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Decoding of mono AT3+ using SonicStage
#7
gid15 Wrote:Are the ADX files really sent to himdrender?
I see 2 possibilities:
- the game is decoding the ADX format in software, without using sceAtrac3plus.
- the game is converting the ADX format into RIFF/WAVE format. sceAtrac3plus is only accepting this format, otherwise, the following error is produced: "Not a RIFF/WAVE format! XXXXXXXX XXXXXXXX"

My guess is the first alternative.
I've never found info that the PSP can handle the ADX format natively. Or am I wrong?

No, you're right. The .ADX files are normally decoded internally by the "CRI ADX" threads on those games and the result is generally a regular ADPCM output. That's why some games use these files and can still output sound. Wink

gid15 Wrote:And this mono AT3+ can't be played by SonicStage. This is why I'm trying to find out if this is a restriction of SonicStage (which I doubt) or if the generated OMA file is incorrect (mono AT3+ might have a slightly different header).

Unfortunately, it is a restriction of SonicStage (check this thread: http://forums.sonyinsider.com/topic/9585...ith-hi-md/ ). Turns out, Sony assumed no one would generate ATRAC3+ media in MONO mode. Makes sense, but their at3tool allows devs to still do this, so, quite a contradiction here...
Anyway, looks like the only way to have SonicStage playing this, is to render these files as stereo data. Undecided
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Messages In This Thread
Decoding of mono AT3+ using SonicStage - by gid15 - 04-16-2011, 03:22 PM
RE: Decoding of mono AT3+ using SonicStage - by Hykem - 04-17-2011, 03:33 PM

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