> Most GameCube games used their own 8-bit ADPCM format Minor quibble but, at least for music, most GC games used a native 4-bit ADPCM ("DSP", decoded by the DSP, or the ADP/DTK format, like CD-XA ADPCM and also handled in hardware), and the most common cross-console audio middleware (CRI) also generally used 4-bit ADX ADPCM. In this old list, everything marked ADP, ADX, DSP is using 4-bit (and others are usually jus…
Yeah, I don't understand the disparaging of 4-bit ADPCM as being terrible quality when this is effectively a 3-bit ADPCM. Most ADPCM codecs I've seen shipped have a similar table based system with a frame header with coefficients for your two history samples rather than the weight update scheme here, and it works quite well.
- Original, 4039kb: https://phoboslab.org/files/qoa-samples/adpcm_comp/orig.wav
- MS ADPCM, 1022kb: https://phoboslab.org/files/qoa-samples/adpcm_comp/ms_adpcm....
- QOA, 812kb: https://phoboslab.org/files/qoa-samples/adpcm_comp/qoa.wav
IMA ADPCM is in the same ballpark as MS ADPCM. ADX (not listed) comes close to QOA, but at 1136kb is also larger than those traditional ADPCM flavors.