List and edit in-memory sounds in soundbanks

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2026-10-09 20:12:10 +02:00
parent 61bbf26f3b
commit 5d6c2447f7
36 changed files with 71568 additions and 54823 deletions

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@@ -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.
![Browsing by category](img/browse.png)