One language setting; localized in-memory speech per language
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REPORT.md
12
REPORT.md
@@ -6,7 +6,7 @@ editor Unheard City (mission 2).
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## What works (verified)
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- **Every sound of the game is cataloged and editable**: the speech WADs (5 languages x 10,816), the SFX WAD (651)
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and, new, the **15,404 in-memory sounds** stored inside soundbanks (archive `BANK`: footsteps, foley, combat,
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weapons, UI, efforts) in loose `.bnk` files and in 1,499 `.upk` packages. ackit reads and patches the
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weapons, UI, efforts; 8,098 shared by all languages + ~1,460 localized speech lines per voice language) in loose `.bnk` files and in 1,499 `.upk` packages. ackit reads and patches the
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LZO-compressed UE3 packages itself (`ackit/upk.py`, `lzo.py`; no external tools). A replacement goes into every
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copy (93,910 copies); 396 speech lines with prefetch heads in banks get their heads rewritten too.
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Names: 6,456 BANK sounds are named after their Wwise event (`Play_...`), the rest after their bank.
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@@ -15,10 +15,12 @@ editor Unheard City (mission 2).
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on the full game. It found and fixed 2 duplicate names per language (variation shown as `NAME#i`).
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- **Subtitles**: found in `RDialogueEvent` objects inside the packages (9,016 speech lines x 11 languages,
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168,122 stored copies), parsed, cataloged (`SUB_<LANG>.csv`) and linked to their speech sound through the
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soundbanks (92 % of the strings; the rest are unused/placeholder lines). Edited in place in every copy.
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soundbanks (~99 % of the strings, e.g. INT 9,265 / 9,379; the rest are unused/placeholder lines). Edited in
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place in every copy.
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- **Menu text**: the localization files (`BmGame\Localization\<LANG>\*.int`, ~7,000 strings per language),
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edited value by value; everything else in the files stays byte-identical.
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- **Editor**: tabs *Sounds* / *Subtitles* / *Menu text*. The sound editor shows and edits the selected speech
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- **Editor**: one *Language* setting (default: the game's language) for voices, subtitles and menu text
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(languages without voices use the INT ones, like the game); tabs *Sounds* / *Subtitles* / *Menu text*. The sound editor shows and edits the selected speech
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line's subtitle side by side; the subtitle list links back to the sound. Search, filters (character,
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category, file, modified), room counter, apply/revert/revert all, find & replace on the filtered rows, mod
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export/import with texts, changed-outside banner for sounds and texts.
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@@ -46,8 +48,8 @@ editor Unheard City (mission 2).
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text's length ("room"); cp1252 subtitles accept cp1252 characters only. Lifting these limits means moving
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objects inside the packages (new export offsets/sizes, added chunks): designed but not done, because it could
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not be verified automatically in the game (decisions 4c).
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- **Unlinked subtitles**: ~8 % of the subtitle strings have no event path to a streamed sound (unused or
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placeholder lines); they are listed and editable but not linked.
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- **Unlinked subtitles**: ~1 % of the subtitle strings have no event path to a sound (unused or placeholder
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lines); they are listed and editable but not linked.
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- **Unnamed sounds**: ~9,000 BANK sounds have no event name and are named `<Bank>_<n>`.
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- Two copies of media `1C898731` differ; its checksum is left empty. Channel order for 4-6 channel sounds is
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unverified. M4A/AAC/WMA input needs an ffmpeg on the system.
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