| Format | Read | Write |
|---|---|---|
| ACM | as the games decode it, a sample past 16 bits clamped (--wrap wraps it as they do); a stream they would decode from undefined data fails |
16-bit: lossless from 16-bit input or less, deeper input dithered; from ACM or WAVC, samples unchanged: its stream, new header |
WAVC (Infinity Engine .wav) |
yes | as ACM |
| RIFF WAV | PCM 8 to 32-bit, float, ADPCM | 8 or 16-bit; deeper input dithered to 16 bits, or kept with --full-depth (24 or 32-bit integer, 32-bit float) |
| Ogg Vorbis | yes | at --quality -1 to 10 (default 5) |
| FLAC, MP3, AAC, ALAC | yes | no |
| Headerless PCM | 8-bit unsigned or 16-bit signed little-endian; rate and channels from --raw-rate, --raw-channels |
no |
Fallout lip sync (.lip) |
version 2 | version 2 |
Formats are recognised by content, not by name: an Infinity Engine .wav may hold RIFF, WAVC or Ogg Vorbis.
A sound is read whole, so a RIFF, Ogg Vorbis, FLAC, MP3, AAC or ALAC sound of more than 2^30 samples (all channels together: some 3.4 hours of 44.1 kHz stereo) is not read.