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UnheardCity/data/catalog/README.md

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# Sound catalog
| file | content |
|------|---------|
| `<ARCHIVE>.csv` | every sound of one audio archive: `ITA`, `INT`, `FRA`, `DEU`, `ESN` (speech WADs, one per language), `SFX` (music, ambience and effects streamed from the SFX WAD) and `BANK` (in-memory sounds stored inside soundbanks: footsteps, foley, combat, weapons, UI, efforts; `docs/formats/banks.md`) |
| `BANK_locations.csv.gz` | every stored copy of the `BANK` sounds, and the prefetch heads of speech lines (below) |
| `SUB_<LANG>.csv` | subtitles of the speech lines, one file per language (11 languages; `docs/formats/subtitles.md`) |
| `SUB_locations.csv.gz` | every stored copy of each subtitle string (dialogue objects in the packages) |
| `characters.csv` | `name,character,language`: verified speaker per line name (empty `language`: every language; `ITA`: an ITA position name, for lines without a game line name) |
| `index.json` | per archive: fingerprint of the game files the CSV was built from (`ackit/game.py: wad_fingerprint`, `ackit/banks.py: game_fingerprint`) and counts |
| `source/<lang>/*.txt` | **the curated original lists** (one file per character, one wemscan-style file name per line, e.g. `Speech_TAPE_JOKER_1_4.wem`). `Files.txt` = all files, `Stats.txt` = counts, `Checkpoint.txt` = progress marker. Never edited by tools. |
All CSVs are UTF-8 with a header row. They contain only names and metadata (no game audio).
## `<ARCHIVE>.csv` columns
| column | meaning |
|--------|---------|
| `archive` | `ITA`, `INT`, ..., `SFX` or `BANK` |
| `target` | location: `HASH` (WAD entry with one WEM), `HASH:i` (i-th variation, 0-based), `PACK/MEDIA` (music stream pack), `MEDIA` (BANK: Wwise media ID) |
| `name` | display name. Speech: the game's line name (the speech event, e.g. `Speech_TAPE_JOKER_1_04`), the same line in every language; lines no event plays keep `NAME` / `NAME_i` (position). SFX: `NAME`, `NAME_1..n`. BANK: the Wwise event that plays it (`Play_..._i`) or `<Bank>_<n>` |
| `aliases` | other accepted names, `\|`-separated: `NAME#i` = i-th WEM of the entry in this language's WAD (positions differ between languages), the entry name for single entries, `<Bank>/<MEDIA>` for BANK |
| `group` | Speech, Music, Ambience, SFX, Unknown (`docs/categories.md`) |
| `category` | finer category (`docs/categories.md`) |
| `bank` | BANK: the soundbank holding the sound (first by name if several do); empty for WAD sounds |
| `language` | BANK: language of a localized speech line (`INT`, `FRA`, `ITA`, `DEU`, `ESN`); empty = shared by all languages. The editor shows the shared sounds + the selected language's lines; names are unique per language |
| `character` | verified speaker(s) from `characters.csv`, `; `-separated, empty if unknown |
| `characters_inferred` | characters/roles mentioned by the name (and bank) (hint only) |
| `seconds`, `rate`, `channels` | of the original sound |
| `size` | size of the original WEM in bytes = maximum size of a replacement (except music packs: any size) |
| `sha1` | first 16 hex digits of the original WEM's SHA-1 (detects files changed outside the tool; empty when the copies of a BANK sound differ) |
| `notes` | free text (empty; for future curation, e.g. transcripts) |
## `BANK_locations.csv.gz` columns (gzip-compressed CSV)
| column | meaning |
|--------|---------|
| `media` | Wwise media ID (hex) |
| `file` | file under `BmGame/CookedPCConsole`, `/`-separated (`SFX/xxxxxxxx.bnk` or `Name.upk`) |
| `offset` | position of the WEM in the *uncompressed* file (hex; `docs/formats/upk.md`) |
| `size` | bytes reserved for it there |
| `kind` | `m` = copy of a BANK sound, `p` = prefetch head of a speech line |
| `sound` | `p` rows: key of that speech line (e.g. `ITA:2B14E472:3`); each language has its own lines and heads |
A replacement is written into every `m` copy of a BANK sound; replacing a speech line also rewrites its `p`
heads (`docs/formats/banks.md`).
## `SUB_<LANG>.csv` columns
| column | meaning |
|--------|---------|
| `speech` | the speech event of the line (e.g. `Speech_CHURCH_B1_Ch2_POST_Explosion_BM_Cash_04`) |
| `line` | 0-based line of a multi-line subtitle |
| `text` | original subtitle text |
| `room` | maximum length of a replacement in characters (it is written in place) |
| `enc` | `a` = cp1252 string, `w` = UTF-16 string |
| `sound` | key of the linked speech sound: this language's WAD line or in-memory `BANK:` line (the INT ones for languages without voices); empty when no event reaches a sound |
`SUB_locations.csv.gz`: `lang, speech, line, file, pos` (hex, uncompressed offset of the FString), `size`, `enc`.
Menu text has no catalog: the localization files are read directly (`docs/formats/text.md`).
The editor uses these files directly when the installed game matches `index.json`; for another game build it
scans the game itself and applies the same rules (no checksums then; the bank scan takes a few minutes).
`ackit verify --catalog` cross-checks the catalog in use against the game files (`--quick` samples packages).
## Rebuilding / adding a language
1. Make sure the game files are original (`ackit status`; `ackit revert --all`).
2. Optional: add listening-based lists for another language in `source/<lang>/<Character>.txt` (same format;
names are the same in every language, so the Italian lists already label all languages).
3. Run `python tools/build_catalog.py` - it scans every archive and all soundbanks of the installed game (all
languages present; ~5 minutes) and rewrites the CSVs, the location index, `characters.csv` and `index.json`.
4. Run `ackit verify --catalog` (no issues expected).
New character labels need a display name in `ackit/classify.py: USER_LABELS` (otherwise the file name is used).