List and edit in-memory sounds in soundbanks
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@@ -28,17 +28,26 @@ _RULES = [
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(r"^SPEECH_CHAR_", "Speech", "Character lines"),
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(r"^SPEECH_(CH|SEQUENCE|STEEL|MUSEUM|CHURCH|COURT|UNDER|GCPD|ZP1)_", "Speech", "Story missions"),
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(r"^SPEECH_(GAME|MAP|AUGMENTED|FORENSICS|TEMP)_", "Speech", "Gameplay & hints"),
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(r"^NPC_", "Ambience", "Crowds"),
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(r"^NPC_.*CROWD", "Ambience", "Crowds"),
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(r"^SPEECH_", "Speech", "Other speech"),
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(r"^MUSIC_PDLC", "Music", "Music (DLC)"),
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(r"^MUSIC", "Music", "Music"),
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(r"^(MUSIC|MUS_)", "Music", "Music"),
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(r"^(AMB|PSA)_", "Ambience", "Ambience"),
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(r"^PSO_", "Ambience", "Ambient emitters"),
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(r"^WND_", "Ambience", "Wind"),
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(r"^WTR_", "Ambience", "Weather"),
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(r"^P?VOL_", "Ambience", "Room tone"),
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(r"^SEQ_", "SFX", "Scripted sequences"),
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(r"FOOTSTEP", "SFX", "Footsteps"),
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(r"^(CHR|NPC)_.*(COMBAT|BONEBREAK|BODYFALL)", "SFX", "Combat"),
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(r"^(SEQ|MTN)_", "SFX", "Scripted sequences"),
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(r"^OBJ_", "SFX", "Objects"),
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(r"^(PX|PHY)_", "SFX", "Physics"),
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(r"^WPN_", "SFX", "Weapons"),
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(r"^CHR_", "SFX", "Character foley"),
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(r"^DVC_", "SFX", "Gadgets"),
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(r"^(GUI|SBJ)_", "SFX", "Interface"),
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(r"^VFX_", "SFX", "Visual effects"),
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(r"^NPC_", "SFX", "Enemies & NPCs"),
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(r"^(CHR|GEN)_", "SFX", "Character foley"),
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(r"^GLOBAL", "SFX", "Global"),
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]
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_RULES = [(re.compile(p), g, c) for p, g, c in _RULES]
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@@ -46,9 +55,10 @@ _RULES = [(re.compile(p), g, c) for p, g, c in _RULES]
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GROUPS = ("Speech", "Music", "Ambience", "SFX", "Unknown")
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def classify(name: str, pack: str = None):
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"""-> (group, category). `pack` = name of the stream pack a media belongs to, if any."""
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n = name.upper()
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def classify(name: str, pack: str = None, bank: str = None):
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"""-> (group, category). `pack` = name of the stream pack a media belongs to, if any; `bank` = name of
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the soundbank holding an in-memory sound (its prefix is more reliable than event names)."""
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n = (bank or name).upper()
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if pack:
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p = pack.upper()
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if p.startswith("MUSIC"):
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