# -*- coding: utf-8 -*- """双性别语音资产管线(R1):为 5 个 web 游戏生成 male/female 两版旁白 voice。 约定: - 台词表从各游戏已有 gen 脚本原样提取(storyline/escape 的原始表在 app/src//gen/, 本脚本只做只读引用,不改 app/)。 - storyline 只生成旁白 + 系统音(NARR* 角色)的双性别版本;角色台词(林晚/猎狗/小满等) 不在本脚本范围内,沿用 web/storyline/audio/voice/ 平铺原文件。 - 输出 staging wav: tools/gen_voice_dual_wav///.wav --convert 后落地: web//audio/voice//.{ogg,m4a} (原有平铺 voice/*.ogg 保留不动,等引擎切换后由后续轮次清理。) 质量控制: - 每条 assert 时长 > 0.3s、峰值 > 0.05;统一峰值归一 0.89。 - 台词 > 40 字按句拆分生成再拼接(句间 0.12s 静音),避免长句吞字。 - 短句/数字类(文本 ≤ 2 字)同 instruct 一整批连续生成,减少 prosody 漂移。 - --check 对比同句两性时长,相差 3 倍以上判异常(删掉异常 wav 后重跑本脚本即可)。 用法(GPU 必须串行): source env.d/tts.sh flock /home/ubuntu/SoundGame/.gpu.lock .venv-tts/bin/python tools/gen_voice_dual.py --game simon --gender both .venv-tts/bin/python tools/gen_voice_dual.py --game all --check # 无需 GPU source env.d/android.sh && .venv-tts/bin/python tools/gen_voice_dual.py --game all --convert """ import argparse import os import re import subprocess import sys os.environ.setdefault("HF_HOME", "/home/ubuntu/SoundGame/models/hf") os.environ.setdefault("HF_ENDPOINT", "https://hf-mirror.com") ROOT = "/home/ubuntu/SoundGame" STAGING = os.path.join(ROOT, "tools", "gen_voice_dual_wav") SPLIT_LIMIT = 40 # 超过 40 字拆句 GAP_SEC = 0.12 # 拼接句间静音 PEAK_NORM = 0.89 BATCH_SHORT = 16 # 数字/短句一批 BATCH_LONG = 6 # ---------------------------------------------------------------- 音色分配 # 游戏 × 性别 -> speaker。说明见 docs/audio/asset-manifest.md。 # Ryan(英语母语音色)经冒烟测试未采用:项目已有中文发音投诉,男声统一用 # 中文母语的 Uncle_Fu;测试样本在 tools/samples/ryan_zh_*.wav 供人工试听。 SPEAKERS = { "storyline": {"male": "Uncle_Fu", "female": "Vivian"}, "escape": {"male": "Uncle_Fu", "female": "Serena"}, "simon": {"male": "Uncle_Fu", "female": "Serena"}, "rhythm": {"male": "Uncle_Fu", "female": "Vivian"}, "space": {"male": "Uncle_Fu", "female": "Serena"}, "rpg": {"male": "Uncle_Fu", "female": "Serena"}, } # instruct 对:(male, female)。None 表示两性别共用同一 instruct。 def _pair(m, f=None): return (m, f if f is not None else m) # ---------------------------------------------------------------- storyline _SL_NARR = _pair("低沉醇厚的中年男声旁白,冷静、缓慢,带着末世废墟的苍凉感", "冷静低沉的女声旁白,语速缓慢,带着末世废墟的苍凉感") _SL_WARM = _pair("低沉醇厚的中年男声旁白,由紧张转为温暖,结尾带希望", "女声旁白,由紧张转为温暖,结尾带希望") _SL_COLD = _pair("低沉醇厚的中年男声旁白,冷漠、空洞,越说越轻", "女声旁白,冷漠、空洞,越说越轻") _SL_EPIC = _pair("低沉醇厚的中年男声旁白,悲壮,尾音下沉", "女声旁白,悲壮,尾音下沉") STORYLINE_LINES = [ # ---- 系统语音 ---- ("help", _SL_NARR, "操作说明。单击屏幕:继续剧情。双击:重听刚才的台词。向上滑:听这段说明和当前进度。向下滑:呼出菜单,菜单里可以重新开始。当旁白说“请选择”的时候,向左滑或者向右滑,做出你的决定。选择无法撤销。"), ("status1", _SL_NARR, "当前进度:第一幕,城南地铁站附近。你的目标:活着离开这片废墟,前往北区的广播塔,寻找妹妹林晨的下落。"), ("status2", _SL_NARR, "当前进度:第二幕,酸雨笼罩的街区与断桥。你的目标:渡过江水,抵达广播塔。小心,猎狗的人,就在附近。"), ("status3", _SL_NARR, "当前进度:第三幕,广播塔下。你的目标:把警报发出去,找到林晨。这是最后一段路了。"), ("menu", _SL_NARR, "菜单。向左滑:重新开始整个故事。向右滑,或者单击:回到故事。向上滑:听操作说明。"), # ---- 选择提示 ---- ("p1", _SL_NARR, "请选择。向左滑:先检查背包里的收音机。向右滑:先摸黑寻找出口。"), ("p2", _SL_NARR, "请选择。向左滑:钻进旁边的通风管道。向右滑:躺进路边的尸体堆里装死。"), ("p3", _SL_NARR, "请选择。向左滑:循着哭声过去看看。向右滑:不去管它,直接去北区。"), ("p4", _SL_NARR, "请选择。向左滑:带上小满一起走。向右滑:留下食物,独自上路。"), ("p5", _SL_NARR, "请选择。向左滑:走桥下的污水涵洞。向右滑:爬桥上悬着的钢索。"), ("p6", _SL_NARR, "请选择。向左滑:交出坐标,保命要紧。向右滑:拒绝他,想办法周旋。"), ("p7", _SL_NARR, "请选择。向左滑:追上去,警告避难所。向右滑:自己逃命,越远越好。"), ("p8", _SL_NARR, "请选择。向左滑:用公开频道广播,让全城都听见。向右滑:用加密频段,只发给避难所。"), # ---- 第一幕 ---- ("n00_intro", _SL_NARR, "大停电后的第三十天,城市陷入彻底的黑暗。没有电,没有网络,只有收音机里偶尔闪过的沙沙声,像垂死者的呼吸。你是林晚,一名前急救员。在这个故事里,你用声音活下去。请记住:单击屏幕,继续剧情;双击,重听上一句;向上滑,听你的状态和帮助;向下滑,呼出菜单。当我说“请选择”的时候,向左滑,或者向右滑,做出你的决定。选择一旦做出,就无法回头。现在,单击屏幕,睁开眼睛。"), ("n01_wake", _SL_NARR, "后脑一阵钝痛,嘴里全是铁锈味。你在废弃的地铁站里醒来,四周黑得像沉在水底。背包还压在身下,手电筒却不知去向。远处滴水的声音,一下,一下,像某种倒计时。"), ("n04_exit", _SL_NARR, "你扶着潮湿的墙,一步一步往外摸。第五十步,脚尖踢到一个硬物——是一支手电,还剩半格电。光柱劈开黑暗的那一瞬,你看见墙上用红漆刷着一行大字:别去北区。"), ("n05_signal", _SL_NARR, "就在这时,背包侧袋里的收音机,沙沙声忽然变得清晰。一个平稳的女声,一遍又一遍地重复着:"), ("n06_whistle", _SL_NARR, "你刚走上街面,黑暗里忽然响起一声口哨。接着是第二声,第三声,从不同的方向,把你围在中间。有人的手电光,扫过你的脸。"), ("n08_vent", _SL_NARR, "你一矮身,钻进了通风管道。铁皮贴着脊背,窄得几乎无法呼吸。身后传来咒骂和铁棍敲击管道口的声音,越来越近,又渐渐远去。十分钟后,你从两条街外的井口爬出来,肺里像塞满了沙子。"), ("n09_dead", _SL_NARR, "你屏住呼吸,把自己埋进路边冰冷的尸体堆里。手电、罐头、半瓶水,被他们一样一样摸走。有人踢了你一脚,你纹丝不动。就在他们离开时,你听见一句不该听见的话——“北区那个陷阱,今晚就收网。”"), # ---- 第二幕 ---- ("n10_rain", _SL_NARR, "酸雨开始下了。街面上升起细密的嘶嘶声,像无数条小蛇在游。雨幕那头,隐约传来一阵哭声——细细的,是个孩子。"), ("n11_child", _SL_NARR, "哭声来自一间塌了一半的便利店。一个小男孩抱着膝盖坐在货架底下,身边躺着一个再也不会醒来的女人。他抬起头,脸上全是灰,小声说:“我叫小满。妈妈说,数到一千,她就会醒。我已经数到……数到好多个一千了。”"), ("n13_leave", _SL_NARR, "你把仅剩的一罐罐头放在他身边,转身走进雨里。身后,孩子重新开始数数:一……二……三……你告诉自己,别回头。千万别回头。"), ("n14_ignore", _SL_NARR, "哭声被你甩在身后,越来越远,最后混进雨声里,再也听不见了。你走得很快,快得像在逃跑。快一点,再快一点。你对自己说,只要到了北区,这一切就都值了。"), ("n15_bridge", _SL_NARR, "两个小时后,江水拦住了去路。跨江大桥断成两截,桥身斜插进黑沉沉的江面。要去广播塔,只剩两条路:桥下的污水涵洞,黑得看不见底;或者,桥上悬着的钢索,在风里荡来荡去。"), ("n16_culvert", _SL_NARR, "涵洞里,污水没到胸口,又冷又黏,带着腐烂的甜味。走到一半,水面下有什么东西,擦着你的腿滑了过去。你没有叫出声,只是走,一步,一步,直到看见洞口那点灰白的天光。"), ("n16b_culvert_c", _SL_NARR, "你让小满骑在肩上,自己蹚进没到胸口的污水里。又冷又黏,带着腐烂的甜味。走到一半,水面下有什么东西擦过你的腿,小满吓得一抖,你抬手按住他的膝盖:“数数。”他小声数起来,一,二,三……数到一百七,你们看见了洞口的天光。"), ("n17_cable", _SL_NARR, "钢索比想象中更滑。酸雨把它泡得发黏,你每挪一步,整根钢索就晃一下。江风从断桥的缺口灌进来,像有无数只手在水底下拽你的脚。你不往下看。你只知道,前面就是北岸。"), ("n17b_cable_c", _SL_NARR, "钢索比想象中更滑。小满趴在你背上,一声不吭,两条小胳膊勒得你生疼。走到一半,钢索猛地一沉,你听见身后钢丝崩断的脆响。“闭眼。”你说。然后你用尽全身力气,向前,向前,直到膝盖磕上北岸的石头。"), # ---- 第三幕 ---- ("n20_convoy", _SL_NARR, "猎狗的车队朝北区开走了,探照灯在雨幕里划出一道道口子。你蹲在原地,胃里一阵一阵地泛酸。晨晨在北区。而刚才,是你,亲手把狼,引到了她的门口。"), ("n22_fight", _SL_NARR, "你往后退了半步,忽然笑了:“坐标在我脑子里。杀了我,你什么都拿不到。”猎狗愣了半秒。就是这半秒,你抓起一把沙土扬在他脸上,转身就跑。子弹擦着肩膀打进墙里,火辣辣地疼。但你在跑,你在跑——活着的感觉,从来没有这么清楚过。"), ("n23_tower", _SL_NARR, "广播塔就立在头顶,红色的信号灯在雨里一闪一闪,像一颗还在跳动的心脏。塔底的中控台居然还能用。只要爬上去,你就能接入城市广播网,把警报发给北区的每一个人。问题是——用哪个频道。"), # ---- 结局 ---- ("e1_dawn", _SL_WARM, "加密频道那头沉默了三秒。然后,一个你等了三十天的声音响了起来:“姐?姐!是你吗?”天亮之前,避难所的救援队打开了大门。猎狗的人,在北区的高墙下溃散了。你抱着晨晨,听见广播塔里,重新响起了音乐。后来人们说,这座城市,是从一个女人的声音开始,重新活过来的。——好结局:黎明。感谢你,陪林晚走完了这条路。单击屏幕,可以回到故事开始的地方。"), ("e2_price", _SL_EPIC, "你赶在车队前面,撞进了避难所的大门。“关掉广播!关灯!猎狗来了——!”那一夜,北区守住了。探照灯熄灭的时候,晨晨从人群里扑出来抱住你,才发现你胳膊上的血,已经把半边袖子浸透了。坐标是你交出去的,命,是你抢回来的。你赢了,用一条胳膊的代价。——结局:代价。单击屏幕,重新开始。"), ("e3_alone", _SL_COLD, "你逃了。一路向南,没有回头。三天后,收音机里关于北区的广播,停了。又过了七天,你在一个废弃的加油站里,听见最后一个频段,也变成了沙沙声。你活下来了。只是从此以后的每一个夜里,你都会想起那声口哨,和你报出坐标时,自己发抖的声音。——坏结局:孤声。单击屏幕,重新开始。"), ("e4_static", _SL_EPIC, "公开频道,把所有人都引来了——幸存者,还有猎狗。塔顶的风很大,你看见山下火把连成的长龙,也看见避难所方向亮起的防御火光。猎狗的刀抵上来的时候,你对着麦克风笑了:“听见了吗,晨晨?姐姐的声音,全城都听见了。”信号中断了。但那晚之后,北区,再没有人投降。——结局:静默。单击屏幕,重新开始。"), ("skip_hint", _SL_NARR, "单击可跳过旁白。"), ] # ---------------------------------------------------------------- escape # R2 重设计(docs/design/01):全游戏同一 instruct 常量(00 文档 §3.2,不含语速词)。 _ESC = _pair("低沉平稳的男声,冷静、克制,带一点神秘感", "沉稳平静的女声,冷静、克制,带一点神秘感") ESCAPE_LINES = [ # ---- 开场引导 G0-G7 ---- ("g0_intro", _ESC, "黑暗。你在废弃的地下设施里醒来,什么都想不起来。你必须找到出路。"), ("g1_move", _ESC, "先活动一下。朝任意方向滑一下,走一小步。"), ("g1_done", _ESC, "很好,你迈出了第一步。"), ("g2_wall", _ESC, "这个房间不大,四面都是墙。再滑两下,试试碰碰墙。"), ("g3_left", _ESC, "跟着我指的路走。向左滑。"), ("g4_down", _ESC, "对。再向下滑。"), ("g5_inspect", _ESC, "听到水声了吗?单击一下,仔细检查这个房间。"), ("g5_key", _ESC, "你摸到了一把钥匙!"), ("g6_doubletap", _ESC, "钥匙能开锁。双击,是把物品用出去的用法。现在,双击试试。"), ("g6_done", _ESC, "对,就是这样。接下来,靠你自己了。"), ("g7_goal", _ESC, "找到能用这把钥匙打开的东西。需要帮助时,在原地双击。"), # ---- 引导纠错与跳过 ---- ("guide_wrong_up", _ESC, "不是这个方向。向上滑。"), ("guide_wrong_down", _ESC, "不是这个方向。向下滑。"), ("guide_wrong_left", _ESC, "不是这个方向。向左滑。"), ("guide_wrong_right", _ESC, "不是这个方向。向右滑。"), ("guide_wrong_gesture", _ESC, "不是这个操作。照我说的做。"), ("guide_blunt_up", _ESC, "手指贴着屏幕,向上推一下。"), ("guide_blunt_down", _ESC, "手指贴着屏幕,向下推一下。"), ("guide_blunt_left", _ESC, "手指贴着屏幕,向左推一下。"), ("guide_blunt_right", _ESC, "手指贴着屏幕,向右推一下。"), ("guide_offpath", _ESC, "先跟我走。"), ("guide_skip", _ESC, "跳过引导,直接开始自由探索。"), ("reopen_prompt", _ESC, "上滑,重新听一遍引导。单击,直接开始。"), # ---- 卡关三级提示 + 导航 ---- ("stuck_ask", _ESC, "需要帮助吗?"), ("stuck_key_1", _ESC, "铁锈味最重的地方,值得仔细看看。"), ("stuck_key_2", _ESC, "去西南角的储物间,单击检查,找到钥匙。"), ("stuck_key_3", _ESC, "跟我说的方向走,去西南角的储物间。"), ("stuck_cabinet_1", _ESC, "钥匙就在你身上。它能打开某一把锁。"), ("stuck_cabinet_2", _ESC, "去东边的铁柜房,双击,用钥匙打开铁柜。"), ("stuck_cabinet_3", _ESC, "跟我说的方向走,去铁柜所在的房间。"), ("stuck_box_1", _ESC, "保险丝属于电箱。有电流声的地方,就有电箱。"), ("stuck_box_2", _ESC, "去西北角的电箱房,双击,把保险丝装进电箱。"), ("stuck_box_3", _ESC, "跟我说的方向走,去电箱所在的房间。"), ("stuck_gate_1", _ESC, "电已经通了。该去找那扇铁门了。"), ("stuck_gate_2", _ESC, "去东南角的大门,双击,打开它,离开这里。"), ("stuck_gate_3", _ESC, "跟我说的方向走,去大门所在的房间。"), ("nav_up", _ESC, "向上滑。"), ("nav_down", _ESC, "向下滑。"), ("nav_left", _ESC, "向左滑。"), ("nav_right", _ESC, "向右滑。"), # ---- 房间描述 ---- ("room_storage", _ESC, "一间储物间。货架上堆满杂物,角落里传来水滴声。"), ("room_cabinet", _ESC, "这个房间里,立着一个铁柜。"), ("room_power", _ESC, "这个房间的墙上,有一只电箱。"), ("room_gate", _ESC, "面前,是一扇沉重的铁门。"), # ---- 用时播报 4 段整句 ---- ("time_band1", _ESC, "你逃出来了,用时不到两分钟。了不起!"), ("time_band2", _ESC, "你逃出来了,用时不到五分钟。"), ("time_band3", _ESC, "你逃出来了,用时不到十分钟。"), ("time_band4", _ESC, "你逃出来了,用时超过十分钟。"), # ---- 保留句(文本沿用,按新 instruct 重录) ---- ("wall", _ESC, "那边是墙,换个方向。"), ("start_room", _ESC, "你站在设施中央的房间里。滑动移动,单击检查,双击使用物品。"), ("found_key", _ESC, "你蹲下身在储物架的角落里摸索,指尖碰到一个冰凉的金属物件——是一把钥匙!钥匙到手了。"), ("inspect_cabinet_locked", _ESC, "这个房间里立着一个铁柜,柜门上挂着一把锁。也许,有什么钥匙能打开它。"), ("unlock_cabinet", _ESC, "钥匙插进锁孔,缓缓转动。咔哒一声,柜门开了。柜子深处,躺着一枚保险丝。保险丝到手了。"), ("inspect_box_dead", _ESC, "墙上是一只电箱,箱盖敞开着,里面的保险丝座空空如也。没有电,这里的大门永远打不开。"), ("box_fixed", _ESC, "电箱运转正常,电流的嗡鸣声平稳而持续。"), ("fix_box", _ESC, "你把保险丝用力按进卡座。火花一闪,嗡鸣声响起——头顶的线路恢复供电了!"), ("inspect_gate", _ESC, "面前是一扇沉重的铁门。门边的电子锁一片漆黑,没有任何反应。它需要电力。"), ("inspect_gate_ready", _ESC, "电子锁的指示灯亮了,发出微弱的绿光。大门已经通电。双击,打开它,离开这里。"), ("escape", _ESC, "你扳动开关。电机轰鸣,沉重的铁门缓缓升起,刺眼的光线涌了进来。你眯起眼睛,向前迈出了第一步。自由了。你逃出来了。"), ("use_fail", _ESC, "这里没有用得上东西的地方。换个房间试试,或者先单击检查一下周围。"), ("inv_empty", _ESC, "你摸了摸身上,什么也没有。"), ("inv_key", _ESC, "你身上带着一把钥匙。"), ("inv_fuse", _ESC, "你身上带着一枚保险丝。"), ("inv_both", _ESC, "你身上带着一把钥匙和一枚保险丝。"), ("replay", _ESC, "黑暗再次合拢。你回到了中央的房间。这一次,你会更快。"), ("again", _ESC, "单击屏幕,再来一次。下滑,打开菜单。"), ("empty_1", _ESC, "房间里空空荡荡,只有你自己的回声。"), ("empty_2", _ESC, "你伸出手,摸到的只有冰冷粗糙的墙壁。"), ("empty_3", _ESC, "除了远处的水滴声,这里什么都没有。"), # ---- 菜单与帮助 ---- ("help_ops", _ESC, "滑动,在房间之间移动。单击,检查房间,或者重听房间的声音。双击,使用物品,或者查看背包。"), ("menu_open", _ESC, "菜单。"), ("menu_restart", _ESC, "重新开始。"), ("menu_home", _ESC, "回大厅。"), ("menu_back", _ESC, "返回游戏。"), ("skip_hint", _ESC, "单击可跳过旁白。"), ] # ---------------------------------------------------------------- simon # R2 重设计(docs/design/02):全游戏同一 instruct 常量,轮次/成绩全部整句化。 _SIMON = _pair("平静、清晰,像一个耐心的游戏主持人") _SIMON_ROUNDS = ["第一", "第二", "第三", "第四", "第五", "第六", "第七", "第八", "第九", "第十", "第十一", "第十二", "第十三", "第十四", "第十五", "第十六", "第十七", "第十八", "第十九", "第二十"] SIMON_LINES = [ # ---- 交互式教学 T0-T7 ---- ("t0_welcome", _SIMON, "欢迎来到音序回响。先认识六种声音。"), ("t0_goal", _SIMON, "我会演奏一串声音,请你记住顺序,原样复现。"), ("t1_up", _SIMON, "向上滑,是这个声音。"), ("t2_down", _SIMON, "向下滑,是这个声音。"), ("t3_left", _SIMON, "向左滑,是这个声音。"), ("t4_right", _SIMON, "向右滑,是这个声音。"), ("t5_tap", _SIMON, "单击,是这个声音。"), ("t6_double", _SIMON, "双击,是这个声音。"), ("t_try", _SIMON, "你试试。"), ("t_ok", _SIMON, "对了。"), ("t_wrong_up", _SIMON, "不是这个,向上滑试试。"), ("t_wrong_down", _SIMON, "不是这个,向下滑试试。"), ("t_wrong_left", _SIMON, "不是这个,向左滑试试。"), ("t_wrong_right", _SIMON, "不是这个,向右滑试试。"), ("t_wrong_tap", _SIMON, "不是这个,单击试试。"), ("t_wrong_double", _SIMON, "不是这个,双击试试。"), ("t_blunt_up", _SIMON, "手指贴着屏幕,向上推一下。"), ("t_blunt_down", _SIMON, "手指贴着屏幕,向下推一下。"), ("t_blunt_left", _SIMON, "手指贴着屏幕,向左推一下。"), ("t_blunt_right", _SIMON, "手指贴着屏幕,向右推一下。"), ("t_blunt_tap", _SIMON, "用指尖,轻轻点一下屏幕。"), ("t_blunt_double", _SIMON, "用指尖,快速点两下屏幕。"), ("t7_ready", _SIMON, "六种声音都记住了。后面的序列,会越来越长。"), ("t7_retry", _SIMON, "答错可以消耗机会重听。双击,可以随时重听。"), ("t_skip", _SIMON, "跳过教学,直接开始。"), # ---- 轮次播报(整句,round_01..round_20 + 兜底) ---- *[(f"round_{i + 1:02d}", _SIMON, f"{w}轮,听好了。") for i, w in enumerate(_SIMON_ROUNDS)], ("round_more", _SIMON, "新的一轮,听好了。"), # ---- 成绩播报 6 段整句 ---- ("score_band1", _SIMON, "一轮都没坚持下来。别灰心。"), ("score_band2", _SIMON, "你坚持了三轮以内。"), ("score_band3", _SIMON, "你坚持了五轮左右。"), ("score_band4", _SIMON, "你坚持了将近十轮。"), ("score_band5", _SIMON, "你坚持了十轮以上,很厉害。"), ("score_band6", _SIMON, "你坚持了十五轮以上,大师级!"), # ---- 流程句 ---- ("your_turn", _SIMON, "轮到你了。"), ("chances_out", _SIMON, "重听机会用完了,小心。"), ("retry_use", _SIMON, "错了。用一次机会,再听一遍。"), ("relisten", _SIMON, "再听一遍。"), ("replay", _SIMON, "单击屏幕,再来一局。"), ("rules_prompt", _SIMON, "上滑,重听规则。下滑,打开菜单。"), ("rules", _SIMON, "上行音,向上滑。下行音,向下滑。左边的音,向左滑。右边的音,向右滑。一声轻响,单击。两声轻响,双击。"), ("gameover", _SIMON, "游戏结束。"), # ---- 反馈短句 ---- ("correct", _SIMON, "答对了!"), ("wrong", _SIMON, "错了。"), ("chance_plus", _SIMON, "机会加一。"), ("new_record", _SIMON, "新纪录!"), # ---- 菜单 ---- ("menu_open", _SIMON, "菜单。"), ("menu_restart", _SIMON, "重新开始。"), ("menu_home", _SIMON, "回大厅。"), ("menu_back", _SIMON, "返回游戏。"), ("skip_hint", _SIMON, "单击可跳过旁白。"), ] # ---------------------------------------------------------------- rhythm # R3 重构(docs/design/03-rhythm-voice-ids.md):31 句,全表同一 instruct 常量。 _RHY = _pair("低沉醇厚的男声,像节奏游戏主持人,平稳有力", "活力清晰的年轻女声,像节奏游戏主持人,情绪饱满但不夸张") RHYTHM_LINES = [ # ---- W 组 · 开场与流程 ---- ("welcome", _RHY, "欢迎来到节拍行者。跟着音乐,我奏一句,你跟一句。"), ("welcome_back", _RHY, "欢迎回来。我奏一句,你跟一句。"), ("tut_1", _RHY, "听,底鼓。在下一小节的同一个位置,单击。"), ("tut_2", _RHY, "这次是左和右。跟着打,左滑,右滑。"), ("tut_3", _RHY, "最后一句,三个音,中间是双击。"), ("tut_done", _RHY, "很好,演出开始。"), ("tut_skip", _RHY, "跳过教学,直接开始。"), ("mid_song", _RHY, "过半了,保持。"), # ---- C 组 · 教学纠正 ---- ("retry_early", _RHY, "早了,等鼓点再出手。"), ("retry_late", _RHY, "晚了,跟着鼓点走。"), ("retry_gesture", _RHY, "不是这个手势,再听一遍。"), ("retry_listen", _RHY, "再听一遍,跟着来。"), ("retry_skip", _RHY, "没关系,我们先走下一句。"), # ---- S 组 · 选曲与解锁 ---- ("select_hint", _RHY, "左右滑选曲目,单击开始,下滑回大厅。"), ("song1_name", _RHY, "第一首,启程,九十拍。"), ("song2_name", _RHY, "第二首,追风,一百零五拍。"), ("song3_name", _RHY, "第三首,星爆,一百二十拍。"), ("song_locked", _RHY, "这首还没解锁。上一首拿到 B 级以上就能解锁。"), ("unlock_song2", _RHY, "新曲目解锁,追风!"), ("unlock_song3", _RHY, "新曲目解锁,星爆!"), # ---- G 组 · 结算 ---- ("grade_s", _RHY, "S 级!准确率超过九成五,完美演出。"), ("grade_a", _RHY, "A 级!准确率超过八成五,非常出色。"), ("grade_b", _RHY, "B 级,准确率超过七成。不错,还能更好。"), ("grade_c", _RHY, "C 级,准确率不到七成。别灰心,再来一遍。"), ("new_best_combo", _RHY, "新连击纪录!"), ("restart", _RHY, "单击再来一遍,右滑下一首,下滑回大厅。"), # ---- M 组 · 菜单与规则 ---- ("rules", _RHY, "规则:我奏一句,你在下一小节原样跟打。音要对,拍点也要对。"), ("settings_hint", _RHY, "音色、语速、背景音乐,请回大厅修改。"), ("menu_main", _RHY, "菜单。单击切换选项,双击确认。"), ("menu_resume", _RHY, "继续演奏。"), ("menu_lobby", _RHY, "回大厅。"), ("skip_hint", _RHY, "单击可跳过旁白。"), ] # ---------------------------------------------------------------- space # R3 备产(docs/design/04-space-voice-ids.md):52 句全量替换 R1 版,全表同一 instruct 常量。 _SPC = _pair("低沉醇厚的男声,像飞船领航员,沉稳有力", "平静清晰的女声,像飞船领航员,沉稳可信") SPACE_LINES = [ # ---- D 组 · 交互式演练 ---- ("drill_welcome", _SPC, "欢迎登上盲航。你只有一双耳朵。"), ("drill_rule", _SPC, "陨石来了,会有声音告诉你方位。"), ("drill_left", _SPC, "听,左边有陨石。向左滑,把它拨开!"), ("drill_right", _SPC, "这次在右边。向右滑!"), ("drill_up", _SPC, "上面有东西,声音又尖又高。向上滑!"), ("drill_down", _SPC, "下面是低沉的轰隆。向下滑!"), ("drill_good", _SPC, "漂亮。"), ("drill_retry_left", _SPC, "那是左边来的,向左滑。"), ("drill_retry_right", _SPC, "那是右边来的,向右滑。"), ("drill_retry_up", _SPC, "声音又高又尖,是上面,向上滑。"), ("drill_retry_down", _SPC, "轰隆声在下面,向下滑。"), ("drill_moveon", _SPC, "没关系,跟着我,我们继续。"), ("drill_done", _SPC, "四个方向你都会了。引擎点火,出发!"), ("drill_skip", _SPC, "跳过演练,直接出发。"), # ---- P 组 · 保护期 ---- ("protect_left", _SPC, "训练护盾接住了。那颗在左边,听到左边的呼啸,向左滑。"), ("protect_right", _SPC, "训练护盾接住了。那颗在右边,听到右边的呼啸,向右滑。"), ("protect_up", _SPC, "训练护盾接住了。那颗在上面,听到高高的呼啸,向上滑。"), ("protect_down", _SPC, "训练护盾接住了。那颗在下面,听到低沉的轰隆,向下滑。"), ("protect_end", _SPC, "训练护盾关闭。接下来,靠你自己了。"), # ---- F 组 · 单击/双击分批引入 ---- ("feat_boost", _SPC, "试试单击,引擎会短促加速,直接冲过空隙。"), ("feat_boost_done", _SPC, "感觉到了吗?加速的时候,陨石撞不上你。"), ("feat_shield", _SPC, "双击展开护盾,能挡下一次撞击。"), ("feat_shield_done", _SPC, "护盾展开后会自动充能,好了我会告诉你。"), ("shield_ready", _SPC, "护盾充能完毕。"), ("shield_block", _SPC, "护盾挡下了撞击。"), # ---- H 组 · 被撞归因 ---- ("hit_left", _SPC, "左边撞上的。听到左边的呼啸,向左滑。"), ("hit_right", _SPC, "右边撞上的。听到右边的呼啸,向右滑。"), ("hit_up", _SPC, "上面撞上的。听到高高的呼啸,向上滑。"), ("hit_down", _SPC, "下面撞上的。听到低沉的轰隆,向下滑。"), ("hit_last", _SPC, "船体只剩最后一次了,小心!"), # ---- M 组 · 里程碑 ---- ("ms_10", _SPC, "十颗了,稳。"), ("ms_25", _SPC, "二十五颗,老练的飞行员。"), ("ms_50", _SPC, "五十颗,传奇。"), ("ms_100", _SPC, "一百颗!天空属于你。"), # ---- R 组 · 结算 ---- ("time_1", _SPC, "不到三十秒,再试一次。"), ("time_2", _SPC, "超过三十秒,有进步。"), ("time_3", _SPC, "超过一分钟,合格的飞行员。"), ("time_4", _SPC, "超过两分钟,王牌飞行员。"), ("dodge_1", _SPC, "只拨开几颗。"), ("dodge_2", _SPC, "拨开了十来颗。"), ("dodge_3", _SPC, "拨开了几十颗。"), ("dodge_4", _SPC, "拨开了一大群,漂亮。"), ("new_record", _SPC, "新纪录!"), ("restart_hint", _SPC, "单击再飞一次,下滑回大厅。"), # ---- Y 组 · 菜单与系统 ---- ("second_run_ask", _SPC, "上滑重新听演练,单击直接出发。"), ("menu_main", _SPC, "菜单。单击切换选项,双击确认。"), ("menu_resume", _SPC, "继续飞行。"), ("menu_lobby", _SPC, "回大厅。"), ("menu_help", _SPC, "重新听教学要点。"), ("help_recap", _SPC, "左边来向左滑,右边来向右滑,上面来向上滑,下面来向下滑。单击加速,双击护盾。"), ("settings_hint", _SPC, "音色、语速、背景音乐,请回大厅修改。"), ("paused", _SPC, "已暂停。"), ("skip_hint", _SPC, "单击可跳过旁白。"), ] # ---------------------------------------------------------------- rpg # R4 新游戏《剑与声》第一章(docs/design/05-rpg-ch1-voice-ids.md + 05-rpg-addendum.md §6.2)。 # 旁白全表同一 instruct 常量;NPC 单音色平铺见 RPG_NPC。 _RPG = _pair("低沉醇厚的男声,像说书人,平静有韵味", "平静清晰的年轻女声,像在讲武侠故事") RPG_LINES = [ # ---- A 组 · 序章 ---- ("intro_1", _RPG, "你的眼睛看不见了。但你的耳朵,比谁都灵。"), ("intro_2", _RPG, "黑风寨掳走了你唯一的徒弟。追进迷雾林,把他们连根拔起。"), ("intro_3", _RPG, "先记住,怎么用耳朵走路。"), # ---- S 组 · 系统/菜单/状态 ---- ("sys_continue_ask", _RPG, "检测到你的旅程记录。单击继续,右滑开始新的旅程。"), ("sys_new_game", _RPG, "新的旅程,开始了。"), ("sys_saved", _RPG, "进度已保存。"), ("sys_rest", _RPG, "你在篝火边睡了一觉,状态全满。"), ("sys_drink", _RPG, "溪水清冽,你喝了个饱,伤势尽消。"), ("sys_menu", _RPG, "菜单。左右滑选择,单击确认。"), ("sys_menu_resume", _RPG, "继续旅程。"), ("sys_menu_save", _RPG, "保存并回大厅。"), ("sys_menu_help", _RPG, "重新听帮助。"), ("help_explore", _RPG, "左右滑切换选项,单击确认。双击重新听场景,上滑查看状态,下滑打开菜单。"), ("help_battle", _RPG, "战斗中,左右滑选招式,单击出手。听到敌人的前摇,双击格挡。"), ("settings_hint", _RPG, "音色、语速、背景音乐,请回大厅修改。"), ("st_hp_high", _RPG, "你状态很好。"), ("st_hp_mid", _RPG, "你受了伤。"), ("st_hp_low", _RPG, "你伤势很重,命悬一线。"), ("st_gold_poor", _RPG, "口袋空空。"), ("st_gold_some", _RPG, "有些积蓄。"), ("st_gold_rich", _RPG, "腰包鼓鼓。"), ("st_lv_low", _RPG, "你初出茅庐。"), ("st_lv_mid", _RPG, "你小有名气。"), ("st_lv_high", _RPG, "你已是高手。"), ("st_weapon_none", _RPG, "你赤手空拳。"), ("st_weapon_iron", _RPG, "你手持铁剑。"), ("st_weapon_steel", _RPG, "你手持青钢剑。"), ("st_weapon_wind", _RPG, "你手持听风剑。"), ("st_armor_none", _RPG, "你身无片甲。"), ("st_armor_leather", _RPG, "你身着皮甲。"), ("st_armor_iron", _RPG, "你身着铁鳞甲。"), # ---- D 组 · 场景描述 ---- ("desc_village", _RPG, "雾口村。篝火噼啪作响,村民低声议论着林子里的土匪。"), ("desc_village_re", _RPG, "你回到了雾口村。"), ("desc_path", _RPG, "林间小路。风穿过树叶,脚下的落叶沙沙作响。"), ("desc_path_re", _RPG, "你回到林间小路。"), ("desc_fork", _RPG, "岔路口。风声在左右两边,听起来不太一样。"), ("desc_fork_re", _RPG, "你回到岔路口。"), ("desc_chest", _RPG, "一个枯树洞。洞里似乎藏着什么。"), ("desc_chest_re", _RPG, "你回到枯树洞前。"), ("desc_stream", _RPG, "溪流。水声潺潺,是个歇脚的好地方。"), ("desc_stream_re", _RPG, "你回到溪流边。"), ("desc_hunter", _RPG, "猎人小屋。柴火正旺,还有磨刀的声音。"), ("desc_hunter_re", _RPG, "你回到猎人小屋。"), ("desc_deepwood", _RPG, "密林深处。虫鸣急促,远处有狼嚎,杀气很重。"), ("desc_deepwood_re", _RPG, "你回到密林深处。"), ("desc_gate", _RPG, "黑风寨门前。火把熊熊,人声嘈杂。"), ("desc_hall", _RPG, "聚义厅。火盆熊熊,大厅空旷,回声冰冷。"), # ---- O 组 · 选项名 ---- ("opt_go_path", _RPG, "前进,去林间小路。"), ("opt_go_fork", _RPG, "前进,去岔路口。"), ("opt_go_chest", _RPG, "往左,看看树洞。"), ("opt_go_stream", _RPG, "往右,去溪流。"), ("opt_go_hunter", _RPG, "前进,去猎人小屋。"), ("opt_go_deepwood", _RPG, "前进,进密林深处。"), ("opt_go_gate", _RPG, "前进,去寨门。"), ("opt_back", _RPG, "返回。"), ("opt_shop", _RPG, "去商店。"), ("opt_rest", _RPG, "休息一晚。"), ("opt_status", _RPG, "查看状态。"), ("opt_investigate", _RPG, "调查四周。"), ("opt_open_chest", _RPG, "打开树洞。"), ("opt_drink", _RPG, "饮水休息。"), ("opt_talk_hunter", _RPG, "和老猎人谈谈。"), ("opt_assault", _RPG, "强攻寨门。"), ("opt_sneak", _RPG, "绕行潜入。"), ("opt_leave", _RPG, "离开。"), # ---- E 组 · 事件 ---- ("evt_gold15", _RPG, "你在落叶下摸到十五枚金币。"), ("evt_nothing", _RPG, "这里什么都没有了。"), ("evt_chest", _RPG, "树洞里有两瓶金疮药,你收好了。"), ("evt_hunter_gift", _RPG, "老猎人塞给你一瓶金疮药,还说商店会给你算便宜些。"), ("evt_gate_open", _RPG, "寨门缓缓打开。"), ("evt_ch1_end", _RPG, "寨主倒了,但徒弟不在这里。一张字条,指向南方的腐沼。"), # ---- B 组 · 战斗 ---- ("btl_start_wolf", _RPG, "野狼拦路!"), ("btl_start_bandit", _RPG, "山贼围上来了!"), ("btl_start_spider", _RPG, "毒蛛从树上垂了下来!"), ("btl_start_elite", _RPG, "寨丁头目挡住了去路!"), ("btl_start_boss1", _RPG, "黑风寨主,就在你面前。"), ("cmd_attack", _RPG, "攻击。"), ("cmd_skill", _RPG, "破空斩。"), ("cmd_defend", _RPG, "防御。"), ("cmd_item", _RPG, "金疮药。"), ("btl_nomp", _RPG, "内劲不足。"), ("btl_noitem", _RPG, "没有金疮药了。"), ("btl_flee", _RPG, "你抽身退出了战斗。"), ("btl_noflee", _RPG, "避无可避!"), ("btl_half_bandit", _RPG, "山贼的攻势缓了下来。"), ("btl_enemy_die", _RPG, "敌人倒下了。"), ("btl_win", _RPG, "战斗胜利。"), ("btl_loot_small", _RPG, "小有收获。"), ("btl_loot_mid", _RPG, "收获不少。"), ("btl_loot_big", _RPG, "大获全胜,收获颇丰。"), ("btl_levelup", _RPG, "你的修为精进了。"), ("btl_lose", _RPG, "你倒下了,黑暗吞没了一切。"), ("btl_lose_hint", _RPG, "记住,听清前摇,双击格挡。"), ("tut_b1", _RPG, "它要扑了,听前摇!"), ("tut_b2", _RPG, "就是现在,双击格挡!"), ("tut_b3", _RPG, "挡住了!轮到你了。左右滑选攻击,单击出剑。"), ("tut_b4", _RPG, "没挡住也没关系,再来一次。"), ("tut_b5", _RPG, "好剑法!接下来,靠你自己了。"), # ---- SH 组 · 商店 ---- ("shop_open", _RPG, "商店。左右滑看看货,单击购买。"), ("shop_price_sword", _RPG, "铁剑,一百金。"), ("shop_price_armor", _RPG, "皮甲,八十金。"), ("shop_price_potion", _RPG, "金疮药,三十金。"), ("shop_owned", _RPG, "这件你已经有了。"), ("shop_poor", _RPG, "钱不够。"), ("shop_buy", _RPG, "买下了。"), # ---- addendum §6.2 补录:敌方血量档位(旁白) ---- ("foe_hp_high", _RPG, "敌人气焰正盛。"), ("foe_hp_mid", _RPG, "敌人露出疲态。"), ("foe_hp_low", _RPG, "敌人撑不住了。"), ("skip_hint", _RPG, "单击可跳过旁白。"), # ---- R6 补录:首次战斗教学(用户反馈:首战必须讲清交互) ---- ("tut_battle_1", _RPG, "第一场战斗来了。别慌,战斗是回合制:你先出手,敌人再反击。"), ("tut_battle_2", _RPG, "左右滑切换招式,攻击、破空斩、防御、金疮药。单击,出手。"), ("tut_battle_3", _RPG, "敌人出手前有一声前摇。听到前摇,马上双击,就能格挡。"), ("tut_battle_4", _RPG, "没把握就防御,伤害减半。金疮药可以回血。"), ("tut_battle_5", _RPG, "记住:听清前摇,双击格挡。开始吧!"), ] # NPC 单音色平铺(id, speaker, instruct, 台词)→ web/rpg/audio/voice/.* # 角色 speaker+instruct 恒定(村长与寨主同 speaker 不同 instruct,从不在同场景出现)。 RPG_NPC = [ ("npc_headman_1", "Uncle_Fu", "慈祥和缓的老者", "外乡人,林子里不太平。这五十金,拿着防身。"), ("npc_headman_2", "Uncle_Fu", "慈祥和缓的老者", "商店就在村里,缺什么就去看看。"), ("npc_headman_3", "Uncle_Fu", "慈祥和缓的老者", "听说你是用耳朵走路的剑客?保重啊。"), ("npc_headman_4", "Uncle_Fu", "慈祥和缓的老者", "救救那些被掳走的孩子吧。"), ("npc_hunter_1", "Eric", "沙哑粗犷,豪爽中带着暖意", "站住。……哦,是个用耳朵的。"), ("npc_hunter_2", "Eric", "沙哑粗犷,豪爽中带着暖意", "寨子里有我旧识。带上这个,别死在路上。"), ("npc_hunter_3", "Eric", "沙哑粗犷,豪爽中带着暖意", "黑风寨主的双刀很快,听清他出刀前的动静。"), ("npc_hunter_4", "Eric", "沙哑粗犷,豪爽中带着暖意", "去吧。让我听听,你的传说。"), ("npc_elite_1", "Dylan", "凶狠粗鲁,大声喝骂", "哪儿来的瞎子,敢闯黑风寨!"), ("npc_elite_half", "Dylan", "凶狠粗鲁,大声喝骂", "你……你到底是什么人!"), ("npc_elite_die", "Dylan", "凶狠粗鲁,大声喝骂", "寨主……会替我报仇……"), ("npc_boss1_1", "Uncle_Fu", "低沉阴狠,慢条斯理", "盲剑客?正好,省得挖你的眼睛。"), ("npc_boss1_2", "Uncle_Fu", "低沉阴狠,慢条斯理", "有两下子。可惜,你听不懂死期的声音。"), ("npc_boss1_die", "Uncle_Fu", "低沉阴狠,慢条斯理", "白无瞳……会找到你……"), ] NPCS = {"rpg": RPG_NPC} GAMES = { "storyline": STORYLINE_LINES, "escape": ESCAPE_LINES, "simon": SIMON_LINES, "rhythm": RHYTHM_LINES, "space": SPACE_LINES, "rpg": RPG_LINES, } # ---------------------------------------------------------------- 工具函数 def split_text(text, limit=SPLIT_LIMIT): """按句末标点拆句并合并到 <=limit 字;超长单句再按逗号拆。""" if len(text) <= limit: return [text] sents = [s for s in re.split(r"(?<=[。!?;…])", text) if s] chunks, cur = [], "" for s in sents: if cur and len(cur) + len(s) > limit: chunks.append(cur) cur = s else: cur += s if cur: chunks.append(cur) out = [] for c in chunks: if len(c) <= limit: out.append(c) else: # 单句仍超限,按逗号硬拆 parts = [p for p in re.split(r"(?<=[,、:])", c) if p] buf = "" for p in parts: if buf and len(buf) + len(p) > limit: out.append(buf) buf = p else: buf += p if buf: out.append(buf) return [o for o in out if o.strip()] def staging_path(game, gender, fid): return os.path.join(STAGING, game, gender, fid + ".wav") def valid_wav(path): import numpy as np import soundfile as sf if not os.path.exists(path): return False try: data, sr = sf.read(path) except Exception: return False if len(data) == 0: return False dur = len(data) / sr peak = float(np.max(np.abs(data))) return dur > 0.3 and peak > 0.05 # ---------------------------------------------------------------- 生成 def generate(games, genders, only): import numpy as np import soundfile as sf import torch from qwen_tts import Qwen3TTSModel model = Qwen3TTSModel.from_pretrained( "Qwen/Qwen3-TTS-12Hz-1.7B-CustomVoice", device_map="cuda:0", dtype=torch.bfloat16, ) print("model loaded", flush=True) for game in games: lines = GAMES[game] if only: lines = [x for x in lines if x[0] in only] for gender in genders: speaker = SPEAKERS[game][gender] ins_idx = 0 if gender == "male" else 1 outdir = os.path.join(STAGING, game, gender) os.makedirs(outdir, exist_ok=True) # 展开成 (fid, chunk_idx, n_chunks, text, instruct),跳过已完成 items = [] for fid, ins_pair, text in lines: path = staging_path(game, gender, fid) if valid_wav(path): continue chunks = split_text(text) for ci, ctext in enumerate(chunks): items.append((fid, ci, len(chunks), ctext, ins_pair[ins_idx])) if not items: print(f"[{game}/{gender}] nothing to do", flush=True) continue # 短句(数字类)优先、同 instruct 聚合成整批,减少 prosody 漂移 shorts = [it for it in items if len(it[3]) <= 2] longs = [it for it in items if len(it[3]) > 2] queue = ([("short", shorts[i:i + BATCH_SHORT]) for i in range(0, len(shorts), BATCH_SHORT)] + [("long", longs[i:i + BATCH_LONG]) for i in range(0, len(longs), BATCH_LONG)]) results = {} # fid -> {chunk_idx: wav} for bi, (kind, batch) in enumerate(queue): wavs, sr = model.generate_custom_voice( text=[b[3] for b in batch], language=["Chinese"] * len(batch), speaker=[speaker] * len(batch), instruct=[b[4] for b in batch], max_new_tokens=2048, ) for (fid, ci, _n, _t, _i), wav in zip(batch, wavs): results.setdefault(fid, {})[ci] = np.asarray(wav, dtype=np.float32) print(f"[{game}/{gender}] batch {bi + 1}/{len(queue)} ({kind}, n={len(batch)})", flush=True) gap = np.zeros(int(GAP_SEC * sr), dtype=np.float32) for fid, ins_pair, text in lines: path = staging_path(game, gender, fid) if valid_wav(path): continue got = results.get(fid, {}) n_chunks = len(split_text(text)) assert len(got) == n_chunks, f"{game}/{gender}/{fid}: 缺 chunk {len(got)}/{n_chunks}" wav = got[0] for ci in range(1, n_chunks): wav = np.concatenate([wav, gap, got[ci]]) peak = float(np.max(np.abs(wav))) assert peak > 0.05, f"{game}/{gender}/{fid}: peak {peak:.3f}" wav = wav / peak * PEAK_NORM dur = len(wav) / sr assert dur > 0.3, f"{game}/{gender}/{fid}: dur {dur:.2f}s" sf.write(path, wav, sr) print(f"[ok] {game}/{gender}/{fid} {dur:.2f}s chunks={n_chunks}", flush=True) # NPC 单音色平铺(staging /npc/,convert 落 flat voice/) npc_lines = NPCS.get(game) if npc_lines: outdir = os.path.join(STAGING, game, "npc") os.makedirs(outdir, exist_ok=True) todo = [x for x in npc_lines if not valid_wav(os.path.join(outdir, x[0] + ".wav"))] for i in range(0, len(todo), BATCH_LONG): batch = todo[i:i + BATCH_LONG] wavs, sr = model.generate_custom_voice( text=[b[3] for b in batch], language=["Chinese"] * len(batch), speaker=[b[1] for b in batch], instruct=[b[2] for b in batch], max_new_tokens=2048, ) for (fid, _sp, _ins, _t), wav in zip(batch, wavs): wav = np.asarray(wav, dtype=np.float32) peak = float(np.max(np.abs(wav))) assert peak > 0.05, f"{game}/npc/{fid}: peak {peak:.3f}" wav = wav / peak * PEAK_NORM dur = len(wav) / sr assert dur > 0.3, f"{game}/npc/{fid}: dur {dur:.2f}s" sf.write(os.path.join(outdir, fid + ".wav"), wav, sr) print(f"[ok] {game}/npc/{fid} {dur:.2f}s", flush=True) # ---------------------------------------------------------------- 检查 def check(games): import numpy as np import soundfile as sf problems = [] for game in games: print(f"=== {game} ===") for fid, _ins, _text in GAMES[game]: durs = {} for gender in ("male", "female"): path = staging_path(game, gender, fid) if not os.path.exists(path): durs[gender] = None continue data, sr = sf.read(path) peak = float(np.max(np.abs(data))) durs[gender] = len(data) / sr if durs[gender] <= 0.3 or peak <= 0.05: problems.append(f"{game}/{gender}/{fid}: 质量不达标 dur={durs[gender]:.2f} peak={peak:.3f}") m, f = durs["male"], durs["female"] if m is None or f is None: problems.append(f"{game}/{fid}: 缺 {'male' if m is None else 'female'}") continue ratio = max(m, f) / min(m, f) flag = " <-- OUTLIER" if ratio > 3 else "" if ratio > 3: problems.append(f"{game}/{fid}: 时长离群 m={m:.2f}s f={f:.2f}s ratio={ratio:.1f}") print(f" {fid:24s} m={m:6.2f}s f={f:6.2f}s{flag}") print() if problems: print("PROBLEMS:") for p in problems: print(" ", p) return 1 print("ALL OK") return 0 # ---------------------------------------------------------------- 转码 def convert(games): # 只按台词表转换(不扫目录),staging 里残留的旧 id wav 不会落盘 total = 0 for game in games: for gender in ("male", "female"): dst_dir = os.path.join(ROOT, "web", game, "audio", "voice", gender) os.makedirs(dst_dir, exist_ok=True) for fid, _ins, _text in GAMES[game]: src = staging_path(game, gender, fid) if not os.path.exists(src): print(f"[convert] WARN missing {game}/{gender}/{fid}.wav") continue base = os.path.join(dst_dir, fid) subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src, "-ar", "44100", "-c:a", "libvorbis", "-q:a", "3", base + ".ogg"], check=True) subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src, "-ar", "44100", "-c:a", "aac", "-b:a", "128k", base + ".m4a"], check=True) total += 1 # NPC 平铺(staging /npc/ → audio/voice/.*) for fid, _sp, _ins, _t in NPCS.get(game, []): src = os.path.join(STAGING, game, "npc", fid + ".wav") if not os.path.exists(src): print(f"[convert] WARN missing {game}/npc/{fid}.wav") continue base = os.path.join(ROOT, "web", game, "audio", "voice", fid) subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src, "-ar", "44100", "-c:a", "libvorbis", "-q:a", "3", base + ".ogg"], check=True) subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src, "-ar", "44100", "-c:a", "aac", "-b:a", "128k", base + ".m4a"], check=True) total += 1 print(f"[convert] {game} done") print(f"converted {total} files (ogg+m4a each)") def main(): ap = argparse.ArgumentParser() ap.add_argument("--game", required=True, choices=list(GAMES.keys()) + ["all"]) ap.add_argument("--gender", default="both", choices=["male", "female", "both"]) ap.add_argument("--only", default="", help="逗号分隔的 id 列表,只生成这些") ap.add_argument("--check", action="store_true") ap.add_argument("--convert", action="store_true") args = ap.parse_args() games = list(GAMES.keys()) if args.game == "all" else [args.game] genders = ["male", "female"] if args.gender == "both" else [args.gender] only = set(x for x in args.only.split(",") if x) if args.check: sys.exit(check(games)) if args.convert: convert(games) return generate(games, genders, only) if __name__ == "__main__": main()