This is vgmstream, a library for playing streamed (pre-recorded) audio from video games.
Some of vgmstream's features:
- hundreds of video game music formats and codecs, from typical game engine files to obscure single-game codecs, aiming for high accuracy and compatibility.
- support for looped BGM, using file's internal metadata for smooth transitions, with accurate sample counts
- subsongs, playing a format's multiple internal songs separatedly
- encryption keys, audio split in multiple files, internal stream names, and many other unusual cases found in game audio
- TXTH function, to support extra formats (including raw audio in many forms)
- TXTP function, for real-time and per-file config (like forced looping, removing channels, playing certain subsong, or fusing together multiple files as a single one)
- simple external tagging via .m3u files
- plugins available for various common players and O.S.
Latest development is here: https://github.com/vgmstream/vgmstream/
Automated builds with the latest changes: https://vgmstream.org/downloads
Help can be found here: https://www.hcs64.com/
More technical docs: https://github.com/vgmstream/vgmstream/tree/master/doc
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
Main lib (plain vgmstream) is the code that handles internal conversion, while the above components are what you use to actually get sound. See components below for explanations about each one.
On Windows, after compiling with the build scripts you should get vgmstream-win.zip
(bundle of various components) and foo_input_vgmstream.fb2k-component
(installable
foobar2000 plugin).
For Linux and similar O.S., you need to build them manually.
You can find automatically pre-built binaries in https://vgmstream.org/downloads
If the above link fails you may find alt, recent-ish versions here: https://github.com/bnnm/vgmstream-builds/raw/master/bin/vgmstream-latest-test-u.zip
On 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 components like foobar2000 they are all bundled for convenience, while other components include them but must be installed manually. You can also get them here: https://github.com/vgmstream/vgmstream/tree/master/ext_libs or compile them manually, even (see tech docs).
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 command line (test.exe
) and XMPlay this means in the directory with the main .exe
,
or possibly a directory in the PATH variable.
For Winamp, the above .dll
also go near main winamp.exe
, but note that in_vgmstream.dll
plugin itself goes in Plugins
.
On other OSs like Linux/Mac, libs need to be installed before compiling, then should be used automatically, though not all may enabled at the moment due to build scripts issues.
Windows: unzip test.exe
and follow the above instructions for installing needed extra files.
(test.exe
is used for historical reasons, but you can call it vgmstream-cli
anyway).
Others: build instructions can be found in doc/BUILD.md document in vgmstream's source code (can be compiled with CMake/Make/autotools).
Converts playable files to .wav
. Typical usage would be:
test.exe -o happy.wav happy.adx
to decodehappy.adx
tohappy.wav
.
If command-line isn't your thing you can simply drag and drop one or multiple
files to the executable to decode them as (filename.ext).wav
.
There are multiple options that alter how the file is converted, for example:
test.exe -m file.adx
: print info but don't decodetest.exe -i -o file_noloop.wav file.hca
: convert without loopingtest.exe -s 2 -F file.fsb
: write 2nd subsong + ending after 2.0 loopstest.exe -l 3.0 -f 5.0 -d 3.0 file.wem
: 3 loops, 3s delay, 5s fadetest.exe -o bgm_?f.wav file1.adx file2.adx
: convert multiple files tobgm_(name).wav
Available commands are printed when run with no flags. Note that you can also achieve similar results for other plugins using TXTP, described later.
Output filename in -o
may use wildcards:
?s
: sets current subsong (or 0 if format doesn't have subsongs)?0Ns
: same, but left pads subsong with up toN
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
.
Default output filename is ?f.wav
, or ?f#?s.wav
if you set subsongs (-s/S
).
For files containing multiple subsongs, you can write them all using some flags.
WARNING, MAY TAKE A LOT OF SPACE! Some files have been observed to contain +20000
subsongs, so don't use this lightly. Remember to set an output name (-o
) with subsong
wilcards (or leave it alone for the defaults).
test.exe -s 1 -S 100 file.bank
: writes from subsong 1 to subsong 100test.exe -s 101 -S 0 file.bank
: writes from subsong 101 to max subsongtest.exe -S 0 file.bank
: writes from subsong 1 to max subsong (automatically changes 0 to max)test.exe -s 1 -S 5 -o bgm.wav file.bank
: writes 5 subsongs, but all overwrite the same file = wrong.test.exe -s 1 -S 5 -o bgm_?02s.wav file.bank
: writes 5 subsongs, each named differently = correct.
Windows: drop the in_vgmstream.dll
in your Winamp Plugins directory,
and follow the above instructions for installing needed extra files.
Others: may be possible to use through Wine
Once installed, supported files should be playable. There is a simple config menu to tweak some options too.
Windows: drop the xmp-vgmstream.dll
in your XMPlay plugins directory,
and follow the above instructions for installing the other files needed.
Others: may be possible to use through Wine
Note that this has less features compared to in_vgmstream and has no config.
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 (with any plugin), try using TXTP instead (explained below).
Windows: every file should be installed automatically when opening the .fb2k-component
bundle
Others: may be possible to use through Wine
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).
Windows: not possible at the moment.
Others: 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).
Windows/Linux: 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).
On Windows it needs libao.dll
and appropriate includes.
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.
vgmstream aims to support most audio formats as-is, but some files require extra handling.
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/vgmstream/vgmstream/tree/master/cli/tools/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).
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 formats).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, various formats).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 of renaming here is that vgmstream may use the file's internal
loop info, or apply subtle fixes, but is also limited in some ways (like ignoring
standard tags). .vgmstream
is a catch-all extension that may work as a last resort
to make a file playable.
Some plugins have options that allow common extensions to be played, making any renaming unnecessary. You may need to adjust plugin priority in player's options first. Note that vgmstream also accepts certain extension-less files as-is too.
Similarly, vgmstream has a curated list of known extensions, that plugins may take into account and ignore unknowns. Through TXTH you can make unknown files playable, but you also need to either rename or set plugin options to allow "unknown extensions" (or, preferably, report this new extension so it can be added to the known list).
It's also possible to make a .txtp file that opens files with those common/unknown extensions as a way to force them into vgmstream without renaming.
Also be aware that other plugins (not vgmstream's) 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
in foobar2000).
When extracting from a bigfile, sometimes internal files don't have an proper
extension. Those should be renamed to its correct one when possible, as the
extractor program may guess wrong (like .wav
instead of .at3
or .wem
).
If there is no known extension, usually the header id/magic string may be used instead.
vgmstream also supports audio from videos, but usually must be demuxed (extracted without modification) first, since vgmstream doesn't attempt to support most of them (it does support a few video formats as-is though).
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.
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.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 of0
).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.
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.
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 yet 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.
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.
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. Or maybe the file plays normally, but has many layers at once that are silenced dynamically during gameplay, or looping metadata is stored externally.
Cases like those can be supported using an artificial files with info vgmstream needs.
Creation of these files is meant for advanced users, full docs can be found in vgmstream source.
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, but consider using TXTH instead, GENH is mostly deprecated.
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
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
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
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.
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.
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_COMMANDs 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
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.
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.
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
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
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. You may try this python script to make the
base file: https://pastebin.com/Sdu82SAp
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
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.
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).
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
- 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.
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)
- .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 configurator)
Enjoy! hcs