Version 3.2.1: whole bank copies of voice lines, unique names, docs figures checked by tools/check_docs.py
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@@ -4,8 +4,9 @@ Implemented in `ackit/classify.py`; used both when building the shipped catalog
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and when a game build is not in the catalog (runtime scan), so every language/build gets the same scheme.
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## Groups and categories
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Every sound has a **group** and a finer **category**, derived from its Wwise name (from the community hash
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list; unnamed IDs show as hex). First matching rule wins:
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Every sound has a **group** and a finer **category**, derived from its name (taken from the game files: the
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soundbank names in `CookedBanks.txt` and the Wwise event names; the 3 SFX entries no name reaches show as hex).
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First matching rule wins:
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| name starts with | group | category |
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|------------------|-------|----------|
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@@ -78,9 +79,10 @@ alternates speakers between `NAME_1`, `NAME_2`, ...):
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identified). A line in two lists gets both ("A; B").
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- **characters_inferred** - characters and roles *mentioned by the name* (token rules in `classify._TOKENS`,
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e.g. `BM`/`BATMAN` -> Batman, `PENG` -> Penguin, `TF` -> Two-Face, `THUG*`/`GENTHUG*` -> Thug, `TYGER` ->
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TYGER guard; interview tapes add Hugo Strange). A hint for the ~7,500 lines without a verified speaker,
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TYGER guard; interview tapes add Hugo Strange). A hint for the ~7,400 lines without a verified speaker,
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never shown as the speaker. In the editor the character filter matches verified speakers, and optionally
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inferred ones.
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Coverage (every voice language, the same lines): 3,366 with a verified speaker, 6,263 more with inferred
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characters, 1,186 with neither (mostly predator chatter and efforts of unnamed thugs).
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Coverage of the 10,811 WAD voice lines (every voice language, the same lines): 3,366 with a verified speaker,
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6,258 more with inferred characters, 1,187 with neither (combat barks 407, story missions 267, open-world
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chatter 228, radio & TV 122, ...).
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