extracted", and the tool was in the build all along Two iterations ago I closed Q8 by declaring the SE audio undecodable: Static.slb has no wave boundaries, there is no XACT container anywhere, and I said the index "exists only at runtime" as though that put it out of reach. The disc half of that stands. The conclusion did not. This build of Canary carries a cvar called xma_param_probe, added by this project, whose own comment says it logs each XMA stream's parameters and head bytes so raw sound.pak entries can be matched to real decode params. It has been sitting in the startup CONFIG DUMP of every log I have read this session. Run with it, driving the main menu: a d-pad move spawns a new mono 48 kHz stream of 4 packets / 8192 bytes, and B spawns a different one of 2 packets / 4096 bytes. Searching their logged head bytes in Static.slb finds each at exactly one offset -- 0x1ec0 and 0x0ec0 -- and the two are contiguous, 0x0ec0 + 4096 = 0x1ec0. So the bank is a packed run of whole 2048-byte packets with no delimiters, which is precisely why the seek scan found nothing: there is nothing to find. A wave is (offset, packet count) and nothing else. That splits Q8's binding cleanly. Event -> WAVE is now measured: the port can have the audio. Event -> cue NAME is still a name match on the authors' identifiers, and the page says so. The same run settled something for Q10 too. Sitting on the main menu, TWO stereo 48 kHz streams were decoding simultaneously. bgm-two-stems.md said that observation was what it needed and that this container could not make it; it can, and a music bank's two waves are now measured as simultaneous rather than only inferred. METHOD gets the general lesson, because it cost two iterations: check what instrumentation the local build already has before declaring a question blocked on tooling.
6.6 KiB
A music bank is two stems of one performance, played together
Status: ✅ CONFIRMED for the structure — decoded, with a disc-wide check
over all 32 BGM banks. 🟡 for the role of the second wave — measured by
signal analysis, and the two readings that survive are named below. ❔ which bank
is the menu's music is undecodable from the disc, with the reach stated.
Answers MISSION Q10. It also withdraws the premise: the
handoff said BGM_001.slb is three sub-waves of 10 KB / 4.47 MB / 4.67 MB. The
10 KB is the bank header, not a wave.
The structure — decoded
BGM_001.slb (9 178 040 B)
0 BANK id=1001 data_size=9175992 hdr = 5 blocks (10240 B) 16bit/2ch
10240 RIFF data@14336 size=4466688 (2181 packets) 25697 B/s → 173.82 s
4481024 seek 2181 packets
4491264 RIFF data@4495360 size=4673536 (2282 packets) 26887 B/s → 173.82 s
9168896 seek 2282 packets
A bank is a 10 240-byte header and then exactly two waves, and the two always
have the same duration — different byte sizes and different bitrates, same
number of seconds. Duration is data_size / PsuedoBytesPerSec (the u32 at
RIFF+0x20; RIFF+0x24 is the sample rate, 48 000 Hz except BGM_020–023
at 44 100).
Disc-wide
tools/re-capture/bgm_wave_census.py, full output in
../data/bgm-wave-census.txt:
28 of the 32 BGM entries read straight off their own pak entry as two waves of equal duration — equal to 0.01 s, over lengths from 37 s to 277 s.
The other four — BGM_106…BGM_109 — are not counterexamples, they are the
known leading-region straddle (slb-data-offset.md): those
entry windows start mid-bank, so an entry contains the tail of the previous bank,
one whole wave of its own, and the BANK header of the next one.
slb_segment_phase.py bank shows it directly — the entry named BGM_107.slb
contains BANK id=1108. Realigning across the boundaries with the seek packet
counts, which pin each join exactly (bank 1107: a seek for 1164 packets and a
2 383 872-byte wave = 1164 packets), restores the same shape:
| bank | wave 0 | wave 1 |
|---|---|---|
| 1107 | 2 383 872 B → 65.18 s | 2 418 688 B → 65.18 s |
| 1108 | 3 696 640 B → 128.91 s | 3 696 640 B → 128.91 s |
| 1109 | 2 887 680 B → 81.50 s | 2 932 736 B → 81.50 s |
Bank 1106's wave 0 begins in unclaimed bytes before its entry and is known only
by its seek count (1 718 packets), so it is 🟡 rather than measured.
So: intro + loop is dead, and so is two halves of one piece. Both would give unequal durations; 32 banks give equal ones.
The role of the second wave — measured
Decoded BGM_001's two waves to PCM and compared them.
| wave 0 | wave 1 | |
|---|---|---|
| duration | 173.809 s | 173.809 s |
| first sound / last sound | 0.001 s / 167.663 s | 0.003 s / 167.663 s |
| RMS | 6 824 | 3 961 |
| L↔R correlation | 0.61 | 0.14 |
| energy below 200 Hz | 16.5 % | 6.7 % |
| energy 1–4 kHz | 31.1 % | 42.5 % |
They are sample-synchronous. Transient-envelope cross-correlation searched over ±5 s peaks at lag +0.00 s (0.5624), and both waves stop at the same millisecond, 167.663 s. Two takes, two halves or two alternates would not do that. They are two stems of one performance and are meant to sound at the same time.
Therefore concatenating them is wrong, and not subtly: it plays the piece twice, the second time as a bass-less secondary stem.
🟡 Which kind of second stem — two readings survive
- The rear pair of a 4-channel mix. Fits every number: quieter, far more decorrelated between L and R, and with the bass managed away to the front pair.
- A second intensity layer to be mixed in or crossfaded.
Not settled, and the obvious field does not settle it. ChannelMask is
0x0002 on both waves, and sound-slb.md already records that
this game writes meaningless channel metadata (movie voices declare 2 channels
over mono content). What would settle it is a runtime observation — whether the
game submits both waves to the mixer at once — which needs an emulator with audio
this container does not have.
❔ Which bank is the menu's music — undecodable, and here is the reach
The cue table binds cue names to sound ids and banks
(sound-cue-table.md), and its 32 BGM cues are named
BGM_001 … BGM_109 — pure numbers, no TITLE, no MENU, no semantic name
anywhere. Looked in: the SOUNDS record (5 798 cues), FILES (5 135 bank
paths), and the bank headers themselves (a BANK id that simply repeats the cue
number, id=1001 for BGM_001). Nothing names a screen.
So the menu↔bank binding has to come from the running game — the same route Q8's event bindings need — and until then the port is choosing a track, not transcribing one.
What the port needs to know
- a music bank is two waves that play together, not one track and not a sequence — do not concatenate;
- both are full length; align them at sample 0;
- the track is not a seamless loop.
BGM_001fades out and is followed by 6.15 s of silence (last sound 167.663 s of 173.809 s; the final second before silence is at RMS 168 against 4 788 at the head). Looping the wave as stored gives a fade-out and six seconds of nothing every cycle. No loop-point field has been identified in the XMA header, so a menu loop is authored.
✅ Confirmed at runtime — two stereo streams decode at once
The page above said the "played together" reading needed "a runtime observation
of whether the game submits both waves to the mixer at once", and that this
container could not do it. It can: --xma_param_probe=true logs every XMA stream
the decoder is handed.
Sitting on the main menu, two stereo 48 kHz streams were decoding simultaneously — 1 893 packets / 3 876 864 B and 1 919 packets / 3 930 112 B. Two stereo streams alive at the same moment on a screen with one piece of music playing is the direct observation this page was missing: a music bank's two waves are simultaneous, not sequential. Concatenating them is wrong, now measured as well as inferred.
🟡 It still does not separate the two readings — surround-rear pair versus a
second intensity layer — because both predict simultaneity. And the two byte
sizes do not match any bank's declared wave sizes in
../data/bgm-wave-census.txt, so which bank the
menu plays is still not established; the game hands the decoder a window, not the
whole declared wave.