fix(engine): voice 句尾剪字真根因根治(三修:源尾垫静音冲刷 SoundTouch 未冲刷小节)+ onEnd 完成信号 + live 探针适配
- 真根因(live span 8.57s < 文件 8.80s 铁证):SoundTouch Stretch 源结束时不冲刷 内部最后一个小节(~1 sequence),句尾 0.1-0.25s 从未交付音频图——任何平台皆然, ASR 因容错转写仍 sim=1(转写评审盲区的又一实证)。一修固定 300ms 排空窗只是 把这段不存在的交付空等成静音;二修 onEnd 保证「已交付必播完」但交付不了这段 - 三修:源尾垫 VOICE_TAIL_PAD_SEC(0.25s) 静音把真实句尾推出管线;完成 = onEnd (平台无关,disconnect 已交付帧仍播);1.5s 兜底;顶掉复核移至新句数据访问前 (垫长拷贝的 getChannelData 先于杀旧句会打乱探针时序) - live 探针适配:尾部垫使 SoundTouch 读未注册 buffer、gcd 抽读信号消失—— 清扫器加「仍有连接中语音 SPN 则不关段」守卫,断开即移出追踪集合 - engine-voice.test:PAD+I1/I2/I2b/I3 五组 19 断言(含垫长存在性、onEnd 结算、 兜底不早于 1.5s);10 套件全绿 - live 复验(男声 p1):span 8.57→9.04s(≥文件 8.80s),ASR sim=1 verdict=OK
This commit is contained in:
+73
-31
@@ -56,7 +56,9 @@ import { SoundTouch, SimpleFilter, WebAudioBufferSource, getWebAudioNode } from
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const EXT_FALLBACKS = ['.ogg', '.m4a', '.mp3', '.wav'];
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const LONGPRESS_BOOST = 1.7; // 长按快进倍速
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const VOICE_DRAIN_MS = 300; // voice 源耗尽后的管线排空窗(SPN 4096帧@48k≈85ms + SoundTouch 内部延迟)
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const VOICE_TAIL_PAD_SEC = 0.25; // 源尾静音垫:把句尾推出 SoundTouch 未冲刷的最后小节(三修)
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const VOICE_STREAM_EPS_MS = 30; // onEnd(管线已全部交付)后的小缓冲再结算
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const VOICE_DRAIN_FALLBACK_MS = 1500; // onEnd 未触发时的兜底结算上限(宁迟勿剪)
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/**
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* 语音风暴保险丝(dungeon R2 D0-1,全线保护):同一 voiceId 在 3s 窗口内被调度
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@@ -454,9 +456,39 @@ export class WebAudioEngine {
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const buf = await this._load(id);
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if (!buf) { this._unduckBgm(); return; }
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// 顶掉语义必须在 await 之后、新句任何音频数据被访问之前复核(dungeon R2
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// D0-1 根因修复):_load 期间可能又有一句 voice 开播(同 tick 双调度)。
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// 若此处不补杀,早先的 token 会被 this._voice = token 静默顶号——节点
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// 永远无人 disconnect(僵尸节点空转抽 buffer),endTimer 也因 _finishVoice
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// 的 token 校验提前返回而永不清理(R1 live:71 分钟僵尸节点抢占风暴)。
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// 顺序要求(三修补充):必须先杀旧句再读新句 buffer(垫长拷贝会调
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// getChannelData),否则探针会先记新句 vstart 再被旧句 disconnect 误关。
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if (this._voice) {
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const cur = this._voice;
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this._voice = null;
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this._killVoice(cur);
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}
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const st = new SoundTouch();
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st.tempo = settings.get().speed; // 语速(不变调,下一句生效)
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const filter = new SimpleFilter(new WebAudioBufferSource(buf), st);
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// 尾部保真(三修,2026-09 真机人耳反馈):SoundTouch Stretch 在源结束时
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// 不冲刷内部最后一个小节(~1 个 sequence),句尾 0.1-0.25s 永远停留在
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// 管线里不会播出(桌面/手机皆然;一修的固定排空窗与二修的 onEnd 都只能
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// 保证「已交付的播完」,交付不了这段)。根治 = 源尾垫 VOICE_TAIL_PAD_SEC
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// 静音,把真实句尾完整推出管线;垫的静音走完后 onEnd 才触发,衔接节奏
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// 与旧实现的排空窗相当,多出的静音不改变听感。
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// ctx.createBuffer 缺失(playtest mock)时跳过垫长——mock 走 consumed=0
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// 旧路径,语义不受影响。
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let srcBuf = buf;
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if (typeof this.ctx.createBuffer === 'function') {
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const padFrames = Math.ceil(VOICE_TAIL_PAD_SEC * buf.sampleRate);
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srcBuf = this.ctx.createBuffer(buf.numberOfChannels, buf.length + padFrames, buf.sampleRate);
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for (let ch = 0; ch < buf.numberOfChannels; ch++) {
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if (srcBuf.copyToChannel) srcBuf.copyToChannel(buf.getChannelData(ch), ch);
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else srcBuf.getChannelData(ch).set(buf.getChannelData(ch));
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}
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}
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const filter = new SimpleFilter(new WebAudioBufferSource(srcBuf), st);
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const node = getWebAudioNode(this.ctx, filter); // ScriptProcessorNode,接入即开播
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const gain = this.ctx.createGain();
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gain.gain.value = this.voiceVolume * volume;
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@@ -464,50 +496,60 @@ export class WebAudioEngine {
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gain.connect(this._voiceBus);
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const token = {
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node, gain, st, buf, filter,
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node, gain, st, buf, filter, srcBuf, // srcBuf = 尾部垫静音后的播放源
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stopped: false,
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streamEnded: false, // SoundTouch onEnd:管线内帧已全部交付音频图
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onComplete,
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posSec: 0, // 已消耗的源时长(秒,按 tempo 累计)
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lastT: performance.now(),
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endTimer: null,
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};
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// 顶掉语义必须在 await 之后复核(dungeon R2 D0-1 根因修复):_load 期间
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// 可能又有一句 voice 开播(同 tick 双调度,如"反馈句+下一步指令句")。
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// 若此处不补杀,早先的 token 会被 this._voice = token 静默顶号——它的
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// 节点永远没人 disconnect(僵尸节点空转抽 buffer),endTimer 也因
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// _finishVoice 的 token 校验提前返回而永不清理,语音引擎自此被"幽灵句"
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// 污染到页面关闭(R1 live:tut_echo_come 僵尸节点致 71 分钟抢占风暴)。
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if (this._voice) {
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const cur = this._voice;
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this._voice = null;
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this._killVoice(cur);
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}
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// 尾部保真(二修):完成信号用管线自带的 onEnd(extract 返回 0 =
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// SoundTouch 内部已无未交付帧),它在任何平台都不可能早于「最后一个
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// 样本已交付」——此时 disconnect 已交付帧仍会播完。固定排空窗
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// (一修 300ms)在手机端不够(未交付量随平台回调相位浮动),弃用。
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filter.callback = () => this._onVoiceStreamEnd(token);
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this._voice = token;
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this._duckBgm();
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this._armVoiceEnd(token);
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}
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/**
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* SoundTouch onEnd:管线内帧已全部交付音频图(ScriptProcessor 抽空)。
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* 这是「句尾已真正送进硬件」的平台无关信号——再断开不可能剪字。
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* 注意它在 onaudioprocess 内同步触发,结算延后一个小缓冲执行。
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*/
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_onVoiceStreamEnd(token) {
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if (token.streamEnded || token.stopped) return;
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token.streamEnded = true;
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if (this._voice !== token) return; // 已被顶掉:由 _killVoice 收尾
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if (token.endTimer !== null) { clearTimeout(token.endTimer); token.endTimer = null; }
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token.endTimer = setTimeout(() => this._finishVoice(token), VOICE_STREAM_EPS_MS);
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}
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/**
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* 结算 voice 自然播完(onComplete 链 + 队列推进)。
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* 尾部保真:以「源真实消耗位置」(SoundTouch 源 position,SPN 回调推进)为准,
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* 不信墙钟估算——管线有 ~200ms 固有延迟且消耗速率受主线程抖动/后台节流影响,
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* 旧实现纯定时器 +120ms 一到就 disconnect,仍留在管线缓冲里的句尾音节会被
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* 剪掉(真机人耳实测每句尾字缺失;ASR 窗口宽看不到,转写评审也看不到)。
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* consumedSec==0(mock 环境/首个 SPN 回调未到)走旧定时器路径,零行为变化。
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* 完成优先级:streamEnded(管线排空信号)> 定时器兜底。
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* 定时器路径仅用于:①源未耗尽时等待(80ms 重排);②onEnd 在异常平台
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* 未触发时的兜底(VOICE_DRAIN_FALLBACK_MS,宁迟勿剪)。
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* consumedSec==0(mock 环境/SPN 首回调未到)走旧立即结算,零行为变化。
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*/
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_finishVoice(token) {
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if (this._voice !== token || token.stopped) return; // 被打断:不回调
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const consumedSec = token.filter.sourcePosition / token.buf.sampleRate;
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if (consumedSec > 0 && consumedSec < token.buf.duration - 0.02) {
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// 源未耗尽:墙钟先到/主线程卡顿/后台节流——等真实消耗追上再结算
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token.endTimer = setTimeout(() => this._finishVoice(token), 80);
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return;
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}
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if (consumedSec > 0 && !token.drained) {
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// 源已耗尽:留一个排空窗,让已进入 SPN/SoundTouch 缓冲的尾音真正播出
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token.drained = true;
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token.endTimer = setTimeout(() => this._finishVoice(token), VOICE_DRAIN_MS);
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return;
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const consumedSec = token.filter.sourcePosition / token.srcBuf.sampleRate;
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if (consumedSec > 0 && !token.streamEnded) {
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if (consumedSec < token.srcBuf.duration - 0.02) {
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// 源未耗尽:墙钟先到/主线程卡顿/后台节流——等真实消耗追上再结算
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token.endTimer = setTimeout(() => this._finishVoice(token), 80);
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return;
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}
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if (!token.drained) {
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// 源已耗尽但 onEnd 未至:挂兜底定时器,等管线排空信号
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token.drained = true;
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token.endTimer = setTimeout(() => this._finishVoice(token), VOICE_DRAIN_FALLBACK_MS);
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return;
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}
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// 兜底触发(onEnd 异常缺失):宁可迟结算也不剪尾
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}
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token.stopped = true;
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this._voice = null;
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@@ -520,7 +562,7 @@ export class WebAudioEngine {
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/** 按当前 tempo 排结束定时器;tempo 变化时重排。 */
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_armVoiceEnd(token) {
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const remainSec = Math.max(0.05, (token.buf.duration - token.posSec) / token.st.tempo);
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const remainSec = Math.max(0.05, (token.srcBuf.duration - token.posSec) / token.st.tempo);
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token.lastT = performance.now();
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token.endTimer = setTimeout(() => this._finishVoice(token), remainSec * 1000 + 120);
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}
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@@ -1,20 +1,25 @@
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#!/usr/bin/env node
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/**
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* engine-voice.test.mjs — 引擎 voice 句尾保真回归(2026-09 真机人耳反馈固化)。
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* engine-voice.test.mjs — 引擎 voice 句尾保真回归(2026-09 真机人耳反馈三修固化)。
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*
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* 固化的教训:voice 自然结束**不能**用墙钟定时器判定(SPN 4096帧@48k≈85ms +
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* SoundTouch 固有延迟 ≈190ms > 任何小余量),必须以「源真实消耗位置」为准,
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* 耗尽后留排空窗再 disconnect。本测试用可手动驱动的 ScriptProcessorNode mock
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* 模拟真实消耗,把该语义钉死,防止未来重构回潮。
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* 固化的教训(三轮排查递进):
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* 一修(废止):源消耗位置 + 固定 300ms 排空窗。手机端未交付量随平台回调
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* 相位浮动(~0.5s),末词仍被剪。
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* 二修(保留):完成信号改用 SoundTouch onEnd(extract 返回 0 = 管线内已无
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* 未交付帧),平台无关;定时器仅剩「源未耗尽等待」与「onEnd 缺失兜底」。
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* 三修(根治):live 实测发现 SoundTouch Stretch 源结束时不冲刷内部最后
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* 一个小节——句尾 0.1-0.25s **根本不会被交付**(任何平台,ASR 因容错听不出)。
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* 根治 = 源尾垫 VOICE_TAIL_PAD_SEC(0.25s) 静音把真实句尾推出管线。
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*
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* 三条不变式:
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* I1 源未耗尽时,_finishVoice 提前触发不得结算(必须短重排等待);
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* I2 源耗尽后第一次触发只挂排空旗,排空窗(VOICE_DRAIN_MS)过后才真结算;
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* I3 消耗位置恒为 0(playtest mock / SPN 首回调未到)走旧立即结算路径。
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* 四条不变式:
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* I1 源未耗尽时,_finishVoice 提前触发不得结算(短重排等待);
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* I2 源(含尾部垫)耗尽后须等 onEnd(管线真排空)才结算;onEnd 一到立即(≤~120ms)结算;
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* I2b onEnd 异常缺失时,兜底定时器在 VOICE_DRAIN_FALLBACK_MS 后结算(宁迟勿剪);
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* I3 消耗位置恒 0(playtest mock / SPN 首回调未到)走旧立即结算路径。
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* 附加 PAD:播放源长度 = 原时长 + 0.25s(尾部静音垫存在性)。
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*
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* 运行:tools/node/bin/node web/harness/engine-voice.test.mjs
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*/
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import fs from 'node:fs';
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import path from 'node:path';
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import { fileURLToPath } from 'node:url';
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@@ -26,29 +31,29 @@ const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
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// ---- 全局 mock(在 import 引擎前就位)----
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const storageMap = new Map();
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globalThis.window = {
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AudioContext: null, // 下面赋值
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addEventListener() {},
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};
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globalThis.window = { AudioContext: null, addEventListener() {} };
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globalThis.localStorage = {
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getItem: (k) => (storageMap.has(k) ? storageMap.get(k) : null),
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setItem: (k, v) => storageMap.set(k, String(v)),
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removeItem: (k) => storageMap.delete(k),
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};
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globalThis.document = { addEventListener() {}, getElementById: () => null, body: { appendChild() {}, classList: { add() {}, remove() {} } } };
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try { globalThis.navigator = { userAgent: 'test', vibrate: () => true }; } catch (_) { /* Node22 自带只读 navigator */ }
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try { globalThis.navigator = { userAgent: 'test', vibrate: () => true }; } catch (_) { /* Node22 只读 navigator */ }
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globalThis.performance = globalThis.performance || { now: () => Date.now() };
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const SR = 44100;
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const DUR = 2.0; // 测试语音 2 秒
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const DUR = 2.0; // 解码出的原始时长
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const PAD = 0.25; // 引擎尾部静音垫(VOICE_TAIL_PAD_SEC)
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const SRC_DUR = DUR + PAD; // 播放源总时长
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const FRAMES = Math.round(SR * DUR);
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const SRC_FRAMES = Math.round(SR * SRC_DUR);
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class FakeParam { constructor(v = 1) { this.value = v; } setValueAtTime() {} linearRampToValueAtTime() {} cancelScheduledValues() {} }
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class DrivableSPN {
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constructor() { this.connect = () => {}; this.disconnectCount = 0; this.onaudioprocess = null; }
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disconnect() { this.disconnectCount++; }
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/** 模拟一次真实音频回调:SoundTouch 从源拉取至多 4096 帧 */
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/** 模拟一次真实音频回调:SoundTouch 从源拉取至多 4096 帧交付音频图 */
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pump() {
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if (!this.onaudioprocess) return 0;
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const out = { outputBuffer: { getChannelData: () => new Float32Array(4096 * 2) } };
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@@ -63,74 +68,99 @@ class MockAudioContext {
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createGain() { return { gain: new FakeParam(), connect() {}, disconnect() {} }; }
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createDynamicsCompressor() { const n = this.createGain(); n.threshold = new FakeParam(); n.ratio = new FakeParam(); n.attack = new FakeParam(); n.release = new FakeParam(); return n; }
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createScriptProcessor() { return new DrivableSPN(); }
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/** 引擎三修:源尾垫静音需要 createBuffer + copyToChannel */
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createBuffer(channels, length, sampleRate) {
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const chans = Array.from({ length: channels }, () => new Float32Array(length));
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return {
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numberOfChannels: channels, length, sampleRate, duration: length / sampleRate,
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getChannelData: (i) => chans[i],
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copyToChannel(src, ch) { chans[ch].set(src); },
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};
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}
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decodeAudioData() {
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return Promise.resolve({
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duration: DUR, sampleRate: SR, numberOfChannels: 1,
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getChannelData: (i) => new Float32Array(FRAMES), // 真实长度:SoundTouch extract 按帧索引
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duration: DUR, length: FRAMES, sampleRate: SR, numberOfChannels: 1,
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getChannelData: () => new Float32Array(FRAMES),
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});
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}
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resume() { this.state = 'running'; return Promise.resolve(); }
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}
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globalThis.window.AudioContext = MockAudioContext;
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globalThis.fetch = async () => ({ ok: true, status: 200, arrayBuffer: async () => new ArrayBuffer(8) });
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// ---- 导入真实引擎 ----
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const { WebAudioEngine } = await import(path.join(WEB, 'engine', 'audio.js'));
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const FALLBACK_MS = 1500;
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const engine = new WebAudioEngine('audio/');
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await engine.unlock();
|
||||
const completed = [];
|
||||
const makeOnComplete = (tag) => () => completed.push(tag);
|
||||
|
||||
console.log('\n=== PAD:播放源存在尾部静音垫 ===');
|
||||
engine.play('voice/tail_pad', { onComplete: () => completed.push('P') });
|
||||
await sleep(30);
|
||||
let token = engine._voice;
|
||||
assert(token && token.srcBuf && Math.abs(token.srcBuf.duration - SRC_DUR) < 0.01,
|
||||
`播放源 = 原时长+0.25s 垫(${token.srcBuf.duration.toFixed(2)}s = ${DUR}+${PAD})`);
|
||||
engine.stopVoice(); engine._voice = null; completed.length = 0;
|
||||
|
||||
console.log('\n=== I1 源未耗尽:提前触发不结算 ===');
|
||||
engine.play('voice/tail_test', { onComplete: makeOnComplete('A') });
|
||||
await sleep(30); // 等 _playVoice 的 await _load 落地
|
||||
let token = engine._voice;
|
||||
engine.play('voice/tail_test', { onComplete: () => completed.push('A') });
|
||||
await sleep(30);
|
||||
token = engine._voice;
|
||||
assert(token && token.buf && token.filter, 'voice token 已建立(含 filter 引用)');
|
||||
for (let i = 0; i < 3; i++) token.node.pump(); // 消耗 ~12288 帧 ≈ 0.28s << 2s
|
||||
const consumedEarly = token.filter.sourcePosition / token.buf.sampleRate;
|
||||
assert(consumedEarly > 0 && consumedEarly < DUR - 0.02, `消耗位置已推进且未耗尽(${consumedEarly.toFixed(2)}s / ${DUR}s)`);
|
||||
engine._finishVoice(token); // 模拟旧式墙钟定时器提前到点
|
||||
for (let i = 0; i < 3; i++) token.node.pump();
|
||||
const consumedEarly = token.filter.sourcePosition / token.srcBuf.sampleRate;
|
||||
assert(consumedEarly > 0 && consumedEarly < token.srcBuf.duration - 0.02,
|
||||
`消耗位置已推进且未耗尽(${consumedEarly.toFixed(2)}s / ${SRC_DUR}s)`);
|
||||
engine._finishVoice(token);
|
||||
assert(engine._voice === token && !token.stopped, 'I1 未耗尽时不结算(token 仍存活,等待重排)');
|
||||
assert(completed.length === 0, 'I1 onComplete 未被提前调用');
|
||||
|
||||
console.log('\n=== I2 源耗尽:排空窗过后才真结算 ===');
|
||||
console.log('\n=== I2 源(含垫)耗尽:onEnd(管线真排空)才结算 ===');
|
||||
let guard = 0;
|
||||
while (token.filter.sourcePosition / SR < DUR && guard++ < 200) token.node.pump();
|
||||
const consumedFull = token.filter.sourcePosition / token.buf.sampleRate;
|
||||
assert(consumedFull >= DUR - 0.02, `源已耗尽(${consumedFull.toFixed(2)}s)`);
|
||||
if (token.endTimer !== null) { clearTimeout(token.endTimer); token.endTimer = null; } // 摘掉墙钟定时器,纯手动驱动
|
||||
const t0 = Date.now();
|
||||
engine._finishVoice(token); // 第一次:应只挂排空旗
|
||||
assert(token.drained === true && engine._voice === token, 'I2 耗尽后第一触发只置排空旗(不结算)');
|
||||
await sleep(VOICE_DRAIN_PLUS()); // 排空窗
|
||||
engine._finishVoice(token); // 第二次:真结算
|
||||
assert(engine._voice === null && token.stopped, 'I2 排空窗后真结算(_voice 清空)');
|
||||
while (token.filter.sourcePosition < SRC_FRAMES && guard++ < 400) token.node.pump();
|
||||
token.node.pump(); // SPN 源耗尽后继续回调 → vendor extract 返回 0 → onEnd
|
||||
assert(token.streamEnded === true, 'I2 源耗尽后 SPN 继续回调触发 onEnd(filter.callback 已接线)');
|
||||
await sleep(120);
|
||||
assert(engine._voice === null && token.stopped, 'I2 onEnd 后短时间内真结算(≤120ms)');
|
||||
assert(completed.includes('A'), 'I2 onComplete 恰好回调一次');
|
||||
assert(token.node.disconnectCount >= 1, 'I2 结算时节点已 disconnect');
|
||||
assert(Date.now() - t0 >= 280, `I2 排空窗确实等待了 ≥280ms(实测 ${Date.now() - t0}ms)`);
|
||||
function VOICE_DRAIN_PLUS() { return 380; }
|
||||
|
||||
console.log('\n=== I2b 无 onEnd 的异常平台:兜底定时器结算(不剪) ===');
|
||||
engine.play('voice/tail_nofb', { onComplete: () => completed.push('B') });
|
||||
await sleep(30);
|
||||
const t2 = engine._voice;
|
||||
guard = 0;
|
||||
while (t2.filter.sourcePosition < SRC_FRAMES && guard++ < 400) t2.node.pump(); // 耗尽但不再多 pump(无 onEnd)
|
||||
if (t2.endTimer !== null) { clearTimeout(t2.endTimer); t2.endTimer = null; }
|
||||
const fb0 = Date.now();
|
||||
engine._finishVoice(t2); // 墙钟路径:drained + 兜底
|
||||
assert(t2.drained === true && engine._voice === t2, 'I2b 耗尽后墙钟触发只挂兜底(不结算)');
|
||||
await sleep(400);
|
||||
assert(engine._voice === t2, 'I2b 兜底期内(400ms < 1500ms)仍不结算');
|
||||
await sleep(FALLBACK_MS - 400 + 150);
|
||||
assert(engine._voice === null && t2.stopped, `I2b 兜底触发后结算(实测 ${Date.now() - fb0}ms ≥ ${FALLBACK_MS})`);
|
||||
assert(completed.includes('B'), 'I2b onComplete 经兜底回调');
|
||||
|
||||
console.log('\n=== I3 消耗位置恒 0(mock/SPN 未回调):旧立即结算路径 ===');
|
||||
engine.play('voice/tail_zero', { onComplete: makeOnComplete('B') });
|
||||
await sleep(30);
|
||||
const token2 = engine._voice;
|
||||
assert(token2 && token2.filter.sourceSound.position === 0, '第二句从未被 pump(position=0)');
|
||||
engine._finishVoice(token2);
|
||||
assert(engine._voice === null && token2.stopped, 'I3 position=0 时立即结算(playtest mock 兼容,链推进不受影响)');
|
||||
assert(completed.includes('B'), 'I3 onComplete 立即回调');
|
||||
|
||||
console.log('\n=== 附加:打断语义不受影响(新句顶掉旧句,旧句 onComplete 不回调) ===');
|
||||
engine.play('voice/tail_test2', { onComplete: makeOnComplete('C1') });
|
||||
engine.play('voice/tail_zero', { onComplete: () => completed.push('C') });
|
||||
await sleep(30);
|
||||
const t3 = engine._voice;
|
||||
for (let i = 0; i < 3; i++) t3.node.pump();
|
||||
engine.play('voice/tail_test3', { onComplete: makeOnComplete('C2') });
|
||||
assert(t3 && t3.filter.sourcePosition === 0, '该句从未被 pump(position=0)');
|
||||
engine._finishVoice(t3);
|
||||
assert(engine._voice === null && t3.stopped, 'I3 position=0 时立即结算(playtest mock 兼容)');
|
||||
assert(completed.includes('C'), 'I3 onComplete 立即回调');
|
||||
|
||||
console.log('\n=== 附加:打断语义不受影响(新句顶掉旧句,旧句 onComplete 不回调) ===');
|
||||
engine.play('voice/tail_test2', { onComplete: () => completed.push('D1') });
|
||||
await sleep(30);
|
||||
assert(engine._voice && engine._voice !== t3 && t3.stopped, '新 voice 顶掉旧 voice(旧 token 已停)');
|
||||
assert(!completed.includes('C1'), '被打断的旧句不回调 onComplete(排队链语义保持)');
|
||||
engine._finishVoice(engine._voice); if (engine._voice) { await sleep(380); engine._finishVoice(engine._voice); }
|
||||
const t4 = engine._voice;
|
||||
for (let i = 0; i < 3; i++) t4.node.pump();
|
||||
engine.play('voice/tail_test3');
|
||||
await sleep(30);
|
||||
assert(engine._voice && engine._voice !== t4 && t4.stopped, '新 voice 顶掉旧 voice(旧 token 已停)');
|
||||
assert(!completed.includes('D1'), '被打断的旧句不回调 onComplete(排队链语义保持)');
|
||||
assert(t4.streamEnded === false, '被打断句不触发 onEnd 结算路径');
|
||||
engine.stopVoice();
|
||||
engine._voice = null;
|
||||
|
||||
|
||||
@@ -141,8 +141,8 @@
|
||||
};
|
||||
|
||||
const AC = window.AudioContext || window.webkitAudioContext;
|
||||
const voiceNodes = new Set(); // 连接中的 SoundTouch ScriptProcessorNode(断开即移除)
|
||||
if (AC) {
|
||||
const voiceNodes = new WeakSet(); // SoundTouch 管线创建的 ScriptProcessorNode
|
||||
const origCSP = AC.prototype.createScriptProcessor;
|
||||
AC.prototype.createScriptProcessor = function (...a) {
|
||||
const n = origCSP.apply(this, a);
|
||||
@@ -153,12 +153,20 @@
|
||||
AudioNode.prototype.disconnect = function (...a) {
|
||||
// voice 节点断开 = 引擎 killVoice(自然结束/被顶掉/stopVoice 都走这里)。
|
||||
// 玩家实际听到的尾音就到此刻(FIFO 里未播部分被丢弃),用 now() 而非 lastAct。
|
||||
if (voiceNodes.has(this) && seg) closeSeg(now(), 'kill');
|
||||
if (voiceNodes.has(this)) {
|
||||
voiceNodes.delete(this);
|
||||
if (seg) closeSeg(now(), 'kill');
|
||||
}
|
||||
return origDisc.apply(this, a);
|
||||
};
|
||||
}
|
||||
// 兜底清扫:长静默后关闭未结段
|
||||
setInterval(() => { if (seg && now() - seg.lastAct > VOICE_GAP_MS) closeSeg(seg.lastAct, 'end'); }, 200);
|
||||
// 兜底清扫:长静默后关闭未结段。
|
||||
// 守卫(2026-09 三修适配):引擎的尾部静音垫让 SoundTouch 读的是新建
|
||||
// buffer(未注册 url),gcd 抽读信号消失、lastAct 停在句首——只要仍有
|
||||
// 连接中的语音 SPN 就说明句在播,不许清扫;段关闭只信 disconnect。
|
||||
setInterval(() => {
|
||||
if (seg && now() - seg.lastAct > VOICE_GAP_MS && voiceNodes.size === 0) closeSeg(seg.lastAct, 'end');
|
||||
}, 200);
|
||||
} catch (e) { push({ ev: 'probe_error', where: 'voice-detect', msg: String(e) }); }
|
||||
|
||||
// ---------- AudioBufferSourceNode:bgm/sfx 播放事件 ----------
|
||||
|
||||
Reference in New Issue
Block a user