Document soundbank findings

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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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@@ -21,6 +21,9 @@
Contains a per-user installer (`Install.cmd`): install, upgrade and uninstall (Settings > Apps) verified.
## What is not verified / limitations
- **Coverage**: only sounds in the WAD archives are listed and editable. About 15,800 short effects (footsteps,
foley, weapons, UI, grunts) are stored inside soundbanks (loose `.bnk` and banks embedded in `.upk`
packages) and are not covered yet (`docs/formats/banks.md`).
- Speech lines being *heard* in the game needs gameplay; verified indirectly (same decoder/WAD path as the music
test, byte-level apply/revert, boot test with modified speech WAD).
- Speech/effects replacements must fit the original's size (index lives in compressed `.upk` packages).
@@ -29,5 +32,7 @@
- Character labels outside the user's lists are inferred from names (marked as such), not verified speakers.
## Next steps
1. Extend the curated speaker lists (`data/catalog/source/<lang>/*.txt`) and rebuild with `tools/build_catalog.py`.
2. Optional: rewrite the BKPK indexes inside `.upk` packages (LZO) to lift the size limit for speech.
1. Support the in-memory sounds in soundbanks: the loose footstep banks first, then the banks embedded in
`.upk` packages (`docs/formats/banks.md`).
2. Extend the curated speaker lists (`data/catalog/source/<lang>/*.txt`) and rebuild with `tools/build_catalog.py`.
3. Optional: rewrite the BKPK indexes inside `.upk` packages (LZO) to lift the size limit for speech.