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1056 lines
37 KiB
Markdown
1056 lines
37 KiB
Markdown
# vgmstream
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This is vgmstream, a library for playing streamed (pre-recorded) audio from
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video games.
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Some of vgmstream's features:
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- hundreds of video game music formats and codecs, from typical game engine files to
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obscure single-game codecs, aiming for high accuracy and compatibility.
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- support for looped BGM, using file's internal metadata for smooth transitions,
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with accurate sample counts
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- subsongs, playing a format's multiple internal songs separately
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- encryption keys, audio split in multiple files, internal stream names, and many
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other unusual cases found in game audio
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- TXTH function, to support extra formats (including raw audio in many forms)
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- TXTP function, for real-time and per-file config (like forced looping, removing
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channels, playing certain subsong, or fusing together multiple files as a single one)
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- simple external tagging via .m3u files
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- plugins available for various common players and O.S.
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Latest development is here: https://github.com/vgmstream/vgmstream/
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Automated builds with the latest changes: https://vgmstream.org/downloads
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Help can be found here: https://www.hcs64.com/
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More technical docs: https://github.com/vgmstream/vgmstream/tree/master/doc
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## Usage
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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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Main lib (plain *vgmstream*) is the code that handles internal conversion, while the
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above components are what you use to actually get sound. See *components* below for
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explanations about each one.
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### Files
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On Windows, you should get `vgmstream-win.zip` (bundle of various components) or
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`foo_input_vgmstream.fb2k-component` (installable foobar2000 plugin) from the
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pre-built binaries: https://vgmstream.org/downloads
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If the above link fails you may find alt, recent-ish versions here:
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https://github.com/bnnm/vgmstream-builds/raw/master/bin/vgmstream-latest-test-u.zip
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You may compile them from source as well.
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For Linux and other O.S., you need to build vgmstream manually (see *vgmstream/doc/BUILD.md*
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in source).
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### Needed extra files (for Windows)
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On Windows 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 components like foobar2000 they are all bundled for convenience,
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while other components include them but must be installed manually. You can also
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get them here: https://github.com/vgmstream/vgmstream/tree/master/ext_libs
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or compile them manually, even (see tech docs).
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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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- `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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- `libspeex.dll`
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For command line (`test.exe`) and XMPlay this means in the directory with the main `.exe`,
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or possibly a directory in the PATH variable.
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For Winamp, the above `.dll` also go near main `winamp.exe`, but note that `in_vgmstream.dll`
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plugin itself goes in `Plugins`.
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On other OSs like Linux/Mac, libs need to be installed before compiling, then should be used
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automatically, though not all may enabled at the moment due to build scripts issues.
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## Components
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### test.exe/vgmstream-cli (command line decoder)
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*Windows*: unzip `test.exe` and follow the above instructions for installing needed extra files.
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`test.exe` is used for historical reasons, but you can call it `vgmstream-cli.exe`, anyway.
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*Others*: build instructions can be found in doc/BUILD.md document in vgmstream's source
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code (can be compiled with CMake/Make/autotools).
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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 simply drag and drop one or multiple
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files to the executable to decode them as `(filename.ext).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 file.adx`: print info but don't decode
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- `test.exe -i -o file_noloop.wav file.hca`: convert without looping
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- `test.exe -s 2 -F file.fsb`: write 2nd subsong + ending after 2.0 loops
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- `test.exe -l 3.0 -f 5.0 -d 3.0 file.wem`: 3 loops, 3s delay, 5s fade
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- `test.exe -o bgm_?f.wav file1.adx file2.adx`: convert multiple files to `bgm_(name).wav`
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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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Output filename in `-o` may use wildcards:
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- `?s`: sets current subsong (or 0 if format doesn't have subsongs)
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- `?0Ns`: same, but left pads subsong with up to `N` zeroes
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- `?n`: internal stream name, or input filename if format doesn't have name
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- `?f`: input filename
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For example `test.exe -s 2 -o ?04s_?n.wav file.fsb` could generate `0002_song1.wav`.
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Default output filename is `?f.wav`, or `?f#?s.wav` if you set subsongs (`-s/S`).
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For files containing multiple subsongs, you can write them all using some flags.
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**WARNING, MAY TAKE A LOT OF SPACE!** Some files have been observed to contain +20000
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subsongs, so don't use this lightly. Remember to set an output name (`-o`) with subsong
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wildcards (or leave it alone for the defaults).
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- `test.exe -s 1 -S 100 file.bank`: writes from subsong 1 to subsong 100
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- `test.exe -s 101 -S 0 file.bank`: writes from subsong 101 to max subsong (automatically changes 0 to max)
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- `test.exe -S 0 file.bank`: writes from subsong 1 to max subsong
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- `test.exe -s 1 -S 5 -o bgm.wav file.bank`: writes 5 subsongs, but all overwrite the same file = wrong.
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- `test.exe -s 1 -S 5 -o bgm_?02s.wav file.bank`: writes 5 subsongs, each named differently = correct.
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### in_vgmstream (Winamp plugin)
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*Windows*: drop the `in_vgmstream.dll` in your Winamp Plugins directory,
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and follow the above instructions for installing needed extra files.
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*Others*: may be possible to use through *Wine*
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Once installed, supported files should be playable. There is a simple config
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menu to tweak some options too. If the *Preferences... > Plug-ins > Input* shows
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vgmstream as *"NOT LOADED"* that means extra DLL files aren't in the correct
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place.
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### xmp-vgmstream (XMPlay plugin)
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*Windows*: 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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*Others*: may be possible to use through *Wine*
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Note that this has less features compared to *in_vgmstream* and has no config.
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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 extensions,
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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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XMPlay cannot support subsongs due to player limitations (with any plugin), try
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using *TXTP* instead (explained below).
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### foo_input_vgmstream (foobar2000 plugin)
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*Windows*: every file should be installed automatically when opening the `.fb2k-component`
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bundle
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*Others*: may be possible to use through *Wine*
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A known quirk is that when loop options or tags change, playlist info 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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*Windows*: not possible at the moment.
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*Others*: needs to be manually built. Instructions can be found in doc/BUILD.md
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document in vgmstream's source code (can be done with CMake or autotools).
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### vgmstream123 (command line player)
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*Windows/Linux*: needs to be manually built. Instructions can be found in the
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*doc/BUILD.md* document in vgmstream's source code. On Windows it needs `libao.dll`
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and appropriate includes.
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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 of
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vgmstream files through libao. On Linux, 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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### Subsongs
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Certain container formats have multiple audio files, usually called "subsongs", often
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not meant to be extracted (no simple separation). Some plugins are able to "unpack"
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those files automatically into the playlist. For others without support, you can create
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multiple .txtp (explained below) to select one of the subsongs (like `bgm.sxd#10.txtp`).
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You can use this python script to autogenerate one `.txtp` per subsong:
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https://github.com/vgmstream/vgmstream/tree/master/cli/tools/txtp_maker.py
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Put in the same dir as test.exe/vgmstream_cli, then to drag-and-drop files with
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subsongs to `txtp_maker.py` (it has CLI options to control output too).
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### Common and unknown extensions
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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 these
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"designated fake extensions" to make 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` (standard Mac AIF, Asobo AIF, Ogg)
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- `.aiff/aifc` to `.laiffl/laifc` (standard Mac AIF)
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- `.asf` to `.lasf` (EA games, Argonaut ASF)
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- `.bin` to `.lbin` (various formats)
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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, various formats)
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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 of renaming here is that vgmstream may use the file's internal
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loop info, or apply subtle fixes, but is also limited in some ways (like ignoring
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standard tags). `.vgmstream` is a catch-all extension that may work as a last resort
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to make a file playable.
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Some plugins have options that allow common extensions to be played, making any
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renaming unnecessary. You may need to adjust plugin priority in player's options
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first. Note that vgmstream also accepts certain extension-less files as-is too.
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Similarly, vgmstream has a curated list of known extensions, that plugins may take
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into account and ignore unknowns. Through *TXTH* you can make unknown files playable,
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but you also need to either rename or set plugin options to allow "unknown extensions"
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(or, preferably, report this new extension so it can be added to the known list).
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It's also possible to make a .txtp file that opens files with those common/unknown
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extensions as a way to force them into vgmstream without renaming.
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#### Related issues
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Also be aware that other plugins (not vgmstream) can tell the player they handle
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some extension, then not actually play it. This makes the file unplayable as
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vgmstream doesn't even get the chance to parse that file, so you may need to
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disable the offending plugin or rename the file (for example this may happen with
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`.asf` in foobar2000).
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When extracting from a bigfile, sometimes internal files don't have a proper
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extension. Those should be renamed to its correct one when possible, as the
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extractor program may guess wrong (like `.wav` instead of `.at3` or `.wem`).
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If there is no known extension, usually the header id/magic string may be used instead.
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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 most of them
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(it does support a few video formats as-is though).
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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 info, that should be left together:
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- `.mus`: playlist with `.acm`
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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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- `.opus.sli`: loop info for `.opus`
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- `.pos`: loop info for .wav
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- `.acb`: names for `.awb`
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- `.xsb`: names for `.xwb`
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Similarly some formats split header+body data in separate files, examples:
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- `.abk`+`.ast`
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- `.bnm`+`.apm/wav`
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- `.ktsl2asbin`+`.ktsl2stbin`
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- `.mih`+`.mib`
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- `.mpf`+`.mus`
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- `.pk`+`.spk`
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- `.sb0`+`.sp0` (or other numbers instead of `0`)
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- `.sgh`+`.sgd`
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- `.snr`+`.sns`
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- `.spt`+`.spd`
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- `.sts`+`.int`
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- `.xwh`+`.xwb`
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- `.xps`+`dat`
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- `.wav.str`+`.wav`
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- `.wav`+`.dcs`
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- `.wbh`+`.wbd`
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Both are needed to play and must be together. The usual rule is you open the
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bigger file (body), save a few formats where the smaller (header) file is opened
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instead for technical reasons (mainly some bank formats).
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Generally companion files are named the same (`bgm.awb`+`bgm.acb`), or internally
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point to another file `sfx.sb0`+`STREAM.sb0`. A few formats may have different names
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which are hardcoded instead of being listed in the header file (e.g. `.mpf+.mus`).
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In these cases, you can use *TXTM* format to specify associated companion files.
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See *Artificial files* below for more information.
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#### Dual stereo
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A special case of the above is "dual file stereo", where 2 similarly named mono
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files are fused together to make 1 stereo song.
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- `(file)_L.dsp`+`(file)_R.dsp`
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- `(file)-l.dsp`+`(file)-l.dsp`
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- `(file).L`+`(file).R`
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- `(file)_0.dsp`+`(file)_1.dsp`
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- `(file)_Left.dsp`+`(file)_Right.dsp`
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- `(file).v0`+`(file).v1`
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vgmstream automatically detects these pairs and makes a stereo song from `L` + `R`.
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You can open either `L` or `R` and you'll get the same stereo. If you rename one
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of the files the "pair" won't be found, and both will be played as mono. This
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is only done for a few choice formats (mainly `.dsp` and `.vag`) that commonly
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split audio like that, though.
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#### OS case sensitiveness
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When using OS with case sensitive filesystem (mainly Linux), a known issue with
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companion files is that vgmstream generally tries to find them using lowercase
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extension.
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This means that if the developer used uppercase instead (e.g. `bgm.ABK`+`bgm.AST`)
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loading will fail. It's technically complex to fix this, so for the time being
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the only option is renaming the companion extension to lowercase.
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A particularly nasty variation of that is that some formats load files by full
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name (e.g. `STREAM.SS0`), but sometimes the actual filename is in other case
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(`Stream.ss0`), and some files could even point to that with yet another case.
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You could try adding *symlinks* in various upper/lower/mixed cases to handle this.
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Currently there isn't any way to know what exact name is needed (other than
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hex-editting), though only a few formats do this, mainly *Ubisoft* banks.
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Regular formats without companion files should work fine in upper/lowercase.
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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, 8 byte 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, usually between 8-32 bytes)
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- `.bnsf`: `.bnsfkey` (decryption key, a string up to 24 chars)
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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 files
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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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Or maybe the file plays normally, but has many layers at once that are silenced
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dynamically during gameplay, or looping metadata is stored externally.
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Cases like those can be supported using an artificial files with info vgmstream
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needs.
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Creation of these files is meant for advanced users, full docs can be found in
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vgmstream source.
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#### GENH
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A byte header placed right before the original data, modifying 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*, but consider using *TXTH*
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instead, *GENH* is mostly deprecated.
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#### 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. This allows vgmstream to play unsupported formats.
|
|
|
|
*TXTH* is recommended over *GENH* as it's far easier to create and has many
|
|
more functions, plus doesn't modify original data.
|
|
|
|
Usage example (used when opening an unknown file named `bgm_01.pcm`):
|
|
|
|
**.pcm.txth**
|
|
```
|
|
codec = PCM16LE
|
|
channels = @0x04 #in the file, at offset 4
|
|
sample_rate = 48000 #hardcoded
|
|
start_offset = 0x10
|
|
num_samples = data_size #auto
|
|
```
|
|
|
|
#### TXTP
|
|
Text files with player configuration, named `(name).txtp`.
|
|
|
|
For files that already play, sometimes games use them 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 to customize how vgmstream handles songs.
|
|
|
|
Text inside `.txtp` can contain a list of filenames to play as one, a list of
|
|
single-channel files to join as a single multichannel file, subsong index,
|
|
per-file configurations like number of loops, remove unneeded channels,
|
|
force looping, and many other features.
|
|
|
|
Usage examples (open directly, name can be set freely):
|
|
|
|
**bgm01-full.txtp**
|
|
```
|
|
# plays 2 files as a single one
|
|
bgm01_intro.vag
|
|
bgm01_loop.vag
|
|
loop_mode = auto
|
|
```
|
|
|
|
**bgm-subsong10.txtp**
|
|
```
|
|
# plays subsong number 10
|
|
bgm.sxd#10
|
|
```
|
|
|
|
**song01-looped.txtp**
|
|
```
|
|
# force looping an .mp3 from 10 seconds up to file end
|
|
song02.mp3 #I 10.0
|
|
```
|
|
|
|
**music01-demux2.txtp**
|
|
```
|
|
# plays channels 3 and 4 only, removes rest
|
|
music01.bfstm #C3,4
|
|
```
|
|
|
|
#### TXTM
|
|
A text file named `.txtm` for some formats with companion files. It lists
|
|
name combos determining which companion files to load for each main file.
|
|
|
|
It is needed 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 (used when opening files in the left part of the list):
|
|
```
|
|
# 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
|
|
```
|
|
```
|
|
# Snack World (Switch) names for .awb (single .acb for all .awb, order matters)
|
|
bgm.awb: bgm.acb
|
|
bgm_DLC1.awb: bgm.acb
|
|
```
|
|
|
|
### 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. Most likely it will sound a bit quieter than usual.
|
|
|
|
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 set how files are 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
|
|
```
|
|
|
|
### Compatibility and non-English filenames and tags
|
|
For best compatibility save `!tags.m3u` as *"ANSI"* or *"UTF-8" (with BOM)*.
|
|
|
|
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 needs the file saved in *UTF-8* to match tags and filenames
|
|
(and ignores *BOM*), while foobar/Winamp won't understand UTF-8 *filenames* unless
|
|
`.m3u` is saved *with BOM* (ignoring tags). Whereas if saved in what Windows calls
|
|
"Unicode" (UTF-16) neither may work.
|
|
|
|
Conversely, if your *filenames* only use English/ANSI characters you may ommit *BOM*,
|
|
and if your tags are English only you may save the `.m3u` as ANSI. Or if you only use
|
|
`!tags.m3u` for tags and not for opening files (for example opening them manually
|
|
or with a `playlist.m3u8`) you won't need BOM either.
|
|
|
|
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 a different file is played.
|
|
- *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 re-added 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. You may try this python script to make the
|
|
base file: https://raw.githubusercontent.com/bnnm/vgm-tools/master/py/tags-maker.py
|
|
|
|
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 mixable 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-existent files referenced in a `.m3u`, while other players may filter them
|
|
first.
|
|
|
|
You can use this python script to autogenerate one `.txtp` per virtual-txtp:
|
|
https://github.com/vgmstream/vgmstream/tree/master/cli/tools/txtp_dumper.py
|
|
Drag and drop the `.m3u`, or any text file with .txtp (it has CLI options
|
|
to control output too).
|
|
|
|
|
|
## Supported codec types
|
|
Quick list of most 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, Quantic Dream, 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
|
|
- Tantalus 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 (CWav) 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
|
|
- tri-Ace PS2 Codec
|
|
- Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights)
|
|
- MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, EA, etc)
|
|
- ITU-T G.722.1 annex C a.k.a. Polycom Siren 14 (Namco)
|
|
- ITU-T G.719 annex B a.k.a. 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)
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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 AICA 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)
|
|
- .aud (Silicon Knights Vorbis)
|
|
- .baf (PSX configurable ADPCM)
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|
- .bgw (PSX configurable ADPCM)
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- .bnsf (G.722.1)
|
|
- .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)
|
|
- .lsf (LSF ADPCM)
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|
- .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)
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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)
|
|
- .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)
|
|
- .sli (loop info for .ogg)
|
|
- .sfl (loop info for .ogg)
|
|
- 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 configuration)
|
|
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|
Enjoy! *hcs*
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