What about OGG/Musepack/Shorten/FLAC/Wavpack support? What about ADX support?
You can get code from
FFMPEG for stuff like ADX format (format used for Sega Dreamcast music) and other "weird sound formats" from videogames (Sierra Online, the one used in FF7 for Windows...).
Here is a list of possible candidates being added to OldPlay, adding it is a matter of sasq doing it (or possible to do it):
GBA Sound Format support
http://en.wikipedia.org/wiki/GBA_Sound_Format
GSF is an emulated Game Boy Advance audio format based off of Neill Corlett's PSF (Portable Sound Format), developed by Caitsith2 and Zoopd. GSF files appear as either .minigsf or .gsf, mostly being of the former.
The .gsflib must be extracted into the same directory as the .minigsf files.
These emulated audio files can be played on the Windows platform using Nullsoft's Winamp and the Highly Advanced plugin. Mac OS X users can play them using Audio Overload v2.0b3 or later. Linux users can use PlayGSF.
The players convert the files internally into a Game Boy Advance ROM that is then run through a cut down emulator with no support for graphics hardware. Even without support for graphics, though, emulation of the Game Boy Advance can be quite processor intensive, and neither program works well on machines under 500 MHz.
Nintendo Ultra64 Sound Format support
http://en.wikipedia.org/wiki/Nintendo_Ultra_64_Sound_Format
The Nintendo Ultra64 Sound Format (USF) is a file format developed by Adam Gashlin to store sound data (akin to NSF for the NES) ripped directly from a Nintendo 64 video game.
USF files are generated manually from the video game's ROM by isolating the program code responsible for playing music, plus the stored music data. The rest of the bytes of the ROM are zeroed, and the resulting data is stored sparsely (zero bytes are not stored in the USF, so unspecified bytes can be assumed to be zero) but otherwise without compression. The file also contains a Project64 save state which is used to initialize emulation upon loading the USF, rather than follow the complete N64 boot process. The ripping process is very manually intensive because the Nintendo 64 has no standard format in which the music playback code and music data are stored in the ROM. USF filescan be played back in Winamp through the use of an appropriate plug-in, such as 64th Note.
The basic USF file structure is a subformat of PSF.
PlayStation Sound Format support
http://en.wikipedia.org/wiki/PlayStation_Sound_Format
A PlayStation Sound Format (PSF) file is a sound data file (akin to SPC from the Super NES) ripped directly from a Sony PlayStation video game.
The PSF format was created by Neill Corlett in 2003. Neill Corlett later created the PSF2 format. Highly Experimental is the name of the Winamp plugin that plays PSF and PSF2 files.
Generally PSF files contain a number of samples and a sequence player program. This takes far less space than the equivalent streamed format of the same song (WAV,MP3) while still sounding exactly like the
original song (as opposed to formats such as MIDI which depend on the creator's accuracy and quality of the MIDI synthesizer it's played on). Several PSFsubformats also have a miniPSF/PSFlib capability,
wherein data that is used by multiple tracks need only be stored once (in the PSFlib) and the differences are stored, with reference to the PSFlib, in a miniPSF file, further increasing storage efficiency. Additionally sections of the PSF are zlib compressed. Generally, background music stored in PSF files can be played forever, as the sequencer properly handles its own loop points, another advantage over streamed formats.
A PSF2 file is a sound data file equivalent to the PSF, but ripped directly from a Sony Playstation 2 video game. PSF2 is internally structured as a file system, rather than PSF which is a single PS executable.
Both PSF and PSF2 files contains a header which specifies the type of video game system the file
contains data for, and an optional set of tags at the end which can give detailed information on the file (game name, artist, length, etc.) The organization of the data is determined by each individual subformat.
PSF initially stood only for "PlayStation Sound Format", but with the addition of the PSF2, SSF (Sega Saturn Sound Format), DSF (Dreamcast Sound Format), USF (Nintendo Ultra 64 Sound Format), QSF (Capcom Q-Sound Format), and GSF (Gameboy Advance Sound Format) subformats, a more generic backronym was developed: Portable Sound Format.
NSFe support
http://en.wikipedia.org/wiki/NSFe
NSFe (Extended Nintendo Sound Format) is an expansion of the NSF format that allows for individual track titles and timings. It can also alter the order of tracks, and even mark tracks that should be ignored by the player.
Capcom Q-Sound Format support
http://en.wikipedia.org/wiki/Capcom_Q-Sound_Format
The Capcom Q-Sound Format is based upon the Sony PlayStation Sound Format, with a few modifications.
Designed to support lower-end consoles, such as the original PlayStation and older PCs, the QSF's data is stored in an uncompressed form. The PSF, on the other hand, uses zlib compression for smaller files.
Atari SAP sound format support
http://asma.atari.org/
http://en.wikipedia.org/wiki/Atari_SAP_music_format
Format it stores music data from Atari 8-bit computers that uses the famous Atari POKEY sound chip. Most popular: 1981-1987.
This format was made in the way as SID, SPC or NSF format - so it is music data format which is supported by the players, which emulate the CPU and sound hardware of the Atari 8-bit computers (XL/XE), in order to play the music from the Atari games.
SAP format can be replayed by a SAP player currently available for many platforms.
MDX (X68000 music format) support
http://en.wikipedia.org/wiki/X68000%27s_MDX
midi-like format that is designed to be played using the X68000's FM synth. MDX is a music data for MXDRV which is the most famous music driver on SHARP X68000.
(X68000 is local platform in Japan, it called "Personal Workstation".) X68000 has two sound chip:
* 4 operators FM sound synthesis chip "YAMAHA YM-2151(OPM)"
* ADPCM chip "OKI MSM6258" ... (1 Voice/4bit/3.9/5.2/7.8/10.4/15.6kHz).
HES (pcengine sound format) support
http://en.wikipedia.org/wiki/Pcengine_HES_sound_format
HES files are music rips of Turbografx-16 / PC Engine games. They are similar in aspect to SID files for the C64.
http://projects.raphnet.net/#festalon
AdLib/Adplug Music Library support
http://en.wikipedia.org/wiki/Adlib
There is a library for playing Adlib music called Adplug which is open-source. Adplug supports these Adlib music formats which are:
* A2M: AdLib Tracker 2 by subz3ro
* AMD: AMUSIC Adlib Tracker by Elyssis
* BAM: Bob's Adlib Music Format
* CFF: BoomTracker 4.0 by CUD
* CMF: Creative Music File Format by Creative Technology
* D00: EdLib by Vibrants
* DFM: Digital-FM by R.Verhaag
* DMO: Twin TrackPlayer by TwinTeam
* DRO: DOSBox Raw OPL Format
* DTM: DeFy Adlib Tracker by DeFy
* HSC: HSC Adlib Composer by Hannes Seifert, HSC-Tracker by Electronic Rats
* HSP: HSC Packed by Number Six / Aegis Corp.
* IMF: Apogee IMF File Format
* KSM: Ken Silverman's Music Format
* LAA: LucasArts AdLib Audio File Format by LucasArts
* LDS: LOUDNESS Sound System
* M: Origin AdLib Music Format
* MAD: Mlat Adlib Tracker
* MID: MIDI Audio File Format
* MKJ: MKJamz by M \ K Productions (preliminary)
* MTK: MPU-401 Trakker by SuBZeR0
* RAD: Reality ADlib Tracker by Reality
* RAW: RdosPlay RAW file format by RDOS
* ROL: AdLib Visual Composer by AdLib Inc.
* S3M: Screamtracker 3 by Future Crew
* SA2: Surprise! Adlib Tracker 2 by Surprise! Productions
* SAT: Surprise! Adlib Tracker by Surprise! Productions
* SCI: Sierra's AdLib Audio File Format
* SNG: SNGPlay by BUGSY of OBSESSION
* SNG: Faust Music Creator by FAUST
* SNG: Adlib Tracker 1.0 by TJ
* XAD: eXotic ADlib Format by Riven the Mage
* XMS: XMS-Tracker by MaDoKaN/E.S.G
* XSM: eXtra Simple Music by Davey W Taylor
The source code to the Adplug library is located at
http://adplug.sourceforge.net/ . There is a source path which updates upgrades the stock OPL2 emulator of the AdPlug core library with the latest version of the MAME distribution & this source path is located at
http://www.informatik.uni-oldenburg.de/~dyna/adplug/
PSG Audio Mod support
PSG audio was a popular type of music used in old computers/game systems. Unfortuntely, PSG support seems to be different for each system.
There is a winamp plugin for playing PSG files over at
http://www.kysoft.net/development/winamp/plugins/in_npsg/ & it comes with source code.
There is a collection of PSG sound files, you have to download the winamp plugin to get them.
Sinclair Spectrum music files support
The Sinclair Spectrum was a very popular cheap computer system with great homebrew activity (even today still there are spectrum users doing hardware and software for it). Many musics were made and still are being made for this system so it would be fitting to see support for playing these music files.
There is an open source music emulator which plays all of the Sinclair Spectrum music files. The program is called ZX Spectrum Computer Sound Chip Emulator and the source code to this prog can be downloaded at
http://bulba.at.kz/progr_e.htm . The list of support music formats is at
http://bulba.at.kz/emulator_e.htm