fix(tts): persist stepfunVoiceId on Character + harden probe race
Two follow-ups from pr-agent review of #79: 1. director.ts voicePromises built a Character WITHOUT stepfunVoiceId, so on a StepFun server the client (which omits the voice payload to save FOT) echoed back only voiceDescription — and the server re-scored via pickStepfunVoiceId every beat instead of honoring the LLM pick. The whole "CharacterDesigner picks a preset id" mechanism was effectively bypassed on live StepFun sessions (it only worked for prebaked cards, which carry stepfunVoiceId in their JSON). Persist stepfunVoiceId onto the Character so the client→server round-trip keeps the LLM selection. 2. fetchBeatAudio's null-provider branch (probe pending) required speaker.voice and silently dropped a stepfun-only speaker. Accept any synthesizable source (voice | stepfunVoiceId | voiceDescription) so a slow getTtsProvider probe can't drop audio during the first scene's fetch window. The server resolveVoice normalizes regardless of which fields arrive.
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@@ -308,6 +308,9 @@ export async function directScene(
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// On the StepFun path, thread the LLM-selected stepfunVoiceId from the card
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// into provision — it lets stepfunProvision honor the catalog pick instead
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// of falling back to the keyword scorer (same network cost: still zero).
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// ALSO persist it onto the Character so the client can echo it back on a
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// StepFun server (where it skips the ~220KB voice payload) and the server
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// resolveVoice honors the LLM pick at synth time instead of re-scoring.
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const voicePromises = cards.map((card) =>
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provisionCharacterVoice(config, card.voiceDescription, card.name, {
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stepfunVoiceId: card.stepfunVoiceId,
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@@ -316,6 +319,7 @@ export async function directScene(
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name: card.name,
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voiceDescription: card.voiceDescription,
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voice,
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stepfunVoiceId: card.stepfunVoiceId,
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}),
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),
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);
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