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by snakemeat at 8:51 AM EDT on October 9, 2012
Sorry, I'm not sure how to convert time into samples. I'm sure it's a simple formula, I just don't know it.

If you know the location in the file, you can always enter the offset and right click it to convert bytes to samples.
by hcs at 9:20 AM EDT on October 9, 2012
samples = time * sample rate

sample rate is samples/second, seconds * samples/second = samples

[edit] on second thought this seems way too obvious, maybe I misunderstand what the issue is.

edited 9:21 AM EDT October 9, 2012
by Franpa at 5:03 PM EDT on October 9, 2012
So as an example a 60 second song at 44.1KHZ would be 2646000 samples right?

If so then yeah you're right about that being some what obvious now that I look at it however I had never thought of having to work this kind of thing out before so it just caused me to go blank.

edited 5:04 PM EDT October 9, 2012

edited 5:04 PM EDT October 9, 2012
by puggsoy at 10:04 AM EDT on October 10, 2012
Heya! First of all I'd like to say that vgmstream is fantastic, it's seriously one of the best things ever.
However, I've been wondering what the latest versions have been adding? The readme doesn't change at all, but I do see that the file sizes are increasing. In particular I'd like to know any changes to test.exe, since I'm using that for my program (can't use DLLs).

So are the latest version just more stable or fast? Or are there other changes that just haven't been added to the readme?
by hcs at 12:58 PM EDT on October 10, 2012
It's mostly just been new format support, check out the change log.
by puggsoy at 1:43 PM EDT on October 10, 2012
Oh OK, cool. I'll have to check that out whenever a new version is released then, and see if it's significant enough to update my program.
by Friendly Blob at 12:56 AM EST on November 18, 2012
Hello! I've been trying to do my own rip of the .dsp audio in Megaman X Command Mission using in_vgmstream, but running into problems at every turn.

Certain tracks loop erratically with in_cube...lots of early loops plus even some late loops with a screechy interlude. With the latest version of vgmstream, none of the looping tracks play at all (and test.exe fails to open them). Even the tracks that in_cube looped correctly (as far as I could tell) don't open.

I'm new to this, so I don't even know whether vgmstream is known to not work with some DSP audio or what. Oh, and I also tried old in_dsp plugins, and they did incorrect loops just like in_cube.
by Mouser X at 8:58 PM EST on November 19, 2012
For whatever reason, the DSP files from MMX:CM and MMNT don't seem to play "correctly". As in, last I heard, they were being read/played correctly, but the data within the files themselves was poor (how this could be has always confused me, since the files obviously work within the game itself). So, instead of ripping the NGC version, the PS2 version (of MMX:CM) was ripped. And that game uses ADXs, which are a lot easier to handle anyway.

That said, I haven't tried to play the DSPs from MMX:CM, since the ADXs work just fine. Perhaps it's time for those files to be looked at again, and maybe they can be played back correctly now. Personally, I would recommend you just get the ADX files from the PS2 game. But if you're interested in MMNT, then you might be out of luck.

Obviously, my post didn't really answer your concern, but hopefully it does provide a useful "work around". Mouser X over and out.
by Friendly Blob at 2:35 AM EST on November 25, 2012
Thanks for that. I figured it was one of those rare exceptions, and especially since a rip of the PS2 version was easily possible, I doubted whether there would be particular interest.

It's fine, though. In the end, I found a lossless upload of the Japanese soundtrack release, and then used vgmstream to rip the tracks it was missing...which were coincidentally all ones it was able to loop properly (or that didn't loop).

Since it's such a limited problem, I don't think there's much good reason to look into the DSPs more.
by dj4uk6cjm at 12:21 AM EST on November 28, 2012
I really hope you guys add multi-channel support for brstm files soon.
by bxaimc at 10:32 AM EST on November 28, 2012
It's been there for years...
by dj4uk6cjm at 2:46 PM EST on November 28, 2012
Obviously not or you would of added a feature to mute the channels or at least create them from brstm's. :(

edited 2:47 PM EST November 28, 2012
by hcs at 10:22 PM EST on November 28, 2012
It's true that vgmstream has no support for breaking down brstms, but it ought to be able to decode any of them. You can use the command line decoder (test.exe) to isolate pairs of stereo channels, the option is -2. ("test.exe -2 0" for the first pair, "test.exe -2 1" for the next, etc.)
by Knurek at 11:16 AM EST on December 4, 2012
I've been taking a look at some PS2 games, and I run into some problems, maybe someone here will be able to help:

FIFA 2001.str: Early FIFA Soccer games seem to use weird variant of EA streams, which gets detected by VGMStream as Nintendo DSP.

Fatal Fury - Battle Archives Volume 2.SVAG: FastElbja's player detects this as a Stereo VAG and can decode it to WAV properly. VGMStream doesn't (I've tried VAG and SVAG extensions). I can convert it to GENH and it plays fine, but this method lacks the looping information. Is this format even supported by VGMStream? If not, can anyone take a look and tell me where can I find the looping information in the header? I could at least do a GENH rip then.

I've uploaded the examples here. Let me know if you need more information. :)
by Knurek at 12:12 PM EST on January 9, 2013
hcs, while ripping PSP games I've ran into some ADX files that don't play with vgmstream.

Maybe it's this a new variant of encryption? Or just bad rips?

Anyways, I've uploaded samples from two games here. Let me know if you need more.
by Knurek at 9:26 AM EST on January 10, 2013
Okay, I've tried running guessadx on those files, could someone please add the following keys to vgmstream?

-s 5e75 -m 4a89 -a 4c61
-s 64ab -m 5297 -a 632f
-s 4d82 -m 5243 -a 685

by bxaimc at 9:54 AM EST on January 10, 2013

edited 11:44 AM EST January 10, 2013
by hcs at 2:06 PM EST on January 10, 2013
build up

Though I now see bx already gave you a copy, props for primes!

edited 3:37 PM EST January 10, 2013
by Knurek at 4:47 AM EST on January 11, 2013
Thanks, guys.
by jamrial at 7:34 PM EST on January 13, 2013
Hello. I wanted to mention i found two problems in the code for RSD3GADP demuxing.

First, vgmstream->num_samples and vgmstream->loop_end_sample are using the hardcoded offset 0x800 to calculate the number of samples, when they should be using the start_offset variable instead (Which gets its value from the actual RSD file).

Second problem is in the loop that fetches the adpcm coef table. It's using read_16bitBE when it should be using read_16bitLE, and it's starting from offset 0x1D when it should be starting from 0x1C.

You can test this using the sample in (type_rsddsp - hum01.rsd), mainly the second problem which makes vgmstream decode the file wrong.

I'm thinking the second problem may also affect RSD6WADP (Using big endian instead of little endian), but i can't test it since i don't have any samples.

Anyway, that's it. Keep up the good work :)
by Knurek at 3:59 AM EST on February 19, 2013
I have a new CRI ADX key:

byte value for encryption: 0x08

-s 54d1 -m 526d -a 5e8b

Game it's used in is Ishin Renka: Ryouma Gaiden (2010-11-25)(-)(D3 Publisher)[PSP]

Confirmed working with degod

Could someone with SVN access update VGMStream with that info? :)


Found another one,

-s 4d06 -m 663b -a 7d09

Game: Lucky Star - Ryouou Gakuen Outousai Portable (2010-12-22)(-)(Kadokawa Shoten)[PSP]

edited 9:09 AM EST February 19, 2013
by Knurek at 4:20 AM EST on February 20, 2013
hcs, seems you just put the source on site, not the compiled package.
What do I need to build, minGW? Cygwin? MSVC?
by Knurek at 9:35 AM EST on February 20, 2013
Sorry it it's annoying, but I found other unique keys, seems that almost every PSP game using union SDK from CRI had a new one:

-s 40a9 -m 46b1 -a 62ad

Marriage Royale - Prism Story (2010-04-28)(-)(ASCII Media Works)[PSP]

-s 4601 -m 671f -a 455

Nogizaka Haruka no Himitsu - Doujinshi Hajime Mashita (2010-10-28)(-)(ASCII Media Works)[PSP]

edited 9:40 AM EST February 20, 2013
by hcs at 10:21 AM EST on February 20, 2013
This is the least irritating kind of change to make, so no worries. I'm just glad they haven't decided to do a different key per track yet.

Sorry about uploading the source instead of the bin, r1009 should be ok.

minGW is the best choice for compiling but I don't have much practice in setting it up.
by Knurek at 8:06 AM EST on February 25, 2013
One more key:

Slotter Mania P - Mach Go Go Go III (2011-01-06)(-)(Dorart)[PSP]

-s 41ef -m 463d -a 5507
by Knurek at 11:58 AM EST on March 8, 2013
Could someone take a look at adding MSF with PS ADPCM?

I've uploaded some examples here

Should be quite easy to add meta for them. Let me know if you'd need more examples.
by bxaimc at 1:15 AM EST on March 9, 2013
Already there, for about 2 1/2 years :)

Revision: 854
Author: manakoAT
Date: 3:00:21 PM, Friday, September 17, 2010
add psx coding to msf
Modified : /src/meta/ps3_msf.c

by Knurek at 1:45 AM EST on March 9, 2013
What the heck, I could've sworn they didn't play when I first tried them (a few weeks ago). O_O

Thanks, either way. :) Mana is the best.
by nothingtosay at 3:05 PM EDT on March 13, 2013
Should Afrika be playable with vgmstream? The files are recognized, track times displayed, but it only produces static.
by Knurek at 9:52 AM EDT on March 14, 2013
You guys, you guys, check this out:

Final Fantasy VII Steam EULA

Search for vgmstream. :)
by hcs at 11:50 PM EDT on March 14, 2013
Ha, wicked awesome.
by Mouser X at 12:32 PM EDT on March 15, 2013
I was thinking something similar, except that they never really received permission to use VGMstream in the first place.... Or, at the least they never asked.... Still, it's nice that they at least showed some effort.... I wonder if others will notice or care. Meaning, I wonder if VGMstream will be used in other "projects" from other people, fans, or developers.

Anyway, yes, that was definitely worth a laugh. I liked that HCS was the only one actually named. Mouser X over and out.
by Knurek at 12:41 PM EDT on March 15, 2013
manakoAT and FastElbja are mentioned there as well - I don't believe the version they used had other contributors.

And I don't think they need to ask author's permission as long as they don't break the software license.
by nothingtosay at 2:52 PM EDT on March 15, 2013
I just think it's pretty sweet that they know about it, but don't try to bust this community for distributing their copyrighted work. You gonna put this on your resume, hcs? You can say you've done programming for Square Enix! :D
by Hotcakes at 5:13 PM EDT on March 15, 2013
What about FF VII needed to use vgmstream? It's all oggs and midis.
by Knurek at 5:18 PM EDT on March 15, 2013
logg support, I guess.
by hcs at 5:41 PM EDT on March 15, 2013
Yep, afaict just for looping ogg, which is easy to code when you have libvorbis. I think they're in the clear legally that the license is shown.

They did botch the copy-paste job, though, the ISC has nothing to do with vgmstream beyond the text of the license. Oh well.
by TylerFG at 6:19 PM EDT on March 15, 2013
Has anybody ever worked on the HWAS file format? This is what the song files (Containing the instruments that aren't Guitar or Bass) in the Guitar Hero: On Tour games are decoded as. There are rips that are leaked that recorded the songfile from the speaker in the game, and these don't sound good, and most attemps I've made to decode HWAS files have failed. Anybody tried to decode the HWAS file format? Thanks in advance.
by Knurek at 7:22 PM EDT on March 15, 2013
The DS version (used in Tony Hawk's games) is decoded (with some volume glitches here and there), so it might be possible. Upload some samples for people to look at. :)
by TylerFG at 7:33 PM EDT on March 15, 2013

Here's one of the rips I took. The Guitar/bass tracks are oggs, while the Song file is HWAS.
by isbndcaw at 11:06 AM EDT on March 28, 2013
here is a new vawx file:
found in No more heroes red zone
vgmstream can decode it but it's extremely staticky while playing them
by dissident93 at 7:35 PM EDT on March 29, 2013
that wouldn't play at all for me. ^
by isbndcaw at 11:36 PM EDT on March 29, 2013
the vawx file contain the cellms mp3 format audio
by Knurek at 5:32 AM EDT on March 30, 2013
New ADX key:

-s 4369 -m 486d -a 5461

Used in Nichijou - Uchuujin (2011-07-28)(-)(Kadokawa Shoten)[PSP]


And another one:

-s 6809 -m 5fd5 -a 5bb1

Used in R-15 Portable (2011-10-27)(-)(Kadokawa Shoten)[PSP]


Third one for today:

-s 5c33 -m 4133 -a 4ce7

Used in Suzumiya Haruhi-chan no Mahjong (2011-07-07)(-)(Kadokawa Shoten)[PSP]

edited 7:23 AM EDT March 30, 2013
by agu fungus at 12:31 PM EDT on March 30, 2013
Oh, boy, the spam-bots are here...
by CapComMDb at 5:04 PM EDT on March 30, 2013
Hey, here's a non-spambot question:

Why hasn't Metroid Prime Hunters: First Hunt been ripped? This was the demo cart for the DS. Does it use some obscure format?
by TheUltimateKoopa at 1:02 AM EDT on March 31, 2013
I'm going to assume that there's nothing in that game that isn't in the final game?

I mean if we did that, we might as well have separate rips for Pokemon Black and Pokemon White
by CapComMDb at 3:25 PM EDT on March 31, 2013
No, there's unique tracks in First Hunt.
by hcs at 3:25 AM EDT on April 1, 2013
Thank Knurek, new vgmstream up.
by Knurek at 2:54 PM EDT on April 1, 2013
Danks, hcs, you're the bestests.
by hcs at 11:16 PM EDT on April 1, 2013
There was a bug with PS ADPCM in msf (like most of Atelier Ayesha) that broke stereo, fix up in r1013. Also would have broken PCM, didn't affect MPEG which I guess is what most games are using.
by dj4uk6cjm at 12:24 PM EDT on April 3, 2013
I couldn't figure out how to get brstm channels to mute in vgmstream but i recently found out how to mute them partially and even make a few samples using another software :) had to convert them to wav first to do it though but all is well.

edited 12:25 PM EDT April 3, 2013
by TheUltimateKoopa at 9:15 PM EDT on April 5, 2013
So, an old version of vgmstream (r465) added support for .BGW files...

How come BGW files aren't playing with the later/latest vgmstream versions?
by bxaimc at 11:53 PM EDT on April 5, 2013
huh? Not all BGW can be played. The newer games use a different codec (maybe ATRAC3 based) compared to the PS ADPCMish stuff used previously.

edited 11:54 PM EDT April 5, 2013
by isbndcaw at 4:13 AM EDT on April 8, 2013
here is a new vawx file with cell ms MP3 code :
found in No more heroes red zone

here is the msmp3dec_spu.h
by TheUltimateKoopa at 12:10 AM EDT on April 9, 2013
How new is 'newer'? I downloaded all the PC rips of the FFXI games, and I thought I read that some of them could be played, but a couple probably use an ATRAC3 based codec, but none of them are playing at all. Which games can be played, which are BGW?
by manakoAT at 10:22 PM EDT on April 9, 2013
All, except "Treasures of Aht Urhgan".
by Hotcakes at 9:49 AM EDT on April 10, 2013
There were two unplayable tunes from the previous expansion which were originally included after an update (the tune for the end sequence of the story line introduced in said update and one boss battle). Are they included in Treasures or is it update only?
by TheUltimateKoopa at 12:55 PM EDT on April 11, 2013
Maybe I was playing ToAU, but I swear I tried the other ones ... but it works apparently... (Except ToAU?)
by Dais! at 2:32 PM EDT on April 15, 2013
I'm pretty sure I've mentioned this before, perhaps even requested it, and it's obviously not a trivial fix or a necessary feature...

but in light of some recent complaints registered in the JoshW archives thread, is there any chance of seeing vgmstream modified to work like plugins such as NEZPlug which can read M3U files and 'fake' metadata over the files the playlist loads? I mean, I'm assuming that it can be done, but I haven't the slightest idea how much work it would take.
by manakoAT at 4:36 PM EDT on April 15, 2013
@Hotcakes, There's a seperate set for ToAU.

edited 4:36 PM EDT April 15, 2013
by Infernus Animositas at 1:08 PM EDT on April 20, 2013
Snakemeat or HCS, Is there any more work being done to support multichannel XVAG in vgmstream?
by snakemeat at 4:29 PM EDT on April 22, 2013
Nothing in the works on my end. Other priorities in life right now.
by dormouse at 11:11 PM EDT on September 12, 2013
<please delete>

edited 11:49 PM EDT September 12, 2013
by Knurek at 12:15 PM EST on February 6, 2014
Can anyone with some VAG knowledge take a look at Frantix PSP

From what I've seen the SWAG files are just two VAGp files joined, but they seem to have some some fields in the header swapped from Big Endian to Little Endian, resulting in no playback in VGMStream currently even after splitting them manually.

Any chance for adding support to those for pmh inclusion?
by peronmls at 12:53 PM EST on February 6, 2014
How can I convert more than one file? Do i have to type them all in a batch?
by Nisto at 1:32 PM EST on February 6, 2014
I'm assuming you mean with test.exe.. ?

cd %~dp0
for %%i in (*.file_ext_here) do test.exe -o "%%i.wav" "%%i"
by soneek at 5:00 PM EST on February 6, 2014
I'm pretty ignorant when it comes to this stuff, but if anyone gets a chance to understand BCSTM files, that would be great. The format seems pretty similar to BRSTM, but with some little endian stuff instead of big endian.

BCSTM from Transformers Prime: The Game

Sir-Sabin got that out of the Wii game, so it seems like the developers accidentally mixed up the 3DS files in there. It's nice to have though since we'll hopefully be able to dump BCSTM streams through FCRAM soon.
by peronmls at 12:03 PM EST on February 7, 2014
it doesn't work. Im guessing i need to replace one of the text in that but I dont know what to replace.
by Nisto at 3:42 PM EST on February 7, 2014
replace "file_ext_here" with the proper extension for whatever you're converting.

Place the code in a .bat file, and place the .bat file in the same folder that the audio files are in. Also put test.exe in that folder, or alternatively specify an absolute path to test.exe. Here's a full example:

cd %~dp0
for %%i in (*.adx) do "C:\vgm tools\vgmstream\test.exe" -o "%%i.wav" "%%i"

You can add PAUSE on a new line at the end to see potential error messages or whatever (otherwise the window immediately closes).
BCSTM decoding successful by soneek at 8:39 PM EST on February 8, 2014
So I was able to implement BCSTM decoding in my own build of vgmstream. Here are the files I've updated, with respect to r1019.

Edited files for BCSTM support

Unofficial build vgmstream-r1019a

edited 9:15 PM EST February 8, 2014
by Franpa at 8:23 AM EST on February 9, 2014
Your 2nd link doesn't work.
by Benjamin at 8:42 AM EST on February 9, 2014
It's apparently not on temporary at all!
by dj4uk6cjm at 9:06 AM EST on February 9, 2014
I can't download it either! Can you reupload soneek?
by soneek at 10:55 AM EST on February 9, 2014

by dj4uk6cjm at 11:12 AM EST on February 9, 2014
Thanks!! This is so awesome I just tested it out with the bcstms you uploaded :D amazing.
by Kirishima at 5:49 PM EST on February 9, 2014
Anything on at3 support or is that never going to happen?
by bxaimc at 11:19 PM EST on February 9, 2014
the official build should be coming soon with soneek's contribution. Regarding AT3, should be able to work with the fb2k build.
by Knurek at 2:09 AM EST on February 10, 2014
I'm pretty sure he's asking if anyone plans to backport kode54 additions to Winamp plugin.

I'd be interested in that as well.
by Franpa at 4:24 AM EST on February 10, 2014
Question: What products/games make use of this... BCSTM format?
by Team Fail at 10:50 AM EST on February 10, 2014
@Franpa: The 3DS makes use of it. Gonna download and try it out.
by soneek at 10:58 AM EST on February 10, 2014
Transformers Prime for the Wii had some bcstm files left in there for some reason. Fortunately, it helped out for any future dumps we might get.
by Franpa at 3:37 PM EST on February 11, 2014
Oh! Very awesome news indeed then!
by Franpa at 3:54 PM EST on February 11, 2014
Soneek, what games are those samples from?
by TheUltimateKoopa at 11:25 PM EST on February 11, 2014
So, as of now, is Super Mario 3D Land the only game on the 3DS other than Transformers Prime, that we know of that uses BCSTMs?
by Koto at 9:28 PM EST on February 22, 2014
A little request.

Most of the Kingdom Hearts 1.5 Remix SCD are only supported in latter builds of vgmstream. There are some files which vgmstream (r1019-test) doesn't recognize, but can be played as MP3.

Days / bgm_209.ps3
Days / bgm_210.ps3
Recom / 03F_Hercules_B
Recom / 12_Event_Yuttari
Recom / 14_Event_Odayaka
Recom / 15_Event_XIII
Recom / 16_XIIIBoss1
Recom / 17_Halloween_F
Recom / 18_Helloween_B
Recom / 45_PoohGame2
Recom / Boss1
Recom / Event1_Kinpak
Recom / Event2_

Is there any possibility to make these files playable too in a future build?

See ya

edited 9:28 PM EST February 22, 2014
by Sir-Sabin at 3:36 AM EST on February 24, 2014
i think i found a bug in vgmstream playing Surround sound aax files, Street Fighter IV (2009-02-12)(Capcom, Dimps)(Capcom) is one that has them, they are 4 or 6 channel files but it's thinking they are 2 channel files
by xenphor at 9:19 PM EST on March 5, 2014
I'm sorry I have a noob question for Linux. Since vgmstream plugin doesn't support audacious 3.x, is there a way to use the test program to output to a player like vlc? I've tried this:

./test -p File.ssf | cvlc

but I don't get sound. In fact I haven't been able to get test to even convert to wav using this command:

./test -o dump.wav File.ssf

I guess I'm not understanding something? Is test not the same as vgmstream? If not, can I just bulid a vgmstream cli binary without audacious?
by kode54 at 10:29 PM EST on March 5, 2014
Since when does Vgmstream decode SSF files? Or is this not the Sega Saturn Format variant of PSF?
by bxaimc at 11:48 PM EST on March 5, 2014
I think he may be confused.
by xenphor at 12:25 AM EST on March 6, 2014
Sorry for some reason I thought it could play back formats like ssf.

So now I have some .scd files from a 360 game which vgmstream is supposed to support and I have the same problem.

$ test -p music222.scd | cvlc

no sound
(don't even know if this is correct command)

$ test -o dump.wav music222.scd
bash: test: dump.wav: binary operator expected

but ideally I'd just like to play it back and not actually decode it.
by hcs at 9:55 AM EST on March 6, 2014
test is a bash command, if you want to run the executable called test in the current directory issue the command:

by xenphor at 10:10 AM EST on March 6, 2014
Oh I see. I had copied it to my bin/ directory and was running it from there. But now I get this:

$ ./test -p music191.scd | cvlc
failed opening music191.scd

$ ./test -o dump.wav music101.scd
failed opening music101.scd
by soneek at 3:58 PM EST on March 6, 2014
Did you install the external libraries?

sudo apt-get install libmpg123-0 libvorbis-dev

That might be all I had to install to get it working, but I don't remember.
by hcs at 4:06 PM EST on March 6, 2014
I doubt the program would run if the libraries were missing. It's possible that this file just isn't supported.
by Bladeforce at 6:19 AM EST on March 7, 2014
There is a thread with a ported vgmstream plugin for audacious3 on here already
by Ultrafighter at 10:25 AM EST on March 7, 2014
I don`t know if this is even worth mentioning here but just in case someone is still confused about reasons for vgmstream`s inability to play back those files I`ll say (not even knowing the game`s name mind you) that the most obvious thing causing such behavior is containment of XMA streams in SCDs coming from a 360 game as you previously stated. As far as I know that`s not a disadvantage of just vgmstream as no other either multi-format or specialized player is capable of playing back XMAs instead of converting them to PCM WAV. SCDs vgmstream can and should support as of now are those used in PS3 versions of games which are merely containers for tracks encoded using the most standard MP3 & OGG codecs.

If you really want to make some use of those downloaded X360 version`s SCDs then you`ll most probably have to parse actual streams with xma_parse program by HCS, attach a common towav recognizable header to each one and only after doing all that you`ll probably get yourself a multitude of readily convertible XMAs. What can be the most bothersome in such a scenario is that offset for unparsed XMA stream inside original SCDs might vary greatly (in FF XIII there`re like 5 or 6 different values) so that you`ll have to look at every distinct track IE SCD with a help of some hex editor just to attempt figuring that value out by the looks of it.

Oh and finally (how could I not even think about such a possibility earlier)! I may still have and use a slightly outdated revision of the plugin in question so that it`s not able to play or decode to Wave any SCDs which don`t have the same values for frequency stated in headers for a container file and an actual contained stream. An update fixing that was released in the very end of 2013 so that you could miss it. Of course checking out if the last of these presumed possibilities is not an issue in your exact case still won`t solve the problem if SCDs don`t play because of XMAs inside but it`s worth some investigation nonetheless, am I right?

edited 10:31 AM EST March 7, 2014
by xenphor at 12:09 PM EST on March 7, 2014
Ok I got the audacious plugin to build but it seems that git repo hasn't been updated in some time so I'm guessing it's missing some features? I was able to get some wii music playing.
by Sir-Sabin at 6:32 PM EST on March 7, 2014
aren't 360's scds ogg and the ps3's scds are mp3? that's what bx told me and i heard you can name them mp3 or ogg and they will play

EDIT: appears you can't rename the ogg ones

edited 6:39 PM EST March 7, 2014
by xenphor at 12:54 PM EST on March 8, 2014
um has anybody else used the audacious 3 plugin? For some reason it will stop playing a playlist of songs after around 5-10 or so and then I have to manually press play again for the next track to start. It then plays some more tracks in the playlist and stops again.

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