Wav ADSPCM asset for game


So I exported the usual wave files straight from Pro Tools for a game, and the implementation pipeline programmer just came back and said they can't be wav, they actually have to be .adspcm Which I guess is a form of PCM which the wav should be.

Can anyone shed any light on the situation?

Thanks guys this one a strange one for me

Cam Goold

Posted 2012-06-27T15:54:24.767

Reputation: 197



Never heard of ADSPCM, but have heard of ADPCM. If that's the one you're referring to, it's a compressed (4bit) version of PCM. It's usually used for voice in phone systems because of the low frequency range.

Good explanation here:




Alexandre Saba

Posted 2012-06-27T15:54:24.767

Reputation: 319

That must be it, no idea why he is saying thats the only option, surely normal music etc would sound like hell at that low quality. And how on earth would I even export to that?

Thanks again – Cam Goold – 2012-06-27T18:39:25.797

When in doubt use audacity, the amount of times I've had to use it because it has different export options is insane. but yeah hopefully this works. – Cam Goold – 2012-06-27T19:18:59.517

The ONLY time I've used that format before was to screw up audio for degenerative purposes, bitcrushing, so to say. Surely that can't seriously be the only acceptable option?? – Christian van Caine – 2012-06-27T21:13:25.087


ADPCM is used quite regularly in games, although it's usually applied in-engine not on the source file.

That said its a little unusual for this form of compression to be used on all sound files.

I'd check with the programmer on what engine/toolset you're using and do a little digging yourself.


Andrew Quinn

Posted 2012-06-27T15:54:24.767

Reputation: 379

Agreed, generally this is done with the engine or toolset. – Andrew – 2012-06-28T17:08:43.067