Full correctness check against the docs: safer writes, reverts and texts
Safety - Writes are serialized (Workspace.lock): two background jobs rebuilding one package (a sound and its subtitle applied side by side) lost an edit. - A store copies a bank file or package as "original" only if it matches the shipped catalog (Workspace.unoriginal_files: in-memory sounds, bank copies of voice lines, subtitles); the editor refuses to switch stores while changes are applied. A second store could otherwise resurrect a reverted sound. - Mod import in the editor asks before overwriting files changed outside the tool (it forced silently). - Revert all in the editor reverts texts too; the uninstaller counts text edits before offering to delete the store. - ackit restore-backup: the full-backup restore decisions.md described; it keeps the sounds of WADs without a full copy recorded. - build_catalog also stops when a subtitle differs from the catalog. Languages and texts - Game.language() returns languages without voices (JPN, RUS, ...) and Game.voice_archive() their INT voices; ackit text --lang JPN works. - Menu lookups parse one cached file (find & replace: minutes -> ms). - Subtitles decode cp1252 as Windows does: the UTF-8-in-cp1252 line Speech_TAPE_J_Answer_1_00 (KOR/POL/POR/RUS) is written back byte-for-byte; SUB_KOR/SUB_RUS rebuilt from the original game (only those rows changed). - Mods exported while another language is loaded keep name and line. Other fixes - Down-mix folds extra channels in at -3 dB (a 5.1 centre voice was dropped). - e2e_editor no longer overwrites the user's settings.json; kill_game waits for the game to exit before reverts. - Recorder handles Int32/UInt8 input and split frames; package block cache locked; conflict messages, CLI help examples, stale docstrings and doc references fixed; tests no longer read this PC's game language. Docs (decisions, user guide, README, subtitles.md, banks.md, catalog README, REPORT, NOTES, CLAUDE.md) updated; check_docs: 102 claims match. 148 tests; e2e_features 9/9, e2e_editor and verify PASS; game original afterwards.
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@@ -53,21 +53,29 @@ def resample(x, rate, new_rate):
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def to_channels(x, channels):
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"""Up/down-mix. Mono is copied to every channel; extra channels get the average."""
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"""Up/down-mix. Up: mono is copied to every channel, other sources keep their channels and the new ones get
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the average. Down: nothing is dropped - every channel goes into the mono sum, or the channels beyond the
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kept ones (e.g. the centre and surrounds of 5.1) are added to every kept one at -3 dB (the standard
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fold-down); a result louder than the source's peak is scaled back to it, so it does not clip."""
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x = _as2d(x)
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cur = x.shape[1]
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if cur == channels:
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return x
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if channels == 1:
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return x.mean(axis=1, keepdims=True)
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if cur == 1:
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return np.repeat(x, channels, axis=1)
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out = np.empty((len(x), channels), dtype=np.float32)
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keep = min(cur, channels)
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out[:, :keep] = x[:, :keep]
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if channels > keep:
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out[:, keep:] = x.mean(axis=1, keepdims=True)
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return out
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if channels > cur:
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out = np.empty((len(x), channels), dtype=np.float32)
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out[:, :cur] = x
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out[:, cur:] = x.mean(axis=1, keepdims=True)
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return out
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if channels == 1:
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out = x.sum(axis=1, keepdims=True)
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else:
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out = x[:, :channels] + 0.7071 * x[:, channels:].sum(axis=1, keepdims=True)
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peak_in, peak_out = float(np.max(np.abs(x), initial=0.0)), float(np.max(np.abs(out), initial=0.0))
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if peak_out > peak_in > 0:
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out = out * (peak_in / peak_out)
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return out.astype(np.float32)
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def trim(x, rate, start=None, end=None):
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