cdrom-file-audio

Document PlayStation 1 audio formats including VAG, VAB/VH/VB, and SEQ/SEP.

3|Updated Feb 25, 2026
One-click install
npx skills add https://github.com/sadnescity/psx-spx-claude-plugin --skill cdrom-file-audio
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cdrom-file-audio
Source: https://github.com/sadnescity/psx-spx-claude-plugin/tree/main/skills/cdrom-file-audio
Command: npx skills add https://github.com/sadnescity/psx-spx-claude-plugin --skill cdrom-file-audio

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill provides an extensive reference for the audio file formats used in PlayStation 1 hardware, enabling developers to understand and process various audio file types and their specifications.

Core Features & Use Cases

  • PSX Audio Format Reference: In-depth information on VAG, VAB/VH/VB, SEQ/SEP, and other PSX audio formats.
  • Technical Details: Explanation of file structure, encoding, and handling of different audio files.
  • Use Case: When working on a PlayStation 1 project and require specific audio format details for game development or reverse engineering.

Quick Start

Use the cdrom-file-audio skill to learn about the VAG file format and its applications in PSX games.

Frequently Asked Questions about cdrom-file-audio

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
What are the VAG, VAB, and SEQ audio formats used in PlayStation 1 games?

VAG, VAB/VH/VB, and SEQ/SEP are PlayStation 1 audio file formats used to store sound samples, instrument banks, and sequence data for game music and sound effects playback.

How do I process VAG and VAB audio files for a PSX game project?

Processing PSX VAG and VAB/VH/VB files requires parsing their specific file structures and ADPCM encoding specifications to correctly extract or pack sound samples for game development.

What is the difference between SEQ and SEP files in PlayStation 1 sound processing?

SEQ and SEP are PlayStation 1 sequence formats. This reference details their distinct file structures and handling techniques, explaining how each manages music sequencing data within PSX sound processing.

Can I use this PSX audio format reference for reverse engineering game sound files?

Yes, this reference provides the technical file structure and encoding details needed to understand and handle PSX audio files when reverse engineering PlayStation 1 game sound assets.

Do I need specific dependencies to understand PSX audio file handling?

No dependencies are required. This reference provides the necessary technical details on encoding and file structure to understand PSX audio formats directly without external libraries.