# -*- 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。) - 键盘变体(P1 路线 a,research/platform/02-input-parity.md §4.3):KEY_LINES 只登记 含操作词的句子(key 集合 ⊆ 主集合),复用主表同 id 的 instruct/speaker; staging wav: tools/gen_voice_dual_wav///key/.wav --convert 后落地: web//audio/voice//key/.{ogg,m4a} (引擎 audio.js 在生效输入模式=键盘时前置该目录,触屏主资产零改动。) 生成建议:--only-variants 只跑变体(--check/--convert 对变体始终生效)。 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/xsl/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/xsl/SoundGame/models/hf") os.environ.setdefault("HF_ENDPOINT", "https://hf-mirror.com") ROOT = "/home/xsl/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"}, # radio 默认 speaker 仅作兜底;双性别行按 VOICE_SPK["radio"] 逐句覆盖(HOST/PROD 双配对) "radio": {"male": "Uncle_Fu", "female": "Serena"}, "dungeon": {"male": "Uncle_Fu", "female": "Serena"}, # abyss 默认=DECK 调度(多数行);DIVER 行按 VOICE_SPK["abyss"] 逐句覆盖(radio 同型) "abyss": {"male": "Dylan", "female": "Vivian"}, "detective": {"male": "Uncle_Fu", "female": "Serena"}, # cipher 默认=WIND 北风/系统(多数行);OP 报务员行按 VOICE_SPK["cipher"] 逐句覆盖 "cipher": {"male": "Dylan", "female": "Vivian"}, # hunt 旁白双性别(23-hunt-voice-ids.md 头注);bot 喊话固定音色在 HUNT_NPC "hunt": {"male": "Uncle_Fu", "female": "Serena"}, # teahouse 旁白双性别(20-teahouse-voice-ids.md 头注:male=Uncle_Fu/female=Serena) "teahouse": {"male": "Uncle_Fu", "female": "Serena"}, # keeper 默认=SHORE 岸台/系统(多数行);KEEPER 守塔人行按 VOICE_SPK["keeper"] 逐句覆盖 "keeper": {"male": "Dylan", "female": "Vivian"}, # bridge 旁白双性别(22-bridge-voice-ids.md 头注:舰载系统音);NPC 恒定音色在 BRIDGE_NPC "bridge": {"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。"), # ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)---- ("gd_continue", _SL_NARR, "轻触屏幕,继续。"), ("gd_invalid", _SL_NARR, "这个操作在这里用不上。"), # ---- 向导层 round2(docs/design/14-guide-layer.md「round2 v1.1」,synthesis §3 定稿全文)---- ("gd_brief", _SL_NARR, "单击继续剧情。请选择的时候,左右滑动。"), ("gd_again", _SL_NARR, "还在吗?单击继续。"), ] # ---------------------------------------------------------------- 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。"), # ---- 向导层 round3(docs/design/14-guide-layer.md「round3 v1.2」,synthesis §3 定稿全文)---- ("gd_next_fuse", _ESC, "保险丝到手。接下来,去找电箱。"), # ---- 向导层 round4(docs/design/14-guide-layer.md「round4 v1.3」,synthesis §3 定稿全文)---- # H1:目标句后按房间图接播目标房间方位句(移动坐标系:up/down/left/right 滑动方向即方位)。 ("gd_room_l", _ESC, "左面的房间。"), ("gd_room_r", _ESC, "右面的房间。"), ("gd_room_u", _ESC, "上面的房间。"), ("gd_room_d", _ESC, "下面的房间。"), ] # ---------------------------------------------------------------- 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。向上滑,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。"), # ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)---- ("gd_relisten", _SIMON, "需要的话,向上滑可以重新听一遍序列。"), # ---- 向导层 round2(docs/design/14-guide-layer.md「round2 v1.1」,synthesis §3 定稿全文)---- # round3 G5 重录(14 号文档「round3 v1.2」):双击改回纯音色、重听改绑上滑, # 机会经济句按裁定书新文案一字不改重录;教学链 t7_retry 同步手势口径。 ("gd_economy", _SIMON, "记不住就向上滑,重新听一遍。免费机会有两次,用完要扣一次机会。"), # ---- 向导层 round3(docs/design/14-guide-layer.md「round3 v1.2」,synthesis §3 定稿全文)---- ("gd_clear", _SIMON, "漂亮,过了。"), ("gd_record", _SIMON, "破纪录了。"), # ---- 向导层 round4(docs/design/14-guide-layer.md「round4 v1.3」,synthesis §3 定稿全文)---- # H2:轮次开场占用预告(序列播放后、轮到你提示前;重听键与答案音共用词表的根治形态)。 ("gd_occ_up", _SIMON, "这一轮,向上滑是作答。"), ("gd_occ_dt", _SIMON, "这一轮,双击是作答。"), ("gd_occ_both", _SIMON, "这一轮,向上滑和双击都是作答。"), # H3:使用时如实报余量(替换主动重听路径的旧「用完了」绝对句)。 ("gd_chances_left1", _SIMON, "免费重听还剩一次。"), ("gd_chances_left0", _SIMON, "免费重听用完了。之后重听会花一次机会,别怕,慢慢来。"), ] # ---------------------------------------------------------------- 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。"), # ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)---- ("gd_answer", _RHY, "现在跟着我打。"), ("gd_miss", _RHY, "慢了半拍,下一小节跟上我就行。"), # ---- 向导层 round2(docs/design/14-guide-layer.md「round2 v1.1」,synthesis §3 定稿全文)---- ("gd_miss_early", _RHY, "抢拍了。等声音落下再滑。"), ("gd_miss_late", _RHY, "慢了半拍。跟着节拍走。"), ("gd_miss_wrong", _RHY, "方向不对。跟着音色滑。"), # ---- 向导层 round3(docs/design/14-guide-layer.md「round3 v1.2」,synthesis §3 定稿全文)---- ("gd_slow", _RHY, "我放慢一些,跟着试试。"), ("gd_count", _RHY, "四拍之后,继续。"), # ---- 向导层 round4(docs/design/14-guide-layer.md「round4 v1.3」,synthesis §3 定稿全文)---- # H5:归因真话律——应答窗口无任何尝试播此句(早/晚/错分档只留给真出手的情况)。 ("gd_miss_none", _RHY, "这拍没接。我停下的时候,就轮到你了。"), ] # ---------------------------------------------------------------- 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。"), # ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)---- ("gd_hit_hint", _SPC, "被撞了。听方位,同向滑动就能拨开。"), # ---- 向导层 round2(docs/design/14-guide-layer.md「round2 v1.1」,synthesis §3 定稿全文)---- ("gd_last_life", _SPC, "这是最后一次机会,撑住。"), # ---- 向导层 round3(docs/design/14-guide-layer.md「round3 v1.2」,synthesis §3 定稿全文)---- # dir_* 为角色音风格超短呼喊,speaker 用本游戏旁白 pair(synthesis §3 表注)。 ("dir_left", _SPC, "左!"), ("dir_right", _SPC, "右!"), ("dir_up", _SPC, "上!"), ("dir_down", _SPC, "下!"), ] # ---------------------------------------------------------------- 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!"), # ---- R5 补录(11 文档新增台词,资产已先行落盘;staging 无 wav,convert 跳过)---- ("tut_b0", _RPG, "战斗里,左右滑选招式,单击出手。听到这个声音,就是你的回合。先滑一滑,试试。"), ("tut_b6", _RPG, "来不及格挡,就选防御。左右滑,选防御,单击。"), ("btl_flee_fail", _RPG, "没甩掉!它追上来了。"), ("boss1_warn", _RPG, "里面就是黑风寨主。你现在回去练练再来,也来得及。"), # ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)---- ("gd_parry_miss", _RPG, "前摇声起的时候双击,才能格挡。"), ("gd_stall", _RPG, "想好了吗?左右滑动选择,单击出手。"), # ---- round2 新增(docs/design/14-guide-layer.md「round2 v1.1」,synthesis §3 定稿全文)---- ("tut_b2b", _RPG, "挡得漂亮。"), ("gd_wrap_first", _RPG, "回到第一个。"), ("gd_wrap_last", _RPG, "最后一个了。"), ] # 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} # ---------------------------------------------------------------- radio # 《不眠频率》批次 1(docs/design/15-radio-voice-ids.md,132 句:双性别 103 + 平铺 NPC 29)。 # 台词全文由提取脚本逐字照抄 voice-ids 文档;双性别组分 HOST(主播)/ PROD(导播/系统) # 两个 speaker 配对(同性别双音色,VOICE_SPK 覆盖);NPC 单音色平铺(RADIO_NPC)+ 通话带通(NPC_BANDPASS)。 _RADIO_HOST = _pair("低沉温和的中年男声,深夜电台主播,沉稳亲切,有磁性", "温暖清晰的年轻女声,深夜电台主播,沉稳亲切,不甜腻") _RADIO_PROD = _pair("贴近耳机的低语男声,年轻电台导播,冷静克制", "贴近耳机的低语女声,年轻电台导播,冷静克制") RADIO_HOST_LINES = [ ("b_open", _RADIO_HOST, "午夜零点,红灯亮起。欢迎回到《今夜不眠》。"), ("b_rain", _RADIO_HOST, "雨下了一整晚。热线灯,马上就要亮了。"), ("z1_song", _RADIO_HOST, "大爷别急,这首歌我也会。咱们一句一句来。"), ("z1_ask", _RADIO_HOST, "大爷,路口有什么招牌?念一个给我听听。"), ("z1_stay", _RADIO_HOST, "哪儿也不去。我陪你,这首歌还长着呢。"), ("z1_pol", _RADIO_HOST, "大爷,我把您转给派出所,他们马上就到。"), ("l1_go", _RADIO_HOST, "你妈等的不是奖杯,是你进门喊的那声妈。"), ("l1_free", _RADIO_HOST, "退不退,都是你的自由。夜还长,慢慢想。"), ("k1_lull", _RADIO_HOST, "闭上眼睛。风把云朵盖在被子上,月亮替你值夜班。"), ("k1_ask", _RADIO_HOST, "睡不着的时候,心里是不是装着事?说给我听听。"), ("k1_truth", _RADIO_HOST, "糖糖,记住,大人的事,不是小孩的错。一个字都不是。"), ("k1_lie", _RADIO_HOST, "睡吧。明天一睁眼,什么都会好起来的。"), ("w1_say", _RADIO_HOST, "四十分钟前,有个孩子问我们:爸妈摔门,是不是她的错。"), ("w1_say2", _RADIO_HOST, "今天有位小朋友,还在等爸妈回家切蛋糕。"), ("w1_air", _RADIO_HOST, "陈姐,别挂。让他接电话——全城都在听。"), ("w1_priv", _RADIO_HOST, "这里只有我们俩了。想说就说,想哭就哭。"), ("w1_home", _RADIO_HOST, "吵架隔着电话吵不赢。回家吧,蛋糕别放到坏了。"), ("h1_talk", _RADIO_HOST, "说说她。开学第一天,她跟你说的头一句话,是什么?"), ("h1_stop", _RADIO_HOST, "听我的,前面三公里有服务区。学费急,命更急。"), ("d9_face", _RADIO_HOST, "师父,三年了。这句晚安,我替您播。各位,晚安。"), ("d9_avoid", _RADIO_HOST, "各位,今晚到这里。明晚零点,今夜不眠,不见不散。"), ("e1_a", _RADIO_HOST, "天亮了,热线灯还亮着。你们的晚安,是这座城市的心跳。"), ("e1_b", _RADIO_HOST, "这把话筒,我总算接得住了。明晚零点,接着不眠。"), ("e2_a", _RADIO_HOST, "今晚的热线烧得发烫。全城的失眠者,都被接住了。"), ("e2_b", _RADIO_HOST, "只是路过留言机的时候,你还是没敢看它。红灯灭得很慢。"), ("e3_a", _RADIO_HOST, "口碑掉了一夜。可那句迟到三年的晚安,今晚说出去了。"), ("e3_b", _RADIO_HOST, "一个人的频道,也是频道。师父,收到了吗?"), ("e4_a", _RADIO_HOST, "今夜不眠,静音收播。有的夜班,谁也接不住谁。"), ("e4_b", _RADIO_HOST, "留言机还在闪。你没看它,它也没怪你。明晚再说吧。"), ] RADIO_PROD_LINES = [ ("gd_brief", _RADIO_PROD, "单击继续节目。请选择的时候,向左或向右滑。"), ("gd_continue", _RADIO_PROD, "单击屏幕,继续。"), ("gd_again", _RADIO_PROD, "还在吗?单击继续。"), ("gd_invalid", _RADIO_PROD, "这个手势,直播间里用不上。"), ("gd_ring1", _RADIO_PROD, "热线在闪。单击,接听。"), ("gd_ring2", _RADIO_PROD, "灯还亮着,听众在等。单击,接听。"), ("sys_help", _RADIO_PROD, "单击继续,双击重新听。上滑听状态,下滑开菜单。请选择时,左右滑。"), ("sys_menu", _RADIO_PROD, "菜单。单击切换选项,双击确认。"), ("sys_menu_resume", _RADIO_PROD, "回到直播。"), ("sys_menu_restart", _RADIO_PROD, "重新开始今晚。"), ("sys_menu_lobby", _RADIO_PROD, "保存并回大厅。"), ("sys_settings", _RADIO_PROD, "音色、语速、背景音乐,请回大厅修改。"), ("sys_skip", _RADIO_PROD, "想跳过这句,单击就行。"), ("sys_continue_ask", _RADIO_PROD, "检测到你的夜班记录。单击继续上次,右滑开始新的夜晚。"), ("sys_new_night", _RADIO_PROD, "新的夜晚,开始了。"), ("sys_saved", _RADIO_PROD, "进度已保存。"), ("prog_c1", _RADIO_PROD, "现在是今晚第一通电话。"), ("prog_c2", _RADIO_PROD, "现在是今晚第二通电话。"), ("prog_c3", _RADIO_PROD, "现在是今晚第三通电话。"), ("prog_c4", _RADIO_PROD, "现在是今晚第四通电话。"), ("prog_c5", _RADIO_PROD, "现在是今晚第五通电话。"), ("rep_high", _RADIO_PROD, "今晚的口碑,在听众里立住了。"), ("rep_mid", _RADIO_PROD, "今晚的口碑,不好不坏。"), ("rep_low", _RADIO_PROD, "今晚的口碑,还没立起来。"), ("b_rule", _RADIO_PROD, "台里的规矩就一条:先接住人,再接电话。"), ("b_goal", _RADIO_PROD, "今晚五通电话。说什么话,由你决定。"), ("z1_ring_in", _RADIO_PROD, "一线来电。七十多岁,雨夜,走丢了。"), ("p1", _RADIO_PROD, "老人在发抖。向左滑,陪他哼那首老歌。向右滑,冷静问他路口的路牌。"), ("z1_sdone", _RADIO_PROD, "他稳住了。老歌,比路牌管用。"), ("z1_adone", _RADIO_PROD, "他慌了。先接住情绪,再走流程。"), ("p2", _RADIO_PROD, "雨声更密了。向左滑,留在原地陪他等巡逻队。向右滑,转接派出所。"), ("z1_staye", _RADIO_PROD, "十五分钟后,巡逻灯停在路口。全城听见老人笑了。"), ("z1_pole", _RADIO_PROD, "转接完成,地址报得清。干净利落。"), ("z1_bade", _RADIO_PROD, "地址没报清就转接,雨又大。这通砸了。先稳人,再办事。"), ("z1_ok1", _RADIO_PROD, "就这么接。记住这个手感。"), ("l1_in", _RADIO_PROD, "二线来电。姑娘,声音很轻,像怕吵到谁。"), ("p3", _RADIO_PROD, "向左滑,告诉她这趟车值得上。向右滑,把选择还给她。"), ("l1_goe", _RADIO_PROD, "二线收工。这句话,值一个头条。"), ("l1_freee", _RADIO_PROD, "她走了。没上车,也没退票。年轻人的夜,长了点。"), ("k1_in", _RADIO_PROD, "三线来电。听呼吸,是个小孩。"), ("p4", _RADIO_PROD, "向左滑,唱一段摇篮曲哄她睡。向右滑,轻轻问她怎么了。"), ("k1_lulle", _RADIO_PROD, "睡着了。可你没听见,她在怕什么。"), ("p5", _RADIO_PROD, "孩子的声音在抖。向左滑,告诉她这不是她的错。向右滑,答应她明天都会好。"), ("k1_truthe", _RADIO_PROD, "蛋糕。记下来——四线的来电,可能跟这个家有关。"), ("k1_liee", _RADIO_PROD, "你许了个兑不了的现。孩子睡了,谎留下了。"), ("w1_in", _RADIO_PROD, "四线来电。户外风声大,是位大姐。"), ("p6", _RADIO_PROD, "摔门声你听见了。向左滑,替孩子给她带句话。向右滑,劝她回家把话说开。"), ("w1_saye", _RADIO_PROD, "她攥着电话,很久没出声。风都停了。"), ("w1_say2e", _RADIO_PROD, "话递到了。就差最后一脚。"), ("p7", _RADIO_PROD, "她的呼吸平了。向左滑,留在直播里,让全城等这个门铃。向右滑,换垫乐,私下陪她说完。"), ("w1_aire", _RADIO_PROD, "电话那头,传来跑步声。今晚的高光时刻。"), ("w1_prive", _RADIO_PROD, "灯牌是你亲手关的,故事还是完整的。稳。"), ("w1_homee", _RADIO_PROD, "她往回走了。成不成,看他们自己的了。"), ("h1_in", _RADIO_PROD, "五线来电。引擎声没停过——他在开车!"), ("p8", _RADIO_PROD, "方向盘比话筒危险。向左滑,陪他聊聊闺女。向右滑,让他立刻进服务区。"), ("h1_danger", _RADIO_PROD, "车道偏了——听!"), ("h1_talke", _RADIO_PROD, "吓醒的,也算醒。这一趟,聊到家。"), ("h1_stope", _RADIO_PROD, "他下了高速。单子黄了,人齐了。"), ("h1_echo", _RADIO_PROD, "对了。头通电话那位大爷,就是这片被巡逻队找到的。这城市的夜,是接着的。"), ("g9_in", _RADIO_PROD, "五线收工。垫乐起——零点档,还剩最后一段。"), ("p9", _RADIO_PROD, "留言机红灯在闪,是老主播三年前没播完的那句晚安。向左滑,替他播出去。向右滑,照常收播。"), ("d9_facee", _RADIO_PROD, "带子里其实只有电流声。但空着的那一秒,你说满了。"), ("d9_avoide", _RADIO_PROD, "留言机的红灯,又多亮了一夜。"), ("ep_lead", _RADIO_PROD, "收播了。导播间替你记了一笔账——今晚的人都怎样了。"), ("ep_zhou_ok", _RADIO_PROD, "老周:孙子替他买了老花镜。回信说,谢谢那首歌。"), ("ep_zhou_no", _RADIO_PROD, "老周在便利店屋檐下坐到天亮。没出事,也没人听见他的歌。"), ("ep_deer_ok", _RADIO_PROD, "小鹿上车了。她妈后来打电话说,那声妈,比奖杯值钱。"), ("ep_deer_no", _RADIO_PROD, "小鹿退了票。检票口的灯,记得那趟没上成的车。"), ("ep_kid_ok", _RADIO_PROD, "糖糖家的门,这个月没再摔过。她说这是主播魔法。"), ("ep_kid_no", _RADIO_PROD, "糖糖后来又打来过一次。还是那句:楼下在吵。"), ("ep_wife_ok", _RADIO_PROD, "陈姐家切了蛋糕。那句「回来吧」,是我这晚听过最好的声音。"), ("ep_wife_no", _RADIO_PROD, "陈姐在公车站坐到了末班车。那通电话,成了没寄出的信。"), ("ep_han_ok", _RADIO_PROD, "老韩到家了。后视镜上,多了朵小红花。"), ("ep_han_no", _RADIO_PROD, "老韩在服务区睡了一觉。学费齐了,那首歌没放成。"), ] RADIO_LINES = RADIO_HOST_LINES + RADIO_PROD_LINES # NPC 单音色平铺(id, speaker, instruct, 台词)→ web/radio/audio/voice/.* #(转码时按 15-radio.md §6.2 逐来电者带通,见 NPC_BANDPASS;staging 保留未滤波原声)。 RADIO_NPC = [ ("z1_a", "Uncle_Fu", "苍老沙哑的男声,七十五岁,疲惫害怕,带着雨夜的颤抖", "主播……我,我找不到回家的路了。"), ("z1_b", "Uncle_Fu", "苍老沙哑的男声,七十五岁,疲惫害怕,带着雨夜的颤抖", "雨太大了。我本来,只想买副老花镜。"), ("z1_songo", "Uncle_Fu", "苍老沙哑的男声,七十五岁,疲惫害怕,带着雨夜的颤抖", "对,对!路口修车铺,天天放这首!"), ("z1_asko", "Uncle_Fu", "苍老沙哑的男声,七十五岁,疲惫害怕,带着雨夜的颤抖", "招牌……雨糊住了,我眼花,看不清啊……"), ("z1_stayo", "Uncle_Fu", "苍老沙哑的男声,七十五岁,疲惫害怕,带着雨夜的颤抖", "好,好。有人说话,我就不怕了。"), ("z1_polo", "Uncle_Fu", "苍老沙哑的男声,七十五岁,疲惫害怕,带着雨夜的颤抖", "好,好。谢谢你啊,谢谢。"), ("z1_bad", "Uncle_Fu", "苍老沙哑的男声,七十五岁,疲惫害怕,带着雨夜的颤抖", "说不清……我真是,说不清了……"), ("l1_a", "Serena", "年轻女声,倔强,带着哭腔,疲惫", "主播,退票窗口十一点半就关了。我站这儿半小时了。"), ("l1_b", "Serena", "年轻女声,倔强,带着哭腔,疲惫", "票是回去看我妈的。可我试镜又黄了,两手空空……"), ("l1_goo", "Serena", "年轻女声,倔强,带着哭腔,疲惫", "呜……嗯。不退了,我现在就去检票。谢谢您。"), ("l1_freeo", "Serena", "年轻女声,倔强,带着哭腔,疲惫", "嗯……我再想想。窗口要关了,我先过去了。"), ("k1_a", "Vivian", "稚嫩童声,八岁小女孩,困倦,胆怯", "喂……有人吗?我睡不着。"), ("k1_b", "Vivian", "稚嫩童声,八岁小女孩,困倦,胆怯", "家里灯关了。可是楼下,一直有声音。"), ("k1_lullo", "Vivian", "稚嫩童声,八岁小女孩,困倦,胆怯", "月亮也睡了……那我也睡。"), ("k1_asko", "Vivian", "稚嫩童声,八岁小女孩,困倦,胆怯", "爸爸妈妈摔门了。是不是……我做错了什么呀。"), ("k1_trutho", "Vivian", "稚嫩童声,八岁小女孩,困倦,胆怯", "嗯……那我睡了。他们明天,会一起给我切蛋糕吗?"), ("k1_lieo", "Vivian", "稚嫩童声,八岁小女孩,困倦,胆怯", "真的吗?拉钩。晚安……"), ("w1_a", "Vivian", "疲惫沙哑的中年女声,四十五岁,强撑着平静", "主播,我就想找个人说说。我家那口子,今晚要出远门的活儿。"), ("w1_b", "Vivian", "疲惫沙哑的中年女声,四十五岁,强撑着平静", "明天孩子生日!蛋糕都订好了,他人要今晚走!"), ("w1_sayo", "Vivian", "疲惫沙哑的中年女声,四十五岁,强撑着平静", "什么?她还没睡?这么晚了,她还醒着?"), ("w1_say2o", "Vivian", "疲惫沙哑的中年女声,四十五岁,强撑着平静", "蛋糕……是他订的。他嘴上不说,心里都记着。"), ("w1_airo", "Vivian", "疲惫沙哑的中年女声,四十五岁,强撑着平静", "喂!回来吧!蛋糕要化了,孩子等着呢!"), ("w1_privq", "Vivian", "疲惫沙哑的中年女声,四十五岁,强撑着平静", "呜……其实他订完蛋糕就跟我道歉了。是我,把门摔得太响。"), ("w1_homeo", "Vivian", "疲惫沙哑的中年女声,四十五岁,强撑着平静", "嗯……我这就往回走。谢谢你,听我瞎嚷嚷。"), ("h1_a", "Eric", "沙哑粗犷的中年男声,货车司机,困倦强撑", "主播,别挂。陪我说话,我的眼皮,沉得很。"), ("h1_b", "Eric", "沙哑粗犷的中年男声,货车司机,困倦强撑", "跑完这趟,闺女的学费就齐了。雨刷都快刮不动了。"), ("h1_talko", "Eric", "沙哑粗犷的中年男声,货车司机,困倦强撑", "她说,爸,我在学校给你赚了朵小红花。哈哈,哈哈……"), ("h1_dango", "Eric", "沙哑粗犷的中年男声,货车司机,困倦强撑", "嘶——好险!前车急刹,我擦着护栏过去了。彻底醒了!"), ("h1_stopo", "Eric", "沙哑粗犷的中年男声,货车司机,困倦强撑", "行,听你的。进了服务区,我给你们放首歌听。"), ] # ---------------------------------------------------------------- dungeon # 《回声地窟》批次 1(docs/design/16-dungeon-voice-ids.md,125 句 ×2 性别,无 NPC); # R3 起 +2(E1-2 gold_some / 打磨 tut_flee_hold)= 127 句,st_best_2 措辞重录。 _DUN = _pair("低沉醇厚的男声,像探窟向导,沉稳有力", "平静清晰的女声,像探窟向导,沉稳可信") DUNGEON_LINES = [ ("intro_1", _DUN, "你在黑暗中醒来。这里是回声地窟。"), ("intro_2", _DUN, "伸手不见五指,声音就是你的眼睛。"), ("sys_continue_ask", _DUN, "检测到探窟记录。单击继续,右滑重新开始。"), ("sys_new_run", _DUN, "新的探窟,开始了。"), ("tut_d0", _DUN, "先学会用耳朵看。单击,发出声波脉冲。"), ("tut_echo_come", _DUN, "听,回声回来了。"), ("tut_front_rule", _DUN, "回声回来越快,墙就越近。"), ("tut_side_rule", _DUN, "两侧的回声,发闷是墙,空旷是通路。"), ("tut_walk", _DUN, "按住屏幕不放,你就往前走。"), ("tut_turn", _DUN, "左滑右滑,可以转身。"), ("tut_replay", _DUN, "双击,再发一次脉冲,不要钱。"), ("tut_status", _DUN, "上滑,随时听自己的状态。"), ("tut_menu", _DUN, "下滑,打开菜单。"), ("tut_mob", _DUN, "前面有东西!放心,它伤不到你。"), ("tut_parry", _DUN, "听到它的动静,双击格挡。"), ("tut_parry_ok", _DUN, "挡住了!"), ("tut_parry_miss", _DUN, "没挡住也别怕,它伤不到你。"), ("tut_attack", _DUN, "现在单击,挥拳打它。"), ("tut_kill", _DUN, "打中了,就是这样。"), ("tut_flee_hold", _DUN, "想逃跑,按住别松手。"), # R3 打磨:战斗短长按取消逃跑时的区分提示(每场 1 次) ("tut_stairs", _DUN, "铁器的回声,就是下潜的楼梯。"), ("tut_stairs_on", _DUN, "楼梯就在脚下。单击,下潜。"), ("tut_done", _DUN, "教学完了。地窟很深,小心走。"), ("tut_skip", _DUN, "已跳过教学。单击脉冲,先听听四周。"), ("sys_saved", _DUN, "进度已保存。"), ("sys_menu", _DUN, "菜单。单击切换,双击确认。"), ("sys_menu_resume", _DUN, "返回探索。"), ("sys_menu_save", _DUN, "保存并回大厅。"), ("sys_menu_help", _DUN, "重新听帮助。"), ("sys_menu_restart", _DUN, "重新开始本周目。"), ("help_explore", _DUN, "单击脉冲,按住前进,左右滑转身。双击再听,上滑状态,下滑菜单。"), ("help_battle", _DUN, "敌人前摇声响时双击格挡,单击挥击。打不过就按住屏幕逃跑。"), ("settings_hint", _DUN, "音色、语速、背景音乐,请回大厅修改。"), ("st_floor_1", _DUN, "这是第一层。"), ("st_floor_2", _DUN, "这是第二层。"), ("st_floor_3", _DUN, "这是第三层。"), ("st_floor_4", _DUN, "这是第四层。"), ("st_floor_5", _DUN, "这是第五层。"), ("st_floor_6", _DUN, "这是第六层。"), ("st_floor_7", _DUN, "这是第七层。"), ("st_hp_1", _DUN, "你毫发无损。"), ("st_hp_2", _DUN, "你受了点伤。"), ("st_hp_3", _DUN, "你伤势不轻。"), ("st_hp_4", _DUN, "你命悬一线。"), ("st_gold_1", _DUN, "口袋空空。"), ("st_gold_2", _DUN, "有些积蓄。"), ("st_gold_3", _DUN, "收获可观。"), ("st_gold_4", _DUN, "腰包鼓鼓。"), # R3 E1-2:金币档 1(0<金<50)新真话句——修「捡到金币→口袋空空/这趟没带回什么」 # 的档位谎报(P2/P4 共识);=0 仍播 st_gold_1/meta_gold_1 空手措辞。 # 上滑状态链与 SETTLE/TITLE(元进度)三处共用这一条(管线单条)。 ("gold_some", _DUN, "带回来一点,不多。"), ("st_face_e", _DUN, "你面朝东。"), ("st_face_s", _DUN, "你面朝南。"), ("st_face_w", _DUN, "你面朝西。"), ("st_face_n", _DUN, "你面朝北。"), ("st_threat_none", _DUN, "附近很安静。"), ("st_threat_left", _DUN, "左边有脚步声。"), ("st_threat_right", _DUN, "右边有脚步声。"), ("st_threat_both", _DUN, "两边都有动静。"), ("st_best_1", _DUN, "你还没到过第三层。"), ("st_best_2", _DUN, "你最远到过中层。"), # R3 打磨措辞:加「最远」(live P3:防误读为"本局到过") ("st_best_3", _DUN, "你到过最深层。"), ("evt_coin_1", _DUN, "捡到几枚金币。"), ("evt_coin_2", _DUN, "捡到一小把金币。"), ("evt_coin_3", _DUN, "捡到一大袋金币。"), ("evt_potion", _DUN, "一瓶药水,收进腰带。"), ("evt_potion_full", _DUN, "腰带满了,药水留在原地。"), ("evt_weapon", _DUN, "捡到更快的短刃,出手更狠了。"), ("evt_armor", _DUN, "换上更硬的护甲,更抗打了。"), ("evt_stairs_lock", _DUN, "楼梯被大东西堵住了,先赢它。"), ("evt_descend", _DUN, "你顺着楼梯,往下潜。"), ("btl_bat", _DUN, "盲眼蝠扑了过来!"), ("btl_rat", _DUN, "窟鼠窜了出来!"), ("btl_mush", _DUN, "蘑菇怪拦住了你!"), ("btl_crab", _DUN, "窟主石甲蟹,就在你面前。"), ("btl_crawler", _DUN, "绕行者贴上来了,小心背后!"), ("btl_spider", _DUN, "洞蛛落地了!"), ("btl_leech", _DUN, "窟主腐沼蟒,挡住了楼梯。"), ("btl_guard", _DUN, "石像卫醒了!"), ("btl_king", _DUN, "窟中之王,就在深处。"), ("btl_parried", _DUN, "挡下了大半!"), ("btl_behind", _DUN, "它在你背后,转身再挡。"), ("btl_swish", _DUN, "挥空了,它不在你面前。"), ("btl_no_turn", _DUN, "它贴着你不放,不用转身。"), ("btl_kill", _DUN, "它倒下了。"), ("btl_loot_1", _DUN, "战利不多。"), ("btl_loot_2", _DUN, "小有收获。"), ("btl_loot_3", _DUN, "大有收获。"), ("btl_lvup", _DUN, "你的拳脚更利落了。"), ("btl_flee", _DUN, "你甩掉了它,被抓了一下。"), ("btl_flee_boss", _DUN, "退路塌了,跑不掉!"), ("btl_half_crab", _DUN, "石甲蟹的甲裂了!"), ("btl_half_leech", _DUN, "腐沼蟒暴怒了!"), ("btl_half_king", _DUN, "王怒了,脚步更重了!"), ("die_intro", _DUN, "你倒下了。"), ("die_cause_1", _DUN, "你被小怪拖垮了。"), ("die_cause_2", _DUN, "你没挡住那记重击。"), ("die_cause_3", _DUN, "你背后的偷袭,要了命。"), ("die_adv_1", _DUN, "下次,前摇声响时就双击。"), ("die_adv_2", _DUN, "打不过,就按住屏幕逃跑。"), ("die_adv_3", _DUN, "身后有动静,先转身。"), ("gd_pulse", _DUN, "单击脉冲,听听四周。"), ("gd_turn", _DUN, "轮到你了。单击挥击。"), ("gd_invalid", _DUN, "这个操作在这里用不上。"), ("stair_hint_a", _DUN, "找找铁器的回声,那是楼梯。"), ("stair_hint_b", _DUN, "楼梯有大东西守着,先赢它。"), ("stair_dir_e", _DUN, "楼梯在东边。"), ("stair_dir_s", _DUN, "楼梯在南边。"), ("stair_dir_w", _DUN, "楼梯在西边。"), ("stair_dir_n", _DUN, "楼梯在北边。"), ("nav_e", _DUN, "往东。"), ("nav_s", _DUN, "往南。"), ("nav_w", _DUN, "往西。"), ("nav_n", _DUN, "往北。"), ("nav_done", _DUN, "到了,就是这里。"), ("meta_gold_1", _DUN, "这趟没带回什么。"), ("meta_gold_2", _DUN, "这趟带回一些金币。"), ("meta_gold_3", _DUN, "这趟满载而归。"), ("settle_stronger", _DUN, "下个周目,你会更强。"), ("settle_win_1", _DUN, "你捧起了地窟之心,通关了!"), ("settle_win_2", _DUN, "黑暗的尽头,是光。"), ("settle_again", _DUN, "单击,再探一次。"), ("unlock_lead", _DUN, "攒够了新的遗产。"), ("unlock_potion", _DUN, "解锁行囊药,开局自带一瓶。"), ("unlock_vigor", _DUN, "解锁体魄,起始更强壮。"), ("unlock_veil", _DUN, "解锁护符,每层头一下减半。"), ("unlock_echo", _DUN, "解锁回声强化,侧向听得更远。"), ("unlock_blade", _DUN, "解锁武器,开局带着短刃。"), ("unlock_none", _DUN, "金币还不够,继续攒。"), ] # ---------------------------------------------------------------- abyss # 《深海回音》批次 2(docs/design/17-abyss-voice-ids.md,155 句:双性别 134 + 平铺 NPC 21; # R2 修订 +7 句:dv4_dual / oxy_crit_deck / prog_saved1..5,sys_skip(_k) 改词)。 # 台词全文逐字照抄 voice-ids 文档;双性别组分 DIVER(潜航员=玩家)/ DECK(母船调度/系统/ # 向导 gd_*)两个 speaker 配对(同性别双音色,VOICE_SPK["abyss"] 覆盖,radio HOST/PROD 同型: # 同场景高频对话的两者永不同 speaker);_k 键盘变体 11 对在 KEY_LINES["abyss"]。 # NPC 平铺 21 句(小舟/老白/陈医官/高船长),转码时按 17-abyss.md §5.3 水声电台带通 # (NPC_BANDPASS["abyss"]),DIVER/DECK 不滤波(母船级音质)。 _ABY_DIVER = _pair("低沉冷静的男声,深潜救援员,干练沉着,水下通讯的轻微气声", "低沉冷静的年轻女声,深潜救援员,干练沉着,水下通讯的轻微气声") _ABY_DECK = _pair("清晰稳定的男声,母船潜水调度员,专业干脆,隔着耳机下达指令", "清晰稳定的女声,母船潜水调度员,专业干脆,隔着耳机下达指令") ABYSS_DIVER_LINES = [ # ---- G1 开场 ---- ("b_open", _ABY_DIVER, "风停了。我站在问海号甲板上,下面三千米,是海燕号。"), # ---- D1 第一潜·找船·小舟 ---- ("d1_listen", _ABY_DIVER, "都别出声。管子那头,敲得很稳。"), ("d1_up", _ABY_DIVER, "小舟,抓住我的肩锁。我们上。"), ("d1_nolog", _ABY_DIVER, "日志可以补,人不能等。走了。"), # ---- D2 第二潜·机舱·老白 ---- ("d2_pry", _ABY_DIVER, "老白,忍住。先泄压,再撬。"), ("d2_cut", _ABY_DIVER, "切割枪。老白,闭眼,憋气。"), ("d2_valve", _ABY_DIVER, "电池舱我陪你去。这片海不能脏。"), ("d2_leave", _ABY_DIVER, "阀门交给母船。你先上,腿要紧。"), # ---- D3 第三潜·病舱·陈医官/小郑 ---- ("d3_chen", _ABY_DIVER, "陈医官,你的手在抖。这次,听我的。"), ("d3_zheng", _ABY_DIVER, "小郑先走。陈医官,下一潜,就是你的。"), ("d3_spare", _ABY_DIVER, "备用瓶留下。灯,给我亮着。"), ("d3_promise", _ABY_DIVER, "四小时内,我下来。等我。"), # ---- D4 第四潜·指挥舱·高船长 ---- ("d4_slow", _ABY_DIVER, "逐站停,慢慢浮。规矩不能破。"), ("d4_fast", _ABY_DIVER, "来不及了。直浮!"), ("d4_pick_gao", _ABY_DIVER, "船长,抓住我。海燕号的事,上面再说。"), ("d4_pick_chen", _ABY_DIVER, "陈医官,轮到你了。抓住,上浮。"), ("d4_pick_zheng", _ABY_DIVER, "小郑,吊床连人一起。走了。"), ("d4_talk", _ABY_DIVER, "日志我听完了。海燕号为什么沉,我会带上去。走吧。"), ("d4_silent", _ABY_DIVER, "纪律就是纪律。抓住,上浮。"), # ---- F9 签收抉择(心结) ---- ("g9_knot", _ABY_DIVER, "三年前,也是这条沟。我按时上浮了,搭档没有。"), ("d9_bell", _ABY_DIVER, "最后一潜。不为救人,为个交代。"), ("d9_rest", _ABY_DIVER, "交代,留给明天的人。我去医疗舱。"), # ---- EP 结局与尾声回响 ---- ("e1_a", _ABY_DIVER, "五个人都在甲板上。船钟的第一声,是替这条沟敲的。"), ("e1_b", _ABY_DIVER, "三年了,我终于敢往下看。明天,想再潜一次。"), ("e2_a", _ABY_DIVER, "五个人都救上来了。船钟,留在了沟底。"), ("e2_b", _ABY_DIVER, "没人怪我。可半夜醒来,总听见钟在响。"), ("e3_a", _ABY_DIVER, "没能都带回来。可我到底下去了,敲响了那口钟。"), ("e3_b", _ABY_DIVER, "钟声替他们,在沟底响了一声。这样,也好。"), ("e4_a", _ABY_DIVER, "我按规矩上浮了。规矩里,没写怎么难过。"), ("e4_b", _ABY_DIVER, "沟底很安静。安静得,像三年前那天。"), ] ABYSS_DECK_LINES = [ # ---- G0.a 操作提示句(触屏版;_k 变体在 KEY_LINES) ---- ("gd_brief", _ABY_DECK, "单击继续简报。要选择时,向左或向右滑。"), ("gd_continue", _ABY_DECK, "单击屏幕,继续。"), ("gd_again", _ABY_DECK, "还在吗?单击继续。"), ("gd_ping1", _ABY_DECK, "声呐待命。单击,发脉冲。"), ("gd_ping2", _ABY_DECK, "回波不会自己来。单击。"), ("sys_help", _ABY_DECK, "单击继续,双击重新听。上滑听状态,下滑开菜单。选择时,左右滑。"), ("sys_menu", _ABY_DECK, "菜单。单击切换选项,双击确认。"), ("sys_skip", _ABY_DECK, "听过的句子再播时,单击就能跳过。"), ("sys_continue_ask", _ABY_DECK, "检测到你的下潜记录。单击继续上次,右滑开始新救援。"), # ---- G0.b 状态/系统句 ---- ("gd_invalid", _ABY_DECK, "这个手势,水里用不上。"), ("gd_prog1", _ABY_DECK, "滑动在这里用不上。想想调度刚说的话。"), ("gd_prog2", _ABY_DECK, "别乱。停一下,想想下一步。"), ("sys_menu_resume", _ABY_DECK, "回到水下。"), ("sys_menu_restart", _ABY_DECK, "重新开始这次救援。"), ("sys_menu_lobby", _ABY_DECK, "保存并回大厅。"), ("sys_settings", _ABY_DECK, "音色、语速、背景音乐,请回大厅修改。"), ("sys_new_dive", _ABY_DECK, "新的一次下潜,开始了。"), ("prog_d1", _ABY_DECK, "现在是第一次下潜。"), ("prog_d2", _ABY_DECK, "现在是第二次下潜。"), ("prog_d3", _ABY_DECK, "现在是第三次下潜。"), ("prog_d4", _ABY_DECK, "现在是最后一次下潜。"), # R2-F10:上滑状态链·已救人数(saved=1..5 分档整句;saved=0 不播) ("prog_saved1", _ABY_DECK, "已经救上一个人。"), ("prog_saved2", _ABY_DECK, "已经救上两个人。"), ("prog_saved3", _ABY_DECK, "已经救上三个人。"), ("prog_saved4", _ABY_DECK, "已经救上四个人。"), ("prog_saved5", _ABY_DECK, "五个人都在甲板上了。"), ("oxy_full", _ABY_DECK, "气瓶还足,救得动。"), ("oxy_ok", _ABY_DECK, "氧气还够两潜。"), ("oxy_low", _ABY_DECK, "氧气告急,只够最后一潜。"), ("oxy_crit", _ABY_DECK, "氧气见底,必须上浮。"), # R2-F5:crit 水面变体(SURFACE/ENDING;水下保留「必须上浮」) ("oxy_crit_deck", _ABY_DECK, "氧气见底,一潜都下不去了。"), ("oxy_gain", _ABY_DECK, "应急瓶接上了,多三格。"), ("dry_a", _ABY_DECK, "气瓶用干了。立刻上浮。"), ("dry_b", _ABY_DECK, "气花在了人身上。人,都上来了。"), # ---- G1 开场 ---- ("b_rule", _ABY_DECK, "规矩就一条:气不够一潜,人就必须上浮。"), ("b_goal", _ABY_DECK, "海燕号,五个人。你的双瓶,够下四潜。"), ("b_go", _ABY_DECK, "第一潜,找船。耳朵交给声呐。"), # ---- D1 第一潜 ---- ("dv1_down", _ABY_DECK, "下潜开始。水会越来越黑,声音会越来越多。"), ("dv1_teach", _ABY_DECK, "到深度了。声呐静了。单击,发一枚脉冲。"), ("dv1_metal", _ABY_DECK, "金属回波,钢板。听见这个,就是海燕号的船身。"), ("dv1_link", _ABY_DECK, "回波后面有杂音,是电台!接通了。"), ("p1", _ABY_DECK, "管路在响。向左滑,停下来听敲管的暗号。向右滑,先带小舟上浮。"), ("d1_code", _ABY_DECK, "是老白的暗号:腿被压住,先泄压,再撬。记住这个敲法。"), ("p2", _ABY_DECK, "小舟想回去拿声呐日志。向左滑,等她。向右滑,直接上浮。"), ("d1_surf", _ABY_DECK, "小舟出水,第一潜收工。往返,扣三格气。"), # ---- D2 第二潜 ---- ("dv2_down", _ABY_DECK, "第二潜,机舱。顺着敲管的声音走。"), ("dv2_found", _ABY_DECK, "碎石回波后面,敲管声密了。机舱到了。"), ("p3", _ABY_DECK, "钢梁压着腿。向左滑,泄压后慢慢撬。向右滑,切割枪,快切。"), ("d2_pry_ok", _ABY_DECK, "暗号没白听。管子一松,钢梁抬起来了。"), ("d2_pry_slow", _ABY_DECK, "摸着找泄压阀,多费了一格气。腿,出来了。"), ("d2_flash", _ABY_DECK, "火花炸了一下,虚惊。老白咳着,腿抽出来了。"), ("p4", _ABY_DECK, "老白要去关电池舱阀门。向左滑,陪他去。向右滑,直接上浮。"), ("d2_valve_e", _ABY_DECK, "阀门关死了。两格气,换一片干净海。"), ("d2_surf", _ABY_DECK, "老白出水。他一直扒着舱门,往水里看。"), ("d2_supply", _ABY_DECK, "潜友阿凯捎来应急瓶。甲板上,粥给你温着。"), # ---- D3 第三潜 ---- ("dv3_down", _ABY_DECK, "第三潜,病舱。海燕号在倾斜,别恋战。"), ("dv3_groan", _ABY_DECK, "回波发闷。船体在呻吟,它撑不久了。"), ("p5", _ABY_DECK, "病舱一次只能走一个。向左滑,先带陈医官。向右滑,先带小郑。"), ("d3_chen_e", _ABY_DECK, "陈医官出水。小郑固定在吊床上,呼吸平稳。"), ("d3_zheng_e", _ABY_DECK, "小郑吊上去了。他一路,都没敢出声。"), ("p6", _ABY_DECK, "留守的人要空气。向左滑,留下你的备用瓶。向右滑,约定下一潜来接。"), ("d3_spare_e", _ABY_DECK, "备用瓶挂上了,能多撑十二小时。"), ("d3_surf", _ABY_DECK, "病舱的人出水。海燕号的呻吟,隔着水都听得见。"), # ---- D4 第四潜 ---- ("dv4_none", _ABY_DECK, "气不够一潜了。第四潜,取消。"), ("dv4_down", _ABY_DECK, "最后一潜,指挥舱。海燕号,撑不住了。"), # R2-F4:双载形态下潜链追加(3+1=4 格扣账口播化,不再无声扣款) ("dv4_dual", _ABY_DECK, "两个人下同一潜。这趟往返,扣四格气。"), ("dv4_slide", _ABY_DECK, "它滑了!抓稳索缆,指挥舱里还有人!"), ("p7", _ABY_DECK, "双人上浮。向左滑,逐站减压慢慢浮。向右滑,违规直浮,搏一把。"), ("p7_chen", _ABY_DECK, "气只够带一个。向左滑,带船长。向右滑,带陈医官。"), ("p7_zheng", _ABY_DECK, "气只够带一个。向左滑,带船长。向右滑,带小郑。"), ("d4_slow_e", _ABY_DECK, "减压站一个个过。气瓶在跳,人稳着。"), ("d4_fast_e", _ABY_DECK, "违规快浮。医疗舱的灯,先给你们开好。"), ("d4_stay_lost", _ABY_DECK, "另一位,留在了倾斜的船舱。航标灯,替所有人亮着。"), ("p8", _ABY_DECK, "船长的话没说完。向左滑,把你听到的说出来。向右滑,什么都不问,拉他上浮。"), ("d4_surf", _ABY_DECK, "最后一潜收工。问海号的甲板,从没这么亮过。"), # ---- F9 签收抉择 ---- ("g9_in", _ABY_DECK, "医疗舱躺满了。你的气瓶剩多少,你比我清楚。"), ("p9", _ABY_DECK, "海燕号的船钟,还挂在沉船上。向左滑,用最后的气,下去取。向右滑,进医疗舱。"), ("g9_dry", _ABY_DECK, "一格气都不剩了。能带的,你都带回来了。"), ("d9_bello", _ABY_DECK, "船钟出水。海燕号的声音,回家了。"), # ---- EP 尾声回响 ---- ("ep_lead", _ABY_DECK, "收队了。调度台给你记一笔——他们,后来怎样了。"), ("ep_zhou_ok", _ABY_DECK, "小舟:归队报告打了三页。她说,声音都记得。"), ("ep_zhou_no", _ABY_DECK, "小舟:声呐日志没了。她凭记忆,重新描了一遍海图。"), ("ep_bai_ok", _ABY_DECK, "老白:腿保住了。阀门那夜之后,见人就夸你。"), ("ep_bai_no", _ABY_DECK, "老白:腿打了钢钉。他说,瘸着也值。"), ("ep_chen_ok", _ABY_DECK, "陈医官:回了医院。诊室里,挂着一盏海底的灯。"), ("ep_chen_lost", _ABY_DECK, "陈医官:她守着灯,到最后一小时。灯,还亮着。"), ("ep_zheng_ok", _ABY_DECK, "小郑:拆了石膏,第一件事,去看海。"), ("ep_zheng_lost", _ABY_DECK, "小郑:吊床随船,滑进了沟底。他没来得及看日出。"), ("ep_gao_peace", _ABY_DECK, "高船长:退役申请自己写的。第一行写着:数据不如人。"), ("ep_gao_up", _ABY_DECK, "高船长:上了岸,一直没说话。听说,他在学敲管语。"), ("ep_gao_lost", _ABY_DECK, "高船长:随海燕号留在沟底。航标灯,还亮着。"), ("ep_trench_bell", _ABY_DECK, "沟底:船钟挂在问海号桅杆上。风一过,就响一声。"), ("ep_trench_deep", _ABY_DECK, "沟底:很深,很静。海燕号睡在里面,像睡着了。"), ] ABYSS_LINES = ABYSS_DIVER_LINES + ABYSS_DECK_LINES # NPC 单音色平铺(id, speaker, instruct, 台词)→ web/abyss/audio/voice/.* #(转码时按 17-abyss.md §5.3 逐船员水声电台带通,见 NPC_BANDPASS;staging 保留未滤波原声)。 ABYSS_NPC = [ # 小舟(23 岁声呐兵,女,Serena) ("z1_a", "Serena", "年轻女声,二十三岁声呐兵,缺氧后发虚,强撑着干脆", "……有人吗?声呐兵,小舟。我们还活着,全艇五个人。"), ("z1_b", "Serena", "年轻女声,二十三岁声呐兵,缺氧后发虚,强撑着干脆", "轮机长老白困在机舱,陈医官和小郑在病舱,船长在指挥舱。"), ("z1_knock", "Serena", "年轻女声,二十三岁声呐兵,缺氧后发虚,强撑着干脆", "等等,你听。管子里,有人在敲。"), ("z1_bye", "Serena", "年轻女声,二十三岁声呐兵,缺氧后发虚,强撑着干脆", "好。上面……是不是天亮了?"), ("d1_log", "Serena", "年轻女声,二十三岁声呐兵,缺氧后发虚,强撑着干脆", "日志里有失事前,最后一段录音。给你,替我们收好。"), # 老白(50 岁轮机长,男,Uncle_Fu) ("bai_a", "Uncle_Fu", "沙哑爽朗的中年男声,五十岁轮机长,忍着伤痛开玩笑", "哈哈,救援的?我这腿,跟冷却管缠上了。"), ("bai_b", "Uncle_Fu", "沙哑爽朗的中年男声,五十岁轮机长,忍着伤痛开玩笑", "艇上的药板烧了。病舱那两个,比我悬。"), ("bai_out", "Uncle_Fu", "沙哑爽朗的中年男声,五十岁轮机长,忍着伤痛开玩笑", "腿还在!我的腿还在!走,我给你带路。"), ("bai_thanks", "Uncle_Fu", "沙哑爽朗的中年男声,五十岁轮机长,忍着伤痛开玩笑", "这片海养着一村人。这份情,我记一辈子。"), # 陈医官(45 岁船医,女,Vivian) ("chen_a", "Vivian", "平静沙哑的中年女声,四十五岁船医,专业镇定,语气温和", "你来了。小郑股骨断了,我给他固定好了。"), ("chen_b", "Vivian", "平静沙哑的中年女声,四十五岁船医,专业镇定,语气温和", "救援钟一次带一个。我是医生,我最后走。"), ("chen_up", "Vivian", "平静沙哑的中年女声,四十五岁船医,专业镇定,语气温和", "……好。小郑,等我,上面给你热粥。"), ("chen_stay", "Vivian", "平静沙哑的中年女声,四十五岁船医,专业镇定,语气温和", "去吧。我守着灯,灯不灭,人就不散。"), ("chen_last", "Vivian", "平静沙哑的中年女声,四十五岁船医,专业镇定,语气温和", "去吧。灯我留着,人齐了就熄。"), # 高船长(58 岁船长,男,Eric) ("gao_final", "Eric", "低沉苍老的男声,五十八岁船长,疲惫克制,有老舵手的威严", "别下来。带他们回家,就算救完了。海燕号,通话结束。"), ("gao_a", "Eric", "低沉苍老的男声,五十八岁船长,疲惫克制,有老舵手的威严", "救援员。我船上,还剩两个活人。"), ("gao_b", "Eric", "低沉苍老的男声,五十八岁船长,疲惫克制,有老舵手的威严", "都带走,我最后上。这是船长的规矩。"), ("gao_last", "Eric", "低沉苍老的男声,五十八岁船长,疲惫克制,有老舵手的威严", "航标灯替我留着。就说,船长睡了。"), ("gao_c", "Eric", "低沉苍老的男声,五十八岁船长,疲惫克制,有老舵手的威严", "三年前……没什么。走吧,别耽误。"), ("gao_confess", "Eric", "低沉苍老的男声,五十八岁船长,疲惫克制,有老舵手的威严", "日志你拿了?里面写着。是我下令,多采了一小时。"), ("gao_peace", "Eric", "低沉苍老的男声,五十八岁船长,疲惫克制,有老舵手的威严", "……好。这一次,听救援员的。"), ] # ---------------------------------------------------------------- detective # 《雨夜专案》批次 2(docs/design/18-detective-voice-ids.md,171 句:旁白基表 104 双性别 + V 组 14 + 平铺 NPC 53; # R2 修订:改词 fin_who_confirm/tut_skip;新增 fin_pre、item_who_w1..w4、st_wrong、recap_cf、gd_board_cf、 # z_react_w(NPC)、V 组 +4 对——逐条理由见 18-detective.md 文末 R2 修订记录 / new8/detective/round1 F1-F11)。 # 台词全文逐字照抄 voice-ids 文档;旁白只做系统/指引/教学/状态/现场自勘(探长自勘)/裁决宣读, # 不念证词(证词=证人 NPC 平铺,DETECTIVE_NPC);键盘变体 V 组 10 对在 KEY_LINES["detective"]。 # NPC 不加电话滤波(区别于 radio/abyss——区分度靠 speaker+instruct+游戏侧签名 earcon 前缀)。 _DET = _pair("低沉沉稳的男声,专案组探长,冷静克制,像在雨夜读卷宗", "沉稳清晰的女声,专案组探长,冷静克制,像在雨夜读卷宗") DETECTIVE_LINES = [ # ---- G0 系统/菜单/帮助 ---- ("sys_menu", _DET, "菜单。单击切换,双击确认。"), ("sys_menu_resume", _DET, "回到证词板。"), ("sys_menu_cf", _DET, "去指证。"), ("sys_menu_save", _DET, "保存并回大厅。"), ("sys_menu_help", _DET, "重新听帮助。"), ("sys_menu_restart", _DET, "重新查这桩案子。"), ("sys_saved", _DET, "进度已保存。"), ("settings_hint", _DET, "音色、语速、背景音乐,请回大厅修改。"), ("sys_help", _DET, "左右滑换卷宗,单击听取,双击重新听。长按指证,上滑状态,下滑菜单。"), ("sys_continue_ask", _DET, "检测到未结的案子。单击继续,右滑换一桩新案。"), ("sys_new_case", _DET, "新案开卷。"), # ---- G1 开场/教学 ---- ("intro_1", _DET, "雨下了一整夜。清晨,聚宝斋后院,古董商沈万川死了。"), ("intro_2", _DET, "你是专案组探长。这桩案子,归你。"), ("intro_3", _DET, "卷宗六份:四位证人的证词,现场勘验,法医报告。"), ("tut_d0", _DET, "先熟悉证词板。左右滑,换卷宗。"), ("tut_listen", _DET, "单击,听取当前卷宗。"), ("tut_replay", _DET, "双击,重新听这一句。"), ("tut_status", _DET, "上滑,随时听进度:问了几份,疑点几处。"), ("tut_confront", _DET, "按住屏幕,进入指证。去找两句对不上的证词。"), ("tut_cf_try", _DET, "练习一次。选一份证词,单击确认;再选一份,任意一句。"), ("tut_cf_ok", _DET, "指证就是这样。练习不算数,真矛盾要靠耳朵找。"), ("tut_done", _DET, "教学完了。开始查案。"), ("tut_skip", _DET, "已跳过教学。左右滑换卷宗,单击听取;按住屏幕,指证矛盾。"), # ---- G2 状态/条目 ---- ("st_asked_0", _DET, "六份卷宗,一份都没听。"), ("st_asked_1", _DET, "已听一份,还有五份。"), ("st_asked_2", _DET, "已听两份,还有四份。"), ("st_asked_3", _DET, "已听三份,还有三份。"), ("st_asked_4", _DET, "已听四份,还有两份。"), ("st_asked_5", _DET, "已听五份,还有一份。"), ("st_asked_6", _DET, "六份都听完了。"), ("st_doubt_0", _DET, "疑点,还没有。"), ("st_doubt_1", _DET, "疑点,一处。"), ("st_doubt_2", _DET, "疑点,两处。"), ("st_doubt_3", _DET, "疑点,三处。"), ("st_doubt_4", _DET, "疑点,四处,齐了。"), ("item_w1", _DET, "门卫老葛的证词。"), ("item_w2", _DET, "学徒小顺的证词。"), ("item_w3", _DET, "账房周先生的证词。"), ("item_w4", _DET, "房东温太太的证词。"), ("item_scene", _DET, "现场勘验。"), ("item_fore", _DET, "法医报告。"), ("item_case", _DET, "结案陈词。"), ("intro_w3", _DET, "周先生,管了十年的账,见人三分笑。"), # ---- G3 现场勘验(探长自勘) ---- ("sc_0", _DET, "你打伞进了后院。雨水顺着瓦檐,淌成一道帘子。"), ("sc_1", _DET, "柴房门口,沈万川面朝下倒着。后脑一处伤,现场没有凶器。"), ("sc_2", _DET, "后门门闩完好,是死者自己开的门。生人叫不开这扇门。"), ("sc_3", _DET, "泥地上只有进来的脚印,没有出去的。墙根的花盆,翻了一个。"), ("sc_4", _DET, "库房铜秤立在架上,秤砣不见了。"), ("sc_5", _DET, "柴房墙上,挂钥匙的铜钩,空着。"), # ---- G4 指证 ---- ("cf_start", _DET, "指证矛盾。先选第一份证词。左右滑换,单击确认。"), ("cf_pick_line", _DET, "左右滑,一句一句听。"), ("cf_confirm", _DET, "就这句?单击,定下来。"), ("cf_second", _DET, "再选与它矛盾的那份证词。"), ("cf_self", _DET, "同一句证词,和自己比不出矛盾。"), ("cf_same", _DET, "这两句说得一致,不矛盾。"), ("cf_diff", _DET, "这两句,说的不是一件事。"), ("cf_hit", _DET, "对不上!矛盾成立,记入疑点。"), # ---- G5 结案三问 ---- ("fin_start", _DET, "结案陈词。先指认真凶:四位证人,选一个。"), ("fin_pre", _DET, "证据在手,就此结案?单击,定下来;滑走,继续查。"), ("item_who_w1", _DET, "门卫老葛。"), ("item_who_w2", _DET, "学徒小顺。"), ("item_who_w3", _DET, "账房周先生。"), ("item_who_w4", _DET, "房东温太太。"), ("fin_who_confirm", _DET, "就指认这位?单击,定下来。"), ("fin_clear", _DET, "不在场证明成立。证据放人,回到证词板。"), ("st_wrong", _DET, "错指一回,记档。"), ("fin_right", _DET, "证据链闭合。周先生,你还有什么话说?"), ("fin_right_b", _DET, "证据链闭合。小顺,你还有什么话说?"), ("fin_ask_weapon", _DET, "第二问:凶器是什么?"), ("wp_1", _DET, "松木劈柴。"), ("wp_2", _DET, "铜秤砣。"), ("wp_3", _DET, "铁门闩。"), ("wp_4", _DET, "青瓷花盆。"), ("fin_wp_right", _DET, "对。创口的铜屑,不见了的秤砣,都指向它。"), ("fin_wp_wrong", _DET, "不对。铜屑不答应。记下了。"), ("fin_ask_motive", _DET, "第三问:动机是什么?"), ("mv_1", _DET, "监守自盗。"), ("mv_2", _DET, "寻仇泄愤。"), ("mv_3", _DET, "劫财入户。"), ("fin_mv_right", _DET, "对。库里短的东西,就是引线。"), ("fin_mv_wrong", _DET, "不对。账上短的东西,才是引线。记下了。"), # ---- G6 结算 ---- ("settle_open", _DET, "案件归档。雨,停了。"), ("rate_s", _DET, "教科书结案。四处疑点,一击即中。"), ("rate_a", _DET, "干净利落的结案。"), ("rate_b", _DET, "案子结了,卷宗上有疏漏。"), ("rate_c", _DET, "案子是结了,卷宗上补丁不少。"), ("st_miss_0", _DET, "指证,一次没错。"), ("st_miss_1", _DET, "指证,错过一两回。"), ("st_miss_2", _DET, "指证,错了不少。"), ("settle_hook", _DET, "同一场雨里,还有别的案子。单击,接新案。"), # ---- G7 看门狗/卡关/纠错 ---- ("gd_board", _DET, "还在证词板。左右滑,换卷宗。"), ("gd_board_cf", _DET, "都听过了。按住屏幕,去指证。"), ("gd_cf", _DET, "还在选证词。左右滑,单击确认。"), ("gd_fin", _DET, "在想?左右滑选,单击定。"), ("gd_invalid", _DET, "这个操作,这里用不上。"), ("hint_a", _DET, "探长,还没听的卷宗,先过一遍耳朵。"), ("hint_b", _DET, "探长,证词里有对不上的地方,逐句比对。"), ("hint_c1", _DET, "试试指证:周先生说熄了灯,温太太说灯还亮着。"), ("hint_c2", _DET, "试试指证:周先生说铜秤卖了,现场铜秤还在。"), ("b_hint_c1", _DET, "试试指证:小顺说熄了灯,温太太说灯还亮着。"), ("b_hint_c2", _DET, "试试指证:小顺说铜秤卖了,现场铜秤还在。"), ("hint_fin", _DET, "疑点齐了。去结案陈词。"), ("recap_go", _DET, "接着查。"), ("recap_cf", _DET, "卷宗都在耳朵里了。挑一句你不信的,按住指证。"), ] # NPC 单音色平铺(id, speaker, instruct, 台词)→ web/detective/audio/voice/.* # 证人 4 + 秦法医(≤5 约束);同一角色 speaker+instruct 恒定;不加滤波(18b 头注)。 DETECTIVE_NPC = [ # 老葛(62 岁门卫,Eric) ("w1_1", "Eric", "苍老沙哑的男声,守夜人,慢悠悠,带倦意", "昨儿夜里雨大,我守着街门,一步没敢挪窝。"), ("w1_2", "Eric", "苍老沙哑的男声,守夜人,慢悠悠,带倦意", "九点四十,雨点子刚砸下来,小顺打着伞出的街门。"), ("w1_3", "Eric", "苍老沙哑的男声,守夜人,慢悠悠,带倦意", "十点一刻,一位先生收着黑伞进了后巷。个儿高,微驼背。"), ("w1_4", "Eric", "苍老沙哑的男声,守夜人,慢悠悠,带倦意", "九点五十,周账房出的街门,跟我说了声,回家。"), ("w1_5", "Eric", "苍老沙哑的男声,守夜人,慢悠悠,带倦意", "后半夜,温太太还来门房借过一回热水。"), ("w1_6", "Eric", "苍老沙哑的男声,守夜人,慢悠悠,带倦意", "听说店里账上短了银子,沈老板撂了话,月底清账。"), ("acc_ge", "Eric", "苍老沙哑的男声,守夜人,慢悠悠,带倦意", "我守了一夜门!温太太来借热水,她能作证!"), # 小顺(19 岁学徒,Dylan) ("w2_1", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "夜里,师父打发我去城南,给刘掌柜送匣子。"), ("w2_2", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "雨太大,刘掌柜留我住的,今早才回店。"), ("w2_3", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "库房钥匙?师父嫌沉,平日就挂在柴房墙上的铜钩。"), ("w2_4", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "师父的账,向来只信周先生一个人。"), ("w2_5", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "后门那闩,生人叫不开。熟人来了,师父才亲自去开。"), ("w2_6", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "周先生常念叨,账房的活,越到夜里越清静。"), ("acc_shun", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "我宿在城南刘掌柜家,他全家都能作证!"), ("b_shun_1", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "我走的时候,顺手熄了店堂的灯。"), ("b_shun_2", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "钥匙,师父贴身带着,从不离身。"), ("b_shun_3", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "那伤,八成是柴房劈柴砸的。铜秤早卖给收废品的了。"), ("b_shun_4", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "库房的货,我一件都没碰过。"), ("b_shun_react_1", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "灯?我、我走的时候明明熄了……"), ("b_shun_react_2", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "别问了……别问了……"), ("b_shun_break_1", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "匣子是我送的,可我半路折回来了……"), ("b_shun_break_2", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "我把棉袄反穿,弓着背,葛大爷没认出我。"), ("b_shun_break_3", "Dylan", "年轻清亮的男声,学徒,怯生生的,慌张诚实", "库房的货,我拿过三件换了钱。他说要对账……秤砣下去的时候,他看着我。"), # 周先生(45 岁账房,pack A 真凶,Uncle_Fu——与 male 旁白同 speaker,靠签名+instruct 区分) ("z_1", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "我七点进店上夜账。九点五十对完,锁了前门回家。"), ("z_2", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "临走,我顺手熄了店堂的灯。那会儿,店里就剩老板。"), ("z_3", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "库房钥匙?沈老板贴身带着,从不离身。"), ("z_4", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "那伤,是松木劈柴砸的。铜秤?上个月卖给收废品的了。"), ("z_5", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "我到家倒头就睡,夜里的事,一概不知。"), ("z_6", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "你们要是不信,去问我家婆娘。"), ("z_react_1", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "灯?……许是我记岔了。人上了岁数,记性不济。"), ("z_react_2", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "钥匙的事……他、他有时候,也贴身带着的……"), ("z_react_w", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "铜器?……我那是顺口猜的。凶器的事,我怎么会知道。"), ("z_react_3", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "秤!秤的事,你们别再问了……"), ("z_react_4", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "……随你们怎么问。我要回去了。"), ("acc_zhou", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "我十点就到家了!我家婆娘能作证!"), ("z_break_1", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "别念了……我说。库房短的三件货,是我抵了赌债。"), ("z_break_2", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "他说月底清账,要报官。我求他,他不肯。"), ("z_break_3", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "我只想把钥匙放回去,把被盗做真。抡起秤砣的时候,他认出了我。"), ("b_zhou_1", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "我对完账就回家了,夜里雨大,路上没停。"), ("b_zhou_2", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "钥匙?平时就挂在柴房铜钩上,十年了。"), ("b_zhou_3", "Uncle_Fu", "平板谨慎的男声,账房,字斟句酌,被追问时渐慌", "柴房我常去,没什么不对劲的。"), # 温太太(50 岁房东,Vivian) ("wen_1", "Vivian", "快嘴泼辣的中年女声,房东太太,嗓门亮,热心肠", "雨是九点四十下的。我正收晾的衣裳,记得真真的。"), ("wen_2", "Vivian", "快嘴泼辣的中年女声,房东太太,嗓门亮,热心肠", "十点二十,我出门倒垃圾。聚宝斋店堂的灯,亮着呢。"), ("wen_3", "Vivian", "快嘴泼辣的中年女声,房东太太,嗓门亮,热心肠", "刚回屋,柴房后墙咯噔一响,有人爬墙!花盆翻了一个。"), ("wen_4", "Vivian", "快嘴泼辣的中年女声,房东太太,嗓门亮,热心肠", "吓得我蒙头半宿没睡着,天亮才敢吱声。"), ("wen_5", "Vivian", "快嘴泼辣的中年女声,房东太太,嗓门亮,热心肠", "店里短银子的事,街坊都有耳闻。上礼拜他还摔了账本。"), ("wen_6", "Vivian", "快嘴泼辣的中年女声,房东太太,嗓门亮,热心肠", "周账房那人,见人三分笑,账算得比谁都精。"), ("acc_wen", "Vivian", "快嘴泼辣的中年女声,房东太太,嗓门亮,热心肠", "我这把年纪翻墙?先问问那墙答不答应!"), # 秦法医(Serena——与 female 旁白同 speaker,靠签名+报告语境区分) ("fo_1", "Serena", "冷静干练的女声,验尸官,临床腔,短句平直", "验尸报告,念给你听。"), ("fo_2", "Serena", "冷静干练的女声,验尸官,临床腔,短句平直", "死亡时间,昨夜十点到十点半。"), ("fo_3", "Serena", "冷静干练的女声,验尸官,临床腔,短句平直", "后脑单次钝器伤,一击毙命。创口嵌有铜屑,凶器是铜器。"), ("fo_4", "Serena", "冷静干练的女声,验尸官,临床腔,短句平直", "死者双手干净,没有搏斗痕迹。"), ("fo_5", "Serena", "冷静干练的女声,验尸官,临床腔,短句平直", "鞋底是干的。当夜,死者没出过后门。"), ] # ---------------------------------------------------------------- hunt # 《围猎》批次 3(docs/design/23-hunt-voice-ids.md):旁白/系统音 60 句 ×2 性别 # (全表同一 instruct 常量/性别,禁语速词;数字全分档整句无拼接;「重听」写「重新听」) # + bot 喊话 24 条固定单音色平铺(HUNT_NPC)+ 键盘变体 V 组 11 对(KEY_LINES["hunt"])。 # 异例(23-hunt.md §15 裁决 7):喊话走 sfx 层带 pan,convert 落盘 audio/sfx/ 而非 # audio/voice/(生成管线、峰值归一 0.89 与 voice 一致;不滤波)。 # H 组头注「×9」为文档笔误,实表 8 句(end_win/end_lose/grade_×4/end_rank/end_again), # 旁白合计 4+11+6+12+3+3+1+8+4+6+2 = 60 ✓。 _HUNT = _pair("低沉醇厚的男声,像守夜猎人的领队,沉稳有力", "清亮沉稳的女声,像守夜猎人的领队,冷静中带着鼓舞") HUNT_LINES = [ # ---- A 组 · 开场/房间 ---- ("intro_1", _HUNT, "夜幕降临,野兽在山林里游荡。"), ("intro_2", _HUNT, "你们是守夜的猎人,营地就在身后。"), ("room_wait", _HUNT, "房间已开好,等同伴到齐。单击,立即开局。"), ("room_start", _HUNT, "狩猎开始,先听声音的方向。"), # ---- B 组 · 教学 TEACH ---- ("tut_rule", _HUNT, "野兽会从八个方向围上来。声音在哪边,就往哪边滑。"), ("tut_attack", _HUNT, "听,有狼在靠近。朝声音的方向,滑一下。"), ("tut_kill_ok", _HUNT, "好,杀掉了。就是这样。"), ("tut_callout", _HUNT, "单击一下,呼喊支援,队友会来帮你。"), ("tut_callout_ok", _HUNT, "听到没,同伴回应你了。"), ("tut_skill", _HUNT, "双击,旋风斩,清掉身边一圈。"), ("tut_skill_cd", _HUNT, "旋风斩有八秒冷却。冷却中双击,重新听威胁。"), ("tut_status", _HUNT, "上滑,听营地状态。下滑,打开菜单。"), ("tut_breach", _HUNT, "野兽冲进营地,营地就会受损。撑过五波就赢。"), ("tut_done", _HUNT, "教学完了。真正的围猎,现在开始。"), ("tut_skip", _HUNT, "已跳过教学,开打。"), # ---- C 组 · 波次 ---- ("wave_band1", _HUNT, "第一波来了,别慌。"), ("wave_band2", _HUNT, "第二波,比刚才多。"), ("wave_band3", _HUNT, "第三波,有大家伙混在里面。"), ("wave_band4", _HUNT, "第四波,更快,更多。"), ("wave_band5", _HUNT, "最后一波,全来了!"), ("wave_clear", _HUNT, "这一波,守住了。"), # ---- D 组 · 状态链(耐久档 → 波次档 → 猎人数 → 击杀档) ---- ("hp_band1", _HUNT, "营地固若金汤。"), ("hp_band2", _HUNT, "营地受了些损伤。"), ("hp_band3", _HUNT, "营地损毁过半。"), ("hp_band4", _HUNT, "营地快守不住了。"), ("st_wave_a", _HUNT, "还在头几波。"), ("st_wave_b", _HUNT, "打到中段了。"), ("st_wave_c", _HUNT, "最后一波了。"), ("team_3", _HUNT, "三名猎人在守。"), ("team_4", _HUNT, "四名猎人全在。"), ("kill_band0", _HUNT, "你还没开张。"), ("kill_band1", _HUNT, "你小有斩获。"), ("kill_band2", _HUNT, "你战果累累。"), # ---- E 组 · 威胁重听(只报数量档,方位由声像承载) ---- ("threat_none", _HUNT, "近处暂时没有野兽。"), ("threat_few", _HUNT, "有野兽贴近了,听方向出手。"), ("threat_many", _HUNT, "四周全是动静,快出手!"), # ---- F 组 · 警报(可顶状态/播报类) ---- ("breach", _HUNT, "有野兽冲进营地了!"), ("breach_heavy", _HUNT, "巨兽撞进营地,损伤很重!"), ("danger_low", _HUNT, "营地危险了,一只都不能再漏!"), # ---- G 组 · 技能 ---- ("skill_ready", _HUNT, "旋风斩准备好了。"), # ---- H 组 · 结算 ---- ("end_win", _HUNT, "天亮了,营地还在。"), ("end_lose", _HUNT, "营地守不住了,撤退!"), ("grade_s", _HUNT, "评级,S!完美的围猎。"), ("grade_a", _HUNT, "评级,A。漂亮。"), ("grade_b", _HUNT, "评级,B。守得还行。"), ("grade_c", _HUNT, "评级,C。险胜。"), ("end_rank", _HUNT, "成绩已记入猎手榜。"), ("end_again", _HUNT, "单击,再猎一局。"), # ---- I 组 · 断线/重连 ---- ("net_lost", _HUNT, "与营地断了联系,正在重连。"), ("net_back", _HUNT, "联系恢复了,接着打。"), ("net_to_bot", _HUNT, "有猎人离队,老猎手顶上。"), ("net_gone", _HUNT, "回不去那场围猎了,回大厅。"), # ---- J 组 · 菜单/帮助 ---- ("sys_menu", _HUNT, "菜单。单击切换,双击确认。"), ("sys_menu_resume", _HUNT, "回到猎场。"), ("sys_menu_help", _HUNT, "重新听帮助。"), ("sys_menu_home", _HUNT, "退出房间,回大厅。"), ("help_main", _HUNT, "朝声音的方向滑,就是出击。单击呼喊支援,双击旋风斩。上滑状态,下滑菜单。"), ("settings_hint", _HUNT, "音色、语速、背景音乐,请回大厅修改。"), # ---- K 组 · 向导/纠错(idle-only) ---- ("gd_invalid", _HUNT, "这个操作现在用不上。"), ("gd_idle", _HUNT, "听声音的方向,滑过去。"), ] # bot 喊话固定单音色平铺(id, speaker, instruct, 台词)→ web/hunt/audio/sfx/.* # 角色 speaker+instruct 恒定(23-hunt-voice-ids.md N 组表):阿岩=Uncle_Fu / # 小筝=Serena / 老周=Eric;座 3 真人呼喊无角色声,用 sfx/call_whistle(裁决 6)。 HUNT_NPC = [ # 阿岩(座 0,Uncle_Fu) ("npc_yan_greet", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "我来了,这边有我。"), ("npc_yan_help_call", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "我这侧吃紧,来个人搭把手!"), ("npc_yan_help_ack", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "撑住,我来了。"), ("npc_yan_cover", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "这边交给我。"), ("npc_yan_kill", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "拿下!"), ("npc_yan_breach", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "漏了一个,都小心。"), ("npc_yan_skill", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "都闪开,看我的!"), ("npc_yan_wave", "Uncle_Fu", "憨厚壮实的中年男声,猎户,话少踏实", "新一波,稳住。"), # 小筝(座 1,Serena) ("npc_zheng_greet", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "小筝到位,开工啦。"), ("npc_zheng_help_call", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "这边太多了,谁来帮一下!"), ("npc_zheng_help_ack", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "别慌,我来了!"), ("npc_zheng_cover", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "这边我罩着。"), ("npc_zheng_kill", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "搞定!"), ("npc_zheng_breach", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "哎呀,漏了一个!"), ("npc_zheng_skill", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "看我清场!"), ("npc_zheng_wave", "Serena", "轻快爽利的年轻女声,猎手,干脆利落", "又来一波,打起精神。"), # 老周(座 2,Eric) ("npc_zhou_greet", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "老周我守着,放心。"), ("npc_zhou_help_call", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "我这边压不住了,来人。"), ("npc_zhou_help_ack", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "听见了,这就到。"), ("npc_zhou_cover", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "这边交给我吧。"), ("npc_zhou_kill", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "嗯,解决了。"), ("npc_zhou_breach", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "啧,溜进去一只。"), ("npc_zhou_skill", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "让让,老骨头活动活动。"), ("npc_zhou_wave", "Eric", "沙哑沉稳的老年男声,老猎手,带点调侃", "听,又来了。"), ] # ---------------------------------------------------------------- cipher # 《暗码》批次 3(docs/design/19-cipher-voice-ids.md,139 句:双性别 134 = OP 报务员 20 # + WIND 北风/系统 114(含 _k 键盘变体 11 对)+ 平铺 NPC 5(处长 Eric))。 # OP/WIND 两 speaker 配对(同性别双音色,VOICE_SPK["cipher"] 逐句覆盖,radio 同型: # female 侧你 Serena / 北风 Vivian、male 侧你 Uncle_Fu / 北风 Dylan,同场景永不同 speaker)。 # 不加滤波(19b 头注:区分度靠 speaker+instruct+语境,detective 先例);摩尔斯滴答为 # 运行时程序合成(web/cipher/morse.js),零文件资产勿排产;数字全分档整句无拼接。 _CIPHER_OP = _pair("压低而冷静的男声,报务员,值夜班,克制的紧张", "压低而冷静的年轻女声,报务员,值夜班,克制的紧张") _CIPHER_WIND = _pair("清晰平稳的男声,电台联络声,隔着电流,字字清楚", "清晰平稳的女声,电台联络声,隔着电流,字字清楚") CIPHER_OP_LINES = [ ("b_open", _CIPHER_OP, "民国二十九年,江城。电讯处的夜班,从零点的电波声开始。"), ("r1a_send", _CIPHER_OP, "北风,北风。货船,丑时过江,接住。"), ("r1b_hold", _CIPHER_OP, "先压一压。这一船的事,得看清楚再说。"), ("r2a_act", _CIPHER_OP, "有的字,不能落进卷宗。"), ("r2b_act", _CIPHER_OP, "通报誊清,呈处长。"), ("r3a_go", _CIPHER_OP, "口令我背得出。今夜,我亲自去。"), ("r3b_act", _CIPHER_OP, "暗号夹进交接簿,让雨替我跑这一趟。"), ("r4a_feed", _CIPHER_OP, "戴上手键。这一封,借快手七的手法。"), ("r4b_act", _CIPHER_OP, "手,离开放键器。我只是个值机的。"), ("g9_knot", _CIPHER_OP, "三年前,我译错了一封电。那之后,我再没见过我的上线。"), ("d9_send", _CIPHER_OP, "北风,北风。处置令,今夜三时。撤。"), ("d9_sleep", _CIPHER_OP, "机关上了。雨声里,只剩挂钟。"), ("e1_a", _CIPHER_OP, "电波追不上我了。码头的灯,一盏一盏地灭。"), ("e1_b", _CIPHER_OP, "新的密码本,在城外渡口等我。黎明,比想象中安静。"), ("e2_a", _CIPHER_OP, "交了班,一切照旧。没人知道今晚频道里发生过什么。"), ("e2_b", _CIPHER_OP, "只是北风的呼叫,到天亮也没人接。下一次,我会接吗。"), ("e3_a", _CIPHER_OP, "我把警报拍了三遍。门开的时候,挂钟正好敲三点。"), ("e3_b", _CIPHER_OP, "审讯室的灯,也很亮。可码头那边,一个人都没少。"), ("e4_a", _CIPHER_OP, "两点五十九分,脚步停在门口。我把最后一页密码,塞进了炉子。"), ("e4_b", _CIPHER_OP, "耳机还挂着。里面有一封电文,永远译不完了。"), ] CIPHER_WIND_LINES = [ # ---- G0.a 操作提示句(_k 变体见 KEY_LINES["cipher"]) ---- ("gd_brief", _CIPHER_WIND, "单击继续值机。要选词时,向左或向右滑。"), ("gd_continue", _CIPHER_WIND, "单击屏幕,继续。"), ("gd_again", _CIPHER_WIND, "还在吗?单击继续。"), ("gd_tune1", _CIPHER_WIND, "电文在等。左右滑,听候选词。"), ("gd_tune2", _CIPHER_WIND, "双击,把电文再听一遍。再双击,会放慢。"), ("sys_help", _CIPHER_WIND, "单击选定,双击重新听电文。上滑听状态,下滑开菜单。选择时,左右滑。"), ("sys_menu", _CIPHER_WIND, "菜单。单击切换选项,双击确认。"), ("sys_skip", _CIPHER_WIND, "想跳过这句,单击就行。"), ("sys_continue_ask", _CIPHER_WIND, "检测到你的值机记录。单击继续上次,右滑开始新的夜班。"), # ---- G0.b 状态/系统句 ---- ("gd_invalid", _CIPHER_WIND, "这个手势,值机室里用不上。"), ("gd_prog1", _CIPHER_WIND, "光切词没有用。双击,先听电文。"), ("gd_prog2", _CIPHER_WIND, "别急。停下来,把电文听完整。"), ("sys_menu_resume", _CIPHER_WIND, "回到电波里。"), ("sys_menu_book", _CIPHER_WIND, "翻密码本,换一个字母。"), ("sys_menu_restart", _CIPHER_WIND, "重新开始今晚。"), ("sys_menu_lobby", _CIPHER_WIND, "保存并回大厅。"), ("sys_settings", _CIPHER_WIND, "音色、语速、背景音乐,请回大厅修改。"), ("sys_new_night", _CIPHER_WIND, "新的夜班,开始了。"), # ---- G0.c 分档状态句(整句账目,逐值为真) ---- ("prog_t1", _CIPHER_WIND, "现在是今晚第一封电文。"), ("prog_t2", _CIPHER_WIND, "现在是第二封,内部通报。"), ("prog_t3", _CIPHER_WIND, "现在是第三封,交接电文。"), ("prog_t4", _CIPHER_WIND, "第四封,最后一封。"), ("book_3", _CIPHER_WIND, "密码本,还剩三页。"), ("book_2", _CIPHER_WIND, "密码本,还剩两页。"), ("book_1", _CIPHER_WIND, "密码本,只剩最后一页。"), ("book_0", _CIPHER_WIND, "密码本,一页都不剩了。"), ("exp_calm", _CIPHER_WIND, "这一晚,还没人看你第二眼。"), ("exp_low", _CIPHER_WIND, "处长端着茶,多看了你一眼。"), ("exp_mid", _CIPHER_WIND, "走廊里的脚步声,慢了下来。"), ("exp_hot", _CIPHER_WIND, "门外,好像有人换了岗。"), # ---- G1 开场(b_rule/b_goal;b_open 在 OP 组,b_chief 在 NPC 组) ---- ("b_rule", _CIPHER_WIND, "北风问候你。规矩就一条:听不清,就再听一遍。"), ("b_goal", _CIPHER_WIND, "今晚频道里有四封密电。每一个字,都要过你的耳朵。"), # ---- M1 第一封·船期·教学 ---- ("rx1_in", _CIPHER_WIND, "第一封。江上船队的调度,拍得很稳。"), ("dv1_teach", _CIPHER_WIND, "电文进来了。先双击,把它重新听一遍。"), ("dv1_teach2", _CIPHER_WIND, "左右滑,听密码本上的候选词。单击,选定一个。"), ("dv1_ask", _CIPHER_WIND, "密码本第一页。三个词,哪个是它?"), ("cand_bay", _CIPHER_WIND, "货船。"), ("cand_day", _CIPHER_WIND, "客车。"), ("cand_ray", _CIPHER_WIND, "巡逻艇。"), ("dv1_right", _CIPHER_WIND, "货船,译对了。药品,装在货船的底舱。"), ("dv1_wrong", _CIPHER_WIND, "不对。听清楚:B,一长,三短。"), ("hint_t1", _CIPHER_WIND, "我教你一页:第一个字母,是 B。一长,三短。"), ("cf_confirm", _CIPHER_WIND, "就这个词?再单击,定下来。"), ("p2", _CIPHER_WIND, "药品船,丑时过江。向左滑,把船期报给北风。向右滑,压进值机日志。"), ("r1a_e", _CIPHER_WIND, "收到。江上有人等你。第一封,做得稳。"), ("r1b_e", _CIPHER_WIND, "日志下面压着的,是三箱药。船,不会等你。"), ("n1", _CIPHER_WIND, "零点半。挂钟走了半圈,雨没有停。"), # ---- M2 第二封·名单 ---- ("rx2_in", _CIPHER_WIND, "第二封。手法很急,是内部通报。"), ("dv2_ask", _CIPHER_WIND, "密码本第二页。三个词,选一个。"), ("cand_top", _CIPHER_WIND, "黑名单。"), ("cand_tap", _CIPHER_WIND, "窃听令。"), ("cand_tip", _CIPHER_WIND, "线人费。"), ("rev_top", _CIPHER_WIND, "黑名单。头一个代号,叫码头。"), ("rev_tap", _CIPHER_WIND, "窃听令。今夜,有人要装耳朵。"), ("rev_tip", _CIPHER_WIND, "线人费。月底之前,有人要收钱。"), ("p4_known", _CIPHER_WIND, "名单上有码头。向左滑,暗号示警,让他连夜搬家。向右滑,按流程呈报处长。"), ("p4_blind", _CIPHER_WIND, "一封通报。向左滑,压进抽屉,谁的耳朵也别装。向右滑,按流程呈报处长。"), ("r2a_e", _CIPHER_WIND, "这一页,从今天起,不存在了。"), ("r2b_e", _CIPHER_WIND, "名单进了卷宗。码头,自己多保重。"), ("hint_t2", _CIPHER_WIND, "翻到这页:第二个字母,是 O。三长。"), ("n2", _CIPHER_WIND, "一点整。处长的灯,还亮着。"), # ---- M3 第三封·交接 ---- ("rx3_in", _CIPHER_WIND, "第三封。很短,手法有点抖。"), ("dv3_ask", _CIPHER_WIND, "密码本第三页。三个词,选一个。"), ("cand_hand", _CIPHER_WIND, "今夜交接。"), ("cand_sand", _CIPHER_WIND, "明晨交接。"), ("cand_land", _CIPHER_WIND, "地点变更。"), ("rev_hand", _CIPHER_WIND, "今夜交接。丑时,老码头。"), ("rev_sand", _CIPHER_WIND, "明晨交接。天亮再说。"), ("rev_land", _CIPHER_WIND, "地点变更。等下一封。"), ("p6", _CIPHER_WIND, "交接在你手里。向左滑,亲自去码头跑一趟。向右滑,留书暗号,托给下一班。"), ("r3a_e", _CIPHER_WIND, "值班室空了一刻钟。值机日志,停了一行。"), ("r3b_e_ok", _CIPHER_WIND, "交接赶上了。袋子,连夜上了船。"), ("r3b_e_no", _CIPHER_WIND, "交接的袋子,在码头放到了天亮。"), ("hint_t3", _CIPHER_WIND, "翻到这页:第一个字母,是 H。四短。"), ("n3", _CIPHER_WIND, "一点三刻。雨小了,频道里很静。"), # ---- M4 第四封·处置令·高潮 ---- ("rx4_in", _CIPHER_WIND, "第四封。最后一个手法,你听过——快手七。"), ("dv4_ask", _CIPHER_WIND, "密码本第四页。三个词,选一个。"), ("cand_spy", _CIPHER_WIND, "内线确认。"), ("cand_say", _CIPHER_WIND, "约谈。"), ("cand_sly", _CIPHER_WIND, "内部排查。"), ("rev_spy", _CIPHER_WIND, "内线确认,今夜三时收网。代号,耳机。"), ("rev_say", _CIPHER_WIND, "明早九时,约谈相关人员。"), ("rev_sly", _CIPHER_WIND, "即日起,排查站内三人。"), ("p8_known", _CIPHER_WIND, "三点之前。向左滑,拍一封假电,说北风昨夜已撤。向右滑,手离开放键器,装傻。"), ("p8_blind", _CIPHER_WIND, "收台之前。向左滑,回一封例行电文,搅一搅水。向右滑,什么都不做。"), ("r4a_e", _CIPHER_WIND, "假电出了门。对家的耳朵,听得出换人了吗。"), ("r4b_e", _CIPHER_WIND, "有时,什么都不做,就是做了。"), ("hint_t4", _CIPHER_WIND, "翻到这页:第二个字母,是 P。短,两长,短。"), # ---- F9 签收(g9_knot/d9_send/d9_sleep 在 OP 组) ---- ("g9_in", _CIPHER_WIND, "频道要收了。最后一件事,是你自己。"), ("p9_known", _CIPHER_WIND, "收网之前。向左滑,开机,发最后一电。向右滑,关机,装睡到天亮。"), ("p9_blind", _CIPHER_WIND, "北风在等答复。向左滑,开机,把今晚发出去。向右滑,例行收台。"), ("d9_send_e", _CIPHER_WIND, "收到了。你的手法,我听了一整晚。快走。"), ("d9_caught_e", _CIPHER_WIND, "信号被咬住了。别回头,走水路。快。"), ("d9_sleepe", _CIPHER_WIND, "天亮之前,还有两个钟头。守住。"), # ---- EP 结局与尾声回响(e*_a/e*_b 在 OP 组) ---- ("ep_lead", _CIPHER_WIND, "天亮了。北风给你记了最后一笔账——今晚的事,都有了去向。"), ("ep_med_ok", _CIPHER_WIND, "药品:货船丑时靠岸,三箱药,一箱不少。"), ("ep_med_no", _CIPHER_WIND, "药品:没人接住那三箱药。船,白白过了江。"), ("ep_list_ok", _CIPHER_WIND, "名单:码头连夜搬了家。卷宗里,少了一个人。"), ("ep_list_no", _CIPHER_WIND, "名单:天亮时,多了一个红圈。"), ("ep_hand_ok", _CIPHER_WIND, "交接:胶卷上了船,手很稳。"), ("ep_hand_no", _CIPHER_WIND, "交接:码头的灯,白亮了一夜。"), ("ep_spy_ok", _CIPHER_WIND, "处置令:你译对了它。北风,撤在你前头。"), ("ep_spy_no", _CIPHER_WIND, "处置令:差的那三个字母,差了一整条命。"), # ---- EP.b 结局计数(R2 F3:数字规避分档整句;结算链尾播报,存档 endings 账同源) ---- ("end_c1", _CIPHER_WIND, "这是你在电波里挣下的第一个结局。"), ("end_c2", _CIPHER_WIND, "这是你在电波里挣下的第二个结局。"), ("end_c3", _CIPHER_WIND, "这是你在电波里挣下的第三个结局。"), ("end_c4", _CIPHER_WIND, "四个结局,都收进你的密码本了。"), ] CIPHER_LINES = CIPHER_OP_LINES + CIPHER_WIND_LINES # 处长 NPC 单音色平铺(id, speaker, instruct, 台词)→ web/cipher/audio/voice/.* # 有台词人物 2 人(北风=WIND 双性别组、处长=平铺 Eric);不加滤波(19b 头注,detective 先例)。 CIPHER_NPC = [ ("b_chief", "Eric", "威严冷淡的中年男声,电讯处长,官腔,话里有话", "四封电文,一封都不许漏。你的耳朵,是处里最值钱的东西。"), ("m2_chief", "Eric", "威严冷淡的中年男声,电讯处长,官腔,话里有话", "嗯,译得很全。去吧。"), ("m4_chief_a", "Eric", "威严冷淡的中年男声,电讯处长,官腔,话里有话", "值机员,今晚的频道,很热闹啊。"), ("m4_chief_b", "Eric", "威严冷淡的中年男声,电讯处长,官腔,话里有话", "你的耳朵最好。听见什么,记得……要报。"), ("m4_chief_c", "Eric", "威严冷淡的中年男声,电讯处长,官腔,话里有话", "行。去睡吧,明天还有明天的事。"), ] # ---------------------------------------------------------------- bridge # 《星环舰长》批次 4(docs/design/22-bridge-voice-ids.md,154 句:旁白 132 基表 ×2 性别 # + V 组 10 对(KEY_LINES["bridge"],base id 落 key/ 子目录)+ 平铺 NPC 12(BRIDGE_NPC)。 # 旁白=舰载系统音,全表同一 instruct 常量/性别,禁句级变体、禁语速词;数字全分档整句。 # NPC 与旁白零 speaker 重叠(大副 Dylan / 工程师 Eric / 医师 Vivian),不加滤波(22b 头注)。 _BRIDGE = _pair("低沉沉稳的男声,舰载系统音,冷静克制", "清晰沉稳的女声,舰载系统音,冷静克制,句读干净") BRIDGE_LINES = [ # ---- G0 组 · 系统/菜单/帮助 ---- ("sys_menu", _BRIDGE, "菜单。单击切换,双击确认。"), ("sys_menu_resume", _BRIDGE, "回到舰桥。"), ("sys_menu_save", _BRIDGE, "保存并回大厅。"), ("sys_menu_help", _BRIDGE, "重新听帮助。"), ("sys_menu_restart", _BRIDGE, "放弃本次巡逻。"), ("sys_saved", _BRIDGE, "进度已保存。"), ("settings_hint", _BRIDGE, "音色、语速、背景音乐,请回大厅修改。"), ("sys_help", _BRIDGE, "巡航中,上滑巡检全舰;危机中,左右滑听选项,单击下令。下滑菜单,双击重新听。"), ("sys_continue_ask", _BRIDGE, "检测到未完成的巡逻。单击继续,右滑进星港。"), ("sys_new_patrol", _BRIDGE, "新巡逻,星环号启航。"), # ---- G1 组 · 开场/教学 ---- ("intro_1", _BRIDGE, "你是巡逻舰星环号的舰长。在这条航线上,耳朵就是雷达。"), ("intro_2", _BRIDGE, "全舰四个系统:引擎、护盾、扫描、武器,各守一方。"), ("intro_3", _BRIDGE, "引擎在舰尾低鸣,护盾在舰首嗡响。"), ("intro_4", _BRIDGE, "扫描在左舷扫掠,武器在右舷充能。"), ("intro_5", _BRIDGE, "危机从哪边来,哪边先遭殃。"), ("tut_d0", _BRIDGE, "先试巡检。向上滑,听全舰状态。"), ("tut_all_ok", _BRIDGE, "四个音都稳,全舰正常。"), ("tut_crisis", _BRIDGE, "有情况。听签名音,辨认类型。"), ("tut_decide", _BRIDGE, "左右滑听选项,单击下令。"), ("tut_aid", _BRIDGE, "驰援靠扫描。我们的扫描,稳得很。"), ("tut_after", _BRIDGE, "就是这样:听声,辨型,下令。"), ("tut_loyal", _BRIDGE, "船员的心分三档:离心、平常、信赖。上滑巡检听得到。"), ("tut_done", _BRIDGE, "教学完了。舰长,航线交给你。"), ("tut_skip", _BRIDGE, "已跳过教学。上滑巡检,危机时左右滑听选项。"), # ---- G2 组 · 巡检/状态 ---- ("sys_engine_dmg", _BRIDGE, "引擎,受损。"), ("sys_engine_off", _BRIDGE, "引擎,离线。"), ("sys_shield_dmg", _BRIDGE, "护盾,受损。"), ("sys_shield_off", _BRIDGE, "护盾,离线。"), ("sys_scan_dmg", _BRIDGE, "扫描,受损。"), ("sys_scan_off", _BRIDGE, "扫描,离线。"), ("sys_weapon_dmg", _BRIDGE, "武器,受损。"), ("sys_weapon_off", _BRIDGE, "武器,离线。"), ("st_hull_1", _BRIDGE, "舰体,稳固。"), ("st_hull_2", _BRIDGE, "舰体,带伤。"), ("st_hull_3", _BRIDGE, "舰体,危急。"), ("st_seg_1", _BRIDGE, "第一巡航段。"), ("st_seg_2", _BRIDGE, "第二巡航段。"), ("st_seg_3", _BRIDGE, "第三巡航段。"), ("st_seg_4", _BRIDGE, "第四巡航段,末段。"), ("st_rp_1", _BRIDGE, "资源紧张。"), ("st_rp_2", _BRIDGE, "资源够用。"), ("st_rp_3", _BRIDGE, "资源充足。"), ("st_xo_1", _BRIDGE, "大副,离心。"), ("st_xo_2", _BRIDGE, "大副,平常。"), ("st_xo_3", _BRIDGE, "大副,信赖。"), ("st_eng_1", _BRIDGE, "工程师,离心。"), ("st_eng_2", _BRIDGE, "工程师,平常。"), ("st_eng_3", _BRIDGE, "工程师,信赖。"), ("st_doc_1", _BRIDGE, "医师,离心。"), ("st_doc_2", _BRIDGE, "医师,平常。"), ("st_doc_3", _BRIDGE, "医师,信赖。"), ("recap_go", _BRIDGE, "继续航行。"), ("evt_dock", _BRIDGE, "本段结束,靠港整备。"), ("evt_resume", _BRIDGE, "启航,下一段巡航。"), # ---- G3 组 · 危机 ---- ("evt_meteor", _BRIDGE, "碎石呼啸,陨石群。"), ("evt_pirate", _BRIDGE, "敌船引擎,海盗。"), ("evt_distress", _BRIDGE, "断续三短,求救信号。"), ("evt_radiation", _BRIDGE, "计数急响,辐射云。"), ("dir_port", _BRIDGE, "方位,左舷。"), ("dir_star", _BRIDGE, "方位,右舷。"), ("dir_bow", _BRIDGE, "方位,舰首。"), ("dir_stern", _BRIDGE, "方位,舰尾。"), ("cr_decide", _BRIDGE, "听选项,下令。"), ("opt_evade", _BRIDGE, "规避机动,靠引擎。"), ("opt_fight", _BRIDGE, "迎战,靠武器。"), ("opt_breach", _BRIDGE, "硬闯,靠护盾。"), ("opt_aid", _BRIDGE, "驰援,靠扫描。"), ("opt_ignore", _BRIDGE, "按兵不动,不理会。"), ("cr_timeout", _BRIDGE, "没来得及下令。"), ("res_clean", _BRIDGE, "干净利落,有惊无险。"), ("res_hurt", _BRIDGE, "舰体受创。"), ("res_bad", _BRIDGE, "损失惨重。"), ("res_mine", _BRIDGE, "轰开碎石,采到矿材,资源加一。"), ("res_plunder", _BRIDGE, "海盗击退,缴获物资,资源加二。"), ("res_reward", _BRIDGE, "救援成功,对方致谢,资源加二。"), ("res_ambush", _BRIDGE, "遭了伏击,舰体受创。"), ("res_rad", _BRIDGE, "全船受照。"), ("trap_hint", _BRIDGE, "求救码后面,有引擎声,多留心。"), # ---- G4 组 · 忠诚/支援 ---- ("loy_aid", _BRIDGE, "医师与大副,记下了这次驰援。"), ("loy_ignore", _BRIDGE, "求救没了下文,医师很失望。"), ("loy_fight_win", _BRIDGE, "大副打得尽兴,士气高涨。"), ("loy_evade_pirate", _BRIDGE, "大副觉得,这一躲有些窝囊。"), ("loy_breach", _BRIDGE, "工程师心疼过载的护盾。"), ("loy_rad", _BRIDGE, "医师在处理伤员。"), ("sup_xo", _BRIDGE, "大副坐上炮位,火力压制!"), ("sup_eng", _BRIDGE, "工程师出手,系统复航了。"), ("sup_doc", _BRIDGE, "医师带人抢修,舰体补回一点。"), ("sup_none", _BRIDGE, "这个岗位,眼下没人顶上。"), # ---- G5 组 · 靠港整备 ---- ("dock_open", _BRIDGE, "靠港整备。左右滑看项目,单击执行。"), ("rep_engine", _BRIDGE, "修理引擎,升一级,两资源。"), ("rep_shield", _BRIDGE, "修理护盾,升一级,两资源。"), ("rep_scan", _BRIDGE, "修理扫描,升一级,两资源。"), ("rep_weapon", _BRIDGE, "修理武器,升一级,两资源。"), ("rep_ok", _BRIDGE, "修理完成。"), ("rep_poor", _BRIDGE, "资源不够。"), ("dock_go", _BRIDGE, "启航,继续巡逻。"), ("dock_empty", _BRIDGE, "全舰状态良好,无需整备。"), # ---- G6 组 · 结算/死亡 ---- ("die_intro", _BRIDGE, "舰体解体在即,全员撤离。"), ("die_meteor", _BRIDGE, "陨石撕开了船身。"), ("die_pirate", _BRIDGE, "海盗的炮火击穿了舰体。"), ("die_rad", _BRIDGE, "辐射熔穿了舱壁。"), ("die_adv_to", _BRIDGE, "早下令,勤靠港,别硬扛。"), ("die_adv_sys", _BRIDGE, "系统离线时,别把宝押在它身上。"), ("rep_open", _BRIDGE, "巡逻归来,全舰记功。剩余资源已折算功勋。"), ("rate_s", _BRIDGE, "教科书巡逻,功勋卓著。"), ("rate_a", _BRIDGE, "出色完成巡逻。"), ("rate_b", _BRIDGE, "巡逻结束,有惊无险。"), ("rate_c", _BRIDGE, "巡逻结束,遍体鳞伤。"), ("rate_d", _BRIDGE, "巡逻失败,弃舰撤离。"), ("merit_1", _BRIDGE, "功勋,寥寥。"), ("merit_2", _BRIDGE, "功勋,可观。"), ("merit_3", _BRIDGE, "功勋,丰厚。"), ("settle_hook", _BRIDGE, "星港期待你的下一次巡逻。单击,返航。"), # ---- G7 组 · 看门狗/纠错 ---- ("gd_cruise", _BRIDGE, "还在巡航。上滑,巡检全舰。"), ("gd_decide", _BRIDGE, "还在等命令。左右滑,听选项。"), ("gd_dock", _BRIDGE, "还在整备。左右滑,单击执行。"), ("gd_invalid", _BRIDGE, "这个操作,这里用不上。"), ("hint_dock3", _BRIDGE, "整备完毕,就启航。"), # ---- G8 组 · 星港 ---- ("port_open", _BRIDGE, "星港整备,功勋兑换。左右滑看,单击定。"), ("upg_spare", _BRIDGE, "备用零件,出发自带一批物资。功勋二十。"), ("upg_harvest", _BRIDGE, "采集协议,每段多一份资源。功勋三十。"), ("upg_armor1", _BRIDGE, "加装装甲,舰体上限加一。功勋四十。"), ("upg_vet", _BRIDGE, "老兵船组,开局全员忠诚加一。功勋五十。"), ("upg_armor2", _BRIDGE, "重型装甲,舰体上限再加一。功勋六十。"), ("upg_aegis", _BRIDGE, "应急护盾,每段首次受创减一。功勋七十。"), ("upg_done", _BRIDGE, "这项已改装到位。"), ("upg_buy", _BRIDGE, "改装完成。"), ("port_poor", _BRIDGE, "功勋不够。"), ("port_back", _BRIDGE, "返回。"), # ---- GR 组 · 航线选择 ---- ("route_ask", _BRIDGE, "选择巡航航线。"), ("opt_route_safe", _BRIDGE, "稳妥航线,采集平平,太平。"), ("opt_route_rich", _BRIDGE, "矿富航线,采得多,磨损也多。"), ] # 船员 NPC 单音色平铺(id, speaker, instruct, 台词)→ web/bridge/audio/voice/.* # 与旁白零 speaker 重叠(22b 头注);不加滤波;同一角色 speaker+instruct 恒定。 BRIDGE_NPC = [ # 大副(XO 34,Dylan) ("xo_fight", "Dylan", "干脆利落的年轻男声,星舰大副,令出必行,敬重舰长", "舰长,交给我,炮位就绪!"), ("xo_win", "Dylan", "干脆利落的年轻男声,星舰大副,令出必行,敬重舰长", "打得漂亮,这条航线够他们传一阵子。"), ("xo_uneasy", "Dylan", "干脆利落的年轻男声,星舰大副,令出必行,敬重舰长", "又是一路躲。舰长,弟兄们想打。"), ("xo_aid", "Dylan", "干脆利落的年轻男声,星舰大副,令出必行,敬重舰长", "驰援是应该的,星环号不是过路人。"), # 工程师(ENG 52,Eric) ("eng_wear", "Eric", "沙哑厚重的中年男声,轮机工程师,惜船如命,慢条斯理", "老伙计累出毛病了,让我来。"), ("eng_fix", "Eric", "沙哑厚重的中年男声,轮机工程师,惜船如命,慢条斯理", "修好了,再听它稳稳地转。"), ("eng_sup", "Eric", "沙哑厚重的中年男声,轮机工程师,惜船如命,慢条斯理", "交给我,三分钟,给它救活。"), ("eng_gripe", "Eric", "沙哑厚重的中年男声,轮机工程师,惜船如命,慢条斯理", "护盾不是这么用的,舰长……"), # 医师(DOC 38,Vivian) ("doc_aid", "Vivian", "温和坚定的女声,舰载医师,轻声但不容置疑", "幸好停了船,他们撑不了多久了。"), ("doc_ignore", "Vivian", "温和坚定的女声,舰载医师,轻声但不容置疑", "……我没有什么要说的。"), ("doc_care", "Vivian", "温和坚定的女声,舰载医师,轻声但不容置疑", "有伤员的地方,就有我。"), ("doc_trap", "Vivian", "温和坚定的女声,舰载医师,轻声但不容置疑", "有人拿求救当诱饵,小心。"), ] # ---------------------------------------------------------------- teahouse # 《深夜茶馆》批次 3(docs/design/20-teahouse-voice-ids.md,163 句:旁白 98 ×2 性别 # + NPC 平铺 65;键盘变体 V 组 10 对在 KEY_LINES["teahouse"])。 # 台词全文逐字照抄 voice-ids 文档;旁白只做系统/教学/状态/账目/氛围客转述(不念客人 # 台词);数字全分档整句无拼接;不加滤波(detective 先例:区分度靠 sig_* 前缀+ # speaker+instruct 三层冗余)。 _TEA = _pair("低沉温润的男声,深夜茶馆掌柜,从容安稳,像守着一炉将开的水", "温润平和的女声,深夜茶馆掌柜,从容安稳,像守着一炉将开的水") TEAHOUSE_LINES = [ # ---- G0 系统/菜单/帮助(10) ---- ("sys_menu", _TEA, "菜单。单击切换,双击确认。"), ("sys_menu_resume", _TEA, "回到堂前。"), ("sys_menu_upg", _TEA, "打烊置办。"), ("sys_menu_save", _TEA, "保存并回大厅。"), ("sys_menu_help", _TEA, "重新听帮助。"), ("sys_saved", _TEA, "进度已保存。"), ("settings_hint", _TEA, "音色、语速、背景音乐,请回大厅修改。"), ("sys_help", _TEA, "左右滑选茶,单击定下。听水声,双击提壶;滴答密,双击出汤。上滑状态,下滑菜单。"), ("sys_continue_ask", _TEA, "检测到没打烊的茶馆。单击继续,右滑两次重开新店。"), ("sys_reset_ask", _TEA, "重开新店?口碑和存款都从头来。再右滑一次,确认。"), # ---- G1 开场/教学(17) ---- ("intro_1", _TEA, "巷子最深处,有一盏亮到后半夜的灯。"), ("intro_2", _TEA, "你接手了这家茶馆。今晚,是它易主后的头一晚。"), ("intro_3", _TEA, "泡茶三步:选茶、候汤、出汤。手上的事,耳朵说了算。"), ("tut_d0", _TEA, "先看茶柜。左右滑,一罐一罐听。"), ("tut_tea", _TEA, "单击,选定这罐茶。"), ("tut_water", _TEA, "灶上坐水。泡泡细密是将沸,咕嘟连片是滚透——听到细密,双击提壶。"), ("tut_steep", _TEA, "注水,闷泡。滴答由稀到密,密起来就是将好——双击,出汤。"), ("tut_serve", _TEA, "茶好了。单击,端出去。"), ("tut_status", _TEA, "上滑,听今晚的局面:第几位客人,口碑如何;客人要的茶,上滑灶上随时再听。"), ("tut_done", _TEA, "都会了。往后每一晚,都这么泡。"), ("tut_skip", _TEA, "已跳过教学。左右滑选茶,单击选定,双击动手。"), ("water_early", _TEA, "急了,水还没醒透。这一步,偏了。"), ("water_ok", _TEA, "正是时候。"), ("water_late", _TEA, "水滚老了。这一步,偏了。"), ("steep_early", _TEA, "出急了,茶还睡着。这一步,偏了。"), ("steep_ok", _TEA, "出汤,正好。"), ("steep_late", _TEA, "闷过了,汤要发苦。这一步,偏了。"), # ---- G2 状态/茶名(18) ---- ("st_guest_1", _TEA, "今晚第一位客人。"), ("st_guest_2", _TEA, "今晚第二位客人。"), ("st_guest_3", _TEA, "今晚第三位客人。"), ("st_guest_4", _TEA, "今晚第四位客人。"), ("st_guest_5", _TEA, "今晚第五位客人。"), ("st_rep_1", _TEA, "口碑还没立起来,街坊不知道巷子里有这家茶馆。"), ("st_rep_2", _TEA, "有了回头客,口碑立住脚了。"), ("st_rep_3", _TEA, "巷子口都在传你的茶,小有名气。"), ("st_rep_4", _TEA, "一盏难求,茶客口耳相传。"), ("st_purse_1", _TEA, "钱箱见底,不到十文。"), ("st_purse_2", _TEA, "钱箱周转得开,不愁明日开销。"), ("st_purse_3", _TEA, "手头宽裕,二十五文往上。"), ("tea_longjing", _TEA, "龙井。绿茶性鲜:水将沸就提壶,出汤要快。"), ("tea_moli", _TEA, "茉莉花茶。香靠滚水激:水滚透再冲,出汤要快。"), ("tea_tieguanyin", _TEA, "铁观音。乌龙要滚水才醒,闷到滴答密了再出汤。"), ("tea_dianhong", _TEA, "滇红。红茶性暖,滚水冲,经得住闷,越闷越醇。"), ("tea_puer", _TEA, "普洱。老茶经泡:滚水才泡得开,多闷一会儿更醇。"), ("tea_yinzhen", _TEA, "白毫银针。嫩芽金贵:水将沸就提,闷到滴答密。"), # ---- G3 泡茶衔接(5) ---- ("brew_start", _TEA, "回到灶前。"), ("res_good", _TEA, "这一盏,泡得地道。"), ("res_plain", _TEA, "这一盏,泡得中平。"), ("res_wrong", _TEA, "这一盏,泡岔了——不是客人今晚要的那口。"), ("serve_link", _TEA, "你把茶端了过去。"), # ---- G4 反应过场/氛围客人(9) ---- ("bridge_good", _TEA, "客人把这盏茶喝得很慢,像是就着茶,把心事也喝顺了。"), ("bridge_plain", _TEA, "茶喝完了,客人点点头,起身。"), ("bridge_wrong", _TEA, "那盏茶凉在桌上,客人走的时候,没回头。"), ("amb_1", _TEA, "车铃一响,晚班的邮差探进头来。老规矩:茉莉花茶,要滚烫的。"), ("amb_2", _TEA, "门帘一挑,绣坊的阿姐收了工,想喝一盏清火的龙井。"), ("amb_3", _TEA, "巷口的醉汉扶着门框,含含糊糊,只嚷嚷要最浓的滇红。"), ("amb_react_good", _TEA, "他喝得很慢,末了多搁下两文。"), ("amb_react_plain", _TEA, "他喝完,点点头,搁下茶钱。"), ("amb_react_wrong", _TEA, "他抿了一口,搁下半盏,晃出去了。"), # ---- G5 打烊/经济/置办(16) ---- ("close_open", _TEA, "客人走尽了。收壶,打烊。"), ("close_coin_1", _TEA, "今晚进账,不到十五文。"), ("close_coin_2", _TEA, "今晚进账,十五到二十四文。"), ("close_coin_3", _TEA, "今晚进账,二十五文往上。"), ("rent_due", _TEA, "今天是房钱的日子,这一回,二十文。"), ("rent_ok", _TEA, "房钱交清,秦婶没多话。"), ("rent_short", _TEA, "房钱不够,差的那几文先记在账上。秦婶撂下一句:下回一起算。"), ("debt_clear", _TEA, "旧账清了,秦婶把那一页翻了过去。"), ("st_debt_1", _TEA, "账上,还欠着秦婶的钱。"), ("settle_night", _TEA, "熄了灯,这一晚就过去了。单击,睡下。"), ("upg_open", _TEA, "要添置点什么?左右滑看,单击买定。"), ("upg_cabinet", _TEA, "茶柜扩容,十五文。往后普洱、白毫银针,都上柜。"), ("upg_teaware", _TEA, "添一副新茶具,十二文。手上更准,火候窗更宽。"), ("upg_sign", _TEA, "立一块招牌,二十文。要口碑立得住——十二分往上才挂。"), ("upg_none", _TEA, "眼下的钱和账,还置办不起。改日再说。"), ("upg_lock", _TEA, "招牌还挂不得:口碑得十二分往上,欠账也得清。"), # ---- G6 看门狗/纠错/复述(6) ---- ("gd_serve", _TEA, "客人还在堂前。上滑,再听一遍他要的茶。"), ("gd_brew", _TEA, "还在灶上,听声动手,双击。"), ("gd_close", _TEA, "账报完了。单击,熄灯睡下。"), ("gd_invalid", _TEA, "这个操作,这里用不上。"), ("hint_water", _TEA, "水听两遍:泡泡细密是将沸,咕嘟连片是滚透。"), ("recap_go", _TEA, "接着张罗。"), # ---- G7 晚数/章节(7) ---- ("night_1", _TEA, "头一晚。灯亮了,水坐上,茶馆开门。"), ("night_2", _TEA, "第二晚。老客们,已经认得这条巷子。"), ("night_3", _TEA, "第三晚。今天,是收房钱的日子。"), ("night_4", _TEA, "第四晚。熟客进门,都不用问位子了。"), ("night_5", _TEA, "第五晚。这一章的夜,快要听全了。"), ("night_more", _TEA, "又一夜。灯还亮着,茶还热着。"), ("chapter_end", _TEA, "第一章完。这条巷子的夜,你都听过了。茶馆的故事,还长。"), ] # NPC 单音色平铺(id, speaker, instruct, 台词)→ web/teahouse/audio/voice/.* # 5 位弧线客人(20-teahouse-voice-ids.md 头注区分度表):speaker+instruct 恒定,不滤波。 _ZHOU = ("Eric", "沙哑洪亮的男声,修车铺老师傅,大嗓门,直爽热乎") _SU = ("Vivian", "轻柔平稳的女声,夜班护士,温和疲惫,吐字干净") _SHI = ("Dylan", "年轻清亮的男声,高三学生,紧张,语速快,有点怯") _BAI = ("Uncle_Fu", "苍老缓慢的男声,独居老先生,慢条斯理,带茶韵") _HE = ("Serena", "低哑爽利的女声,夜班出租车司机,利落,带笑带倦") TEAHOUSE_NPC = [ # 老周(13) ("zhou_enter", *_ZHOU, "小掌柜!老位置,还给我留着呢吧?"), ("zhou_o1", *_ZHOU, "修了一天车,嗓子眼里全是机油味。就你那龙井,给我去去火。"), ("zhou_r1_good", *_ZHOU, "嚯!就是这个味儿!多谢啦,小掌柜。"), ("zhou_r1_plain", *_ZHOU, "嗯……还行。今天手底下,差了点意思。"), ("zhou_r1_wrong", *_ZHOU, "这是我要的龙井吗?……算了算了,凑合喝。"), ("zhou_o2", *_ZHOU, "今天冷。来盏顶饱的、浓的,扛饿又扛冻。"), ("zhou_r2_good", *_ZHOU, "对喽,暖到脚后跟了!跟你说——我儿子今天来电话了。"), ("zhou_r2_plain", *_ZHOU, "茶是茶,水是水,差点火候。儿子的事,改天再说吧。"), ("zhou_r2_wrong", *_ZHOU, "……今晚这盏不对。儿子的事,不说也罢。"), ("zhou_o3", *_ZHOU, "今晚就想要头一回那盏。一样的,再来一份。"), ("zhou_e_a", *_ZHOU, "明天铺子歇一天,儿子回来帮我盘货。这盏茶,记你头上了!"), ("zhou_e_b", *_ZHOU, "电话里跟儿子拌了两句嘴。没事——茶还热着,日子还长。"), ("zhou_e_c", *_ZHOU, "铺子我想关了,儿子叫我过去帮工。茶馆的灯,替我多亮会儿。"), # 苏晚(13) ("su_enter", *_SU, "请问……还营业吗?我刚下夜班。"), ("su_o1", *_SU, "胃里发凉,人空荡荡的。想要一盏暖的,别太冲,喝完好睡。"), ("su_r1_good", *_SU, "好暖……像被窝里塞了个汤婆子。谢谢你。"), ("su_r1_plain", *_SU, "嗯,是热乎的。今晚,凑合能睡。"), ("su_r1_wrong", *_SU, "这盏……有点寒。没关系,是我没说清。"), ("su_o2", *_SU, "今晚换个口味,想要香的。可我还得眯一会儿才接班。"), ("su_r2_good", *_SU, "真香啊……今夜走了位老人,家属拉着我的手道谢。这盏茶,敬他们。"), ("su_r2_plain", *_SU, "茶还行。今夜病房平静,平静得累人。"), ("su_r2_wrong", *_SU, "香气没出来……像我今晚的运气。算了。"), ("su_o3", *_SU, "最后一晚了,明天起不用值夜班。还是头一回那种,暖的。"), ("su_e_a", *_SU, "我调去白天班啦,还能常来。给你带我们科的喜糖。"), ("su_e_b", *_SU, "还在犹豫,夜班再值一季。好在这盏茶,够我撑到天亮。"), ("su_e_c", *_SU, "我递了辞呈,往后去哪还没想好。但今晚茶馆的灯,我记住了。"), # 陈拾(13) ("shi_enter", *_SHI, "老板……还有位子吗?我背单词,背得头疼。"), ("shi_o1", *_SHI, "想喝点香的提提神,但别太浓——喝完回家还得睡,明天早读。"), ("shi_r1_good", *_SHI, "好香!脑子清醒了。这是我攒的早饭钱……值了。"), ("shi_r1_plain", *_SHI, "还行吧。单词它还是不进脑子。"), ("shi_r1_wrong", *_SHI, "有点苦……没事,我泡的方便面更苦。"), ("shi_o2", *_SHI, "模拟考砸了,心里烧得慌。想喝口最清火的。"), ("shi_r2_good", *_SHI, "凉丝丝的,火气下去一半。老板,你说我还能考上吗?……算了,当我没问。"), ("shi_r2_plain", *_SHI, "茶一般,我也一般,挺配的。"), ("shi_r2_wrong", *_SHI, "不是这个味儿……回家还得接着刷题。"), ("shi_o3", *_SHI, "考完了!今晚想喝口金贵的,犒劳自己。"), ("shi_e_a", *_SHI, "成绩出来了,比模拟考高了四十多分!这盏茶,算我请全茶馆的!"), ("shi_e_b", *_SHI, "考完了,心里反倒空荡荡的。去哪读书,听爸妈安排吧。"), ("shi_e_c", *_SHI, "考砸了,茶也不对味……但至少,这儿的灯一直亮着。"), # 白老先生(13) ("bai_enter", *_BAI, "小掌柜,给我的紫砂壶,留个座。"), ("bai_o1", *_BAI, "晚饭积了食。要一盏刮油的、经得住泡的,我喝得慢。"), ("bai_r1_good", *_BAI, "好茶,有回甘。像我家老婆子腌的萝卜干,越嚼越有味。"), ("bai_r1_plain", *_BAI, "嗯,茶汤尚可。人老了,舌头也钝了。"), ("bai_r1_wrong", *_BAI, "这不是我要的那口。不怪你——是我话没说全。"), ("bai_o2", *_BAI, "昨儿那盏不错。今晚想喝口陈的,越陈越好。"), ("bai_r2_good", *_BAI, "陈味出来了。四十年前,我跟老婆子初见,就是一盏普洱。"), ("bai_r2_plain", *_BAI, "茶汤淡了些。故事嘛,等茶好了再说。"), ("bai_r2_wrong", *_BAI, "……不是我惦记的那口。罢了,回家睡了。"), ("bai_o3", *_BAI, "就馋那口陈味。老伙计,看你的手艺了。"), ("bai_e_a", *_BAI, "明儿我把棋盘搬来,你这儿灯亮,我天天来摆谱——就当,她还在看着。"), ("bai_e_b", *_BAI, "回去还是那间空屋子。不过睡前有盏茶垫着,梦能沉一点。"), ("bai_e_c", *_BAI, "下个月,我搬去养老院了。这把紫砂壶,留给茶馆吧。"), # 何雨眠(13) ("he_enter", *_HE, "师傅,门口能停车不?——哦,我是说,喝茶。"), ("he_o1", *_HE, "跑了一宿,眼睛发涩,脑子发木。要一盏清口的,不要浓的。"), ("he_r1_good", *_HE, "清亮,像拿凉水洗了把脸。今晚最后一单,稳了。"), ("he_r1_plain", *_HE, "一般吧,能开就行。"), ("he_r1_wrong", *_HE, "不是这口……算了,我还得赶路。"), ("he_o2", *_HE, "今晚不打算睡了,还要跑单。要最浓的,越浓越好。"), ("he_r2_good", *_HE, "得劲儿!闺女的照片就贴在方向盘上——再跑俩月,学费就齐了。"), ("he_r2_plain", *_HE, "不够劲,今晚里程表怕是要难看。"), ("he_r2_wrong", *_HE, "淡了。算了,我赶时间。"), ("he_o3", *_HE, "最后一趟车收工。想要一盏柔的,收收心。"), ("he_e_a", *_HE, "学费攒齐了,明天去看闺女。老师说她考了年级前十——这盏,我慢慢喝。"), ("he_e_b", *_HE, "钱还差一点,再跑一个月。茶馆这盏灯,是我每晚的路标。"), ("he_e_c", *_HE, "我把夜班退了。闺女在电话里说:妈,钱够用。这盏茶,我喝得最慢。"), ] # ---------------------------------------------------------------- keeper # 《守塔人》批次 4(docs/design/21-keeper-voice-ids.md,148 句:双性别 121 = KEEPER 守塔人 42 # + SHORE 岸台/系统 79,含 `_k` 键盘变体 8 对 + 平铺 NPC 27 = 阿澈 19 / 父亲 3 / 祖父 5)。 # 台词全文逐字照抄 voice-ids 文档;双性别组分 KEEPER(玩家)/ SHORE(岸台值班员=向导人设) # 两个 speaker 配对(同性别双音色,VOICE_SPK["keeper"] 逐句覆盖,radio HOST/PROD 同型: # female 侧守塔人 Serena / 岸台 Vivian、male 侧守塔人 Uncle_Fu / 岸台 Dylan,同场景永不同 speaker); # `_k` 变体 8 对在 KEY_LINES["keeper"](措辞「方向键/空格/回车」,abyss §G0.a 同型)。 # NPC 平铺 27 句,转码时按 21b 头注 §滤波表 带通(NPC_BANDPASS["keeper"]): # 阿澈=电台 350-3200 / 父亲=唱片 300-2800 / 祖父=唱片 250-2600(+轻压缩,宁窄勿脏); # 锚句(rev_g1/g4、rev_f1/f5、rev_c1/c5)是 KEEPER 双性别行、不滤波(「现在的你」在回忆里旁白)。 _KEEPER = _pair("沉静克制的男声,孤岛守塔人,低而稳,藏着心事", "沉静克制的年轻女声,孤岛守塔人,低而稳,藏着心事") _SHORE = _pair("清晰平稳的男声,海岸电台值班员,隔着无线电的温和干练", "清晰平稳的女声,海岸电台值班员,隔着无线电的温和干练") KEEPER_K_LINES = [ # ---- G1 开场(2) ---- ("b_open", _KEEPER, "白角灯塔,风暴夜。我是今晚的守塔人。"), ("b_rain", _KEEPER, "浪拍到第七级台阶。雾角两长一短——塔在,我也在。"), # ---- C1 幕一(8) ---- ("c1_hold", _KEEPER, "别慌。我在白角,哪儿也不去。慢慢说。"), ("c1_ask", _KEEPER, "顺发号,报你的方位,报进水的速度。"), ("c1_open", _KEEPER, "父亲的钥匙,就在抽屉里。灯座第三级,开了。"), ("rev_teach", _KEEPER, "听到唱针落下、风声退后,是回忆。风声回来,就是现在。"), ("rev_g1", _KEEPER, "唱针落下。四十年前,也是这盏灯下。"), ("rev_g4", _KEEPER, "风声回来了。爷爷,我听见了。"), ("c1_diary", _KEEPER, "暗格里是祖父的日志。缺了最后一页。"), ("c1_focus", _KEEPER, "先守住这盏灯。旧账,天亮再算。"), # ---- C2 幕二(9) ---- ("c2_song", _KEEPER, "跟我念:浪头过,船头抬。浪头退,船头落。"), ("rev_f1", _KEEPER, "唱针又落下了。十二年前,也是这样的风。"), ("rev_f5", _KEEPER, "风声回来了。那扇门,留到今天。"), ("c2_key", _KEEPER, "父亲桌上那支手电,尾盖里卷着一页纸。"), ("c2_shore", _KEEPER, "岸台,记下他的船位。请渔政天亮前到。"), ("c4_true", _KEEPER, "我父亲也是守塔人。十二年前风暴夜,他出海救人,没有回来。"), ("c4_pass", _KEEPER, "家里人?都在大陆。这行当,习惯了。"), ("c5_patch", _KEEPER, "拿堵漏垫顶住裂缝。人守在电台边,我一直在。"), ("c5_suit", _KEEPER, "穿上救生衣,带上信号灯,站到甲板上去。"), # ---- C3 幕三(11) ---- ("c3_page", _KEEPER, "手电的尾盖旋开了。那页纸,在灯下摊平。"), ("rev_c1", _KEEPER, "唱针落下。缺的那一页,自己开了口。"), ("rev_c5", _KEEPER, "风声回来了。原来那道家规,是这么来的。"), ("c6_shut", _KEEPER, "合上。守塔人的事,守塔人自己扛。"), ("c7_go", _KEEPER, "机械上满发条,灯能自己转到天亮。等着我。"), ("c7_go2", _KEEPER, "发条……我只上了半卷。快去,快回。"), ("c7_hold", _KEEPER, "顺发号,听我的。灯照着的那条道,跟我念,一步一步来。"), ("c8_song", _KEEPER, "他爷爷传下的渔歌……在哪?再唱一遍!"), ("c8_math", _KEEPER, "坐标向东两百米。灯光扫过去,看见救生衣了!"), ("c8_old", _KEEPER, "走老航道。多绕半里,绕开所有的暗礁。"), ("c8_new", _KEEPER, "数三个浪头,借着风的角度,钻新缝!"), # ---- D9 签收(4) ---- ("g9_knot", _KEEPER, "十二年了。这一晚,我总算替父亲,站完了他的班。"), ("d9_tell_a", _KEEPER, "四十年前守塔的,是我爷爷。他离灯去救自己的儿子。灯灭那刻,回澜号……对不住。"), ("d9_tell_b", _KEEPER, "我只知道,那晚守塔的是我爷爷,灯灭过一下。剩下的,我也不敢说全。"), ("d9_keep", _KEEPER, "那晚风太大,灯出了点故障。别再问了,孩子,回家吧。"), # ---- EP 结局主句+钩子(8) ---- ("e1_a", _KEEPER, "天亮了。他在门厅睡熟,那页纸攥在手里。灯,亮到了最后一刻。"), ("e1_b", _KEEPER, "回澜号的账,翻开了第一页。这座塔,等了四十年。"), ("e2_a", _KEEPER, "他走的时候,天刚亮。我送到码头,什么也没说。"), ("e2_b", _KEEPER, "缺页放回灯底。有些东西,再压一代人。灯,还转着。"), ("e3_a", _KEEPER, "我把知道的,都说了。他望着海,半信半疑地点头。"), ("e3_b", _KEEPER, "碎片也是真话。剩下的,让海自己讲吧。"), ("e4_a", _KEEPER, "天亮,各自归位。他回他的港,我守我的灯。"), ("e4_b", _KEEPER, "隔着一道海,两座塔,谁也没再提那晚。"), ] KEEPER_S_LINES = [ # ---- G0.a 操作提示句(7,_k 变体在 KEY_LINES) ---- ("gd_brief", _SHORE, "单击,继续值守。要选择时,向左或向右滑。"), ("gd_continue", _SHORE, "单击屏幕,继续。"), ("gd_again", _SHORE, "还在吗?单击继续。"), ("sys_help", _SHORE, "单击继续,双击重新听。上滑听状态,下滑开菜单。选择时,左右滑。"), ("sys_menu", _SHORE, "菜单。单击切换选项,双击确认。"), ("sys_skip", _SHORE, "想跳过这句,单击就行。"), ("sys_continue_ask", _SHORE, "检测到你的值守记录。单击继续上次,右滑开始新的风暴夜。"), # ---- G0.b 状态/系统句(20) ---- ("gd_invalid", _SHORE, "这个手势,塔里用不上。"), ("gd_prog1", _SHORE, "滑动这里用不上。想想岸台刚说的话。"), ("gd_prog2", _SHORE, "别乱。停一停,再听一遍。"), ("sys_menu_resume", _SHORE, "回到值守。"), ("sys_menu_restart", _SHORE, "重新开始今夜。"), ("sys_menu_lobby", _SHORE, "保存并回大厅。"), ("sys_settings", _SHORE, "音色、语速、背景音乐,请回大厅修改。"), ("sys_new_night", _SHORE, "新的风暴夜,开始了。"), ("prog_m1", _SHORE, "风暴起来了。今晚第一程。"), ("prog_m2", _SHORE, "风暴到顶。第二程。"), ("prog_m3", _SHORE, "风在退。最后一程。"), ("prog_mem_g", _SHORE, "这是回忆:祖父的年代,四十年前。"), ("prog_mem_f", _SHORE, "这是回忆:父亲的最后一晚,十二年前。"), ("tr_deep", _SHORE, "他把命,交给了你的声音。"), ("tr_half", _SHORE, "他信一半,疑一半。"), ("tr_thin", _SHORE, "今晚,他只信自己的手。"), ("tru_zero", _SHORE, "旧账压在灯底,你一页没翻。"), ("tru_one", _SHORE, "灯下的旧账,你翻开了一角。"), ("tru_two", _SHORE, "祖父和父亲的事,你都翻到了。"), ("tru_full", _SHORE, "三代人的账,今夜见底了。"), # ---- G1 开场(2) ---- ("b_rule", _SHORE, "岸台的规矩就一条:风暴夜,灯不能灭。"), ("b_goal", _SHORE, "今夜两艘货轮过境。守住灯,也守住频道。"), # ---- C1 幕一(8,含 p1) ---- ("c1_tune", _SHORE, "频道里有动静。很轻,像隔着整片海。"), ("p1", _SHORE, "他的声音在抖。向左滑,先接住这个人。向右滑,先要他的船位。"), ("c1_holde", _SHORE, "他喘匀了。先接人,再办事。"), ("c1_aske", _SHORE, "他更慌了。人没接住,数字也乱。"), ("p2", _SHORE, "他提到四十年前。向左滑,去翻灯座下的暗格。向右滑,先专心守灯。"), ("c1_focuse", _SHORE, "灯转得稳。可那句「灭过一下」,留在了你耳朵里。"), ("lull_1", _SHORE, "岸台通报:风加到十级。第一程,过去了。"), # ---- C2 幕二(7) ---- ("c2_back", _SHORE, "频道又响了。顺发号的引擎,时断时续。"), ("p3", _SHORE, "他快撑不住了。向左滑,用守塔人的口诀带他稳船。向右滑,把船位报给岸台。"), ("c2_shoreo", _SHORE, "船位落在图上了。渔政的船,最快也要天亮。"), ("p4", _SHORE, "他问起你的人。向左滑,告诉他真话。向右滑,轻轻带过。"), ("c2_crack", _SHORE, "听!他那边,船板裂了!"), ("p5", _SHORE, "船在漏。向左滑,让他回舱堵漏,守住电台。向右滑,让他穿救生衣,上甲板。"), ("lull_2", _SHORE, "风眼凌晨过境。第二程,到顶了。"), # ---- C3 幕三(12) ---- ("c3_eye", _SHORE, "风眼过了。最后的浪墙,就跟在后面。"), ("m6_seal", _SHORE, "那些旧东西,你今晚没碰过。缺页的事,你一无所知。"), ("p6", _SHORE, "祖父的最后一页。向左滑,今晚就读完它。向右滑,合上,塞回灯底。"), ("c6_reade", _SHORE, "四十年,两代人,一条规矩。今晚,轮到你选了。"), ("p7", _SHORE, "浪墙压过来了。向左滑,给灯上满发条,驾接驳艇去接他。向右滑,守着灯,用声音引他过礁。"), ("c3_wall", _SHORE, "浪墙起来了!就是现在!"), ("p8_boat", _SHORE, "海上没有灯。向左滑,循着他哼的渔歌找他。向右滑,按推算的坐标,直线搜。"), ("p8_reef", _SHORE, "礁缝两道口。向左滑,走老航道,稳但绕远。向右滑,钻新缝,近但冒险。"), ("c9_return", _SHORE, "接驳艇回来了。两个人,一身水,一盏灯。"), ("c3_dark", _SHORE, "你离塔的时候,发条走到了头。灯,灭过一刻钟。过境的货轮,平安。"), ("c9_land", _SHORE, "顺发号过了礁缝,搁上背风湾的滩。人,站上了岸。"), ("c9_found", _SHORE, "他在半路改了主意。天亮时,渔队找到了他。活着,湿透了。"), # ---- D9 签收(5) ---- ("g9_in", _SHORE, "风,一层一层退下去。天边,有点灰了。"), ("p9a", _SHORE, "他问起四十年前的灯。向左滑,把缺页的事,连根说给他。向右滑,就说,那晚风太大。"), ("p9b", _SHORE, "他问起四十年前的灯。你知道的,只有碎片。向左滑,把碎片给他。向右滑,说风太大。"), ("d9_telle", _SHORE, "他听完,沉默了很久。天,亮了。"), ("d9_keepe", _SHORE, "这个话题,沉回了海里。天,亮了。"), # ---- EP 尾声回响(11) ---- ("ep_lead", _SHORE, "风停了。岸台给你记一笔——这一晚,后来怎样了。"), ("ep_amo_home", _SHORE, "阿澈:那晚之后改跑日班。他说,夜里的海,有守塔人听着。"), ("ep_amo_solo", _SHORE, "阿澈:自己把船开上了背风湾。船主骂了船,没骂人。"), ("ep_amo_dawn", _SHORE, "阿澈:抱着冷藏柜漂到天亮。打那以后,出海带两台电台。"), ("ep_lamp_full", _SHORE, "灯塔记录簿:你离塔三刻,灯自己转着。父亲的发条,说中了。"), ("ep_lamp_dark", _SHORE, "灯塔记录簿:凌晨两点,灯灭一刻钟。那一行,你写得格外用力。"), ("ep_lamp_hold", _SHORE, "灯塔记录簿:转灯整夜未停。你一步,也没离开过它。"), ("ep_log_told", _SHORE, "灯下的旧账,今夜见了光。"), ("ep_log_kept", _SHORE, "灯下的旧账,又压回了黑暗里。"), ("ep_dad", _SHORE, "值班表上,你替十二年前那个班次签了字。老陈,收工了。"), ("ep_shore", _SHORE, "岸台晨报:风暴过境,航道平安。白角灯,正常。"), ] KEEPER_LINES = KEEPER_K_LINES + KEEPER_S_LINES # NPC 单音色平铺(id, speaker, instruct, 台词)→ web/keeper/audio/voice/.* #(转码时按 21b 头注滤波表带通,见 NPC_BANDPASS["keeper"];staging 保留未滤波原声)。 _AMO = "年轻男声,二十二岁渔民,海风养出的嗓子,风暴里喊话,慌而不乱" _DAD = "温和低沉的男声,四十岁守塔人,隔着老唱片,疲惫而坚定" _GRAND = "苍老缓慢的男声,七十岁老守塔人,隔着更老的唱片,字字压秤" KEEPER_NPC = [ # 阿澈(22 岁渔民,现在线·电台,Dylan,19 句) ("amo_a", "Dylan", _AMO, "……有人吗……顺发号……船进水了……"), ("amo_b", "Dylan", _AMO, "白角塔!是你吗?求你,回个话!"), ("c1_holdo", "Dylan", _AMO, "……好,好。你在。我听见了。"), ("c1_asko", "Dylan", _AMO, "方位……仪表进水了,我,我看不清……"), ("amo_c", "Dylan", _AMO, "我爷爷,四十年前也是在这片海没的。他说,白角的灯灭过一下。"), ("amo_d", "Dylan", _AMO, "塔……听得到吗?水,到膝盖了。"), ("c2_songo", "Dylan", _AMO, "浪头过,船头抬……真的稳了些!这口诀,谁教你的?"), ("amo_e", "Dylan", _AMO, "守塔人……塔里就你一个人?家里人不拦着你干这行?"), ("c4_trueo", "Dylan", _AMO, "……对不起。难怪今晚,你一直都在。"), ("c4_passo", "Dylan", _AMO, "哦……你也是一个人守夜。我们俩,隔着一道海。"), ("amo_f", "Dylan", _AMO, "裂了!水进得更快了。塔,告诉我怎么办!"), ("c5_patcho", "Dylan", _AMO, "顶住了!水慢下来了。我不走,守着电台。"), ("c5_suito", "Dylan", _AMO, "穿好了。要是船散了,我就抱着它漂。"), ("c8_songo", "Dylan", _AMO, "海风那个吹呀——塔!是你吗?我在这儿!"), ("c8_matho", "Dylan", _AMO, "塔!你的灯扫到我啦!我在这边!"), ("c8_oldo", "Dylan", _AMO, "老航道……我爷爷念叨过这条道!稳了!"), ("c8_newo", "Dylan", _AMO, "一个,两个,三——过去了!塔,我过来了!"), ("amo_g", "Dylan", _AMO, "……我爷爷,就在那七个人里。难怪他到死,都念着白角的灯。"), ("amo_h", "Dylan", _AMO, "风太大……嗯。那晚的风,一定很大。"), # 父亲(回忆·十二年前,Uncle_Fu,3 句) ("rev_f2", "Uncle_Fu", _DAD, "白角塔,我是老陈。接驳艇上两个人,都活着。"), ("rev_f3", "Uncle_Fu", _DAD, "守塔人听见了求救,就不能装没听见。等我回来。"), ("rev_f4", "Uncle_Fu", _DAD, "塔上的机械上满发条,能自己转一夜。给我留着门。"), # 祖父(回忆·四十年前,Eric,5 句) ("rev_g2", "Eric", _GRAND, "手稳住。灯罩擦到第三遍,才算干净。"), ("rev_g3", "Eric", _GRAND, "记住,灯下压着的东西,比灯重。守塔人,替它守一辈子。"), ("rev_c2", "Eric", _GRAND, "我写下这些,等一个敢看的人。那晚,我的儿子,偷了接驳艇。"), ("rev_c3", "Eric", _GRAND, "我去追他。灯,离了人。半个时辰,回澜号,七个人。"), ("rev_c4", "Eric", _GRAND, "儿子回来了。这页我撕下来,压进灯底。守塔人,不能离灯。"), ] NPCS = {"rpg": RPG_NPC, "radio": RADIO_NPC, "abyss": ABYSS_NPC, "detective": DETECTIVE_NPC, "hunt": HUNT_NPC, "cipher": CIPHER_NPC, "bridge": BRIDGE_NPC, "teahouse": TEAHOUSE_NPC, "keeper": KEEPER_NPC} # ---------------------------------------------------------------- 键盘变体(P1 路线 a) # 「生效输入模式=键盘」的玩家听按键措辞:向左滑→按左方向键(四向同理,WASD 不进 # 台词);单击/轻触屏幕→按空格;双击→按回车;按住/长按→按住空格。只改操作词, # 其余内容一字不动(复合短语「左右滑」→「左右方向键」等按语义等价展开;确需 # 补一两个连接字才成句处已在 docs/design/*-voice-ids.md「键盘变体」小节逐句登记)。 # 主表为叙事误用(非操作指令)的句子不做变体:storyline n16/n16b(「滑了过去」 # 「按住他的膝盖」)、n17/n17b(「更滑」)。 # 双表一致铁律:本表与 docs/design/*-voice-ids.md「键盘变体」小节必须逐字一致。 KEY_LINES = { "storyline": [ ("help", "操作说明。按空格:继续剧情。按回车:重听刚才的台词。按上方向键:听这段说明和当前进度。按下方向键:呼出菜单,菜单里可以重新开始。当旁白说“请选择”的时候,按左方向键或者按右方向键,做出你的决定。选择无法撤销。"), ("menu", "菜单。按左方向键:重新开始整个故事。按右方向键,或者按空格:回到故事。按上方向键:听操作说明。"), ("p1", "请选择。按左方向键:先检查背包里的收音机。按右方向键:先摸黑寻找出口。"), ("p2", "请选择。按左方向键:钻进旁边的通风管道。按右方向键:躺进路边的尸体堆里装死。"), ("p3", "请选择。按左方向键:循着哭声过去看看。按右方向键:不去管它,直接去北区。"), ("p4", "请选择。按左方向键:带上小满一起走。按右方向键:留下食物,独自上路。"), ("p5", "请选择。按左方向键:走桥下的污水涵洞。按右方向键:爬桥上悬着的钢索。"), ("p6", "请选择。按左方向键:交出坐标,保命要紧。按右方向键:拒绝他,想办法周旋。"), ("p7", "请选择。按左方向键:追上去,警告避难所。按右方向键:自己逃命,越远越好。"), ("p8", "请选择。按左方向键:用公开频道广播,让全城都听见。按右方向键:用加密频段,只发给避难所。"), ("n00_intro", "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:按空格,继续剧情;按回车,重听上一句;按上方向键,听你的状态和帮助;按下方向键,呼出菜单。当我说“请选择”的时候,按左方向键,或者按右方向键,做出你的决定。选择一旦做出,就无法回头。现在,按空格,睁开眼睛。"), ("e1_dawn", "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。按空格,可以回到故事开始的地方。"), ("e2_price", "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。按空格,重新开始。"), ("e3_alone", "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。按空格,重新开始。"), ("e4_static", "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。按空格,重新开始。"), ("skip_hint", "按空格可跳过旁白。"), ("gd_continue", "按空格,继续。"), ("gd_brief", "按空格继续剧情。请选择的时候,按左右方向键。"), ("gd_again", "还在吗?按空格继续。"), ], "escape": [ ("g1_move", "先活动一下。按任意方向键,走一小步。"), ("g2_wall", "这个房间不大,四面都是墙。再按两下方向键,试试碰碰墙。"), ("g3_left", "跟着我指的路走。按左方向键。"), ("g4_down", "对。再按下方向键。"), ("g5_inspect", "听到水声了吗?按一下空格,仔细检查这个房间。"), ("g6_doubletap", "钥匙能开锁。按回车,是把物品用出去的用法。现在,按回车试试。"), ("g7_goal", "找到能用这把钥匙打开的东西。需要帮助时,在原地按回车。"), ("guide_wrong_up", "不是这个方向。按上方向键。"), ("guide_wrong_down", "不是这个方向。按下方向键。"), ("guide_wrong_left", "不是这个方向。按左方向键。"), ("guide_wrong_right", "不是这个方向。按右方向键。"), ("guide_blunt_up", "按一下上方向键。"), ("guide_blunt_down", "按一下下方向键。"), ("guide_blunt_left", "按一下左方向键。"), ("guide_blunt_right", "按一下右方向键。"), ("reopen_prompt", "按上方向键,重新听一遍引导。按空格,直接开始。"), ("stuck_key_2", "去西南角的储物间,按空格检查,找到钥匙。"), ("stuck_cabinet_2", "去东边的铁柜房,按回车,用钥匙打开铁柜。"), ("stuck_box_2", "去西北角的电箱房,按回车,把保险丝装进电箱。"), ("stuck_gate_2", "去东南角的大门,按回车,打开它,离开这里。"), ("nav_up", "按上方向键。"), ("nav_down", "按下方向键。"), ("nav_left", "按左方向键。"), ("nav_right", "按右方向键。"), ("start_room", "你站在设施中央的房间里。方向键移动,按空格检查,按回车使用物品。"), ("inspect_gate_ready", "电子锁的指示灯亮了,发出微弱的绿光。大门已经通电。按回车,打开它,离开这里。"), ("use_fail", "这里没有用得上东西的地方。换个房间试试,或者先按空格检查一下周围。"), ("again", "按空格,再来一次。按下方向键,打开菜单。"), ("help_ops", "方向键,在房间之间移动。按空格,检查房间,或者重听房间的声音。按回车,使用物品,或者查看背包。"), ("skip_hint", "按空格可跳过旁白。"), ], "simon": [ ("t1_up", "按上方向键,是这个声音。"), ("t2_down", "按下方向键,是这个声音。"), ("t3_left", "按左方向键,是这个声音。"), ("t4_right", "按右方向键,是这个声音。"), ("t5_tap", "按空格,是这个声音。"), ("t6_double", "按回车,是这个声音。"), ("t_wrong_up", "不是这个,按上方向键试试。"), ("t_wrong_down", "不是这个,按下方向键试试。"), ("t_wrong_left", "不是这个,按左方向键试试。"), ("t_wrong_right", "不是这个,按右方向键试试。"), ("t_wrong_tap", "不是这个,按空格试试。"), ("t_wrong_double", "不是这个,按回车试试。"), ("t_blunt_up", "按一下上方向键。"), ("t_blunt_down", "按一下下方向键。"), ("t_blunt_left", "按一下左方向键。"), ("t_blunt_right", "按一下右方向键。"), ("t_blunt_tap", "轻轻按一下空格。"), ("t_blunt_double", "按一下回车。"), ("t7_retry", "答错可以消耗机会重听。按上方向键,可以随时重听。"), ("replay", "按空格,再来一局。"), ("rules_prompt", "按上方向键,重听规则。按下方向键,打开菜单。"), ("rules", "上行音,按上方向键。下行音,按下方向键。左边的音,按左方向键。右边的音,按右方向键。一声轻响,按空格。两声轻响,按回车。"), ("skip_hint", "按空格可跳过旁白。"), ("gd_relisten", "需要的话,按上方向键可以重新听一遍序列。"), ("gd_economy", "记不住就按上方向键,重新听一遍。免费机会有两次,用完要扣一次机会。"), ("gd_occ_up", "这一轮,按上方向键是作答。"), ("gd_occ_dt", "这一轮,按回车是作答。"), ("gd_occ_both", "这一轮,按上方向键和回车都是作答。"), ], "rhythm": [ ("tut_1", "听,底鼓。在下一小节的同一个位置,按空格。"), ("tut_2", "这次是左和右。跟着打,按左方向键,按右方向键。"), ("tut_3", "最后一句,三个音,中间是按回车。"), ("select_hint", "左右方向键选曲目,按空格开始,按下方向键回大厅。"), ("restart", "按空格再来一遍,按右方向键下一首,按下方向键回大厅。"), ("menu_main", "菜单。按空格切换选项,按回车确认。"), ("skip_hint", "按空格可跳过旁白。"), ("gd_miss_early", "抢拍了。等声音落下再按。"), ("gd_miss_wrong", "方向不对。跟着音色按方向键。"), ], "space": [ ("drill_left", "听,左边有陨石。按左方向键,把它拨开!"), ("drill_right", "这次在右边。按右方向键!"), ("drill_up", "上面有东西,声音又尖又高。按上方向键!"), ("drill_down", "下面是低沉的轰隆。按下方向键!"), ("drill_retry_left", "那是左边来的,按左方向键。"), ("drill_retry_right", "那是右边来的,按右方向键。"), ("drill_retry_up", "声音又高又尖,是上面,按上方向键。"), ("drill_retry_down", "轰隆声在下面,按下方向键。"), ("protect_left", "训练护盾接住了。那颗在左边,听到左边的呼啸,按左方向键。"), ("protect_right", "训练护盾接住了。那颗在右边,听到右边的呼啸,按右方向键。"), ("protect_up", "训练护盾接住了。那颗在上面,听到高高的呼啸,按上方向键。"), ("protect_down", "训练护盾接住了。那颗在下面,听到低沉的轰隆,按下方向键。"), ("feat_boost", "试试按空格,引擎会短促加速,直接冲过空隙。"), ("feat_shield", "按回车展开护盾,能挡下一次撞击。"), ("hit_left", "左边撞上的。听到左边的呼啸,按左方向键。"), ("hit_right", "右边撞上的。听到右边的呼啸,按右方向键。"), ("hit_up", "上面撞上的。听到高高的呼啸,按上方向键。"), ("hit_down", "下面撞上的。听到低沉的轰隆,按下方向键。"), ("restart_hint", "按空格再飞一次,按下方向键回大厅。"), ("second_run_ask", "按上方向键重新听演练,按空格直接出发。"), ("menu_main", "菜单。按空格切换选项,按回车确认。"), ("help_recap", "左边来按左方向键,右边来按右方向键,上面来按上方向键,下面来按下方向键。按空格加速,按回车护盾。"), ("skip_hint", "按空格可跳过旁白。"), ("gd_hit_hint", "被撞了。听方位,按对应方向键就能拨开。"), ], "rpg": [ ("sys_continue_ask", "检测到你的旅程记录。按空格继续,按右方向键开始新的旅程。"), ("sys_menu", "菜单。左右方向键选择,按空格确认。"), ("help_explore", "左右方向键切换选项,按空格确认。按回车重新听场景,按上方向键查看状态,按下方向键打开菜单。"), ("help_battle", "战斗中,左右方向键选招式,按空格出手。听到敌人的前摇,按回车格挡。"), ("btl_lose_hint", "记住,听清前摇,按回车格挡。"), ("tut_b2", "就是现在,按回车格挡!"), ("tut_b3", "挡住了!轮到你了。左右方向键选攻击,按空格出剑。"), ("shop_open", "商店。左右方向键看看货,按空格购买。"), ("skip_hint", "按空格可跳过旁白。"), ("tut_battle_2", "左右方向键切换招式,攻击、破空斩、防御、金疮药。按空格,出手。"), ("tut_battle_3", "敌人出手前有一声前摇。听到前摇,马上按回车,就能格挡。"), ("tut_battle_5", "记住:听清前摇,按回车格挡。开始吧!"), ("tut_b0", "战斗里,左右方向键选招式,按空格出手。听到这个声音,就是你的回合。先按一按方向键,试试。"), ("tut_b6", "来不及格挡,就选防御。左右方向键,选防御,按空格。"), ("gd_parry_miss", "前摇声起的时候按回车,才能格挡。"), ("gd_stall", "想好了吗?左右方向键选择,按空格出手。"), ], "radio": [ ("gd_brief", "按空格继续节目。请选择的时候,按左或右方向键。"), ("gd_continue", "按空格,继续。"), ("gd_again", "还在吗?按空格继续。"), ("gd_ring1", "热线在闪。按空格,接听。"), ("gd_ring2", "灯还亮着,听众在等。按空格,接听。"), ("sys_help", "按空格继续,按回车重新听。按上方向键听状态,按下方向键开菜单。请选择时,左右方向键。"), ("sys_menu", "菜单。按空格切换选项,按回车确认。"), ("sys_skip", "想跳过这句,按空格就行。"), ("sys_continue_ask", "检测到你的夜班记录。按空格继续上次,按右方向键开始新的夜晚。"), ("p1", "老人在发抖。按左方向键,陪他哼那首老歌。按右方向键,冷静问他路口的路牌。"), ("p2", "雨声更密了。按左方向键,留在原地陪他等巡逻队。按右方向键,转接派出所。"), ("p3", "按左方向键,告诉她这趟车值得上。按右方向键,把选择还给她。"), ("p4", "按左方向键,唱一段摇篮曲哄她睡。按右方向键,轻轻问她怎么了。"), ("p5", "孩子的声音在抖。按左方向键,告诉她这不是她的错。按右方向键,答应她明天都会好。"), ("p6", "摔门声你听见了。按左方向键,替孩子给她带句话。按右方向键,劝她回家把话说开。"), ("p7", "她的呼吸平了。按左方向键,留在直播里,让全城等这个门铃。按右方向键,换垫乐,私下陪她说完。"), ("p8", "方向盘比话筒危险。按左方向键,陪他聊聊闺女。按右方向键,让他立刻进服务区。"), ("p9", "留言机红灯在闪,是老主播三年前没播完的那句晚安。按左方向键,替他播出去。按右方向键,照常收播。"), ], "dungeon": [ ("sys_continue_ask", "检测到探窟记录。按空格继续,按右方向键重新开始。"), ("tut_d0", "先学会用耳朵看。按空格,发出声波脉冲。"), ("tut_walk", "按住空格不放,你就往前走。"), ("tut_turn", "按左右方向键,可以转身。"), ("tut_replay", "按回车,再发一次脉冲,不要钱。"), ("tut_status", "按上方向键,随时听自己的状态。"), ("tut_menu", "按下方向键,打开菜单。"), ("tut_parry", "听到它的动静,按回车格挡。"), ("tut_attack", "现在按空格,挥拳打它。"), ("tut_flee_hold", "想逃跑,按住空格别松手。"), ("tut_stairs_on", "楼梯就在脚下。按空格,下潜。"), ("tut_skip", "已跳过教学。按空格发脉冲,先听听四周。"), ("sys_menu", "菜单。按空格切换,按回车确认。"), ("help_explore", "按空格发脉冲,按住空格前进,左右方向键转身。按回车再听,上方向键查状态,下方向键开菜单。"), ("help_battle", "敌人前摇声响时按回车格挡,按空格挥击。打不过就按住空格逃跑。"), ("die_adv_1", "下次,前摇声响时就按回车。"), ("die_adv_2", "打不过,就按住空格逃跑。"), ("gd_pulse", "按空格发脉冲,听听四周。"), ("gd_turn", "轮到你了。按空格挥击。"), ("settle_again", "按空格,再探一次。"), ], # abyss:11 对(17-abyss-voice-ids.md §G0.a 9 对 + §D1 dv1_teach/p1;措辞「左箭头/右箭头」 # 「上箭头/下箭头」为文档原文,与 dungeon 的「左方向键」系两文档各自定稿措辞,不改写)。 "abyss": [ ("gd_brief", "按空格继续简报。要选择时,用左右方向键。"), ("gd_continue", "按空格,继续。"), ("gd_again", "还在吗?按空格继续。"), ("gd_ping1", "声呐待命。按空格,发脉冲。"), ("gd_ping2", "回波不会自己来。按空格。"), ("sys_help", "空格继续,回车重新听。上箭头听状态,下箭头开菜单。选择时,左右箭头。"), ("sys_menu", "菜单。空格切换选项,回车确认。"), ("sys_skip", "听过的句子再播时,按空格跳过。"), ("sys_continue_ask", "检测到你的下潜记录。空格继续上次,右箭头开始新救援。"), ("dv1_teach", "到深度了。声呐静了。按空格,发一枚脉冲。"), ("p1", "管路在响。左箭头,停下来听敲管的暗号。右箭头,先带小舟上浮。"), ], # detective:V 组 14 对(18-detective-voice-ids.md 文末;_k 逻辑 id 落 key/ 子目录;R2 +4 对)。 "detective": [ ("sys_help", "方向键换卷宗,空格听取,回车重新听。按住空格指证,上键状态,下键菜单。"), ("tut_d0", "先熟悉证词板。左右方向键,换卷宗。"), ("tut_listen", "空格,听取当前卷宗。"), ("tut_replay", "回车,重新听这一句。"), ("tut_confront", "按住空格,进入指证。"), ("gd_board", "还在证词板。左右方向键,换卷宗。"), ("gd_cf", "还在选证词。左右方向键,空格确认。"), ("cf_pick_line", "左右方向键,一句一句听。"), ("cf_confirm", "就这句?空格,定下来。"), ("settle_hook", "同一场雨里,还有别的案子。按空格,接新案。"), ("fin_pre", "证据在手,就此结案?空格,定下来;方向键,继续查。"), ("fin_who_confirm", "就指认这位?空格,定下来。"), ("recap_cf", "卷宗都在耳朵里了。挑一句你不信的,按住空格指证。"), ("gd_board_cf", "都听过了。按住空格,去指证。"), ], # hunt:V 组 11 对(23-hunt-voice-ids.md 文末;措辞「方向键/空格/回车」同 dungeon 规范)。 "hunt": [ ("room_wait", "房间已开好,等同伴到齐。按空格,立即开局。"), ("tut_rule", "野兽会从八个方向围上来。声音在哪边,就按哪边方向键。"), ("tut_attack", "听,有狼在靠近。朝声音的方向,按方向键。"), ("tut_callout", "按空格,呼喊支援,队友会来帮你。"), ("tut_skill", "按回车,旋风斩,清掉身边一圈。"), ("tut_skill_cd", "旋风斩有八秒冷却。冷却中按回车,重新听威胁。"), ("tut_status", "按上方向键,听营地状态。按下方向键,打开菜单。"), ("sys_menu", "菜单。按空格切换,按回车确认。"), ("help_main", "朝声音的方向按方向键,就是出击。按空格呼喊支援,按回车旋风斩。上方向键状态,下方向键菜单。"), ("end_again", "按空格,再猎一局。"), ("gd_idle", "听声音的方向,按方向键。"), ], # cipher:11 对(19-cipher-voice-ids.md §G0.a 9 对 + §M1 dv1_teach2/p2;措辞 # 「左右方向键/上箭头/下箭头/左箭头/右箭头」为文档原文,与 hunt「方向键」系各文档定稿措辞)。 "cipher": [ ("gd_brief", "按空格继续值机。要选词时,用左右方向键。"), ("gd_continue", "按空格,继续。"), ("gd_again", "还在吗?按空格继续。"), ("gd_tune1", "电文在等。左右方向键,听候选词。"), ("gd_tune2", "按回车,把电文再听一遍。再按一次,会放慢。"), ("sys_help", "空格选定,回车重新听电文。上箭头听状态,下箭头开菜单。选择时,左右箭头。"), ("sys_menu", "菜单。空格切换选项,回车确认。"), ("sys_skip", "想跳过这句,按空格。"), ("sys_continue_ask", "检测到你的值机记录。空格继续上次,右箭头开始新的夜班。"), ("dv1_teach2", "左右方向键,听密码本上的候选词。空格,选定一个。"), ("p2", "药品船,丑时过江。左箭头,把船期报给北风。右箭头,压进值机日志。"), ], # bridge:V 组 10 对(22-bridge-voice-ids.md §V 组;措辞「方向键/空格/回车」同 hunt 规范)。 "bridge": [ ("sys_help", "巡航中,上键巡检全舰;危机中,方向键听选项,空格下令。下键菜单,回车重新听。"), ("tut_d0", "先试巡检。按上键,听全舰状态。"), ("tut_decide", "方向键听选项,空格下令。"), ("cr_decide", "听选项,空格下令。"), ("dock_open", "靠港整备。方向键看项目,空格执行。"), ("gd_cruise", "还在巡航。上键,巡检全舰。"), ("gd_decide", "还在等命令。方向键,听选项。"), ("gd_dock", "还在整备。方向键看,空格执行。"), ("sys_continue_ask", "检测到未完成的巡逻。空格继续,右方向键进星港。"), ("settle_hook", "星港期待你的下一次巡逻。按空格,返航。"), ], # teahouse:V 组 10 对(20-teahouse-voice-ids.md §V 组;措辞「方向键/空格/回车」同 hunt 规范)。 "teahouse": [ ("sys_help", "方向键选茶,空格定下。听水声,回车提壶;滴答密,回车出汤。上键状态,下键菜单。"), ("tut_d0", "先看茶柜。左右方向键,一罐一罐听。"), ("tut_tea", "空格,选定这罐茶。"), ("tut_water", "灶上坐水。泡泡细密是将沸,咕嘟连片是滚透——听到细密,回车提壶。"), ("tut_steep", "注水,闷泡。滴答由稀到密,密起来就是将好——回车,出汤。"), ("tut_serve", "茶好了。空格,端出去。"), ("gd_serve", "客人还在堂前。上键,再听一遍他要的茶。"), ("gd_brew", "还在灶上,听声动手,回车。"), ("settle_night", "熄了灯,这一晚就过去了。按空格,睡下。"), ("upg_open", "要添置点什么?左右方向键看,空格买定。"), ], # keeper:8 对(21-keeper-voice-ids.md §G0.a 7 对 + 首个抉择 p1;措辞「方向键/空格/ # 回车/左右箭头」为 21b 文档原文,与 abyss §G0.a 同型,逐字照录不改写)。 "keeper": [ ("gd_brief", "按空格,继续值守。要选择时,用左右方向键。"), ("gd_continue", "按空格,继续。"), ("gd_again", "还在吗?按空格继续。"), ("sys_help", "空格继续,回车重新听。上箭头听状态,下箭头开菜单。选择时,左右箭头。"), ("sys_menu", "菜单。空格切换选项,回车确认。"), ("sys_skip", "想跳过这句,按空格。"), ("sys_continue_ask", "检测到你的值守记录。空格继续上次,右箭头开始新的风暴夜。"), ("p1", "他的声音在抖。左箭头,先接住这个人。右箭头,先要他的船位。"), ], } def key_variants(game): """key 变体表 [(fid, instruct_pair, text), ...]。 约束(启动即校验,防两表漂移): - key id 必须存在于该游戏主台词表(key 集合 ⊆ 主集合),复用其 instruct 与 VOICE_SPK speaker(radio HOST/PROD 配对自动生效); - key 表内 id 不得重复。 """ ins_by_id = {fid: ins for fid, ins, _t in GAMES[game]} seen = set() out = [] for fid, text in KEY_LINES[game]: if fid not in ins_by_id: raise SystemExit(f"key 变体 {game}/{fid} 不在主台词表中(key 集合必须 ⊆ 主集合)") if fid in seen: raise SystemExit(f"key 变体重复 id:{game}/{fid}") seen.add(fid) out.append((fid, ins_by_id[fid], text)) return out # radio 双性别行的逐句 speaker 覆盖(HOST=主播 / PROD=导播,同性别两个音色, # 见 15-radio-voice-ids.md 录制说明:同场景高频对话的两者永不同 speaker)。 VOICE_SPK = {"radio": {}} VOICE_SPK["radio"].update({fid: ("Uncle_Fu", "Serena") for fid, _i, _t in RADIO_HOST_LINES}) VOICE_SPK["radio"].update({fid: ("Dylan", "Vivian") for fid, _i, _t in RADIO_PROD_LINES}) # abyss 双性别行的逐句 speaker 覆盖(DIVER=潜航员玩家 / DECK=母船调度,17b 录制说明: # female 侧玩家 Serena/调度 Vivian、male 侧玩家 Uncle_Fu/调度 Dylan,同场景永不同 speaker)。 VOICE_SPK["abyss"] = {} VOICE_SPK["abyss"].update({fid: ("Uncle_Fu", "Serena") for fid, _i, _t in ABYSS_DIVER_LINES}) VOICE_SPK["abyss"].update({fid: ("Dylan", "Vivian") for fid, _i, _t in ABYSS_DECK_LINES}) # cipher 双性别行的逐句 speaker 覆盖(OP=报务员玩家 / WIND=北风电台+系统音,19b 录制说明: # female 侧你 Serena / 北风 Vivian、male 侧你 Uncle_Fu / 北风 Dylan,同场景永不同 speaker)。 VOICE_SPK["cipher"] = {} VOICE_SPK["cipher"].update({fid: ("Uncle_Fu", "Serena") for fid, _i, _t in CIPHER_OP_LINES}) VOICE_SPK["cipher"].update({fid: ("Dylan", "Vivian") for fid, _i, _t in CIPHER_WIND_LINES}) # keeper 双性别行的逐句 speaker 覆盖(KEEPER=守塔人玩家 / SHORE=岸台值班员+系统音, # 21b 录制说明:female 侧守塔人 Serena/岸台 Vivian、male 侧守塔人 Uncle_Fu/岸台 Dylan, # 同场景高频对话的两者永不同 speaker,radio HOST/PROD / abyss DIVER/DECK 同型)。 VOICE_SPK["keeper"] = {} VOICE_SPK["keeper"].update({fid: ("Uncle_Fu", "Serena") for fid, _i, _t in KEEPER_K_LINES}) VOICE_SPK["keeper"].update({fid: ("Dylan", "Vivian") for fid, _i, _t in KEEPER_S_LINES}) # radio 来电者电话滤波(15-radio.md §6.2,全部 + 轻压缩):按 NPC id 前缀分档, # convert 转码时应用;staging wav 保留未滤波原声以便重滤/回退(宁窄勿脏)。 NPC_BANDPASS = { "radio": [ ("z1_", "highpass=f=500,lowpass=f=2800"), # 老周:老旧手机,窄而颤抖 ("l1_", "highpass=f=400,lowpass=f=3400"), # 小鹿:车站手机,干净偏冷 ("k1_", "highpass=f=450,lowpass=f=3000"), # 糖糖:家用座机,小而近 ("w1_", "highpass=f=420,lowpass=f=3100"), # 陈姐:户外手机,风噪 ("h1_", "highpass=f=300,lowpass=f=3400"), # 老韩:车载蓝牙,宽而轰 ], # abyss 船员水声电台滤波(17-abyss.md §5.3/17b 头注,全部 + 轻压缩): # 「电台里的人」与「耳机里的人」靠音质差立住;d1_log 是小舟(z1_ 前缀外单独登记)。 "abyss": [ ("z1_", "highpass=f=420,lowpass=f=3200"), # 小舟:年轻女声,窄带 ("d1_log", "highpass=f=420,lowpass=f=3200"), ("bai_", "highpass=f=350,lowpass=f=3000"), # 老白:沙哑中年男,中窄带 ("chen_", "highpass=f=400,lowpass=f=3100"), # 陈医官:平静女声 ("gao_", "highpass=f=300,lowpass=f=2800"), # 高船长:苍老男声,最低最窄 ], # keeper NPC 滤波(21-keeper-voice-ids.md 头注 §滤波表,全部 + 轻压缩):阿澈=电台 # 350-3200;父亲=唱片 300-2800;祖父=唱片 250-2600(三代人频带逐人递减,最老者最窄最「远」)。 # 前缀只命中 NPC 平铺表内的 id(锚句 rev_f1/f5、rev_g1/g4、rev_c1/c5 是 KEEPER 双性别行不滤波)。 "keeper": [ ("amo_", "highpass=f=350,lowpass=f=3200"), # 阿澈:年轻渔民电台嗓 ("rev_f", "highpass=f=300,lowpass=f=2800"), # 父亲:中年男声,老唱片 ("rev_g", "highpass=f=250,lowpass=f=2600"), # 祖父(插叙1):苍老男声,更老唱片 ("rev_c", "highpass=f=250,lowpass=f=2600"), # 祖父(插叙3):同档 ], } _NPC_ACOMP = "acompressor=threshold=-20dB:ratio=3:attack=10:release=150" # 轻压缩(全档) def npc_af(game, fid): """NPC id -> ffmpeg -af 字符串(无滤波档返回 None)。""" for prefix, af in NPC_BANDPASS.get(game, []): if fid.startswith(prefix): return af + "," + _NPC_ACOMP return None GAMES = { "storyline": STORYLINE_LINES, "escape": ESCAPE_LINES, "simon": SIMON_LINES, "rhythm": RHYTHM_LINES, "space": SPACE_LINES, "rpg": RPG_LINES, "radio": RADIO_LINES, "dungeon": DUNGEON_LINES, "abyss": ABYSS_LINES, "detective": DETECTIVE_LINES, "hunt": HUNT_LINES, "cipher": CIPHER_LINES, "bridge": BRIDGE_LINES, "teahouse": TEAHOUSE_LINES, "keeper": KEEPER_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, variant=""): """staging wav 路径;variant='key' 时落 /key/ 子目录。""" parts = [STAGING, game, gender] if variant: parts.append(variant) return os.path.join(*parts, 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_lines(model, game, gender, lines, variant=""): """一组双性别台词(主表或 key 变体)生成到 staging /[/]/。""" import numpy as np import soundfile as sf speaker = SPEAKERS[game][gender] ins_idx = 0 if gender == "male" else 1 spk_map = VOICE_SPK.get(game, {}) outdir = os.path.join(STAGING, game, gender, variant) if variant else os.path.join(STAGING, game, gender) os.makedirs(outdir, exist_ok=True) # 展开成 (fid, chunk_idx, n_chunks, text, instruct, speaker),跳过已完成 items = [] for fid, ins_pair, text in lines: path = staging_path(game, gender, fid, variant) if valid_wav(path): continue spk = spk_map.get(fid, (speaker, speaker))[ins_idx] chunks = split_text(text) for ci, ctext in enumerate(chunks): items.append((fid, ci, len(chunks), ctext, ins_pair[ins_idx], spk)) if not items: print(f"[{game}/{gender}/{variant or '-'}] nothing to do", flush=True) return # 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=[b[5] for b in batch], instruct=[b[4] for b in batch], max_new_tokens=2048, ) for (fid, ci, _n, _t, _i, _s), wav in zip(batch, wavs): results.setdefault(fid, {})[ci] = np.asarray(wav, dtype=np.float32) print(f"[{game}/{gender}/{variant or '-'}] 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, variant) if valid_wav(path): continue got = results.get(fid, {}) n_chunks = len(split_text(text)) assert len(got) == n_chunks, f"{game}/{gender}/{variant}/{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}/{variant}/{fid}: peak {peak:.3f}" wav = wav / peak * PEAK_NORM dur = len(wav) / sr assert dur > 0.3, f"{game}/{gender}/{variant}/{fid}: dur {dur:.2f}s" sf.write(path, wav, sr) print(f"[ok] {game}/{gender}/{variant}/{fid} {dur:.2f}s chunks={n_chunks}", flush=True) def generate(games, genders, only, variants_only=False): 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: if not variants_only: lines = GAMES[game] if only: lines = [x for x in lines if x[0] in only] for gender in genders: _generate_lines(model, game, gender, lines) # 键盘变体(key 集合 ⊆ 主集合,复用主表 instruct/speaker) kvars = key_variants(game) if only: kvars = [x for x in kvars if x[0] in only] for gender in genders: _generate_lines(model, game, gender, kvars, variant="key") # NPC 单音色平铺(staging /npc/,convert 落 flat voice/)。 # --only-variants 时跳过:R5 起部分 NPC 资产已先行落盘而 staging 无 wav # (见 RPG_LINES R5 注释),变体跑批不应顺手重录已验收 NPC 台词—— # 否则 --convert 会用新 take 覆盖 web/ 下已验收资产。 npc_lines = None if variants_only else 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 def check_set(game, lines, variant=""): problems = [] prefix = f"key/" if variant else "" for fid, _ins, _text in lines: durs = {} for gender in ("male", "female"): path = staging_path(game, gender, fid, variant) 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}/{prefix}{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}/{prefix}{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}/{prefix}{fid}: 时长离群 m={m:.2f}s f={f:.2f}s ratio={ratio:.1f}") print(f" {prefix}{fid:24s} m={m:6.2f}s f={f:6.2f}s{flag}") return problems problems = [] for game in games: print(f"=== {game} ===") problems += check_set(game, GAMES[game]) kvars = key_variants(game) if kvars: print(f" --- key 变体 {len(kvars)} 句 ---") problems += check_set(game, kvars, variant="key") 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 # 键盘变体:落 voice//key/ 子目录(引擎 key 模式候选链前置) kdst = os.path.join(dst_dir, "key") for fid, _ins, _text in key_variants(game): src = staging_path(game, gender, fid, "key") if not os.path.exists(src): print(f"[convert] WARN missing {game}/{gender}/key/{fid}.wav") continue os.makedirs(kdst, exist_ok=True) base = os.path.join(kdst, 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/.*;radio 按 NPC_BANDPASS 带通)。 # 异例:hunt 喊话走 sfx 层带 pan(23-hunt.md §8 R2 / §15 裁决 7),落 audio/sfx/。 npc_layer = "sfx" if game == "hunt" else "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", npc_layer, fid) af = npc_af(game, fid) af_args = ["-af", af] if af else [] subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src, *af_args, "-ar", "44100", "-c:a", "libvorbis", "-q:a", "3", base + ".ogg"], check=True) subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src, *af_args, "-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("--only-variants", action="store_true", help="只生成键盘变体(key)台词,跳过主表(--check/--convert 对变体始终生效)") 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, variants_only=args.only_variants) if __name__ == "__main__": main()