Convert ADX to WV

Drag and drop files here or click to select.
Max file size 100mb.
Uploading progress:

ADX vs WV Format Comparison

Aspect ADX (Source Format) WV (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
WV
WavPack

WavPack is a free, open-source audio codec that supports both lossless and hybrid (lossy+correction) compression modes. Developed by David Bryant, WavPack achieves competitive compression ratios while offering unique hybrid mode for flexible archiving.

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: Up to 768 kHz
Bit Depth: 1–32-bit (integer and float)
Channels: Up to 4096 channels
Codec: WavPack (adaptive prediction + entropy coding)
Container: WavPack (.wv), correction file (.wvc)
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

WavPack uses adaptive decorrelation and entropy coding with an optional hybrid lossy+correction mode:

# Encode to WavPack lossless
ffmpeg -i input.wav -codec:a wavpack \
  output.wv

# WavPack with high compression
ffmpeg -i input.wav -codec:a wavpack \
  -compression_level 3 output.wv
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: APEv2 tags
  • Album Art: Embedded via APEv2 tags
  • Gapless Playback: Native support
  • Streaming: Seekable stream
  • Surround: Up to 4096 channels
  • Hybrid Mode: Lossy + correction file for perfect reconstruction
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)
  • Unique hybrid mode (lossy base + lossless correction file)
  • Excellent compression ratios
  • Supports extremely high channel counts (up to 4096)
  • DSD audio support (1-bit streams)
  • Open-source and completely free (BSD license)
  • Fast encoding and decoding
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
  • Smaller community than FLAC
  • Less hardware support than FLAC
  • Hybrid mode adds complexity (two files)
  • Not widely supported by streaming services
  • APEv2 tags less common than Vorbis Comments
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
  • Lossless music archival (alternative to FLAC)
  • Hybrid mode for space-efficient archiving
  • DSD audio conversion and storage
  • High-channel-count audio recording
  • Audio format research and comparison
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
  • Hybrid lossless/lossy archival with correction files
  • DSD audio conversion and storage
  • Users needing high channel count support
  • Lossless archival with maximum compression
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: 1998 (David Bryant)
Current Version: WavPack 5.x
Status: Active, regularly updated
Evolution: WavPack 1.0 (1998) → 4.0 (2004) → 5.0 (2016, DSD support)
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: foobar2000, VLC, Winamp (plugin), AIMP
Converters: FFmpeg, dBpoweramp, EAC
Mobile: foobar2000 mobile, USB Audio Player Pro
Editors: Audacity (via FFmpeg)
Hardware: Select portable players, Rockbox

Why Convert ADX to WV?

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

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

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

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

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

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

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

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