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Using Universal Binaries

Taner Sener edited this page Jul 4, 2019 · 5 revisions

By default iOS and tvOS releases are published and used as static frameworks. But top-level build scripts for these platforms (ios.sh and tvos.sh) generate universal binaries too and it is possible to use them if it is not possible to import frameworks.

v2.1.1 IOS Universal Binaries, v3.0, v4.2.LTS, v4.2 and v4.2.1 releases include universal iOS binaries for all MobileFFmpeg packages. You can import them to your project using instructions below.


1. Choose one of the packages, download mobile-ffmpeg-<package-name>-universal.zip file from the releases page and extract it.


2. Drag & drop extracted mobile-ffmpeg-<package-name>-universal folder to your project root in Xcode


3. If mobile-ffmpeg-<package-name>-universal folder is not copied to your project directory (outside Xcode), copy it manually


4. Add $(PROJECT_DIR)/mobile-ffmpeg-<package-name>-universal/include to Build Settings -> Header Search Paths


5. Add $(PROJECT_DIR)/mobile-ffmpeg-<package-name>-universal/lib to Build Settings -> Library Search Paths


6. Import library headers without any prefix

#import <MobileFFmpeg.h>
#import <MobileFFmpegConfig.h>

7. Add all shared/static libraries under mobile-ffmpeg-<package-name>-universal/lib to Build Phases -> Link Binary With Libraries section


8. Add libbz2, libc++, libz, CoreMotion1, GameController1, VideoToolbox2 system libraries/frameworks to Build Phases -> Link Binary With Libraries section.

1 - Required by full and full-gpl packages

2 - Required by v3.0 or later


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