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authorDiego Biurrun <diego@biurrun.de>2009-03-02 01:55:21 +0000
committerDiego Biurrun <diego@biurrun.de>2009-03-02 01:55:21 +0000
commit9510f59a0fa372334cb6d9ec9232058e1cfa9cee (patch)
treeff89825793c9196be2b03dc25243c05021a84708 /doc/general.texi
parenteacf8613b3c1a650fbe63c7f5bb05aa690708f2c (diff)
downloadffmpeg-9510f59a0fa372334cb6d9ec9232058e1cfa9cee.tar.gz
Add some missing codecs and update names to match the codec long_name.
Originally committed as revision 17705 to svn://svn.ffmpeg.org/ffmpeg/trunk
Diffstat (limited to 'doc/general.texi')
-rw-r--r--doc/general.texi90
1 files changed, 57 insertions, 33 deletions
diff --git a/doc/general.texi b/doc/general.texi
index 6a2b3ff424..8dabdd7eb1 100644
--- a/doc/general.texi
+++ b/doc/general.texi
@@ -280,8 +280,10 @@ following image formats are supported:
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
-@item 4X Video @tab @tab X
+@item 4X Movie @tab @tab X
@tab Used in certain computer games.
+@item 8SVX exponential @tab @tab X
+@item 8SVX fibonacci @tab @tab X
@item American Laser Games MM @tab @tab X
@tab Used in games like Mad Dog McCree.
@item AMV @tab @tab X
@@ -305,33 +307,36 @@ following image formats are supported:
@tab fourcc: VCR2
@item Autodesk RLE @tab @tab X
@tab fourcc: AASC
-@item AVID DNxHD @tab X @tab X
- @tab aka SMPTE VC3
-@item AVS video @tab @tab X
+@item AVS (Audio Video Standard) video @tab @tab X
@tab Video encoding used by the Creature Shock game.
-@item Bethsoft VID @tab @tab X
+@item Bethesda VID video @tab @tab X
@tab Used in some games from Bethesda Softworks.
+@item Brute Force & Ignorance @tab @tab X
+ @tab Used in the game Flash Traffic: City of Angels.
@item C93 video @tab @tab X
@tab Codec used in Cyberia game.
@item CamStudio @tab @tab X
@tab fourcc: CSCD
-@item Cin video @tab @tab X
- @tab Codec used in Delphine Software games.
+@item Chinese AVS video @tab @tab X
+ @tab AVS1-P2, JiZhun profile
+@item Delphine Software International CIN video @tab @tab X
+ @tab Codec used in Delphine Software International games.
@item Cinepak @tab @tab X
@item Cirrus Logic AccuPak @tab @tab X
@tab fourcc: CLJR
-@item Creative YUV @tab @tab X
- @tab fourcc: CYUV
+@item Creative YUV (CYUV) @tab @tab X
@item Dirac @tab E @tab E
@tab supported through external libdirac/libschroedinger libraries
+@item DNxHD @tab X @tab X
+ @tab aka SMPTE VC3
@item Duck TrueMotion v1 @tab @tab X
@tab fourcc: DUCK
@item Duck TrueMotion v2 @tab @tab X
@tab fourcc: TM20
-@item DV @tab X @tab X
-@item DXA Video @tab @tab X
+@item DV (Digital Video) @tab X @tab X
+@item Feeble Files/ScummVM DXA @tab @tab X
@tab Codec originally used in Feeble Files game.
-@item Electronic Arts CMV @tab @tab X
+@item Electronic Arts CMV video @tab @tab X
@tab Used in NHL 95 game.
@item Electronic Arts TGV @tab @tab X
@item Electronic Arts TGQ @tab @tab X
@@ -357,6 +362,8 @@ following image formats are supported:
@item id RoQ @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
@item Intel Indeo 3 @tab @tab X
+@item Interplay C93 @tab @tab X
+ @tab Used in the game Cyberia from Interplay.
@item Interplay Video @tab @tab X
@tab Used in Interplay .MVE files.
@item JPEG-LS @tab X @tab X
@@ -392,6 +399,7 @@ following image formats are supported:
@tab fourcc: 8BPS
@item QPEG @tab @tab X
@tab fourccs: QPEG, Q1.0, Q1.1
+@item QuickTime 8BPS video @tab @tab X
@item RealVideo 1.0 @tab X @tab X
@item RealVideo 2.0 @tab X @tab X
@item RealVideo 3.0 @tab @tab X
@@ -446,7 +454,7 @@ following image formats are supported:
@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
-@item 4X IMA ADPCM @tab @tab X
+@item 4X Movie ADPCM @tab @tab X
@item 8SVX audio @tab @tab X
@item AAC @tab E @tab X
@tab encoding supported through external library libfaac
@@ -455,29 +463,29 @@ following image formats are supported:
@tab supported through external library libamrnb
@item AMR-WB @tab E @tab E
@tab supported through external library libamrwb
-@item AMV IMA ADPCM @tab @tab X
- @tab Used in AMV files
@item Apple lossless audio @tab X @tab X
@tab QuickTime fourcc 'alac'
@item Apple MACE 3 @tab @tab X
@item Apple MACE 6 @tab @tab X
-@item ATRAC 3 @tab @tab X
-@item CD-ROM XA ADPCM @tab @tab X
-@item Cin audio @tab @tab X
+@item Atrac 3 @tab @tab X
+@item CDROM XA ADPCM @tab @tab X
+@item Delphine Software International CIN audio @tab @tab X
@tab Codec used in Delphine Software International games.
-@item Creative ADPCM @tab @tab X
+@item COOK @tab @tab X
+ @tab All versions except 5.1 are supported.
+@item Creative Technology ADPCM @tab @tab X
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
-@item CRI ADX ADPCM @tab X @tab X
- @tab Used in Sega Dreamcast games.
+@item DCA (DTS Coherent Acoustics) @tab @tab X
@item DSP Group TrueSpeech @tab @tab X
-@item DTS Coherent Audio @tab @tab X
-@item Duck DK3 IMA ADPCM @tab @tab X
- @tab Used in some Sega Saturn console games.
-@item Duck DK4 IMA ADPCM @tab @tab X
- @tab Used in some Sega Saturn console games.
@item DV audio @tab @tab X
@item Electronic Arts ADPCM @tab @tab X
@tab Used in various EA titles.
+@item Electronic Arts Maxis CDROM XS ADPCM @tab @tab X
+ @tab Used in Sim City 3000.
+@item Electronic Arts R1 ADPCM @tab @tab X
+@item Electronic Arts R2 ADPCM @tab @tab X
+@item Electronic Arts R3 ADPCM @tab @tab X
+@item Electronic Arts XAS ADPCM @tab @tab X
@item Enhanced AC-3 @tab @tab X
@item FLAC lossless audio @tab IX @tab X
@item G.726 ADPCM @tab X @tab X
@@ -487,13 +495,24 @@ following image formats are supported:
@tab supported through external library libgsm
@item id RoQ DPCM @tab X @tab X
@tab Used in Quake III, Jedi Knight 2, other computer games.
+@item IMA AMV ADPCM @tab @tab X
+ @tab Used in AMV files
+@item IMA Electronic Arts EACS ADPCM @tab @tab X
+@item IMA Electronic Arts SEAD ADPCM @tab @tab X
+@item IMA Funcom ADPCM @tab @tab X
+@item IMA QuickTime ADPCM @tab X @tab X
+@item IMA Loki SDL MJPEG ADPCM @tab @tab X
+@item IMA WAV ADPCM @tab X @tab X
+@item IMA Westwood ADPCM @tab @tab X
@item Intel Music Coder @tab @tab X
-@item Interplay MVE DPCM @tab @tab X
+@item Interplay DPCM @tab @tab X
@tab Used in various Interplay computer games.
@item ISS IMA ADPCM @tab @tab X
@tab Used in FunCom games.
-@item MAXIS EA ADPCM @tab @tab X
- @tab Used in Sim City 3000.
+@item IMA Duck DK3 ADPCM @tab @tab X
+ @tab Used in some Sega Saturn console games.
+@item IMA Duck DK4 ADPCM @tab @tab X
+ @tab Used in some Sega Saturn console games.
@item Microsoft ADPCM @tab X @tab X
@item MLP/TrueHD @tab @tab X
@tab Used in DVD-Audio and Blu-Ray discs.
@@ -506,6 +525,7 @@ following image formats are supported:
@item Musepack @tab @tab X
@tab SV7 and SV8 are supported.
@item Nellymoser ASAO @tab X @tab X
+@item Nintendo Gamecube THP ADPCM @tab @tab X
@item QCELP / PureVoice @tab @tab X
@item Qdesign QDM2 @tab @tab X
@tab There are still some distortions.
@@ -516,22 +536,25 @@ following image formats are supported:
@tab Real 28800 bit/s codec
@item RADnet @tab IX @tab IX
@tab Real low bitrate AC-3 codec
-@item Real COOK @tab @tab X
- @tab All versions except 5.1 are supported.
+@item SEGA CRI ADX ADPCM @tab X @tab X
+ @tab Used in Sega Dreamcast games.
+@item Shockwave Flash ADPCM @tab X @tab X
@item Shorten @tab @tab X
@item Sierra Online DPCM @tab @tab X
@tab Used in Sierra Online game audio files.
@item Smacker audio @tab @tab X
@item SMJPEG IMA ADPCM @tab @tab X
@tab Used in certain Loki game ports.
+@item Sol DPCM @tab @tab X
@item Sonic @tab X @tab X
@tab experimental codec
@item Sonic lossless @tab X @tab X
@tab experimental codec
+@item Sound Blaster Pro 2-bit ADPCM @tab @tab X
+@item Sound Blaster Pro 2.6-bit ADPCM @tab @tab X
+@item Sound Blaster Pro 4-bit ADPCM @tab @tab X
@item Speex @tab @tab E
@tab supported through external library libspeex
-@item THP ADPCM @tab @tab X
- @tab Used on the Nintendo GameCube.
@item True Audio (TTA) @tab @tab X
@item Vorbis @tab X @tab X
@item WavPack @tab @tab X
@@ -542,6 +565,7 @@ following image formats are supported:
@item Windows Media Audio 2 @tab X @tab X
@item Xan DPCM @tab @tab X
@tab Used in Origin's Wing Commander IV AVI files.
+@item Yamaha ADPCM @tab X @tab X
@end multitable
@code{X} means that encoding (resp. decoding) is supported.