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