windows) encoding on hardware with Video Coding Engine (VCE).107</p>108<p>To enable support you must obtain the AMF framework header files(version 1.4.9+) from109<a class="url" href="https://github.com/GPUOpen-LibrariesAndSDKs/AMF.git">https://github.com/GPUOpen-LibrariesAndSDKs/AMF.git</a>.110</p>111<p>Create an <code class="code">AMF/</code> directory in the system include path.112Copy the contents of <code class="code">AMF/amf/public/include/</code> into that directory.113Then configure FFmpeg with <code class="code">--enable-amf</code>.114</p>115<p>Initialization of amf encoder occurs in this order:1161) trying to initialize through dx11(only windows)1172) trying to initialize through dx9(only windows)1183) trying to initialize through vulkan119</p>120<p>To use h.264(AMD VCE) encoder on linux amdgru-pro version 19.20+ and amf-amdgpu-pro121package(amdgru-pro contains, but does not install automatically) are required.122</p>123<p>This driver can be installed using amdgpu-pro-install script in official amd driver archive.124</p>125<a name="AviSynth"></a>126<h3 class="section">1.3 AviSynth<span class="pull-right"><a class="anchor hidden-xs" href="#AviSynth" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-AviSynth" aria-hidden="true">TOC</a></span></h3>127 128<p>FFmpeg can read AviSynth scripts as input. To enable support, pass129<code class="code">--enable-avisynth</code> to configure after installing the headers130provided by <a class="url" href="https://github.com/AviSynth/AviSynthPlus">AviSynth+</a>.131AviSynth+ can be configured to install only the headers by either132passing <code class="code">-DHEADERS_ONLY:bool=on</code> to the normal CMake-based build133system, or by using the supplied <code class="code">GNUmakefile</code>.134</p>135<p>For Windows, supported AviSynth variants are136<a class="url" href="http://avisynth.nl">AviSynth 2.6 RC1 or higher</a> for 32-bit builds and137<a class="url" href="http://avisynth.nl/index.php/AviSynth+">AviSynth+ r1718 or higher</a> for 32-bit and 64-bit builds.138</p>139<p>For Linux, macOS, and BSD, the only supported AviSynth variant is140<a class="url" href="https://github.com/AviSynth/AviSynthPlus">AviSynth+</a>, starting with version 3.5.141</p>142<div class="info">143<p>In 2016, AviSynth+ added support for building with GCC. However, due to144the eccentricities of Windows&rsquo; calling conventions, 32-bit GCC builds145of AviSynth+ are not compatible with typical 32-bit builds of FFmpeg.146</p>147<p>By default, FFmpeg assumes compatibility with 32-bit MSVC builds of148AviSynth+ since that is the most widely-used and entrenched build149configuration.  Users can override this and enable support for 32-bit150GCC builds of AviSynth+ by passing <code class="code">-DAVSC_WIN32_GCC32</code> to151<code class="code">--extra-cflags</code> when configuring FFmpeg.152</p>153<p>64-bit builds of FFmpeg are not affected, and can use either MSVC or154GCC builds of AviSynth+ without any special flags.155</p></div>156<div class="info">157<p>AviSynth(+) is loaded dynamically.  Distributors can build FFmpeg158with <code class="code">--enable-avisynth</code>, and the binaries will work regardless159of the end user having AviSynth installed.  If/when an end user160would like to use AviSynth scripts, then they can install AviSynth(+)161and FFmpeg will be able to find and use it to open scripts.162</p></div>163<a name="Chromaprint"></a>164<h3 class="section">1.4 Chromaprint<span class="pull-right"><a class="anchor hidden-xs" href="#Chromaprint" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Chromaprint" aria-hidden="true">TOC</a></span></h3>165 166<p>FFmpeg can make use of the Chromaprint library for generating audio fingerprints.167Pass <code class="code">--enable-chromaprint</code> to configure to168enable it. See <a class="url" href="https://acoustid.org/chromaprint">https://acoustid.org/chromaprint</a>.169</p>170<a name="codec2"></a>171<h3 class="section">1.5 codec2<span class="pull-right"><a class="anchor hidden-xs" href="#codec2" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-codec2" aria-hidden="true">TOC</a></span></h3>172 173<p>FFmpeg can make use of the codec2 library for codec2 decoding and encoding.174There is currently no native decoder, so libcodec2 must be used for decoding.175</p>176<p>Go to <a class="url" href="http://freedv.org/">http://freedv.org/</a>, download &quot;Codec 2 source archive&quot;.177Build and install using CMake. Debian users can install the libcodec2-dev package instead.178Once libcodec2 is installed you can pass <code class="code">--enable-libcodec2</code> to configure to enable it.179</p>180<p>The easiest way to use codec2 is with .c2 files, since they contain the mode information required for decoding.181To encode such a file, use a .c2 file extension and give the libcodec2 encoder the -mode option:182<code class="code">ffmpeg -i input.wav -mode 700C output.c2</code>.183Playback is as simple as <code class="code">ffplay output.c2</code>.184For a list of supported modes, run <code class="code">ffmpeg -h encoder=libcodec2</code>.185Raw codec2 files are also supported.186To make sense of them the mode in use needs to be specified as a format option:187<code class="code">ffmpeg -f codec2raw -mode 1300 -i input.raw output.wav</code>.188</p>189<a name="dav1d"></a>190<h3 class="section">1.6 dav1d<span class="pull-right"><a class="anchor hidden-xs" href="#dav1d" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-dav1d" aria-hidden="true">TOC</a></span></h3>191 192<p>FFmpeg can make use of the dav1d library for AV1 video decoding.193</p>194<p>Go to <a class="url" href="https://code.videolan.org/videolan/dav1d">https://code.videolan.org/videolan/dav1d</a> and follow the instructions for195installing the library. Then pass <code class="code">--enable-libdav1d</code> to configure to enable it.196</p>197<a name="davs2"></a>198<h3 class="section">1.7 davs2<span class="pull-right"><a class="anchor hidden-xs" href="#davs2" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-davs2" aria-hidden="true">TOC</a></span></h3>199 200<p>FFmpeg can make use of the davs2 library for AVS2-P2/IEEE1857.4 video decoding.201</p>202<p>Go to <a class="url" href="https://github.com/pkuvcl/davs2">https://github.com/pkuvcl/davs2</a> and follow the instructions for203installing the library. Then pass <code class="code">--enable-libdavs2</code> to configure to204enable it.205</p>206<div class="info">207<p>libdavs2 is under the GNU Public License Version 2 or later208(see <a class="url" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for209details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.210</p></div>211<a name="uavs3d"></a>212<h3 class="section">1.8 uavs3d<span class="pull-right"><a class="anchor hidden-xs" href="#uavs3d" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-uavs3d" aria-hidden="true">TOC</a></span></h3>213 214<p>FFmpeg can make use of the uavs3d library for AVS3-P2/IEEE1857.10 video decoding.215</p>216<p>Go to <a class="url" href="https://github.com/uavs3/uavs3d">https://github.com/uavs3/uavs3d</a> and follow the instructions for217installing the library. Then pass <code class="code">--enable-libuavs3d</code> to configure to218enable it.219</p>220<a name="Game-Music-Emu"></a>221<h3 class="section">1.9 Game Music Emu<span class="pull-right"><a class="anchor hidden-xs" href="#Game-Music-Emu" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Game-Music-Emu" aria-hidden="true">TOC</a></span></h3>222 223<p>FFmpeg can make use of the Game Music Emu library to read audio from supported video game224music file formats. Pass <code class="code">--enable-libgme</code> to configure to225enable it. See <a class="url" href="https://bitbucket.org/mpyne/game-music-emu/overview">https://bitbucket.org/mpyne/game-music-emu/overview</a>.226</p>227<a name="Intel-QuickSync-Video"></a>228<h3 class="section">1.10 Intel QuickSync Video<span class="pull-right"><a class="anchor hidden-xs" href="#Intel-QuickSync-Video" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Intel-QuickSync-Video" aria-hidden="true">TOC</a></span></h3>229 230<p>FFmpeg can use Intel QuickSync Video (QSV) for accelerated decoding and encoding231of multiple codecs. To use QSV, FFmpeg must be linked against the <code class="code">libmfx</code>232dispatcher, which loads the actual decoding libraries.233</p>234<p>The dispatcher is open source and can be downloaded from235<a class="url" href="https://github.com/lu-zero/mfx_dispatch.git">https://github.com/lu-zero/mfx_dispatch.git</a>. FFmpeg needs to be configured236with the <code class="code">--enable-libmfx</code> option and <code class="code">pkg-config</code> needs to be able to237locate the dispatcher&rsquo;s <code class="code">.pc</code> files.238</p>239<a name="Kvazaar"></a>240<h3 class="section">1.11 Kvazaar<span class="pull-right"><a class="anchor hidden-xs" href="#Kvazaar" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Kvazaar" aria-hidden="true">TOC</a></span></h3>241 242<p>FFmpeg can make use of the Kvazaar library for HEVC encoding.243</p>244<p>Go to <a class="url" href="https://github.com/ultravideo/kvazaar">https://github.com/ultravideo/kvazaar</a> and follow the245instructions for installing the library. Then pass246<code class="code">--enable-libkvazaar</code> to configure to enable it.247</p>248<a name="LAME"></a>249<h3 class="section">1.12 LAME<span class="pull-right"><a class="anchor hidden-xs" href="#LAME" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-LAME" aria-hidden="true">TOC</a></span></h3>250 251<p>FFmpeg can make use of the LAME library for MP3 encoding.252</p>253<p>Go to <a class="url" href="http://lame.sourceforge.net/">http://lame.sourceforge.net/</a> and follow the254instructions for installing the library.255Then pass <code class="code">--enable-libmp3lame</code> to configure to enable it.256</p>257<a name="LCEVCdec"></a>258<h3 class="section">1.13 LCEVCdec<span class="pull-right"><a class="anchor hidden-xs" href="#LCEVCdec" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-LCEVCdec" aria-hidden="true">TOC</a></span></h3>259 260<p>FFmpeg can make use of the liblcevc_dec library for LCEVC enhancement layer261decoding on supported bitstreams.262</p>263<p>Go to <a class="url" href="https://github.com/v-novaltd/LCEVCdec">https://github.com/v-novaltd/LCEVCdec</a> and follow the instructions264for installing the library. Then pass <code class="code">--enable-liblcevc-dec</code> to configure to265enable it.266</p>267<div class="info">268<p>LCEVCdec is under the BSD-3-Clause-Clear License.269</p></div>270<a name="libilbc"></a>271<h3 class="section">1.14 libilbc<span class="pull-right"><a class="anchor hidden-xs" href="#libilbc" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-libilbc" aria-hidden="true">TOC</a></span></h3>272 273<p>iLBC is a narrowband speech codec that has been made freely available274by Google as part of the WebRTC project. libilbc is a packaging friendly275copy of the iLBC codec. FFmpeg can make use of the libilbc library for276iLBC decoding and encoding.277</p>278<p>Go to <a class="url" href="https://github.com/TimothyGu/libilbc">https://github.com/TimothyGu/libilbc</a> and follow the instructions for279installing the library. Then pass <code class="code">--enable-libilbc</code> to configure to280enable it.281</p>282<a name="libjxl"></a>283<h3 class="section">1.15 libjxl<span class="pull-right"><a class="anchor hidden-xs" href="#libjxl" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-libjxl" aria-hidden="true">TOC</a></span></h3>284 285<p>JPEG XL is an image format intended to fully replace legacy JPEG for an extended286period of life. See <a class="url" href="https://jpegxl.info/">https://jpegxl.info/</a> for more information, and see287<a class="url" href="https://github.com/libjxl/libjxl">https://github.com/libjxl/libjxl</a> for the library source. You can pass288<code class="code">--enable-libjxl</code> to configure in order enable the libjxl wrapper.289</p>290<a name="libvpx"></a>291<h3 class="section">1.16 libvpx<span class="pull-right"><a class="anchor hidden-xs" href="#libvpx" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-libvpx" aria-hidden="true">TOC</a></span></h3>292 293<p>FFmpeg can make use of the libvpx library for VP8/VP9 decoding and encoding.294</p>295<p>Go to <a class="url" href="http://www.webmproject.org/">http://www.webmproject.org/</a> and follow the instructions for296installing the library. Then pass <code class="code">--enable-libvpx</code> to configure to297enable it.298</p>299<a name="ModPlug"></a>300<h3 class="section">1.17 ModPlug<span class="pull-right"><a class="anchor hidden-xs" href="#ModPlug" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-ModPlug" aria-hidden="true">TOC</a></span></h3>301 302<p>FFmpeg can make use of this library, originating in Modplug-XMMS, to read from MOD-like music files.303See <a class="url" href="https://github.com/Konstanty/libmodplug">https://github.com/Konstanty/libmodplug</a>. Pass <code class="code">--enable-libmodplug</code> to configure to304enable it.305</p>306<a name="OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries"></a>307<h3 class="section">1.18 OpenCORE, VisualOn, and Fraunhofer libraries<span class="pull-right"><a class="anchor hidden-xs" href="#OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-OpenCORE_002c-VisualOn_002c-and-Fraunhofer-libraries" aria-hidden="true">TOC</a></span></h3>308 309<p>Spun off Google Android sources, OpenCore, VisualOn and Fraunhofer310libraries provide encoders for a number of audio codecs.311</p>312<div class="info">313<p>OpenCORE and VisualOn libraries are under the Apache License 2.0314(see <a class="url" href="http://www.apache.org/licenses/LICENSE-2.0">http://www.apache.org/licenses/LICENSE-2.0</a> for details), which is315incompatible to the LGPL version 2.1 and GPL version 2. You have to316upgrade FFmpeg&rsquo;s license to LGPL version 3 (or if you have enabled317GPL components, GPL version 3) by passing <code class="code">--enable-version3</code> to configure in318order to use it.319</p>320<p>The license of the Fraunhofer AAC library is incompatible with the GPL.321Therefore, for GPL builds, you have to pass <code class="code">--enable-nonfree</code> to322configure in order to use it. To the best of our knowledge, it is323compatible with the LGPL.324</p></div>325<a name="OpenCORE-AMR"></a>326<h4 class="subsection">1.18.1 OpenCORE AMR<span class="pull-right"><a class="anchor hidden-xs" href="#OpenCORE-AMR" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-OpenCORE-AMR" aria-hidden="true">TOC</a></span></h4>327 328<p>FFmpeg can make use of the OpenCORE libraries for AMR-NB329decoding/encoding and AMR-WB decoding.330</p>331<p>Go to <a class="url" href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the332instructions for installing the libraries.333Then pass <code class="code">--enable-libopencore-amrnb</code> and/or334<code class="code">--enable-libopencore-amrwb</code> to configure to enable them.335</p>336<a name="VisualOn-AMR_002dWB-encoder-library"></a>337<h4 class="subsection">1.18.2 VisualOn AMR-WB encoder library<span class="pull-right"><a class="anchor hidden-xs" href="#VisualOn-AMR_002dWB-encoder-library" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-VisualOn-AMR_002dWB-encoder-library" aria-hidden="true">TOC</a></span></h4>338 339<p>FFmpeg can make use of the VisualOn AMR-WBenc library for AMR-WB encoding.340</p>341<p>Go to <a class="url" href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the342instructions for installing the library.343Then pass <code class="code">--enable-libvo-amrwbenc</code> to configure to enable it.344</p>345<a name="Fraunhofer-AAC-library"></a>346<h4 class="subsection">1.18.3 Fraunhofer AAC library<span class="pull-right"><a class="anchor hidden-xs" href="#Fraunhofer-AAC-library" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Fraunhofer-AAC-library" aria-hidden="true">TOC</a></span></h4>347 348<p>FFmpeg can make use of the Fraunhofer AAC library for AAC decoding &amp; encoding.349</p>350<p>Go to <a class="url" href="http://sourceforge.net/projects/opencore-amr/">http://sourceforge.net/projects/opencore-amr/</a> and follow the351instructions for installing the library.352Then pass <code class="code">--enable-libfdk-aac</code> to configure to enable it.353</p>354<a name="Fraunhofer-MPEG_002dH-3D-Audio-decoder-library"></a>355<h4 class="subsection">1.18.4 Fraunhofer MPEG-H 3D Audio decoder library<span class="pull-right"><a class="anchor hidden-xs" href="#Fraunhofer-MPEG_002dH-3D-Audio-decoder-library" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Fraunhofer-MPEG_002dH-3D-Audio-decoder-library" aria-hidden="true">TOC</a></span></h4>356 357<p>FFmpeg can make use of the Fraunhofer MPEG-H decoder library for MPEG-H 3DA decoding.358</p>359<p>Go to <a class="url" href="https://github.com/Fraunhofer-IIS/mpeghdec">https://github.com/Fraunhofer-IIS/mpeghdec</a> and follow the360instructions for installing the library.361Then pass <code class="code">--enable-libmpeghdec --enable-nonfree</code> to configure to enable it.362</p>363<a name="LC3-library"></a>364<h4 class="subsection">1.18.5 LC3 library<span class="pull-right"><a class="anchor hidden-xs" href="#LC3-library" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-LC3-library" aria-hidden="true">TOC</a></span></h4>365 366<p>FFmpeg can make use of the Google LC3 library for LC3 decoding &amp; encoding.367</p>368<p>Go to <a class="url" href="https://github.com/google/liblc3/">https://github.com/google/liblc3/</a> and follow the instructions for369installing the library.370Then pass <code class="code">--enable-liblc3</code> to configure to enable it.371</p>372<a name="OpenH264"></a>373<h3 class="section">1.19 OpenH264<span class="pull-right"><a class="anchor hidden-xs" href="#OpenH264" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-OpenH264" aria-hidden="true">TOC</a></span></h3>374 375<p>FFmpeg can make use of the OpenH264 library for H.264 decoding and encoding.376</p>377<p>Go to <a class="url" href="http://www.openh264.org/">http://www.openh264.org/</a> and follow the instructions for378installing the library. Then pass <code class="code">--enable-libopenh264</code> to configure to379enable it.380</p>381<p>For decoding, this library is much more limited than the built-in decoder382in libavcodec; currently, this library lacks support for decoding B-frames383and some other main/high profile features. (It currently only supports384constrained baseline profile and CABAC.) Using it is mostly useful for385testing and for taking advantage of Cisco&rsquo;s patent portfolio license386(<a class="url" href="http://www.openh264.org/BINARY_LICENSE.txt">http://www.openh264.org/BINARY_LICENSE.txt</a>).387</p>388<a name="OpenJPEG"></a>389<h3 class="section">1.20 OpenJPEG<span class="pull-right"><a class="anchor hidden-xs" href="#OpenJPEG" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-OpenJPEG" aria-hidden="true">TOC</a></span></h3>390 391<p>FFmpeg can use the OpenJPEG libraries for decoding/encoding J2K videos.  Go to392<a class="url" href="http://www.openjpeg.org/">http://www.openjpeg.org/</a> to get the libraries and follow the installation393instructions.  To enable using OpenJPEG in FFmpeg, pass <code class="code">--enable-libopenjpeg</code> to394<samp class="file">./configure</samp>.395</p>396<a name="rav1e"></a>397<h3 class="section">1.21 rav1e<span class="pull-right"><a class="anchor hidden-xs" href="#rav1e" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-rav1e" aria-hidden="true">TOC</a></span></h3>398 399<p>FFmpeg can make use of rav1e (Rust AV1 Encoder) via its C bindings to encode videos.400Go to <a class="url" href="https://github.com/xiph/rav1e/">https://github.com/xiph/rav1e/</a> and follow the instructions to build401the C library. To enable using rav1e in FFmpeg, pass <code class="code">--enable-librav1e</code>402to <samp class="file">./configure</samp>.403</p>404<a name="SVT_002dAV1"></a>405<h3 class="section">1.22 SVT-AV1<span class="pull-right"><a class="anchor hidden-xs" href="#SVT_002dAV1" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-SVT_002dAV1" aria-hidden="true">TOC</a></span></h3>406 407<p>FFmpeg can make use of the Scalable Video Technology for AV1 library for AV1 encoding.408</p>409<p>Go to <a class="url" href="https://gitlab.com/AOMediaCodec/SVT-AV1/">https://gitlab.com/AOMediaCodec/SVT-AV1/</a> and follow the instructions410for installing the library. Then pass <code class="code">--enable-libsvtav1</code> to configure to411enable it.412</p>413<a name="SVT_002dJPEG_002dXS"></a>414<h3 class="section">1.23 SVT-JPEG-XS<span class="pull-right"><a class="anchor hidden-xs" href="#SVT_002dJPEG_002dXS" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-SVT_002dJPEG_002dXS" aria-hidden="true">TOC</a></span></h3>415 416<p>FFmpeg can make use of the Scalable Video Technology for JPEG-XS library for JPEG-XS417decoding and encoding.418</p>419<p>Go to <a class="url" href="https://github.com/OpenVisualCloud/SVT-JPEG-XS">https://github.com/OpenVisualCloud/SVT-JPEG-XS</a> and follow the instructions420for installing the library. Then pass <code class="code">--enable-libsvtjpegxs</code> to configure to421enable it.422</p>423<a name="TwoLAME"></a>424<h3 class="section">1.24 TwoLAME<span class="pull-right"><a class="anchor hidden-xs" href="#TwoLAME" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-TwoLAME" aria-hidden="true">TOC</a></span></h3>425 426<p>FFmpeg can make use of the TwoLAME library for MP2 encoding.427</p>428<p>Go to <a class="url" href="http://www.twolame.org/">http://www.twolame.org/</a> and follow the429instructions for installing the library.430Then pass <code class="code">--enable-libtwolame</code> to configure to enable it.431</p>432<a name="VapourSynth"></a>433<h3 class="section">1.25 VapourSynth<span class="pull-right"><a class="anchor hidden-xs" href="#VapourSynth" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-VapourSynth" aria-hidden="true">TOC</a></span></h3>434 435<p>FFmpeg can read VapourSynth scripts as input. To enable support, pass436<code class="code">--enable-vapoursynth</code> to configure. Vapoursynth is detected via437<code class="code">pkg-config</code>. Versions 42 or greater supported.438See <a class="url" href="http://www.vapoursynth.com/">http://www.vapoursynth.com/</a>.439</p>440<p>Due to security concerns, Vapoursynth scripts will not441be autodetected so the input format has to be forced. For ff* CLI tools,442add <code class="code">-f vapoursynth</code> before the input <code class="code">-i yourscript.vpy</code>.443</p>444<a name="x264"></a>445<h3 class="section">1.26 x264<span class="pull-right"><a class="anchor hidden-xs" href="#x264" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-x264" aria-hidden="true">TOC</a></span></h3>446 447<p>FFmpeg can make use of the x264 library for H.264 encoding.448</p>449<p>Go to <a class="url" href="http://www.videolan.org/developers/x264.html">http://www.videolan.org/developers/x264.html</a> and follow the450instructions for installing the library. Then pass <code class="code">--enable-libx264</code> to451configure to enable it.452</p>453<div class="info">454<p>x264 is under the GNU Public License Version 2 or later455(see <a class="url" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for456details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.457</p></div>458<a name="x265"></a>459<h3 class="section">1.27 x265<span class="pull-right"><a class="anchor hidden-xs" href="#x265" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-x265" aria-hidden="true">TOC</a></span></h3>460 461<p>FFmpeg can make use of the x265 library for HEVC encoding.462</p>463<p>Go to <a class="url" href="http://x265.org/developers.html">http://x265.org/developers.html</a> and follow the instructions464for installing the library. Then pass <code class="code">--enable-libx265</code> to configure465to enable it.466</p>467<div class="info">468<p>x265 is under the GNU Public License Version 2 or later469(see <a class="url" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for470details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.471</p></div>472<a name="xavs"></a>473<h3 class="section">1.28 xavs<span class="pull-right"><a class="anchor hidden-xs" href="#xavs" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-xavs" aria-hidden="true">TOC</a></span></h3>474 475<p>FFmpeg can make use of the xavs library for AVS encoding.476</p>477<p>Go to <a class="url" href="http://xavs.sf.net/">http://xavs.sf.net/</a> and follow the instructions for478installing the library. Then pass <code class="code">--enable-libxavs</code> to configure to479enable it.480</p>481<a name="xavs2"></a>482<h3 class="section">1.29 xavs2<span class="pull-right"><a class="anchor hidden-xs" href="#xavs2" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-xavs2" aria-hidden="true">TOC</a></span></h3>483 484<p>FFmpeg can make use of the xavs2 library for AVS2-P2/IEEE1857.4 video encoding.485</p>486<p>Go to <a class="url" href="https://github.com/pkuvcl/xavs2">https://github.com/pkuvcl/xavs2</a> and follow the instructions for487installing the library. Then pass <code class="code">--enable-libxavs2</code> to configure to488enable it.489</p>490<div class="info">491<p>libxavs2 is under the GNU Public License Version 2 or later492(see <a class="url" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">http://www.gnu.org/licenses/old-licenses/gpl-2.0.html</a> for493details), you must upgrade FFmpeg&rsquo;s license to GPL in order to use it.494</p></div>495<a name="eXtra_002dfast-Essential-Video-Encoder-_0028XEVE_0029"></a>496<h3 class="section">1.30 eXtra-fast Essential Video Encoder (XEVE)<span class="pull-right"><a class="anchor hidden-xs" href="#eXtra_002dfast-Essential-Video-Encoder-_0028XEVE_0029" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-eXtra_002dfast-Essential-Video-Encoder-_0028XEVE_0029" aria-hidden="true">TOC</a></span></h3>497 498<p>FFmpeg can make use of the XEVE library for EVC video encoding.499</p>500<p>Go to <a class="url" href="https://github.com/mpeg5/xeve">https://github.com/mpeg5/xeve</a> and follow the instructions for501installing the XEVE library. Then pass <code class="code">--enable-libxeve</code> to configure to502enable it.503</p>504<a name="eXtra_002dfast-Essential-Video-Decoder-_0028XEVD_0029"></a>505<h3 class="section">1.31 eXtra-fast Essential Video Decoder (XEVD)<span class="pull-right"><a class="anchor hidden-xs" href="#eXtra_002dfast-Essential-Video-Decoder-_0028XEVD_0029" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-eXtra_002dfast-Essential-Video-Decoder-_0028XEVD_0029" aria-hidden="true">TOC</a></span></h3>506 507<p>FFmpeg can make use of the XEVD library for EVC video decoding.508</p>509<p>Go to <a class="url" href="https://github.com/mpeg5/xevd">https://github.com/mpeg5/xevd</a> and follow the instructions for510installing the XEVD library. Then pass <code class="code">--enable-libxevd</code> to configure to511enable it.512</p>513<a name="ZVBI"></a>514<h3 class="section">1.32 ZVBI<span class="pull-right"><a class="anchor hidden-xs" href="#ZVBI" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-ZVBI" aria-hidden="true">TOC</a></span></h3>515 516<p>ZVBI is a VBI decoding library which can be used by FFmpeg to decode DVB517teletext pages and DVB teletext subtitles.518</p>519<p>Go to <a class="url" href="http://sourceforge.net/projects/zapping/">http://sourceforge.net/projects/zapping/</a> and follow the instructions for520installing the library. Then pass <code class="code">--enable-libzvbi</code> to configure to521enable it.522</p>523<a name="Supported-File-Formats_002c-Codecs-or-Features"></a>524<h2 class="chapter">2 Supported File Formats, Codecs or Features<span class="pull-right"><a class="anchor hidden-xs" href="#Supported-File-Formats_002c-Codecs-or-Features" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Supported-File-Formats_002c-Codecs-or-Features" aria-hidden="true">TOC</a></span></h2>525 526<p>You can use the <code class="code">-formats</code> and <code class="code">-codecs</code> options to have an exhaustive list.527</p>528<a name="File-Formats"></a>529<h3 class="section">2.1 File Formats<span class="pull-right"><a class="anchor hidden-xs" href="#File-Formats" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-File-Formats" aria-hidden="true">TOC</a></span></h3>530 531<p>FFmpeg supports the following file formats through the <code class="code">libavformat</code>532library:533</p>534<table class="multitable">535<tbody><tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>536<tr><td width="40%">3dostr</td><td width="10%"></td><td width="10%">X</td></tr>537<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>538<tr><td width="40%">8088flex TMV</td><td width="10%"></td><td width="10%">X</td></tr>539<tr><td width="40%">AAX</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audible Enhanced Audio format, used in audiobooks.</td></tr>540<tr><td width="40%">AA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audible Format 2, 3, and 4, used in audiobooks.</td></tr>541<tr><td width="40%">ACT Voice</td><td width="10%"></td><td width="10%">X</td><td width="40%">contains G.729 audio</td></tr>542<tr><td width="40%">Adobe Filmstrip</td><td width="10%">X</td><td width="10%">X</td></tr>543<tr><td width="40%">Audio IFF (AIFF)</td><td width="10%">X</td><td width="10%">X</td></tr>544<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>545<tr><td width="40%">3GPP AMR</td><td width="10%">X</td><td width="10%">X</td></tr>546<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>547<tr><td width="40%">Apple HTTP Live Streaming</td><td width="10%"></td><td width="10%">X</td></tr>548<tr><td width="40%">Artworx Data Format</td><td width="10%"></td><td width="10%">X</td></tr>549<tr><td width="40%">Interplay ACM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio only format used in some Interplay games.</td></tr>550<tr><td width="40%">ADP</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Gamecube.</td></tr>551<tr><td width="40%">AFC</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Gamecube.</td></tr>552<tr><td width="40%">ADS/SS2</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the PS2.</td></tr>553<tr><td width="40%">APNG</td><td width="10%">X</td><td width="10%">X</td></tr>554<tr><td width="40%">ASF</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Advanced / Active Streaming Format.</td></tr>555<tr><td width="40%">AST</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Wii.</td></tr>556<tr><td width="40%">AVI</td><td width="10%">X</td><td width="10%">X</td></tr>557<tr><td width="40%">AviSynth</td><td width="10%"></td><td width="10%">X</td></tr>558<tr><td width="40%">AVR</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on Mac.</td></tr>559<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>560<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>561<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>562<tr><td width="40%">Binary text</td><td width="10%"></td><td width="10%">X</td></tr>563<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>564<tr><td width="40%">Bink Audio</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio only multimedia format used by some games.</td></tr>565<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>566<tr><td width="40%">BRP</td><td width="10%"></td><td width="10%">X</td><td width="40%">Argonaut Games format.</td></tr>567<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>568<tr><td width="40%">BFSTM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo WiiU (based on BRSTM).</td></tr>569<tr><td width="40%">BRSTM</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the Nintendo Wii.</td></tr>570<tr><td width="40%">BW64</td><td width="10%"></td><td width="10%">X</td><td width="40%">Broadcast Wave 64bit.</td></tr>571<tr><td width="40%">BWF</td><td width="10%">X</td><td width="10%">X</td></tr>572<tr><td width="40%">codec2 (raw)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Must be given -mode format option to decode correctly.</td></tr>573<tr><td width="40%">codec2 (.c2 files)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Contains header with version and mode info, simplifying playback.</td></tr>574<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>575<tr><td width="40%">CRI AIX</td><td width="10%"></td><td width="10%">X</td></tr>576<tr><td width="40%">CRI HCA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio-only format used in console video games.</td></tr>577<tr><td width="40%">Discworld II BMV</td><td width="10%"></td><td width="10%">X</td></tr>578<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>579<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>580<tr><td width="40%">Digital Speech Standard (DSS)</td><td width="10%"></td><td width="10%">X</td></tr>581<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>582<tr><td width="40%">Phantom Cine</td><td width="10%"></td><td width="10%">X</td></tr>583<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>584<tr><td width="40%">Core Audio Format</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Apple Core Audio Format</td></tr>585<tr><td width="40%">CRC testing format</td><td width="10%">X</td><td width="10%"></td></tr>586<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>587<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>588<tr><td width="40%">D-Cinema audio</td><td width="10%">X</td><td width="10%">X</td></tr>589<tr><td width="40%">Deluxe Paint Animation</td><td width="10%"></td><td width="10%">X</td></tr>590<tr><td width="40%">DCSTR</td><td width="10%"></td><td width="10%">X</td></tr>591<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>592<tr><td width="40%">DirectDraw Surface</td><td width="10%"></td><td width="10%">X</td></tr>593<tr><td width="40%">DSD Stream File (DSF)</td><td width="10%"></td><td width="10%">X</td></tr>594<tr><td width="40%">DV video</td><td width="10%">X</td><td width="10%">X</td></tr>595<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 Files596         game and different game cutscenes repacked for use with ScummVM.</td></tr>597<tr><td width="40%">Electronic Arts cdata</td><td width="10%"></td><td width="10%">X</td></tr>598<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>599<tr><td width="40%">Ensoniq Paris Audio File</td><td width="10%"></td><td width="10%">X</td></tr>600<tr><td width="40%">FFM (FFserver live feed)</td><td width="10%">X</td><td width="10%">X</td></tr>601<tr><td width="40%">Flash (SWF)</td><td width="10%">X</td><td width="10%">X</td></tr>602<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>603<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>604<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>605<tr><td width="40%">framecrc testing format</td><td width="10%">X</td><td width="10%"></td></tr>606<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>607<tr><td width="40%">G.723.1</td><td width="10%">X</td><td width="10%">X</td></tr>608<tr><td width="40%">G.726</td><td width="10%"></td><td width="10%">X</td><td width="40%">Both left- and right-justified.</td></tr>609<tr><td width="40%">G.729 BIT</td><td width="10%">X</td><td width="10%">X</td></tr>610<tr><td width="40%">G.729 raw</td><td width="10%"></td><td width="10%">X</td></tr>611<tr><td width="40%">GENH</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format for various games.</td></tr>612<tr><td width="40%">GIF Animation</td><td width="10%">X</td><td width="10%">X</td></tr>613<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 Valley614         playout servers.</td></tr>615<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>616<tr><td width="40%">iCEDraw File</td><td width="10%"></td><td width="10%">X</td></tr>617<tr><td width="40%">ICO</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Microsoft Windows ICO</td></tr>618<tr><td width="40%">id Quake II CIN video</td><td width="10%"></td><td width="10%">X</td></tr>619<tr><td width="40%">id RoQ</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Quake III, Jedi Knight 2 and other computer games.</td></tr>620<tr><td width="40%">IEC61937 encapsulation</td><td width="10%">X</td><td width="10%">X</td></tr>621<tr><td width="40%">IFF</td><td width="10%"></td><td width="10%">X</td><td width="40%">Interchange File Format</td></tr>622<tr><td width="40%">IFV</td><td width="10%"></td><td width="10%">X</td><td width="40%">A format used by some old CCTV DVRs.</td></tr>623<tr><td width="40%">iLBC</td><td width="10%">X</td><td width="10%">X</td></tr>624<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>625<tr><td width="40%">Iterated Systems ClearVideo</td><td width="10%"></td><td width="10%">X</td><td width="40%">I-frames only</td></tr>626<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>627<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>628<tr><td width="40%">Internet Video Recording</td><td width="10%"></td><td width="10%">X</td></tr>629<tr><td width="40%">IRCAM</td><td width="10%">X</td><td width="10%">X</td></tr>630<tr><td width="40%">LAF</td><td width="10%"></td><td width="10%">X</td><td width="40%">Limitless Audio Format</td></tr>631<tr><td width="40%">LATM</td><td width="10%">X</td><td width="10%">X</td></tr>632<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>633<tr><td width="40%">LOAS</td><td width="10%"></td><td width="10%">X</td><td width="40%">contains LATM multiplexed AAC audio</td></tr>634<tr><td width="40%">LRC</td><td width="10%">X</td><td width="10%">X</td></tr>635<tr><td width="40%">LVF</td><td width="10%"></td><td width="10%">X</td></tr>636<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>637<tr><td width="40%">Magic Lantern Video (MLV)</td><td width="10%"></td><td width="10%">X</td></tr>638<tr><td width="40%">Matroska</td><td width="10%">X</td><td width="10%">X</td></tr>639<tr><td width="40%">Matroska audio</td><td width="10%">X</td><td width="10%"></td></tr>640<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>641<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>642<tr><td width="40%">MCA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in some games from Capcom; file extension .mca.</td></tr>643<tr><td width="40%">MD Studio</td><td width="10%"></td><td width="10%">X</td></tr>644<tr><td width="40%">Metal Gear Solid: The Twin Snakes</td><td width="10%"></td><td width="10%">X</td></tr>645<tr><td width="40%">Megalux Frame</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used by Megalux Ultimate Paint</td></tr>646<tr><td width="40%">MobiClip MODS</td><td width="10%"></td><td width="10%">X</td></tr>647<tr><td width="40%">MobiClip MOFLEX</td><td width="10%"></td><td width="10%">X</td></tr>648<tr><td width="40%">Mobotix .mxg</td><td width="10%"></td><td width="10%">X</td></tr>649<tr><td width="40%">Monkey&rsquo;s Audio</td><td width="10%"></td><td width="10%">X</td></tr>650<tr><td width="40%">Motion Pixels MVI</td><td width="10%"></td><td width="10%">X</td></tr>651<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>652<tr><td width="40%">MP2</td><td width="10%">X</td><td width="10%">X</td></tr>653<tr><td width="40%">MP3</td><td width="10%">X</td><td width="10%">X</td></tr>654<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>655<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 class="code">VOB</code> file, SVCD and DVD format supported</td></tr>656<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>657<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>658<tr><td width="40%">MSF</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the PS3.</td></tr>659<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>660<tr><td width="40%">MIDI Sample Dump Standard</td><td width="10%"></td><td width="10%">X</td></tr>661<tr><td width="40%">MIME multipart JPEG</td><td width="10%">X</td><td width="10%"></td></tr>662<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>663<tr><td width="40%">MTV</td><td width="10%"></td><td width="10%">X</td></tr>664<tr><td width="40%">Musepack</td><td width="10%"></td><td width="10%">X</td></tr>665<tr><td width="40%">Musepack SV8</td><td width="10%"></td><td width="10%">X</td></tr>666<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>667<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>668<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>669<tr><td width="40%">NIST SPeech HEader REsources</td><td width="10%"></td><td width="10%">X</td></tr>670<tr><td width="40%">Computerized Speech Lab NSP</td><td width="10%"></td><td width="10%">X</td></tr>671<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>672<tr><td width="40%">Nullsoft Streaming Video</td><td width="10%"></td><td width="10%">X</td></tr>673<tr><td width="40%">NuppelVideo</td><td width="10%"></td><td width="10%">X</td></tr>674<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>675<tr><td width="40%">Ogg</td><td width="10%">X</td><td width="10%">X</td></tr>676<tr><td width="40%">Playstation Portable PMP</td><td width="10%"></td><td width="10%">X</td></tr>677<tr><td width="40%">Portable Voice Format</td><td width="10%"></td><td width="10%">X</td></tr>678<tr><td width="40%">RK Audio (RKA)</td><td width="10%"></td><td width="10%">X</td></tr>679<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>680<tr><td width="40%">QCP</td><td width="10%"></td><td width="10%">X</td></tr>681<tr><td width="40%">raw ADTS (AAC)</td><td width="10%">X</td><td width="10%">X</td></tr>682<tr><td width="40%">raw AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>683<tr><td width="40%">raw AMR-NB</td><td width="10%"></td><td width="10%">X</td></tr>684<tr><td width="40%">raw AMR-WB</td><td width="10%"></td><td width="10%">X</td></tr>685<tr><td width="40%">raw APAC</td><td width="10%"></td><td width="10%">X</td></tr>686<tr><td width="40%">raw APV</td><td width="10%">X</td><td width="10%">X</td></tr>687<tr><td width="40%">raw aptX</td><td width="10%">X</td><td width="10%">X</td></tr>688<tr><td width="40%">raw aptX HD</td><td width="10%">X</td><td width="10%">X</td></tr>689<tr><td width="40%">raw Bonk</td><td width="10%"></td><td width="10%">X</td></tr>690<tr><td width="40%">raw Chinese AVS video</td><td width="10%">X</td><td width="10%">X</td></tr>691<tr><td width="40%">raw DFPWM</td><td width="10%">X</td><td width="10%">X</td></tr>692<tr><td width="40%">raw Dirac</td><td width="10%">X</td><td width="10%">X</td></tr>693<tr><td width="40%">raw DNxHD</td><td width="10%">X</td><td width="10%">X</td></tr>694<tr><td width="40%">raw DTS</td><td width="10%">X</td><td width="10%">X</td></tr>695<tr><td width="40%">raw DTS-HD</td><td width="10%"></td><td width="10%">X</td></tr>696<tr><td width="40%">raw E-AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>697<tr><td width="40%">raw EVC</td><td width="10%">X</td><td width="10%">X</td></tr>698<tr><td width="40%">raw FLAC</td><td width="10%">X</td><td width="10%">X</td></tr>699<tr><td width="40%">raw G.728</td><td width="10%"></td><td width="10%">X</td></tr>700<tr><td width="40%">raw GSM</td><td width="10%"></td><td width="10%">X</td></tr>701<tr><td width="40%">raw H.261</td><td width="10%">X</td><td width="10%">X</td></tr>702<tr><td width="40%">raw H.263</td><td width="10%">X</td><td width="10%">X</td></tr>703<tr><td width="40%">raw H.264</td><td width="10%">X</td><td width="10%">X</td></tr>704<tr><td width="40%">raw HEVC</td><td width="10%">X</td><td width="10%">X</td></tr>705<tr><td width="40%">raw Ingenient MJPEG</td><td width="10%"></td><td width="10%">X</td></tr>706<tr><td width="40%">raw MJPEG</td><td width="10%">X</td><td width="10%">X</td></tr>707<tr><td width="40%">raw MLP</td><td width="10%"></td><td width="10%">X</td></tr>708<tr><td width="40%">raw MPEG</td><td width="10%"></td><td width="10%">X</td></tr>709<tr><td width="40%">raw MPEG-1</td><td width="10%"></td><td width="10%">X</td></tr>710<tr><td width="40%">raw MPEG-2</td><td width="10%"></td><td width="10%">X</td></tr>711<tr><td width="40%">raw MPEG-4</td><td width="10%">X</td><td width="10%">X</td></tr>712<tr><td width="40%">raw NULL</td><td width="10%">X</td><td width="10%"></td></tr>713<tr><td width="40%">raw video</td><td width="10%">X</td><td width="10%">X</td></tr>714<tr><td width="40%">raw id RoQ</td><td width="10%">X</td><td width="10%"></td></tr>715<tr><td width="40%">raw OBU</td><td width="10%">X</td><td width="10%">X</td></tr>716<tr><td width="40%">raw OSQ</td><td width="10%"></td><td width="10%">X</td></tr>717<tr><td width="40%">raw SBC</td><td width="10%">X</td><td width="10%">X</td></tr>718<tr><td width="40%">raw Shorten</td><td width="10%"></td><td width="10%">X</td></tr>719<tr><td width="40%">raw TAK</td><td width="10%"></td><td width="10%">X</td></tr>720<tr><td width="40%">raw TrueHD</td><td width="10%">X</td><td width="10%">X</td></tr>721<tr><td width="40%">raw VC-1</td><td width="10%">X</td><td width="10%">X</td></tr>722<tr><td width="40%">raw PCM A-law</td><td width="10%">X</td><td width="10%">X</td></tr>723<tr><td width="40%">raw PCM mu-law</td><td width="10%">X</td><td width="10%">X</td></tr>724<tr><td width="40%">raw PCM Archimedes VIDC</td><td width="10%">X</td><td width="10%">X</td></tr>725<tr><td width="40%">raw PCM signed 8 bit</td><td width="10%">X</td><td width="10%">X</td></tr>726<tr><td width="40%">raw PCM signed 16 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>727<tr><td width="40%">raw PCM signed 16 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>728<tr><td width="40%">raw PCM signed 24 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>729<tr><td width="40%">raw PCM signed 24 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>730<tr><td width="40%">raw PCM signed 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>731<tr><td width="40%">raw PCM signed 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>732<tr><td width="40%">raw PCM signed 64 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>733<tr><td width="40%">raw PCM signed 64 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>734<tr><td width="40%">raw PCM unsigned 8 bit</td><td width="10%">X</td><td width="10%">X</td></tr>735<tr><td width="40%">raw PCM unsigned 16 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>736<tr><td width="40%">raw PCM unsigned 16 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>737<tr><td width="40%">raw PCM unsigned 24 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>738<tr><td width="40%">raw PCM unsigned 24 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>739<tr><td width="40%">raw PCM unsigned 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>740<tr><td width="40%">raw PCM unsigned 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>741<tr><td width="40%">raw PCM 16.8 floating point little-endian</td><td width="10%"></td><td width="10%">X</td></tr>742<tr><td width="40%">raw PCM 24.0 floating point little-endian</td><td width="10%"></td><td width="10%">X</td></tr>743<tr><td width="40%">raw PCM floating-point 32 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>744<tr><td width="40%">raw PCM floating-point 32 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>745<tr><td width="40%">raw PCM floating-point 64 bit big-endian</td><td width="10%">X</td><td width="10%">X</td></tr>746<tr><td width="40%">raw PCM floating-point 64 bit little-endian</td><td width="10%">X</td><td width="10%">X</td></tr>747<tr><td width="40%">RDT</td><td width="10%"></td><td width="10%">X</td></tr>748<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>749<tr><td width="40%">RealMedia</td><td width="10%">X</td><td width="10%">X</td></tr>750<tr><td width="40%">Redirector</td><td width="10%"></td><td width="10%">X</td></tr>751<tr><td width="40%">RedSpark</td><td width="10%"></td><td width="10%">X</td></tr>752<tr><td width="40%">Renderware TeXture Dictionary</td><td width="10%"></td><td width="10%">X</td></tr>753<tr><td width="40%">Resolume DXV</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Encoding is only supported for the DXT1 (Normal Quality, No Alpha) texture format.</td></tr>754<tr><td width="40%">RF64</td><td width="10%"></td><td width="10%">X</td></tr>755<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>756<tr><td width="40%">RPL/ARMovie</td><td width="10%"></td><td width="10%">X</td></tr>757<tr><td width="40%">Lego Mindstorms RSO</td><td width="10%">X</td><td width="10%">X</td></tr>758<tr><td width="40%">RSD</td><td width="10%"></td><td width="10%">X</td></tr>759<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>760<tr><td width="40%">RTP</td><td width="10%">X</td><td width="10%">X</td></tr>761<tr><td width="40%">RTSP</td><td width="10%">X</td><td width="10%">X</td></tr>762<tr><td width="40%">Sample Dump eXchange</td><td width="10%"></td><td width="10%">X</td></tr>763<tr><td width="40%">SAP</td><td width="10%">X</td><td width="10%">X</td></tr>764<tr><td width="40%">SBG</td><td width="10%"></td><td width="10%">X</td></tr>765<tr><td width="40%">SDNS</td><td width="10%"></td><td width="10%">X</td></tr>766<tr><td width="40%">SDP</td><td width="10%"></td><td width="10%">X</td></tr>767<tr><td width="40%">SER</td><td width="10%"></td><td width="10%">X</td></tr>768<tr><td width="40%">Digital Pictures SGA</td><td width="10%"></td><td width="10%">X</td></tr>769<tr><td width="40%">Sega FILM/CPK</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in many Sega Saturn console games.</td></tr>770<tr><td width="40%">Silicon Graphics Movie</td><td width="10%"></td><td width="10%">X</td></tr>771<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>772<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>773<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>774<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>775<tr><td width="40%">SMPTE 337M encapsulation</td><td width="10%"></td><td width="10%">X</td></tr>776<tr><td width="40%">Smush</td><td width="10%"></td><td width="10%">X</td><td width="40%">Multimedia format used in some LucasArts games.</td></tr>777<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>778<tr><td width="40%">Sony PlayStation STR</td><td width="10%"></td><td width="10%">X</td></tr>779<tr><td width="40%">Sony Wave64 (W64)</td><td width="10%">X</td><td width="10%">X</td></tr>780<tr><td width="40%">SoX native format</td><td width="10%">X</td><td width="10%">X</td></tr>781<tr><td width="40%">SUN AU format</td><td width="10%">X</td><td width="10%">X</td></tr>782<tr><td width="40%">SUP raw PGS subtitles</td><td width="10%">X</td><td width="10%">X</td></tr>783<tr><td width="40%">SVAG</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in Konami PS2 games.</td></tr>784<tr><td width="40%">TDSC</td><td width="10%"></td><td width="10%">X</td></tr>785<tr><td width="40%">Text files</td><td width="10%"></td><td width="10%">X</td></tr>786<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>787<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>788<tr><td width="40%">True Audio</td><td width="10%">X</td><td width="10%">X</td></tr>789<tr><td width="40%">VAG</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in many Sony PS2 games.</td></tr>790<tr><td width="40%">VC-1 test bitstream</td><td width="10%">X</td><td width="10%">X</td></tr>791<tr><td width="40%">Vidvox Hap</td><td width="10%">X</td><td width="10%">X</td></tr>792<tr><td width="40%">Vivo</td><td width="10%"></td><td width="10%">X</td></tr>793<tr><td width="40%">VPK</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used in Sony PS games.</td></tr>794<tr><td width="40%">Marble WADY</td><td width="10%"></td><td width="10%">X</td></tr>795<tr><td width="40%">WAV</td><td width="10%">X</td><td width="10%">X</td></tr>796<tr><td width="40%">Waveform Archiver</td><td width="10%"></td><td width="10%">X</td></tr>797<tr><td width="40%">WavPack</td><td width="10%">X</td><td width="10%">X</td></tr>798<tr><td width="40%">WebM</td><td width="10%">X</td><td width="10%">X</td></tr>799<tr><td width="40%">Windows Televison (WTV)</td><td width="10%">X</td><td width="10%">X</td></tr>800<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>801<tr><td width="40%">Westwood Studios audio</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Multimedia format used in Westwood Studios games.</td></tr>802<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>803<tr><td width="40%">Wideband Single-bit Data (WSD)</td><td width="10%"></td><td width="10%">X</td></tr>804<tr><td width="40%">WVE</td><td width="10%"></td><td width="10%">X</td></tr>805<tr><td width="40%">Konami XMD</td><td width="10%"></td><td width="10%">X</td></tr>806<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>807<tr><td width="40%">XVAG</td><td width="10%"></td><td width="10%">X</td><td width="40%">Audio format used on the PS3.</td></tr>808<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>809<tr><td width="40%">eXtended BINary text (XBIN)</td><td width="10%"></td><td width="10%">X</td></tr>810<tr><td width="40%">YUV4MPEG pipe</td><td width="10%">X</td><td width="10%">X</td></tr>811<tr><td width="40%">Psygnosis YOP</td><td width="10%"></td><td width="10%">X</td></tr>812</tbody>813</table>814 815<p><code class="code">X</code> means that the feature in that column (encoding / decoding) is supported.816</p>817<a name="Image-Formats"></a>818<h3 class="section">2.2 Image Formats<span class="pull-right"><a class="anchor hidden-xs" href="#Image-Formats" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Image-Formats" aria-hidden="true">TOC</a></span></h3>819 820<p>FFmpeg can read and write images for each frame of a video sequence. The821following image formats are supported:822</p>823<table class="multitable">824<tbody><tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>825<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>826<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>827<tr><td width="40%">animated GIF</td><td width="10%">X</td><td width="10%">X</td></tr>828<tr><td width="40%">APNG</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Animated Portable Network Graphics</td></tr>829<tr><td width="40%">BMP</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Microsoft BMP image</td></tr>830<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>831<tr><td width="40%">CRI</td><td width="10%"></td><td width="10%">X</td><td width="40%">Cintel RAW</td></tr>832<tr><td width="40%">DPX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Digital Picture Exchange</td></tr>833<tr><td width="40%">EXR</td><td width="10%"></td><td width="10%">X</td><td width="40%">OpenEXR</td></tr>834<tr><td width="40%">FITS</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Flexible Image Transport System</td></tr>835<tr><td width="40%">HDR</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Radiance HDR RGBE Image format</td></tr>836<tr><td width="40%">IMG</td><td width="10%"></td><td width="10%">X</td><td width="40%">GEM Raster image</td></tr>837<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>838<tr><td width="40%">JPEG 2000</td><td width="10%">X</td><td width="10%">X</td></tr>839<tr><td width="40%">JPEG-LS</td><td width="10%">X</td><td width="10%">X</td></tr>840<tr><td width="40%">JPEG-XS</td><td width="10%">E</td><td width="10%">E</td><td width="40%">Supported through external library libsvtjpegxs</td></tr>841<tr><td width="40%">LJPEG</td><td width="10%">X</td><td width="10%"></td><td width="40%">Lossless JPEG</td></tr>842<tr><td width="40%">Media 100</td><td width="10%"></td><td width="10%">X</td></tr>843<tr><td width="40%">MSP</td><td width="10%"></td><td width="10%">X</td><td width="40%">Microsoft Paint image</td></tr>844<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>845<tr><td width="40%">PBM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable BitMap image</td></tr>846<tr><td width="40%">PCD</td><td width="10%"></td><td width="10%">X</td><td width="40%">PhotoCD</td></tr>847<tr><td width="40%">PCX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">PC Paintbrush</td></tr>848<tr><td width="40%">PFM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable FloatMap image</td></tr>849<tr><td width="40%">PGM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable GrayMap image</td></tr>850<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>851<tr><td width="40%">PGX</td><td width="10%"></td><td width="10%">X</td><td width="40%">PGX file decoder</td></tr>852<tr><td width="40%">PHM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable HalfFloatMap image</td></tr>853<tr><td width="40%">PIC</td><td width="10%"></td><td width="10%">X</td><td width="40%">Pictor/PC Paint</td></tr>854<tr><td width="40%">PNG</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable Network Graphics image</td></tr>855<tr><td width="40%">PPM</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Portable PixelMap image</td></tr>856<tr><td width="40%">PSD</td><td width="10%"></td><td width="10%">X</td><td width="40%">Photoshop</td></tr>857<tr><td width="40%">PTX</td><td width="10%"></td><td width="10%">X</td><td width="40%">V.Flash PTX format</td></tr>858<tr><td width="40%">QOI</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Quite OK Image format</td></tr>859<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>860<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>861<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>862<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>863<tr><td width="40%">VBN</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Vizrt Binary Image format</td></tr>864<tr><td width="40%">WBMP</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Wireless Application Protocol Bitmap image format</td></tr>865<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>866<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>867<tr><td width="40%">XFace</td><td width="10%">X</td><td width="10%">X</td><td width="40%">X-Face image format</td></tr>868<tr><td width="40%">XPM</td><td width="10%"></td><td width="10%">X</td><td width="40%">X PixMap image format</td></tr>869<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>870</tbody>871</table>872 873<p><code class="code">X</code> means that the feature in that column (encoding / decoding) is supported.874</p>875<p><code class="code">E</code> means that support is provided through an external library.876</p>877<a name="Video-Codecs"></a>878<h3 class="section">2.3 Video Codecs<span class="pull-right"><a class="anchor hidden-xs" href="#Video-Codecs" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Video-Codecs" aria-hidden="true">TOC</a></span></h3>879 880<table class="multitable">881<tbody><tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>882<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>883<tr><td width="40%">8088flex TMV</td><td width="10%"></td><td width="10%">X</td></tr>884<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>885<tr><td width="40%">Amazing Studio PAF Video</td><td width="10%"></td><td width="10%">X</td></tr>886<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>887<tr><td width="40%">Amuse Graphics Movie</td><td width="10%"></td><td width="10%">X</td></tr>888<tr><td width="40%">AMV Video</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Chinese MP3 players.</td></tr>889<tr><td width="40%">ANSI/ASCII art</td><td width="10%"></td><td width="10%">X</td></tr>890<tr><td width="40%">Apple Intermediate Codec</td><td width="10%"></td><td width="10%">X</td></tr>891<tr><td width="40%">Apple MJPEG-B</td><td width="10%"></td><td width="10%">X</td></tr>892<tr><td width="40%">Apple Pixlet</td><td width="10%"></td><td width="10%">X</td></tr>893<tr><td width="40%">Apple ProRes</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: apch,apcn,apcs,apco,ap4h,ap4x</td></tr>894<tr><td width="40%">Apple QuickDraw</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: qdrw</td></tr>895<tr><td width="40%">APV</td><td width="10%"></td><td width="10%">X</td></tr>896<tr><td width="40%">Argonaut Video</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in some Argonaut games.</td></tr>897<tr><td width="40%">Asus v1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: ASV1</td></tr>898<tr><td width="40%">Asus v2</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: ASV2</td></tr>899<tr><td width="40%">ATI VCR1</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VCR1</td></tr>900<tr><td width="40%">ATI VCR2</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VCR2</td></tr>901<tr><td width="40%">Auravision Aura</td><td width="10%"></td><td width="10%">X</td></tr>902<tr><td width="40%">Auravision Aura 2</td><td width="10%"></td><td width="10%">X</td></tr>903<tr><td width="40%">Autodesk Animator Flic video</td><td width="10%"></td><td width="10%">X</td></tr>904<tr><td width="40%">Autodesk RLE</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: AASC</td></tr>905<tr><td width="40%">AV1</td><td width="10%">E</td><td width="10%">E</td><td width="40%">Supported through external libraries libaom, libdav1d, librav1e and libsvtav1</td></tr>906<tr><td width="40%">Avid 1:1 10-bit RGB Packer</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: AVrp</td></tr>907<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>908<tr><td width="40%">AVS2-P2/IEEE1857.4</td><td width="10%">E</td><td width="10%">E</td><td width="40%">Supported through external libraries libxavs2 and libdavs2</td></tr>909<tr><td width="40%">AVS3-P2/IEEE1857.10</td><td width="10%"></td><td width="10%">E</td><td width="40%">Supported through external library libuavs3d</td></tr>910<tr><td width="40%">AYUV</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Microsoft uncompressed packed 4:4:4:4</td></tr>911<tr><td width="40%">Beam Software VB</td><td width="10%"></td><td width="10%">X</td></tr>912<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>913<tr><td width="40%">Bink Video</td><td width="10%"></td><td width="10%">X</td></tr>914<tr><td width="40%">BitJazz SheerVideo</td><td width="10%"></td><td width="10%">X</td></tr>915<tr><td width="40%">Bitmap Brothers JV video</td><td width="10%"></td><td width="10%">X</td></tr>916<tr><td width="40%">y41p Brooktree uncompressed 4:1:1 12-bit</td><td width="10%">X</td><td width="10%">X</td></tr>917<tr><td width="40%">Brooktree ProSumer Video</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: BT20</td></tr>918<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>919<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>920<tr><td width="40%">CamStudio</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: CSCD</td></tr>921<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>922<tr><td width="40%">CDXL</td><td width="10%"></td><td width="10%">X</td><td width="40%">Amiga CD video codec</td></tr>923<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>924<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>925<tr><td width="40%">Discworld II BMV Video</td><td width="10%"></td><td width="10%">X</td></tr>926<tr><td width="40%">CineForm HD</td><td width="10%">X</td><td width="10%">X</td></tr>927<tr><td width="40%">Canopus HQ</td><td width="10%"></td><td width="10%">X</td></tr>928<tr><td width="40%">Canopus HQA</td><td width="10%"></td><td width="10%">X</td></tr>929<tr><td width="40%">Canopus HQX</td><td width="10%"></td><td width="10%">X</td></tr>930<tr><td width="40%">Canopus Lossless Codec</td><td width="10%"></td><td width="10%">X</td></tr>931<tr><td width="40%">CDToons</td><td width="10%"></td><td width="10%">X</td><td width="40%">Codec used in various Broderbund games.</td></tr>932<tr><td width="40%">Cinepak</td><td width="10%"></td><td width="10%">X</td></tr>933<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>934<tr><td width="40%">CPiA Video Format</td><td width="10%"></td><td width="10%">X</td></tr>935<tr><td width="40%">Creative YUV (CYUV)</td><td width="10%"></td><td width="10%">X</td></tr>936<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>937<tr><td width="40%">Dirac</td><td width="10%">E</td><td width="10%">X</td><td width="40%">supported though the native vc2 (Dirac Pro) encoder</td></tr>938<tr><td width="40%">Deluxe Paint Animation</td><td width="10%"></td><td width="10%">X</td></tr>939<tr><td width="40%">DNxHD</td><td width="10%">X</td><td width="10%">X</td><td width="40%">aka SMPTE VC3</td></tr>940<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>941<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>942<tr><td width="40%">Duck TrueMotion 2.0 RT</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: TR20</td></tr>943<tr><td width="40%">DV (Digital Video)</td><td width="10%">X</td><td width="10%">X</td></tr>944<tr><td width="40%">Dxtory capture format</td><td width="10%"></td><td width="10%">X</td></tr>945<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>946<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>947<tr><td width="40%">Electronic Arts Madcow video</td><td width="10%"></td><td width="10%">X</td></tr>948<tr><td width="40%">Electronic Arts TGV video</td><td width="10%"></td><td width="10%">X</td></tr>949<tr><td width="40%">Electronic Arts TGQ video</td><td width="10%"></td><td width="10%">X</td></tr>950<tr><td width="40%">Electronic Arts TQI video</td><td width="10%"></td><td width="10%">X</td></tr>951<tr><td width="40%">Escape 124</td><td width="10%"></td><td width="10%">X</td></tr>952<tr><td width="40%">Escape 130</td><td width="10%"></td><td width="10%">X</td></tr>953<tr><td width="40%">EVC / MPEG-5 Part 1</td><td width="10%">E</td><td width="10%">E</td><td width="40%">encoding and decoding supported through external libraries libxeve and libxevd</td></tr>954<tr><td width="40%">FFmpeg video codec #1</td><td width="10%">X</td><td width="10%">X</td><td width="40%">lossless codec (fourcc: FFV1)</td></tr>955<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>956<tr><td width="40%">Flash Screen Video v2</td><td width="10%">X</td><td width="10%">X</td></tr>957<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>958<tr><td width="40%">FM Screen Capture Codec</td><td width="10%"></td><td width="10%">X</td></tr>959<tr><td width="40%">Forward Uncompressed</td><td width="10%"></td><td width="10%">X</td></tr>960<tr><td width="40%">Fraps</td><td width="10%"></td><td width="10%">X</td></tr>961<tr><td width="40%">Go2Meeting</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: G2M2, G2M3</td></tr>962<tr><td width="40%">Go2Webinar</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: G2M4</td></tr>963<tr><td width="40%">Gremlin Digital Video</td><td width="10%"></td><td width="10%">X</td></tr>964<tr><td width="40%">H.261</td><td width="10%">X</td><td width="10%">X</td></tr>965<tr><td width="40%">H.263 / H.263-1996</td><td width="10%">X</td><td width="10%">X</td></tr>966<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>967<tr><td width="40%">H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10</td><td width="10%">E</td><td width="10%">X</td><td width="40%">encoding supported through external library libx264 and OpenH264</td></tr>968<tr><td width="40%">HEVC</td><td width="10%">X</td><td width="10%">X</td><td width="40%">encoding supported through external library libx265 and libkvazaar</td></tr>969<tr><td width="40%">HNM version 4</td><td width="10%"></td><td width="10%">X</td></tr>970<tr><td width="40%">HuffYUV</td><td width="10%">X</td><td width="10%">X</td></tr>971<tr><td width="40%">HuffYUV FFmpeg variant</td><td width="10%">X</td><td width="10%">X</td></tr>972<tr><td width="40%">IBM Ultimotion</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: ULTI</td></tr>973<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>974<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>975<tr><td width="40%">IFF ILBM</td><td width="10%"></td><td width="10%">X</td><td width="40%">IFF interleaved bitmap</td></tr>976<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>977<tr><td width="40%">Infinity IMM4</td><td width="10%"></td><td width="10%">X</td></tr>978<tr><td width="40%">Intel H.263</td><td width="10%"></td><td width="10%">X</td></tr>979<tr><td width="40%">Intel Indeo 2</td><td width="10%"></td><td width="10%">X</td></tr>980<tr><td width="40%">Intel Indeo 3</td><td width="10%"></td><td width="10%">X</td></tr>981<tr><td width="40%">Intel Indeo 4</td><td width="10%"></td><td width="10%">X</td></tr>982<tr><td width="40%">Intel Indeo 5</td><td width="10%"></td><td width="10%">X</td></tr>983<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>984<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>985<tr><td width="40%">J2K</td><td width="10%">X</td><td width="10%">X</td></tr>986<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>987<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>988<tr><td width="40%">Lagarith</td><td width="10%"></td><td width="10%">X</td></tr>989<tr><td width="40%">LCEVC / MPEG-5 LCEVC / MPEG-5 Part 2</td><td width="10%"></td><td width="10%">E</td><td width="40%">decoding supported through external library liblcevc-dec</td></tr>990<tr><td width="40%">LCL (LossLess Codec Library) MSZH</td><td width="10%"></td><td width="10%">X</td></tr>991<tr><td width="40%">LCL (LossLess Codec Library) ZLIB</td><td width="10%">E</td><td width="10%">E</td></tr>992<tr><td width="40%">LEAD MCMP</td><td width="10%"></td><td width="10%">X</td></tr>993<tr><td width="40%">LOCO</td><td width="10%"></td><td width="10%">X</td></tr>994<tr><td width="40%">LucasArts SANM/Smush</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in LucasArts games / SMUSH animations.</td></tr>995<tr><td width="40%">lossless MJPEG</td><td width="10%">X</td><td width="10%">X</td></tr>996<tr><td width="40%">MagicYUV Video</td><td width="10%">X</td><td width="10%">X</td></tr>997<tr><td width="40%">Mandsoft Screen Capture Codec</td><td width="10%"></td><td width="10%">X</td></tr>998<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>999<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>1000<tr><td width="40%">Microsoft RLE</td><td width="10%">X</td><td width="10%">X</td></tr>1001<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>1002<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>1003<tr><td width="40%">Microsoft Video 1</td><td width="10%"></td><td width="10%">X</td></tr>1004<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>1005<tr><td width="40%">Miro VideoXL</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VIXL</td></tr>1006<tr><td width="40%">MJPEG (Motion JPEG)</td><td width="10%">X</td><td width="10%">X</td></tr>1007<tr><td width="40%">Mobotix MxPEG video</td><td width="10%"></td><td width="10%">X</td></tr>1008<tr><td width="40%">Motion Pixels video</td><td width="10%"></td><td width="10%">X</td></tr>1009<tr><td width="40%">MPEG-1 video</td><td width="10%">X</td><td width="10%">X</td></tr>1010<tr><td width="40%">MPEG-2 video</td><td width="10%">X</td><td width="10%">X</td></tr>1011<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>1012<tr><td width="40%">MPEG-4 part 2 Microsoft variant version 1</td><td width="10%"></td><td width="10%">X</td></tr>1013<tr><td width="40%">MPEG-4 part 2 Microsoft variant version 2</td><td width="10%">X</td><td width="10%">X</td></tr>1014<tr><td width="40%">MPEG-4 part 2 Microsoft variant version 3</td><td width="10%">X</td><td width="10%">X</td></tr>1015<tr><td width="40%">Newtek SpeedHQ</td><td width="10%">X</td><td width="10%">X</td></tr>1016<tr><td width="40%">Nintendo Gamecube THP video</td><td width="10%"></td><td width="10%">X</td></tr>1017<tr><td width="40%">NotchLC</td><td width="10%"></td><td width="10%">X</td></tr>1018<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>1019<tr><td width="40%">On2 VP3</td><td width="10%"></td><td width="10%">X</td><td width="40%">still experimental</td></tr>1020<tr><td width="40%">On2 VP4</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP40</td></tr>1021<tr><td width="40%">On2 VP5</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP50</td></tr>1022<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>1023<tr><td width="40%">On2 VP7</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: VP70,VP71</td></tr>1024<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>1025<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>1026<tr><td width="40%">Pinnacle TARGA CineWave YUV16</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: Y216</td></tr>1027<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>1028<tr><td width="40%">QuickTime 8BPS video</td><td width="10%"></td><td width="10%">X</td></tr>1029<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>1030<tr><td width="40%">QuickTime Graphics (SMC)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: &rsquo;smc &rsquo;</td></tr>1031<tr><td width="40%">QuickTime video (RPZA)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">fourcc: rpza</td></tr>1032<tr><td width="40%">R10K AJA Kona 10-bit RGB Codec</td><td width="10%">X</td><td width="10%">X</td></tr>1033<tr><td width="40%">R210 Quicktime Uncompressed RGB 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>1034<tr><td width="40%">Raw Video</td><td width="10%">X</td><td width="10%">X</td></tr>1035<tr><td width="40%">RealVideo 1.0</td><td width="10%">X</td><td width="10%">X</td></tr>1036<tr><td width="40%">RealVideo 2.0</td><td width="10%">X</td><td width="10%">X</td></tr>1037<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>1038<tr><td width="40%">RealVideo 4.0</td><td width="10%"></td><td width="10%">X</td></tr>1039<tr><td width="40%">RealVideo 6.0</td><td width="10%"></td><td width="10%">X</td></tr>1040<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>1041<tr><td width="40%">RivaTuner Video</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: &rsquo;RTV1&rsquo;</td></tr>1042<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>1043<tr><td width="40%">ScreenPressor</td><td width="10%"></td><td width="10%">X</td></tr>1044<tr><td width="40%">Screenpresso</td><td width="10%"></td><td width="10%">X</td></tr>1045<tr><td width="40%">Screen Recorder Gold Codec</td><td width="10%"></td><td width="10%">X</td></tr>1046<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>1047<tr><td width="40%">Silicon Graphics Motion Video Compressor 1 (MVC1)</td><td width="10%"></td><td width="10%">X</td></tr>1048<tr><td width="40%">Silicon Graphics Motion Video Compressor 2 (MVC2)</td><td width="10%"></td><td width="10%">X</td></tr>1049<tr><td width="40%">Silicon Graphics RLE 8-bit video</td><td width="10%"></td><td width="10%">X</td></tr>1050<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>1051<tr><td width="40%">SMPTE VC-1</td><td width="10%"></td><td width="10%">X</td></tr>1052<tr><td width="40%">Snow</td><td width="10%">X</td><td width="10%">X</td><td width="40%">experimental wavelet codec (fourcc: SNOW)</td></tr>1053<tr><td width="40%">Sony PlayStation MDEC (Motion DECoder)</td><td width="10%"></td><td width="10%">X</td></tr>1054<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>1055<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>1056<tr><td width="40%">Sunplus JPEG (SP5X)</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: SP5X</td></tr>1057<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>1058<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>1059<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>1060<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>1061<tr><td width="40%">Ut Video</td><td width="10%">X</td><td width="10%">X</td></tr>1062<tr><td width="40%">v210 QuickTime uncompressed 4:2:2 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>1063<tr><td width="40%">v308 QuickTime uncompressed 4:4:4</td><td width="10%">X</td><td width="10%">X</td></tr>1064<tr><td width="40%">v408 QuickTime uncompressed 4:4:4:4</td><td width="10%">X</td><td width="10%">X</td></tr>1065<tr><td width="40%">v410 QuickTime uncompressed 4:4:4 10-bit</td><td width="10%">X</td><td width="10%">X</td></tr>1066<tr><td width="40%">VBLE Lossless Codec</td><td width="10%"></td><td width="10%">X</td></tr>1067<tr><td width="40%">vMix Video</td><td width="10%"></td><td width="10%">X</td><td width="40%">fourcc: &rsquo;VMX1&rsquo;</td></tr>1068<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>1069<tr><td width="40%">Westwood Studios VQA (Vector Quantized Animation) video</td><td width="10%"></td><td width="10%">X</td></tr>1070<tr><td width="40%">Windows Media Image</td><td width="10%"></td><td width="10%">X</td></tr>1071<tr><td width="40%">Windows Media Video 7</td><td width="10%">X</td><td width="10%">X</td></tr>1072<tr><td width="40%">Windows Media Video 8</td><td width="10%">X</td><td width="10%">X</td></tr>1073<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>1074<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>1075<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>1076<tr><td width="40%">Winnov WNV1</td><td width="10%"></td><td width="10%">X</td></tr>1077<tr><td width="40%">WMV7</td><td width="10%">X</td><td width="10%">X</td></tr>1078<tr><td width="40%">YAMAHA SMAF</td><td width="10%">X</td><td width="10%">X</td></tr>1079<tr><td width="40%">Psygnosis YOP Video</td><td width="10%"></td><td width="10%">X</td></tr>1080<tr><td width="40%">yuv4</td><td width="10%">X</td><td width="10%">X</td><td width="40%">libquicktime uncompressed packed 4:2:0</td></tr>1081<tr><td width="40%">ZeroCodec Lossless Video</td><td width="10%"></td><td width="10%">X</td></tr>1082<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>1083<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>1084</tbody>1085</table>1086 1087<p><code class="code">X</code> means that the feature in that column (encoding / decoding) is supported.1088</p>1089<p><code class="code">E</code> means that support is provided through an external library.1090</p>1091<a name="Audio-Codecs"></a>1092<h3 class="section">2.4 Audio Codecs<span class="pull-right"><a class="anchor hidden-xs" href="#Audio-Codecs" aria-hidden="true">#</a> <a class="anchor hidden-xs"href="#toc-Audio-Codecs" aria-hidden="true">TOC</a></span></h3>1093 1094<table class="multitable">1095<tbody><tr><td width="40%">Name</td><td width="10%">Encoding</td><td width="10%">Decoding</td><td width="40%">Comments</td></tr>1096<tr><td width="40%">8SVX exponential</td><td width="10%"></td><td width="10%">X</td></tr>1097<tr><td width="40%">8SVX fibonacci</td><td width="10%"></td><td width="10%">X</td></tr>1098<tr><td width="40%">AAC</td><td width="10%">EX</td><td width="10%">X</td><td width="40%">encoding supported through internal encoder and external library libfdk-aac</td></tr>1099<tr><td width="40%">AAC+</td><td width="10%">E</td><td width="10%">IX</td><td width="40%">encoding supported through external library libfdk-aac</td></tr>1100<tr><td width="40%">AC-3</td><td width="10%">IX</td><td width="10%">IX</td></tr>1101<tr><td width="40%">ACELP.KELVIN</td><td width="10%"></td><td width="10%">X</td></tr>1102<tr><td width="40%">ADPCM 4X Movie</td><td width="10%"></td><td width="10%">X</td></tr>1103<tr><td width="40%">ADPCM Yamaha AICA</td><td width="10%"></td><td width="10%">X</td></tr>1104<tr><td width="40%">ADPCM AmuseGraphics Movie</td><td width="10%"></td><td width="10%">X</td></tr>1105<tr><td width="40%">ADPCM Argonaut Games</td><td width="10%">X</td><td width="10%">X</td></tr>1106<tr><td width="40%">ADPCM CDROM XA</td><td width="10%"></td><td width="10%">X</td></tr>1107<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>1108<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>1109<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>1110<tr><td width="40%">ADPCM Electronic Arts R1</td><td width="10%"></td><td width="10%">X</td></tr>1111<tr><td width="40%">ADPCM Electronic Arts R2</td><td width="10%"></td><td width="10%">X</td></tr>1112<tr><td width="40%">ADPCM Electronic Arts R3</td><td width="10%"></td><td width="10%">X</td></tr>1113<tr><td width="40%">ADPCM Electronic Arts XAS</td><td width="10%"></td><td width="10%">X</td></tr>1114<tr><td width="40%">ADPCM G.722</td><td width="10%">X</td><td width="10%">X</td></tr>1115<tr><td width="40%">ADPCM G.726</td><td width="10%">X</td><td width="10%">X</td></tr>1116<tr><td width="40%">ADPCM IMA Acorn Replay</td><td width="10%"></td><td width="10%">X</td></tr>1117<tr><td width="40%">ADPCM IMA AMV</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in AMV files</td></tr>1118<tr><td width="40%">ADPCM IMA Cunning Developments</td><td width="10%"></td><td width="10%">X</td></tr>1119<tr><td width="40%">ADPCM IMA Electronic Arts EACS</td><td width="10%"></td><td width="10%">X</td></tr>1120<tr><td width="40%">ADPCM IMA Electronic Arts SEAD</td><td width="10%"></td><td width="10%">X</td></tr>1121<tr><td width="40%">ADPCM IMA Funcom</td><td width="10%"></td><td width="10%">X</td></tr>1122<tr><td width="40%">ADPCM IMA High Voltage Software ALP</td><td width="10%">X</td><td width="10%">X</td></tr>1123<tr><td width="40%">ADPCM IMA Mobiclip MOFLEX</td><td width="10%"></td><td width="10%">X</td></tr>1124<tr><td width="40%">ADPCM IMA QuickTime</td><td width="10%">X</td><td width="10%">X</td></tr>1125<tr><td width="40%">ADPCM IMA Simon &amp; Schuster Interactive</td><td width="10%">X</td><td width="10%">X</td></tr>1126<tr><td width="40%">ADPCM IMA Ubisoft APM</td><td width="10%">X</td><td width="10%">X</td></tr>1127<tr><td width="40%">ADPCM IMA Loki SDL MJPEG</td><td width="10%"></td><td width="10%">X</td></tr>1128<tr><td width="40%">ADPCM IMA WAV</td><td width="10%">X</td><td width="10%">X</td></tr>1129<tr><td width="40%">ADPCM IMA Westwood</td><td width="10%"></td><td width="10%">X</td></tr>1130<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>1131<tr><td width="40%">ADPCM IMA Dialogic</td><td width="10%"></td><td width="10%">X</td></tr>1132<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>1133<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>1134<tr><td width="40%">ADPCM IMA Radical</td><td width="10%"></td><td width="10%">X</td></tr>1135<tr><td width="40%">ADPCM IMA Xbox</td><td width="10%"></td><td width="10%">X</td></tr>1136<tr><td width="40%">ADPCM Microsoft</td><td width="10%">X</td><td width="10%">X</td></tr>1137<tr><td width="40%">ADPCM MS IMA</td><td width="10%">X</td><td width="10%">X</td></tr>1138<tr><td width="40%">ADPCM Nintendo Gamecube AFC</td><td width="10%"></td><td width="10%">X</td></tr>1139<tr><td width="40%">ADPCM Nintendo Gamecube DTK</td><td width="10%"></td><td width="10%">X</td></tr>1140<tr><td width="40%">ADPCM Nintendo THP</td><td width="10%"></td><td width="10%">X</td></tr>1141<tr><td width="40%">ADPCM Playstation</td><td width="10%"></td><td width="10%">X</td></tr>1142<tr><td width="40%">ADPCM QT IMA</td><td width="10%">X</td><td width="10%">X</td></tr>1143<tr><td width="40%">ADPCM Sanyo</td><td width="10%"></td><td width="10%">X</td></tr>1144<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>1145<tr><td width="40%">ADPCM Shockwave Flash</td><td width="10%">X</td><td width="10%">X</td></tr>1146<tr><td width="40%">ADPCM Sound Blaster Pro 2-bit</td><td width="10%"></td><td width="10%">X</td></tr>1147<tr><td width="40%">ADPCM Sound Blaster Pro 2.6-bit</td><td width="10%"></td><td width="10%">X</td></tr>1148<tr><td width="40%">ADPCM Sound Blaster Pro 4-bit</td><td width="10%"></td><td width="10%">X</td></tr>1149<tr><td width="40%">ADPCM VIMA</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in LucasArts SMUSH animations.</td></tr>1150<tr><td width="40%">ADPCM Konami XMD</td><td width="10%"></td><td width="10%">X</td></tr>1151<tr><td width="40%">ADPCM Westwood Studios IMA</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Westwood Studios games like Command and Conquer.</td></tr>1152<tr><td width="40%">ADPCM Yamaha</td><td width="10%">X</td><td width="10%">X</td></tr>1153<tr><td width="40%">ADPCM Zork</td><td width="10%"></td><td width="10%">X</td></tr>1154<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>1155<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>1156<tr><td width="40%">Amazing Studio PAF Audio</td><td width="10%"></td><td width="10%">X</td></tr>1157<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>1158<tr><td width="40%">aptX</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Bluetooth A2DP</td></tr>1159<tr><td width="40%">aptX HD</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Bluetooth A2DP</td></tr>1160<tr><td width="40%">ATRAC1</td><td width="10%"></td><td width="10%">X</td></tr>1161<tr><td width="40%">ATRAC3</td><td width="10%"></td><td width="10%">X</td></tr>1162<tr><td width="40%">ATRAC3+</td><td width="10%"></td><td width="10%">X</td></tr>1163<tr><td width="40%">ATRAC9</td><td width="10%"></td><td width="10%">X</td></tr>1164<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>1165<tr><td width="40%">Bonk audio</td><td width="10%"></td><td width="10%">X</td></tr>1166<tr><td width="40%">CELT</td><td width="10%"></td><td width="10%">E</td><td width="40%">decoding supported through external library libcelt</td></tr>1167<tr><td width="40%">codec2</td><td width="10%">E</td><td width="10%">E</td><td width="40%">en/decoding supported through external library libcodec2</td></tr>1168<tr><td width="40%">CRI HCA</td><td width="10%"></td><td width="10%">X</td></tr>1169<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>1170<tr><td width="40%">DFPWM</td><td width="10%">X</td><td width="10%">X</td></tr>1171<tr><td width="40%">Digital Speech Standard - Standard Play mode (DSS SP)</td><td width="10%"></td><td width="10%">X</td></tr>1172<tr><td width="40%">Discworld II BMV Audio</td><td width="10%"></td><td width="10%">X</td></tr>1173<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>1174<tr><td width="40%">DCA (DTS Coherent Acoustics)</td><td width="10%">X</td><td width="10%">X</td><td width="40%">supported extensions: XCh, XXCH, X96, XBR, XLL, LBR (partially)</td></tr>1175<tr><td width="40%">Dolby E</td><td width="10%"></td><td width="10%">X</td></tr>1176<tr><td width="40%">DPCM Cuberoot-Delta-Exact</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in few games.</td></tr>1177<tr><td width="40%">DPCM Gremlin</td><td width="10%"></td><td width="10%">X</td></tr>1178<tr><td width="40%">DPCM id RoQ</td><td width="10%">X</td><td width="10%">X</td><td width="40%">Used in Quake III, Jedi Knight 2 and other computer games.</td></tr>1179<tr><td width="40%">DPCM Marble WADY</td><td width="10%"></td><td width="10%">X</td></tr>1180<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>1181<tr><td width="40%">DPCM Squareroot-Delta-Exact</td><td width="10%"></td><td width="10%">X</td><td width="40%">Used in various games.</td></tr>1182<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>1183<tr><td width="40%">DPCM Sol</td><td width="10%"></td><td width="10%">X</td></tr>1184<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>1185<tr><td width="40%">DPCM Xilam DERF</td><td width="10%"></td><td width="10%">X</td></tr>1186<tr><td width="40%">DSD (Direct Stream Digital), least significant bit first</td><td width="10%"></td><td width="10%">X</td></tr>1187<tr><td width="40%">DSD (Direct Stream Digital), most significant bit first</td><td width="10%"></td><td width="10%">X</td></tr>1188<tr><td width="40%">DSD (Direct Stream Digital), least significant bit first, planar</td><td width="10%"></td><td width="10%">X</td></tr>1189<tr><td width="40%">DSD (Direct Stream Digital), most significant bit first, planar</td><td width="10%"></td><td width="10%">X</td></tr>1190<tr><td width="40%">DSP Group TrueSpeech</td><td width="10%"></td><td width="10%">X</td></tr>1191<tr><td width="40%">DST (Direct Stream Transfer)</td><td width="10%"></td><td width="10%">X</td></tr>1192<tr><td width="40%">DV audio</td><td width="10%"></td><td width="10%">X</td></tr>1193<tr><td width="40%">Enhanced AC-3</td><td width="10%">X</td><td width="10%">X</td></tr>1194<tr><td width="40%">EVRC (Enhanced Variable Rate Codec)</td><td width="10%"></td><td width="10%">X</td></tr>1195<tr><td width="40%">FLAC (Free Lossless Audio Codec)</td><td width="10%">X</td><td width="10%">IX</td></tr>1196<tr><td width="40%">FTR Voice</td><td width="10%"></td><td width="10%">X</td></tr>1197<tr><td width="40%">G.723.1</td><td width="10%">X</td><td width="10%">X</td></tr>1198<tr><td width="40%">G.728</td><td width="10%"></td><td width="10%">X</td></tr>1199<tr><td width="40%">G.729</td><td width="10%"></td><td width="10%">X</td></tr>1200<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>

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codekingpro/portable-devtools · Team Ai