Convert ADX to W64

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ADX vs W64 Format Comparison

Aspect ADX (Source Format) W64 (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
W64
Sony Wave64

Wave64 (W64) is an audio file format developed by Sony Creative Software as an extension of the WAV format. W64 removes the 4 GB file size limitation of standard WAV by using 64-bit size fields and GUID-based chunk identification. It is primarily used in professional audio production.

Lossless Standard
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 – 384 kHz
Bit Depth: 8, 16, 24, 32-bit (int/float)
Channels: Mono, Stereo, Multichannel
Codec: PCM (uncompressed)
Container: Wave64 (.w64)
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

W64 stores uncompressed PCM audio identical to WAV but with 64-bit size fields for unlimited file sizes:

# Encode to W64 (16-bit, 48 kHz)
ffmpeg -i input.wav -codec:a pcm_s16le \
  -ar 48000 output.w64

# High-resolution W64 (24-bit, 96 kHz)
ffmpeg -i input.wav -codec:a pcm_s24le \
  -ar 96000 output.w64
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: BWF-compatible metadata chunks
  • Album Art: Not natively supported
  • Gapless Playback: Inherent — uncompressed PCM
  • Streaming: Not practical — very large files
  • Surround: Multichannel PCM support
  • File Size: No file size limitation (64-bit headers)
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)
  • No file size limitation (unlike WAV's 4 GB limit)
  • Identical audio quality to WAV (uncompressed PCM)
  • 64-bit GUID chunk identification for robustness
  • Supports long multichannel recording sessions
  • Compatible with Sony Vegas and Sound Forge
  • Simple extension of familiar WAV format
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
  • Very large files (same as WAV)
  • Limited software support compared to WAV
  • Sony-proprietary format origin
  • RF64 is an alternative with broader support
  • Not widely used outside Sony Vegas ecosystem
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
  • Long recording sessions exceeding 4 GB
  • Professional multichannel recording
  • Sony Vegas and Sound Forge production
  • High-resolution audio recording (24-bit/96 kHz+)
  • Live concert recording and long-form audio
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
  • Long-duration recordings exceeding WAV's 4 GB limit
  • Sony Vegas / Sound Forge production workflows
  • Multichannel high-resolution recording sessions
  • Professional audio where unlimited file size is required
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: 2001 (Sony Creative Software)
Current Version: Wave64
Status: Niche, used in professional audio
Evolution: WAV (1991) → W64 (2001, 64-bit extension) → RF64 (2007, EBU alternative)
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
DAWs: Sony Vegas, Sound Forge, Audacity, Reaper
Media Players: VLC, foobar2000
Converters: FFmpeg, Sox
Professional: Adobe Audition, Steinberg Nuendo
Standards: Sony proprietary, cross-compatible with WAV tools

Why Convert ADX to W64?

Converting ADX to W64 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 W64, 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. W64 provides a lossless container that preserves the decoded audio without any further quality loss. While the original ADPCM compression artifacts remain, converting to W64 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 W64 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 W64 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 W64:

  • 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 W64'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 W64 for playback on their phone and computer.

Source: stage_theme_01.adx (4 min, 44.1 kHz, stereo, 1.2 MB)
Conversion: ADX to W64
Result: stage_theme_01.w64 (40 MB)

Workflow:
1. Extract ADX files from game data using vgmstream
2. Convert ADX to W64 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 W64
Result: character_theme.w64 (20 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 W64
Result: boss_battle_music.w64 (60 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 W64 improve audio quality?

A: No — the conversion decodes the ADX ADPCM audio and re-encodes it as W64. The resulting quality is limited by the original ADX compression. However, converting to W64 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 W64?

A: Standard audio formats like W64 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 W64 or other standard formats for playback.

Q: What sample rate should I use for the converted W64 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 W64?

A: Yes — you can upload multiple ADX files to our converter and they will all be processed and converted to W64. 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: W64 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.