@libertyernie libertyernie released this Jan 4, 2018 · 3 commits to master since this release

Assets 5

New in this version:

  • vgm2wav replaced with the standard vgmplay executable (for vgm->wav rendering)
  • vgmplay and vgmstream updated
  • VGM files can now be rendered at different sample rates
  • VGAudio updated to 2.2.0
  • HCA export added
  • BrawlLib's versions of RSTM, CSTM, and FSTM available as separate output formats

Known bugs:

  • The number of files converted (shown at the end) is incorrect
  • BrawlLib encoders do not work on non-Windows platforms
Jan 4, 2018
Update merge.bat

@libertyernie libertyernie released this Jul 28, 2017 · 45 commits to master since this release

Assets 4

This version is identical to 2.0.0rc1.

In this release, VGAudio is used instead of BrawlLib for encoding and decoding BRSTM and related formats. This also adds support for DSP, IDSP, and HPS, as well as 8-bit or 16-bit PCM in BCSTM or BFSTM containers.

A side effect of this change is that the encoding progress bar is no longer included.


The Windows version comes with binaries of SoX, LAME, madplay, faad, vgmstream (test.exe) and vgm2wav. You will need .NET Framework 4.0 or newer.

The Linux (i686) version comes with vgmstream and vgm2wav binaries built for 32-bit Linux. You will need to install sox, madplay, faad, and lame yourself; if they don't install to /usr/bin, update LoopingAudioConverter.exe.config to reflect the actual path. You will also need Mono (to run LoopingAudioConverter.exe), and the 32-bit versions of libvorbis, libvorbisfile, libmpg123, libao, and zlib.

LoopingAudioConverter.exe is identical in both versions.

@libertyernie libertyernie released this Jul 20, 2017 · 24 commits to vgaudio since this release

Assets 4

In this release, VGAudio is used instead of BrawlLib for encoding and decoding BRSTM and related formats. This also adds support for DSP, IDSP, and HPS, as well as 8-bit or 16-bit PCM in BCSTM or BFSTM containers.

A side effect of this change is that the encoding progress bar is no longer included.

@libertyernie libertyernie released this Jun 7, 2017 · 61 commits to master since this release

Assets 5

Changes from 1.3.3:

  • vgmstream, lame, and BrawlLib updated
  • AAC encoding support added (requires Windows + iTunes)
    Changes from 1.4.0rc1:
  • A couple of fixes for running under Mono

@libertyernie libertyernie released this May 22, 2017 · 64 commits to master since this release

Assets 5
  • vgmstream, lame, and BrawlLib updated
  • AAC encoding support added (requires Windows + iTunes)

@libertyernie libertyernie released this Nov 4, 2016 · 72 commits to master since this release

Assets 5

New in 1.3.3:

  • You can now write .brstm files with PCM16 encoding. These files will play in Brawl and probably in other games; they are about the size of a .wav file, and 3-4 times the size of an ordinary .brstm (using ADPCM). However, they are uncompressed and lossless, so if you want the best audio quality, this might be helpful.

The Windows version comes with binaries of SoX, LAME, madplay, faad, vgmstream (test.exe) and vgm2wav. You will need .NET Framework 4.0 or newer.

The Linux (i686) version comes with vgmstream and vgm2wav binaries built for 32-bit Linux. You will need to install sox, madplay, faad, and lame yourself; if they don't install to /usr/bin, update LoopingAudioConverter.exe.config to reflect the actual path. You will also need Mono (to run LoopingAudioConverter.exe), and the 32-bit versions of libvorbis, libvorbisfile, libmpg123, libao, and zlib.

LoopingAudioConverter.exe is identical in both versions.

Nov 4, 2016
1.3.3: RSTM+PCM16 support

@libertyernie libertyernie released this Oct 17, 2016 · 78 commits to master since this release

Assets 5

New in 1.3.2:

  • Support for looping Ogg Vorbis output has been added. If the input file is looping, the Vorbis output should be as well (if the player knows to look for the LOOPSTART and LOOPLENGTH comments.)
  • You can now adjust encoding parameters for Ogg Vorbis and for MP3.
  • You can now prevent looping metadata from being included in the output even when the original input was looping.

The Windows version comes with binaries of SoX, LAME, madplay, faad, vgmstream (test.exe) and vgm2wav. You will need .NET Framework 4.0 or newer.

The Linux (i686) version comes with vgmstream and vgm2wav binaries built for 32-bit Linux. You will need to install sox, madplay, faad, and lame yourself; if they don't install to /usr/bin, update LoopingAudioConverter.exe.config to reflect the actual path. You will also need Mono (to run LoopingAudioConverter.exe), and the 32-bit versions of libvorbis, libvorbisfile, libmpg123, libao, and zlib.

LoopingAudioConverter.exe is identical in both versions.

@libertyernie libertyernie released this Oct 14, 2016 · 83 commits to master since this release

Assets 5

New in 1.3.2:

  • Support for looping Ogg Vorbis output has been added. If the input file is looping, the Vorbis output should be as well (if the player knows to look for the LOOPSTART and LOOPLENGTH comments.)
  • You can now adjust encoding parameters for Ogg Vorbis and for MP3.

To do:

  • Test vgm -> ogg conversion with various numbers of loops.

The Windows version comes with binaries of SoX, LAME, madplay, faad, vgmstream (test.exe) and vgm2wav. You will need .NET Framework 4.0 or newer.

The Linux (i686) version comes with vgmstream and vgm2wav binaries built for 32-bit Linux. You will need to install sox, madplay, faad, and lame yourself; if they don't install to /usr/bin, update LoopingAudioConverter.exe.config to reflect the actual path. You will also need Mono (to run LoopingAudioConverter.exe), and the 32-bit versions of libvorbis, libvorbisfile, libmpg123, libao, and zlib.

LoopingAudioConverter.exe is identical in both versions.