mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-11-15 02:57:38 +01:00
333 lines
7.7 KiB
Markdown
333 lines
7.7 KiB
Markdown
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## Supported file types
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As manakoAT likes to say, the extension doesn't really mean anything, but it's
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the most obvious way to identify files.
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This list is not complete and many other files are supported.
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- PS2/PSX ADPCM:
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- .ads/.ss2
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- .ass
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- .ast
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- .bg00
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- .bmdx
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- .ccc
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- .cnk
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- .dxh
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- .enth
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- .fag
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- .filp
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- .gcm
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- .gms
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- .hgc1
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- .ikm
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- .ild
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- .ivb
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- .joe
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- .kces
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- .khv
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- .leg
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- .mcg
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- .mib, .mi4 (w/ or w/o .mih)
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- .mic
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- .mihb (merged mih+mib)
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- .msa
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- .msvp
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- .musc
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- .npsf
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- .pnb
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- .psh
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- .rkv
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- .rnd
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- .rstm
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- .rws
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- .rxw
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- .snd
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- .sfs
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- .sl3
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- .smpl (w/ bad flags)
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- .ster
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- .str+.sth
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- .str (MGAV blocked)
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- .sts
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- .svag
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- .svs
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- .tec (w/ bad flags)
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- .tk5 (w/ bad flags)
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- .vas
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- .vag
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- .vgs (w/ bad flags)
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- .vig
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- .vpk
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- .vs
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- .vsf
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- .wp2
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- .xa2
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- .xa30
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- .xwb+xwh
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- GC/Wii/3DS DSP ADPCM:
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- .aaap
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- .agsc
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- .asr
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- .bns
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- .bo2
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- .capdsp
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- .cfn
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- .ddsp
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- .dsp
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- standard, optional dual file stereo
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- RS03
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- Cstr
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- _lr.dsp
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- MPDS
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- .gca
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- .gcm
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- .gsp+.gsp
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- .hps
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- .idsp
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- .ish+.isd
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- .lps
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- .mca
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- .mpdsp
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- .mss
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- .mus (not quite right)
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- .ndp
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- .pdt
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- .sdt
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- .smp
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- .sns
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- .spt+.spd
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- .ssm
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- .stm/.dsp
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- .str
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- .str+.sth
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- .sts
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- .swd
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- .thp, .dsp
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- .tydsp
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- .vjdsp
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- .waa, .wac, .wad, .wam
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- .was
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- .wsd
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- .wsi
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- .ydsp
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- .ymf
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- .zwdsp
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- PCM:
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- .aiff (8 bit, 16 bit)
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- .asd (16 bit)
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- .baka (16 bit)
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- .bh2pcm (16 bit)
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- .dmsg (16 bit)
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- .gcsw (16 bit)
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- .gcw (16 bit)
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- .his (8 bit)
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- .int (16 bit)
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- .pcm (8 bit, 16 bit)
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- .kraw (16 bit)
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- .raw (16 bit)
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- .rwx (16 bit)
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- .sap (16 bit)
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- .snd (16 bit)
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- .sps (16 bit)
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- .str (16 bit)
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- .xss (16 bit)
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- .voi (16 bit)
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- .wb (16 bit)
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- .zsd (8 bit)
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- Xbox IMA ADPCM:
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- .matx
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- .wavm
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- .wvs
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- .xmu
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- .xvas
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- .xwav
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- Yamaha AICA ADPCM:
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- .adpcm
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- .dcs+.dcsw
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- .str
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- .spsd
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- IMA ADPCM:
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- .bar (IMA ADPCM)
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- .pcm/dvi (DVI IMA ADPCM)
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- .hwas (IMA ADPCM)
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- .dvi/idvi (DVI IMA ADPCM)
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- .ivaud (IMA ADPCM)
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- .myspd (IMA ADPCM)
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- .strm (IMA ADPCM)
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- multi:
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- .aifc (SDX2 DPCM, DVI IMA ADPCM)
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- .asf/as4 (8/16 bit PCM, DVI IMA ADPCM)
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- .ast (GC AFC ADPCM, 16 bit PCM)
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- .aud (IMA ADPCM, WS DPCM)
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- .aus (PSX ADPCM, Xbox IMA ADPCM)
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- .brstm (GC DSP ADPCM, 8/16 bit PCM)
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- .emff (PSX APDCM, GC DSP ADPCM)
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- .fsb/wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM, MPEG audio, FSB Vorbis, MS XMA)
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- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
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- .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)
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- .nwa (16 bit PCM, NWA DPCM)
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- .p3d (Radical ADPCM, Radical MP3, XMA2)
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- .psw (PSX ADPCM, GC DSP ADPCM)
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- .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM)
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- .rws (PSX ADPCM, XBOX IMA ADPCM, GC DSP ADPCM, 16 bit PCM)
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- .rwsd (GC DSP ADPCM, 8/16 bit PCM)
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- .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)
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- .rrds (NDS IMA ADPCM)
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- .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)
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- .sgd/sgb+sgh/sgx (PSX ADPCM, ATRAC3plus, AC3)
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- .seg (Xbox IMA ADPCM, PS2 ADPCM)
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- .sng/asf/str/eam/aud (8/16 bit PCM, EA-XA ADPCM, PSX ADPCM, GC DSP ADPCM, XBOX IMA ADPCM, MPEG audio, EALayer3)
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- .strm (NDS IMA ADPCM, 8/16 bit PCM)
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- .sb0..7 (Ubi IMA ADPCM, GC DSP ADPCM, PSX ADPCM, Xbox IMA ADPCM, ATRAC3)
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- .swav (NDS IMA ADPCM, 8/16 bit PCM)
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- .xwb (PCM, Xbox IMA ADPCM, MS ADPCM, XMA, XWMA, ATRAC3)
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- .xwb+xwh (PCM, PSX ADPCM, ATRAC3)
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- .wav/lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM, XBOX IMA ADPCM)
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- .wem [lwav/logg/xma] (PCM, Wwise Vorbis, Wwise IMA ADPCM, XMA, XWMA, GC DSP ADPCM, Wwise Opus)
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- etc:
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- .2dx9 (MS ADPCM)
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- .aax (CRI ADX ADPCM)
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- .acm (InterPlay ACM)
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- .adp (GC DTK ADPCM)
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- .adx (CRI ADX ADPCM)
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- .afc (GC AFC ADPCM)
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- .ahx (MPEG-2 Layer II)
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- .aix (CRI ADX ADPCM)
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- .at3 (Sony ATRAC3 / ATRAC3plus)
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- .aud (Silicon Knights Vorbis)
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- .baf (PSX configurable ADPCM)
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- .bgw (PSX configurable ADPCM)
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- .bnsf (G.722.1)
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- .caf (Apple IMA4 ADPCM, others)
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- .dec/de2 (MS ADPCM)
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- .hca (CRI High Compression Audio)
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- .pcm/kcey (DVI IMA ADPCM)
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- .lsf (LSF ADPCM)
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- .mc3 (Paradigm MC3 ADPCM)
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- .mp4/lmp4 (AAC)
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- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
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- .mtaf (Konami ADPCM)
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- .mta2 (Konami XAS-like ADPCM)
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- .mwv (Level-5 0x555 ADPCM)
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- .ogg/logg (Ogg Vorbis)
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- .ogl (Shin'en Vorbis)
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- .rsf (CCITT G.721 ADPCM)
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- .sab (Worms 4 soundpacks)
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- .s14/sss (G.722.1)
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- .sc (Activision EXAKT SASSC DPCM)
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- .scd (MS ADPCM, MPEG Audio, 16 bit PCM)
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- .sd9 (MS ADPCM)
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- .smp (MS ADPCM)
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- .spw (PSX configurable ADPCM)
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- .stm/lstm [amts/ps2stm/stma] (16 bit PCM, DVI IMA ADPCM, GC DSP ADPCM)
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- .str (SDX2 DPCM)
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- .stx (GC AFC ADPCM)
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- .ulw (u-Law PCM)
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- .um3 (Ogg Vorbis)
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- .xa (CD-ROM XA audio)
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- .xma (MS XMA/XMA2)
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- .sb0/sb1/sb2/sb3/sb4/sb5/sb6/sb7 (many)
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- .sm0/sm1/sm2/sm3/sm4/sm5/sm6/sm7 (many)
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- .bao/pk (many)
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- artificial/generic headers:
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- .genh (lots)
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- .txth (lots)
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- loop assists:
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- .mus (playlist for .acm)
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- .pos (loop info for .wav)
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- .sli (loop info for .ogg)
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- .sfl (loop info for .ogg)
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- other:
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- .adxkey (decryption key for .adx)
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- .ahxkey (decryption key for .ahx)
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- .hcakey (decryption key for .hca)
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- .fsbkey (decryption key for .fsb)
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- .bnsfkey (decryption key for .bnsf)
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- .txtp (per song segment/layer handler and player configuration)
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## Supported codec types
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Quick list of most codecs vgmstream supports, including many obscure ones that
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are used in few games.
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- PCM 16-bit
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- PCM 8-bit (signed, unsigned)
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- PCM 4-bit (signed, unsigned)
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- PCM 32-bit float
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- u-Law/a-LAW
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- CRI ADX (standard, fixed, exponential, encrypted)
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- Nintendo DSP ADPCM a.k.a GC ADPCM
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- Nintendo DTK ADPCM
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- Nintendo AFC ADPCM
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- ITU-T G.721
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- CD-ROM XA ADPCM
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- Sony PSX ADPCM a.k.a VAG (standard, badflags, configurable, extended)
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- Sony HEVAG
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- Electronic Arts EA-XA (stereo, mono, Maxis)
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- Electronic Arts EA-XAS (v0, v1)
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- DVI/IMA ADPCM (stereo/mono + high/low nibble, 3DS, Quantic Dream, SNDS, etc)
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- Microsoft MS IMA ADPCM (standard, Xbox, NDS, Radical, Wwise, FSB, WV6, etc)
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- Microsoft MS ADPCM (standard, Cricket Audio)
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- Westwood VBR ADPCM
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- Yamaha ADPCM (AICA, Aska)
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- Procyon Studio ADPCM
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- Level-5 0x555 ADPCM
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- lsf ADPCM
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- Konami MTAF ADPCM
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- Konami MTA2 ADPCM
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- Paradigm MC3 ADPCM
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- FMOD FADPCM 4-bit ADPCM
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- Konami XMD 4-bit ADPCM
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- Platinum 4-bit ADPCM
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- Argonaut ASF 4-bit ADPCM
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- Tantalus 4-bit ADPCM
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- Ocean DSA 4-bit ADPCM
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- Circus XPCM ADPCM
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- Circus XPCM VQ
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- OKI 4-bit ADPCM (16-bit output, 4-shift, PC-FX)
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- Ubisoft 4/6-bit ADPCM
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- Tiger Game.com ADPCM
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- LucasArts iMUSE VBR ADPCM
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- CompressWave (CWav) Huffman ADPCM
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- SDX2 2:1 Squareroot-Delta-Exact compression DPCM
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- CBD2 2:1 Cuberoot-Delta-Exact compression DPCM
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- Activision EXAKT SASSC DPCM
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- Xilam DERF DPCM
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- InterPlay ACM
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- VisualArt's NWA
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- Electronic Arts MicroTalk a.k.a. UTK or UMT
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- Relic Codec
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- CRI HCA
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- tri-Ace PS2 Codec
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- Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights)
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- MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, EA, etc)
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- ITU-T G.722.1 annex C a.k.a. Polycom Siren 14 (Namco)
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- ITU-T G.719 annex B a.k.a. Polycom Siren 22
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- Electronic Arts EASpeex
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- Electronic Arts EALayer3
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- Electronic Arts EA-XMA
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- Sony ATRAC3, ATRAC3plus
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- Sony ATRAC9
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- Microsoft XMA1/2
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- Microsoft WMA v1, WMA v2, WMAPro
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- AAC
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- Bink
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- AC3/SPDIF
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- Xiph Opus (Ogg, Switch, EA, UE4, Exient)
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- Xiph CELT (FSB)
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- Musepack
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- FLAC
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- Others
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Sometimes standard codecs come in non-standard layouts that aren't normally
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supported by other players (like multiple `.ogg` or `.mp3` files chunked and
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interleaved together in custom ways).
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Some codecs are not fully correct compared to the games due to minor bugs, but
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in most cases it isn't audible, and general accuracy is high, with emphasis in
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proper support of encoder delay, accurate sample counts and seeking that other
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plugins may lack.
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Note that vgmstream doesn't (can't) reproduce in-game music 1:1, as internal
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resampling, filters, volume, etc, are not replicated.
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