6feb2254b22d7b70421809219591dce8b77b1cd4
Turns the catalogue from a file listing into something you can read: a script
line like SNDQUESTION:FILENAME=KRET_E511.WAV now shows how long the recording
is, who speaks it and at which event, and plays it straight from the disc image.
Four sources feed that:
- Audio headers. RIFF/WAVE and Ogg Vorbis parsed in-process from the image
stream, no temp files. WAV needs only the first 4 kB, so 3.3 GB of samples
never reaches the CPU. Not routed through :core — SoundLoader wants a
FileHandle and a live Gdx.audio, and its contribution is a standard RIFF
header. 13 884 recordings, 20.2 h.
- wavs/wav.snd. Reksio i Kapitan Nemo packs its whole voice cast into one
79 MB container that :core does not read, so its speech was invisible here.
Flat length-prefixed entries holding Ogg Vorbis (oggenc.exe ships on the
disc). The parser walks the file to its exact last byte: 3274 entries.
Payloads stay in place — offset and length are enough to serve them, and
seeking 82 MB into the ISO costs 45 ms.
- dialogi.dta. Pipe-separated CP1250 giving every line a speaker and the event
that triggers it, so "what is in this file" is answerable without any speech
recognition. Scene-definition tables share the format, so a row only counts
as dialogue when column 0 is an identifier rather than a path. 3819 lines,
98% resolving to real audio.
- Script references. OBJECT:FIELD=VALUE is uniform even inside CODE={...},
which the decoder folds onto one line, so one pass catches declarations and
names woven into behaviour code alike. 19 735 references; 97% resolve.
Names built by concatenation (+"_DEF.DTA") are excluded, but a real leading
underscore (_WZIECIE_JABLKA.WAV) is kept.
Languages now come from install.ini's [Language] section, with LCIDs translated
through :core's LangCodeConverter rather than a second table here — that is what
settles wavs/slo/ as Slovak. Promote copies them into edition_language, only
ever adding, so curated entries survive.
Transcription is wired to whisper.cpp but never runs on its own: a button with a
progress bar, a stop that keeps what is already computed, and a transcribe
command. Results are generated, not read off the disc, so they live in their own
table with the model and tool named, and the UI labels them as machine guesses.
The pipeline was verified with a stub binary — ffmpeg hands whisper exactly
16 kHz mono, progress and cancellation work, and per-language selection follows
wavs/<code>/. No real transcripts were stored.
Also fixes a pre-existing bug: .cols set display:grid, which beat the browser's
[hidden] rule, so the Skrypty section never actually hid.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Description
A utility app for organizing Aidem Media games and making it easier to analyze them
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