vgmstream/readme.txt

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vgmstream
This is vgmstream, a library for playing streamed audio from video games.
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There are multiple end-user bits:
- a command line decoder called "test.exe"
- a Winamp plugin called "in_vgmstream"
- a foobar2000 component called "foo_input_vgmstream"
- an XMPlay plugin called "xmp-vgmstream"
- an Audacious plugin called "libvgmstream"
*********** IMPORTANT!! ***********
--- needed files (for Windows) ---
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Since Ogg Vorbis, MPEG audio, and other formats are now supported, you will
need to have certain DLL files.
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In the case of the foobar2000 component they are all bundled for convenience,
or you can get them from here: https://github.com/kode54/vgmstream
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(also here: https://f.losno.co/vgmstream-win32-deps.zip, may not be latest).
Put libvorbis.dll, libmpg123-0.dll, libg7221_decode.dll, libg719_decode.dll,
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at3plusdecoder.dll, avcodec-vgmstream-57.dll, avformat-vgmstream-57.dll,
avutil-vgmstream-55.dll and swresample-vgmstream-2.dll somewhere Windows can
find them.
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For Winamp/XMPlay/test.exe this means in the directory with the .exe, or in a
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system directory, or any other directory in the PATH variable.
--- test.exe ---
Usage: ./test [-o outfile.wav] [-l loop count]
[-f fade time] [-d fade delay] [-ipcmxeE] infile
Options:
-o outfile.wav: name of output .wav file, default is dump.wav
-l loop count: loop count, default 2.0
-f fade time: fade time (seconds), default 10.0
-d fade delay: fade delay (seconds, default 0.0
-i: ignore looping information and play the whole stream once
-p: output to stdout (for piping into another program)
-P: output to stdout even if stdout is a terminal
-c: loop forever (continuously)
-m: print metadata only, don't decode
-x: decode and print adxencd command line to encode as ADX
-g: decode and print oggenc command line to encode as OGG
-b: decode and print batch variable commands
-L: append a smpl chunk and create a looping wav
-e: force end-to-end looping
-E: force end-to-end looping even if file has real loop points
-r outfile2.wav: output a second time after resetting
-2 N: only output the Nth (first is 0) set of stereo channels
-F: don't fade after N loops and play the rest of the stream
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-s N: select subtream N, if the format supports multiple streams
Typical usage would be:
test -o happy.wav happy.adx
to decode happy.adx to happy.wav.
--- in_vgmstream ---
Drop the in_vgmstream.dll in your Winamp plugins directory. Please follow
the above instructions for installing the other files needed.
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--- xmp-vgmstream ---
Drop the xmp-vgmstream.dll in your XMPlay plugins directory. Please follow
the above instructions for installing the other files needed.
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Note that there are minor differences compared to in_vgmstream. Since XMPlay
supports Winamp plugins you may also use in_vgmstream.dll instead.
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Because the XMPlay MP3 decoder incorrectly tries to play some vgmstream exts,
you need to manually fix it by going to options > plugins > input > vgmstream
and in the "priority filetypes" put: awc,ckd,fsb,genh,msf,p3d,rak,scd,xvag
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--- foo_input_vgmstream ---
Every should be installed automatically by the .fb2k-component bundle.
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--- Audacious plugin ---
Needs to be manually built. Instructions can be found in the source files.
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--- File types supported by this version of vgmstream ---
As manakoAT likes to say, the extension doesn't really mean anything, but it's
the most obvious way to identify files.
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This list is not complete and many other files are supported.
PS2/PSX ADPCM:
- .ads/.ss2
- .ass
- .ast
- .bg00
- .bmdx
- .ccc
- .cnk
- .dxh
- .enth
- .fag
- .filp
- .gcm
- .gms
- .hgc1
- .ikm
- .ild
- .ivb
- .joe
- .kces
- .khv
- .leg
- .mcg
- .mib, .mi4 (w/ or w/o .mih)
- .mic
- .mihb (merged mih+mib)
- .msa
- .msvp
- .musc
- .npsf
- .pnb
- .psh
- .rkv
- .rnd
- .rstm
- .rws
- .rxw
- .snd
- .sfs
- .sl3
- .smpl (w/ bad flags)
- .ster
- .str+.sth
- .str (MGAV blocked)
- .sts
- .svag
- .svs
- .tec (w/ bad flags)
- .tk5 (w/ bad flags)
- .vas
- .vag
- .vgs (w/ bad flags)
- .vig
- .vpk
- .vs
- .vsf
- .wp2
- .xa2
- .xa30
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- .xwb+xwh
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GC/Wii/3DS DSP ADPCM:
- .aaap
- .agsc
- .asr
- .bns
- .bo2
- .capdsp
- .cfn
- .ddsp
- .dsp
- standard, optional dual file stereo
- RS03
- Cstr
- _lr.dsp
- MPDS
- .gca
- .gcm
- .gsp+.gsp
- .hps
- .idsp
- .ish+.isd
- .lps
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- .mca
- .mpdsp
- .mss
- .mus (not quite right)
- .ndp
- .pdt
- .sdt
- .smp
- .sns
- .spt+.spd
- .ssm
- .stm/.dsp
- .str
- .str+.sth
- .sts
- .swd
- .thp, .dsp
- .tydsp
- .vjdsp
- .waa, .wac, .wad, .wam
- .was
- .wsd
- .wsi
- .ydsp
- .ymf
- .zwdsp
PCM:
- .aiff (8 bit, 16 bit)
- .asd (16 bit)
- .baka (16 bit)
- .bh2pcm (16 bit)
- .dmsg (16 bit)
- .gcsw (16 bit)
- .gcw (16 bit)
- .his (8 bit)
- .int (16 bit)
- .pcm (8 bit, 16 bit)
- .kraw (16 bit)
- .raw (16 bit)
- .rwx (16 bit)
- .sap (16 bit)
- .snd (16 bit)
- .sps (16 bit)
- .str (16 bit)
- .xss (16 bit)
- .voi (16 bit)
- .wb (16 bit)
- .zsd (8 bit)
Xbox IMA ADPCM:
- .matx
- .wavm
- .wvs
- .xmu
- .xvas
- .xwav
Yamaha ADPCM:
- .adpcm
- .dcs+.dcsw
- .str
- .spsd
IMA ADPCM:
- .bar (IMA ADPCM)
- .dvi (DVI IMA ADPCM)
- .hwas (IMA ADPCM)
- .idvi (DVI IMA ADPCM)
- .ivaud (IMA ADPCM)
- .myspd (IMA ADPCM)
- .strm (IMA ADPCM)
multi:
- .aifc (SDX2 DPCM, DVI IMA ADPCM)
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- .asf/as4 (8/16 bit PCM, EACS IMA ADPCM)
- .ast (GC AFC ADPCM, 16 bit PCM)
- .aud (IMA ADPCM, WS DPCM)
- .aus (PSX ADPCM, Xbox IMA ADPCM)
- .brstm (GC DSP ADPCM, 8/16 bit PCM)
- .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)
- .genh (lots)
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- .txth (lots)
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- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
- .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)
- .nwa (16 bit PCM, NWA DPCM)
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- .p3d (Radical ADPCM, Radical MP3, XMA2)
- .psw (PSX ADPCM, GC DSP ADPCM)
- .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)
- .rwsd (GC DSP ADPCM, 8/16 bit PCM)
- .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)
- .rrds (NDS IMA ADPCM)
- .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)
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- .sgd/sgb+sgh/sgx (PSX ADPCM, ATRAC3plus, AC3)
- .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)
- .strm (NDS IMA ADPCM, 8/16 bit PCM)
- .ss7 (EACS IMA ADPCM, IMA ADPCM)
- .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)
- .wav/lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM,
XBOX IMA ADPCM)
- .wem [lwav/logg/xma] (PCM, Wwise Vorbis, Wwise IMA ADPCM, XMA, XWMA,
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GC DSP ADPCM, Wwise Opus)
etc:
- .2dx9 (MS ADPCM)
- .aax (CRI ADX ADPCM)
- .acm (InterPlay ACM)
- .adp (GC DTK ADPCM)
- .adx (CRI ADX ADPCM)
- .afc (GC AFC ADPCM)
- .ahx (MPEG-2 Layer II)
- .aix (CRI ADX ADPCM)
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- .at3 (Sony ATRAC3 / ATRAC3plus)
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- .aud (Silicon Knights Vorbis)
- .baf (PSX configurable ADPCM)
- .bgw (PSX configurable ADPCM)
- .bnsf (G.722.1)
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- .caf (Apple IMA4 ADPCM, others)
- .de2 (MS ADPCM)
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- .hca (CRI High Compression Audio)
- .kcey (EACS IMA ADPCM)
- .lsf (LSF ADPCM)
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- .mc3 (Paradigm MC3 ADPCM)
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- .mp4/lmp4 (AAC)
- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
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- .mtaf (Konami ADPCM)
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- .mta2 (Konami XAS-like ADPCM)
- .mwv (Level-5 0x555 ADPCM)
- .ogg/logg (Ogg Vorbis)
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- .ogl (Shin'en Vorbis)
- .rsf (CCITT G.721 ADPCM)
- .sab (Worms 4 soundpacks)
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- .s14/sss (G.722.1)
- .sc (Activision EXAKT SASSC DPCM)
- .scd (MS ADPCM, MPEG Audio, 16 bit PCM)
- .sd9 (MS ADPCM)
- .smp (MS ADPCM)
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- .spw (PSX configurable ADPCM)
- .stm/lstm [amts/ps2stm/stma] (16 bit PCM, DVI IMA ADPCM, GC DSP ADPCM)
- .str (SDX2 DPCM)
- .stx (GC AFC ADPCM)
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- .ulw (u-Law PCM)
- .um3 (Ogg Vorbis)
- .xa (CD-ROM XA audio)
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- .xma (MS XMA/XMA2)
loop assists:
- .mus (playlist for .acm)
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- .pos (loop info for .wav: 32 bit LE loop start sample + loop end sample)
- .sli (loop info for .ogg)
- .sfl (loop info for .ogg)
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other:
- .adxkey (decryption key for .adx, in start/mult/add format)
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- .ahxkey (decryption key for .ahx, in start/mult/add format)
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- .hcakey (decryption key for .hca, in HCA Decoder format)
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- .vgmstream + .pos (FFmpeg formats + loop assist)
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Enjoy!
-hcs