#!/usr/bin/env python3 # -*- coding: utf-8 -*- """《回声地窟》Stable Audio 3 small-sfx 音效后处理(SA3 补产批次,16-dungeon.md §9.2)。 批次 2 的 25 个 id 此前为 SYN 兜底(gen_sfx2.py,§9.2 降级条款);本脚本产 SA3 候选版, 与在役 SYN 版做 A-B(响度/时长/包络对齐),质量明显更好才同名晋级 audio/sfx/(游戏层零改动)。 prompt 出自 §9.2 表(echo 距离档/tel 前摇的英文稿按中文说明补全)。 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 13 条 mono 源原始 wav 到 gen/staging/sfx_sa3/dungeon_.wav(顺序 = 下表 idx)。 后处理:修整/去直流/8ms cos² 淡化/源真峰值 -4dBFS(同在役 SYN 档)→ mob_step_*/tel_* 派生预 pan 立体声(l=能量只在 L / r=只在 R / c=双声道同相复制, 工艺同 gen_sfx2.py pan_derive/stereo_dup)→ ogg libvorbis q4 + m4a aac 128k(highpass=f=30,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。候选落 gen/staging/sfx_sa3/out/(不入库),A-B 后晋级。 用法:.venv-tts/bin/python web/dungeon/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) —— §9.2 标注 SA3 的 13 个 mono 源;定档全部 -4dBFS(同在役 SYN) ITEMS = [ ("echo_1", 2.5, "close stone wall echo slap-back, bright, short, dry"), ("echo_2", 3.0, "mid distance cave echo, moderate tail"), ("echo_3", 3.5, "far cave echo, darker longer"), ("echo_4", 4.5, "very far cavern echo, long dark tail, huge space"), ("stairs_down", 4.0, "descending old metal stairs, deep cavern reverb"), ("atk_hit", 2.0, "blunt impact on hard insect chitin shell, dull thud hit"), ("enemy_die", 2.5, "monster body collapsing on stone floor, heavy fall thud and debris"), ("mob_step_small", 2.5, "small beast skittering steps, dry"), ("mob_step_bug", 2.5, "insect chitin crawling clicks"), ("mob_step_heavy", 2.5, "heavy armored thudding steps"), ("tel_small", 2.5, "small beast pounce hiss, short aggressive screech"), ("tel_bug", 2.5, "insect legs chitin rubbing scrape, creepy skitter"), ("tel_heavy", 2.5, "huge monster stomp and low growl, heavy rumble"), ] # pan 派生表(与在役文件集一致:mob_step 有 _c,tel 无 _c) DERIVE = {} for _n in ["mob_step_small", "mob_step_bug", "mob_step_heavy"]: DERIVE[_n] = ["_l", "_c", "_r"] for _n in ["tel_small", "tel_bug", "tel_heavy"]: DERIVE[_n] = ["_l", "_r"] # 事件窗长度(秒):raw 10.59s 定长 latent 床上按自响起点截取;None=按 -50dBFS 活动窗 # 自然修剪。echo 档长 0.65<1.25<2.0<2.8 保持与在役 SYN 档(0.58/1.08/1.68/2.38)同序递增 # ——回声尾长=墙距是本作核心信息,A-B 不满足递增即不晋级。 WIN = { "echo_1": 0.65, "echo_2": 1.25, "echo_3": 2.0, "echo_4": 2.8, "stairs_down": None, "atk_hit": None, "enemy_die": 1.7, "mob_step_small": 0.45, "mob_step_bug": 0.55, "mob_step_heavy": 0.65, "tel_small": 1.0, "tel_bug": 1.1, "tel_heavy": 1.3, } # 响度对齐:候选按在役 SYN 版(同名 ogg)RMS 定档(-4dBFS 峰值帽不变),保游戏混音参数 SYN_DIR = os.path.join(HERE, "..", "audio", "sfx") 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}/dungeon.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(y, target_db=-4.0, win_len=None, syn_rms_db=None): if y.ndim == 1: y = y[:, None] if win_len is not None: # 自响起点:10ms 窗包络首个超过 (峰值-20dB) 的位置,提前 20ms 起 w = int(SR * 0.01) nfr = len(y) // w eb = 20 * np.log10(np.max(np.abs(y[:nfr * w, 0]).reshape(nfr, w), axis=1) + 1e-9) pk = 20 * np.log10(np.max(np.abs(y[:, 0])) + 1e-9) on = np.where(eb > pk - 20)[0][0] * w a = max(0, on - int(SR * 0.02)) b = min(len(y), a + int(SR * win_len)) 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(同 gen_sfx2) pad_t = np.zeros((int(SR * 0.12), y.shape[1])) y = np.concatenate([pad_h, y, pad_t]) if syn_rms_db is not None: # A-B 响度对齐(峰值帽 -4 不变)。 rms = 20 * np.log10(np.sqrt(np.mean(y ** 2)) + 1e-9) # 垫后计算:与解码回读同口径 s = min(10 ** ((syn_rms_db - rms) / 20), 1.0) y = y * s return y def _syn_metrics(name): """在役 SYN 版 ogg 解码回读(时长, RMS)——响度对齐基准。""" p = os.path.join(SYN_DIR, name + ".ogg") subprocess.run([FFMPEG, "-y", "-v", "error", "-i", p, "-c:a", "pcm_f32le", "/tmp/_syn_qc.wav"], check=True) y, sr = sf.read("/tmp/_syn_qc.wav", always_2d=True) return y.shape[0] / sr, 20 * np.log10(np.sqrt(np.mean(y ** 2)) + 1e-9) def derive(name, mono): """mono -> 预 pan 立体声(能量只在 L 或 R;c = 双声道同相复制),工艺同 gen_sfx2。""" outs = [] for suf in DERIVE.get(name, []): if suf == "_l": outs.append((name + suf, np.stack([mono[:, 0], np.zeros(len(mono))], axis=1))) elif suf == "_r": outs.append((name + suf, np.stack([np.zeros(len(mono)), mono[:, 0]], axis=1))) elif suf == "_c": outs.append((name + suf, np.stack([mono[:, 0], mono[:, 0]], axis=1))) return outs def encode(name, sig): base = sig.astype(np.float64) vol, lpf, dc_adj = 0.0, False, 0.0 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)) 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 res[ext] = (tp, dcv, rms, y.shape[0] / sr) if not (ok_tp and ok_dc): 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 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':18s} | {'时长s':>6s} | {'ogg峰dBFS':>9s} | {'m4a峰dBFS':>9s} | {'RMS dBFS':>8s} | {'SYN时长':>7s} | {'SYN RMS':>8s} | 直流 | 声道 |") for i, (name, _d, _p) in enumerate(ITEMS): raw = os.path.join(STAGING, f"dungeon_{i}.wav") y, sr = sf.read(raw, always_2d=True, dtype="float64") assert sr == SR, f"{name}: 采样率 {sr}" mono = y[:, :1] syn_dur, syn_rms_db = _syn_metrics(name) # 响度对齐只做一次(按 mono 基准),派生 l/r/c 直接复制基准样本—— # 与在役 SYN 派生工艺一致:l/r 文件 RMS = 基准 -3dB(能量单声道承载),逐声道振幅不变 base_sig = prep(mono, win_len=WIN.get(name), syn_rms_db=syn_rms_db) for eid, sig in [(name, base_sig)] + derive(name, base_sig): res = encode(eid, sig) tp_o, dc, rms, dur = res["ogg"] tp_m = res["m4a"][0] ch = 1 if eid == name else 2 sd = f"{syn_dur:6.2f}" if eid == name else " -" print(f"| {eid:18s} | {dur:6.2f} | {tp_o:9.2f} | {tp_m:9.2f} | {rms:8.2f} | {sd} | {syn_rms_db:7.2f} | {dc:+.4f} | {ch:d} |") print("dungeon SA3 候选完成 -> gen/staging/sfx_sa3/out/(A-B 复核后晋级)") if __name__ == "__main__": main()