Update readme a bit with supported codecs

This commit is contained in:
bnnm 2017-11-24 21:01:28 +01:00
parent 084c3075e4
commit eb5e9066c3

View File

@ -10,10 +10,10 @@ There are multiple end-user bits:
- an XMPlay plugin called "xmp-vgmstream"
- an Audacious plugin called "libvgmstream"
## IMPORTANT!!
### Needed files (for Windows)
Since Ogg Vorbis, MPEG audio, and other formats are now supported, you will
need to have certain DLL files.<br/>
## Needed files (for Windows)
Since Ogg Vorbis, MPEG audio, and other external formats are supported, you
will need to have certain DLL files.
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
(also here: https://f.losno.co/vgmstream-win32-deps.zip, may not be latest).
@ -22,13 +22,13 @@ Put ```libvorbis.dll```, ```libmpg123-0.dll```, ```libg7221_decode.dll```, ```li
```at3plusdecoder.dll```, ```avcodec-vgmstream-58.dll```, ```avformat-vgmstream-58.dll```,
```avutil-vgmstream-56.dll``` and ```swresample-vgmstream-3.dll``` somewhere Windows can
find them.
For Winamp/XMPlay/```test.exe``` this means in the directory with the .exe, or in a
For Winamp/XMPlay/test.exe this means in the directory with the .exe, or in a
system directory, or any other directory in the PATH variable.
### ```test.exe```
### test.exe
```
Usage: ./test [-o outfile.wav] [-l loop count]
[-f fade time] [-d fade delay] [-ipcmxeE] infile
Usage: test.exe [-o outfile.wav] [options] infile
Options:
-o outfile.wav: name of output .wav file, default is dump.wav
-l loop count: loop count, default 2.0
@ -73,8 +73,50 @@ Every file should be installed automatically by the .fb2k-component bundle.
### Audacious plugin
Needs to be manually built. Instructions can be found in the source files.
### File types supported by this version of vgmstream
## Supported codec types
Quick list of codecs vgmstream supports, including many obscure ones that
are used in few games.
- PCM 16-bit
- PCM 8-bit (signed/unsigned)
- PCM 32-bit float
- u-Law/a-LAW
- CRI ADX (standard, fixed, exponential, encrypted)
- Nintendo DSP ADPCM a.k.a GC ADPCM
- Nintendo DTK ADPCM
- Nintendo AFC ADPCM
- ITU-T G.721
- CD-ROM XA ADPCM
- Sony PSX ADPCM a.k.a VAG (badflags, bmdx, configurable)
- Sony HEVAG
- Electronic Arts EA-XA (stereo, mono, Maxis)
- Electronic Arts EA-XAS
- DVI/IMA ADPCM (stereo/mono + high/low nibble, 3DS, Omikron, SNDS, etc)
- Microsoft MS IMA ADPCM (standard, Xbox, NDS, Radical, Wwise, FSB, etc)
- Microsoft MS ADPCM
- Westwood VBR ADPCM
- Yamaha AICA ADPCM
- Procyon Studio ADPCM
- Level-5 0x555 ADPCM
- Activision EXAKT SASSC DPCM
- lsf ADPCM
- Konami MTAF ADPCM
- Konami MTA2 ADPCM
- Paradigm MC3 ADPCM
- SDX2 2:1 Squareroot-Delta-Exact compression DPCM
- CBD2 2:1 Cuberoot-Delta-Exact compression DPCM
- InterPlay ACM
- Visual Art's NWA
- CRI HCA
- Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights)
- MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, etc)
- Electronic Arts EALayer3 v1
- ITU-T G.722.1 (Polycom Siren 7)
- ITU-T G.722.1 annex C (Polycom Siren 14)
- ITU G.719 annex B (Polycom Siren 22)
- FFmpeg codecs (ATRAC3, ATRAC3plus, XMA, WMA/XWMA, AAC, BINK, AC3, FLAC, etc)
## Supported file types
As manakoAT likes to say, the extension doesn't really mean anything, but it's
the most obvious way to identify files.