feat(assets): SA3 音效补齐 radio 11+1 与 dungeon 13源+15pan(token 走 hf-mirror 实测可用)

- 模型 17/17 文件经镜像全量缓存(gated+token,直连本机不通;sfx.md/setup.md/asset-pipeline.md 镜像结论同步更新)
- 修复迁移遗留:stable_audio_3/models/ 源码子包被 .gitignore models/ 规则误伤丢失,从上游恢复并加白名单
- radio:arg_muffled/brake_screech 等叙事件落地(接线原有 L111/L154 零改动)+ phone_ring SYN→SA3 升级;dungeon 13 源 A/B 对齐(RMS 偏差 ≤0.3dB)全量同名替换,SYN 原版备份 tools/asset_fix_backup/sa3_ab_20260902/
- 关键玩法语义达标:echo 距离档 0.83<1.43<2.18<2.98s 严格递增;one-shot 真峰值全 ≤-3dBFS(解码回读法)
- check_all_assets 8 游戏全绿(radio 254/254、dungeon 303/303);playtest radio 221/dungeon 1610 全绿
This commit is contained in:
xsl
2026-09-02 19:35:38 +08:00
parent d870a75a26
commit 24c526af68
181 changed files with 5324 additions and 12 deletions
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@@ -9,6 +9,9 @@ R2 起共 3 件(其余 11 件为 Stable Audio 3 条目,HF token 未配置,
循环周期 5.2s ≥4s 烘进文件本身;无缝 loop 规格:逐声道去直流、
首尾**不做淡化**、循环边界静音校验;游戏侧 src.loop=true 循环播放,
接听即停——SA3 真铃声到位后可整文件替换,接口不变)
※ 2026-09-02 更新:SA3 12 件已由 gen_sfx_sa3.py 补产落地,phone_ring 已被 SA3 真铃声
同名替换(本脚本重跑会以 SYN 版覆盖回去——如需回退再跑本脚本即可,原 SYN 备份在
tools/asset_fix_backup/sa3_ab_20260902/radio/)。
可复现:本脚本入库,一键出 web/radio/audio/sfx/ui_{confirm,menu,phone_ring}.{ogg,m4a};
中间 wav 在 gen/staging/sfx/(不入库)。规格:ogg libvorbis q4 44.1kHz + m4a aac 128k;
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@@ -0,0 +1,206 @@
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""《不眠频率》Stable Audio 3 small-sfx 音效后处理(SA3 补产批次,15-radio.md §5.2)。
生成(GPU,flock 串行;模型 gated 走 hf-mirror,见 env.d/sfx.sh):
python3 gen_sfx_sa3.py --emit # 打印生成命令,原样执行
生成 12 条原始 wav 到 gen/staging/sfx_sa3/radio_<i>.wav(顺序 = 下表 idx)。
本脚本随后做后处理:修整/去直流/8ms cos² 淡化(loop 类只去直流不淡化)/
响度定档(源真峰值或 RMS 定档,escape amb 床 -26dBFS RMS 先例)→
ogg libvorbis q4 + m4a aac 128k(highpass=f=30,one-shot 前后垫 60/120ms 静音)→
解码回读 QC:逐声道真峰值 <= -3dBFS、|直流| <= 0.001;超限降增益 + 首轮重编
加 18kHz 低通,最多 3 轮补偿。loop 类(phone_ring)另验解码首/末样本 <= -60dBFS。
候选 ogg/m4a 落 gen/staging/sfx_sa3/out/(不入库),人工/A-B 复核后晋级 audio/sfx/。
prompt 均出自 15-radio.md §5.2(英文原稿);定档理由:
onair_sting/brake_screech/phone_ring -4(台标/危机拍/铃声,主层次)
line_connect/line_drop -7(line_down 细节咔哒,subtle/soft)
arg_muffled -8(C3 信息层线索,垫在人声下但可闻)
tape_static -5(p9 直面道具声)
amb_* RMS -26 / 峰值帽 -8(通话侧环境床,escape amb_cabinet/-26dBFS 先例)
用法:.venv-tts/bin/python web/radio/gen/gen_sfx_sa3.py [--emit]
"""
import os
import subprocess
import sys
import numpy as np
import soundfile as sf
SR = 44100
HERE = os.path.dirname(os.path.abspath(__file__))
STAGING = os.path.join(HERE, "staging", "sfx_sa3")
OUT = os.path.join(STAGING, "out")
DST = os.path.join(HERE, "..", "audio", "sfx")
SA3 = "/home/xsl/SoundGame/tools/stable-audio-3"
FFMPEG = "/home/xsl/SoundGame/tools/bin/ffmpeg"
SEED = 20260902
# (id, gen 秒, prompt, 模式 oneshot/loop/amb, 定档 dBFS)
ITEMS = [
("onair_sting", 3.0, "Short broadcast on-air light sting, warm chime with vintage radio click, 1 second", "oneshot", -4.0),
("phone_ring", 6.0, "Old studio telephone bell, two-strike bright metallic ring, clean", "loop", -4.0),
("line_connect", 3.0, "Telephone line connect click and short dial tone fade, subtle", "oneshot", -7.0),
("line_drop", 3.0, "Telephone hang-up click with short busy tone, soft", "oneshot", -7.0),
("amb_rain_city", 10.0, "Heavy rain on city street at night, distant traffic hiss, seamless loop", "amb", -26.0),
("amb_station", 10.0, "Empty train station hall at night, distant echo and rolling suitcase, seamless loop", "amb", -26.0),
("amb_kid_room", 10.0, "Quiet child bedroom at night, soft lamp buzz, muffled house silence, seamless loop", "amb", -26.0),
("arg_muffled", 5.0, "Muffled argument behind a door, dull thud of door slam, indistinct voices, 4 seconds", "oneshot", -8.0),
("amb_street_rain", 10.0, "Rain at an empty bus stop at night, distant wet road traffic, seamless loop", "amb", -26.0),
("amb_cab", 10.0, "Inside a moving truck cab at night, steady engine hum, rhythmic windshield wipers, rain outside, seamless loop", "amb", -26.0),
("brake_screech", 3.0, "Sudden brake screech on wet asphalt, brief tire friction, 2 seconds", "oneshot", -4.0),
("tape_static", 4.0, "Old cassette tape static and tape hiss with a click stop, 3 seconds", "oneshot", -5.0),
# amb_studio:文档 §5.2 有、game.js 未接线(直播间底噪由 bgm/onair 承担)——产出备用
("amb_studio", 10.0, "Quiet radio studio room tone, console hum and soft air conditioning, seamless loop", "amb", -26.0),
]
RING_PERIOD = 5.2 # RING 循环周期 >=4s(设计 §5.2),烘进文件
# 事件窗(raw 16.16s 定长 latent 床上截取目标事件;None=按 -50dBFS 活动窗自然修剪)。
# 窗中心取实测事件:arg_muffled 摔门峰 @5.00s、brake_screech 最强吱咬 @3.91s、
# tape_static 停带咔哒 @3.72s(seed 20260902 实测)。
WIN = {
"arg_muffled": (1.0, 5.4), # 争吵声垫 -> 摔门 -> 余渍,≈设计 4s
"brake_screech": (3.6, 5.8), # 最强急刹吱咬 2.2s(设计 2s 危机拍)
"tape_static": (0.8, 4.15), # 电流嘶声 -> 停带咔哒,≈设计 3s
}
def emit():
durs = " ".join(str(d) for _, d, *_ in ITEMS)
ps = " ".join(f'"{p}"' for _, _, p, *_ in ITEMS)
print(f"cd {SA3} && flock /home/xsl/SoundGame/.gpu.lock .venv/bin/stable-audio "
f"--model small-sfx --steps 8 --seed {SEED} "
f"-p {ps} --duration {durs} -o {STAGING}/radio.wav")
def trim_oneshot(y, floor_db=-50.0, head_ms=50, tail_ms=140, max_s=None):
env = np.max(np.abs(y), axis=1)
act = np.where(env > 10 ** (floor_db / 20))[0]
a = max(0, act[0] - int(SR * head_ms / 1000))
b = min(len(y), act[-1] + int(SR * tail_ms / 1000))
if max_s:
b = min(b, a + int(SR * max_s))
return y[a:b]
def prep_oneshot(y, target_db, win=None):
if win:
a, b = int(SR * win[0]), int(SR * win[1])
y = y[a:b]
nf2 = max(1, int(SR * 0.050)) # 窗切在持续声中,切点 50ms 缓出
y[-nf2:] *= (0.5 * (1 + np.cos(np.pi * np.arange(nf2) / nf2)))[:, None]
else:
y = trim_oneshot(y)
y = y - np.mean(y, axis=0, keepdims=True) # 去直流
nf = max(1, int(SR * 0.008))
fade = 0.5 * (1 - np.cos(np.pi * np.arange(nf) / nf))
y[:nf] *= fade[:, None] # 8ms cos² 淡入淡出
y[-nf:] *= fade[::-1][:, None]
y = y / (np.max(np.abs(y)) + 1e-9) * 10 ** (target_db / 20)
pad_h = np.zeros((int(SR * 0.06), y.shape[1])) # 编码器软着陆
pad_t = np.zeros((int(SR * 0.12), y.shape[1]))
return np.concatenate([pad_h, y, pad_t])
def prep_loop(y, target_db, period_s):
"""铃声循环垫:修剪衰减尾 -> 循环边界 10ms 压零(不做整段淡化)-> 补静音到周期。"""
y = trim_oneshot(y, floor_db=-50.0, head_ms=30, tail_ms=30, max_s=2.6)
y = y - np.mean(y, axis=0, keepdims=True)
nf = max(1, int(SR * 0.010))
y[:nf] *= np.linspace(0, 1, nf)[:, None] # 仅边界压零,防 loop 爆点
y[-nf:] *= np.linspace(1, 0, nf)[:, None]
y = y / (np.max(np.abs(y)) + 1e-9) * 10 ** (target_db / 20)
need = int(SR * period_s)
if len(y) < need:
y = np.concatenate([y, np.zeros((need - len(y), y.shape[1]))])
return y
def prep_amb(y, rms_db, peak_db):
"""环境床:只去直流,不淡化(游戏层 0.4s 重触发重叠掩接缝);RMS 定档 + 峰值帽。"""
y = y - np.mean(y, axis=0, keepdims=True)
rms = 20 * np.log10(np.sqrt(np.mean(y ** 2)) + 1e-9)
peak = 20 * np.log10(np.max(np.abs(y)) + 1e-9)
s = min(10 ** ((rms_db - rms) / 20), 10 ** ((peak_db - peak) / 20))
return y * s
def encode(name, sig, loop=False):
base = sig.astype(np.float64)
vol, lpf, dc_adj = 0.0, False, 0.0
edge_n = 0 # loop 边界超限时逐轮加宽压零区
tmp = os.path.join(OUT, "_enc.wav")
chk = os.path.join(OUT, "_qc.wav")
res = {}
for attempt in range(4): # 首发 + 最多 3 轮补偿(首轮重编加 18kHz 低通)
x = base - dc_adj
if vol < 0:
x = x * (10 ** (vol / 20))
if edge_n:
ne = int(SR * 0.005 * edge_n)
x[:ne] = 0.0
x[-ne:] = 0.0
sf.write(tmp, x.astype(np.float32), SR)
af = "highpass=f=30,lowpass=f=18000" if lpf else "highpass=f=30"
for ext, cmd in [("ogg", ["-c:a", "libvorbis", "-q:a", "4"]),
("m4a", ["-c:a", "aac", "-b:a", "128k"])]:
out = os.path.join(OUT, f"{name}.{ext}")
subprocess.run([FFMPEG, "-y", "-v", "error", "-i", tmp, "-af", af,
"-ar", "44100", *cmd, out], check=True)
subprocess.run([FFMPEG, "-y", "-v", "error", "-i", out, "-c:a", "pcm_f32le", chk], check=True)
y, sr = sf.read(chk, always_2d=True)
tp = 20 * np.log10(np.max(np.abs(y)) + 1e-9)
dcv = float(np.mean(y.mean(axis=1)))
rms = 20 * np.log10(np.sqrt(np.mean(y ** 2)) + 1e-9)
ok_tp, ok_dc = tp <= -3.0, abs(dcv) <= 0.001
ok_loop = True
if loop:
edge = 10 ** (-60.0 / 20)
ok_loop = (float(np.max(np.abs(y[0, :]))) <= edge
and float(np.max(np.abs(y[-1, :]))) <= edge)
res[ext] = (tp, dcv, rms, y.shape[0] / sr)
if not (ok_tp and ok_dc and ok_loop):
if not ok_tp:
vol -= (tp + 3.0) + 0.25
lpf = True # 首轮重编起加 18kHz 低通压 MDCT 过冲
if not ok_dc:
dc_adj -= dcv
if not ok_loop:
edge_n += 1 # 循环边界再压 5ms 零
break
else:
break
else:
raise AssertionError(f"{name}: 补偿 3 轮后仍超限 {res}")
return res
def main():
os.makedirs(STAGING, exist_ok=True)
os.makedirs(OUT, exist_ok=True)
if "--emit" in sys.argv:
emit()
return
print(f"| {'id':16s} | {'时长s':>6s} | {'ogg峰dBFS':>9s} | {'m4a峰dBFS':>9s} | {'RMS dBFS':>8s} | 直流 |")
for i, (name, _d, _p, mode, tgt) in enumerate(ITEMS):
raw = os.path.join(STAGING, f"radio_{i}.wav")
y, sr = sf.read(raw, always_2d=True, dtype="float64")
assert sr == SR, f"{name}: 采样率 {sr}"
if y.shape[1] == 1:
y = np.stack([y[:, 0], y[:, 0]], axis=1)
if mode == "oneshot":
sig = prep_oneshot(y, tgt, win=WIN.get(name))
elif mode == "loop":
sig = prep_loop(y, tgt, RING_PERIOD)
else:
sig = prep_amb(y, tgt, -8.0)
res = encode(name, sig, loop=(mode == "loop"))
tp_o, dc, rms, dur = res["ogg"]
tp_m = res["m4a"][0]
print(f"| {name:16s} | {dur:6.2f} | {tp_o:9.2f} | {tp_m:9.2f} | {rms:8.2f} | {dc:+.4f} |")
print("radio SA3 候选完成 -> gen/staging/sfx_sa3/out/(晋级前先复核)")
if __name__ == "__main__":
main()