- 新增 web/ 纯音频 HTML5 平台:共享引擎(手势/WebAudio 三层/设置/震动)、 Node 零依赖服务器(静态 + 注册登录 + 进度存档 API) - 游戏:剑与声(RPG 新作)、声命线、暗室(重设计)、音序回响(重设计)、 节拍行者(跟随领奏重构)、盲航(同向闪避重构);声东击西删除 - 全局功能:男声/女声双套 TTS 资产、三档语速、BGM 音量三档、 震动反馈语言(10 种震型)、服务器进度同步 - 资产:899 ogg + 899 m4a(Qwen3-TTS 双性别语音、Stable Audio 3 音效、 Mureka BGM 4+3 首),终检零缺失 - 文档:docs/design/ 13 篇设计审查文档、docs/audio/ 资产管线、 web/server/README.md API 文档
782 lines
50 KiB
Python
782 lines
50 KiB
Python
# -*- coding: utf-8 -*-
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"""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。
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约定:
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- 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/<flavor>/gen/,
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本脚本只做只读引用,不改 app/)。
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- 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)
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不在本脚本范围内,沿用 web/storyline/audio/voice/ 平铺原文件。
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- 输出 staging wav: tools/gen_voice_dual_wav/<game>/<gender>/<id>.wav
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--convert 后落地: web/<game>/audio/voice/<gender>/<id>.{ogg,m4a}
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(原有平铺 voice/*.ogg 保留不动,等引擎切换后由后续轮次清理。)
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质量控制:
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- 每条 assert 时长 > 0.3s、峰值 > 0.05;统一峰值归一 0.89。
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- 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。
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- 短句/数字类(文本 ≤ 2 字)同 instruct 一整批连续生成,减少 prosody 漂移。
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- --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)。
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用法(GPU 必须串行):
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source env.d/tts.sh
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flock /home/ubuntu/SoundGame/.gpu.lock .venv-tts/bin/python tools/gen_voice_dual.py --game simon --gender both
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.venv-tts/bin/python tools/gen_voice_dual.py --game all --check # 无需 GPU
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source env.d/android.sh && .venv-tts/bin/python tools/gen_voice_dual.py --game all --convert
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"""
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import argparse
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import os
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import re
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import subprocess
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import sys
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os.environ.setdefault("HF_HOME", "/home/ubuntu/SoundGame/models/hf")
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os.environ.setdefault("HF_ENDPOINT", "https://hf-mirror.com")
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ROOT = "/home/ubuntu/SoundGame"
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STAGING = os.path.join(ROOT, "tools", "gen_voice_dual_wav")
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SPLIT_LIMIT = 40 # 超过 40 字拆句
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GAP_SEC = 0.12 # 拼接句间静音
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PEAK_NORM = 0.89
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BATCH_SHORT = 16 # 数字/短句一批
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BATCH_LONG = 6
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# ---------------------------------------------------------------- 音色分配
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# 游戏 × 性别 -> speaker。说明见 docs/audio/asset-manifest.md。
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# 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
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# 中文母语的 Uncle_Fu;测试样本在 tools/samples/ryan_zh_*.wav 供人工试听。
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SPEAKERS = {
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"storyline": {"male": "Uncle_Fu", "female": "Vivian"},
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"escape": {"male": "Uncle_Fu", "female": "Serena"},
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"simon": {"male": "Uncle_Fu", "female": "Serena"},
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"rhythm": {"male": "Uncle_Fu", "female": "Vivian"},
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"space": {"male": "Uncle_Fu", "female": "Serena"},
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"rpg": {"male": "Uncle_Fu", "female": "Serena"},
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}
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# instruct 对:(male, female)。None 表示两性别共用同一 instruct。
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def _pair(m, f=None):
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return (m, f if f is not None else m)
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# ---------------------------------------------------------------- storyline
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_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",
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"冷静低沉的女声旁白,语速缓慢,带着末世废墟的苍凉感")
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_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",
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"女声旁白,由紧张转为温暖,结尾带希望")
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_SL_COLD = _pair("低沉醇厚的中年男声旁白,冷漠、空洞,越说越轻",
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"女声旁白,冷漠、空洞,越说越轻")
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_SL_EPIC = _pair("低沉醇厚的中年男声旁白,悲壮,尾音下沉",
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"女声旁白,悲壮,尾音下沉")
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STORYLINE_LINES = [
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# ---- 系统语音 ----
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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# ---- 选择提示 ----
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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# ---- 第一幕 ----
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("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。"),
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("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。"),
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("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。"),
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("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:"),
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("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。"),
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("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。"),
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("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。”"),
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# ---- 第二幕 ----
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("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。"),
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("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。”"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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# ---- 第三幕 ----
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("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。"),
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("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。"),
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("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。"),
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# ---- 结局 ----
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("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。"),
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("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。"),
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("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。"),
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("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。"),
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]
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# ---------------------------------------------------------------- escape
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# 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)。
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_ESC = _pair("低沉平稳的男声,冷静、克制,带一点神秘感",
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"沉稳平静的女声,冷静、克制,带一点神秘感")
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ESCAPE_LINES = [
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# ---- 开场引导 G0-G7 ----
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("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。"),
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("g1_move", _ESC, "先活动一下。朝任意方向滑一下,走一小步。"),
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("g1_done", _ESC, "很好,你迈出了第一步。"),
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("g2_wall", _ESC, "这个房间不大,四面都是墙。再滑两下,试试碰碰墙。"),
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("g3_left", _ESC, "跟着我指的路走。向左滑。"),
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("g4_down", _ESC, "对。再向下滑。"),
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("g5_inspect", _ESC, "听到水声了吗?单击一下,仔细检查这个房间。"),
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("g5_key", _ESC, "你摸到了一把钥匙!"),
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("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。"),
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("g6_done", _ESC, "对,就是这样。接下来,靠你自己了。"),
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("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。"),
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# ---- 引导纠错与跳过 ----
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("guide_wrong_up", _ESC, "不是这个方向。向上滑。"),
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("guide_wrong_down", _ESC, "不是这个方向。向下滑。"),
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("guide_wrong_left", _ESC, "不是这个方向。向左滑。"),
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("guide_wrong_right", _ESC, "不是这个方向。向右滑。"),
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("guide_wrong_gesture", _ESC, "不是这个操作。照我说的做。"),
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("guide_blunt_up", _ESC, "手指贴着屏幕,向上推一下。"),
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("guide_blunt_down", _ESC, "手指贴着屏幕,向下推一下。"),
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("guide_blunt_left", _ESC, "手指贴着屏幕,向左推一下。"),
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("guide_blunt_right", _ESC, "手指贴着屏幕,向右推一下。"),
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("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。"),
|
||
]
|
||
|
||
# ---------------------------------------------------------------- simon
|
||
# R2 重设计(docs/design/02):全游戏同一 instruct 常量,轮次/成绩全部整句化。
|
||
_SIMON = _pair("平静、清晰,像一个耐心的游戏主持人")
|
||
_SIMON_ROUNDS = ["第一", "第二", "第三", "第四", "第五", "第六", "第七", "第八", "第九", "第十",
|
||
"第十一", "第十二", "第十三", "第十四", "第十五", "第十六", "第十七", "第十八", "第十九", "第二十"]
|
||
SIMON_LINES = [
|
||
# ---- 交互式教学 T0-T7 ----
|
||
("t0_welcome", _SIMON, "欢迎来到音序回响。先认识六种声音。"),
|
||
("t0_goal", _SIMON, "我会演奏一串声音,请你记住顺序,原样复现。"),
|
||
("t1_up", _SIMON, "向上滑,是这个声音。"),
|
||
("t2_down", _SIMON, "向下滑,是这个声音。"),
|
||
("t3_left", _SIMON, "向左滑,是这个声音。"),
|
||
("t4_right", _SIMON, "向右滑,是这个声音。"),
|
||
("t5_tap", _SIMON, "单击,是这个声音。"),
|
||
("t6_double", _SIMON, "双击,是这个声音。"),
|
||
("t_try", _SIMON, "你试试。"),
|
||
("t_ok", _SIMON, "对了。"),
|
||
("t_wrong_up", _SIMON, "不是这个,向上滑试试。"),
|
||
("t_wrong_down", _SIMON, "不是这个,向下滑试试。"),
|
||
("t_wrong_left", _SIMON, "不是这个,向左滑试试。"),
|
||
("t_wrong_right", _SIMON, "不是这个,向右滑试试。"),
|
||
("t_wrong_tap", _SIMON, "不是这个,单击试试。"),
|
||
("t_wrong_double", _SIMON, "不是这个,双击试试。"),
|
||
("t_blunt_up", _SIMON, "手指贴着屏幕,向上推一下。"),
|
||
("t_blunt_down", _SIMON, "手指贴着屏幕,向下推一下。"),
|
||
("t_blunt_left", _SIMON, "手指贴着屏幕,向左推一下。"),
|
||
("t_blunt_right", _SIMON, "手指贴着屏幕,向右推一下。"),
|
||
("t_blunt_tap", _SIMON, "用指尖,轻轻点一下屏幕。"),
|
||
("t_blunt_double", _SIMON, "用指尖,快速点两下屏幕。"),
|
||
("t7_ready", _SIMON, "六种声音都记住了。后面的序列,会越来越长。"),
|
||
("t7_retry", _SIMON, "答错可以消耗机会重听。双击,可以随时重听。"),
|
||
("t_skip", _SIMON, "跳过教学,直接开始。"),
|
||
# ---- 轮次播报(整句,round_01..round_20 + 兜底) ----
|
||
*[(f"round_{i + 1:02d}", _SIMON, f"{w}轮,听好了。") for i, w in enumerate(_SIMON_ROUNDS)],
|
||
("round_more", _SIMON, "新的一轮,听好了。"),
|
||
# ---- 成绩播报 6 段整句 ----
|
||
("score_band1", _SIMON, "一轮都没坚持下来。别灰心。"),
|
||
("score_band2", _SIMON, "你坚持了三轮以内。"),
|
||
("score_band3", _SIMON, "你坚持了五轮左右。"),
|
||
("score_band4", _SIMON, "你坚持了将近十轮。"),
|
||
("score_band5", _SIMON, "你坚持了十轮以上,很厉害。"),
|
||
("score_band6", _SIMON, "你坚持了十五轮以上,大师级!"),
|
||
# ---- 流程句 ----
|
||
("your_turn", _SIMON, "轮到你了。"),
|
||
("chances_out", _SIMON, "重听机会用完了,小心。"),
|
||
("retry_use", _SIMON, "错了。用一次机会,再听一遍。"),
|
||
("relisten", _SIMON, "再听一遍。"),
|
||
("replay", _SIMON, "单击屏幕,再来一局。"),
|
||
("rules_prompt", _SIMON, "上滑,重听规则。下滑,打开菜单。"),
|
||
("rules", _SIMON, "上行音,向上滑。下行音,向下滑。左边的音,向左滑。右边的音,向右滑。一声轻响,单击。两声轻响,双击。"),
|
||
("gameover", _SIMON, "游戏结束。"),
|
||
# ---- 反馈短句 ----
|
||
("correct", _SIMON, "答对了!"),
|
||
("wrong", _SIMON, "错了。"),
|
||
("chance_plus", _SIMON, "机会加一。"),
|
||
("new_record", _SIMON, "新纪录!"),
|
||
# ---- 菜单 ----
|
||
("menu_open", _SIMON, "菜单。"),
|
||
("menu_restart", _SIMON, "重新开始。"),
|
||
("menu_home", _SIMON, "回大厅。"),
|
||
("menu_back", _SIMON, "返回游戏。"),
|
||
]
|
||
|
||
# ---------------------------------------------------------------- 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。"),
|
||
]
|
||
|
||
# ---------------------------------------------------------------- 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。"),
|
||
]
|
||
|
||
# ---------------------------------------------------------------- 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。"),
|
||
]
|
||
|
||
# NPC 单音色平铺(id, speaker, instruct, 台词)→ web/rpg/audio/voice/<id>.*
|
||
# 角色 speaker+instruct 恒定(村长与寨主同 speaker 不同 instruct,从不在同场景出现)。
|
||
RPG_NPC = [
|
||
("npc_headman_1", "Uncle_Fu", "慈祥和缓的老者", "外乡人,林子里不太平。这五十金,拿着防身。"),
|
||
("npc_headman_2", "Uncle_Fu", "慈祥和缓的老者", "商店就在村里,缺什么就去看看。"),
|
||
("npc_headman_3", "Uncle_Fu", "慈祥和缓的老者", "听说你是用耳朵走路的剑客?保重啊。"),
|
||
("npc_headman_4", "Uncle_Fu", "慈祥和缓的老者", "救救那些被掳走的孩子吧。"),
|
||
("npc_hunter_1", "Eric", "沙哑粗犷,豪爽中带着暖意", "站住。……哦,是个用耳朵的。"),
|
||
("npc_hunter_2", "Eric", "沙哑粗犷,豪爽中带着暖意", "寨子里有我旧识。带上这个,别死在路上。"),
|
||
("npc_hunter_3", "Eric", "沙哑粗犷,豪爽中带着暖意", "黑风寨主的双刀很快,听清他出刀前的动静。"),
|
||
("npc_hunter_4", "Eric", "沙哑粗犷,豪爽中带着暖意", "去吧。让我听听,你的传说。"),
|
||
("npc_elite_1", "Dylan", "凶狠粗鲁,大声喝骂", "哪儿来的瞎子,敢闯黑风寨!"),
|
||
("npc_elite_half", "Dylan", "凶狠粗鲁,大声喝骂", "你……你到底是什么人!"),
|
||
("npc_elite_die", "Dylan", "凶狠粗鲁,大声喝骂", "寨主……会替我报仇……"),
|
||
("npc_boss1_1", "Uncle_Fu", "低沉阴狠,慢条斯理", "盲剑客?正好,省得挖你的眼睛。"),
|
||
("npc_boss1_2", "Uncle_Fu", "低沉阴狠,慢条斯理", "有两下子。可惜,你听不懂死期的声音。"),
|
||
("npc_boss1_die", "Uncle_Fu", "低沉阴狠,慢条斯理", "白无瞳……会找到你……"),
|
||
]
|
||
NPCS = {"rpg": RPG_NPC}
|
||
|
||
GAMES = {
|
||
"storyline": STORYLINE_LINES,
|
||
"escape": ESCAPE_LINES,
|
||
"simon": SIMON_LINES,
|
||
"rhythm": RHYTHM_LINES,
|
||
"space": SPACE_LINES,
|
||
"rpg": RPG_LINES,
|
||
}
|
||
|
||
|
||
# ---------------------------------------------------------------- 工具函数
|
||
def split_text(text, limit=SPLIT_LIMIT):
|
||
"""按句末标点拆句并合并到 <=limit 字;超长单句再按逗号拆。"""
|
||
if len(text) <= limit:
|
||
return [text]
|
||
sents = [s for s in re.split(r"(?<=[。!?;…])", text) if s]
|
||
chunks, cur = [], ""
|
||
for s in sents:
|
||
if cur and len(cur) + len(s) > limit:
|
||
chunks.append(cur)
|
||
cur = s
|
||
else:
|
||
cur += s
|
||
if cur:
|
||
chunks.append(cur)
|
||
out = []
|
||
for c in chunks:
|
||
if len(c) <= limit:
|
||
out.append(c)
|
||
else: # 单句仍超限,按逗号硬拆
|
||
parts = [p for p in re.split(r"(?<=[,、:])", c) if p]
|
||
buf = ""
|
||
for p in parts:
|
||
if buf and len(buf) + len(p) > limit:
|
||
out.append(buf)
|
||
buf = p
|
||
else:
|
||
buf += p
|
||
if buf:
|
||
out.append(buf)
|
||
return [o for o in out if o.strip()]
|
||
|
||
|
||
def staging_path(game, gender, fid):
|
||
return os.path.join(STAGING, game, gender, fid + ".wav")
|
||
|
||
|
||
def valid_wav(path):
|
||
import numpy as np
|
||
import soundfile as sf
|
||
if not os.path.exists(path):
|
||
return False
|
||
try:
|
||
data, sr = sf.read(path)
|
||
except Exception:
|
||
return False
|
||
if len(data) == 0:
|
||
return False
|
||
dur = len(data) / sr
|
||
peak = float(np.max(np.abs(data)))
|
||
return dur > 0.3 and peak > 0.05
|
||
|
||
|
||
# ---------------------------------------------------------------- 生成
|
||
def generate(games, genders, only):
|
||
import numpy as np
|
||
import soundfile as sf
|
||
import torch
|
||
from qwen_tts import Qwen3TTSModel
|
||
|
||
model = Qwen3TTSModel.from_pretrained(
|
||
"Qwen/Qwen3-TTS-12Hz-1.7B-CustomVoice",
|
||
device_map="cuda:0",
|
||
dtype=torch.bfloat16,
|
||
)
|
||
print("model loaded", flush=True)
|
||
|
||
for game in games:
|
||
lines = GAMES[game]
|
||
if only:
|
||
lines = [x for x in lines if x[0] in only]
|
||
for gender in genders:
|
||
speaker = SPEAKERS[game][gender]
|
||
ins_idx = 0 if gender == "male" else 1
|
||
outdir = os.path.join(STAGING, game, gender)
|
||
os.makedirs(outdir, exist_ok=True)
|
||
|
||
# 展开成 (fid, chunk_idx, n_chunks, text, instruct),跳过已完成
|
||
items = []
|
||
for fid, ins_pair, text in lines:
|
||
path = staging_path(game, gender, fid)
|
||
if valid_wav(path):
|
||
continue
|
||
chunks = split_text(text)
|
||
for ci, ctext in enumerate(chunks):
|
||
items.append((fid, ci, len(chunks), ctext, ins_pair[ins_idx]))
|
||
if not items:
|
||
print(f"[{game}/{gender}] nothing to do", flush=True)
|
||
continue
|
||
|
||
# 短句(数字类)优先、同 instruct 聚合成整批,减少 prosody 漂移
|
||
shorts = [it for it in items if len(it[3]) <= 2]
|
||
longs = [it for it in items if len(it[3]) > 2]
|
||
queue = ([("short", shorts[i:i + BATCH_SHORT]) for i in range(0, len(shorts), BATCH_SHORT)]
|
||
+ [("long", longs[i:i + BATCH_LONG]) for i in range(0, len(longs), BATCH_LONG)])
|
||
|
||
results = {} # fid -> {chunk_idx: wav}
|
||
for bi, (kind, batch) in enumerate(queue):
|
||
wavs, sr = model.generate_custom_voice(
|
||
text=[b[3] for b in batch],
|
||
language=["Chinese"] * len(batch),
|
||
speaker=[speaker] * len(batch),
|
||
instruct=[b[4] for b in batch],
|
||
max_new_tokens=2048,
|
||
)
|
||
for (fid, ci, _n, _t, _i), wav in zip(batch, wavs):
|
||
results.setdefault(fid, {})[ci] = np.asarray(wav, dtype=np.float32)
|
||
print(f"[{game}/{gender}] batch {bi + 1}/{len(queue)} ({kind}, n={len(batch)})", flush=True)
|
||
|
||
gap = np.zeros(int(GAP_SEC * sr), dtype=np.float32)
|
||
for fid, ins_pair, text in lines:
|
||
path = staging_path(game, gender, fid)
|
||
if valid_wav(path):
|
||
continue
|
||
got = results.get(fid, {})
|
||
n_chunks = len(split_text(text))
|
||
assert len(got) == n_chunks, f"{game}/{gender}/{fid}: 缺 chunk {len(got)}/{n_chunks}"
|
||
wav = got[0]
|
||
for ci in range(1, n_chunks):
|
||
wav = np.concatenate([wav, gap, got[ci]])
|
||
peak = float(np.max(np.abs(wav)))
|
||
assert peak > 0.05, f"{game}/{gender}/{fid}: peak {peak:.3f}"
|
||
wav = wav / peak * PEAK_NORM
|
||
dur = len(wav) / sr
|
||
assert dur > 0.3, f"{game}/{gender}/{fid}: dur {dur:.2f}s"
|
||
sf.write(path, wav, sr)
|
||
print(f"[ok] {game}/{gender}/{fid} {dur:.2f}s chunks={n_chunks}", flush=True)
|
||
|
||
# NPC 单音色平铺(staging <game>/npc/,convert 落 flat voice/)
|
||
npc_lines = NPCS.get(game)
|
||
if npc_lines:
|
||
outdir = os.path.join(STAGING, game, "npc")
|
||
os.makedirs(outdir, exist_ok=True)
|
||
todo = [x for x in npc_lines if not valid_wav(os.path.join(outdir, x[0] + ".wav"))]
|
||
for i in range(0, len(todo), BATCH_LONG):
|
||
batch = todo[i:i + BATCH_LONG]
|
||
wavs, sr = model.generate_custom_voice(
|
||
text=[b[3] for b in batch],
|
||
language=["Chinese"] * len(batch),
|
||
speaker=[b[1] for b in batch],
|
||
instruct=[b[2] for b in batch],
|
||
max_new_tokens=2048,
|
||
)
|
||
for (fid, _sp, _ins, _t), wav in zip(batch, wavs):
|
||
wav = np.asarray(wav, dtype=np.float32)
|
||
peak = float(np.max(np.abs(wav)))
|
||
assert peak > 0.05, f"{game}/npc/{fid}: peak {peak:.3f}"
|
||
wav = wav / peak * PEAK_NORM
|
||
dur = len(wav) / sr
|
||
assert dur > 0.3, f"{game}/npc/{fid}: dur {dur:.2f}s"
|
||
sf.write(os.path.join(outdir, fid + ".wav"), wav, sr)
|
||
print(f"[ok] {game}/npc/{fid} {dur:.2f}s", flush=True)
|
||
|
||
|
||
# ---------------------------------------------------------------- 检查
|
||
def check(games):
|
||
import numpy as np
|
||
import soundfile as sf
|
||
|
||
problems = []
|
||
for game in games:
|
||
print(f"=== {game} ===")
|
||
for fid, _ins, _text in GAMES[game]:
|
||
durs = {}
|
||
for gender in ("male", "female"):
|
||
path = staging_path(game, gender, fid)
|
||
if not os.path.exists(path):
|
||
durs[gender] = None
|
||
continue
|
||
data, sr = sf.read(path)
|
||
peak = float(np.max(np.abs(data)))
|
||
durs[gender] = len(data) / sr
|
||
if durs[gender] <= 0.3 or peak <= 0.05:
|
||
problems.append(f"{game}/{gender}/{fid}: 质量不达标 dur={durs[gender]:.2f} peak={peak:.3f}")
|
||
m, f = durs["male"], durs["female"]
|
||
if m is None or f is None:
|
||
problems.append(f"{game}/{fid}: 缺 {'male' if m is None else 'female'}")
|
||
continue
|
||
ratio = max(m, f) / min(m, f)
|
||
flag = " <-- OUTLIER" if ratio > 3 else ""
|
||
if ratio > 3:
|
||
problems.append(f"{game}/{fid}: 时长离群 m={m:.2f}s f={f:.2f}s ratio={ratio:.1f}")
|
||
print(f" {fid:24s} m={m:6.2f}s f={f:6.2f}s{flag}")
|
||
print()
|
||
if problems:
|
||
print("PROBLEMS:")
|
||
for p in problems:
|
||
print(" ", p)
|
||
return 1
|
||
print("ALL OK")
|
||
return 0
|
||
|
||
|
||
# ---------------------------------------------------------------- 转码
|
||
def convert(games):
|
||
# 只按台词表转换(不扫目录),staging 里残留的旧 id wav 不会落盘
|
||
total = 0
|
||
for game in games:
|
||
for gender in ("male", "female"):
|
||
dst_dir = os.path.join(ROOT, "web", game, "audio", "voice", gender)
|
||
os.makedirs(dst_dir, exist_ok=True)
|
||
for fid, _ins, _text in GAMES[game]:
|
||
src = staging_path(game, gender, fid)
|
||
if not os.path.exists(src):
|
||
print(f"[convert] WARN missing {game}/{gender}/{fid}.wav")
|
||
continue
|
||
base = os.path.join(dst_dir, fid)
|
||
subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src,
|
||
"-ar", "44100", "-c:a", "libvorbis", "-q:a", "3", base + ".ogg"], check=True)
|
||
subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src,
|
||
"-ar", "44100", "-c:a", "aac", "-b:a", "128k", base + ".m4a"], check=True)
|
||
total += 1
|
||
# NPC 平铺(staging <game>/npc/ → audio/voice/<id>.*)
|
||
for fid, _sp, _ins, _t in NPCS.get(game, []):
|
||
src = os.path.join(STAGING, game, "npc", fid + ".wav")
|
||
if not os.path.exists(src):
|
||
print(f"[convert] WARN missing {game}/npc/{fid}.wav")
|
||
continue
|
||
base = os.path.join(ROOT, "web", game, "audio", "voice", fid)
|
||
subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src,
|
||
"-ar", "44100", "-c:a", "libvorbis", "-q:a", "3", base + ".ogg"], check=True)
|
||
subprocess.run(["ffmpeg", "-y", "-v", "error", "-i", src,
|
||
"-ar", "44100", "-c:a", "aac", "-b:a", "128k", base + ".m4a"], check=True)
|
||
total += 1
|
||
print(f"[convert] {game} done")
|
||
print(f"converted {total} files (ogg+m4a each)")
|
||
|
||
|
||
def main():
|
||
ap = argparse.ArgumentParser()
|
||
ap.add_argument("--game", required=True,
|
||
choices=list(GAMES.keys()) + ["all"])
|
||
ap.add_argument("--gender", default="both", choices=["male", "female", "both"])
|
||
ap.add_argument("--only", default="", help="逗号分隔的 id 列表,只生成这些")
|
||
ap.add_argument("--check", action="store_true")
|
||
ap.add_argument("--convert", action="store_true")
|
||
args = ap.parse_args()
|
||
|
||
games = list(GAMES.keys()) if args.game == "all" else [args.game]
|
||
genders = ["male", "female"] if args.gender == "both" else [args.gender]
|
||
only = set(x for x in args.only.split(",") if x)
|
||
|
||
if args.check:
|
||
sys.exit(check(games))
|
||
if args.convert:
|
||
convert(games)
|
||
return
|
||
generate(games, genders, only)
|
||
|
||
|
||
if __name__ == "__main__":
|
||
main()
|