vgmstream - A library for playback of various streamed audio formats used in video games.
Go to file
halleyscometsw 130905dc00 hopefully fix Mr. Driller Cstr
git-svn-id: https://vgmstream.svn.sourceforge.net/svnroot/vgmstream@169 51a99a44-fe44-0410-b1ba-c3e57ba2b86b
2008-05-19 02:38:57 +00:00
src hopefully fix Mr. Driller Cstr 2008-05-19 02:38:57 +00:00
test add fade delay option, validation for in_vgmstream configurables 2008-05-16 20:28:36 +00:00
unix Shouldn't have added config.h 2008-05-18 17:20:57 +00:00
winamp use winamp per-user directory 2008-05-18 20:01:37 +00:00
bootstrap reorder bootstrap commands to fulfill dependencies 2008-05-18 20:45:30 +00:00
configure.in Added initial implement of the audacious plugin for audacious 1.4.x or higher. 2008-05-18 17:17:49 +00:00
LICENSE updating LICENSE 2008-05-11 18:11:12 +00:00
Makefile export with a working version.sh 2008-05-18 06:16:56 +00:00
Makefile.unix.am Added initial implement of the audacious plugin for audacious 1.4.x or higher. 2008-05-18 17:17:49 +00:00
readme.txt add .vag to readme 2008-05-18 05:41:48 +00:00
version.sh export with a working version.sh 2008-05-18 06:16:56 +00:00
vgmstream.sln Now buildable with MSVS 2005. 2008-04-03 13:40:36 +00:00

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".

--- test ---
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

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)

Enjoy!
-hcs