mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-11-24 15:00:11 +01:00
331 lines
8.3 KiB
Plaintext
331 lines
8.3 KiB
Plaintext
vgmstream
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This is vgmstream, a library for playing streamed audio from video games.
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There are multiple end-user bits:
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- a command line decoder called "test.exe"
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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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*********** IMPORTANT!! ***********
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--- needed files (for Windows) ---
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Since Ogg Vorbis, MPEG audio, and other formats are now supported, you will
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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 from here: https://github.com/kode54/vgmstream
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(also here: https://f.losno.co/vgmstream-win32-deps.zip, may not be latest).
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Put libvorbis.dll, libmpg123-0.dll, libg7221_decode.dll, libg719_decode.dll,
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at3plusdecoder.dll, avcodec-vgmstream-57.dll, avformat-vgmstream-57.dll, and
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avutil-vgmstream-55.dll somewhere Windows can find them.
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For Winamp/XMPlay/test.exe this means in the directory with the .exe, or in a
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system directory, or any other directory in the PATH variable.
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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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-b: decode and print batch variable commands
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-L: append a smpl chunk and create a looping wav
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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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-2 N: only output the Nth (first is 0) set of stereo channels
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-F: don't fade after N loops and play the rest of the stream
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-s N: select subtream N, if the format supports multiple streams
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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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--- xmp-vgmstream ---
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Drop the xmp-vgmstream.dll in your XMPlay plugins directory. Please follow
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the above instructions for installing the other files needed.
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Note that there are minor differences compared to in_vgmstream. Since XMPlay
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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: ckd,fsb,genh,msf,p3d,rak,scd,xvag
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--- foo_input_vgmstream ---
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Every should be installed automatically by the .fb2k-component bundle.
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--- Audacious plugin ---
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Needs to be manually built. Instructions can be found in the source files.
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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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This list is not complete and many other files are supported.
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PS2/PSX ADPCM:
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- .ads/.ss2
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- .ass
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- .ast
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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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- .gcm
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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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- .khv
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- .leg
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- .mcg
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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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- .msa
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- .msvp
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- .musc
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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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- .snd
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- .sfs
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- .sl3
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- .smpl (w/ bad flags)
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- .ster
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- .str+.sth
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- .str (MGAV blocked)
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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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- .tk5 (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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- .vsf
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- .wp2
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- .xa2
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- .xa30
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- .xwb+xwh
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GC/Wii/3DS DSP ADPCM:
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- .aaap
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- .agsc
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- .asr
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- .bns
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- .bo2
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- .capdsp
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- .cfn
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- .ddsp
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- .dsp
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- standard, optional dual file stereo
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- RS03
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- Cstr
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- _lr.dsp
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- MPDS
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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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- .lps
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- .mca
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- .mpdsp
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- .mss
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- .mus (not quite right)
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- .ndp
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- .pdt
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- .sdt
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- .smp
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- .sns
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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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- .str+.sth
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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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- .was
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- .wsd
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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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- .baka (16 bit)
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- .bh2pcm (16 bit)
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- .dmsg (16 bit)
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- .gcsw (16 bit)
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- .gcw (16 bit)
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- .his (8 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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- .snd (16 bit)
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- .sps (16 bit)
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- .str (16 bit)
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- .xss (16 bit)
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- .voi (16 bit)
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- .wb (16 bit)
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- .zsd (8 bit)
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Xbox IMA ADPCM:
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- .matx
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- .wavm
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- .wvs
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- .xmu
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- .xvas
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- .xwav
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Yamaha ADPCM:
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- .adpcm
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- .dcs+.dcsw
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- .str
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- .spsd
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IMA ADPCM:
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- .bar (IMA ADPCM)
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- .dvi (DVI IMA ADPCM)
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- .hwas (IMA ADPCM)
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- .idvi (DVI IMA ADPCM)
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- .ivaud (IMA ADPCM)
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- .myspd (IMA ADPCM)
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- .strm (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/wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM, MPEG audio, FSB Vorbis,
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MS XMA)
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- .genh (lots)
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- .txth (lots)
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- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
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- .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)
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- .nwa (16 bit PCM, NWA DPCM)
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- .p3d (Radical ADPCM, Radical MP3, XMA2)
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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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- .rws (PSX ADPCM, XBOX IMA ADPCM, GC DSP ADPCM, 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, Radical ADPCM)
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- .rrds (NDS IMA ADPCM)
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- .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)
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- .sgd/sgb+sgh/sgx (PSX ADPCM, ATRAC3plus, AC3)
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- .seg (Xbox IMA ADPCM, PS2 ADPCM)
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- .sng/asf/str/eam/aud (8/16 bit PCM, EA-XA ADPCM, PSX ADPCM, GC DSP ADPCM,
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XBOX IMA ADPCM, MPEG audio, EALayer3)
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- .strm (NDS IMA ADPCM, 8/16 bit PCM)
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- .ss7 (EACS IMA ADPCM, IMA ADPCM)
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- .swav (NDS IMA ADPCM, 8/16 bit PCM)
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- .xwb (PCM, Xbox IMA ADPCM, MS ADPCM, XMA, XWMA, ATRAC3)
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- .xwb+xwh (PCM, PSX ADPCM, ATRAC3)
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- .wav/lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM,
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XBOX IMA ADPCM)
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- .wem [lwav/logg/xma] (PCM, Wwise Vorbis, Wwise IMA ADPCM, XMA, XWMA,
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GC DSP ADPCM)
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etc:
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- .2dx9 (MS ADPCM)
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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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- .at3 (Sony ATRAC3 / ATRAC3plus)
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- .aud (Silicon Knights Vorbis)
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- .baf (PSX configurable ADPCM)
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- .bgw (PSX configurable ADPCM)
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- .bnsf (G.722.1)
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- .caf (Apple IMA4 ADPCM, others)
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- .de2 (MS ADPCM)
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- .hca (CRI High Compression Audio)
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- .kcey (EACS IMA ADPCM)
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- .lsf (LSF ADPCM)
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- .mc3 (Paradigm MC3 ADPCM)
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- .mp4/lmp4 (AAC)
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- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
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- .mtaf (Konami ADPCM)
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- .mta2 (Konami XAS-like ADPCM)
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- .mwv (Level-5 0x555 ADPCM)
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- .ogg/logg (Ogg Vorbis)
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- .ogl (Shin'en Vorbis)
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- .rsf (CCITT G.721 ADPCM)
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- .sab (Worms 4 soundpacks)
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- .s14/sss (G.722.1)
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- .sc (Activision EXAKT SASSC DPCM)
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- .scd (MS ADPCM, MPEG Audio, 16 bit PCM)
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- .sd9 (MS ADPCM)
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- .smp (MS ADPCM)
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- .spw (PSX configurable ADPCM)
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- .stm/lstm [amts/ps2stm/stma] (16 bit PCM, DVI IMA ADPCM, GC DSP ADPCM)
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- .str (SDX2 DPCM)
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- .stx (GC AFC ADPCM)
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- .ulw (u-Law PCM)
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- .um3 (Ogg Vorbis)
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- .xa (CD-ROM XA audio)
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- .xma (MS XMA/XMA2)
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loop assists:
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- .mus (playlist for .acm)
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- .pos (loop info for .wav: 32 bit LE loop start sample + loop end sample)
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- .sli (loop info for .ogg)
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- .sfl (loop info for .ogg)
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other:
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- .adxkey (decryption key for .adx, in start/mult/add format)
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- .ahxkey (decryption key for .ahx, in start/mult/add format)
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- .hcakey (decryption key for .hca, in HCA Decoder format)
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- .vgmstream + .pos (FFmpeg formats + loop assist)
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Enjoy!
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-hcs
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