Difference between revisions of "Xbox ADPCM"

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Xbox used it's own WAV file format to encode ADPCM data. This format is often called Xbox ADPCM.
 
Xbox used it's own WAV file format to encode ADPCM data. This format is often called Xbox ADPCM.
  
Standard IMA ADPCM WAV files would use format code 0x0011, whereas Xbox ADPCM files use format code 0x0069.
+
Standard IMA ADPCM WAV files would use format code 0x0011, whereas Xbox ADPCM files use format-code 0x0069.
Despite this format-code difference the file formats (including header and data) are otherwise the same.
 
  
 
All Xbox ADPCM files seem to use 64 samples per block.
 
All Xbox ADPCM files seem to use 64 samples per block.
Line 10: Line 9:
 
Aside from this there are no known differences to IMA ADPCM.
 
Aside from this there are no known differences to IMA ADPCM.
 
This is probably because the [[APU]] VP will decode ADPCM in hardware. Microsoft probably had little control over the APU ADPCM implementation and had to stay compatible to standard ADPCM.
 
This is probably because the [[APU]] VP will decode ADPCM in hardware. Microsoft probably had little control over the APU ADPCM implementation and had to stay compatible to standard ADPCM.
 +
Players supporting IMA ADPCM also support Xbox ADPCM. However, they might reject files due to the different format-code.
  
 
=== Index-Table ===
 
=== Index-Table ===

Revision as of 01:29, 28 June 2017

Xbox used it's own WAV file format to encode ADPCM data. This format is often called Xbox ADPCM.

Standard IMA ADPCM WAV files would use format code 0x0011, whereas Xbox ADPCM files use format-code 0x0069.

All Xbox ADPCM files seem to use 64 samples per block. This value is also stored in the 'fmt ' extra-data which is always 2 bytes, containing the Bytes 0x40, 0x00 (64 as unsigned 16-bit integer). Because of that, all Xbox ADPCM files will have a block alignment of 36 (Mono) or 72 (Stereo).

Aside from this there are no known differences to IMA ADPCM. This is probably because the APU VP will decode ADPCM in hardware. Microsoft probably had little control over the APU ADPCM implementation and had to stay compatible to standard ADPCM. Players supporting IMA ADPCM also support Xbox ADPCM. However, they might reject files due to the different format-code.

Index-Table

Same as IMA ADPCM

+0 +1 +2 +3 +4 +5 +6 +7
0 -1 -1 -1 -1 2 4 6 8
8 -1 -1 -1 -1 2 4 6 8

Step-Table

Same as IMA ADPCM

+0 +1 +2 +3 +4 +5 +6 +7 +8 +9
0 7 8 9 10 11 12 13 14 16 17
10 19 21 23 25 28 31 34 37 41 45
20 50 55 60 66 73 80 88 97 107 118
30 130 143 157 173 190 209 230 253 279 307
40 337 371 408 449 494 544 598 658 724 796
50 876 963 1060 1166 1282 1411 1552 1707 1878 2066
60 2272 2499 2749 3024 3327 3660 4026 4428 4871 5358
70 5894 6484 7132 7845 8630 9493 10442 11487 12635 13899
80 15289 16818 18500 20350 22385 24623 27086 29794 32767

Algorithm

The algorithms for encoding and decoding are the same as IMA ADPCM. For an example implementation and an explanation, refer to the related links.

Related links