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Syplheed-Reborn/docs/re/data
Sylpheed RE agent b1b2576769 re: the UI cues decode -- 0.53 s, 0.34 s and 1.02 s of real audio
Finishing the step I left open last iteration rather than starting
something new. Offsets and packet counts were in hand; what was missing
was proof they are actually waves.

slb_extract_wave.py wraps a (bank, offset, packets, channels, rate) slice
in a synthesized XMA1 RIFF, following the layout the Rust decoder already
uses. The three located cues decode to 0.533 s, 0.344 s and 1.016 s of
mono 48 kHz audio, audible from sample 0, each with the percussive
attack-and-decay envelope of a UI blip. Bitrates come out at 12-15 kB/s,
about half the stereo BGM rate, which is what mono should be.

The control matters more than the results. The SAME wrapper applied to
BGM_001's first wave decodes to 173.808875 s -- identical to the duration
that bank's own on-disc RIFF header produced back when Q10 was answered.
So the header I synthesized is not approximately right, it reproduces a
known-good decode exactly, and the cue durations are trustworthy for the
same reason.

I did not commit the decoded audio. Three commands regenerate it from the
disc, and the corpus's job is measurements and tooling rather than
extracted game assets. The offsets, the packet counts and the tool are
the deliverable.
2026-08-28 19:32:16 +00:00
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