diff --git a/README.md b/README.md index 7a90654a..e0101a43 100644 --- a/README.md +++ b/README.md @@ -38,10 +38,20 @@ 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. -See [components](doc/USAGE.md#components) in the *usage guide* for install instructions and +If you just want to convert game audio to `.wav`, easiest would be getting *test.exe/vgmstream-cli* (see +below) then drag-and-drop one or more files to the executable. This should create `(file.extension).wav`, +if the format is supported. More usable would be installing a music player like *foobar2000* (for +Windows) or *Audacious* (for Linux) then the appropriate component, so you can listen to VGM without +converting and set options like infinite looping. + +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 implementation on vgmstream's side or lack of support in target player or API. +Note vgmstream cannot *encode* (convert from `.wav` to some video game format), it only *decodes* +(plays game audio). + + ### Windows You should get `vgmstream-win.zip`, which also bundles various components, or `foo_input_vgmstream.fb2k-component` for the installable foobar2000 plugin from the