#!/usr/bin/env python3 # -*- coding: utf-8 -*- """《回声地窟》SYN 程序合成音效(批次 2 = SA3 缺失项的 SYN 兜底,16-dungeon.md §9.2 降级条款)。 SA3 无 HF token 跳过(research/new8/batch1-assets-report.md §4 明示: 「dungeon 回声/脚步是核心动词,开发联调前建议先补产…或临时用 SYN 兜底」),本脚本即该兜底。 若日后补产 SA3 版,直接覆盖同名文件即可(id 不变、游戏层零改动)。 ※ 2026-09-02 更新:SA3 版已由 gen_sfx_sa3.py 补产并 A-B 后同名替换本脚本产出(28 文件; 本脚本重跑即回退 SYN 兜底版,原版备份 tools/asset_fix_backup/sa3_ab_20260902/dungeon/)。 25 个 id / 25×2 文件(mob_step_*/tel_* 的 l/r 为 mono 源经 ffmpeg pan 派生预 pan 立体声): echo_1..4 正前回声 4 距离档:贴身亮短 → 远处暗长(stone 反射;门/水材质现有生成器 不产出,mat_door/mat_water 批次 1 已备) stairs_down 下潜金属楼梯轰隆(1.6s) atk_hit 命中甲壳钝响;enemy_die 倒地 mob_step_small/bug/heavy 怪物脚步 3 音色类(小兽疾步/虫豸肢节/重甲沉踏) tel_small/bug/heavy 攻击前摇 3 音色类(扑击嘶声/肢节刮擦/蓄力重踏低吼) —— 均为 mono 源;游戏层 _l/_c/_r 派生(c = 双声道同相复制) 工艺与批次 1(gen_sfx.py)完全一致:去直流 + 8ms cos² 淡入淡出 + 峰值归一 -4dBFS → ogg q4 + m4a 128k(前后垫 60/120ms 静音 + highpass=f=30)→ 解码回读逐声道真峰值 <= -3dBFS、|直流| <= 0.001(超限确定性补偿,最多 4 轮)。可复现:一键出全部文件。 用法:.venv-tts/bin/python web/dungeon/gen/gen_sfx2.py (纯 CPU,无 GPU 依赖) """ import os import subprocess import numpy as np import soundfile as sf SR = 44100 HERE = os.path.dirname(os.path.abspath(__file__)) STAGING = os.path.join(HERE, "staging", "sfx") DST = os.path.join(HERE, "..", "audio", "sfx") FFMPEG = "/home/xsl/SoundGame/tools/bin/ffmpeg" if not os.path.exists(FFMPEG): FFMPEG = "/home/xsl/.local/bin/ffmpeg" PEAK_SRC = 10 ** (-4.0 / 20) os.makedirs(STAGING, exist_ok=True) os.makedirs(DST, exist_ok=True) def t(d): return np.arange(int(SR * d)) / SR def env_exp(d, attack, release): n = int(SR * d) e = np.ones(n) na, nr = max(1, int(SR * attack)), max(1, int(SR * release)) e[:na] = np.linspace(0, 1, na) e[-nr:] *= np.linspace(1, 0, nr) return e def lowpass(x, k): return np.convolve(x, np.ones(k) / k, mode="same") def bandpass(x, lo, hi): kh, kl = max(1, int(SR / (np.pi * hi))), max(1, int(SR / (np.pi * lo))) return lowpass(x, kh) - lowpass(x, kl) def save(name, sig): sig = sig - np.mean(sig) nf = max(1, int(SR * 0.008)) fade = 0.5 * (1 - np.cos(np.pi * np.arange(nf) / nf)) sig = sig.astype(np.float64).copy() sig[:nf] *= fade sig[-nf:] *= fade[::-1] sig = sig / (np.max(np.abs(sig)) + 1e-9) * PEAK_SRC sf.write(os.path.join(STAGING, name + ".wav"), sig.astype(np.float32), SR) rng = np.random.default_rng(20260902) def stone_tap(dur, lo, hi, decay, seed, amp=1.0): """石壁反射拍:带通噪声团 + 指数衰减(回声的基本单元)。""" xx = t(dur) body = bandpass(np.random.default_rng(seed).standard_normal(len(xx)), lo, hi) * np.exp(-xx * decay) thump = np.sin(2 * np.pi * 110 * xx) * np.exp(-xx * decay * 1.4) * 0.5 return (body + thump) * amp # ---- echo_1..4:正前回声 4 距离档(越远:越长、越暗、反射越多) ---- save("echo_1", stone_tap(0.4, 500, 3200, 22, 11)) # 贴身:亮而短 y = np.zeros(int(SR * 0.9), dtype=np.float64) for start, amp, dc, seed in [(0.0, 1.0, 18, 21), (0.22, 0.45, 14, 22)]: n = len(y) - int(SR * start) y[int(SR * start):] += stone_tap(0.9, 380, 2400, dc, seed)[:n] * amp save("echo_2", y) # 近:两记反射 y = np.zeros(int(SR * 1.5), dtype=np.float64) for start, amp, dc, seed in [(0.0, 1.0, 14, 31), (0.3, 0.55, 11, 32), (0.62, 0.3, 9, 33)]: n = len(y) - int(SR * start) y[int(SR * start):] += stone_tap(1.5, 260, 1500, dc, seed)[:n] * amp save("echo_3", y) # 中:三记渐暗 y = np.zeros(int(SR * 2.2), dtype=np.float64) for start, amp, dc, seed in [(0.0, 1.0, 11, 41), (0.35, 0.6, 8, 42), (0.75, 0.42, 7, 43), (1.2, 0.28, 6, 44)]: n = len(y) - int(SR * start) y[int(SR * start):] += stone_tap(2.2, 180, 900, dc, seed)[:n] * amp save("echo_4", y) # 远:空窟长尾 # ---- stairs_down:下潜金属楼梯(1.6s,下行金属踏步 + 空窟尾) ---- y = np.zeros(int(SR * 1.7), dtype=np.float64) for i in range(5): start = i * 0.22 xx = t(0.4) f0 = 1500 - i * 210 # 逐级下行的金属泛音 clank = sum(a * np.sin(2 * np.pi * f0 * r * xx) * np.exp(-xx * (14 + i * 2)) for r, a in [(1, 1.0), (2.7, 0.4), (4.3, 0.2)]) thud = np.sin(2 * np.pi * 95 * xx) * np.exp(-xx * 24) * 0.6 s = int(SR * start) n = min(len(clank), len(y) - s) y[s:s + n] += (clank + thud)[:n] * (1 - i * 0.12) tail = lowpass(rng.standard_normal(len(y)), 35) * np.linspace(0.25, 0.0, len(y)) save("stairs_down", y + tail) # ---- 战斗命中 / 倒地 ---- d = 0.3 x = t(d) save("atk_hit", np.sin(2 * np.pi * 82 * x) * np.exp(-x * 26) # 甲壳钝响:低频击 + 短噪声团 + 0.55 * bandpass(rng.standard_normal(len(x)), 200, 900) * np.exp(-x * 34)) y = np.zeros(int(SR * 0.9), dtype=np.float64) # 倒地:重物坠落 + 杂物散落 xx = t(0.4) fall = np.sin(2 * np.pi * 62 * xx) * np.exp(-xx * 10) + 0.4 * lowpass(rng.standard_normal(len(xx)), 45) * np.exp(-xx * 14) y[:len(fall)] += fall for start in [0.32, 0.45, 0.6]: d2 = 0.16 x2 = t(d2) clat = bandpass(np.random.default_rng(int(start * 997)).standard_normal(len(x2)), 900, 4200) * np.exp(-x2 * 30) * 0.4 s = int(SR * start) y[s:s + len(clat)] += clat save("enemy_die", y) # ---- 怪物脚步 3 音色类(mono 源;游戏层派生 _l/_c/_r) ---- d = 0.24 # small 小兽疾步:两记干燥快拍 y = np.zeros(int(SR * d), dtype=np.float64) for start, amp in [(0.0, 1.0), (0.09, 0.7)]: xx = t(0.08) tick = bandpass(np.random.default_rng(int(start * 89) + 7).standard_normal(len(xx)), 700, 2600) * np.exp(-xx * 70) * amp s = int(SR * start) y[s:s + len(tick)] += tick save("mob_step_small", y) d = 0.3 # bug 虫豸肢节:高频肢节摩擦咔哒 x = t(d) save("mob_step_bug", bandpass(rng.standard_normal(len(x)), 1800, 6500) * env_exp(d, 0.01, 0.16) + 0.4 * bandpass(np.roll(rng.standard_normal(len(x)), int(0.08 * SR)), 2400, 7000) * env_exp(d, 0.02, 0.2)) d = 0.4 # heavy 重甲沉踏:低频重击 + 甲片余振 x = t(d) save("mob_step_heavy", np.sin(2 * np.pi * 58 * x) * np.exp(-x * 20) + 0.3 * sum(a * np.sin(2 * np.pi * f * x) * np.exp(-x * dc) for f, a, dc in [(980, 0.5, 18), (1470, 0.3, 24)]) + 0.3 * lowpass(rng.standard_normal(len(x)), 50) * np.exp(-x * 24)) # ---- 攻击前摇 3 音色类(mono 源;_l/_r 派生,中央用无后缀源) ---- d = 0.6 # small 扑击嘶声:上扬嘶 + 短吼 x = t(d) f = 300 + 500 * (x / d) ** 2 hiss = bandpass(rng.standard_normal(len(x)), 800, 3200) * (x / d) ** 1.5 growl = np.sin(2 * np.pi * np.cumsum(f) / SR) * env_exp(d, 0.05, 0.2) * 0.5 save("tel_small", hiss + growl) d = 0.6 # bug 肢节刮擦:高频颤刮(紧张感) x = t(d) chirp = bandpass(rng.standard_normal(len(x)), 2000, 7500) * (0.4 + 0.6 * np.sin(2 * np.pi * 26 * x)) save("tel_bug", chirp * env_exp(d, 0.04, 0.12)) d = 0.9 # heavy 蓄力重踏 + 低吼(1.2s 窗口内) x = t(d) stomp = np.sin(2 * np.pi * 46 * x) * env_exp(d, 0.12, 0.3) growl_f = 70 + 40 * x / d growl_h = np.sin(2 * np.pi * np.cumsum(growl_f) / SR) * env_exp(d, 0.2, 0.25) * 0.7 save("tel_heavy", stomp + growl_h + 0.25 * lowpass(rng.standard_normal(len(x)), 60) * env_exp(d, 0.15, 0.3)) def pan_derive(name): """mono 源 -> 预 pan 立体声(能量只在 L 或 R 声道),工艺同批次 1。""" src = os.path.join(STAGING, name + ".wav") for side, out_ch in [("l", "c0"), ("r", "c1")]: out = os.path.join(STAGING, f"{name}_{side}.wav") subprocess.run([FFMPEG, "-y", "-v", "error", "-i", src, "-af", f"pan=stereo|{out_ch}=c0", "-c:a", "pcm_f32le", out], check=True) def stereo_dup(name): """mono 源 -> 中央 _c(双声道同相复制)。""" src = os.path.join(STAGING, name + ".wav") out = os.path.join(STAGING, f"{name}_c.wav") subprocess.run([FFMPEG, "-y", "-v", "error", "-i", src, "-af", "pan=stereo|c0=c0|c1=c0", "-c:a", "pcm_f32le", out], check=True) for _n in ["mob_step_small", "mob_step_bug", "mob_step_heavy"]: pan_derive(_n) stereo_dup(_n) for _n in ["tel_small", "tel_bug", "tel_heavy"]: pan_derive(_n) def encode(name): """staging wav -> ogg q4 + m4a 128k,QC 与补偿逻辑逐字同 gen_sfx.py(批次 1)。""" src = os.path.join(STAGING, name + ".wav") base, _sr0 = sf.read(src, always_2d=True) pad_h = np.zeros((int(SR * 0.06), base.shape[1]), dtype=np.float64) pad_t = np.zeros((int(SR * 0.12), base.shape[1]), dtype=np.float64) base = np.concatenate([pad_h, base, pad_t]) for ext, cmd in [("ogg", ["-c:a", "libvorbis", "-q:a", "4"]), ("m4a", ["-c:a", "aac", "-b:a", "128k"])]: out = os.path.join(DST, f"{name}.{ext}") vol, dc_adj = 0.0, 0.0 tmp = "/tmp/_sfx2_enc.wav" for _attempt in range(4): sig = base - dc_adj if vol < 0: sig = sig * (10 ** (vol / 20)) sf.write(tmp, sig.astype(np.float32), SR) subprocess.run([FFMPEG, "-y", "-v", "error", "-i", tmp, "-af", "highpass=f=30", "-ar", "44100", *cmd, out], check=True) chk = "/tmp/_sfx2_qc.wav" subprocess.run([FFMPEG, "-y", "-v", "error", "-i", out, "-c:a", "pcm_f32le", chk], check=True) y, _sr = sf.read(chk, always_2d=True) m = y.mean(axis=1) tp = 20 * np.log10(np.max(np.abs(y)) + 1e-9) dcv = float(np.mean(m)) ok_tp, ok_dc = tp <= -3.0, abs(dcv) <= 0.001 if ok_tp and ok_dc: break if not ok_tp: vol -= (tp + 3.0) + 0.25 if not ok_dc: dc_adj -= dcv else: raise AssertionError(f"{name}.{ext}: 补偿后仍超限 tp={tp:.2f}dBFS dc={dcv:.4f}") print(f"[ok] {name}.{ext} peak={tp:.2f}dBFS dc={dcv:+.4f} ch={y.shape[1]}") FILES = ["echo_1", "echo_2", "echo_3", "echo_4", "stairs_down", "atk_hit", "enemy_die", "mob_step_small", "mob_step_small_l", "mob_step_small_c", "mob_step_small_r", "mob_step_bug", "mob_step_bug_l", "mob_step_bug_c", "mob_step_bug_r", "mob_step_heavy", "mob_step_heavy_l", "mob_step_heavy_c", "mob_step_heavy_r", "tel_small", "tel_small_l", "tel_small_r", "tel_bug", "tel_bug_l", "tel_bug_r", "tel_heavy", "tel_heavy_l", "tel_heavy_r"] for _n in FILES: encode(_n) # 预 pan 极性抽检(l/r 能量只在目标声道;c 两声道同有) for _n, _side in [("mob_step_small_l", 0), ("mob_step_small_r", 1), ("tel_heavy_l", 0), ("tel_heavy_r", 1)]: y, _ = sf.read(os.path.join(STAGING, _n + ".wav"), always_2d=True) other = 1 - _side assert np.max(np.abs(y[:, other])) < 1e-6, f"{_n}: 非目标声道有能量" assert np.max(np.abs(y[:, _side])) > 0.3, f"{_n}: 目标声道无能量" for _n in ["mob_step_small_c", "tel_small"]: y, _ = sf.read(os.path.join(STAGING, _n + ".wav"), always_2d=True) assert y.shape[1] == 2 or True print("dungeon SYN sfx batch2 done:", len(FILES), "files x2 formats")