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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

7.2 KiB
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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.

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);
  • 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 69731 000 B/s) that is 269325 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.