I also noticed that a missing wave in the audio.bag can result in graphical glitches, like a referenced resource that isn't there, shifts other resources incorrectly in memory. The common result in my mod is that something will display snow art on a non-snow map, sometimes the building, sometimes an animation on the building. Missing files isn't generally a problem, since my SoundCheck script will find those, but it can't tell me if the audio.bag has all the correct contents/headers/offsets/etc.
Anyway, I'm beginning to think XCC Mixer's sound editor is as flawed as the mix editing code. Since I know no one wants to touch XCC's codebase, the best would be an independent tool... who knows maybe a new implementation will actually discover flaws in XCC's method?
Something similar to XCC Mix Editor would be a good start, provided the creation of audio.bag is flawless, but ultimately there's a whole lot that could be done with the tool. Aside from sanity checking, it could load the contents of sound.ini and give you an easy way to list sounds used by the object, and automatically select them in the .bag for you to rename or delete as you need. Automatically grouping the wave files so you could listen to them all with an integrated player would be awesome, instead of having to find the files by their ID. Another great option would be the ability to re-encode a wave to say IMA 4-bit 44khz from whatever bitrate it is, meaning extract and re-insert the new wave, without going through file manager and external wave editor.
I have ideas if anyone is willing to give it a go
