List and edit in-memory sounds in soundbanks
This commit is contained in:
@@ -20,14 +20,16 @@ back with one click.
|
||||
- Type in the **search box** (Ctrl+F): words can be parts of the name, a category, a character, your own
|
||||
notes or tags, or an ID like `b49cdf48`. All words must match.
|
||||
- Narrow down with **Group** (Speech, Music, Ambience, SFX), **Category** (e.g. *Interview tapes*,
|
||||
*Combat barks*, *Cinematics*), **Character**, **Archive** (speech language or SFX), **Tag**, **Modified
|
||||
*Combat barks*, *Cinematics*), **Character**, **Archive** (speech language, SFX or BANK), **Tag**, **Modified
|
||||
only** and **Favorites only**. Combine them freely; results update instantly.
|
||||
- **Character** is the verified speaker from the curated catalog. Grey `~` names are only *mentioned* in the
|
||||
sound's name (useful hints for the many unlabelled lines); tick *Include characters mentioned in names*
|
||||
to filter on them too.
|
||||
- Click a column header to sort (length, size, status, ...). Ctrl/Shift-click selects several rows.
|
||||
- Most short effects (footsteps, foley, weapons, menu sounds) are stored inside soundbanks and are not listed
|
||||
yet; the list covers voice lines, music, ambience and the effects of the SFX archive.
|
||||
- Archive **BANK** holds the ~15,400 short effects stored inside soundbanks (footsteps, foley, combat,
|
||||
weapons, menu sounds, grunts). Many are named after the game event that plays them (`Play_...`), the
|
||||
rest after their bank (`CHR_Bane_3`). The editor shows the bank and how many copies the game keeps of
|
||||
the sound; a replacement is written into every copy.
|
||||
- **Language** (top left) switches the speech language. Speech is read from the language the game is set to.
|
||||
|
||||

|
||||
|
||||
Reference in New Issue
Block a user