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Update readme a bit with supported codecs
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README.md
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README.md
@ -10,10 +10,10 @@ There are multiple end-user bits:
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- an XMPlay plugin called "xmp-vgmstream"
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- an Audacious plugin called "libvgmstream"
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## IMPORTANT!!
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### Needed files (for Windows)
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Since Ogg Vorbis, MPEG audio, and other formats are now supported, you will
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need to have certain DLL files.<br/>
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## Needed files (for Windows)
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Since Ogg Vorbis, MPEG audio, and other external formats are supported, you
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will need to have certain DLL files.
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In the case of the foobar2000 component they are all bundled for convenience,
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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).
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@ -22,13 +22,13 @@ Put ```libvorbis.dll```, ```libmpg123-0.dll```, ```libg7221_decode.dll```, ```li
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```at3plusdecoder.dll```, ```avcodec-vgmstream-58.dll```, ```avformat-vgmstream-58.dll```,
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```avutil-vgmstream-56.dll``` and ```swresample-vgmstream-3.dll``` somewhere Windows can
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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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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.
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### ```test.exe```
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### test.exe
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```
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Usage: ./test [-o outfile.wav] [-l loop count]
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[-f fade time] [-d fade delay] [-ipcmxeE] infile
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Usage: test.exe [-o outfile.wav] [options] infile
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Options:
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-o outfile.wav: name of output .wav file, default is dump.wav
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-l loop count: loop count, default 2.0
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@ -73,8 +73,50 @@ Every file should be installed automatically by the .fb2k-component bundle.
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### Audacious plugin
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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
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## Supported codec types
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Quick list of 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 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 (badflags, bmdx, configurable)
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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
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- DVI/IMA ADPCM (stereo/mono + high/low nibble, 3DS, Omikron, SNDS, etc)
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- Microsoft MS IMA ADPCM (standard, Xbox, NDS, Radical, Wwise, FSB, etc)
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- Microsoft MS ADPCM
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- Westwood VBR ADPCM
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- Yamaha AICA ADPCM
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- Procyon Studio ADPCM
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- Level-5 0x555 ADPCM
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- Activision EXAKT SASSC DPCM
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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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- SDX2 2:1 Squareroot-Delta-Exact compression DPCM
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- CBD2 2:1 Cuberoot-Delta-Exact compression DPCM
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- InterPlay ACM
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- Visual Art's NWA
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- CRI HCA
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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, etc)
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- Electronic Arts EALayer3 v1
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- ITU-T G.722.1 (Polycom Siren 7)
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- ITU-T G.722.1 annex C (Polycom Siren 14)
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- ITU G.719 annex B (Polycom Siren 22)
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- FFmpeg codecs (ATRAC3, ATRAC3plus, XMA, WMA/XWMA, AAC, BINK, AC3, FLAC, etc)
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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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