re: the menu's sound events are named on the disc; the binding to them is

not

Q8. The cheapest thing nobody had tried was to look at the SE cue names,
and they are semantic: SE_UI_CURSOR (2), SE_UI_DECIDE (3), SE_UI_CANSEL
(4), SE_UI_IMPOSI (5, the error buzz), SE_UI_SUB_WIN_OPN/CLS, and
SE_UI_SPLASH_IN/OUT. That is exactly the move/confirm/back/error
vocabulary the question asks for, named by the authors after the EVENT
rather than the sound. 322 SE cues committed as reference data.

They all live in one bank: BANK_SE is a single field reading Static.slb,
and the disc-wide check agrees -- 0 of the 322 has an entry in FILES, the
5135-path list that names every voice, briefing and BGM bank.

I am calling the binding a NAME MATCH, not a measurement, and the page
says so in the same breath as it gives the table. It is a stronger name
match than Q4's GamePart ids -- these are the authors' own event names --
but nobody has watched the game emit cue 2 on a d-pad press, and this
container is muted against a dummy device so there is no audio path to
watch either.

One new negative, with its reach. Static.slb's 8 353 472 readable bytes
contain zero RIFF, zero seek and zero WAVE, scanned over the whole
buffer. The boundary marker that works for all 7 620 other banks is
absent, so the cue is named, the bank is named, and the wave inside it is
not locatable. The UI sound effects cannot be exported yet, and that is a
gap in the assets rather than in the naming. The named next step is
Pj_Silph.xgs -- the XACT project SETTINGS points at, which IS in
sound.pak at TOC 9454, though its 533 bytes carry no XGSF magic and its
region's phase says they are probably the previous bank's tail.
This commit is contained in:
Sylpheed RE agent
2026-08-28 18:33:58 +00:00
parent d69272e53f
commit c5fb6682c7
5 changed files with 450 additions and 1 deletions

View File

@@ -139,6 +139,12 @@ neighbourhood, not just the line.
## Audio
* "every sound cue resolves to its own `.slb` bank" → the 322 `SE_*` cues do not;
**0 of 322** are in `FILES`, and `BANK_SE` puts them all in `Static.slb`.
* "`Static.slb` can be split into waves like any other bank" → it holds **0
`RIFF`, 0 `seek`, 0 `WAVE`** across all 8 353 472 readable bytes.
[`menu-audio-cues.md`](menu-audio-cues.md)
* "`BGM_001.slb` is three sub-waves (10 KB + 4.47 MB + 4.67 MB)" → the 10 KB is
the **bank header**; a bank is **two** waves.
* "a music bank's two waves might be intro + loop, two variations, or two halves"