Convert ADX to SPX

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ADX vs SPX Format Comparison

Aspect ADX (Source Format) SPX (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
SPX
Speex

Speex is an open-source lossy audio codec designed specifically for speech compression. Developed by Jean-Marc Valin and the Xiph.Org Foundation, Speex supports narrowband, wideband, and ultra-wideband speech encoding. While officially superseded by Opus, Speex remains in legacy VoIP and embedded systems.

Lossy Legacy
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: 8 kHz, 16 kHz, 32 kHz
Bit Rates: 2.15–44 kbps
Channels: Mono, Stereo
Codec: CELP (Code-Excited Linear Prediction)
Container: Ogg Speex (.spx)
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

Speex uses CELP encoding optimized exclusively for human speech:

# Encode to Speex
ffmpeg -i input.wav -codec:a libspeex \
  -b:a 24k -ar 16000 output.spx

# Speex wideband
ffmpeg -i input.wav -codec:a libspeex \
  -b:a 32k -ar 32000 output.spx
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: Vorbis Comments in Ogg container
  • Album Art: Not commonly supported
  • Gapless Playback: Supported
  • Streaming: VoIP real-time streaming
  • Surround: Stereo maximum
  • VAD: Built-in Voice Activity Detection
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)
  • Optimized specifically for speech compression
  • Built-in acoustic echo cancellation
  • Voice Activity Detection (VAD) and DTX
  • Open-source and royalty-free
  • Low computational requirements
  • Multiple band modes for different applications
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
  • Officially deprecated in favor of Opus
  • Speech-only — poor music quality
  • Limited maximum quality (32 kHz ceiling)
  • Shrinking software support and community
  • No active development or updates
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
  • Legacy VoIP systems and applications
  • Embedded systems with speech processing
  • Asterisk PBX voice encoding
  • Archive of older voice recordings
  • Low-bandwidth speech transmission
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
  • Legacy VoIP system compatibility
  • Embedded speech processing with limited CPU
  • Converting old Speex archives to modern formats
  • Speech-only applications on resource-constrained hardware
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: 2002 (Jean-Marc Valin/Xiph.Org)
Current Version: Speex 1.2.1 (final release)
Status: Deprecated — replaced by Opus
Evolution: Speex (2002) → Speex 1.2 (2008) → Deprecated in favor of Opus (2012)
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: VLC, foobar2000, Audacious
VoIP: Asterisk, FreeSWITCH (legacy)
Mobile: Limited — mostly legacy apps
Converters: FFmpeg, Sox
Embedded: speexdec/speexenc command-line tools

Why Convert ADX to SPX?

Converting ADX to SPX 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 SPX, 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, achieving small file sizes at the expense of some audio fidelity. SPX uses more sophisticated compression algorithms that typically deliver better audio quality per bit. Converting from ADX to SPX allows you to take advantage of SPX's broader compatibility and advanced features while maintaining the best possible quality from the decoded ADX source.

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 SPX 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 SPX 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 SPX:

  • 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 SPX'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 SPX for playback on their phone and computer.

Source: stage_theme_01.adx (4 min, 44.1 kHz, stereo, 1.2 MB)
Conversion: ADX to SPX
Result: stage_theme_01.spx (2 MB)

Workflow:
1. Extract ADX files from game data using vgmstream
2. Convert ADX to SPX 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 SPX
Result: character_theme.spx (0.8 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 SPX
Result: boss_battle_music.spx (2 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 SPX improve audio quality?

A: No — the conversion decodes the ADX ADPCM audio and re-encodes it as SPX. The resulting quality is limited by the original ADX compression. However, converting to SPX 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 SPX?

A: Standard audio formats like SPX 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 SPX or other standard formats for playback.

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

A: Yes — you can upload multiple ADX files to our converter and they will all be processed and converted to SPX. 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: SPX 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.