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vgmstream - A library for playback of various streamed audio formats used in video games.
02a606eea3
.musc added .fsb3 some changes git-svn-id: https://vgmstream.svn.sourceforge.net/svnroot/vgmstream@327 51a99a44-fe44-0410-b1ba-c3e57ba2b86b |
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ext_includes | ||
ext_libs | ||
fb2k | ||
src | ||
test | ||
unix | ||
winamp | ||
bootstrap | ||
configure.in | ||
COPYING | ||
Makefile | ||
Makefile.unix.am | ||
readme.txt | ||
unbootstrap | ||
version.sh | ||
vgmstream.sln |
vgmstream This is vgmstream, a library for playing streamed audio from video games. It is very much under development. There are two end-user bits: a command line decoder called "test", and a simple Winamp plugin called "in_vgmstream". --- needed files (for Windows) --- Since Ogg Vorbis and MPEG audio are now supported, you will need to have libvorbis.dll and libmpg123-0.dll. I suggest getting libvorbis.dll here: http://www.rarewares.org/files/ogg/libvorbis1.2.0.zip and the companion Intel math dll: http://www.rarewares.org/files/libmmd9.1.zip And libmpg123-0.dll from this archive: http://www.mpg123.de/download/win32/mpg123-1.4.3-x86.zip Put libvorbis.dll, libmmd.dll, and libmpg123-0.dll somewhere Windows can find them. For in_vgmstream this means in the directory with winamp.exe, or in a system directory. For test.exe this means in the same directory as test.exe, or in a system directory. --- test.exe --- Usage: test.exe [-o outfile.wav] [-l loop count] [-f fade time] [-d fade delay] [-ipPcmxeE] infile Options: -o outfile.wav: name of output .wav file, default is dump.wav -l loop count: loop count, default 2.0 -f fade time: fade time (seconds), default 10.0 -d fade delay: fade delay (seconds, default 0.0 -i: ignore looping information and play the whole stream once -p: output to stdout (for piping into another program) -P: output to stdout even if stdout is a terminal -c: loop forever (continuously) -m: print metadata only, don't decode -x: decode and print adxencd command line to encode as ADX -e: force end-to-end looping -E: force end-to-end looping even if file has real loop points -r outfile2.wav: output a second time after resetting Typical usage would be: test -o happy.wav happy.adx to decode happy.adx to happy.wav. --- in_vgmstream --- Drop the in_vgmstream.dll in your Winamp plugins directory. --- File types supported by this version of vgmstream: - .adx (CRI ADX ADPCM) - .brstm (RSTM: GC/Wii DSP ADPCM, 8/16 bit PCM) - .strm (STRM: NDS IMA ADPCM, 8/16 bit PCM) - .adp (GC DTK ADPCM) - .agsc (GC DSP ADPCM) - .rsf (CCITT G.721 ADPCM) - .afc (GC AFC ADPCM) - .ast (GC/Wii AFC ADPCM, 16 bit PCM) - .hps (GC DSP ADPCM) - .dsp (GC DSP ADPCM) - standard, with dual file stereo - RS03 - Cstr - .stm - _lr.dsp - .gcsw (16 bit PCM) - .ads/.ss2 (PSX ADPCM) - .npsf (PSX ADPCM) - .rwsd (Wii DSP ADPCM, 8/16 bit PCM) - .xa (CD-ROM XA audio) - .rxw (PSX ADPCM) - .int (16 bit PCM) - .stm/.dsp (GC DSP ADPCM) - .sts (PSX ADPCM) - .svag (PSX ADPCM) - .mib, .mi4 (w/ or w/o .mih) (PSX ADPCM) - .mpdsp (GC DSP ADPCM) - .mic (PSX ADPCM) - .mss (GC DSP ADPCM) - .gcm (GC DSP ADPCM) - .raw (16 bit PCM) - .vag (PSX ADPCM) - .gms (PSX ADPCM) - .str+.sth (PSX ADPCM) - .ild (PSX APDCM) - .pnb (PSX ADPCM) - .wavm (XBOX IMA ADPCM) - .xwav (XBOX IMA ADPCM) - .wp2 (PSX ADPCM) - .str (GC DSP ADPCM) - .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM) - .cfn (GC DSP ADPCM) - .vpk (PSX ADPCM) - .genh (PSX ADPCM, XBOX IMA ADPCM, GC DTK ADPCM, 8/16 bit PCM, SDX2, DVI, MPEG) - .ogg, .logg (Ogg Vorbis) - .sad (GC DSP ADPCM) - .bmdx (PSX ADPCM) - .wsi (Wii DSP ADPCM) - .aifc (SDX2 DPCM, DVI IMA ADPCM) - .aiff (8/16 bit PCM) - .str (SDX2 DPCM) - .aud (IMA ADPCM, WS DPCM) - .ahx (MPEG-2 Layer II) - .ivb (PS2 ADPCM) - .amts (GC DSP ADPCM) - .svs (PS2 ADPCM) - .wav (8/16 bit PCM) - .pos (8/16 bit PCM) - .nwa (16 bit PCM) - .xss (16 bit PCM) - .sl3 (PS2 ADPCM) - .hgc1 (PS2 ADPCM) - .aus (PS2 ADPCM) - .rws (PS2 ADPCM) Enjoy! -hcs