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Syplheed-Reborn/docs/re/menu-audio-cues.md
Sylpheed RE agent f5e7426cfa re: there is no XACT container on this disc -- retracting my own lead and
closing Q8

Last iteration I named Pj_Silph.xgs as the route to the SE cue index, on
the reasoning that XACT keeps cue->wave there. That route is dead, and
the negative is properly bounded: its 533-byte entry is high entropy with
no XGSF magic, +/-8 KB around it has none either, all 1.08 GB of
sound.pak contains zero XGSF, SDBK and WBND, and the executable has no
XACT or .xgs string anywhere. Control run first -- the same scan finds
RIFF in BGM_001 exactly where the bank structure says it should be, so
the scan works and the magic genuinely is not there.

So the .xgs and .slb extensions came from the authoring tool and survived
into shipped data that is not XACT at all. That goes in METHOD as a
general trap: check for the magic before committing to a parser for the
format an extension advertises. Writing an XACT parser would have been
wasted work.

What that leaves for the SE audio is undecodable-with-reach rather than
pending: Static.slb has no wave boundaries, there is no project file, and
none of the sound table's five records carries an offset. The bank is
certainly the right one -- 8 353 472 bytes over 322 cues is 0.84 to 1.01
seconds each at the bitrates the disc uses elsewhere, exactly the shape
of a bank of short effects. Only the index into it is missing, and it
exists only at runtime.

Q8 closes: vocabulary and bank decoded, the event binding a name match on
the authors' own event names, and the audio explicitly something the port
must source or author rather than extract. With this every MISSION row is
answered.
2026-08-28 18:58:06 +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](../port/MISSION.md).
## ✅ 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`](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`](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`](structures/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.
## ❔ `Pj_Silph.xgs` is a dead end — retracting the lead, with the reach
The section above named `Pj_Silph.xgs` as "the named next step", on the reasoning
that in XACT the cue→wave index lives in the project file. **That route is dead.**
| check | result |
|---|---|
| the entry's own bytes | 533 bytes, high entropy, **no `XGSF` magic** |
| ±8 KB around the entry in the flat concatenation | no `XGSF`, `SDBK`, `WBND`, `RIFF` or `seek` |
| **all of `sound.pak` — 1.08 GB across `.p00`–`.p04`** | **0 × `XGSF`, 0 × `SDBK`, 0 × `WBND`** |
| the executable | **0** occurrences of `XGSF`/`XACT`; no string matching `xact`, `.xgs`, `wavebank` or `soundbank` |
**Control, run first:** the same magic scan over `BGM_001.slb`'s neighbourhood
finds `RIFF` exactly where the bank structure says it should be. The scan works;
the magic genuinely is not there.
So the `.xgs` / `.slb` names are **inherited from the authoring tool, not from the
shipped format** — nothing on this disc is a parseable XACT container. There is no
XACT project file to read, and writing an XACT parser would have been wasted work.
### Where that leaves the SE audio: undecodable, with reach
Locating an individual SE cue's wave inside `Static.slb` is **not possible from
anything found on the disc**. Looked in:
* `Static.slb` itself — 8 353 472 readable bytes, **0 `RIFF` / 0 `seek` / 0 `WAVE`**,
where every one of the other 7 620 banks is delimited by `seek` magic at
`data_at + declared_size` ([`structures/slb-data-offset.md`](structures/slb-data-offset.md));
* the XACT project file — absent, as above;
* the sound table's five records — `SOUNDS` gives cue→id, `FILES` gives bank
paths, `BANK_SE` gives the one bank name, `SETTINGS` gives a path and the
(absent) project file, `STAGES` is empty. **No record carries an offset.**
**What does corroborate the binding:** `Static.slb` is 8 353 472 bytes, and at the
bitrates the disc uses elsewhere (25 697–31 000 B/s) that is **269–325 seconds of
audio — 0.84 to 1.01 s per cue over 322 cues.** Exactly the shape of a bank of
short UI/HUD/weapon effects, which is what `BANK_SE` says it is. The bank is the
right bank; only the index into it is missing.
**If it is ever picked up**, the route is the running game, not the disc: watch
the guest hand a wave offset/length to the decoder when a cue fires. That is the
same instrumentation the cue↔event binding needs, and the same one this container
cannot run.