To understand why at9tool.exe exists, it helps to understand the ATRAC9 format ( .at9 ). Sony introduced ATRAC9 as a successor to earlier ATRAC formats used in the PlayStation 3 and PlayStation Portable (PSP).
at9tool.exe is a console application, meaning it has no graphical user interface (GUI). It must be run via the Windows Command Prompt (cmd.exe) or PowerShell.
Converts an existing AT9 file back into a standard playable WAV file. -br N
ATRACTool. Downloads GitHub (pre-)release. Utility tool to convert Sony's ATRAC3/ATRAC3plus/ATRAC9(.AT3/.AT9) to Wave(.WAV) sound. GitHub Tupelov/AutoAT9Tools - GitHub
| Operation | Command Syntax & Parameters | Description | | :--- | :--- | :--- | | | at9tool -e [INPUT.wav] [OUTPUT.at9] | Takes an input .wav file and outputs a playable .at9 file for PS platforms. | | Encode with Bitrate Control | at9tool -e -br [BITRATE] [INPUT.wav] [OUTPUT.at9] | Encodes a .wav file to .at9 with a specific bitrate (e.g., -br 144 ). | | Decode (Convert from AT9) | at9tool -d [INPUT.at9] [OUTPUT.wav] | Converts an existing .at9 file back into a standard .wav file for editing or listening. | | Looping (Full Song) | at9tool -e -wholeloop [INPUT.wav] [OUTPUT.at9] | Enables seamless looping for the entire audio file, ideal for background music (BGM). | | Looping (Custom Range) | at9tool -e -loop [START_SAMPLE] [END_SAMPLE] [INPUT.wav] [OUTPUT.at9] | Creates a loop between two specific sample numbers, essential for precise game sound design. |
To use the tool effectively, you generally need to place your source .wav file in the same directory as the executable. Basic Command Syntax
If you can tell me the you are trying to mod or which error message you are seeing, I can provide a more tailored command for your situation. Tupelov/AutoAT9Tools - GitHub
The tool functions in two primary directions via a Windows Command Prompt ( cmd.exe ) interface:
Because ATRAC9 is designed for streaming, at9tool.exe creates files that can be read chunk-by-chunk from the storage media without loading the entire file into RAM. This is essential for cutscenes and gameplay sequences where memory cannot be allocated to long audio buffers.
It significantly reduces the size of raw audio files (like .wav ) without causing noticeable drops in sound quality.