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.
4.8 KiB
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 |
81–83 | SE_UI_MISSION_START / _UPDATE / _END |
Full 322-cue list in data/se-ui-cues.txt. The remaining
blocks are gameplay: SE_HUD_* (21–83), SE_BR_* briefing (50–72), 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_001…BGM_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.