# Playing audio files in XADPCM format

**URL:** <https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636>\
**Category:** FMOD Engine\
**Tags:** cpp\
**Created:** [September 8, 2023, 3:07pm UTC](https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636 "2023-09-08T15:07:06Z")\
**Posts on this page:** 6\
**Page:** 1

<div class="post-metadata">

**Author:** ![m.khavro](https://avatars.discourse-cdn.com/v4/letter/m/43a26b/32.png) [@m.khavro](https://qa.fmod.com/u/m.khavro)\
**Post date:** [September 8, 2023, 3:07pm UTC](https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636/1 "2023-09-08T15:07:06Z")

</div>

Hi,  
can someone point me in direction of how to handle audio data in XADPCM format? It is a native format on Xbox platforms.

Should I first decode it into raw PCM format somehow? Or is there already a dedicated FMOD\_SOUND\_FORMAT\_, which I should use? Would be grateful for any help and for providing a small code snippet, where data in such format is being played in FMOD.

---

<div class="post-metadata">

**Author:** ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)\
**Post date:** [September 10, 2023, 10:23pm UTC](https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636/2 "2023-09-10T22:23:39Z")

</div>

FMOD only officially supports playing XADPCM on Xbox platforms. If you’re trying to play XADPCM on non-Xbox platforms, we can’t offer you any help.

---

<div class="post-metadata">

**Author:** ![m.khavro](https://avatars.discourse-cdn.com/v4/letter/m/43a26b/32.png) [@m.khavro](https://qa.fmod.com/u/m.khavro)\
**Post date:** [September 11, 2023, 8:39am UTC](https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636/3 "2023-09-11T08:39:51Z")

</div>

Thank you for your reply. That is what I intend to do. Play audio files of XADPCM format on Xbox platform. I was just curios whether it is any different from playing raw PCM format on PC.  
For example:

```auto
 // Set extra info struct, that describes buffer properties
    memset(&exinfo, 0, sizeof(FMOD_CREATESOUNDEXINFO));
    exinfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO);
    exinfo.numchannels = numChannels; /* Number of channels in the sound. */
    exinfo.defaultfrequency = frequency; /* Default playback rate of sound. */
    exinfo.decodebuffersize = 44100;
    exinfo.format = FMOD_SOUND_FORMAT_PCM16; /* Data format of sound. */
    exinfo.length = fmodBufferSize; /* Length of buffer. */

    // Create sound object
    FMOD_RESULT fmodResult = mFmodSystem->createSound(nullptr, FMOD_OPENUSER | FMOD_LOOP_NORMAL, &exinfo, &mSoundObject);
    if (!SNDENGINE_SUCCEEDED(fmodResult))
    {
	return false;
    }

```

Would this be a valid way to set up sound object for XADPCM format?

---

<div class="post-metadata">

**Author:** ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)\
**Post date:** [September 11, 2023, 10:47pm UTC](https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636/4 "2023-09-11T22:47:45Z")

</div>

Ah ok. In that case you’ll need to verify your console developer status here : [https://fmod.com/profile#permissions](https://fmod.com/profile#permissions)  
and register your project so we can fulfil our obligations to the console platform provider and hook everything up in our system. Feel free to email [support@fmod.com](mailto:support@fmod.com) directly if you have any questions about this process. Thanks.

---

<div class="post-metadata">

**Author:** ![m.khavro](https://avatars.discourse-cdn.com/v4/letter/m/43a26b/32.png) [@m.khavro](https://qa.fmod.com/u/m.khavro)\
**Post date:** [September 12, 2023, 10:52am UTC](https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636/5 "2023-09-12T10:52:43Z")

</div>

My company works on a project for a client. And we are already provided with needed Fmod sources for Xbox platform. All licensing/obligations is on the client side.

I just wanted to know if there are any specifics in the way XADPCM format audio should be played and handled.

---

<div class="post-metadata">

**Author:** ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)\
**Post date:** [September 12, 2023, 10:56pm UTC](https://qa.fmod.com/t/playing-audio-files-in-xadpcm-format/20636/6 "2023-09-12T22:56:15Z")

</div>

Ah, great. Shoot me an email on [support@fmod.com](mailto:support@fmod.com) and tell me who the client is and we’ll get you all connected up in our system so you can access the Xbox sub-forum.
