One language setting; localized in-memory speech per language

This commit is contained in:
2026-10-09 23:09:07 +02:00
parent 98ec2fe9c4
commit f29af40b37
40 changed files with 77414 additions and 77240 deletions

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@@ -40,6 +40,11 @@
--banks` PASS, `--ingame --texts` PASS (12/12 menu markers in memory), tools/e2e_editor.py PASS; game
original after. Version 3.0.0; dist/UnheardCity-3.0.0-windows-amd64.zip (86 MB) smoke + GUI start PASS
with PATH = C:\Windows. 121 tests. REPORT.md rewritten (unresolved items).
- 2026-10-09 (after user test): in-memory speech is localized (one AkBank export = language list + one bank
per language; ~1,460 lines per voice language): BANK.csv has a `language` column, the catalog shows shared
sounds + the loaded language, names unique per language, subtitles of in-memory lines link to them (links
92 % -> 99 %). Editor: one Language setting at the top (always starts at the game's language; languages
without voices use INT voices), text tabs follow it.
- 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).