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Sylpheed/docs/re/menu-audio-cues.md
Sylpheed RE agent c5fb6682c7 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.
2026-08-28 18:33:58 +00:00

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Menu audio — the event vocabulary is on the disc; the binding is not

Status: CONFIRMED and decoded for the cue vocabulary and the bank that holds it. 🟡 the cue↔event binding is a name match, not a measurement. two negatives with their reach: no cue names a screen's music, and the audio for an individual SE cue cannot yet be extracted.

Answers most of MISSION Q8.

The UI cue vocabulary — decoded

dat/tables.pak's sound table has a SOUNDS record of 5 798 cues. 322 are SE_* and the low block is the user-interface vocabulary, named by the game's authors after the events, not after the sounds:

id cue id cue
1 SE_UI_START 9 SE_UI_SUB_WIN_CLS
2 SE_UI_CURSOR 10 SE_UI_ALART_WIN
3 SE_UI_DECIDE 11 SE_UI_PAUSE
4 SE_UI_CANSEL (sic) 12 SE_UI_SPLASH_IN
5 SE_UI_IMPOSI 13 SE_UI_SPLASH_OUT
6 SE_UI_WAIT 14 SE_UI_LOAD_CMP
7 SE_UI_NEXT 17/18 SE_UI_WEAPON_PLAN / _CREATE
8 SE_UI_SUB_WIN_OPN 8183 SE_UI_MISSION_START / _UPDATE / _END

Full 322-cue list in data/se-ui-cues.txt. The remaining blocks are gameplay: SE_HUD_* (2183), SE_BR_* briefing (5072), SE_SW_* / SE_MW_* weapons, SE_DS_* engine, SE_EXP_* explosions, SE_SHIELD_*.

They all live in one bank — decoded

The sound table's BANK_SE record is a single field: Static.slb. And the disc-wide check agrees — 0 of the 322 SE_* cues has an entry in FILES, the 5 135-path list where every voice, briefing and BGM bank is named. SE is the one family that is not one-cue-one-file.

SETTINGS names the XACT project too: PATH = game:\dat\sound.pak+, PARAM = Pj_Silph.xgs.

🟡 The binding: a name match, and I am calling it that

MISSION asks which cue fires on move / confirm / back / error. Read off the names:

event cue
cursor moves SE_UI_CURSOR (2)
Ⓐ confirm SE_UI_DECIDE (3)
Ⓑ back SE_UI_CANSEL (4)
invalid / error SE_UI_IMPOSI (5)
submenu opens / closes SE_UI_SUB_WIN_OPN / _CLS (8/9)
the splash SE_UI_SPLASH_IN / _OUT (12/13)

Nobody has watched the game emit cue 2 on a d-pad press. This is inference from identifiers, and it belongs in the same box as Q4's GamePart ids — with one honest difference worth stating: these are the authors' own event names, chosen to describe when the sound plays, not asset labels I am interpreting. It is a strong name match. It is still a name match, and the port is authoring it.

Measuring it needs the guest's cue-play call observed with its argument — the same instrumentation Q4's residual wants, and not something this container can do today (it runs --mute=true against an SDL dummy device, so there is no audio path to watch either).

Which BGM per screen — undecodable, reach already recorded

All 32 BGM cues are named BGM_001BGM_109. Nothing in SOUNDS, FILES or the bank headers names a screen — see structures/bgm-two-stems.md. Unchanged by this iteration.

And a new negative: an individual SE's audio is not extractable yet

Static.slb is 8 353 472 readable bytes (declared 8 970 240 — exactly the 616 768 over-declaration the corpus already records), and it contains 0 RIFF, 0 seek, 0 WAVE — scanned over the whole buffer, so this is not an offset problem. Every other bank on the disc is delimited by seek magic at data_at + declared_size (7 620/7 620 in slb-data-offset.md); Static.slb is outside that population. So the route that extracts every voice line and every BGM does not give you SE_UI_CURSOR's audio: the cue is named, the bank is named, and the wave inside the bank is not locatable by any boundary marker.

The named next step is Pj_Silph.xgs — the XACT project file SETTINGS points at, which in XACT is exactly where cue→wave-index lives. It is in sound.pak: name_hash("Pj_Silph.xgs") resolves to TOC index 9454. ⚠️ Its entry is 533 bytes at a 2048-aligned offset and carries no XGSF magic — and its region has phase 1728, so those 533 bytes are very likely the previous bank's tail rather than its own (the leading-region effect, [slb-data-offset.md] (structures/slb-data-offset.md)). Locating its real bytes is the first job, not parsing XACT.

For the port

  • the cue names and ids are disc facts — use them as the event vocabulary;
  • which event fires which cue is authored from the table above;
  • which BGM plays on which screen is authored — nothing on the disc says;
  • and the UI sound effects cannot be exported yet. That is a gap in the assets, not in the naming.