7465e49c8eebe22239d282675050e09cb3d26de1
4 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
7465e49c8e |
port: withdraw my own "two stems" reading of a voice region, and stop summing silence
The Decoder asked me to decode a voice region's leading chunk -- it has no XMA1
decoder in its container -- and the decoder run refuted a claim of mine that it
had already adopted into `docs/re/structures/voice-region-leading-chunk.md`.
I wrote that a region's two equal-length chunks are HANDOFF Q10's decoded
two-stem shape. Equal duration was a SHAPE match and I carried the music census
across on the strength of it. The content does not support it:
S00A chunk 2 is DIGITAL SILENCE -- 4497300 samples, peak -inf.
ADV chunk 2 is 0.60x chunk 1, best-fit scalar, residual 26.8 dB below the
target: about 95% of its energy is a -4.4 dB copy of the first chunk.
That cost real level. Summing chunk 1 with silence at 1/n put S00A's dialogue
6.02 dB down for nothing -- the exported file peaked at -16.2 dBFS against a
source chunk peaking at -4.2. `export_voice` now drops a digitally silent chunk
before the sum, which is arithmetic and not a judgement about content.
WHAT ADV'S NEAR-DUPLICATE SECOND CHUNK IS REMAINS OPEN AND IT IS STILL SUMMED.
Whether the game plays both is a decoding question, 26.8 dB of residual is not
nothing, and dropping a chunk because it correlates with another would be
answering it.
The leading chunk, answered as far as a measurement goes: ADV region + 1392, 394
packets, 84.553 s, stereo 48 kHz, peak -2.48 dBFS, 6 silent gaps over 0.4 s
totalling 45.3 s -- 54% silence, the same duty cycle as the full-length chunks.
Speech-structured, so not a header and not padding. "Cutscene or mission" is an
identification and this agent has no ears and no oracle; envelope correlation
peaks at 0.768 at the last lag in the search range, which is where a statistic
lands when it has found nothing, and it is not an answer.
Not taken yet, and said so in BLOCKED: the discriminator should be
`bank_header_len`, not a duration tie. This exporter never used `riffs.len()`, so
it already handles both of the Decoder's cases, but a tie is an observation and
`bank_header_len` is decoded. It switches when `c1f3608` reaches `main`;
`sylpheed-formats` is a path dependency and merging another agent's topic branch
is not the port's to do.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
|
||
|
|
3aa74ea029 |
port: the intro had no dialogue because the voice is a separate asset, and I concatenated it wrongly first
A human play-test heard music under the boot intro and no voices. The obvious reading -- the 5.1 fold dropped the centre channel -- is wrong. `ADV.wmv` carries music and effects only; a cutscene's voice is a separate continuous XMA stream in `sound.pak`, bound to the movie by the manifest in `tables.pak`. Nothing was dropped. The exporter had never been asked for it, so every fidelity measurement in AUDIO-VERIFICATION.md would have come back clean. `audio::export_voice` resolves it with `media::resolve_movie_voice_region` and never by filename: `RT01A`'s voice lives inside `VOICE_ADV.slb`, so a name match is correct on exactly the two movies this port would have spot-checked. Decoded, not authored -- so it runs outside the `authored/audio.json` block. THE FIRST VERSION CONCATENATED THE REGION'S CHUNKS AND WAS WRONG. It produced 359 s of dialogue for a 137 s movie. Decoding and timing each chunk shows two of them equal to six decimals and each spanning the whole movie -- HANDOFF Q10's decoded two-stem shape on a second asset kind -- so they are summed at 1/n. The error was visible only because the first version recorded the decoded length against the movie's instead of clamping to it; the clamp `media`'s own doc comment invites, and which `sylpheed-viewer` applies, would have produced a file of exactly the right duration containing the wrong audio. The dropped leading chunk matches no duration in its region and is NOT closed here. It is the same signature as `BGM_103`'s third sub-wave, already open in BLOCKED.md, now corroborated on an independent asset kind. Raised with the Decoder; the manifest names every chunk dropped and its length. Also in this commit, and separable: * `--skip-at=SECONDS` -- `--script` structurally cannot press during a movie, because `_script_settled` waits while `_player != null`. That is why "does (A) skip the intro" had been read out of the source rather than measured. * MISSION section 6 pins a 5.1->stereo matrix and this exporter has shipped a different one since P4 -- the same weighting, 7.65 dB quieter -- and said so nowhere. Re-measured with the right instrument (float decode, whole file, count the samples that would clamp, not a peak reading): the pinned matrix puts ADV at +4.26 dBFS on 4406 samples, while S00A never clips. So the pin overloads one movie and the constant is over-broad for the other. NOT changed -- the level of a mix is what section 6 reserves to a human. The export now carries a warning with the numbers. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF |
||
|
|
d6252481e1 |
port: P6 -- the menu has sound, and the BGM I "chose" was decoded all along
The three Static.slb cues and the menu bed now export to Ogg Vorbis and play.
`sylpheed_formats::media` does the assembly; nothing in port/ has heard of XMA.
Three things this milestone got wrong before it got right, all recorded in
docs/port/DECISIONS.md because the corrections are the useful part:
1. The cue offsets were a Rust `const` in the exporter. They are MEASURED, not
decoded -- a measured value compiled into the exporter is a measurement
wearing the costume of a decoded field, and nobody deletes it because nobody
can see it. They are authored/audio.json now.
2. I picked BGM_001 and wrote a careful `why` calling the choice arbitrary. The
menu's music is BGM_103, and it is in HANDOFF at
|
||
|
|
9fbb352ef0 |
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.
|