mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-11-17 20:07:08 +01:00
5b5a9d4336
git-svn-id: https://vgmstream.svn.sourceforge.net/svnroot/vgmstream@565 51a99a44-fe44-0410-b1ba-c3e57ba2b86b
220 lines
4.9 KiB
Plaintext
220 lines
4.9 KiB
Plaintext
vgmstream
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This is vgmstream, a library for playing streamed audio from video games.
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It is very much under development. There are two end-user bits: a command
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line decoder called "test", and a Winamp plugin called "in_vgmstream".
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*********** IMPORTANT!! ***********
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--- needed files (for Windows) ---
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Since Ogg Vorbis and MPEG audio are now supported, you will need to have
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libvorbis.dll and libmpg123-0.dll.
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You can get these from http://hcs64.com/files/vgmstream_external_dlls.zip
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Put libvorbis.dll and libmpg123-0.dll somewhere Windows can find them.
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For in_vgmstream this means in the directory with winamp.exe, or in a
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system directory. For test.exe this means in the same directory as test.exe,
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or in a system directory.
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--- test.exe ---
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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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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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-f fade time: fade time (seconds), default 10.0
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-d fade delay: fade delay (seconds, default 0.0
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-i: ignore looping information and play the whole stream once
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-p: output to stdout (for piping into another program)
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-P: output to stdout even if stdout is a terminal
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-c: loop forever (continuously)
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-m: print metadata only, don't decode
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-x: decode and print adxencd command line to encode as ADX
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-g: decode and print oggenc command line to encode as OGG
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-e: force end-to-end looping
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-E: force end-to-end looping even if file has real loop points
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-r outfile2.wav: output a second time after resetting
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Typical usage would be:
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test -o happy.wav happy.adx
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to decode happy.adx to happy.wav.
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--- in_vgmstream ---
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Drop the in_vgmstream.dll in your Winamp plugins directory. Please follow
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the above instructions for installing the other files needed.
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--- File types supported by this version of vgmstream ---
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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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PS2/PSX ADPCM:
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- .ads/.ss2
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- .ass
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- .bg00
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- .bmdx
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- .ccc
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- .cnk
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- .dxh
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- .enth
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- .fag
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- .filp
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- .gms
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- .hgc1
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- .ikm
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- .ild
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- .ivb
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- .joe
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- .kces
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- .leg
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- .mib, .mi4 (w/ or w/o .mih)
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- .mic
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- .mihb (merged mih+mib)
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- .msvp
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- .musc
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- .musx
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- .npsf
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- .pnb
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- .psh
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- .rkv
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- .rnd
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- .rstm
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- .rws
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- .rxw
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- .seg
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- .sfs
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- .sl3
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- .str+.sth
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- .sts
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- .svag
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- .svs
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- .tec (w/ bad flags)
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- .vas
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- .vag
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- .vgs (w/ bad flags)
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- .vig
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- .vpk
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- .vs
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- .wp2
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- .xa2
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- .xa30
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GC/Wii DSP ADPCM:
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- .agsc
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- .amts
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- .asr
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- .cfn
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- .dsp
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- standard, with dual file stereo
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- RS03
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- Cstr
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- _lr.dsp
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- .gca
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- .gcm
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- .gsp+.gsp
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- .hps
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- .idsp
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- .ish+.isd
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- .mpdsp
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- .mss
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- .mus (not quite right)
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- .pdt
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- .sdt
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- .smp
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- .spt+.spd
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- .ssm
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- .stm/.dsp
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- .str
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- .sts
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- .swd
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- .thp, .dsp
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- .tydsp
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- .vjdsp
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- .waa, .wac, .wad, .wam
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- .wsi
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- .ydsp
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- .ymf
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- .zwdsp
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PCM:
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- .aiff (8 bit, 16 bit)
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- .asd (16 bit)
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- .bh2pcm (16 bit)
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- .gcsw (16 bit)
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- .gcw (16 bit)
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- .int (16 bit)
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- .pcm (8 bit, 16 bit)
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- .kraw (16 bit)
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- .raw (16 bit)
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- .rwx (16 bit)
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- .sap (16 bit)
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- .str (16 bit)
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- .wav, .lwav (unsigned 8 bit, 16 bit)
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- .xss (16 bit)
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Xbox IMA ADPCM:
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- .matx (XBOX IMA ADPCM)
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- .wavm (XBOX IMA ADPCM)
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- .wvs (XBOX IMA ADPCM)
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- .xmu (Xbox IMA ADPCM)
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- .xvas (Xbox IMA ADPCM)
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- .xwav (XBOX IMA ADPCM)
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Yamaha ADPCM:
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- .dcs+.wav (Yamaha ADPCM)
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- .str (Yamaha ADPCM)
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- .spsd (Yamaha ADPCM)
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DVI IMA ADPCM:
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- .dvi (DVI IMA ADPCM)
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- .idvi (DVI IMA ADPCM)
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- .stma (DVI IMA ADPCM)
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multi:
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- .aifc (SDX2 DPCM, DVI IMA ADPCM)
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- .asf, .as4 (8/16 bit PCM, EACS IMA ADPCM)
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- .ast (GC AFC ADPCM, 16 bit PCM)
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- .aud (IMA ADPCM, WS DPCM)
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- .aus (PSX ADPCM, Xbox IMA ADPCM)
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- .brstm (GC DSP ADPCM, 8/16 bit PCM)
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- .emff (PSX APDCM, GC DSP ADPCM)
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- .fsb (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM)
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- .genh (lots)
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- .nwa (16 bit PCM, NWA DPCM)
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- .psw (PSX ADPCM, GC DSP ADPCM)
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- .rwar,.rwav (GC DSP ADPCM, 8/16 bit PCM)
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- .rwsd (GC DSP ADPCM, 8/16 bit PCM)
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- .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM)
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- .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)
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- .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM)
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- .strm (STRM: NDS IMA ADPCM, 8/16 bit PCM)
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- .ss7 (EACS IMA ADPCM, IMA ADPCM)
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- .xwb (16 bit PCM, Xbox IMA ADPCM)
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etc:
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- .aax (CRI ADX ADPCM)
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- .acm (InterPlay ACM)
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- .adp (GC DTK ADPCM)
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- .adx (CRI ADX ADPCM)
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- .afc (GC AFC ADPCM)
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- .ahx (MPEG-2 Layer II)
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- .aix (CRI ADX ADPCM)
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- .bgw (FFXI PS-like ADPCM)
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- .de2 (MS ADPCM)
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- .kcey (EACS IMA ADPCM)
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- .mwv (Level-5 0x555 ADPCM)
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- .ogg, .logg (Ogg Vorbis)
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- .rsf (CCITT G.721 ADPCM)
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- .spw (FFXI PS-like ADPCM)
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- .str (SDX2 DPCM)
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- .um3 (Ogg Vorbis)
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- .xa (CD-ROM XA audio)
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loop assists:
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- .mus (playlist for .acm)
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- .pos (loop info for .wav)
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- .sli (loop info for .ogg)
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- .sfl (loop info for .ogg)
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Enjoy!
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-hcs
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