Convert SPX to ADX

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

SPX vs ADX Format Comparison

Aspect SPX (Source Format) ADX (Target Format)
Format Overview
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 While officially superseded by Opus, Speex remains in legacy VoIP and embedded systems.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
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
Technical Specifications
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)
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)
Audio Encoding

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

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
Audio Features
  • 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
  • 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
Advantages
  • 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
  • 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)
Disadvantages
  • 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
  • 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
Common Uses
  • Legacy VoIP systems and applications
  • Embedded systems with speech processing
  • Asterisk PBX voice encoding
  • Archive of older voice recordings
  • Low-bandwidth speech transmission
  • 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
Best For
  • Legacy VoIP system compatibility
  • Embedded speech processing with limited CPU
  • Converting old Speex archives to modern formats
  • Speech-only applications on resource-constrained hardware
  • 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
Version History
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)
Introduced: 1996 (CRI Middleware)
Current Version: ADX2 (CRI ADX2/Atom)
Status: Active in game industry, proprietary
Evolution: ADX (1996) → ADX2 (2012, expanded codec support)
Software Support
Media Players: VLC, foobar2000, Audacious
VoIP: Asterisk, FreeSWITCH (legacy)
Mobile: Limited — mostly legacy apps
Converters: FFmpeg, Sox
Embedded: speexdec/speexenc command-line tools
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

Why Convert SPX to ADX?

Converting SPX to ADX transforms standard audio into CRI Middleware's game-optimized ADPCM format, enabling integration with video game engines and interactive entertainment systems. ADX is the industry-standard audio format for game developers using CRI tools, supporting seamless looping and efficient real-time streaming on game consoles and PCs.

SPX is a lossy audio format used in legacy voip systems and applications. Converting to ADX re-encodes the audio using CRI's 4-bit ADPCM compression, which is specifically designed for video game audio playback. While this adds another lossy encoding step, the ADX format's game-specific features — seamless looping, real-time streaming, and ultra-low decode overhead — make it essential for game development workflows.

Game developers working with CRI Middleware tools such as CRI Atom Craft need audio assets in ADX format for integration into their game projects. The ADX format supports built-in loop point markers that enable seamless background music looping without audible gaps — a critical requirement for interactive entertainment. Converting SPX files to ADX is a necessary step in the game audio production pipeline for teams using the CRI toolchain.

When converting to ADX, be aware that the ADPCM encoding will reduce audio quality compared to the SPX source. For best results, start from the highest quality source available and let the ADX encoder handle the compression. The resulting file will be significantly smaller than the original, making it suitable for game disc storage and real-time streaming from game media.

Key Benefits of Converting SPX to ADX:

  • Game Integration: Create audio assets compatible with CRI Middleware game engines
  • Seamless Looping: Built-in loop point support for continuous background music
  • Real-Time Streaming: Ultra-low decode overhead for smooth game audio playback
  • Storage Efficiency: Significantly smaller files compared to uncompressed audio
  • Console Compatibility: Proven format across PlayStation, Xbox, Nintendo, and PC platforms
  • Proven Reliability: Used in thousands of commercial game titles (SEGA, Capcom, Konami)
  • Modding Support: Replace or add custom audio in games using CRI ADX format

Practical Examples

Example 1: Game Development Audio Pipeline

Scenario: A game audio designer needs to convert background music tracks from SPX format to ADX for integration into a CRI Atom Craft project targeting PlayStation and Xbox platforms.

Source: level_bgm_forest.spx (5 min, 2 MB)
Conversion: SPX to ADX (44.1 kHz, stereo, ADPCM)
Result: level_bgm_forest.adx (5 min, ~1.5 MB)

Game audio pipeline:
1. Compose and mix music in DAW, export as SPX
2. Convert SPX to ADX with loop point markers
3. Import ADX into CRI Atom Craft project
4. Set loop regions for seamless background playback
5. Build and deploy to target game platform

Example 2: Game Modding Community

Scenario: A modder wants to replace the soundtrack in a SEGA game with custom music. The game engine requires audio files in ADX format.

Source: custom_battle_theme.spx (3 min, 1 MB)
Conversion: SPX to ADX
Result: custom_battle_theme.adx (3 min, ~900 KB)

Modding workflow:
1. Create or select replacement music track
2. Match original game audio specs (sample rate, channels)
3. Convert SPX to ADX format
4. Replace original ADX file in game data
5. Test in-game for proper playback and looping

Example 3: Retro Game Audio Recreation

Scenario: An indie developer is creating a game inspired by classic arcade titles and wants authentic-sounding audio using the ADX format for retro game feel.

Source: arcade_sfx_collection.spx (1 min, 0.4 MB)
Conversion: SPX to ADX
Result: arcade_sfx_collection.adx (1 min, ~300 KB)

Retro audio benefits:
- Authentic ADPCM compression character adds retro feel
- Ultra-fast decoding perfect for rapid sound effect playback
- Small file size ideal for numerous sound effects
- Built-in looping for ambient audio and music
- Compatible with both retro and modern game engines

Frequently Asked Questions (FAQ)

Q: Does converting SPX to ADX reduce audio quality?

A: Yes — ADX uses ADPCM lossy compression, so there will be some quality reduction compared to the SPX source. The ADX format prioritizes efficient real-time game audio playback over maximum fidelity. For game audio applications, this trade-off is acceptable since the compression artifacts are typically masked by gameplay sounds.

Q: What is ADX format and where is it used?

A: ADX (CRI ADX) is a proprietary audio codec by CRI Middleware, widely used in video games from publishers like SEGA, Capcom, Konami, and Bandai Namco. It supports ADPCM compression, seamless looping, and real-time streaming — features essential for interactive entertainment audio.

Q: Can I set loop points in the converted ADX file?

A: Loop point configuration is typically done in CRI Middleware tools like CRI Atom Craft after the basic ADX encoding. Our converter creates standard ADX files; for game-specific loop points, you will need to process the file further in CRI's development tools.

Q: What sample rate should I use for game audio in ADX format?

A: Most games use 44.1 kHz or 48 kHz for music and 22.05 kHz for sound effects and voice lines. Check the target game's audio specifications to match the expected sample rate. Using a higher sample rate than needed wastes storage and memory.

Q: Is ADX compatible with all game engines?

A: ADX is primarily supported through CRI Middleware integration. Games using CRI's audio tools (CRI Atom, CRI ADX2) natively support ADX. Other game engines like Unity and Unreal can use ADX via CRI plugins, but they also support standard formats like OGG and WAV natively.

Q: How much smaller will the ADX file be compared to SPX?

A: ADX's ADPCM encoding achieves roughly 4:1 compression compared to uncompressed PCM audio. Compared to SPX, the size reduction depends on the source format. A 50 MB WAV file would become approximately 12.5 MB as ADX, while a lossy source like MP3 might already be similar in size.

Q: Can I play ADX files on a normal media player?

A: Most standard media players do not support ADX natively. VLC can play ADX files, and foobar2000 supports them with the vgmstream plugin. For general listening, it is better to keep audio in standard formats and only convert to ADX when needed for game development.

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

A: Yes — you can upload multiple SPX files to our converter and they will all be processed to ADX format. For large-scale game audio pipelines, FFmpeg scripting or CRI Middleware's batch processing tools are recommended.