#!/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_.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()