Document soundbank findings
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Contains a per-user installer (`Install.cmd`): install, upgrade and uninstall (Settings > Apps) verified.
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## What is not verified / limitations
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- **Coverage**: only sounds in the WAD archives are listed and editable. About 15,800 short effects (footsteps,
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foley, weapons, UI, grunts) are stored inside soundbanks (loose `.bnk` and banks embedded in `.upk`
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packages) and are not covered yet (`docs/formats/banks.md`).
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- Speech lines being *heard* in the game needs gameplay; verified indirectly (same decoder/WAD path as the music
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test, byte-level apply/revert, boot test with modified speech WAD).
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- Speech/effects replacements must fit the original's size (index lives in compressed `.upk` packages).
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- Character labels outside the user's lists are inferred from names (marked as such), not verified speakers.
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## Next steps
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1. Extend the curated speaker lists (`data/catalog/source/<lang>/*.txt`) and rebuild with `tools/build_catalog.py`.
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2. Optional: rewrite the BKPK indexes inside `.upk` packages (LZO) to lift the size limit for speech.
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1. Support the in-memory sounds in soundbanks: the loose footstep banks first, then the banks embedded in
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`.upk` packages (`docs/formats/banks.md`).
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2. Extend the curated speaker lists (`data/catalog/source/<lang>/*.txt`) and rebuild with `tools/build_catalog.py`.
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3. Optional: rewrite the BKPK indexes inside `.upk` packages (LZO) to lift the size limit for speech.
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