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836 lines
28 KiB
Markdown
836 lines
28 KiB
Markdown
# vgmstream
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This is vgmstream, a library for playing streamed (pre-recorded) audio
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from video games.
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There are multiple end-user bits:
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- a command line decoder called "test.exe/vgmstream-cli"
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- a Winamp plugin called "in_vgmstream"
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- a foobar2000 component called "foo_input_vgmstream"
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- an XMPlay plugin called "xmp-vgmstream"
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- an Audacious plugin called "libvgmstream"
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- a command line player called "vgmstream123"
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Help and newest builds can be found here: https://www.hcs64.com/
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Latest development is usually here: https://github.com/losnoco/vgmstream/
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Latest releases are here: https://github.com/losnoco/vgmstream/releases
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Automated builds with the latest changes: https://vgmstream-builds.losno.co/latest/
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You can find further info about other details in https://github.com/losnoco/vgmstream/tree/master/doc
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## Needed extra files (for Windows)
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Support for some codecs (Ogg Vorbis, MPEG audio, etc) is done with external
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libraries, so you 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 here: https://github.com/losnoco/vgmstream/tree/master/ext_libs
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(bundled here: https://f.losno.co/vgmstream-win32-deps.zip, may not be latest).
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Put the following files somewhere Windows can find them:
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- `libvorbis.dll`
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- `libmpg123-0.dll`
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- `libg719_decode.dll`
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- `avcodec-vgmstream-58.dll`
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- `avformat-vgmstream-58.dll`
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- `avutil-vgmstream-56.dll`
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- `swresample-vgmstream-3.dll`
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- `libatrac9.dll`
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- `libcelt-0061.dll`
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- `libcelt-0110.dll`
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For Winamp/XMPlay/command line this means in the directory with the main .exe,
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or in a system directory, or any other directory in the PATH variable.
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## Components
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### test.exe/vgmstream-cli
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*Installation*: unzip the file and follow the above instructions for installing
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the other files needed.
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Converts playable files to wav. Typical usage would be:
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- `test.exe -o happy.wav happy.adx` to decode `happy.adx` to `happy.wav`.
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If command-line isn't your thing you can also drag and drop files to the
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executable to decode them as `(filename).wav`.
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There are multiple options that alter how the file is converted, for example:
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- `test.exe -m -o file.wav file.adx`: print info but don't decode
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- `test.exe -i -o file.wav file.hca`: convert without looping
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- `test.exe -s 2 -F -o file.wav file.fsb`: play 2nd subsong + ending after 2.0 loops
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- `test.exe -l 3.0 -f 5.0 -d 3.0 -o file.wav file.wem`: 3 loops, 3s delay, 5s fade
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Available commands are printed when run with no flags. Note that you can also
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achieve similar results for other plugins using TXTP, described later.
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With files multiple subsongs you need to specify manually subsong (by design, to avoid
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massive data dumps since some formats have hundred of subsongs), but you could do
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some command line tricks:
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```
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: REM extracts from subsong 5 to 10 in file.fsb
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for /L %A in (5,1,10) do test.exe -s %A -o file_%A.wav file.fsb
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```
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Output filename in `-o` may use multiple wildcards:
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- `?s`: sets current subsong (or 0 if format doesn't have subsongs)
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- `?0Ns`: same, but left pads subsong with up to `N` zeroes
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- `?n`: internal stream name, or input filename if format doesn't have name
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- `?f`: input filename
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For example `test.exe -s 2 -o ?04s_?n.wav file.fsb` could generate `0002_song1.wav`
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### in_vgmstream
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*Installation*: drop the `in_vgmstream.dll` in your Winamp plugins directory,
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and follow the above instructions for installing the other files needed.
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Once installed supported files should be playable.
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### xmp-vgmstream
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*Installation*: drop the `xmp-vgmstream.dll` in your XMPlay plugins directory,
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and follow the above instructions for installing the other files needed.
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Note that this has less features compared to in_vgmstream and has no configuration.
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Since XMPlay supports Winamp plugins you may also use `in_vgmstream.dll` instead.
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Because the XMPlay MP3 decoder incorrectly tries to play some vgmstream exts,
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you need to manually fix it by going to **options > plugins > input > vgmstream**
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and in the "priority filetypes" put: `ahx,asf,awc,ckd,fsb,genh,msf,p3d,rak,scd,txth,xvag`
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XMPlay cannot support subsongs due to player limitations, try using *TXTP* instead
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(explained below).
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### foo_input_vgmstream
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*Installation*: every file should be installed automatically by the `.fb2k-component`
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bundle.
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A known quirk is that when loop options or tags change, playlist info won't refresh
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automatically. You need to manually refresh it by selecting songs and doing
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**shift + right click > Tagging > Reload info from file(s)**.
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### Audacious plugin
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*Installation*: needs to be manually built. Instructions can be found in the BUILD
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document in vgmstream's source code.
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### vgmstream123
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*Installation*: needs to be manually built. Instructions can be found in the BUILD
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document in vgmstream's source code.
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Usage: `vgmstream123 [options] INFILE ...`
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The program is meant to be a simple stand-alone player, supporting playback
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of vgmstream files through libao. Files compressed with gzip/bzip2/xz also
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work, as identified by a .gz/.bz2/.xz extension. The file will be decompressed
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to a temp dir using the respective utility program (which must be installed
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and accessible) and then loaded.
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It also supports playlists, and will recognize a special extended-M3U tag
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specific to vgmstream of the following form:
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```
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#EXT-X-VGMSTREAM:LOOPCOUNT=2,FADETIME=10.0,FADEDELAY=0.0,STREAMINDEX=0
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```
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(Any subset of these four parameters may appear in the line, in any order)
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When this "magic comment" appears in the playlist before a vgmstream-compatible
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file, the given parameters will be applied to the playback of said file. This makes
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it feasible to play vgmstream files directly instead of needing to make "arranged"
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WAV/MP3 conversions ahead of time.
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The tag syntax follows the conventions established in Apple's HTTP Live Streaming
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standard, whose docs discuss extending M3U with arbitrary tags.
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## Special cases
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vgmstream aims to support most audio formats as-is, but some files require extra
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handling.
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### Subsongs
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Certain container formats have multiple audio files, usually called "subsongs", often
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not meant to be extracted (no simple separation). Some plugins are able to "unpack"
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those files automatically into the playlist. For others without support, you can create
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multiple .txtp (explained below) to select one of the subsongs (like `bgm.sxd#10.txtp`).
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You can use this python script to autogenerate one `.txtp` per subsong:
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https://github.com/losnoco/vgmstream/tree/master/cli/txtp_maker.py
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Put in the same dir as test.exe/vgmstream_cli, then to drag-and-drop files with subsongs
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to `txtp_maker.py`.
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### Renamed files
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A few extensions that vgmstream supports clash with common ones. Since players
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like foobar or Winamp don't react well to that, they may be renamed to make
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them playable through vgmstream.
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- .aac to .laac (tri-Ace games)
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- .ac3 to .lac3 (standard AC3)
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- .aif to .laif or .aiffl or .aifcl (standard Mac AIF, Asobo AIF, Ogg)
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- .aiff/aifc to .aiffl/aifcl (standard Mac AIF)
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- .asf to .lasf (EA games, Argonaut ASF)
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- .bin to .lbin (various)
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- .flac to .lflac (standard FLAC)
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- .mp2 to .lmp2 (standard MP2)
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- .mp3 to .lmp3 (standard MP3)
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- .mp4 to .lmp4 (standard M4A)
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- .mpc to .lmpc (standard MPC)
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- .ogg to .logg (standard OGG)
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- .opus to .lopus (standard OPUS or Switch OPUS)
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- .stm to .lstm (Rockstar STM)
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- .wav to .lwav (standard WAV)
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- .wma to .lwma (standard WMA)
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- .(any) to .vgmstream (FFmpeg formats or TXTH)
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Command line tools don't have this restriction and will accept the original
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filename.
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The main advantage to rename them is that vgmstream may use the file's
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internal loop info, or apply subtle fixes, but is also limited in some ways
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(like standard/player's tagging). .vgmstream is a catch-all extension that
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may work as a last resort to make a file playable.
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Some plugins have options that allow any extension (common or unknown) to be
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played, making renaming unnecessary (may need to adjust plugin priority in
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player's options).
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Also be aware that some plugins can tell the player they handle some extension,
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then not actually play it. This makes the file unplayable as vgmstream doesn't
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even get the chance to parse that file, so you may need to disable the offending
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plugin or rename the file (for example this may happen with .asf and foobar).
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When extracting from a bigfile, sometimes internal files don't have an actual
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name+extension. Those should be renamed to its proper/common extension, as the
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extractor program may guess wrong (like .wav instead of .at3 or .wem). If
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there is no known extension, usually the header id string may be used instead.
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Note that vgmstream also accepts certain extension-less files too.
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### Demuxed videos
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vgmstream also supports audio from videos, but usually must be demuxed (extracted
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without modification) first, since vgmstream doesn't attempt to support them.
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The easiest way to do this is using VGMToolBox's "Video Demultiplexer" option
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for common game video formats (.bik, .vp6, .pss, .pam, .pmf, .usm, .xmv, etc).
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For standard videos formats (.avi, .mp4, .webm, .m2v, .ogv, etc) not supported
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by VGMToolBox FFmpeg binary may work:
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- `ffmpeg.exe -i (input file) -vn -acodec copy (output file)`
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Output extension may need to be adjusted to some appropriate audio file depending
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on the audio codec used. ffprobe.exe can list this codec, though the correct audio
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extension depends on the video itself (like .avi to .wav/mp2/mp3 or .ogv to .ogg).
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Some games use custom video formats, demuxer scripts in .bms format may be found
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on the internet.
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### Companion files
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Some formats have companion files with external looping info, and should be
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left together.
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- .mus (playlist for .acm)
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- .pos (loop info for .wav, and sometimes .ogg)
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- .ogg.sli or .sli (loop info for .ogg)
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- .ogg.sfl (loop info for .ogg)
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- .vgmstream.pos (loop info for FFmpeg formats)
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- also possible for certain extensions like .lflac.pos
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Similarly some formats split header and/or data in separate files (.sgh+sgd,
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.wav.str+.wav, (file)_L.dsp+(file)_R.dsp, etc). vgmstream will also detect
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and use those as needed and must be together, even if only one of the two
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will be used to play.
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Some formats may have companion files with different names which are hardcoded
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instead of being listed in the main file (e.g. .mpf+.mus). In these cases, you
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can use TXTM format to specify associated companion files. See below for more
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information.
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.pos is a small file with 32 bit little endian values: loop start sample
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and loop end sample. For FFmpeg formats (.vgmstream.pos) it may optionally
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have total samples after those.
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### Decryption keys
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Certain formats have encrypted data, and need a key to decrypt. vgmstream
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will try to find the correct key from a list, but it can be provided by
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a companion file:
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- .adx: .adxkey (keystring, 8 byte keycode, or derived 6 byte start/mult/add key)
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- .ahx: .ahxkey (derived 6 byte start/mult/add key)
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- .hca: .hcakey (8 byte decryption key, a 64-bit number)
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- May be followed by 2 byte AWB scramble key for newer HCA
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- .fsb: .fsbkey (decryption key, in hex)
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- .bnsf: .bnsfkey (decryption key, a string up to 24 chars)
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The key file can be ".(ext)key" (for the whole folder), or "(name).(ext)key"
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(for a single file). The format is made up to suit vgmstream.
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### Artificial files
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In some cases a file only has raw data, while important header info (codec type,
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sample rate, channels, etc) is stored in the .exe or other hard to locate places.
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Those can be played using an artificial header with info vgmstream needs.
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**GENH**: a byte header placed right before the original data, modyfing it.
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The resulting file must be (name).genh. Contains static header data.
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Programs like VGMToolbox can help to create GENH.
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**TXTH**: a text header placed in an external file. The TXTH must be named
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`.txth` or `.(ext).txth` (for the whole folder), or `(name.ext).txth` (for a
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single file). Contains dynamic text commands to read data from the original
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file, or static values.
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*TXTH* is recomended over *GENH* as it's far easier to create and has many
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more functions.
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For files that already play, sometimes they are used by the game in various
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complex and non-standard ways, like playing multiple small songs as a single
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one, or using some channels as a section of the song. For those cases we
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can use create a *TXTP* file.
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**TXTP**: text files with player configuration, named `(name).txtp`. Text inside
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can contain a list of filenames to play as one (ex. `intro.vag(line)loop.vag`),
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list of separate channel files to join as a single multichannel file,
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subsong index (ex. `bgm.sxd#10`), per-file configurations like number of
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loops, remove unneeded channels, and many other features.
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**TXTM**: text file named `.txtm` for formats with companion files. It lists
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name combos determining which companion files to load for each main file.
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It is useful for formats where name combos are hardcoded so vgmstream doesn't
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know which companion file(-s) to load if its name doesn't match the main file.
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Note that companion file order is usually important.
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Usage example:
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```
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# Harry Potter and the Chamber of Secrets (PS2)
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entrance.mpf:entrance.mus,entrance_o.mus
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willow.mpf:willow.mus,willow_o.mus
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```
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Creation of those files is meant for advanced users, docs can be found in
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vgmstream source.
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### Plugin conflicts
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Since vgmstream supports a huge amount of formats it's possibly that some of
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them are also supported in other plugins, and this sometimes causes conflicts.
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If a file that should isn't playing or looping, first make sure vgmstream is
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really opening it (should show "VGMSTREAM" somewhere in the file info), and
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try to remove a few other plugins.
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foobar's FFmpeg plugin and foo_adpcm are known to cause issues, but in
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recent versions (1.4.x) you can configure plugin priority.
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In Audacious, vgmstream is set with slightly higher priority than FFmpeg,
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since it steals many formats that you normally want to loop (like .adx).
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However other plugins may set themselves higher, stealing formats instead.
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If current Audacious version doesn't let to change plugin priority you may
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need to disable some plugins (requires restart) or set priority on compile
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time. Particularly, mpg123 plugin may steal formats that aren't even MP3,
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making impossible for vgmstream to play them properly.
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### Channel issues
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Some games layer a huge number of channels, that are disabled or downmixed
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during gameplay. The player may be unable to play those files (for example
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foobar can only play up to 8 channels, and Winamp depends on your sound
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card). For those files you can set the "downmix" option in vgmstream, that
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can reduce the number of channels to a playable amount. Note that this type
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of downmixing is very generic, not meant to be used when converting to other
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formats (channels are re-assigned and volumes modified in simplistic ways,
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since it can't guess how the file should be properly adjusted).
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You can also choose which channels to play using *TXTP*. For example, create
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a file named `song.adx#C1,2.txtp` to play only channels 1 and 2 from `song.adx`.
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## Tagging
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Some of vgmstream's plugins support simple read-only tagging via external files.
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Tags are loaded from a text/M3U-like file named *!tags.m3u* in the song folder.
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You don't have to load your songs with that M3U though (but you can, for pre-made
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ordering), the file itself just 'looks' like an M3U.
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Format is:
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```
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# ignored comment
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# $GLOBAL_COMMAND (extra features)
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# @GLOBAL_TAG text (applies all following tracks)
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# %LOCAL_TAG text (applies to next track only)
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filename1
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# %LOCAL_TAG text (applies to next track only)
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filename2
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```
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Accepted tags depend on the player (foobar: any; winamp: see ATF config, Audacious:
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few standard ones), typically *ALBUM/ARTIST/TITLE/DISC/TRACK/COMPOSER/etc*, lower
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or uppercase, separated by one or multiple spaces. Repeated tags overwrite previous
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(ex.- may define *@COMPOSER* multiple times for "sections"). It only reads up to
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current *filename* though, so any *@TAG* below would be ignored.
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Playlist title formatting should follow player's config. ASCII or UTF-8 tags work.
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*GLOBAL_COMMAND*s currently can be:
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- *AUTOTRACK*: sets *%TRACK* tag automatically (1..N as files are encountered
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in the tag file).
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- *AUTOALBUM*: sets *%ALBUM* tag automatically using the containing dir as album.
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- *EXACTMATCH*: disables matching .txtp with regular files (explained below).
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Note that with global tags you don't need to put all files inside. This would be
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a perfectly valid *!tags.m3u*:
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```
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# @ALBUM Game
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# @ARTIST Various Artists
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```
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### Tags with spaces
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Some players like foobar accept tags with spaces. To use them surround the tag
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with both characters.
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```
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# @GLOBAL TAG WITH SPACES@ text
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# ...
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# %LOCAL TAG WITH SPACES% text
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filename1
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```
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As a side effect if text has @/% inside you also need them: `# @ALBUMARTIST@ Tom-H@ck`
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For interoperability with other plugins, consider using only common tags without spaces.
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### ReplayGain
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foobar2000/Winamp can apply the following replaygain tags (if ReplayGain is
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enabled in preferences):
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```
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# %replaygain_track_gain N.NN dB
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# %replaygain_track_peak N.NNN
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# @replaygain_album_gain N.NN dB
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# @replaygain_album_peak N.NNN
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```
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### TXTP matching
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To ease *TXTP* config, tags with plain files will match .txtp with config, and tags
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with .txtp config also match plain files:
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**!tags.m3u**
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```
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# @TITLE Title1
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BGM01.adx #P 3.0.txtp
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# @TITLE Title2
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BGM02.wav
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```
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**config.m3u**
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```
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# matches "Title1" (1:1)
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BGM01.adx #P 3.0.txtp
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# matches "Title1" (plain file matches config tag)
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BGM01.adx
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# matches "Title2" (config file matches plain tag)
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BGM02.wav #P 3.0.txtp
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# doesn't match anything (different config can't match)
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BGM01.adx #P 10.0.txtp
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```
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Since it matches when a tag is found, some cases that depend on order won't work.
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You can disable this feature manually then:
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**!tags.m3u**
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```
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# $EXACTMATCH
|
|
#
|
|
# %TITLE Title3 (without config)
|
|
BGM01.adx
|
|
# %TITLE Title3 (with config)
|
|
BGM01.adx #I 1.0 90.0 .txtp
|
|
```
|
|
**config.m3u**
|
|
```
|
|
# Would match "Title3 (without config)" without "$EXACTMATCH", as it's found first
|
|
# Could use "BGM01.adx.txtp" as first entry in !tags.m3u instead (different configs won't match)
|
|
BGM01.adx #I 1.0 90.0 .txtp
|
|
```
|
|
|
|
### Issues
|
|
If your player isn't picking tags make sure vgmstream is detecting the song
|
|
(as other plugins can steal its extensions, see above), .m3u is properly
|
|
named and that filenames inside match the song filename. For Winamp you need
|
|
to make sure *options > titles > advanced title formatting* checkbox is set and
|
|
the format defined.
|
|
|
|
When tags change behavior varies depending on player:
|
|
- *Winamp*: should refresh tags when file is played again.
|
|
- *foobar2000*: needs to force refresh (for reasons outside vgmstream's control)
|
|
- **select songs > shift + right click > Tagging > Reload info from file(s)**.
|
|
- *Audacious*: files need to be readded to the playlist
|
|
|
|
Currently there is no tool to aid in the creation of these tags, but you can create
|
|
a base .m3u and edit as a text file.
|
|
|
|
vgmstream's "m3u tagging" is meant to be simple to make and share (just a text
|
|
file), easier to support in multiple players (rather than needing a custom plugin),
|
|
allow OST-like ordering but also combinable with other .m3u, and be flexible enough
|
|
to have commands. If you are not satisfied with vgmstream's tagging format,
|
|
foobar2000 has other plugins (with write support) that may be of use:
|
|
- m-TAGS: http://www.m-tags.org/
|
|
- foo_external_tags: https://foobar.hyv.fi/?view=foo_external_tags
|
|
|
|
|
|
## Virtual TXTP files
|
|
Some of vgmstream's plugins allow you to use virtual .txtp files, that combined
|
|
with playlists let you make quick song configs.
|
|
|
|
Normally you can create a physical .txtp file that points to another file with
|
|
config, and .txtp have a "mini-txtp" mode that configures files with only the
|
|
filename.
|
|
|
|
Instead of manually creating .txtp files you can put non-existing virtual .txtp
|
|
in a `.m3u` playlist:
|
|
```
|
|
# playlist that opens subsongs directly without having to create .txtp
|
|
# notice the full filename, then #(config), then ".txtp" (spaces are optional)
|
|
bank_bgm_full.nub #s1 .txtp
|
|
bank_bgm_full.nub #s10 .txtp
|
|
```
|
|
|
|
Combine with tagging (see above) for extra fun OST-like config.
|
|
```
|
|
# @ALBUM GOD HAND
|
|
|
|
# play 1 loop, delay and do a longer fade
|
|
# %TITLE Too Hot !!
|
|
circus_a_mix_ver2.adx #l 1.0 #d 5.0 #f 15.0 .txtp
|
|
|
|
# play 1 loop instead of the default 2 then fade with the song's internal fading
|
|
# %TITLE Yet... Oh see mind
|
|
boss2_3ningumi_ver6.adx #l 1.0 #F .txtp
|
|
|
|
...
|
|
```
|
|
|
|
You can also use it in CLI for quick access to some txtp-exclusive functions:
|
|
```
|
|
# force change sample rate to 22050 (don't forget to use " with spaces)
|
|
test.exe -o btl_koopa1_44k_lp.wav "btl_koopa1_44k_lp.brstm #h22050.txtp"
|
|
```
|
|
|
|
|
|
## 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 4-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 (standard, badflags, configurable, extended)
|
|
- Sony HEVAG
|
|
- Electronic Arts EA-XA (stereo, mono, Maxis)
|
|
- Electronic Arts EA-XAS (v0, v1)
|
|
- DVI/IMA ADPCM (stereo/mono + high/low nibble, 3DS, Omikron, SNDS, etc)
|
|
- Microsoft MS IMA ADPCM (standard, Xbox, NDS, Radical, Wwise, FSB, WV6, etc)
|
|
- Microsoft MS ADPCM (standard, Cricket Audio)
|
|
- Westwood VBR ADPCM
|
|
- Yamaha ADPCM (AICA, Aska)
|
|
- Procyon Studio ADPCM
|
|
- Level-5 0x555 ADPCM
|
|
- lsf ADPCM
|
|
- Konami MTAF ADPCM
|
|
- Konami MTA2 ADPCM
|
|
- Paradigm MC3 ADPCM
|
|
- FMOD FADPCM 4-bit ADPCM
|
|
- Konami XMD 4-bit ADPCM
|
|
- Platinum 4-bit ADPCM
|
|
- Argonaut ASF 4-bit ADPCM
|
|
- Ocean DSA 4-bit ADPCM
|
|
- Circus XPCM ADPCM
|
|
- Circus XPCM VQ
|
|
- OKI 4-bit ADPCM (16-bit output, 4-shift, PC-FX)
|
|
- Ubisoft 4/6-bit ADPCM
|
|
- Tiger Game.com ADPCM
|
|
- SDX2 2:1 Squareroot-Delta-Exact compression DPCM
|
|
- CBD2 2:1 Cuberoot-Delta-Exact compression DPCM
|
|
- Activision EXAKT SASSC DPCM
|
|
- Xilam DERF DPCM
|
|
- InterPlay ACM
|
|
- VisualArt's NWA
|
|
- Electronic Arts MicroTalk a.k.a. UTK or UMT
|
|
- Relic Codec
|
|
- CRI HCA
|
|
- Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights)
|
|
- MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, etc)
|
|
- ITU-T G.722.1 annex C (Polycom Siren 14)
|
|
- ITU-T G.719 annex B (Polycom Siren 22)
|
|
- Electronic Arts EALayer3
|
|
- Electronic Arts EA-XMA
|
|
- Sony ATRAC3, ATRAC3plus
|
|
- Sony ATRAC9
|
|
- Microsoft XMA1/2
|
|
- Microsoft WMA v1, WMA v2, WMAPro
|
|
- AAC
|
|
- Bink
|
|
- AC3/SPDIF
|
|
- Xiph Opus (Ogg, Switch, EA, UE4, Exient)
|
|
- Xiph CELT (FSB)
|
|
- Musepack
|
|
- FLAC
|
|
- Others
|
|
|
|
Sometimes standard codecs come in non-standard layouts that aren't normally
|
|
supported by other players (like multiple `.ogg` or `.mp3` files chunked and
|
|
interleaved together in custom ways).
|
|
|
|
Some codecs are not fully correct compared to the games due to minor bugs, but
|
|
in most cases it isn't audible, and general accuracy is high, with emphasis in
|
|
proper support of encoder delay, accurate sample counts and seeking that other
|
|
plugins may lack.
|
|
|
|
Note that vgmstream doesn't (can't) reproduce in-game music 1:1, as internal
|
|
resampling, filters, volume, etc, are not replicated.
|
|
|
|
|
|
## 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.
|
|
|
|
This list is not complete and many other files are supported.
|
|
|
|
- PS2/PSX ADPCM:
|
|
- .ads/.ss2
|
|
- .ass
|
|
- .ast
|
|
- .bg00
|
|
- .bmdx
|
|
- .ccc
|
|
- .cnk
|
|
- .dxh
|
|
- .enth
|
|
- .fag
|
|
- .filp
|
|
- .gcm
|
|
- .gms
|
|
- .hgc1
|
|
- .ikm
|
|
- .ild
|
|
- .ivb
|
|
- .joe
|
|
- .kces
|
|
- .khv
|
|
- .leg
|
|
- .mcg
|
|
- .mib, .mi4 (w/ or w/o .mih)
|
|
- .mic
|
|
- .mihb (merged mih+mib)
|
|
- .msa
|
|
- .msvp
|
|
- .musc
|
|
- .npsf
|
|
- .pnb
|
|
- .psh
|
|
- .rkv
|
|
- .rnd
|
|
- .rstm
|
|
- .rws
|
|
- .rxw
|
|
- .snd
|
|
- .sfs
|
|
- .sl3
|
|
- .smpl (w/ bad flags)
|
|
- .ster
|
|
- .str+.sth
|
|
- .str (MGAV blocked)
|
|
- .sts
|
|
- .svag
|
|
- .svs
|
|
- .tec (w/ bad flags)
|
|
- .tk5 (w/ bad flags)
|
|
- .vas
|
|
- .vag
|
|
- .vgs (w/ bad flags)
|
|
- .vig
|
|
- .vpk
|
|
- .vs
|
|
- .vsf
|
|
- .wp2
|
|
- .xa2
|
|
- .xa30
|
|
- .xwb+xwh
|
|
- GC/Wii/3DS DSP ADPCM:
|
|
- .aaap
|
|
- .agsc
|
|
- .asr
|
|
- .bns
|
|
- .bo2
|
|
- .capdsp
|
|
- .cfn
|
|
- .ddsp
|
|
- .dsp
|
|
- standard, optional dual file stereo
|
|
- RS03
|
|
- Cstr
|
|
- _lr.dsp
|
|
- MPDS
|
|
- .gca
|
|
- .gcm
|
|
- .gsp+.gsp
|
|
- .hps
|
|
- .idsp
|
|
- .ish+.isd
|
|
- .lps
|
|
- .mca
|
|
- .mpdsp
|
|
- .mss
|
|
- .mus (not quite right)
|
|
- .ndp
|
|
- .pdt
|
|
- .sdt
|
|
- .smp
|
|
- .sns
|
|
- .spt+.spd
|
|
- .ssm
|
|
- .stm/.dsp
|
|
- .str
|
|
- .str+.sth
|
|
- .sts
|
|
- .swd
|
|
- .thp, .dsp
|
|
- .tydsp
|
|
- .vjdsp
|
|
- .waa, .wac, .wad, .wam
|
|
- .was
|
|
- .wsd
|
|
- .wsi
|
|
- .ydsp
|
|
- .ymf
|
|
- .zwdsp
|
|
- PCM:
|
|
- .aiff (8 bit, 16 bit)
|
|
- .asd (16 bit)
|
|
- .baka (16 bit)
|
|
- .bh2pcm (16 bit)
|
|
- .dmsg (16 bit)
|
|
- .gcsw (16 bit)
|
|
- .gcw (16 bit)
|
|
- .his (8 bit)
|
|
- .int (16 bit)
|
|
- .pcm (8 bit, 16 bit)
|
|
- .kraw (16 bit)
|
|
- .raw (16 bit)
|
|
- .rwx (16 bit)
|
|
- .sap (16 bit)
|
|
- .snd (16 bit)
|
|
- .sps (16 bit)
|
|
- .str (16 bit)
|
|
- .xss (16 bit)
|
|
- .voi (16 bit)
|
|
- .wb (16 bit)
|
|
- .zsd (8 bit)
|
|
- Xbox IMA ADPCM:
|
|
- .matx
|
|
- .wavm
|
|
- .wvs
|
|
- .xmu
|
|
- .xvas
|
|
- .xwav
|
|
- Yamaha AICA ADPCM:
|
|
- .adpcm
|
|
- .dcs+.dcsw
|
|
- .str
|
|
- .spsd
|
|
- IMA ADPCM:
|
|
- .bar (IMA ADPCM)
|
|
- .pcm/dvi (DVI IMA ADPCM)
|
|
- .hwas (IMA ADPCM)
|
|
- .dvi/idvi (DVI IMA ADPCM)
|
|
- .ivaud (IMA ADPCM)
|
|
- .myspd (IMA ADPCM)
|
|
- .strm (IMA ADPCM)
|
|
- multi:
|
|
- .aifc (SDX2 DPCM, DVI IMA ADPCM)
|
|
- .asf/as4 (8/16 bit PCM, DVI IMA ADPCM)
|
|
- .ast (GC AFC ADPCM, 16 bit PCM)
|
|
- .aud (IMA ADPCM, WS DPCM)
|
|
- .aus (PSX ADPCM, Xbox IMA ADPCM)
|
|
- .brstm (GC DSP ADPCM, 8/16 bit PCM)
|
|
- .emff (PSX APDCM, GC DSP ADPCM)
|
|
- .fsb/wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM, MPEG audio, FSB Vorbis, MS XMA)
|
|
- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
|
|
- .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)
|
|
- .nwa (16 bit PCM, NWA DPCM)
|
|
- .p3d (Radical ADPCM, Radical MP3, XMA2)
|
|
- .psw (PSX ADPCM, GC DSP ADPCM)
|
|
- .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM)
|
|
- .rws (PSX ADPCM, XBOX IMA ADPCM, GC DSP ADPCM, 16 bit PCM)
|
|
- .rwsd (GC DSP ADPCM, 8/16 bit PCM)
|
|
- .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)
|
|
- .rrds (NDS IMA ADPCM)
|
|
- .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)
|
|
- .sgd/sgb+sgh/sgx (PSX ADPCM, ATRAC3plus, AC3)
|
|
- .seg (Xbox IMA ADPCM, PS2 ADPCM)
|
|
- .sng/asf/str/eam/aud (8/16 bit PCM, EA-XA ADPCM, PSX ADPCM, GC DSP ADPCM, XBOX IMA ADPCM, MPEG audio, EALayer3)
|
|
- .strm (NDS IMA ADPCM, 8/16 bit PCM)
|
|
- .sb0..7 (Ubi IMA ADPCM, GC DSP ADPCM, PSX ADPCM, Xbox IMA ADPCM, ATRAC3)
|
|
- .swav (NDS IMA ADPCM, 8/16 bit PCM)
|
|
- .xwb (PCM, Xbox IMA ADPCM, MS ADPCM, XMA, XWMA, ATRAC3)
|
|
- .xwb+xwh (PCM, PSX ADPCM, ATRAC3)
|
|
- .wav/lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM, XBOX IMA ADPCM)
|
|
- .wem [lwav/logg/xma] (PCM, Wwise Vorbis, Wwise IMA ADPCM, XMA, XWMA, GC DSP ADPCM, Wwise Opus)
|
|
- etc:
|
|
- .2dx9 (MS ADPCM)
|
|
- .aax (CRI ADX ADPCM)
|
|
- .acm (InterPlay ACM)
|
|
- .adp (GC DTK ADPCM)
|
|
- .adx (CRI ADX ADPCM)
|
|
- .afc (GC AFC ADPCM)
|
|
- .ahx (MPEG-2 Layer II)
|
|
- .aix (CRI ADX ADPCM)
|
|
- .at3 (Sony ATRAC3 / ATRAC3plus)
|
|
- .aud (Silicon Knights Vorbis)
|
|
- .baf (PSX configurable ADPCM)
|
|
- .bgw (PSX configurable ADPCM)
|
|
- .bnsf (G.722.1)
|
|
- .caf (Apple IMA4 ADPCM, others)
|
|
- .dec/de2 (MS ADPCM)
|
|
- .hca (CRI High Compression Audio)
|
|
- .pcm/kcey (DVI IMA ADPCM)
|
|
- .lsf (LSF ADPCM)
|
|
- .mc3 (Paradigm MC3 ADPCM)
|
|
- .mp4/lmp4 (AAC)
|
|
- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
|
|
- .mtaf (Konami ADPCM)
|
|
- .mta2 (Konami XAS-like ADPCM)
|
|
- .mwv (Level-5 0x555 ADPCM)
|
|
- .ogg/logg (Ogg Vorbis)
|
|
- .ogl (Shin'en Vorbis)
|
|
- .rsf (CCITT G.721 ADPCM)
|
|
- .sab (Worms 4 soundpacks)
|
|
- .s14/sss (G.722.1)
|
|
- .sc (Activision EXAKT SASSC DPCM)
|
|
- .scd (MS ADPCM, MPEG Audio, 16 bit PCM)
|
|
- .sd9 (MS ADPCM)
|
|
- .smp (MS ADPCM)
|
|
- .spw (PSX configurable ADPCM)
|
|
- .stm/lstm [amts/ps2stm/stma] (16 bit PCM, DVI IMA ADPCM, GC DSP ADPCM)
|
|
- .str (SDX2 DPCM)
|
|
- .stx (GC AFC ADPCM)
|
|
- .ulw (u-Law PCM)
|
|
- .um3 (Ogg Vorbis)
|
|
- .xa (CD-ROM XA audio)
|
|
- .xma (MS XMA/XMA2)
|
|
- .sb0/sb1/sb2/sb3/sb4/sb5/sb6/sb7 (many)
|
|
- .sm0/sm1/sm2/sm3/sm4/sm5/sm6/sm7 (many)
|
|
- .bao/pk (many)
|
|
- artificial/generic headers:
|
|
- .genh (lots)
|
|
- .txth (lots)
|
|
- loop assists:
|
|
- .mus (playlist for .acm)
|
|
- .pos (loop info for .wav: 32 bit LE loop start sample + loop end sample)
|
|
- .sli (loop info for .ogg)
|
|
- .sfl (loop info for .ogg)
|
|
- .vgmstream + .vgmstream.pos (FFmpeg formats + loop assist)
|
|
- other:
|
|
- .adxkey (decryption key for .adx)
|
|
- .ahxkey (decryption key for .ahx)
|
|
- .hcakey (decryption key for .hca)
|
|
- .fsbkey (decryption key for .fsb)
|
|
- .bnsfkey (decryption key for .bnsf)
|
|
- .txtp (per song segment/layer handler and player configurator)
|
|
|
|
Enjoy! *hcs*
|