List and edit in-memory sounds in soundbanks

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2026-10-09 20:12:10 +02:00
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36 changed files with 71568 additions and 54823 deletions

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@@ -72,6 +72,19 @@ Conclusion: approach A works end-to-end in-game. Use >= 30 s probes for the intr
UI, grunts) are in-memory WEMs inside soundbanks: 65 loose `SFX\*.bnk` (1,117) and 3,340 banks embedded in
the `.upk` packages (15,641; many banks copied into several packages). None are in the catalog; the WAD
side is complete. Inventory, layout and editing consequences: `docs/formats/banks.md`.
17. (2026-10-09) Speech lines have **per-language media IDs**: every package carries one BKPK table per language
for the same WAD entry. 396 lines (78-80 per language) have a prefetch head (first N bytes) in banks; each
head equals the start of exactly one language's WEM.
18. (2026-10-09) In-game test of in-memory sounds (`ackit verify --ingame --banks`): 77 probes written into the
78 sounds stored in the Frontend*/Startup packages (54 files: patched LZO packages + loose banks). The game
starts and runs, all 68 probe byte patterns are found in its memory (it loaded the patched packages), revert
byte-identical: PASS. Not shown: a probe being *heard*. Only 7 Vorbis streams start on the title screen
(setups 4f708975, 6ded1c65, 92f94a3f, d93b5944, d4b2e824: shared by hundreds of sounds, music included) and
none is a probe. Tried: Enter/arrow keys posted to the game window (`debugger.post_key`, WM_KEYDOWN) to reach
the main menu: no UI sound followed (the game probably reads input another way; global SendInput is not
used on purpose); a breakpoint on the setup parser entry: no extra events. Hypotheses: no in-memory sound
plays without input; the decode path is the same as for WAD sounds (same WEM rules, 300/300 in-memory WEMs
rebuild byte-identically), so playback is expected to work like E4/E10.
## Old path -> new path
`scripts/harness.py` -> `ackit verify --ingame` (ackit/verify/ingame.py); `scripts/validate_builder.py` ->