Version 3.2.2: in-memory replacements fill their slots exactly (padded ones played as silence)

This commit is contained in:
2026-10-11 00:10:44 +02:00
parent cac52e7597
commit b6b96307ca
16 changed files with 223 additions and 52 deletions

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@@ -107,9 +107,23 @@
the loose/embedded bank-name overlap, REPORT's test count, wem.md's SFX claim (626 / 651 rebuild, not "all but 4
looping tracks": 14 music seek tables, 5 music sample counts, 6 ambience `smpl` loops) and its extra-chunk count
(722 WEMs, not 37). New test: cross-references between the shipped files.
- NEXT (needs a person): play a mission with a replaced footstep/foley sound and an edited subtitle (REPORT.md).
- OPEN: channel order for >2 channels unverified; speech and in-memory sounds *heard* in-game (need gameplay;
posted keys do not drive the menu).
- 2026-10-10 user gameplay test: replaced voice lines and subtitles WORK in game. Batman footsteps do NOT:
all 568 BANK sounds of the CHR_BatmanFootsteps* banks were replaced with Downloads\boom.mp3 (trimmed per sound,
still APPLIED, with the user's own test subtitle SUB:ITA:Speech_CHURCH_B1_CH2_HQ_INTRO2_08; revert with
`ackit revert --all` when the user says so). In game the boom was heard once, briefly; otherwise the original
steps. Checked: every copy (40 files) holds the new bytes; replacements are loud (-8.8 dB RMS vs -20..-33);
no other media ID has the same original audio; no game data outside CookedPCConsole. The named footstep
events (Play_BM_Footstep_Walk/Run/Land/...) reach only the 46 media of bank CHR_BatmanFootsteps (replaced);
the 522 surface media (CHR_BatmanFootsteps_<Surface>_Media, loose SFX\*.bnk) are reached by no named event
(switch containers not followed by event_objects?). NEXT: find where the game gets the step audio it plays
(switch/random containers and their children, banks loaded at runtime, a memory capture of a step in game).
- 2026-10-10 footsteps solved (findings 24): in-memory replacements were zero-padded in their slot and the game
plays that as silence; ackit now fills each in-memory copy exactly with a LIST/adtl/labl chunk (`wem.fill`,
`Workspace.fits/fill_sizes/prepare`). Verified by the user in game (a beep on every step), e2e_features 89/89.
Version 3.2.2. The footstep test was reverted (game original).
- DONE by the user in game: replaced voice lines, edited subtitles and replaced footsteps (after the fill fix).
- OPEN: channel order for >2 channels unverified; 19 speaker labels to check by listening; the Linux build was
never built or run (no Linux here).
## Environment facts
- Game: Steam AppID 200260 "Batman: Arkham City GOTY", `C:\Program Files (x86)\Steam\steamapps\common\Batman Arkham