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670 lines
21 KiB
Markdown
670 lines
21 KiB
Markdown
# vgmstream
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[![AppVeyor build status](https://ci.appveyor.com/api/projects/status/github/losnoco/vgmstream?branch=master&svg=true "Build Status")](https://ci.appveyor.com/project/kode54/vgmstream/branch/master/artifacts)
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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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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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- `libg7221_decode.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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### 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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### 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 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.
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### vgmstream123
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*Installation*: needs to be manually built. Instructions can be found in the
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BUILD 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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### 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).
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.vgmstream is a catch-all extension that may work as a last resort to make
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a file playable.
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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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.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, 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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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/generic headers
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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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**TXTP**: a text playing configurator. Can contain a list of filenames to
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play as one (ex. "intro.vag" "loop.vag"), list of separate channel files
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to join as a single multichannel file, subsong index (ex. bgm.sxd#10),
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per-file configurations like number of loops, and many other features.
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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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### 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.
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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 value (extra features)
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# @GLOBAL_TAG value (applies all following tracks)
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# %LOCAL_TAG value (applies to next track only)
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filename1
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# %LOCAL_TAG value (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),
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typically ALBUM/ARTIST/TITLE/DISC/TRACK/COMPOSER/etc, lower or uppercase,
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separated by one or multiple spaces. Repeated tags overwrite previous
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(ex.- may define @COMPOSER for multiple tracks). It only reads up to current
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_filename_ though, so any @TAG below would be ignored.
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Playlist formatting should follow player's config. ASCII or UTF-8 tags work.
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GLOBAL_COMMANDs 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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Note that since you can use global tags don't need to put all files inside.
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This would be 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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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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If your player isn't picking tags make sure vgmstream is detecting the song
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(as other plugins can steal its extensions, see above), .m3u is properly
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named and that filenames inside match the song filename. For Winamp you need
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to make sure options > titles > advanced title formatting checkbox is set and
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the format defined.
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## Virtual TXTP files
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Some of vgmstream's plugins allow you to use virtual .txtp files, that combined
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with playlists let you make quick song configs.
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Normally you can create a physical .txtp file that points to another file with
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config, and .txtp have a "mini-txtp" mode that configures files with only the
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filename.
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Instead of manually creating .txtp files you can put non-existing virtual .txtp
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in a `.m3u` playlist:
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```
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# playlist that opens subsongs directly without having to create .txtp
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# notice the full filename, then #(config), then ".txtp" (spaces are optional)
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bank_bgm_full.nub #s1 .txtp
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bank_bgm_full.nub #s10 .txtp
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```
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Combine with tagging (see above) for extra fun OST-like config.
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```
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# @ALBUM GOD HAND
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# play 1 loop, delay and do a longer fade
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# %TITLE Too Hot !!
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circus_a_mix_ver2.adx #l 1.0 #d 5.0 #f 15.0 .txtp
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# play 1 loop instead of the default 2 then fade with the song's internal fading
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# %TITLE Yet... Oh see mind
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boss2_3ningumi_ver6.adx #l 1.0 #F .txtp
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...
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```
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You can also use it in CLI for quick access to some txtp-exclusive functions:
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```
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# force change sample rate to 22050
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test.exe btl_koopa1_44k_lp.brstm #h22050.txtp -o btl_koopa1_44k_lp.wav
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```
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## Supported codec types
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Quick list of codecs vgmstream supports, including many obscure ones that
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are used in few games.
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- PCM 16-bit
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- PCM 8-bit (signed/unsigned)
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- PCM 4-bit (signed/unsigned)
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- PCM 32-bit float
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- u-Law/a-LAW
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- CRI ADX (standard, fixed, exponential, encrypted)
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- Nintendo DSP ADPCM a.k.a GC ADPCM
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- Nintendo DTK ADPCM
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- Nintendo AFC ADPCM
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- ITU-T G.721
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- CD-ROM XA ADPCM
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- Sony PSX ADPCM a.k.a VAG (standard, badflags, configurable, Pivotal)
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- Sony HEVAG
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- Electronic Arts EA-XA (stereo, mono, Maxis)
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- Electronic Arts EA-XAS (v0, v1)
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- DVI/IMA ADPCM (stereo/mono + high/low nibble, 3DS, Omikron, SNDS, etc)
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- Microsoft MS IMA ADPCM (standard, Xbox, NDS, Radical, Wwise, FSB, WV6, etc)
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- Microsoft MS ADPCM (standard, Cricket Audio)
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- Westwood VBR ADPCM
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- Yamaha ADPCM (AICA, Aska)
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- Procyon Studio ADPCM
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- Level-5 0x555 ADPCM
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- lsf ADPCM
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- Konami MTAF ADPCM
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- Konami MTA2 ADPCM
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- Paradigm MC3 ADPCM
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- FMOD FADPCM 4-bit ADPCM
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- Konami XMD 4-bit ADPCM
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- Platinum 4-bit ADPCM
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- Argonaut ASF 4-bit ADPCM
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- Ocean DSA 4-bit ADPCM
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- Circus XPCM ADPCM
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- OKI 4-bit ADPCM (16-bit output, 4-shift, PC-FX)
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- Ubisoft 4/6-bit ADPCM
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- SDX2 2:1 Squareroot-Delta-Exact compression DPCM
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- CBD2 2:1 Cuberoot-Delta-Exact compression DPCM
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- Activision EXAKT SASSC DPCM
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- Xilam DERF DPCM
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- InterPlay ACM
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- VisualArt's NWA
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- Electronic Arts MicroTalk a.k.a. UTK or UMT
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- CRI HCA
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- Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights)
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- MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, etc)
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- ITU-T G.722.1 annex C (Polycom Siren 14)
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- ITU G.719 annex B (Polycom Siren 22)
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- Electronic Arts EALayer3
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- Electronic Arts EA-XMA
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- Sony ATRAC3, ATRAC3plus
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- Sony ATRAC9
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- Microsoft XMA1/2
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- Microsoft WMA v1, WMA v2, WMAPro
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- AAC
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- Bink
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- AC3/SPDIF
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- Xiph Opus (Ogg, Switch, EA, UE4, Exient)
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- Xiph CELT (FSB)
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- Musepack
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- FLAC
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- Others
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Note that vgmstream doesn't (can't) reproduce in-game music 1:1, as internal
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resampling, filters, volume, etc, are not replicated. Some codecs are not
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fully accurate compared to the games due to minor bugs, but in most cases
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it isn't audible.
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## Supported file types
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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
|
|
- .wavm
|
|
- .wvs
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- .xmu
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- .xvas
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|
- .xwav
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- Yamaha AICA ADPCM:
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|
- .adpcm
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- .dcs+.dcsw
|
|
- .str
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- .spsd
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- IMA ADPCM:
|
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- .bar (IMA ADPCM)
|
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- .pcm/dvi (DVI IMA ADPCM)
|
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- .hwas (IMA ADPCM)
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- .dvi/idvi (DVI IMA ADPCM)
|
|
- .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, DVI 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, MS XMA)
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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, XBOX IMA ADPCM, MPEG audio, EALayer3)
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- .strm (NDS IMA ADPCM, 8/16 bit PCM)
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- .sb0..7 (Ubi IMA ADPCM, GC DSP ADPCM, PSX ADPCM, Xbox IMA ADPCM, ATRAC3)
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|
- .swav (NDS IMA ADPCM, 8/16 bit PCM)
|
|
- .xwb (PCM, Xbox IMA ADPCM, MS ADPCM, XMA, XWMA, ATRAC3)
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|
- .xwb+xwh (PCM, PSX ADPCM, ATRAC3)
|
|
- .wav/lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM, XBOX IMA ADPCM)
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|
- .wem [lwav/logg/xma] (PCM, Wwise Vorbis, Wwise IMA ADPCM, XMA, XWMA, GC DSP ADPCM, Wwise Opus)
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|
- 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, in start/mult/add format)
|
|
- .ahxkey (decryption key for .ahx, in start/mult/add format)
|
|
- .hcakey (decryption key for .hca, in HCA Decoder format)
|
|
- .fsbkey (decryption key for .fsb, in hex)
|
|
- .txtp (per song segment/layer handler and player configurator)
|
|
|
|
Enjoy! *hcs*
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