I agree that ADX is nice. It's one of my favorite formats (largely because of the looping capability). However, I think LOGG (VGMstream supports it) is better. That is, it's OGG files with looping data in them. They're smaller than ADXs, and have comparable quality. And, if you have a player that doesn't support LOGG (to my knowledge, VGMstream is currently the only thing that supports *.LOGG), just rename it to *.OGG, and it will still work perfectly fine (minus the looping. The data is still present of course, but since so few players support it, sometimes the OGG extension is the one you have to live with).
SquareTex: If you like ADX, you should give LOGG a try. It's very easy to add the loop data because it's stored in the OGG tags (similar to how MP3s have the ID3 tags). In other words, you don't have to encode/transcode to OGG/ADX just to add loop points. In VGMstream, HCS has even included an argument that outputs "oggenc.exe" compatible syntax so that you can easily transcode between various formats. It works great.
Anyway, as far as streamed game audio goes, ADX is the closest thing to MP3 you'll find. It's a format that is used on every console, and is easy to work with. It's even licensed, just like the MP3 format. :P But since developers apparently like to re-invent the wheel when they develop the audio format for their game, you still see a lot of variations, alterations, and custom formats. Maybe they don't want to pay the license fees? Mouser X over and out.
Mouser just a question, why is it called *.LOGG? Wouldn't it make sense just to call it *.OGG? That way players that have looping would play it looped and players that don't would play it as a normal OGG file. The Vorbis codec in Winamp is lower in the list than VGMStream so it would play *.OGG through the VGMStream, and it requires no extra renaming then.
We don't like to rely on the finicky way Winamp decides between multiple plugins supporting the same extension. It is not necessarily strictly a matter of alphabetical order. Also other players have different methods for resolving this that don't work the same way.
.OGG if you want a plain old OGG to play with no looping involved through vgmstream. .LOGG if you want to an OGG file with loop points embedded in to loop with vgmstream. Making a .LOGG is as easy as making an adx file, probably even faster along with a smaller file size
Sorry for the jab. But I still can't tell what you were saying. Are you talking about looped OGG or ADX? Do you mean to say that you must give the loop points in samples, rather than time, which applies to both? What was your point?
Is there a quality difference between type 03 ADX and type 04 ADX? I noticed that this program has been specifically noted for doing type 04 ADX files; I have been making type 03 ADX files. Is there any comparable difference for us people, or is it just a computer thing?
The difference between types 3 and 4 may cause older games to not recognize the newer files...
Try putting a Hyper SF2 ADX into Super SF2 Turbo for the Dreamcast, and (assuming you rehacked the 1st_read.bin properly so as not to trigger a funky demo mode) you'll find that the music refuses to loop, even though it's supposed to.
On the other hand, if this could be used to make two identical ADXes (one in v4, the other v3), perhaps it can be useful in creating an automated downgrader?
Note: Yes, I would like to use the CPS1 and Arranged music in SSF2T on the DC, but it uses v3, and Hyper uses v4, and I REALLY don't wanna go through all those files and reloop them.