Difference between revisions of "ADX"

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[[Image:ADX_logo.png|right|150px]]
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The '''ADX Codec''', made by [[CRI Middleware]], is a multi-streaming system and provides audio compression features while using minimum CPU load. While playing back music, it can play back talking voice or read game data as well. Music playback and data reading from a disc can be executed independently and asynchronously. Any type of data can be read, from audio data to graphics or programs.
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'''ADX''' is an audio codec created by [[CRI Middleware Co. Ltd.]], and was originally released in 1996.
  
ADX allows repeated playback of arbitrary intervals in general wave data. You can create arbitrary looped digital audio sequences, without staying within the MIDI environment. For this reason, the format is often coveted as the "ideal" rip for video game music. ADX also works with the [[Sofdec]] movie codec, providing its audio elements.
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ADX is a multi-streaming system, providing audio compression features while minimising processor load. It was used in video games to deliver relatively high quality audio without the need to stream directly from a disc. It is a 4-bit ADPCM format and can store mono or stereo audio, and is capable of looping audio (or playing from any arbitrary point in the audio's data) without noticable stutters (as would be the case, for example, with Redbook audio streamed in real time from a disc).
  
ADX is a 4-bit ADPCM format and can store mono or stereo audio.
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[[Sega]]'s close relationship with CRI meant that ADX became a standard within the company for many years, debuting in around 1998 in [[Sega Saturn]] games and the vast majority of [[Sega Dreamcast]] ones. ADX has also been used by Sega since becoming a third-party developer. CRI also combined the technology with MPEG streams to create the [[Sofdec]] movie codec.
  
==Systems which have games utilizing ADX==
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Today the technology is obsolete, with CRI launching a successor in ADX 2.
* [[Sega Dreamcast]]
 
* [[Microsoft Xbox]]
 
* [[Sony PlayStation 2]]
 
* [[Nintendo Gamecube]]
 
  
[[Category:Hacking Information]]
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==Games which utilise ADX==
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===[[Saturn]]===
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{{multicol|
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*''[[Baroque]]''
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*''[[Burning Rangers]]''
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*''[[Deep Fear]]''
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*''[[Devicereign]]''
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*''[[Falcom Classics II]]''
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*''[[Grandia]]''
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*''[[Grandia Digital Museum]]''
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*''[[Kidou Senkan Nadesico: The Blank of 3 Years]]''
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*''[[Kidou Senshi Gundam: Giren no Yabou]]''
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*''[[Kidou Senshi Gundam: Giren no Yabou - Kouryaku Shireisho]]''
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*''[[Kiss Yori...]]''
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*''[[Kunoichi Torimonochou]]''
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*''[[Lunar 2 Eternal Blue]]''
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*''[[Madou Monogatari]]''
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*''[[Pia Carrot e Youkoso!!]]''
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*''[[Princess Maker: Yumemiru Yousei]]''
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*''[[Ruriiro no Yuki]]''
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*''[[Sakura Taisen 2: Kimi, Shinitamou Koto Nakare]]''
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*''[[Shoujo Kakumei Utena: Itsuka Kakumei Sareru Monogatari]]''
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*''[[Tantei Jinguuji Saburou: Yume no Owari ni]]''
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*''[[Virtuacall S]]''
 +
*''[[Wachenröder]]''
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*''[[World Cup '98 France: Road to Win]]''
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|cols=3}}
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[[Category:Data formats]]

Revision as of 15:54, 4 April 2017

Adx logo.svg

ADX is an audio codec created by CRI Middleware Co. Ltd., and was originally released in 1996.

ADX is a multi-streaming system, providing audio compression features while minimising processor load. It was used in video games to deliver relatively high quality audio without the need to stream directly from a disc. It is a 4-bit ADPCM format and can store mono or stereo audio, and is capable of looping audio (or playing from any arbitrary point in the audio's data) without noticable stutters (as would be the case, for example, with Redbook audio streamed in real time from a disc).

Sega's close relationship with CRI meant that ADX became a standard within the company for many years, debuting in around 1998 in Sega Saturn games and the vast majority of Sega Dreamcast ones. ADX has also been used by Sega since becoming a third-party developer. CRI also combined the technology with MPEG streams to create the Sofdec movie codec.

Today the technology is obsolete, with CRI launching a successor in ADX 2.

Games which utilise ADX

Saturn