Document soundbank findings

This commit is contained in:
2026-10-09 01:46:44 +02:00
parent f2bc986a82
commit 67bc541b1e
17 changed files with 102 additions and 17 deletions

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@@ -14,6 +14,8 @@
Packaging: `python tools/build_app.py` -> dist/UnheardCity (self-contained, licenses); packaged exe passes
`--smoke-test` with PATH = C:\Windows only. Real e2e through the editor code path (tools/e2e_editor.py): PASS
(music heard in game ncc 1.0, reverts byte-identical, speech line apply/revert byte-identical).
- NEXT: editing of the ~15,800 in-memory sounds in soundbanks (loose `SFX\*.bnk` footsteps first, then banks
embedded in `.upk` packages); not listed or editable yet, survey in `docs/formats/banks.md`.
- NEXT (optional): verify >2-channel channel order in game; speech heard in-game (needs gameplay).
- OPEN: channel order for >2 channels unverified.
@@ -80,3 +82,7 @@
User chose no new software (no Inno Setup).
- 2026-10-09: app/assets is committed (user: public artwork and generated content, not Warner Bros. pictures).
build_app.py regenerates it only when missing or with --art; after changing make_assets.py run it by hand.
- 2026-10-09: SFX coverage check (read-only): the catalog covers every WAD sound, but ~15,800 in-memory WEMs in
soundbanks are missing (docs/formats/banks.md). Packages were unpacked with Gildor's decompress.exe from
`%USERPROFILE%\Desktop\ArkhamCityModding\Audio\decompress\` (outside the repo). User: document now, implement
editing later.