Version 3.2.3: editor layout with aligned controls and full-width button bars; docs on recordings shared between languages
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@@ -91,6 +91,12 @@ and the game ties the recordings together itself:
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identical, e.g. `Speech_STEEL_A1_CH2_Thug_behinddoormuffled` and `DIA_SteelA1Muffled`): the second place
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is a copy of the line (same `line`, keeps its position name) and is written and reverted with it, because
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the game plays whichever place the loaded package's table names.
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- Not every line has its own recording in every language; the game shares some itself: in each voice WAD
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616-651 lines are byte-identical to the INT recording (ITA 651: efforts and emotes 509, cinematics 117,
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boss fights 10, story 8, radio/TV 4, character lines 2), 167 in-memory voice lines are stored once for every
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language (efforts, radio chatter, crowds) and 6 DLC intro lines are one recording shared by INT/FRA/ITA(/ESN).
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So some lines play the English recording in every language: that is the game's own data, which the catalog
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shows as it is.
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- Independent checks (no BKPK involved): every WAD recording is named as a source by a Sound object of a bank
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of its own language (54,055 of 54,055); every stored head or whole copy equals the start of the recording
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its line gives it (2,185 of 2,185); a line's recordings have similar lengths across languages (11,761 of 12,434
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