mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-11-15 19:13:20 +01:00
925 lines
32 KiB
Markdown
925 lines
32 KiB
Markdown
# vgmstream
|
|
|
|
This is vgmstream, a library for playing streamed (pre-recorded) audio
|
|
from video games.
|
|
|
|
There are multiple end-user bits:
|
|
- a command line decoder called "test.exe/vgmstream-cli"
|
|
- a Winamp plugin called "in_vgmstream"
|
|
- a foobar2000 component called "foo_input_vgmstream"
|
|
- an XMPlay plugin called "xmp-vgmstream"
|
|
- an Audacious plugin called "libvgmstream"
|
|
- a command line player called "vgmstream123"
|
|
|
|
Help and newest builds can be found here: https://www.hcs64.com/
|
|
|
|
Latest development is usually here: https://github.com/losnoco/vgmstream/
|
|
|
|
Latest releases are here: https://github.com/losnoco/vgmstream/releases
|
|
|
|
Automated builds with the latest changes: https://vgmstream.org/downloads
|
|
|
|
You can find further info about other details in https://github.com/losnoco/vgmstream/tree/master/doc
|
|
|
|
## Needed extra files (for Windows)
|
|
Support for some codecs (Ogg Vorbis, MPEG audio, etc) is done with external
|
|
libraries, so you will need to have certain DLL files.
|
|
|
|
In the case of the foobar2000 component they are all bundled for convenience,
|
|
or you can get them here: https://github.com/losnoco/vgmstream/tree/master/ext_libs
|
|
(bundled here: https://f.losno.co/vgmstream-win32-deps.zip, may not be latest).
|
|
|
|
Put the following files somewhere Windows can find them:
|
|
- `libvorbis.dll`
|
|
- `libmpg123-0.dll`
|
|
- `libg719_decode.dll`
|
|
- `avcodec-vgmstream-58.dll`
|
|
- `avformat-vgmstream-58.dll`
|
|
- `avutil-vgmstream-56.dll`
|
|
- `swresample-vgmstream-3.dll`
|
|
- `libatrac9.dll`
|
|
- `libcelt-0061.dll`
|
|
- `libcelt-0110.dll`
|
|
- `libspeex.dll`
|
|
|
|
For Winamp/XMPlay/command line this means in the directory with the main .exe,
|
|
or in a system directory, or any other directory in the PATH variable.
|
|
|
|
|
|
## Components
|
|
|
|
### test.exe/vgmstream-cli
|
|
*Installation*: unzip the file and follow the above instructions for installing
|
|
the other files needed.
|
|
|
|
Converts playable files to wav. Typical usage would be:
|
|
- `test.exe -o happy.wav happy.adx` to decode `happy.adx` to `happy.wav`.
|
|
|
|
If command-line isn't your thing you can also drag and drop files to the
|
|
executable to decode them as `(filename).wav`.
|
|
|
|
There are multiple options that alter how the file is converted, for example:
|
|
- `test.exe -m -o file.wav file.adx`: print info but don't decode
|
|
- `test.exe -i -o file.wav file.hca`: convert without looping
|
|
- `test.exe -s 2 -F -o file.wav file.fsb`: play 2nd subsong + ending after 2.0 loops
|
|
- `test.exe -l 3.0 -f 5.0 -d 3.0 -o file.wav file.wem`: 3 loops, 3s delay, 5s fade
|
|
|
|
Available commands are printed when run with no flags. Note that you can also
|
|
achieve similar results for other plugins using TXTP, described later.
|
|
|
|
With files multiple subsongs you need to specify manually subsong (by design, to avoid
|
|
massive data dumps since some formats have hundreds of subsongs), but you could do
|
|
some command line tricks:
|
|
```
|
|
: REM extracts from subsong 5 to 10 in file.fsb
|
|
for /L %A in (5,1,10) do test.exe -s %A -o file_%A.wav file.fsb
|
|
```
|
|
|
|
Output filename in `-o` may use multiple wildcards:
|
|
- `?s`: sets current subsong (or 0 if format doesn't have subsongs)
|
|
- `?0Ns`: same, but left pads subsong with up to `N` zeroes
|
|
- `?n`: internal stream name, or input filename if format doesn't have name
|
|
- `?f`: input filename
|
|
|
|
For example `test.exe -s 2 -o ?04s_?n.wav file.fsb` could generate `0002_song1.wav`
|
|
|
|
|
|
### in_vgmstream
|
|
*Installation*: drop the `in_vgmstream.dll` in your Winamp plugins directory,
|
|
and follow the above instructions for installing the other files needed.
|
|
|
|
Once installed supported files should be playable.
|
|
|
|
### xmp-vgmstream
|
|
*Installation*: drop the `xmp-vgmstream.dll` in your XMPlay plugins directory,
|
|
and follow the above instructions for installing the other files needed.
|
|
|
|
Note that this has less features compared to in_vgmstream and has no configuration.
|
|
Since XMPlay supports Winamp plugins you may also use `in_vgmstream.dll` instead.
|
|
|
|
Because the XMPlay MP3 decoder incorrectly tries to play some vgmstream extensions,
|
|
you need to manually fix it by going to **options > plugins > input > vgmstream**
|
|
and in the "priority filetypes" put: `ahx,asf,awc,ckd,fsb,genh,msf,p3d,rak,scd,txth,xvag`
|
|
|
|
XMPlay cannot support subsongs due to player limitations, try using *TXTP* instead
|
|
(explained below).
|
|
|
|
### foo_input_vgmstream
|
|
*Installation*: every file should be installed automatically by the `.fb2k-component`
|
|
bundle.
|
|
|
|
A known quirk is that when loop options or tags change, playlist info won't refresh
|
|
automatically. You need to manually refresh it by selecting songs and doing
|
|
**shift + right click > Tagging > Reload info from file(s)**.
|
|
|
|
### Audacious plugin
|
|
*Installation*: needs to be manually built. Instructions can be found in doc/BUILD.md
|
|
document in vgmstream's source code (can be done with CMake or autotools).
|
|
|
|
### vgmstream123
|
|
*Installation*: needs to be manually built. Instructions can be found in doc/BUILD.md
|
|
document in vgmstream's source code (can be done with CMake or autotools).
|
|
|
|
Usage: `vgmstream123 [options] INFILE ...`
|
|
|
|
The program is meant to be a simple stand-alone player, supporting playback
|
|
of vgmstream files through libao. Files compressed with gzip/bzip2/xz also
|
|
work, as identified by a `.gz/.bz2/.xz` extension. The file will be decompressed
|
|
to a temp dir using the respective utility program (which must be installed
|
|
and accessible) and then loaded.
|
|
|
|
It also supports playlists, and will recognize a special extended-M3U tag
|
|
specific to vgmstream of the following form:
|
|
```
|
|
#EXT-X-VGMSTREAM:LOOPCOUNT=2,FADETIME=10.0,FADEDELAY=0.0,STREAMINDEX=0
|
|
```
|
|
(Any subset of these four parameters may appear in the line, in any order)
|
|
|
|
When this "magic comment" appears in the playlist before a vgmstream-compatible
|
|
file, the given parameters will be applied to the playback of said file. This makes
|
|
it feasible to play vgmstream files directly instead of needing to make "arranged"
|
|
WAV/MP3 conversions ahead of time.
|
|
|
|
The tag syntax follows the conventions established in Apple's HTTP Live Streaming
|
|
standard, whose docs discuss extending M3U with arbitrary tags.
|
|
|
|
|
|
## Special cases
|
|
vgmstream aims to support most audio formats as-is, but some files require extra
|
|
handling.
|
|
|
|
### Subsongs
|
|
Certain container formats have multiple audio files, usually called "subsongs", often
|
|
not meant to be extracted (no simple separation). Some plugins are able to "unpack"
|
|
those files automatically into the playlist. For others without support, you can create
|
|
multiple .txtp (explained below) to select one of the subsongs (like `bgm.sxd#10.txtp`).
|
|
|
|
You can use this python script to autogenerate one `.txtp` per subsong:
|
|
https://github.com/losnoco/vgmstream/tree/master/cli/txtp_maker.py
|
|
Put in the same dir as test.exe/vgmstream_cli, then to drag-and-drop files with
|
|
subsongs to `txtp_maker.py` (it has CLI options to control output too).
|
|
|
|
### Renamed files
|
|
A few extensions that vgmstream supports clash with common ones. Since players
|
|
like foobar or Winamp don't react well to that, they may be renamed to make
|
|
them playable through vgmstream.
|
|
- `.aac` to `.laac` (tri-Ace games)
|
|
- `.ac3` to `.lac3` (standard AC3)
|
|
- `.aif` to `.laif` (standard Mac AIF, Asobo AIF, Ogg)
|
|
- `.aiff/aifc` to `.laiffl/laifc` (standard Mac AIF)
|
|
- `.asf` to `.lasf` (EA games, Argonaut ASF)
|
|
- `.bin` to `.lbin` (various)
|
|
- `.flac` to `.lflac` (standard FLAC)
|
|
- `.mp2` to `.lmp2` (standard MP2)
|
|
- `.mp3` to `.lmp3` (standard MP3)
|
|
- `.mp4` to `.lmp4` (standard M4A)
|
|
- `.mpc` to `.lmpc` (standard MPC)
|
|
- `.ogg` to `.logg` (standard OGG)
|
|
- `.opus` to `.lopus` (standard OPUS or Switch OPUS)
|
|
- `.stm` to `.lstm` (Rockstar STM)
|
|
- `.wav` to `.lwav` (standard WAV)
|
|
- `.wma` to `.lwma` (standard WMA)
|
|
- `.(any)` to `.vgmstream` (FFmpeg formats or TXTH)
|
|
|
|
Command line tools don't have this restriction and will accept the original
|
|
filename.
|
|
|
|
The main advantage to rename them is that vgmstream may use the file's
|
|
internal loop info, or apply subtle fixes, but is also limited in some ways
|
|
(like standard/player's tagging). `.vgmstream` is a catch-all extension that
|
|
may work as a last resort to make a file playable.
|
|
|
|
Some plugins have options that allow any extension (common or unknown) to be
|
|
played, making renaming unnecessary. You may need to adjust plugin priority in
|
|
player's options first.
|
|
|
|
Also be aware that some plugins can tell the player they handle some extension,
|
|
then not actually play it. This makes the file unplayable as vgmstream doesn't
|
|
even get the chance to parse that file, so you may need to disable the offending
|
|
plugin or rename the file (for example this may happen with .asf and foobar).
|
|
|
|
When extracting from a bigfile, sometimes internal files don't have an actual
|
|
name+extension. Those should be renamed to its proper/common extension, as the
|
|
extractor program may guess wrong (like .wav instead of .at3 or .wem). If
|
|
there is no known extension, usually the header id string may be used instead.
|
|
|
|
Note that vgmstream also accepts certain extension-less files too.
|
|
|
|
### Demuxed videos
|
|
vgmstream also supports audio from videos, but usually must be demuxed (extracted
|
|
without modification) first, since vgmstream doesn't attempt to support them.
|
|
|
|
The easiest way to do this is using VGMToolBox's "Video Demultiplexer" option
|
|
for common game video formats (`.bik`, `.vp6`, `.pss`, `.pam`, `.pmf`, `.usm`, `.xmv`, etc).
|
|
|
|
For standard videos formats (`.avi`, `.mp4`, `.webm`, `.m2v`, `.ogv`, etc) not supported
|
|
by VGMToolBox, FFmpeg binary may work:
|
|
- `ffmpeg.exe -i (input file) -vn -acodec copy (output file)`
|
|
Output extension may need to be adjusted to some appropriate audio file depending
|
|
on the audio codec used. `ffprobe.exe` can list this codec, though the correct audio
|
|
extension depends on the video itself (like `.avi` to `.wav/mp2/mp3` or `.ogv` to `.ogg`).
|
|
|
|
Some games use custom video formats, demuxer scripts in `.bms` format may be found
|
|
on the internet.
|
|
|
|
### Companion files
|
|
Some formats have companion files with external info, that should be left together:
|
|
- `.mus`: playlist with `.acm`
|
|
- `.ogg.sli` or `.sli`: loop info for `.ogg`
|
|
- `.ogg.sfl` : loop info for `.ogg`
|
|
- `.opus.sli`: loop info for `.opus`
|
|
- `.pos`: loop info for .wav
|
|
- `.vgmstream.pos`: loop info for FFmpeg formats
|
|
- `.acb`: names for `.awb`
|
|
- `.xsb`: names for `.xwb`
|
|
|
|
Similarly some formats split header+body data in separate files, examples:
|
|
- `.abk`+`.ast`
|
|
- `.bnm`+`.apm/wav`
|
|
- `.ktsl2asbin`+`.ktsl2stbin`
|
|
- `.mih`+`.mib`
|
|
- `.mpf`+`.mus`
|
|
- `.pk`+`.spk`
|
|
- `.sb0`+`.sp0` (or other numbers instead of `0`)
|
|
- `.sgh`+`.sgd`
|
|
- `.snr`+`.sns`
|
|
- `.spt`+`.spd`
|
|
- `.sts`+`.int`
|
|
- `.xwh`+`.xwb`
|
|
- `.xps`+`dat`
|
|
- `.wav.str`+`.wav`
|
|
- `.wav`+`.dcs`
|
|
- `.wbh`+`.wbd`
|
|
Both are needed to play and must be together. The usual rule is you open the
|
|
bigger file (body), save a few formats where the smaller (header) file is opened
|
|
instead for technical reasons (mainly some bank formats).
|
|
|
|
Generally companion files are named the same (`bgm.awb`+`bgm.acb`), or internally
|
|
point to another file `sfx.sb0`+`STREAM.sb0`. A few formats may have different names
|
|
which are hardcoded instead of being listed in the header file (e.g. `.mpf+.mus`).
|
|
In these cases, you can use *TXTM* format to specify associated companion files.
|
|
See *Artificial files* below for more information.
|
|
|
|
#### Dual stereo
|
|
A special case of the above is "dual file stereo", where 2 similarly named mono
|
|
files are fused together to make 1 stereo song.
|
|
- `(file)_L.dsp`+`(file)_R.dsp`
|
|
- `(file)-l.dsp`+`(file)-l.dsp`
|
|
- `(file).L`+`(file).R`
|
|
- `(file)_0.dsp`+`(file)_1.dsp`
|
|
- `(file)_Left.dsp`+`(file)_Right.dsp`
|
|
- `(file).v0`+`(file).v1`
|
|
|
|
vgmstream automatically detects these pairs and makes a stereo song from `L` + `R`.
|
|
You can open either `L` or `R` and you'll get the same stereo. If you rename one
|
|
of the files the "pair" won't be found, and both will be played as mono. This
|
|
is only done for a few choice formats (mainly `.dsp` and `.vag`) that commonly
|
|
split audio like that, though.
|
|
|
|
#### OS case sensitiveness
|
|
When using OS with case sensitive filesystem (mainly Linux), a known issue with
|
|
companion files is that vgmstream generally tries to find them using lowercase
|
|
extension.
|
|
|
|
This means that if the developer used uppercase instead (e.g. `bgm.ABK`+`bgm.AST`)
|
|
loading will fail. It's technically complex to fix this, so for the time being
|
|
the only option is renaming the companion extension to lowercase.
|
|
|
|
A particularly nasty variation of that is that some formats load files by full
|
|
name (e.g. `STREAM.SS0`), but sometimes the actual filename is in other case
|
|
(`Stream.ss0`), and some files could even point to that with another case. You
|
|
could try adding *symlinks* in various upper/lower/mixed cases to handle this.
|
|
Currently there isn't any way to know what exact name is needed (other than
|
|
hex-editting), though only a few formats do this, mainly *Ubisoft* banks.
|
|
|
|
Regular formats without companion files should work fine in upper/lowercase.
|
|
|
|
#### .pos looping
|
|
`.pos` is a small file with 32 bit little endian values: loop start sample and
|
|
loop end sample. This is a real format, but is sometimes reused to force loops.
|
|
|
|
If you want to force looping consider using *TXTP* instead, as it's much simpler
|
|
to make and cleaner (plus doesn't hijack a real format). For example, make a text
|
|
file named `bgm01-loop.txtp` and inside write `bgm01.mp3 #I 10.0 90.0`. Open the
|
|
`.txtp` and vgmstream will loop that `.mp3` from 10 to 90 seconds.
|
|
|
|
|
|
### Decryption keys
|
|
Certain formats have encrypted data, and need a key to decrypt. vgmstream
|
|
will try to find the correct key from a list, but it can be provided by
|
|
a companion file:
|
|
- `.adx`: `.adxkey` (keystring, 8 byte keycode, or derived 6 byte start/mult/add key)
|
|
- `.ahx`: `.ahxkey` (derived 6 byte start/mult/add key)
|
|
- `.hca`: `.hcakey` (8 byte decryption key, a 64-bit number)
|
|
- May be followed by 2 byte AWB scramble key for newer HCA
|
|
- `.fsb`: `.fsbkey` (decryption key in hex, usually between 8-32 bytes)
|
|
- `.bnsf`: `.bnsfkey` (decryption key, a string up to 24 chars)
|
|
|
|
The key file can be `.(ext)key` (for the whole folder), or `(name).(ext)key"
|
|
(for a single file). The format is made up to suit vgmstream.
|
|
|
|
### Artificial files
|
|
In some cases a file only has raw data, while important header info (codec type,
|
|
sample rate, channels, etc) is stored in the .exe or other hard to locate places.
|
|
|
|
Those can be played using an artificial header with info vgmstream needs.
|
|
|
|
**GENH**: a byte header placed right before the original data, modyfing it.
|
|
The resulting file must be `(name).genh`. Contains static header data.
|
|
Programs like VGMToolbox can help to create *GENH*.
|
|
|
|
**TXTH**: a text header placed in an external file. The TXTH must be named
|
|
`.txth` or `.(ext).txth` (for the whole folder), or `(name.ext).txth` (for a
|
|
single file). Contains dynamic text commands to read data from the original
|
|
file, or static values.
|
|
|
|
*TXTH* is recommended over *GENH* as it's far easier to create and has many
|
|
more functions.
|
|
|
|
For files that already play, sometimes they are used by the game in various
|
|
complex and non-standard ways, like playing multiple small songs as a single
|
|
one, or using some channels as a section of the song. For those cases we
|
|
can create a *TXTP* file.
|
|
|
|
**TXTP**: text files with player configuration, named `(name).txtp`. Text inside
|
|
can contain a list of filenames to play as one (ex. `intro.vag(line)loop.vag`),
|
|
list of separate channel files to join as a single multichannel file,
|
|
subsong index (ex. `bgm.sxd#10`), per-file configurations like number of
|
|
loops, remove unneeded channels, make looping files, and many other features.
|
|
|
|
**TXTM**: text file named `.txtm` for formats with companion files. It lists
|
|
name combos determining which companion files to load for each main file.
|
|
It is useful for formats where name combos are hardcoded so vgmstream doesn't
|
|
know which companion file(s) to load if its name doesn't match the main file.
|
|
Note that companion file order is usually important.
|
|
|
|
Usage example:
|
|
```
|
|
# Harry Potter and the Chamber of Secrets (PS2)
|
|
entrance.mpf:entrance.mus,entrance_o.mus
|
|
willow.mpf:willow.mus,willow_o.mus
|
|
```
|
|
```
|
|
# Metal Gear Solid: Snake Eater 3D (3DS) names for .awb
|
|
bgm_2_streamfiles.awb: bgm_2.acb
|
|
```
|
|
|
|
Creation of those files is meant for advanced users, docs can be found in
|
|
vgmstream source.
|
|
|
|
### Plugin conflicts
|
|
Since vgmstream supports a huge amount of formats it's possibly that some of
|
|
them are also supported in other plugins, and this sometimes causes conflicts.
|
|
If a file that should isn't playing or looping, first make sure vgmstream is
|
|
really opening it (should show "VGMSTREAM" somewhere in the file info), and
|
|
try to remove a few other plugins.
|
|
|
|
foobar's FFmpeg plugin and foo_adpcm are known to cause issues, but in
|
|
modern versions (+1.4.x) you can configure plugin priority.
|
|
|
|
In Audacious, vgmstream is set with slightly higher priority than FFmpeg,
|
|
since it steals many formats that you normally want to loop (like `.adx`).
|
|
However other plugins may set themselves higher, stealing formats instead.
|
|
If current Audacious version doesn't let to change plugin priority you may
|
|
need to disable some plugins (requires restart) or set priority on compile
|
|
time. Particularly, mpg123 plugin may steal formats that aren't even MP3,
|
|
making impossible for vgmstream to play them properly.
|
|
|
|
### Channel issues
|
|
Some games layer a huge number of channels, that are disabled or downmixed
|
|
during gameplay. The player may be unable to play those files (for example
|
|
foobar can only play up to 8 channels, and Winamp depends on your sound
|
|
card). For those files you can set the "downmix" option in vgmstream, that
|
|
can reduce the number of channels to a playable amount. Note that this type
|
|
of downmixing is very generic, not meant to be used when converting to other
|
|
formats (channels are re-assigned and volumes modified in simplistic ways,
|
|
since it can't guess how the file should be properly adjusted).
|
|
|
|
You can also choose which channels to play using *TXTP*. For example, create
|
|
a file named `song.adx#C1,2.txtp` to play only channels 1 and 2 from `song.adx`.
|
|
*TXTP* also has command to tweak how files is downmixed.
|
|
|
|
|
|
## Tagging
|
|
Some of vgmstream's plugins support simple read-only tagging via external files.
|
|
|
|
Tags are loaded from a text/M3U-like file named *!tags.m3u* in the song folder.
|
|
You don't have to load your songs with this M3U though, but you can (for pre-made
|
|
order). The format is meant to be both a quick playlist and tags, but the tagfile
|
|
itself just 'looks' like an M3U. you can load files manually or using other playlists
|
|
and still get tags.
|
|
|
|
Format is:
|
|
```
|
|
# ignored comment
|
|
# $GLOBAL_COMMAND (extra features)
|
|
# @GLOBAL_TAG text (applies all following tracks)
|
|
|
|
# %LOCAL_TAG text (applies to next track only)
|
|
filename1
|
|
# %LOCAL_TAG text (applies to next track only)
|
|
filename2
|
|
```
|
|
Accepted tags depend on the player (foobar: any; winamp: see ATF config, Audacious:
|
|
few standard ones), typically *ALBUM/ARTIST/TITLE/DISC/TRACK/COMPOSER/etc*, lower
|
|
or uppercase, separated by one or multiple spaces. Repeated tags overwrite previous
|
|
(ex.- may define *@COMPOSER* multiple times for "sections"). It only reads up to
|
|
current *filename* though, so any *@TAG* below would be ignored.
|
|
|
|
*GLOBAL_COMMAND*s currently can be:
|
|
- *AUTOTRACK*: sets *%TRACK* tag automatically (1..N as files are encountered
|
|
in the tag file).
|
|
- *AUTOALBUM*: sets *%ALBUM* tag automatically using the containing dir as album.
|
|
- *EXACTMATCH*: disables matching .txtp with regular files (explained below).
|
|
|
|
Playlist title formatting (how tags are shown) should follow player's config, as
|
|
vgmstream simply passes tags to the player. It's better to name the file lowercase
|
|
`!tags.m3u` rather than `!Tags.m3u` (Windows accepts both but Linux is case sensitive).
|
|
|
|
Note that with global tags you don't need to put all files inside. This would be
|
|
a perfectly valid *!tags.m3u*:
|
|
```
|
|
# @ALBUM Game
|
|
# @ARTIST Various Artists
|
|
```
|
|
|
|
### Non-English filenames and tags
|
|
Tags and filenames using extended characters (like Japanese) should work, as long
|
|
as `!tags.m3u` is saved as *"UTF-8 with BOM"* (UTF-8 is a way to define non-English
|
|
characters, and BOM is a helper "byte-order" mark). Windows' *notepad* creates files
|
|
*"with BOM"* when selecting UTF-8 encoding in *save as* dialog, or you may use other
|
|
programs like *notepad++.exe* to convert them.
|
|
|
|
More exactly, vgmstream matches filenames and reads tags assuming they are in UTF-8,
|
|
while foobar/winamp can only read UTF-8 Japanese/extended filenames in a `.m3u` if file
|
|
is saved *with BOM* (opening files manually or with a `playlist.m3u8` won't need BOM).
|
|
|
|
Other players may not need BOM (or CRLF), but for consistency use them when dealing
|
|
with non-ASCII names and tags.
|
|
|
|
|
|
### Tags with spaces
|
|
Some players like foobar accept tags with spaces. To use them surround the tag
|
|
with both characters.
|
|
```
|
|
# @GLOBAL TAG WITH SPACES@ text
|
|
# ...
|
|
# %LOCAL TAG WITH SPACES% text
|
|
filename1
|
|
```
|
|
As a side effect if text has @/% inside you also need them: `# @ALBUMARTIST@ Tom-H@ck`
|
|
|
|
For interoperability with other plugins, consider using only common tags without spaces.
|
|
|
|
### ReplayGain
|
|
foobar2000/Winamp can apply the following replaygain tags (if ReplayGain is
|
|
enabled in preferences):
|
|
```
|
|
# %replaygain_track_gain N.NN dB
|
|
# %replaygain_track_peak N.NNN
|
|
# @replaygain_album_gain N.NN dB
|
|
# @replaygain_album_peak N.NNN
|
|
```
|
|
|
|
### TXTP matching
|
|
To ease *TXTP* config, tags with plain files will match `.txtp` with config, and tags
|
|
with `.txtp` config also match plain files:
|
|
**!tags.m3u**
|
|
```
|
|
# @TITLE Title1
|
|
BGM01.adx #P 3.0.txtp
|
|
# @TITLE Title2
|
|
BGM02.wav
|
|
```
|
|
**config.m3u**
|
|
```
|
|
# matches "Title1" (1:1)
|
|
BGM01.adx #P 3.0.txtp
|
|
# matches "Title1" (plain file matches config tag)
|
|
BGM01.adx
|
|
# matches "Title2" (config file matches plain tag)
|
|
BGM02.wav #P 3.0.txtp
|
|
# doesn't match anything (different config can't match)
|
|
BGM01.adx #P 10.0.txtp
|
|
```
|
|
|
|
Since it matches when a tag is found, some cases that depend on order won't work.
|
|
You can disable this feature manually then:
|
|
**!tags.m3u**
|
|
```
|
|
# $EXACTMATCH
|
|
#
|
|
# %TITLE Title3 (without config)
|
|
BGM01.adx
|
|
# %TITLE Title3 (with config)
|
|
BGM01.adx #I 1.0 90.0 .txtp
|
|
```
|
|
**config.m3u**
|
|
```
|
|
# Would match "Title3 (without config)" without "$EXACTMATCH", as it's found first
|
|
# Could use "BGM01.adx.txtp" as first entry in !tags.m3u instead (different configs won't match)
|
|
BGM01.adx #I 1.0 90.0 .txtp
|
|
```
|
|
|
|
### Issues
|
|
If your player isn't picking tags make sure vgmstream is detecting the song
|
|
(as other plugins can steal its extensions, see above), `.m3u` is properly
|
|
named and that filenames inside match the song filename. For Winamp you need
|
|
to make sure *options > titles > advanced title formatting* checkbox is set and
|
|
the format defined.
|
|
|
|
When tags change behavior varies depending on player:
|
|
- *Winamp*: should refresh tags when file is played again.
|
|
- *foobar2000*: needs to force refresh (for reasons outside vgmstream's control)
|
|
- **select songs > shift + right click > Tagging > Reload info from file(s)**.
|
|
- *Audacious*: files need to be readded to the playlist
|
|
|
|
Currently there is no tool to aid in the creation of these tags, but you can create
|
|
a base `.m3u` and edit as a text file.
|
|
|
|
vgmstream's "m3u tagging" is meant to be simple to make and share (just a text
|
|
file), easier to support in multiple players (rather than needing a custom plugin),
|
|
allow OST-like ordering but also combinable with other `.m3u`, and be flexible enough
|
|
to have commands. If you are not satisfied with vgmstream's tagging format,
|
|
foobar2000 has other plugins (with write support) that may be of use:
|
|
- m-TAGS: http://www.m-tags.org/
|
|
- foo_external_tags: https://foobar.hyv.fi/?view=foo_external_tags
|
|
|
|
|
|
## Virtual TXTP files
|
|
Some of vgmstream's plugins allow you to use virtual `.txtp` files, that combined
|
|
with playlists let you make quick song configs.
|
|
|
|
Normally you can create a physical .txtp file that points to another file with
|
|
config, and `.txtp` have a "mini-txtp" mode that configures files with only the
|
|
filename.
|
|
|
|
Instead of manually creating `.txtp` files you can put non-existing virtual `.txtp`
|
|
in a `.m3u` playlist:
|
|
```
|
|
# playlist that opens subsongs directly without having to create .txtp
|
|
# notice the full filename, then #(config), then ".txtp" (spaces are optional)
|
|
bank_bgm_full.nub #s1 .txtp
|
|
bank_bgm_full.nub #s10 .txtp
|
|
```
|
|
|
|
Combine with tagging (see above) for extra fun OST-like config.
|
|
```
|
|
# @ALBUM GOD HAND
|
|
|
|
# play 1 loop, delay and do a longer fade
|
|
# %TITLE Too Hot !!
|
|
circus_a_mix_ver2.adx #l 1.0 #d 5.0 #f 15.0 .txtp
|
|
|
|
# play 1 loop instead of the default 2 then fade with the song's internal fading
|
|
# %TITLE Yet... Oh see mind
|
|
boss2_3ningumi_ver6.adx #l 1.0 #F .txtp
|
|
|
|
...
|
|
```
|
|
|
|
You can also use it in CLI for quick access to some txtp-exclusive functions:
|
|
```
|
|
# force change sample rate to 22050 (don't forget to use " with spaces)
|
|
test.exe -o btl_koopa1_44k_lp.wav "btl_koopa1_44k_lp.brstm #h22050.txtp"
|
|
```
|
|
|
|
Support for this feature is limited by player itself, as foobar and Winamp allow
|
|
non-existant files referenced in a `.m3u`, while other players may filter them
|
|
first.
|
|
|
|
|
|
## Supported codec types
|
|
Quick list of codecs vgmstream supports, including many obscure ones that
|
|
are used in few games.
|
|
|
|
- PCM 16-bit
|
|
- PCM 8-bit (signed, unsigned)
|
|
- PCM 4-bit (signed, unsigned)
|
|
- PCM 32-bit float
|
|
- u-Law/a-LAW
|
|
- CRI ADX (standard, fixed, exponential, encrypted)
|
|
- Nintendo DSP ADPCM a.k.a GC ADPCM
|
|
- Nintendo DTK ADPCM
|
|
- Nintendo AFC ADPCM
|
|
- ITU-T G.721
|
|
- CD-ROM XA ADPCM
|
|
- Sony PSX ADPCM a.k.a VAG (standard, badflags, configurable, extended)
|
|
- Sony HEVAG
|
|
- Electronic Arts EA-XA (stereo, mono, Maxis)
|
|
- Electronic Arts EA-XAS (v0, v1)
|
|
- DVI/IMA ADPCM (stereo/mono + high/low nibble, 3DS, Omikron, SNDS, etc)
|
|
- Microsoft MS IMA ADPCM (standard, Xbox, NDS, Radical, Wwise, FSB, WV6, etc)
|
|
- Microsoft MS ADPCM (standard, Cricket Audio)
|
|
- Westwood VBR ADPCM
|
|
- Yamaha ADPCM (AICA, Aska)
|
|
- Procyon Studio ADPCM
|
|
- Level-5 0x555 ADPCM
|
|
- lsf ADPCM
|
|
- Konami MTAF ADPCM
|
|
- Konami MTA2 ADPCM
|
|
- Paradigm MC3 ADPCM
|
|
- FMOD FADPCM 4-bit ADPCM
|
|
- Konami XMD 4-bit ADPCM
|
|
- Platinum 4-bit ADPCM
|
|
- Argonaut ASF 4-bit ADPCM
|
|
- Ocean DSA 4-bit ADPCM
|
|
- Circus XPCM ADPCM
|
|
- Circus XPCM VQ
|
|
- OKI 4-bit ADPCM (16-bit output, 4-shift, PC-FX)
|
|
- Ubisoft 4/6-bit ADPCM
|
|
- Tiger Game.com ADPCM
|
|
- LucasArts iMUSE VBR ADPCM
|
|
- CompressWave Huffman ADPCM
|
|
- SDX2 2:1 Squareroot-Delta-Exact compression DPCM
|
|
- CBD2 2:1 Cuberoot-Delta-Exact compression DPCM
|
|
- Activision EXAKT SASSC DPCM
|
|
- Xilam DERF DPCM
|
|
- InterPlay ACM
|
|
- VisualArt's NWA
|
|
- Electronic Arts MicroTalk a.k.a. UTK or UMT
|
|
- Relic Codec
|
|
- CRI HCA
|
|
- Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights)
|
|
- MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, etc)
|
|
- ITU-T G.722.1 annex C (Polycom Siren 14)
|
|
- ITU-T G.719 annex B (Polycom Siren 22)
|
|
- Electronic Arts EASpeex
|
|
- Electronic Arts EALayer3
|
|
- Electronic Arts EA-XMA
|
|
- Sony ATRAC3, ATRAC3plus
|
|
- Sony ATRAC9
|
|
- Microsoft XMA1/2
|
|
- Microsoft WMA v1, WMA v2, WMAPro
|
|
- AAC
|
|
- Bink
|
|
- AC3/SPDIF
|
|
- Xiph Opus (Ogg, Switch, EA, UE4, Exient)
|
|
- Xiph CELT (FSB)
|
|
- Musepack
|
|
- FLAC
|
|
- Others
|
|
|
|
Sometimes standard codecs come in non-standard layouts that aren't normally
|
|
supported by other players (like multiple `.ogg` or `.mp3` files chunked and
|
|
interleaved together in custom ways).
|
|
|
|
Some codecs are not fully correct compared to the games due to minor bugs, but
|
|
in most cases it isn't audible, and general accuracy is high, with emphasis in
|
|
proper support of encoder delay, accurate sample counts and seeking that other
|
|
plugins may lack.
|
|
|
|
Note that vgmstream doesn't (can't) reproduce in-game music 1:1, as internal
|
|
resampling, filters, volume, etc, are not replicated.
|
|
|
|
|
|
## Supported file types
|
|
As manakoAT likes to say, the extension doesn't really mean anything, but it's
|
|
the most obvious way to identify files.
|
|
|
|
This list is not complete and many other files are supported.
|
|
|
|
- PS2/PSX ADPCM:
|
|
- .ads/.ss2
|
|
- .ass
|
|
- .ast
|
|
- .bg00
|
|
- .bmdx
|
|
- .ccc
|
|
- .cnk
|
|
- .dxh
|
|
- .enth
|
|
- .fag
|
|
- .filp
|
|
- .gcm
|
|
- .gms
|
|
- .hgc1
|
|
- .ikm
|
|
- .ild
|
|
- .ivb
|
|
- .joe
|
|
- .kces
|
|
- .khv
|
|
- .leg
|
|
- .mcg
|
|
- .mib, .mi4 (w/ or w/o .mih)
|
|
- .mic
|
|
- .mihb (merged mih+mib)
|
|
- .msa
|
|
- .msvp
|
|
- .musc
|
|
- .npsf
|
|
- .pnb
|
|
- .psh
|
|
- .rkv
|
|
- .rnd
|
|
- .rstm
|
|
- .rws
|
|
- .rxw
|
|
- .snd
|
|
- .sfs
|
|
- .sl3
|
|
- .smpl (w/ bad flags)
|
|
- .ster
|
|
- .str+.sth
|
|
- .str (MGAV blocked)
|
|
- .sts
|
|
- .svag
|
|
- .svs
|
|
- .tec (w/ bad flags)
|
|
- .tk5 (w/ bad flags)
|
|
- .vas
|
|
- .vag
|
|
- .vgs (w/ bad flags)
|
|
- .vig
|
|
- .vpk
|
|
- .vs
|
|
- .vsf
|
|
- .wp2
|
|
- .xa2
|
|
- .xa30
|
|
- .xwb+xwh
|
|
- GC/Wii/3DS DSP ADPCM:
|
|
- .aaap
|
|
- .agsc
|
|
- .asr
|
|
- .bns
|
|
- .bo2
|
|
- .capdsp
|
|
- .cfn
|
|
- .ddsp
|
|
- .dsp
|
|
- standard, optional dual file stereo
|
|
- RS03
|
|
- Cstr
|
|
- _lr.dsp
|
|
- MPDS
|
|
- .gca
|
|
- .gcm
|
|
- .gsp+.gsp
|
|
- .hps
|
|
- .idsp
|
|
- .ish+.isd
|
|
- .lps
|
|
- .mca
|
|
- .mpdsp
|
|
- .mss
|
|
- .mus (not quite right)
|
|
- .ndp
|
|
- .pdt
|
|
- .sdt
|
|
- .smp
|
|
- .sns
|
|
- .spt+.spd
|
|
- .ssm
|
|
- .stm/.dsp
|
|
- .str
|
|
- .str+.sth
|
|
- .sts
|
|
- .swd
|
|
- .thp, .dsp
|
|
- .tydsp
|
|
- .vjdsp
|
|
- .waa, .wac, .wad, .wam
|
|
- .was
|
|
- .wsd
|
|
- .wsi
|
|
- .ydsp
|
|
- .ymf
|
|
- .zwdsp
|
|
- PCM:
|
|
- .aiff (8 bit, 16 bit)
|
|
- .asd (16 bit)
|
|
- .baka (16 bit)
|
|
- .bh2pcm (16 bit)
|
|
- .dmsg (16 bit)
|
|
- .gcsw (16 bit)
|
|
- .gcw (16 bit)
|
|
- .his (8 bit)
|
|
- .int (16 bit)
|
|
- .pcm (8 bit, 16 bit)
|
|
- .kraw (16 bit)
|
|
- .raw (16 bit)
|
|
- .rwx (16 bit)
|
|
- .sap (16 bit)
|
|
- .snd (16 bit)
|
|
- .sps (16 bit)
|
|
- .str (16 bit)
|
|
- .xss (16 bit)
|
|
- .voi (16 bit)
|
|
- .wb (16 bit)
|
|
- .zsd (8 bit)
|
|
- Xbox IMA ADPCM:
|
|
- .matx
|
|
- .wavm
|
|
- .wvs
|
|
- .xmu
|
|
- .xvas
|
|
- .xwav
|
|
- Yamaha AICA ADPCM:
|
|
- .adpcm
|
|
- .dcs+.dcsw
|
|
- .str
|
|
- .spsd
|
|
- IMA ADPCM:
|
|
- .bar (IMA ADPCM)
|
|
- .pcm/dvi (DVI IMA ADPCM)
|
|
- .hwas (IMA ADPCM)
|
|
- .dvi/idvi (DVI IMA ADPCM)
|
|
- .ivaud (IMA ADPCM)
|
|
- .myspd (IMA ADPCM)
|
|
- .strm (IMA ADPCM)
|
|
- multi:
|
|
- .aifc (SDX2 DPCM, DVI IMA ADPCM)
|
|
- .asf/as4 (8/16 bit PCM, DVI IMA ADPCM)
|
|
- .ast (GC AFC ADPCM, 16 bit PCM)
|
|
- .aud (IMA ADPCM, WS DPCM)
|
|
- .aus (PSX ADPCM, Xbox IMA ADPCM)
|
|
- .brstm (GC DSP ADPCM, 8/16 bit PCM)
|
|
- .emff (PSX APDCM, GC DSP ADPCM)
|
|
- .fsb/wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM, MPEG audio, FSB Vorbis, MS XMA)
|
|
- .msf (PCM, PSX ADPCM, ATRAC3, MP3)
|
|
- .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)
|
|
- .nwa (16 bit PCM, NWA DPCM)
|
|
- .p3d (Radical ADPCM, Radical MP3, XMA2)
|
|
- .psw (PSX ADPCM, GC DSP ADPCM)
|
|
- .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM)
|
|
- .rws (PSX ADPCM, XBOX IMA ADPCM, GC DSP ADPCM, 16 bit PCM)
|
|
- .rwsd (GC DSP ADPCM, 8/16 bit PCM)
|
|
- .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)
|
|
- .rrds (NDS IMA ADPCM)
|
|
- .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)
|
|
- .sgd/sgb+sgh/sgx (PSX ADPCM, ATRAC3plus, AC3)
|
|
- .seg (Xbox IMA ADPCM, PS2 ADPCM)
|
|
- .sng/asf/str/eam/aud (8/16 bit PCM, EA-XA ADPCM, PSX ADPCM, GC DSP ADPCM, XBOX IMA ADPCM, MPEG audio, EALayer3)
|
|
- .strm (NDS IMA ADPCM, 8/16 bit PCM)
|
|
- .sb0..7 (Ubi IMA ADPCM, GC DSP ADPCM, PSX ADPCM, Xbox IMA ADPCM, ATRAC3)
|
|
- .swav (NDS IMA ADPCM, 8/16 bit PCM)
|
|
- .xwb (PCM, Xbox IMA ADPCM, MS ADPCM, XMA, XWMA, ATRAC3)
|
|
- .xwb+xwh (PCM, PSX ADPCM, ATRAC3)
|
|
- .wav/lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM, XBOX IMA ADPCM)
|
|
- .wem [lwav/logg/xma] (PCM, Wwise Vorbis, Wwise IMA ADPCM, XMA, XWMA, GC DSP ADPCM, Wwise Opus)
|
|
- 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)
|
|
- .ahxkey (decryption key for .ahx)
|
|
- .hcakey (decryption key for .hca)
|
|
- .fsbkey (decryption key for .fsb)
|
|
- .bnsfkey (decryption key for .bnsf)
|
|
- .txtp (per song segment/layer handler and player configurator)
|
|
|
|
Enjoy! *hcs*
|