Version 3.4.0: Edit tab (edit list, large subtitle, replacements with effects and presets), Sounds tab only browses, ackit fx (pedalboard + own reverb) and replace --fx, first Linux build, catalog without a mod package

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2026-10-28 13:54:12 +01:00
parent a706dae419
commit 6de470174e
36 changed files with 2872 additions and 278 deletions

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@@ -23,6 +23,7 @@ game is set to (Steam > game properties > Language) and applies to everything yo
effects). The game has voices in English (INT), French, Italian, German and Spanish; for the other languages
(Latin American Spanish, Polish, Portuguese, Russian, Japanese, Korean) it plays the English voices, so the
editor shows those and says *voices: INT* next to the list.
- **Edit**: the sounds of the edit list in that language (sounds of another language stay on the list, hidden).
- **Subtitles** and **Menu text**: the texts of that language.
Changing it reloads the lists; the next start is again in the game's language.
Some voice lines sound English in every language: the game itself ships the English recording for most
@@ -51,38 +52,81 @@ the same line and are changed and reverted together.
- Click a column header to sort (length, size, status, ...). Ctrl/Shift-click selects several rows.
- Archive **BANK** holds the short sounds 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_BatclawGrapple_3`). The editor shows the bank and how many copies the game keeps of
the sound; a replacement is written into every copy.
rest after their bank (`CHR_BatclawGrapple_3`). The Edit tab shows the bank and how many copies the game keeps
of the sound; a replacement is written into every copy.
![Browsing by category](img/browse.png)
## Listen
The editor under the list shows the selected sound in three columns side by side (drag the dividers to
resize them): **Listen**, **Replace** and **Subtitle**. Select a row and press **Space** to play the original
(once a replacement is loaded, Space plays the replacement; Space again stops), or double-click it. Each column
ends with its own buttons on one line. In **Listen**:
- **Original** / **Installed** play the game's original and what is currently in the game; **Stop** (Esc).
Click on a waveform to play from that point.
- Above them: **A/B** (switch between the original and your replacement at the same position, to compare),
**Loop**, **Volume** and the playback position. The icon buttons show their names when you point at them.
The **Sounds** tab is for finding and listening; it does not change anything. Below the list, the selected sound
is shown with its details and subtitle (left), a player (middle) and the way into the Edit tab (right).
**Play original** (or Space, or double-click the row), **Play installed** (what the game has now, if you
replaced it) and **Stop** (Esc) sit together above the waveforms; click on a waveform to play from that point.
## Replace
![Editor](img/editor.png)
1. **Load file…** (Ctrl+O): WAV, FLAC, OGG, OPUS, MP3 or AIFF. (M4A/WMA work only if ffmpeg is installed.)
Or choose a microphone in the list and press **Record**, then **Stop recording**. Listen with
**Replacement**; record again as often as you like.
2. Adjust: **Keep … to** trims (or right-drag on the replacement waveform), **Trim silence**, **Gain**,
**Normalize**, **Match loudness** (to the original; recommended for voice lines).
3. **Apply to game** (Ctrl+S). The audio is converted to the original's format and written into the game files.
The row turns bold and shows *Modified*.
To change sounds, select them (Ctrl/Shift-click for several) and press **Edit** (or Enter, or right-click >
**Edit**): they go onto the **edit list** and the **Edit** tab opens on the first. **Add to edit list** puts them
there without leaving the list, e.g. to collect all the lines of a character or all the sounds of a weapon
first.
Size rule: voice lines and effects must fit into the original's size (the *Max size* column), because the
game reads exactly that many bytes. Longer audio is encoded at lower quality to fit; if it still does not fit
you are asked to shorten it. Music (`Music_…`) can be any length. A warning appears when your audio is longer
than the original, since the game may cut it off.
## Edit
![Edit tab](img/editor.png)
The **Edit** tab is where sounds are replaced: voice lines, music, ambience, sound effects. Everything fits in
the window: left the **edit list**, middle the sound you are working on, right its effects.
- **Edit list**: filter it, **Remove** sounds you are done with, or **Remove applied**. Columns: a dot = a
replacement is saved, FX = number of effects on, a tick = applied to the game. **Previous** / **Next**
(Alt+Left / Alt+Right) walk the list.
1. **Subtitle** (voice lines only): shown large, with the game's original (and the English line when you edit
another language) under it. You can rewrite it there and **Apply** it (see *Subtitles*).
2. **Listen**: **Original**, **Installed** and **Replacement** each have a play button and a waveform; **A/B**
switches between the original and the replacement at the same position; **Loop**, **Volume**, **Stop**
(Esc).
3. **Replacement**: **Record** (choose the input in the list next to it; press again to stop) or **Load file…**
(Ctrl+O: WAV, FLAC, OGG, OPUS, MP3 or AIFF; M4A/WMA only if ffmpeg is installed), as often as you like.
**Keep … to** trims (or right-drag on the replacement's waveform), **Trim silence**, **Gain**,
**Normalize**, **Match loudness** (to the original; on by default for voice lines). The replacement is saved
at once in your user data folder (`edits`), with its trim, level and effect settings, so you can come back
to it any time; nothing is written to the game until you apply it.
4. **Apply to game** (Ctrl+S). The audio (with its effects) is converted to the original's format and written
into the game files; the list shows a tick and the Sounds tab *Modified*.
Size rule: voice lines and sound effects must fit into the original's size (the *Max size* column), because
the game reads exactly that many bytes. Longer audio is encoded at lower quality to fit; if it still does not
fit you are asked to shorten it. Music (`Music_…`) can be any length. A warning appears when your audio is
longer than the original, since the game may cut it off.
### Effects
Many sounds are not dry in the game (radios, phones, announcements, speakers, Mr. Freeze's suit...); the
replacement gets the effects you turn on, and **Replacement** plays it with them.
- **Start from a preset…** sets several effects at once: Radio, Phone, Tape / phone mic, TV in a room, PA
announcement, Mr. Freeze, Clayface, Riddler broadcast, Giant (Ra's al Ghul), Car radio.
- The **effect chain** lists every effect in the order it runs: tick an effect to turn it on, click its name to
see its settings below. Each effect has preset buttons that set its sliders; then adjust by ear. Moving a
slider turns its effect on; double-click a slider to put it back.
| effect | in the game, for example |
|--------|--------------------------|
| **Pitch** (shift, formant, drift = pitch over time) | Clayface (shift down), Mr. Freeze (drift) |
| **Octave layers** | Ra's al Ghul, Poison Ivy (octaves below the voice) |
| **Robot** (ring modulator, metallic comb) | Mr. Freeze's suit |
| **Glitch** (pieces repeated, at another pitch) | the Riddler's hacked broadcasts |
| **Band-pass EQ** (low/high cut, mid boost) | radio, phone, phone microphone, TV and small speakers |
| **Distortion** (drive, clip, bits, phone codec) | speakers, radios, the car radio |
| **Noise** (level, colour, crackle) | radio static |
| **Echo** | Hugo Strange, the Mayor, Joker and Harley over the city speakers (the *PA announcement* preset: 160 ms) |
| **Reverb** (decay, mix, pre-delay, reflections, damping; reverse swells before phrases) | rooms, TV, halls; reverse: the Riddler, Poison Ivy |
| **Channels** (sounds with 2-5 channels) | stereo width, pan over time, the PA layout: dry sound in the centre, echo in the surrounds |
**Copy** / **Paste** move settings between sounds; **Use these effects for the selected** gives every selected
sound of the edit list the same settings (e.g. all of Mr. Freeze's lines), keeping their replacements.
**Reset** turns everything off.
Some effects are added by the game itself while it plays, not stored in the sound (the radio sound of many
thugs and street conversations, the reverb of rooms and areas): if the original sounds clean here but not in
the game, keep your replacement clean too, or the effect is applied twice. Glitch, echo and reverb make a sound
longer, which counts for the size rule.
## Undo
- **Revert** in the editor puts that sound back exactly.
- **Revert** in the Edit tab puts that sound back exactly (the replacement stays saved for later).
- Right-click rows → **Revert selected**; toolbar **Revert all** puts every original back: all sounds,
subtitles and menu texts you changed, in every language.
- Originals are kept in your user data folder (`%APPDATA%\UnheardCity` on Windows,
@@ -109,9 +153,9 @@ The **Subtitles** tab lists the subtitle of every speech line in the selected la
(Windows-1252: accents are fine, other scripts are not); those stored as Unicode (almost all Russian,
Japanese and Korean ones, most Polish ones) accept any character. The editor says so when a character does
not fit.
- **Go to the sound** opens the speech line in the Sounds tab. In the Sounds tab, the editor of a speech line
shows its subtitle in the **Subtitle** column next to the audio: edit both side by side, **Apply** /
**Revert** the subtitle there, or **Show in list** to jump back to the Subtitles tab.
- **Go to the sound** selects the speech line in the Sounds tab (its subtitle shows in the preview). In the
Edit tab, a voice line's **Subtitle** is shown large above the audio: edit it there, **Apply** / **Revert**
it, or **Show in list** to jump back to the Subtitles tab.
- **Find and replace…** works on the rows the filters show (texts that would not fit are listed and skipped).
- **Revert** / **Revert all texts here** put the original text back (every copy in every game file).
- About 30 subtitles per language have no sound in the game (texts such as the Arkham City Stories, unused
@@ -145,7 +189,7 @@ Game folder, where originals are kept (changeable only while nothing is modified
the playback device. The recording device
is chosen next to the Record button. **Background**: show or hide the Arkham City wallpaper behind the filter
panel; **Background strength**: how visible it is (10 % by default).
The editor panel opens tall enough to show all its controls; drag the divider above it to change that.
Drag the dividers to resize: the preview under the sound list, and the edit list, editor and effects columns of the Edit tab.
## Troubleshooting
| message | what to do |