Convert ADX to ALAC

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ADX vs ALAC Format Comparison

Aspect ADX (Source Format) ALAC (Target Format)
Format Overview
ADX
CRI ADX (ADPCM)

CRI ADX is a proprietary lossy audio codec developed by CRI Middleware for use in video games. Based on ADPCM (Adaptive Differential Pulse-Code Modulation), ADX provides efficient compression optimized for real-time game audio playback. Widely used by SEGA, Capcom, Konami, and Bandai Namco, ADX supports seamless looping and streaming — critical features for interactive entertainment audio.

Lossy Legacy
ALAC
Apple Lossless Audio Codec

Apple Lossless Audio Codec (ALAC) is a lossless audio compression format developed by Apple in 2004 and open-sourced in 2011. ALAC typically achieves 40–60% compression while preserving bit-perfect audio quality. It is the native lossless format for Apple Music, iTunes, and all Apple devices.

Lossless Modern
Technical Specifications
Sample Rates: 22.05 kHz, 44.1 kHz, 48 kHz
Bit Rates: Variable, typically 40–160 kbps
Channels: Mono, Stereo
Codec: CRI ADPCM (4-bit)
Container: ADX (.adx)
Sample Rates: 1 kHz – 384 kHz
Bit Depth: 16, 20, 24, 32-bit
Channels: Up to 8 channels (7.1 surround)
Codec: Apple Lossless (open-source since 2011)
Container: M4A (.m4a), CAF (.caf), MP4 (.mp4)
Audio Encoding

ADX uses 4-bit ADPCM encoding, predicting each sample from previous values and storing only the difference, achieving roughly 4:1 compression:

# Encode WAV to ADX
ffmpeg -i input.wav -codec:a adpcm_adx \
  output.adx

# Specify sample rate
ffmpeg -i input.wav -codec:a adpcm_adx \
  -ar 44100 output.adx

ALAC uses linear prediction and entropy coding for lossless compression within Apple's M4A container:

# Encode to ALAC lossless
ffmpeg -i input.wav -codec:a alac \
  output.m4a

# ALAC with specific bit depth
ffmpeg -i input.wav -codec:a alac \
  -sample_fmt s32p output.m4a
Audio Features
  • Metadata: Minimal — loop point markers, basic header info
  • Album Art: Not supported
  • Gapless Playback: Native seamless looping built into format
  • Streaming: Excellent — designed for real-time game audio streaming
  • Surround: Not supported (mono/stereo only)
  • Loop Points: Built-in loop start/end sample markers
  • Metadata: iTunes MP4 atoms, full tag support
  • Album Art: Embedded cover art natively
  • Gapless Playback: Full gapless support in Apple ecosystem
  • Streaming: Apple Music Lossless streaming
  • Surround: Up to 7.1 multichannel
  • Chapters: Supported via MP4 container
Advantages
  • Ultra-low decoding CPU overhead — ideal for game consoles
  • Built-in seamless looping without gaps or clicks
  • Real-time streaming from disc or memory with minimal buffering
  • Small file sizes suitable for game media storage constraints
  • Proven reliability across thousands of commercial game titles
  • Supported across multiple console generations (Dreamcast to modern)
  • Bit-perfect lossless audio with 40–60% size reduction
  • Native Apple ecosystem support (iPhone, iPad, Mac, Apple TV)
  • Apple Music Lossless streaming format
  • Open-source codec (Apache License since 2011)
  • Rich metadata and album art support
  • Gapless playback without configuration
Disadvantages
  • Lossy ADPCM compression with audible quality limitations
  • Proprietary format with limited support outside game development
  • Lower audio quality compared to modern codecs like Opus or AAC
  • Limited to mono and stereo — no surround sound support
  • Minimal metadata capabilities compared to consumer audio formats
  • Larger files than FLAC (slightly less efficient compression)
  • Limited support outside Apple ecosystem
  • Less widely adopted than FLAC in audiophile community
  • Hardware decoder support mostly limited to Apple devices
  • Community tools and documentation less extensive than FLAC
Common Uses
  • Background music in video games (SEGA, Capcom, Konami titles)
  • Sound effects and voice acting in console and PC games
  • Interactive audio with loop points for game environments
  • Cutscene audio synchronized with video playback
  • Arcade game audio systems
  • Apple Music Lossless streaming
  • iTunes music library management
  • CD ripping for Apple device playback
  • Archiving music collections on macOS
  • Apple TV and HomePod audio playback
Best For
  • Game developers working with CRI Middleware tools
  • Extracting and converting game audio for personal listening
  • Modding communities replacing or editing game sound files
  • Audio archival of classic video game soundtracks
  • Apple ecosystem users wanting lossless audio
  • iTunes library management with lossless quality
  • Apple Music subscribers using Lossless tier
  • CD archiving for playback on Apple devices
Version History
Introduced: 1996 (CRI Middleware)
Current Version: ADX2 (CRI ADX2/Atom)
Status: Active in game industry, proprietary
Evolution: ADX (1996) → ADX2 (2012, expanded codec support)
Introduced: 2004 (Apple Inc.)
Current Version: ALAC (open-source since 2011)
Status: Active, Apple Music standard
Evolution: ALAC (2004, proprietary) → ALAC (2011, open-source Apache License)
Software Support
Game Engines: CRI ADX2, Unreal Engine (via plugin), Unity (via plugin)
Media Players: VLC, foobar2000 (with vgmstream plugin)
Converters: FFmpeg, vgmstream, CRI tools
Platforms: PlayStation, Xbox, Nintendo, PC, Dreamcast, Saturn
Development: CRI Atom Craft, CRI Sofdec SDK
Media Players: iTunes, VLC, foobar2000, AIMP
DAWs: Logic Pro, GarageBand
Mobile: iOS native, Android via third-party
Streaming: Apple Music Lossless
Hardware: All Apple devices, select Android players

Why Convert ADX to ALAC?

Converting ADX to ALAC transforms game-specific ADPCM audio into a widely compatible format suitable for everyday listening, editing, and professional workflows. ADX files are designed for video game audio playback with features like seamless looping and real-time streaming, but they are not supported by standard media players or audio editing software. By converting to ALAC, you unlock the ability to play, edit, and share your audio across any platform.

ADX uses 4-bit ADPCM lossy compression optimized for game consoles, which sacrifices some audio fidelity for efficient real-time decoding. ALAC provides a lossless container that preserves the decoded audio without any further quality loss. While the original ADPCM compression artifacts remain, converting to ALAC ensures no additional degradation occurs during subsequent editing or format conversion operations.

Game audio enthusiasts and modding communities frequently need to extract music and sound effects from games that use CRI Middleware's ADX format. Whether you are creating a soundtrack compilation from SEGA or Capcom titles, preparing game audio for a remix project, or simply want to listen to your favorite game music on a standard audio player, converting ADX to ALAC bridges the gap between proprietary game audio and universal media playback.

Keep in mind that ADX audio was originally compressed with ADPCM for game use, so the converted ALAC file will reflect the quality of the ADX source rather than studio-original quality. For archival purposes, it is best to convert at the source sample rate (typically 44.1 or 48 kHz) to avoid unnecessary resampling. The conversion process is fast since ADX decoding requires minimal CPU processing.

Key Benefits of Converting ADX to ALAC:

  • Universal Playback: Play game audio on any media player and device
  • Editing Capability: Edit and mix extracted game audio in any DAW
  • Format Compatibility: Access ALAC's wide ecosystem of tools and hardware
  • Sharing Made Easy: Distribute game music in a universally recognized format
  • Quality Preservation: Maintain maximum quality from the decoded ADX source
  • Metadata Support: Add tags, album art, and track information to the converted files
  • Production Workflow: Use game audio as source material for remixes and compositions

Practical Examples

Example 1: Extracting Game Soundtrack for Personal Listening

Scenario: A gamer wants to listen to the soundtrack from a SEGA Dreamcast game that stores its music as ADX files. They need to convert the extracted audio to ALAC for playback on their phone and computer.

Source: stage_theme_01.adx (4 min, 44.1 kHz, stereo, 1.2 MB)
Conversion: ADX to ALAC
Result: stage_theme_01.alac (20 MB)

Workflow:
1. Extract ADX files from game data using vgmstream
2. Convert ADX to ALAC for standard playback
3. Add metadata tags (track title, game name, composer)
4. Import into music library for everyday listening
5. Create playlist of favorite game tracks

Example 2: Game Audio Remix and Music Production

Scenario: A music producer wants to sample and remix audio from classic Capcom fighting games stored in ADX format. They need high-quality decoded audio for their DAW project.

Source: character_theme.adx (2 min, 44.1 kHz, stereo, 640 KB)
Conversion: ADX to ALAC
Result: character_theme.alac (10 MB)

Benefits:
- Decoded audio ready for DAW import and sampling
- No proprietary game audio plugins required
- Compatible with Ableton, FL Studio, Logic Pro
- Can apply effects, time-stretch, and pitch-shift freely
- Clean source for remix production workflow

Example 3: Game Preservation and Archival

Scenario: An archivist is preserving audio from retro console games and needs to convert ADX files to a long-term storage format that is widely supported and well-documented.

Source: boss_battle_music.adx (6 min, 44.1 kHz, stereo, 1.8 MB)
Conversion: ADX to ALAC
Result: boss_battle_music.alac (30 MB)

Archival considerations:
- Widely supported format for long-term preservation
- Decoded from proprietary format to open standard
- Original ADX loop points documented in metadata notes
- Compatible with digital preservation repositories
- Ensures accessibility for future playback systems

Frequently Asked Questions (FAQ)

Q: Does converting ADX to ALAC improve audio quality?

A: No — the conversion decodes the ADX ADPCM audio and re-encodes it as ALAC. The resulting quality is limited by the original ADX compression. However, converting to ALAC gives you access to better playback support, editing tools, and metadata features that ADX lacks.

Q: What is the ADX format used for?

A: ADX (CRI ADX) is a proprietary audio codec by CRI Middleware used primarily in video games. It features ADPCM-based lossy compression, built-in loop points, and real-time streaming capabilities. SEGA, Capcom, Konami, and Bandai Namco games commonly use ADX for music and sound effects.

Q: Can I preserve loop points when converting ADX to ALAC?

A: Standard audio formats like ALAC do not natively support ADX's loop point markers. The loop information is lost during conversion. If you need loop functionality, document the loop start and end sample positions before converting, and implement looping in your playback application or DAW.

Q: How do I extract ADX files from game data?

A: Tools like vgmstream, CRI File System tools, and QuickBMS can extract ADX audio from game archives. Once extracted, use FFmpeg or our converter to transform ADX files to ALAC or other standard formats for playback.

Q: What sample rate should I use for the converted ALAC file?

A: Use the same sample rate as the original ADX file (typically 44.1 kHz or 48 kHz) to avoid unnecessary resampling artifacts. Upsampling an ADX file to a higher rate does not improve quality — it only increases file size.

Q: Is there any quality difference between different ADX files?

A: Yes — ADX files can vary in quality depending on the sample rate, number of channels, and the encoding settings chosen by the game developer. Higher-budget games often use higher quality ADX encoding. The bit rate typically ranges from 40 to 160 kbps.

Q: Can I batch convert multiple ADX files to ALAC?

A: Yes — you can upload multiple ADX files to our converter and they will all be processed and converted to ALAC. For command-line batch conversion, FFmpeg can process entire directories of ADX files using scripting.

Q: Will the converted file work on my mobile device?

A: ALAC is widely supported on modern smartphones and tablets, so the converted file should play without issues on iOS and Android devices. The original ADX format is not supported by standard mobile media players, making conversion necessary for mobile playback.