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vgmstream - A library for playback of various streamed audio formats used in video games.
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git-svn-id: https://vgmstream.svn.sourceforge.net/svnroot/vgmstream@556 51a99a44-fe44-0410-b1ba-c3e57ba2b86b |
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ext_includes | ||
ext_libs | ||
fb2k | ||
Generic Header Creator 3 | ||
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 Winamp plugin called "in_vgmstream". *********** IMPORTANT!! *********** --- 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 [-o outfile.wav] [-l loop count] [-f fade time] [-d fade delay] [-ipcmxeE] 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 -g: decode and print oggenc command line to encode as OGG -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. Please follow the above instructions for installing the other files needed. --- File types supported by this version of vgmstream --- As manakoAT likes to say, the extension doesn't really mean anything, but it's the most obvious way to identify files. PS2/PSX ADPCM: - .ads/.ss2 - .ass - .bg00 - .bmdx - .ccc - .cnk - .dxh - .enth - .fag - .filp - .gms - .hgc1 - .ikm - .ild - .ivb - .joe - .kces - .leg - .mib, .mi4 (w/ or w/o .mih) - .mic - .mihb (merged mih+mib) - .msvp - .musc - .musx - .npsf - .pnb - .psh - .rkv - .rnd - .rstm - .rws - .rxw - .seg - .sfs - .sl3 - .str+.sth - .sts - .svag - .svs - .tec (w/ bad flags) - .vas - .vag - .vgs (w/ bad flags) - .vig - .vpk - .vs - .wp2 - .xa2 - .xa30 GC/Wii DSP ADPCM: - .agsc - .amts - .asr - .cfn - .dsp - standard, with dual file stereo - RS03 - Cstr - _lr.dsp - .gca - .gcm - .gsp+.gsp - .hps - .idsp - .ish+.isd - .mpdsp - .mss - .mus (not quite right) - .pdt - .sdt - .smp - .spt+.spd - .ssm - .stm/.dsp - .str - .sts - .swd - .thp, .dsp - .tydsp - .vjdsp - .waa, .wac, .wad, .wam - .wsi - .ydsp - .ymf - .zwdsp PCM: - .aiff (8 bit, 16 bit) - .asd (16 bit) - .bh2pcm (16 bit) - .gcsw (16 bit) - .gcw (16 bit) - .int (16 bit) - .pcm (8 bit, 16 bit) - .kraw (16 bit) - .raw (16 bit) - .rwx (16 bit) - .sap (16 bit) - .str (16 bit) - .wav, .lwav (unsigned 8 bit, 16 bit) - .xss (16 bit) Xbox IMA ADPCM: - .matx (XBOX IMA ADPCM) - .wavm (XBOX IMA ADPCM) - .wvs (XBOX IMA ADPCM) - .xmu (Xbox IMA ADPCM) - .xvas (Xbox IMA ADPCM) - .xwav (XBOX IMA ADPCM) Yamaha ADPCM: - .dcs+.wav (Yamaha ADPCM) - .str (Yamaha ADPCM) - .spsd (Yamaha ADPCM) DVI IMA ADPCM: - .dvi (DVI IMA ADPCM) - .idvi (DVI IMA ADPCM) - .stma (DVI IMA ADPCM) multi: - .aifc (SDX2 DPCM, DVI IMA ADPCM) - .asf, .as4 (8/16 bit PCM, EACS 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 (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM) - .genh (lots) - .nwa (16 bit PCM, NWA DPCM) - .psw (PSX ADPCM, GC DSP ADPCM) - .rwar (GC DSP ADPCM, 8/16 bit PCM) - .rwsd (GC DSP ADPCM, 8/16 bit PCM) - .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM) - .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM) - .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM) - .strm (STRM: NDS IMA ADPCM, 8/16 bit PCM) - .ss7 (EACS IMA ADPCM, IMA ADPCM) - .xwb (16 bit PCM, Xbox IMA ADPCM) etc: - .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) - .bgw (FFXI PS-like ADPCM) - .de2 (MS ADPCM) - .kcey (EACS IMA ADPCM) - .mwv (Level-5 0x555 ADPCM) - .ogg, .logg (Ogg Vorbis) - .rsf (CCITT G.721 ADPCM) - .spw (FFXI PS-like ADPCM) - .str (SDX2 DPCM) - .um3 (Ogg Vorbis) - .xa (CD-ROM XA audio) loop assists: - .mus (playlist for .acm) - .pos (loop info for .wav) - .sli (loop info for .ogg) - .sfl (loop info for .ogg) Enjoy! -hcs