This commit is contained in:
bnnm 2024-07-18 23:53:28 +02:00
parent a8dc7edb9a
commit 332512f912
2 changed files with 80 additions and 67 deletions

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@ -21,7 +21,7 @@ The main development repository: https://github.com/vgmstream/vgmstream/
Automated builds with the latest changes: https://vgmstream.org
(https://github.com/vgmstream/vgmstream-releases/releases/tag/nightly)
Common releases: https://github.com/vgmstream/vgmstream/releases
Numbered releases: https://github.com/vgmstream/vgmstream/releases
Help can be found here: https://www.hcs64.com/
@ -39,56 +39,54 @@ There are multiple end-user components:
The main library (plain *vgmstream*) is the code that handles the internal conversion, while the
above components are what you use to get sound.
If you want to convert game audio to `.wav`, try getting *vgmstream-cli* (see below) then
drag-and-drop one or more files to the executable (support may vary per O.S. or distro).
This should create `(file.extension).wav`, if the format is supported. More user-friendly
would be installing a player like *foobar2000* (for Windows) or *Audacious* (for Linux)
and the vgmstream plugin. Then you can directly listen your files and set options like infinite
looping, or convert to `.wav` with the player's options (also easier if your file has multiple
"subsongs").
### Usage
If you want to convert game audio to `.wav`, get *vgmstream-cli* then drag-and-drop one
or more files to the executable (support may vary per O.S. or distro). This should create
`(file.extension).wav`, if the format is supported. You can also try the online web player
instead. See: https://vgmstream.org
More user-friendly would be installing a player like *foobar2000* (on Windows) or *Audacious*
(on Linux) and the vgmstream plugin. Then you can directly listen your files and set options like
infinite looping, or convert to `.wav` with the player's options (also easier to use if your file
has multiple "subsongs").
See [components](doc/USAGE.md#components) in the *usage guide* for full install instructions and
explanations. The aim is feature parity, but there are a few differences between them due to
missing parts on vgmstream's side or lack of support in the player.
Note that vgmstream cannot *encode* (convert from `.wav` to a video game format), it only *decodes*
Note that vgmstream cannot *encode* (convert from `.wav` to a game format), it only *decodes*
(plays game audio).
### Windows
Get the latest prebuilt binaries (CLI/plugins/etc) on our website:
- https://vgmstream.org
Or the less frequent "official" releases on GitHub:
- https://github.com/vgmstream/vgmstream/releases
### Windows binaries
Prebuilt binaries:
- https://vgmstream.org (latest)
- https://github.com/vgmstream/vgmstream/releases (infrequent numbered releases)
The foobar2000 component is also available on https://www.foobar2000.org based on current
release.
If the above links fail, you may also try the alternative versions built by
[bnnm](https://github.com/bnnm):
You may also try the alternative versions (irregularly) built by [bnnm](https://github.com/bnnm):
- https://github.com/bnnm/vgmstream-builds/raw/master/bin/vgmstream-latest-test-u.zip
You may compile from source as well, see the [build guide](doc/BUILD.md).
Or compile from source, see the [build guide](doc/BUILD.md).
### Linux
### Linux binaries
A prebuilt CLI binary is available. It's statically linked and should work on systems running
Linux kernel v3.2 and above:
- https://vgmstream.org
- https://github.com/vgmstream/vgmstream/releases
- https://vgmstream.org (latest)
- https://github.com/vgmstream/vgmstream/releases (infrequent numbered releases)
Building from source will also give you *vgmstream.so* (Audacious plugin), and *vgmstream123*
(command-line player).
(command-line player), which can't be statically linked.
When building, many extra components have to be installed or compiled separately, which the
[build guide](doc/BUILD.md) describes in detail. For a quick build on Debian and Ubuntu-style
distributions run `./make-build-cmake.sh`. The script will need to install various dependencies,
so you may prefer to copy commands and run them manually.
When building it needs several external libraries. For a quick script for Debian and Ubuntu-style
distros run `./make-build-cmake.sh`. The script will need to install dependencies first, so you
may prefer to run steps manually, which the [build guide](doc/BUILD.md) describes in detail.
### macOS
A prebuilt CLI binary is available as well:
- https://vgmstream.org
- https://github.com/vgmstream/vgmstream/releases
### macOS binaries
A prebuilt CLI binary is available:
- https://vgmstream.org (latest)
- https://github.com/vgmstream/vgmstream/releases (infrequent numbered releases)
Otherwise follow the [build guide](doc/BUILD.md).

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@ -103,7 +103,7 @@ different internally (encrypted, different versions, etc) and not always can be
- Kuju London .KWA header [*DSP_KWA*]
- Koei Tecmo APEX header [*DSP_APEX*]
- Rebellion DSP header [*DSP_ASURA*]
- *ngc_dsp_std*: `.dsp .adp .(extensionless) .wav .lwav .dat .ldat`
- *ngc_dsp_std*: `.dsp .adp .(extensionless) .wav .lwav .dat .ldat .rsm`
- *ngc_dsp_std_le*: `.adpcm`
- *ngc_mdsp_std*: `.dsp .mdsp`
- *ngc_dsp_stm*: `.stm .lstm .dsp`
@ -193,6 +193,7 @@ different internally (encrypted, different versions, etc) and not always can be
- *vag*: `.vag .swag .str .vig .l .r .vas .xa2 .snd .svg .(extensionless) .wav .lwav`
- *vag_aaap*: `.vag`
- *vag_footer*: `.(extensionless) .vag`
- *vag_evolution_games*: `.vag`
- Codecs: PSX HEVAG
- **ild.c**
- Tose ILD header [*ILD*]
@ -202,27 +203,17 @@ different internally (encrypted, different versions, etc) and not always can be
- Cauldron .STR header [*DSP_STR*]
- *ngc_str*: `.str`
- Codecs: NGC_DSP
- **ea_schl.c**
- Electronic Arts BNK header [*EA_BNK*]
- Electronic Arts SCHl header [*EA_SCHL*]
- **ea_schl_standard.c**
- (container)
- *ea_schl*: `.asf .lasf .str .chk .eam .exa .sng .aud .sx .xa .strm .stm .hab .xsf .gsf .(extensionless) .r`
- *ea_schl_video*: `.uv .dct .mad .wve .vp6 .mpc .lmpc`
- *ea_bnk*: `.bnk .sdt .hdt .ldt .abk .ast .cat .(extensionless)`
- *ea_abk*: `.abk + .ast`
- *ea_hdr_dat*: `.hdr + .dat`
- Subfiles: *vag*
- *ea_hdr_dat_v2*: `.hdr + .dat .mus .(external)`
- *ea_map_mus*: `.map .lin .mpf`
- *ea_mpf_mus*: `.mpf`
- *ea_msb_mus*: `.msb .msx`
- *ea_mpf_mus_main*: `(base) + .(external)`
- Codecs: EA_XA EA_XA_int EA_XA_V2 PCM8_int PCM16_int PCM8 PCM16LE PCM16BE PSX XBOX_IMA_int NGC_DSP VADPCM MPEG EA_MT ATRAC3
- *ea_schl_video*: `.uv .dct .mpc .lmpc .vp6 .mad .wve`
- **caf.c**
- tri-Crescendo CAF Header [*CAF*]
- tri-Crescendo CAF header [*CAF*]
- *caf*: `.caf .cfn .(extensionless)`
- Codecs: NGC_DSP
- **vpk.c**
- SCE America VPK Header [*VPK*]
- SCE America VPK header [*VPK*]
- *vpk*: `.vpk`
- Codecs: PSX
- **ogg_vorbis.c**
@ -249,7 +240,7 @@ different internally (encrypted, different versions, etc) and not always can be
- **aifc.c**
- Apple AIFF-C header [*AIFC*]
- Apple AIFF header [*AIFF*]
- *aifc*: `.aif .laif .wav .lwav .aiff .laiff .(extensionless) .aifc .laifc .afc .cbd2 .bgm .fda .n64 .xa .caf .acm .adp .ai .pcm`
- *aifc*: `.aif .laif .wav .lwav .aiff .laiff .(extensionless) .aifc .laifc .afc .cbd2 .bgm .fda .n64 .xa .caf .acm .adp .ai .pcm .vp6 .mpc .lmpc`
- Codecs: SDX2 CBD2 DVI_IMA_int APPLE_IMA4 RELIC VADPCM PCM8 PCM16BE XA
- **str_snds.c**
- 3DO SNDS header [*STR_SNDS*]
@ -263,9 +254,9 @@ different internally (encrypted, different versions, etc) and not always can be
- CRI AHX header [*AHX*]
- *ahx*: `.ahx`
- Codecs: MPEG
- **ivb.c**
- IVB/BVII header [*PS2_IVB*]
- *ivb*: `.ivb`
- **iivb.c**
- Vingt-et-un IIVB header [*IIVB*]
- *iivb*: `.ivb`
- Codecs: PSX
- **svs.c**
- Square SVS header [*SVS*]
@ -281,7 +272,7 @@ different internally (encrypted, different versions, etc) and not always can be
- RIFX WAVE header (smpl looping) [*RIFX_WAVE_smpl*]
- *riff*: `.wav .lwav .xwav .mwv .da .dax .cd .med .snd .adx .adp .xss .xsew .adpcm .adw .wd .(extensionless) .sbv .wvx .str .at3 .rws .aud .at9 .ckd .saf .ima .nsa .pcm .xvag .ogg .logg .p1d .xms .mus .dat .ldat .wma .lwma .caf .wax .voi .se`
- *rifx*: `.wav .lwav`
- Codecs: AICA_int PCM32LE PCM24LE PCM16BE PCM16LE PCM8_U MSADPCM IMA PCMFLOAT MS_IMA AICA MPEG_custom XBOX_IMA MS_IMA_3BIT DVI_IMA L5_555 OGG_VORBIS ATRAC9 ATRAC3 MPEG MSADPCM_int
- Codecs: AICA_int PCM32LE PCM24LE PCM16BE PCM16LE PCM8_U MSADPCM IMA PCMFLOAT MS_IMA AICA MPEG_custom XBOX_IMA MS_IMA_3BIT DVI_IMA L5_555 OGG_VORBIS ATRAC9 ATRAC3 MPEG MSADPCM_mono
- **nwa.c**
- VisualArt's NWA header (NWAINFO.INI looping) [*NWA_NWAINFOINI*]
- VisualArt's NWA header (Gameexe.ini looping) [*NWA_GAMEEXEINI*]
@ -307,7 +298,7 @@ different internally (encrypted, different versions, etc) and not always can be
- *hgc1*: `.str`
- Codecs: PSX
- **aus.c**
- Capcom AUS Header [*AUS*]
- Atomic Planet AUS header [*AUS*]
- *aus*: `.aus`
- Codecs: XBOX_IMA PSX
- **rws_80d.c**
@ -320,9 +311,7 @@ different internally (encrypted, different versions, etc) and not always can be
- FMOD FSB3 header [*FSB3*]
- FMOD FSB4 header [*FSB4*]
- *fsb*: `.fsb .bnk .sfx .ps3 .xen`
- *fsb4_wav*: `.fsb .wii`
- Subfiles: *fsb*
- Codecs: MPEG XBOX_IMA FSB_IMA PSX XMA1 XMA2 NGC_DSP NGC_DSP_subint CELT_FSB PCM8_U PCM8 PCM16BE PCM16LE
- Codecs: MPEG FSB_IMA XBOX_IMA PSX XMA1 XMA2 NGC_DSP NGC_DSP_subint CELT_FSB PCM8_U PCM8 PCM16BE PCM16LE
- **fsb5.c**
- FMOD FSB5 header [*FSB5*]
- *fsb5*: `.fsb .snd`
@ -349,7 +338,7 @@ different internally (encrypted, different versions, etc) and not always can be
- *musx*: `.sfx .musx`
- Codecs: PSX DAT4_IMA DVI_IMA_int XBOX_IMA NGC_DSP PCM16BE PCM16LE
- **filp.c**
- cavia FILp Header [*FILP*]
- cavia FILp header [*FILP*]
- *filp*: `.fil`
- Codecs: PSX
- **ikm.c**
@ -377,11 +366,11 @@ different internally (encrypted, different versions, etc) and not always can be
- *dc_kcey*: `.pcm .kcey`
- Codecs: DVI_IMA
- **rstm_rockstar.c**
- Rockstar Games RSTM Header [*RSTM_ROCKSTAR*]
- Rockstar Games RSTM header [*RSTM_ROCKSTAR*]
- *rstm_rockstar*: `.rsm .rstm`
- Codecs: PSX
- **acm.c**
- InterPlay ACM Header [*ACM*]
- InterPlay ACM header [*ACM*]
- *acm*: `.acm .tun .wavc`
- Codecs: ACM
- **mus_acm.c**
@ -389,11 +378,11 @@ different internally (encrypted, different versions, etc) and not always can be
- *mus_acm*: `.mus`
- Subfiles: *acm ogg_vorbis*
- **vig_kces.c**
- Konami .VIG Header [*VIG_KCES*]
- Konami .VIG header [*VIG_KCES*]
- *vig_kces*: `.vig`
- Codecs: PSX
- **hxd.c**
- Tecmo HXD Header [*HXD*]
- Tecmo HXD header [*HXD*]
- *hxd*: `.hxd + .bd .str .at3`
- Codecs: PSX
- **vsv.c**
@ -466,11 +455,11 @@ different internally (encrypted, different versions, etc) and not always can be
- *kraw*: `.kraw`
- Codecs: PCM16BE
- **omu.c**
- Outrage OMU Header [*OMU*]
- Outrage OMU header [*OMU*]
- *omu*: `.omu`
- Codecs: PCM16LE
- **xa2_acclaim.c**
- Acclaim .XA2 Header [*XA2_ACCLAIM*]
- Acclaim .XA2 header [*XA2_ACCLAIM*]
- *xa2_acclaim*: `.xa2`
- Codecs: PSX
- **idsp_ie.c**
@ -642,7 +631,7 @@ different internally (encrypted, different versions, etc) and not always can be
- **ads_midway.c**
- Midway ADS header [*ADS_MIDWAY*]
- *ads_midway*: `.ads`
- Codecs: NGC_DSP XBOX_IMA_int
- Codecs: NGC_DSP XBOX_IMA_mono
- **ps2_mcg.c**
- Gunvari MCG Header [*PS2_MCG*]
- *ps2_mcg*: `.mcg`
@ -1075,6 +1064,22 @@ different internally (encrypted, different versions, etc) and not always can be
- Reflections 04SW header [*XA_04SW*]
- *xa_04sw*: `.xa`
- Codecs: NGC_DSP
- **ea_schl_abk.c**
- (container)
- *ea_abk_schl*: `.abk`
- *ea_amb_schl*: `.amb .amx`
- *ea_abk_schl_main*: `(base) + .ast`
- **ea_schl_hdr_dat.c**
- (container)
- *ea_hdr_dat*: `.hdr + .dat`
- Subfiles: *vag*
- *ea_hdr_dat_v2*: `.hdr + .dat`
- **ea_schl_map_mpf_mus.c**
- (container)
- *ea_map_mus*: `.map .lin .mpf`
- *ea_mpf_mus_schl*: `.mpf`
- *ea_msb_mus_schl*: `.msb .msx`
- *ea_mpf_mus_schl_main*: `(base) + .(external) .mus`
- **ea_schl_fixed.c**
- Electronic Arts SCHl header (fixed) [*EA_SCHL_fixed*]
- *ea_schl_fixed*: `.asf .lasf .cnk`
@ -1148,7 +1153,9 @@ different internally (encrypted, different versions, etc) and not always can be
- Codecs: PCM16LE MSADPCM MS_IMA FFmpeg(various)
- **ea_eaac_abk.c**
- Electronic Arts SNR+SNS header [*EA_SNR_SNS*]
- *ea_abk_eaac*: `.abk + .ast`
- *ea_abk_eaac*: `.abk`
- *ea_amb_eaac*: `.amb .amx`
- *ea_abk_eaac_main*: `(base) + .ast`
- **ea_eaac_hdr_sth_dat.c**
- Electronic Arts SNR+SNS header [*EA_SNR_SNS*]
- *ea_hdr_sth_dat*: `.hdr + .sth .dat`
@ -1242,7 +1249,7 @@ different internally (encrypted, different versions, etc) and not always can be
- **sthd.c**
- Dream Factory STHD header [*STHD*]
- *sthd*: `.stx`
- Codecs: PCM16LE XBOX_IMA_int
- Codecs: PCM16LE XBOX_IMA_mono
- **pcm_sre.c**
- Capcom .PCM+SRE header [*PCM_SRE*]
- *pcm_sre*: `.pcm + .sre`
@ -1621,7 +1628,7 @@ different internally (encrypted, different versions, etc) and not always can be
- *asrs*: `.srsa`
- *ktsr_internal*
- Subfiles: *riff ogg_vorbis ktss ktac*
- Codecs: MSADPCM_int NGC_DSP ATRAC9
- Codecs: MSADPCM_mono NGC_DSP ATRAC9
- **mups.c**
- (container)
- *mups*: `.mups .(extensionless)`
@ -1833,6 +1840,10 @@ different internally (encrypted, different versions, etc) and not always can be
- Rebellion DSP header [*DSP_ASURA*]
- *dsp_asura_sfx*: `.sfx`
- Codecs: NGC_DSP
- **adp_ongakukan.c**
- Ongakukan RIFF WAVE header [*ONGAKUKAN_RIFF_ADP*]
- *adp_ongakukan*: `.adp`
- Codecs: ONGAKUKAN_ADPCM
- **agsc.c**
- Retro Studios AGSC header [*AGSC*]
- *agsc*: `.agsc`
@ -1957,6 +1968,10 @@ different internally (encrypted, different versions, etc) and not always can be
- Electronic Arts SPS header [*EA_SPS*]
- *eaaudiocore_main*: `(base) + .sns`
- Codecs: PCM16_int EA_XAS_V1 MPEG NGC_DSP SPEEX ATRAC9 Opus XMA1 XMA2
- **ea_schl.c**
- Electronic Arts BNK header [*EA_BNK*]
- Electronic Arts SCHl header [*EA_SCHL*]
- Codecs: EA_XA EA_XA_int EA_XA_V2 PCM8_int PCM16_int PCM8 PCM16LE PCM16BE PSX XBOX_IMA_mono NGC_DSP VADPCM MPEG EA_MT ATRAC3
## Supported extras
Reminder of some extra formats and helper files vgmstream supports. They are described