diff --git a/src/formats.c b/src/formats.c
index 73dbc785..33241716 100644
--- a/src/formats.c
+++ b/src/formats.c
@@ -70,6 +70,7 @@ static const char* extension_list[] = {
"ao",
"ap",
"apc",
+ "apm",
"as4",
"asbin",
"asd",
@@ -1286,6 +1287,7 @@ static const meta_info meta_info_list[] = {
{meta_OPUS, "Nintendo Switch OPUS header"},
{meta_PC_AST, "Capcom AST (PC) header"},
{meta_UBI_SB, "Ubisoft SBx header"},
+ {meta_UBI_APM, "Ubisoft APM header"},
{meta_NAAC, "Namco NAAC header"},
{meta_EZW, "EZ2DJ EZWAVE header"},
{meta_VXN, "Gameloft VXN header"},
diff --git a/src/libvgmstream.vcxproj b/src/libvgmstream.vcxproj
index 24d30628..7089e3cf 100644
--- a/src/libvgmstream.vcxproj
+++ b/src/libvgmstream.vcxproj
@@ -720,6 +720,7 @@
+
diff --git a/src/libvgmstream.vcxproj.filters b/src/libvgmstream.vcxproj.filters
index f5e95d0a..2ccbc970 100644
--- a/src/libvgmstream.vcxproj.filters
+++ b/src/libvgmstream.vcxproj.filters
@@ -1990,6 +1990,9 @@
meta\Source Files
+
+ meta\Source Files
+
meta\Source Files
diff --git a/src/meta/meta.h b/src/meta/meta.h
index 9557ed47..14467bea 100644
--- a/src/meta/meta.h
+++ b/src/meta/meta.h
@@ -634,6 +634,7 @@ VGMSTREAM * init_vgmstream_ubi_dat(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ubi_bnm(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ubi_bnm_ps2(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ubi_blk(STREAMFILE * streamFile);
+VGMSTREAM * init_vgmstream_ubi_apm(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ezw(STREAMFILE * streamFile);
diff --git a/src/meta/ubi_apm.c b/src/meta/ubi_apm.c
new file mode 100644
index 00000000..a0967da6
--- /dev/null
+++ b/src/meta/ubi_apm.c
@@ -0,0 +1,85 @@
+#include "meta.h"
+#include "../coding/coding.h"
+
+/* .APM - seen in old Ubisoft games [Rayman 2: The Great Escape (PC), Donald Duck: Goin' Quackers (PC)] */
+VGMSTREAM* init_vgmstream_ubi_apm(STREAMFILE* sf) {
+ VGMSTREAM* vgmstream = NULL;
+ uint32_t channels, sample_rate, file_size, nibble_size;
+ off_t start_offset;
+ int loop_flag;
+ uint32_t i;
+
+ if (read_u16le(0x00, sf) != 0x2000 || !is_id32be(0x14, sf, "vs12"))
+ goto fail;
+
+ if (!check_extensions(sf, "apm"))
+ goto fail;
+
+ /* (info from https://github.com/Synthesis/ray2get)
+ * 0x00(2): format tag (0x2000 for Ubisoft ADPCM)
+ * 0x02(2): channels
+ * 0x04(4): sample rate
+ * 0x08(4): byte rate? PCM samples?
+ * 0x0C(2): block align
+ * 0x0E(2): bits per sample
+ * 0x10(4): header size
+ * 0x14(4): "vs12"
+ * 0x18(4): file size
+ * 0x1C(4): nibble size
+ * 0x20(4): -1?
+ * 0x24(4): 0?
+ * 0x28(4): high/low nibble flag (when loaded in memory)
+ * 0x2C(N): ADPCM info per channel, last to first
+ * - 0x00(4): ADPCM hist
+ * - 0x04(4): ADPCM step index
+ * - 0x08(4): copy of ADPCM data (after interleave, ex. R from data + 0x01)
+ * 0x60(4): "DATA"
+ * 0x64(N): ADPCM data
+ */
+
+ channels = read_u16le(0x02, sf);
+ sample_rate = read_u32le(0x04, sf);
+ file_size = read_u32le(0x18, sf);
+ nibble_size = read_u32le(0x1c, sf);
+
+ start_offset = 0x64;
+
+ if (file_size != get_streamfile_size(sf))
+ goto fail;
+
+ if (nibble_size > (file_size - start_offset))
+ goto fail;
+
+ if (!is_id32be(0x60, sf, "DATA"))
+ goto fail;
+
+ loop_flag = 0;
+
+ /* build the VGMSTREAM */
+ vgmstream = allocate_vgmstream(channels, loop_flag);
+ if (!vgmstream) goto fail;
+
+ vgmstream->meta_type = meta_UBI_APM;
+ vgmstream->coding_type = coding_DVI_IMA_int;
+ vgmstream->layout_type = layout_interleave;
+ vgmstream->interleave_block_size = 0x01;
+ vgmstream->sample_rate = sample_rate;
+ vgmstream->num_samples = ima_bytes_to_samples(file_size - start_offset, channels);
+
+ /* read initial hist (last to first) */
+ for (i = 0; i < channels; i++) {
+ vgmstream->ch[i].adpcm_history1_32 = read_s32le(0x2c + 0x0c * (channels - 1 - i) + 0x00, sf);
+ vgmstream->ch[i].adpcm_step_index = read_s32le(0x2c + 0x0c * (channels - 1 - i) + 0x04, sf);
+ }
+ //todo supposedly APM IMA removes lower 3b after assigning step, but wave looks a bit off (Rayman 2 only?):
+ // ...; step = adpcm_table[step_index]; delta = (step >> 3); step &= (~7); ...
+
+ if (!vgmstream_open_stream(vgmstream, sf, start_offset))
+ goto fail;
+
+ return vgmstream;
+
+fail:
+ close_vgmstream(vgmstream);
+ return NULL;
+}
diff --git a/src/meta/ubi_sb.c b/src/meta/ubi_sb.c
index 49be6016..efa5aba3 100644
--- a/src/meta/ubi_sb.c
+++ b/src/meta/ubi_sb.c
@@ -1196,27 +1196,7 @@ static VGMSTREAM* init_vgmstream_ubi_sb_base(ubi_sb_header* sb, STREAMFILE* sf_h
case FMT_APM:
/* APM is a full format though most fields are repeated from .bnm
- * (info from https://github.com/Synthesis/ray2get)
- * 0x00(2): format tag (0x2000 for Ubisoft ADPCM)
- * 0x02(2): channels
- * 0x04(4): sample rate
- * 0x08(4): byte rate? PCM samples?
- * 0x0C(2): block align
- * 0x0E(2): bits per sample
- * 0x10(4): header size
- * 0x14(4): "vs12"
- * 0x18(4): file size
- * 0x1C(4): nibble size
- * 0x20(4): -1?
- * 0x24(4): 0?
- * 0x28(4): high/low nibble flag (when loaded in memory)
- * 0x2C(N): ADPCM info per channel, last to first
- * - 0x00(4): ADPCM hist
- * - 0x04(4): ADPCM step index
- * - 0x08(4): copy of ADPCM data (after interleave, ex. R from data + 0x01)
- * 0x60(4): "DATA"
- * 0x64(N): ADPCM data
- */
+ * see ubi_apm.c for documentation */
vgmstream->coding_type = coding_DVI_IMA_int;
vgmstream->layout_type = layout_interleave;
diff --git a/src/vgmstream_init.c b/src/vgmstream_init.c
index ff807d6c..e8c4a5ab 100644
--- a/src/vgmstream_init.c
+++ b/src/vgmstream_init.c
@@ -290,6 +290,7 @@ init_vgmstream_t init_vgmstream_functions[] = {
init_vgmstream_ubi_bnm_ps2,
init_vgmstream_ubi_dat,
init_vgmstream_ubi_blk,
+ init_vgmstream_ubi_apm,
init_vgmstream_ezw,
init_vgmstream_vxn,
init_vgmstream_ea_snr_sns,
diff --git a/src/vgmstream_types.h b/src/vgmstream_types.h
index 5dde8ee6..eeb21c14 100644
--- a/src/vgmstream_types.h
+++ b/src/vgmstream_types.h
@@ -548,6 +548,7 @@ typedef enum {
meta_PC_AST, /* Dead Rising (PC) */
meta_NAAC, /* Namco AAC (3DS) */
meta_UBI_SB, /* Ubisoft banks */
+ meta_UBI_APM, /* Ubisoft APM */
meta_EZW, /* EZ2DJ (Arcade) EZWAV */
meta_VXN, /* Gameloft mobile games */
meta_EA_SNR_SNS, /* Electronic Arts SNR+SNS (Burnout Paradise) */