test+docs: 「对白没读完」教训固化到框架(引擎回归测试 + 审计工具 + 四处文档)
- web/harness/engine-voice.test.mjs:引擎 voice 句尾保真三不变式(I1 源未耗尽不得结算 / I2 耗尽后排空窗才断开 / I3 零消耗走旧路径),可驱动 SPN mock 模拟真实消耗, 15 断言全绿;防止未来重构回潮 - tools/audit_voice_tails.py:voice 资产尾部静默审计工具入库(含判读口径头注: 尾静默紧=裁剪工艺≠剪字,句尾完整性验收在引擎层) - 文档:HANDOVER(§1.4 回归清单 / §5.3 质量手段 / §6 已解决账)、roadmap §4 新增全游戏「句尾完整性」真机听测项、asset-pipeline QC 口径、methodology §5 度量盲区教训(媒体播完类问题转写层无效,必须真人耳测+引擎断言)、 web-engine-api voice 自然结束语义 - 修正:结束判定改用 filter.sourcePosition(SimpleFilter 单调精确计数器); 10 套件全绿(8 playtest + guide + engine-voice)
This commit is contained in:
+8
-1
@@ -49,10 +49,11 @@ bash web/serve.sh
|
||||
每款游戏都有无头试玩测试(mock 浏览器 + 虚拟时钟,模拟玩家通关,见 §5):
|
||||
|
||||
```bash
|
||||
for g in storyline escape simon rhythm space rpg; do
|
||||
for g in storyline escape simon rhythm space rpg radio dungeon; do
|
||||
tools/node/bin/node web/$g/test/playtest.mjs || echo "FAILED: $g"
|
||||
done
|
||||
tools/node/bin/node web/harness/guide.test.mjs # 向导层专项(guide=full 行为断言)
|
||||
tools/node/bin/node web/harness/engine-voice.test.mjs # 引擎 voice 句尾保真专项(见 §6)
|
||||
```
|
||||
|
||||
退出码 0 = 全绿。当前 6 款 + 向导专项全部通过。**注意:playtest 一律在 setup 里 `settings.set({guide:'off'})` 验证纯玩法逻辑;向导行为断言只住在 guide.test.mjs。**
|
||||
@@ -262,6 +263,11 @@ source env.d/mureka.sh
|
||||
### 5.3 其他质量手段
|
||||
|
||||
- JS 语法校验:`tools/node/bin/node --check web/<game>/game.js`。
|
||||
- 引擎 voice 句尾保真:`tools/node/bin/node web/harness/engine-voice.test.mjs`
|
||||
(I1 源未耗尽不得结算 / I2 耗尽后排空窗才断开 / I3 mock 零消耗走旧路径;
|
||||
2026-09 真机人耳反馈固化,改动 `audio.js _finishVoice` 必跑)。
|
||||
- voice 资产尾部静默审计:`.venv-tts/bin/python tools/audit_voice_tails.py`
|
||||
(量化尾部裁剪松紧;注意判读口径——尾静默紧≠剪字,句尾完整性验收在引擎层)。
|
||||
- 资产终检:`tools/check_all_assets.py`(§3.4)。
|
||||
- 真机听测 checklist(听感参数只能真机验):[docs/design/roadmap.md](docs/design/roadmap.md) §4。
|
||||
|
||||
@@ -271,6 +277,7 @@ source env.d/mureka.sh
|
||||
|---|---|---|
|
||||
| ~~引擎无公开 `isVoicePlaying`~~ | **已解决(R7)**:`audio.isVoicePlaying()` 公开,游戏层全部收编 | — |
|
||||
| ~~长按快进无 per-game 开关~~ | **已解决(R7)**:`audio.setRateBoostEnabled(false)`,rhythm/space 演奏期已豁免 | — |
|
||||
| ~~voice 句尾剪字(每句末尾音节缺失)~~ | **已根治(2026-09 真机人耳反馈)**:旧结束定时器(墙钟+120ms)< 管线固有延迟 ~190ms,句尾音节尚在 SPN/SoundTouch 缓冲即被 disconnect。现 `_finishVoice` 以源真实消耗位置(`filter.sourcePosition`)判定 + 300ms 排空窗;回归 `web/harness/engine-voice.test.mjs` 三不变式钉死;真机 A/B(同 id 节点存活 +0.02s→+0.33s)验证 | 引擎层已固化,新游戏零改动继承;合成侧经 ASR 抽查排除剪字(尾静默紧是裁剪工艺,判读口径见 `tools/audit_voice_tails.py` 头注) |
|
||||
| 向导 earcon 为运行时合成音 | 音色是「可用」级不是「精美」级(正弦/三角/方波包络) | 若升级为录制品 earcon:保持 8 音词表与参数边界不变(14 号文档 §2),只换渲染后端 |
|
||||
| escape「需要帮助吗」问而不等 | P1 终评唯一「擦边当白痴」时刻 | v2 手势宪法专项:真问答 + PLAY 期目标重听入口 |
|
||||
| space/simon 无「局」与结算仪式;storyline 链尾无轻量 turn 信号、二周目重播开场教学;rhythm 教学首误先震后教 | round4 终评 P0 全部裁定入 v2(research/04-playtests/round4/synthesis.md §2) | L5 会话层专项 + 微 polish 清单 |
|
||||
|
||||
@@ -33,6 +33,12 @@ flock .gpu.lock .venv-tts/bin/python app/src/escape/gen/gen_voice.py
|
||||
```
|
||||
|
||||
- 每条生成后自动校验:**时长 > 0.3s 且峰值 > 0.05**,不达标直接 assert 失败。
|
||||
- **尾部裁剪与句尾完整性(2026-09 口径)**:管线峰值归一 + 静音尾裁剪很紧,
|
||||
绝大多数 voice 文件尾部静默 <120ms 属预期,**不等于剪字**。「句子是否读完」
|
||||
的验收在引擎层(源消耗位置判定 + 300ms 排空窗,见 `web/engine/audio.js
|
||||
_finishVoice` 与 `web/harness/engine-voice.test.mjs`);资产侧怀疑剪字时用
|
||||
ASR 抽查末字/语气词核对,量化工具 `tools/audit_voice_tails.py`(判读口径
|
||||
见其文件头注)。
|
||||
- 音色分配见各游戏文档(docs/games/*.md):旁白 Uncle_Fu、林晚 Serena、
|
||||
猎狗 Dylan、小满/广播 Vivian;escape 全员 Uncle_Fu 靠 instruct 区分语气。
|
||||
- 已知不稳条目:reflex 的 `num_6`("六"),单独用
|
||||
|
||||
@@ -58,6 +58,9 @@
|
||||
|
||||
通用前置:安卓 Chrome + iOS Safari 各过一遍;戴有线耳机测一轮、蓝牙耳机测一轮(延迟差异);iOS 项注意"无震动"是预期行为。
|
||||
|
||||
**全游戏通用(2026-09 新增,来自真机人耳反馈)**:
|
||||
- [ ] **句尾完整性**:随机抽 10 句长短不一的对白听到自然收尾,末字/语气词(了/吧/呀)不缺失、不被下一句或音效咬尾(引擎已固化排空机制 + `web/harness/engine-voice.test.mjs` 回归;本项验真机实际听感与打断时序)
|
||||
|
||||
### 声命线 storyline
|
||||
- [ ] 旁白切角色音时不出戏(重点:female 旁白 vs 小满/广播的 Vivian 家族)
|
||||
- [ ] 8 个抉择点左/右滑方向与选项播报一致
|
||||
|
||||
@@ -115,6 +115,10 @@
|
||||
- **状态可辨识性**:任意转写点,仅凭最近 2s 的声音事件能否判断宏观状态(抽查,目标 ≥95%)。
|
||||
2. **玩家代理评审(每轮必跑)**:4 人设(视障/大学生/白领/工人)读转写写心得,按「状态感知自评 1-5 / 我知道下一步该做什么吗 / 是否愿意继续玩 / P0 问题清单」结构化输出。**结题门槛见章程 §4**。
|
||||
3. **真机人类听测(发布前)**:音色美感、响度舒适、双耳定位精度、蓝牙延迟——代理无法替代(roadmap §4 既有流程)。
|
||||
**2026-09 教训固化**:代理评审的盲区不止「美感/响度」——**句尾剪字**(引擎定时器早于
|
||||
管线排空,每句尾字被吃)在转写与 ASR 判定里完全不可见(判定窗口宽、文本对照容错),
|
||||
首个真人玩家一句就听出来了。凡「媒体是否播完」类问题,转写层无效,必须真人耳测 +
|
||||
引擎级断言(本次固化:`engine-voice.test.mjs` 三不变式 + roadmap §4 句尾完整性清单项)。
|
||||
|
||||
## 6. 反模式清单(一票否决)
|
||||
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
#!/usr/bin/env python3
|
||||
# -*- coding: utf-8 -*-
|
||||
"""voice 资产尾部静默审计(2026-09 句尾剪字排查的固化工具)。
|
||||
|
||||
用途:量化每个 voice 文件「最后一段人声能量 → 文件末尾」的静默长度,观察
|
||||
生产管线的尾部裁剪松紧、发现异常文件(如 0 静默且能量戛然而止的可疑样本)。
|
||||
|
||||
⚠ 判读口径(2026-09 排查结论,勿推翻):
|
||||
- 本项目 TTS 管线峰值归一 + 静音尾裁剪很紧,**绝大多数文件尾部静默 <120ms
|
||||
属预期**,不等于剪字。tail 静默长度不能单独作为「句尾被剪」的证据。
|
||||
- 「句子是否读完」的验收在**引擎层**(voice 自然结束以源消耗位置判定 +
|
||||
300ms 管线排空,见 web/engine/audio.js _finishVoice 与
|
||||
web/harness/engine-voice.test.mjs),不在资产层。
|
||||
- 资产侧怀疑剪字时,用 SenseVoice ASR 抽查可疑文件并核对末字/语气词
|
||||
(管线:.venv-asr/bin/python,参照 research/new8 排查记录)。
|
||||
|
||||
用法:
|
||||
.venv-tts/bin/python tools/audit_voice_tails.py # 全部 8 游戏
|
||||
.venv-tts/bin/python tools/audit_voice_tails.py --tail-min 0.08
|
||||
"""
|
||||
import argparse
|
||||
import array
|
||||
import os
|
||||
import subprocess
|
||||
|
||||
ROOT = os.environ.get(
|
||||
"SG_ROOT",
|
||||
os.path.join(os.path.dirname(os.path.dirname(os.path.abspath(__file__)))),
|
||||
)
|
||||
FF = os.path.join(ROOT, "tools", "bin", "ffmpeg")
|
||||
WEB = os.path.join(ROOT, "web")
|
||||
GAMES = ["storyline", "escape", "simon", "rhythm", "space", "rpg", "radio", "dungeon"]
|
||||
|
||||
ap = argparse.ArgumentParser(description="voice 资产尾部静默审计")
|
||||
ap.add_argument("--tail-min", type=float, default=0.120,
|
||||
help="尾部静默阈值(秒),低于此列入报告(默认 0.120)")
|
||||
TAIL_MIN = ap.parse_args().tail_min
|
||||
|
||||
|
||||
def profile(path):
|
||||
"""解码 16k mono pcm_s16le,返回 (dur, head_sil, tail_sil) 秒。"""
|
||||
p = subprocess.run([FF, "-v", "error", "-i", path, "-ac", "1", "-ar", "16000",
|
||||
"-f", "s16le", "-"], capture_output=True)
|
||||
data = p.stdout
|
||||
if len(data) < 3200:
|
||||
return None
|
||||
a = array.array('h')
|
||||
a.frombytes(data)
|
||||
n = len(a)
|
||||
win = 320 # 20ms @16k
|
||||
|
||||
def rms(i):
|
||||
seg = a[i:i + win]
|
||||
return (sum(x * x for x in seg) / win) ** 0.5
|
||||
|
||||
last, first = -1, -1
|
||||
for i in range(0, n - win, win):
|
||||
if rms(i) > 500: # ≈ -30dBFS 记为有人声
|
||||
if first < 0:
|
||||
first = i
|
||||
last = i
|
||||
if last < 0:
|
||||
return None
|
||||
dur = n / 16000.0
|
||||
tail = (n - (last + win)) / 16000.0
|
||||
head = first / 16000.0
|
||||
return dur, head, tail
|
||||
|
||||
|
||||
def main():
|
||||
bad, total = [], 0
|
||||
for g in GAMES:
|
||||
vdir = os.path.join(WEB, g, "audio", "voice")
|
||||
for dp, _dn, fs in os.walk(vdir):
|
||||
for f in fs:
|
||||
if not f.endswith((".ogg", ".m4a")):
|
||||
continue
|
||||
total += 1
|
||||
r = profile(os.path.join(dp, f))
|
||||
if not r:
|
||||
continue
|
||||
dur, _head, tail = r
|
||||
if tail < TAIL_MIN:
|
||||
bad.append((os.path.relpath(os.path.join(dp, f), WEB), dur, tail))
|
||||
print(f"scanned {total} voice files")
|
||||
print(f"tail silence < {int(TAIL_MIN*1000)}ms: {len(bad)}(判读口径见文件头注)")
|
||||
for rel, dur, tail in sorted(bad, key=lambda x: x[2])[:40]:
|
||||
print(f" tail={int(tail*1000):4d}ms dur={dur:5.2f}s {rel}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
+1
-1
@@ -497,7 +497,7 @@ export class WebAudioEngine {
|
||||
*/
|
||||
_finishVoice(token) {
|
||||
if (this._voice !== token || token.stopped) return; // 被打断:不回调
|
||||
const consumedSec = token.filter.sourceSound.position / token.buf.sampleRate;
|
||||
const consumedSec = token.filter.sourcePosition / token.buf.sampleRate;
|
||||
if (consumedSec > 0 && consumedSec < token.buf.duration - 0.02) {
|
||||
// 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
|
||||
token.endTimer = setTimeout(() => this._finishVoice(token), 80);
|
||||
|
||||
@@ -0,0 +1,140 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* engine-voice.test.mjs — 引擎 voice 句尾保真回归(2026-09 真机人耳反馈固化)。
|
||||
*
|
||||
* 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 +
|
||||
* SoundTouch 固有延迟 ≈190ms > 任何小余量),必须以「源真实消耗位置」为准,
|
||||
* 耗尽后留排空窗再 disconnect。本测试用可手动驱动的 ScriptProcessorNode mock
|
||||
* 模拟真实消耗,把该语义钉死,防止未来重构回潮。
|
||||
*
|
||||
* 三条不变式:
|
||||
* I1 源未耗尽时,_finishVoice 提前触发不得结算(必须短重排等待);
|
||||
* 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;
|
||||
* I3 消耗位置恒为 0(playtest mock / SPN 首回调未到)走旧立即结算路径。
|
||||
*
|
||||
* 运行:tools/node/bin/node web/harness/engine-voice.test.mjs
|
||||
*/
|
||||
import fs from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const HERE = path.dirname(fileURLToPath(import.meta.url));
|
||||
const WEB = path.resolve(HERE, '..');
|
||||
let passed = 0; const failures = [];
|
||||
const assert = (cond, msg) => { if (cond) { passed++; console.log(' ✓ ' + msg); } else { failures.push(msg); console.log(' ✗ ' + msg); } };
|
||||
const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
|
||||
|
||||
// ---- 全局 mock(在 import 引擎前就位)----
|
||||
const storageMap = new Map();
|
||||
globalThis.window = {
|
||||
AudioContext: null, // 下面赋值
|
||||
addEventListener() {},
|
||||
};
|
||||
globalThis.localStorage = {
|
||||
getItem: (k) => (storageMap.has(k) ? storageMap.get(k) : null),
|
||||
setItem: (k, v) => storageMap.set(k, String(v)),
|
||||
removeItem: (k) => storageMap.delete(k),
|
||||
};
|
||||
globalThis.document = { addEventListener() {}, getElementById: () => null, body: { appendChild() {}, classList: { add() {}, remove() {} } } };
|
||||
try { globalThis.navigator = { userAgent: 'test', vibrate: () => true }; } catch (_) { /* Node22 自带只读 navigator */ }
|
||||
globalThis.performance = globalThis.performance || { now: () => Date.now() };
|
||||
|
||||
const SR = 44100;
|
||||
const DUR = 2.0; // 测试语音 2 秒
|
||||
const FRAMES = Math.round(SR * DUR);
|
||||
|
||||
class FakeParam { constructor(v = 1) { this.value = v; } setValueAtTime() {} linearRampToValueAtTime() {} cancelScheduledValues() {} }
|
||||
|
||||
class DrivableSPN {
|
||||
constructor() { this.connect = () => {}; this.disconnectCount = 0; this.onaudioprocess = null; }
|
||||
disconnect() { this.disconnectCount++; }
|
||||
/** 模拟一次真实音频回调:SoundTouch 从源拉取至多 4096 帧 */
|
||||
pump() {
|
||||
if (!this.onaudioprocess) return 0;
|
||||
const out = { outputBuffer: { getChannelData: () => new Float32Array(4096 * 2) } };
|
||||
this.onaudioprocess(out);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
class MockAudioContext {
|
||||
constructor() { this.state = 'running'; this.destination = {}; this.sampleRate = SR; }
|
||||
get currentTime() { return performance.now() / 1000; }
|
||||
createGain() { return { gain: new FakeParam(), connect() {}, disconnect() {} }; }
|
||||
createDynamicsCompressor() { const n = this.createGain(); n.threshold = new FakeParam(); n.ratio = new FakeParam(); n.attack = new FakeParam(); n.release = new FakeParam(); return n; }
|
||||
createScriptProcessor() { return new DrivableSPN(); }
|
||||
decodeAudioData() {
|
||||
return Promise.resolve({
|
||||
duration: DUR, sampleRate: SR, numberOfChannels: 1,
|
||||
getChannelData: (i) => new Float32Array(FRAMES), // 真实长度:SoundTouch extract 按帧索引
|
||||
});
|
||||
}
|
||||
resume() { this.state = 'running'; return Promise.resolve(); }
|
||||
}
|
||||
globalThis.window.AudioContext = MockAudioContext;
|
||||
|
||||
globalThis.fetch = async () => ({ ok: true, status: 200, arrayBuffer: async () => new ArrayBuffer(8) });
|
||||
|
||||
// ---- 导入真实引擎 ----
|
||||
const { WebAudioEngine } = await import(path.join(WEB, 'engine', 'audio.js'));
|
||||
|
||||
const engine = new WebAudioEngine('audio/');
|
||||
await engine.unlock();
|
||||
const completed = [];
|
||||
const makeOnComplete = (tag) => () => completed.push(tag);
|
||||
|
||||
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;
|
||||
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 / ${DUR}s)`);
|
||||
engine._finishVoice(token); // 模拟旧式墙钟定时器提前到点
|
||||
assert(engine._voice === token && !token.stopped, 'I1 未耗尽时不结算(token 仍存活,等待重排)');
|
||||
assert(completed.length === 0, 'I1 onComplete 未被提前调用');
|
||||
|
||||
console.log('\n=== I2 源耗尽:排空窗过后才真结算 ===');
|
||||
let guard = 0;
|
||||
while (token.filter.sourcePosition / SR < DUR && guard++ < 200) token.node.pump();
|
||||
const consumedFull = token.filter.sourcePosition / token.buf.sampleRate;
|
||||
assert(consumedFull >= DUR - 0.02, `源已耗尽(${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)');
|
||||
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=== 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') });
|
||||
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') });
|
||||
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); }
|
||||
engine.stopVoice();
|
||||
engine._voice = null;
|
||||
|
||||
console.log(`\n========================================`);
|
||||
console.log(`断言通过 ${passed} 条,失败 ${failures.length} 条`);
|
||||
if (failures.length) { failures.forEach((m) => console.log('FAILED: ' + m)); process.exit(1); }
|
||||
console.log('全部通过。');
|
||||
Reference in New Issue
Block a user