100 lines
8.8 KiB
Markdown
100 lines
8.8 KiB
Markdown
# Report — full-game audio, subtitles and menu text (mission 3)
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Brief: `docs/history/mission3_audio_text_prompt.md`. Earlier missions: the WAD/WEM toolkit (mission 1) and the
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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 **15,355 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 975 `.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 (93,826 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* / *Subtitles* / *Menu text*. The sound
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editor shows Listen / Replace / Subtitle side by side (resizable columns, no scrolling at usual window sizes);
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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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- **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.
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- **Tests**: 133 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 and
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loading overlays) 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, 68
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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. Game files original at the end
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(`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-3.2.1-windows-amd64.zip` (86 MB, catalogs included). 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).
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## Unresolved / limitations
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- **Heard in game, not proven automatically**: in-memory sounds and subtitles. The game loads the patched
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packages (probe data and texts found in its memory, no crash), but nothing of this plays/shows on the title
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screen without input, and keys posted to the game window do not reach the menu (findings 18). Speech lines
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were already in this situation; the decoder path is the same one proven for music.
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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 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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- 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. Gameplay check (a person): a replaced footstep/foley sound and an edited subtitle in a mission.
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2. Optional: lift the subtitle length limit by relocating dialogue objects (needs that gameplay check).
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3. 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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