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579 lines
18 KiB
Markdown
579 lines
18 KiB
Markdown
# vgmstream
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[![AppVeyor build status](https://ci.appveyor.com/api/projects/status/github/kode54/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/kode54/vgmstream/
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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/kode54/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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### test.exe/vgmstream-cli
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```
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Usage: test.exe [-o outfile.wav] [options] infile
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Options:
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-o outfile.wav: name of output .wav file, default infile.wav
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-l loop count: loop count, default 2.0
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-f fade time: fade time in seconds after N loops, default 10.0
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-d fade delay: fade delay in seconds, default 0.0
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-F: don't fade after N loops and play the rest of the stream
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-i: ignore looping information and play the whole stream once
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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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-s N: select subsong N, if the format supports multiple subsongs
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-m: print metadata only, don't decode
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-L: append a smpl chunk and create a looping wav
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-2 N: only output the Nth (first is 0) set of stereo channels
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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) to stdout
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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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-r: output a second file after resetting (for testing)
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-t file: print if tags are found in file
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```
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Typical usage would be: ```test -o happy.wav happy.adx``` to decode ```happy.adx``` to ```happy.wav```.
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Please follow the above instructions for installing the other files needed.
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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: ```ahx,asf,awc,ckd,fsb,genh,msf,p3d,rak,scd,txth,xvag```
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### foo_input_vgmstream
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Every file 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 BUILD document.
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### vgmstream123
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Needs to be manually built. Instructions can be found in the BUILD document.
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```
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Usage: vgmstream123 [options] INFILE ...
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```
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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 .aiffl or .aifcl (standard Mac AIF)
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- .asf to .sng (EA games)
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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 tegether, 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 (derived 6 byte key, in start/mult/add format)
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- .ahx: .ahxkey (derived 6 byte key, in start/mult/add format)
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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 playlist that works as a single song. Can contain a list of
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filenames to play as one (ex. "intro.vag" "loop.vag"), separate channel files
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to join as a single multichannel file, subsong index (ex. bgm.sxd#10), or
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channel mask to allow only certain channels (ex. "song.adx#c1,2").
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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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## 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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## 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 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)
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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
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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 AICA ADPCM
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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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- Argonaut ASF 4-bit ADPCM
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- Circus XPCM ADPCM
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- PC-FX 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
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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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- .pcm/dvi (DVI IMA ADPCM)
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- .hwas (IMA ADPCM)
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- .dvi/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, 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)
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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, 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:
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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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- .dec/de2 (MS ADPCM)
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- .hca (CRI High Compression Audio)
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- .pcm/kcey (DVI 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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- artificial/generic headers:
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- .genh (lots)
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- .txth (lots)
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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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- .fsbkey (decryption key for .fsb, in hex)
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- .vgmstream + .vgmstream.pos (FFmpeg formats + loop assist)
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Enjoy! *hcs*
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