# Report — full-game audio, subtitles and menu text (mission 3) Brief: `docs/history/mission3_audio_text_prompt.md`. Earlier missions: the WAD/WEM toolkit (mission 1) and the editor Unheard City (mission 2). ## What works (verified) - **Every sound of the game is cataloged and editable**: the speech WADs (5 languages x 10,816), the SFX WAD (651) and, new, the **15,404 in-memory sounds** stored inside soundbanks (archive `BANK`: footsteps, foley, combat, 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 LZO-compressed UE3 packages itself (`ackit/upk.py`, `lzo.py`; no external tools). A replacement goes into every copy (93,910 copies); 396 speech lines with prefetch heads in banks get their heads rewritten too. Names: 6,456 BANK sounds are named after their Wwise event (`Play_...`), the rest after their bank. - **Catalog check**: `ackit verify --catalog` compares the catalog with a fresh scan of the game (missing, extra, duplicate, size/checksum, category, character, language, bank copies, subtitle copies/texts): **catalog OK** on the full game. It found and fixed 2 duplicate names per language (variation shown as `NAME#i`). - **Subtitles**: found in `RDialogueEvent` objects inside the packages (9,016 speech lines x 11 languages, 168,122 stored copies), parsed, cataloged (`SUB_.csv`) and linked to their speech sound through the soundbanks (~99 % of the strings, e.g. INT 9,265 / 9,379; the rest are unused/placeholder lines). Edited in place in every copy. - **Menu text**: the localization files (`BmGame\Localization\\*.int`, ~7,000 strings per language), edited value by value; everything else in the files stays byte-identical. - **Editor**: one *Language* setting (default: the game's language) for voices, subtitles and menu text (languages without voices use the INT ones, like the game); tabs *Sounds* / *Subtitles* / *Menu text*. The sound editor shows and edits the selected speech line's subtitle side by side; the subtitle list links back to the sound. Search, filters (character, category, file, modified), room counter, apply/revert/revert all, find & replace on the filtered rows, mod export/import with texts, changed-outside banner for sounds and texts. - **Safety**: every changed file (WAD, bank, package, localization file) is rebuilt from a verified original copy in the store + the edits applied now; reverting the last edit restores it byte-for-byte; files changed by another tool or Steam are detected (whole-file SHA-1) and not overwritten without confirmation. - **Tests**: 121 automated tests (unit, synthetic game with packages/banks/dialogues/localization, real-game read-only, offscreen GUI) pass. `ackit verify` PASS (incl. 300/300 in-memory WEMs rebuilt byte-identically). - **Real game** (2026-10-09), all reverting and checking byte-identity themselves: `ackit verify --ingame` PASS (music heard, ncc 1.0); `--banks` PASS (77 in-memory sounds of the front-end packages replaced in 54 files: the game loads them, no crash); `--texts` PASS (12 menu texts found in the game's memory, 12 subtitles patched in packages, no crash); `tools/e2e_editor.py` PASS. Game files original at the end (`ackit status`). - **Package**: `dist/UnheardCity-3.0.0-windows-amd64.zip` (86 MB, catalogs included). With `PATH` reduced to the Windows folders the packaged exe passes its smoke test (26,871 sounds loaded, encode + inject, 9,352 subtitles and 7,020 menu texts loaded, an in-memory sound decoded from a package) and the GUI starts and quits cleanly. The installer is unchanged since mission 2 (install/upgrade/uninstall verified then). ## Unresolved / limitations - **Heard in game, not proven automatically**: in-memory sounds and subtitles. The game loads the patched packages (probe data and texts found in its memory, no crash), but nothing of this plays/shows on the title screen without input, and keys posted to the game window do not reach the menu (findings 18). Speech lines were already in this situation; the decoder path is the same one proven for music. - **Size limits**: in-memory sounds and speech must fit their original size; subtitles must fit the original text's length ("room"); cp1252 subtitles accept cp1252 characters only. Lifting these limits means moving objects inside the packages (new export offsets/sizes, added chunks): designed but not done, because it could not be verified automatically in the game (decisions 4c). - **Unlinked subtitles**: ~1 % of the subtitle strings have no event path to a sound (unused or placeholder lines); they are listed and editable but not linked. - **Unnamed sounds**: ~9,000 BANK sounds have no event name and are named `_`. - Two copies of media `1C898731` differ; its checksum is left empty. Channel order for 4-6 channel sounds is unverified. M4A/AAC/WMA input needs an ffmpeg on the system. - Another game build is scanned at first start (WADs: seconds; banks and subtitles: a few minutes, cached). ## Next steps 1. Gameplay check (a person): a replaced footstep/foley sound and an edited subtitle in a mission. 2. Optional: lift the subtitle length limit by relocating dialogue objects (needs that gameplay check). 3. Extend the curated speaker lists (`data/catalog/source//*.txt`) and rebuild the catalog.