Convert W64 to ADX

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W64 vs ADX Format Comparison

Aspect W64 (Source Format) ADX (Target Format)
Format Overview
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
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 – 384 kHz
Bit Depth: 8, 16, 24, 32-bit (int/float)
Channels: Mono, Stereo, Multichannel
Codec: PCM (uncompressed)
Container: Wave64 (.w64)
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

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

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: 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)
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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: 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)
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
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
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 W64 to ADX?

Converting W64 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.

W64 provides high-fidelity audio quality, while ADX applies 4-bit ADPCM lossy compression that reduces file size significantly at the cost of some audio fidelity. This trade-off is intentional — game audio systems prioritize fast decoding, small memory footprints, and seamless looping over maximum audio quality. The ADPCM encoding is specifically optimized for the types of audio common in games: background music, voice acting, and sound effects.

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 W64 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 W64 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 W64 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 W64 format to ADX for integration into a CRI Atom Craft project targeting PlayStation and Xbox platforms.

Source: level_bgm_forest.w64 (5 min, 50 MB)
Conversion: W64 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 W64
2. Convert W64 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.w64 (3 min, 30 MB)
Conversion: W64 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 W64 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.w64 (1 min, 10 MB)
Conversion: W64 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 W64 to ADX reduce audio quality?

A: Yes — ADX uses ADPCM lossy compression, so there will be some quality reduction compared to the W64 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 W64?

A: ADX's ADPCM encoding achieves roughly 4:1 compression compared to uncompressed PCM audio. Compared to W64, 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 W64 files to ADX?

A: Yes — you can upload multiple W64 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.