128 lines
12 KiB
Markdown
128 lines
12 KiB
Markdown
# Report — full-game audio, subtitles and menu text (mission 3), Edit tab and effects (mission 4)
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Briefs: `docs/history/mission3_audio_text_prompt.md`, `docs/history/mission4_dubbing_plan.md` (plan, the effects
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found in the game, the user's decisions). Earlier missions: the WAD/WEM toolkit (mission 1) and the editor Unheard
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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 **15,355 in-memory sounds** stored inside soundbanks (archive `BANK`: footsteps, foley, combat,
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weapons, UI, efforts; 8,092 shared by all languages, ~1,450 localized speech lines per voice language, 6
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shared by several) in 65 loose `.bnk` files and 974 `.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 (93,702 copies). 445 WAD voice recordings (89 lines) also have bank copies (396 prefetch heads, 49
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whole copies; 2,185 copies), which are rewritten with them.
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Names: 13,501 BANK sounds are named after the Wwise event that plays them (`Play_...`, `Speech_...`), the
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other 1,854 after their bank.
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- **Catalog check**: `ackit verify --catalog` compares the catalog with a fresh scan of the game (missing, extra,
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duplicate, size/checksum, category, character, language, bank copies, subtitle copies/texts) and re-derives
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every relation from the game files (lines, names, subtitle links, prefetch heads, copies): **catalog OK** on
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the full game.
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- **Subtitles**: found in `RDialogueEvent` objects inside the packages (9,032 speech lines x 11 languages) and
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in 41 scripted `RSubtitle` objects (radio, encryption cards, Riddler; linked through `RSubtitleLookup`),
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parsed, cataloged (`SUB_<LANG>.csv`) and linked to their voice recordings through the soundbanks: 103,304 of
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103,658 strings in 11 languages (INT 9,373 of 9,404), each on the same line in every language; an event that
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plays two versions of a line links both. Edited in place in every copy (168,688 copies).
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- **One recording per language, from the game data alone** (`docs/formats/banks.md`, *Lines*): every voice
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recording is tied to its line by the game's Wwise Sound objects (same IDs in every language), and each
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WAD recording to its media by its own language's BKPK table (10,816 / 10,816 in each language). Result:
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12,434 lines (WAD + in-memory) with exactly one recording in each of the 5 voice languages, no gap and no
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conflict; recordings stored twice (5 per language) are written together. Independent checks: every WAD
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recording is a source in a bank of its own language (54,055 / 54,055), every prefetch head or whole bank copy
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is the start of its recording (2,185 / 2,185). Each line has one name in every language and carries its identity (`line`):
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speaker labels (3,366 in every language), subtitles and mod packages (another language: the same line)
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follow it. Speaker labels vs the game's dialogue speaker field: 2,766 agree, 19 differ (categories.md).
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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**: 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* / *Edit* / *Subtitles* / *Menu text*.
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*Sounds* only browses (filters, list, a player with Play original / Play installed / Stop, Edit / Add to edit
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list). *Edit* is where every kind of sound is replaced: an edit list (Previous / Next) whose sounds keep their
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replacement audio, trim/level values and effects in the user data folder until applied; the subtitle shown
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large with the original (and English) line; original / installed / replacement waveforms; record or load;
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the effects. No scrolling at 1400 x 900 or 1280 x 800. The subtitle list links back to the sound. Search,
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filters (character, category, file, modified), room counter, apply/revert/revert all, find & replace on the
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filtered rows, mod export/import with texts, changed-outside banner for sounds and texts.
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- **Effects** (mission 4, `ackit/fx.py`, pedalboard + numpy): the effects found in the game's sounds (metadata
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survey of every bank + signal analysis of every INT speech recording + the user listening to sample groups):
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pitch / formant / pitch drift, octave layers, ring modulator and comb, glitch repeats, band-pass EQ,
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distortion and phone codec, noise, echo, reverb (a generated room response) with reverse swells, and the
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channel layout of 2-5 channel sounds (WAVE mask order; the PA lines' dry centre and delayed surrounds).
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Presets per effect and whole presets (Radio, Phone, PA announcement, Mr. Freeze, ...); set by hand in the
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Edit tab, or `ackit replace --fx` on the command line. Effects the game adds while it plays (the McDSP
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FutzBox radio sound of many thug and street lines, room reverbs) are not in the files and must not be added
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again.
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- **Safety**: every changed file (WAD, bank, package, localization file) is rebuilt from a verified original copy
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in the store + the edits applied now; reverting the last edit restores it byte-for-byte; files changed by
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another tool or Steam are detected (whole-file SHA-1) and not overwritten without confirmation (also when
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installing a mod in the editor). The original copy is taken only from a file that matches the catalog
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(another tool's or another originals store's change is a conflict; checked on all 1,446 files with sounds or
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subtitles: no false alarm), and the editor does not switch stores while changes are applied. Writes are
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serialized, so a sound and its subtitle applied at the same time both reach the package. **Revert all**
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(editor and `ackit revert --all`) reverts sounds and texts; `ackit restore-backup` is the last resort for a
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damaged store.
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- **Tests**: 177 automated tests (unit, synthetic game with packages/banks/dialogues/localization, a
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two-language game for the lines (incl. a recording also stored whole in a bank), the shipped catalog's cross-references, real-game read-only (every
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name of every language's catalog resolves to its own sound), offscreen GUI incl. list order, selection,
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loading overlays and the Edit tab (edit list, saved replacements, effects panel, no scrolling), every effect
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measured back on synthetic signals) pass. `ackit verify` PASS (incl.
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300/300 in-memory WEMs rebuilt byte-identically).
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- **Real game** (2026-10-10), all reverting and checking byte-identity themselves:
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`tools/e2e_features.py --lang all` 89/89 PASS in all 11 languages (every copy of an in-memory sound, each
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language's localized line, prefetch heads, a line also stored whole in banks, a multi-copy subtitle, a scripted subtitle, a menu text, sound +
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subtitle in one package, a mod moved to another voice language and matched to the same line at another
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position); `ackit verify --ingame` PASS (music heard, ncc 1.0);
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`--banks` PASS (77 in-memory sounds of the front-end packages replaced in 54 files: the game loads them, 71
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probes found in its memory, no crash); `--texts` PASS (12/12 menu texts and 23/23 subtitles of Startup.upk
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found in the game's memory, no crash); `tools/e2e_editor.py` PASS. 2026-10-27 (Linux, the game's Flatpak
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install): `tools/e2e_features.py --lang INT` 10/10 PASS, incl. a 5-channel line replaced with effects (EQ,
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echo, PA layout), decoded back from the game file (dry centre, surround echo 0.160 s later) and reverted
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byte-identically. Game files original at the end (`ackit status`). The catalog builder refuses to run on a modified game, so the catalog always describes the
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original files.
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- **Package**: `dist/UnheardCity-3.3.0-windows-amd64.zip` (86 MB, catalogs included; built 2026-10-13). With `PATH` reduced to
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the Windows folders the packaged exe passes its smoke test (in the game's language - Italian on the test PC:
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21,015 sounds loaded, encode + inject, 9,377 subtitles and 7,020 menu texts loaded, an in-memory sound decoded from a package) and the GUI starts and
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quits cleanly. The installer is unchanged since mission 2 (install/upgrade/uninstall verified then); the
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uninstaller now also counts text edits before offering to delete the user data (2026-10-13; that count was
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tested, the full uninstall cycle was not run again). Version 3.4.0: the Linux package
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(`dist/UnheardCity-3.4.0-linux-x86_64.tar.gz`, built 2026-10-27, the first Linux build) passes the same smoke
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test (incl. the effects) with `PATH=/usr/bin:/bin`, and the GUI starts.
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## Unresolved / limitations
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- **Checked by a person in game** (2026-10-10), not automatically (nothing of this plays or shows on the title
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screen without input, findings 18): replaced voice lines and edited subtitles are heard and shown; replaced
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footsteps play on every step. That test found the one defect the automatic checks could not: in-memory
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replacements followed by zero padding in their slot played as silence (fixed in 3.2.2, findings 24).
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- **Size limits**: in-memory sounds and speech must fit their original size; subtitles must fit the original
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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**: 24 speech names (24-36 strings per language, INT 31: Riddler trophy texts, Arkham City
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Stories, radio reports and tapes) have no event in any bank; they are listed and editable but not linked.
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- **Subtitle coverage is uneven in the game itself** (INT voice lines with a subtitle): none for efforts/grunts,
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few for combat barks (9 %), cinematics and boss fights (23 %; most cutscene lines are not played through speech
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events and have no dialogue object), 89-97 % for story, predator, character and open-world lines. No other
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subtitle storage was found in the packages (all classes with subtitle data checked).
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- 637 voice lines are played by no event whose name the game stores; they are named after their English
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recording's position (the same name in every language). Mod packages from versions before 3.1 carry no line
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identity: their voice lines are not moved to another language (listed instead of guessed).
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- Speaker labels: 2 names of the curated lists match two recordings each (wemscan name collision), both are
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labelled; 19 labels differ from the game's dialogue speaker field (to be checked by listening).
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- **Unnamed sounds**: 1,854 BANK sounds are reached by no event whose name the game stores and are named
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`<Bank>_<n>`.
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- 25 SFX originals (music seek tables and sample counts, looping ambience) are not reproduced byte-for-byte by
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the WEM rules (`docs/formats/wem.md`); writing is not affected (replaced music plays in game).
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- Two copies of media `1C898731` differ; its checksum is left empty. Channel order of 3-6 channel sounds:
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the WEMs carry WAVE channel masks and ackit keeps that order (mission 4). M4A/AAC/WMA input needs an ffmpeg
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on the system.
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- **Effects are approximations** set by ear; the presets are starting points. The Edit tab does not mark the
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lines the game itself adds an effect to (known from the bank survey, not in the catalog).
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- Another game build is scanned at first start (WADs: seconds; banks, lines and subtitles: a few minutes,
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cached); it gets the same line identities, but no original checksums.
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## Next steps
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1. Optional: lift the subtitle length limit by relocating dialogue objects (checked in game by a person).
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2. Listen to the 19 lines whose speaker label differs from the game's dialogue speaker field
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(`docs/categories.md`) and fix the curated lists if needed; extend them (`data/catalog/source/<lang>/*.txt`)
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and rebuild the catalog.
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