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Supports: SWF
SWF (Small Web Format / Shockwave Flash) was Macromedia/Adobe's animation container from 1996 until Adobe killed Flash Player on December 31, 2020. Browsers stopped executing Flash content on January 12, 2021, leaving a generation of e-learning modules, game audio, voiceovers and animated shorts trapped inside .swf files that nothing modern can play. Converting the embedded audio to WAV — uncompressed 16-bit PCM, the format every DAW and editor opens natively — is the cleanest way to recover and re-use that sound.
| Property | SWF (Flash) | WAV |
|---|---|---|
| Container type | Animation container with embedded audio streams | Pure audio container (RIFF) |
| Audio codecs supported | MP3, ADPCM, Nellymoser, raw uncompressed PCM | Typically PCM (16/24/32-bit); also A-law, mu-law |
| Compression | Lossy (MP3, Nellymoser) or light (ADPCM) | Uncompressed PCM by default — lossless |
| Native sample rates | 5.5, 11.025, 22.05, 44.1 kHz (per SWF spec) | Any rate (8 to 192 kHz commonly used) |
| Browser playback in 2026 | None — Flash Player EOL Dec 31, 2020 | Universal (every browser, OS, DAW, editor) |
| Typical use today | Legacy archive only | Editing master, recording target, CD-quality delivery |
| File size for 1 min stereo CD-quality | ~1 MB (MP3 at 128 kbps inside SWF) | ~10 MB (PCM 16-bit/44.1 kHz) |
| Source SWF rate | Recommended WAV rate | When to pick it |
|---|---|---|
| 5512 or 11025 Hz | Leave at Original (11025) | Short button clicks, retro game SFX — upsampling adds no real fidelity |
| 22050 Hz | 22050 or 44100 | Voiceover-only modules; upsample only if your editor refuses 22 kHz |
| 44100 Hz | 44100 (Original) | Music, full-fidelity narration — CD-quality, the typical SWF music rate |
| Mixed batch | 44100 | Safest common denominator if you're processing many SWFs at once |
WAV is uncompressed PCM, so it's the format you want as an editing master. If the SWF embedded MP3 internally, exporting to MP3 again would be a lossy re-encode of an already lossy source. WAV preserves the decoded waveform exactly. Once you've cleaned up the audio, you can export to MP3 with WAV to MP3 for final delivery.
Yes. xconvert decodes the SWF container server-side using FFmpeg — no Flash Player runtime, no browser plugin, no ActiveX. That's the whole point: Flash Player has been EOL since December 31, 2020 and was blocked in browsers from January 12, 2021, so any modern conversion has to bypass it entirely.
SWF can embed MP3, ADPCM (Adaptive Differential PCM, a light compression used heavily in older Flash content), Nellymoser (Flash-specific speech codec common in early voice-chat and e-learning), and raw uncompressed PCM. All four decode cleanly to WAV PCM — Nellymoser is the trickiest because few non-FFmpeg tools handle it, which is why dedicated SWF-to-WAV pipelines exist.
That's expected. The SWF likely had MP3 audio at 64-128 kbps (about 0.5-1 MB per minute), while 16-bit 44.1 kHz stereo WAV is roughly 10 MB per minute. You're trading file size for an editable lossless master. If you only need small playback files, convert with SWF to MP3 instead.
Yes, but not with the Trim control on this page. Trim seeks the input before decoding, which a SWF does not support, so it hands back an empty or unreadable file rather than the segment you asked for — and it does this even at the default start time of zero. Convert the whole file to WAV first, then open the result in the Audio Cutter and cut it there. That path works on the decoded audio and is the one to use whether you want a single sound bite from a 20-minute module or individual hits from a game's audio bed.
SWF can stack streaming sound (background music) and event sounds (button clicks, voiceover triggers) on the same timeline, and this is the case to be careful about. The converter does not run the Flash timeline and does not mix anything: it demuxes the file and takes a single audio stream. A SWF carrying three separate event sounds converts to a file containing one of them, not a three-second blend of all three, and nothing warns you that the others were left behind. Compare the duration of the WAV against the original animation — if it is much shorter than you expect, that is what happened. Recovering every stem means going back to the original FLA project file.
The SWF file format specification (Adobe SWF Spec, sound tags DefineSound and SoundStreamHead) allows 5512.5, 11025, 22050 and 44100 Hz. Music tracks in Flash games and animations were typically 22050 or 44100 Hz; voiceover and event sounds were often 11025 to save bandwidth in the dial-up era. Leaving Audio Sample Rate on "Original" preserves whatever the author embedded.
The WAV output is lossless PCM, but if the SWF embedded MP3, ADPCM or Nellymoser audio (which is almost always the case), the original encoding loss is already baked in — no tool can recover audio detail the lossy codec discarded. The WAV file is a lossless capture of the decoded signal, which is the best you can do from a compiled SWF.
Yes. Upload multiple .swf files in one session and they'll all convert with the same Audio Channel and Sample Rate settings. For a true archival workflow (consistent 44100 Hz stereo PCM across hundreds of files), this is the fastest path. For non-audio Flash archives, the Internet Archive's Ruffle-based emulator covers playback without conversion.