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So I exported the usual wave files straight from Pro Tools for a game, and the implementation pipeline programmer just came back and said they can't be wav, they actually have to be .adspcm Which I guess is a form of PCM which the wav should be.
Never heard of ADSPCM, but have heard of ADPCM. If that's the one you're referring to, it's a compressed (4bit) version of PCM. It's usually used for voice in phone systems because of the low frequency range.
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ADPCM is used quite regularly in games, although it's usually applied in-engine not on the source file.
That said its a little unusual for this form of compression to be used on all sound files.
I'd check with the programmer on what engine/toolset you're using and do a little digging yourself.