monorepo: one repository for the decoders, the port and the corpus
Merges the Godot port into the reverse-engineering repository, preserving both
histories -- 1019 commits of corpus plus the port's 31, brought in by subtree
merge and then moved into place so git can follow each file across the rename.
The reason is not tidiness. The two-repo split forced the exporter to depend on
the decoders by pinned revision, and that created a whole class of failure that
now disappears: a sha reachable only from a topic branch, orphaned by a
squash-merge, breaking a fresh checkout silently at build time. It also forced a
live read-only mount of one agent's working tree into another's container, which
is why a contract file could move mid-iteration. With a path dependency, a
decoder change and the exporter change it requires land in the same commit or
not at all.
Canary stays separate: it is a fork tracking upstream.
New structure for the long term:
docs/game/ how the game is NAVIGATED -- menus, modals, prompts, alerts,
and in-game flight. Written so nobody rediscovers it. Mostly
open questions on purpose; the in-game tutorials are the
resource for the flight half.
docs/port/MODDING.md
modding as a constraint on the exporter TODAY, not a later
feature: one logical asset in one file (the disc splits nearly
everything, and resolving that is the exporter's job), names a
person recognises, PNG/OGG/OGV/JSON only, base-and-overrides so
re-exporting is always safe, provenance in every file.
data/base + data/mods
generated tree and drop-in overrides, both gitignored
exchange/ transient inter-agent files, deliberately outside history
docs/agents/ the team protocol
Both the README and the navigation doc lead with the correction that cost the
most: the oracle is the real game under Xenia Canary. Reborn's renderer is a
hypothesis under test, it has been wrong, and treating it as ground truth
propagated into three documents and both agents before a human caught it.
Scripted modding stays possible without being built: no screen name is hardcoded
in GDScript and there is no native code in port/, which is what Godot Mod Loader
needs to be able to substitute behaviour later.
This commit is contained in:
110
docs/port/AUDIO-VERIFICATION.md
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110
docs/port/AUDIO-VERIFICATION.md
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# Verifying audio without an audio device
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Neither container has a sound card, so "does it actually play?" cannot be
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answered by listening. It can be answered by measurement, and the two things
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usually meant by that question need different measurements.
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**Separate them before reaching for a tool:**
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| question | needs Godot? | needs a device? |
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|---|---|---|
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| Is the transcoded file faithful to the source? | no | no |
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| Does Godot actually route it to an output? | yes | no |
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| What does the *game* play on a menu move? | no (Canary) | a virtual one |
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## 1. Transcode fidelity — file against file
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This is the question P4 actually raised, and it needs neither an engine nor a
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device. Decode both, subtract, and measure what is left.
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```bash
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# Source, for a reference level
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ffmpeg -hide_banner -t 25 -i ADV.wmv \
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-af "aformat=channel_layouts=stereo,astats=measure_perchannel=none" -f null - 2>&1 \
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| grep "RMS level"
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# The difference signal: source minus transcode
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ffmpeg -hide_banner -t 25 -i ADV.wmv -t 25 -i ADV.ogv -filter_complex \
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"[0:a]aformat=channel_layouts=stereo[a];\
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[1:a]aformat=channel_layouts=stereo,volume=-1[b];\
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[a][b]amix=inputs=2:normalize=0,astats=measure_perchannel=none" -f null - 2>&1 \
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| grep "RMS level"
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```
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A faithful transcode puts the difference **40 dB or more below** the source.
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### Three ways this measurement lies
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Run it wrong and it reports a disaster that is not there. All three of these
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were hit on the first attempt:
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* **Alignment.** A one-sample offset makes the difference nearly as loud as the
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source. Cross-correlate and compensate *before* subtracting, or the number is
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meaningless. A first run gave source −25.3 dB against difference −34.2 dB —
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only 9 dB down, which looks catastrophic and proves nothing.
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* **Channel layout.** The source and the transcode do not have the same channel
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count. You are not comparing like with like unless both sides are downmixed
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the same way, and `astats` will give you a confident number regardless. See
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[`movie-audio-channels`][mac] for which profile a given movie is in — that is
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a disc fact and lives in the RE corpus, not here.
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* **A file still being written.** `ffprobe` reported the `.ogv` as 33 s against
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the source's 137 s — apparent catastrophic truncation, actually a transcode in
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progress. Check `mtime` and packet count before believing a duration, and
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write to a temp name and rename on completion so a reader cannot see a partial
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file at all.
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⚠️ **The downmix is an unrecorded decision, and it is not ours to make quietly.**
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Nothing in the manifest says a fold happened or on what weighting; it is whatever
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ffmpeg defaulted to, and that default can change between versions. Centre-channel
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dialogue folds into L/R, so this changes how speech sits against music — an
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aesthetic judgement, not a container detail. Pin it explicitly and record it,
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exactly as MISSION §6 requires of the transcode command itself.
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[mac]: https://git.mc02.dev/fabi/Syplheed-Reborn/src/branch/main/docs/re/structures/movie-audio-channels.md
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## 2. Engine routing — Godot writes a WAV instead of a device
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Godot does not need a sound card to produce audio you can inspect. Put an
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`AudioEffectRecord` on the **Master** bus and it captures the mixed output from
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inside a headless run:
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```gdscript
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var bus := AudioServer.get_bus_index("Master")
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var rec := AudioEffectRecord.new()
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AudioServer.add_bus_effect(bus, rec)
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rec.set_recording_active(true)
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# ... play the scene ...
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rec.set_recording_active(false)
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rec.get_recording().save_to_wav("user://master.wav")
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```
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Then feed that WAV through §1 against the source. That closes the loop: it
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proves the asset is right **and** that the engine reached it, which no amount of
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file comparison can show on its own.
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Confirm the dummy driver is what is actually in use rather than assuming it —
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`AudioServer.get_driver_name()` — and say so in the write-up, because "recorded
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under a dummy driver" is a weaker claim than "heard", and the difference matters.
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## 3. A virtual device, when something insists on a real one
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For anything that opens a device rather than a bus — the emulator, most
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obviously — a PulseAudio **null sink** is a real device that records to a file:
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```bash
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pactl load-module module-null-sink sink_name=cap sink_properties=device.description=cap
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PULSE_SINK=cap <the application>
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parec -d cap.monitor --file-format=wav /tmp/captured.wav
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```
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This is the route to capturing what the *game* plays — the menu move and confirm
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cues behind HANDOFF Q8 — rather than what we think it should play. It needs
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`pulseaudio-utils` in the image, so it is a rebuild, not something to reach for
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mid-iteration.
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## What none of this establishes
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That it *sounds right*. Every method here shows correspondence to a source, not
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that the source is the audio the game plays at that moment, and not that levels
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are sane in a mix. A ten-second human listen still answers something no
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measurement above does — so when a result rests on one of these, say which one.
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