feat(tts): Xiaomi MiMo per-beat voice + MOCK_IMAGE testing aid (#3)
Adds optional Xiaomi MiMo TTS layer on top of the scene/beat engine and a MOCK_IMAGE flag for cheap local TTS iteration. - Per-character voice provisioning via MiMo voice design → clone, reference audio persisted in session - Per-line free-form delivery direction (Director writes "鼓起勇气又害羞,声音发颤" style instructions; sent to MiMo's director channel, never read aloud) - Per-beat audio served with the scene response; frontend plays via hidden <audio> with typewriter synced to audio duration; mute toggle persisted via localStorage lazy initializer - Graceful degradation: any TTS step failing → silent beat, game continues - MOCK_IMAGE=true returns a sharp-generated placeholder PNG so local TTS iteration doesn't burn image tokens - Recommended config in .env.example: MiMo Token Plan covers TEXT/VISION/TTS with one key (mimo-v2.5-pro for text, mimo-v2.5 omni for vision, mimo-v2.5-tts for TTS) Squashed from #3: - feat(tts): 小米 MiMo 逐 beat 配音 + 按 session 角色音色 + 自由文本配音指导 - feat(engine): MOCK_IMAGE 占位图便于本地测试 - fix(tts): address Copilot review on PR #3 - fix(tts): Copilot round-2 review feedback Known limitation: Session.characters carries the full WAV reference audio (~200-300KB/character base64) and round-trips through every /api/scene, /api/vision, /api/insert-beat request. This is intrinsic to MiMo's design→clone model (voice identity IS the audio, no server-side voiceId). Fixing requires server-side storage which is out of scope; documented for future hardening. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
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@@ -14,6 +14,7 @@ import { PlayCanvas, type Phase } from "@/components/PlayCanvas";
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import { PRESETS } from "@/lib/presets";
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import type {
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Beat,
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BeatAudio,
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BeatChoice,
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InsertBeatResponse,
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Scene,
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@@ -24,6 +25,8 @@ import type {
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VisionResponse,
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} from "@yume/types";
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const MUTED_STORAGE_KEY = "yume:muted";
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// ──────────────────────────────────────────────────────────────────────
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// Prefetch pool — speculative SceneResponses keyed by choice path.
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//
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@@ -133,7 +136,16 @@ function prefetchScenePath(
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nextSceneSeed: sole.effect.nextSceneSeed,
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},
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};
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prefetchScenePath(pool, baseSession, [...steps, nextStep], depth + 1);
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// Carry forward the registry that the parent prefetch result already
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// settled (it may include characters introduced by the intermediate
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// scene). Without this, the L2+ prefetch starts from the original
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// base.characters and a later transition through this survivor would
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// silently drop voices the player has already heard.
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const carriedBase: Session = {
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...baseSession,
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characters: data.characters,
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};
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prefetchScenePath(pool, carriedBase, [...steps, nextStep], depth + 1);
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}
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}
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@@ -181,6 +193,18 @@ function PlayInner() {
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const [currentScene, setCurrentScene] = useState<Scene | null>(null);
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const [currentBeatId, setCurrentBeatId] = useState<string | null>(null);
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const [imageBase64, setImageBase64] = useState<string | null>(null);
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const [beatAudioMap, setBeatAudioMap] = useState<Record<string, BeatAudio>>({});
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// Lazy-initialize from localStorage so PlayCanvas never mounts with the
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// wrong muted value (an effect-based read would briefly let audio play
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// before the preference settled in a scenario where audio arrives early).
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const [muted, setMuted] = useState<boolean>(() => {
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if (typeof window === "undefined") return false;
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try {
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return window.localStorage.getItem(MUTED_STORAGE_KEY) === "1";
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} catch {
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return false;
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}
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});
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const [pendingClick, setPendingClick] = useState<{
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x: number;
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y: number;
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@@ -203,6 +227,10 @@ function PlayInner() {
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return currentScene.beats.find((b) => b.id === currentBeatId) ?? null;
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}, [currentScene, currentBeatId]);
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const currentBeatAudio = currentBeat ? beatAudioMap[currentBeat.id] : undefined;
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const audioBase64 = currentBeatAudio?.base64 ?? null;
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const audioMime = currentBeatAudio?.mime ?? null;
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useEffect(() => {
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sessionRef.current = session;
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}, [session]);
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@@ -231,6 +259,19 @@ function PlayInner() {
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});
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}, [currentBeatId]);
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// ── Mute persistence (read is via the useState lazy initializer above) ─
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const toggleMuted = useCallback(() => {
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setMuted((prev) => {
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const next = !prev;
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try {
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window.localStorage.setItem(MUTED_STORAGE_KEY, next ? "1" : "0");
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} catch {
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// ignore
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}
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return next;
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});
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}, []);
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// ── Presentation mode toggle ─────────────────────────────────────────
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const togglePresentation = useCallback(async () => {
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const entering = !presentation;
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@@ -327,12 +368,14 @@ function PlayInner() {
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visitedBeatIds: [data.scene.entryBeatId],
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},
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],
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characters: data.characters,
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};
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visitedBeatsRef.current = [data.scene.entryBeatId];
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setSession(initial);
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setCurrentScene(data.scene);
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setCurrentBeatId(data.scene.entryBeatId);
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setImageBase64(data.imageBase64);
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setBeatAudioMap(data.beatAudio ?? {});
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setPhase("ready");
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})
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.catch((e) => setError(String(e)));
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@@ -409,12 +452,14 @@ function PlayInner() {
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visitedBeatIds: [result.scene.entryBeatId],
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},
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],
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characters: result.characters,
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};
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visitedBeatsRef.current = [result.scene.entryBeatId];
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setSession(newSession);
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setCurrentScene(result.scene);
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setCurrentBeatId(result.scene.entryBeatId);
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setImageBase64(result.imageBase64);
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setBeatAudioMap(result.beatAudio ?? {});
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setLastExitLabel(exitLabel);
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setPhase("ready");
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} catch (e) {
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@@ -514,7 +559,8 @@ function PlayInner() {
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};
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throw new Error(j.error ?? insertRes.statusText);
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}
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const { partial } = (await insertRes.json()) as InsertBeatResponse;
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const { partial, characters: insertChars, audio } =
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(await insertRes.json()) as InsertBeatResponse;
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const fromBeatId =
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currentBeatRef.current?.id ?? currentScene.entryBeatId;
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@@ -526,6 +572,7 @@ function PlayInner() {
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narration: partial.narration,
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speaker: partial.speaker,
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line: partial.line,
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lineDelivery: partial.lineDelivery,
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next: { type: "continue", nextBeatId: fromBeatId },
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};
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@@ -541,11 +588,15 @@ function PlayInner() {
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history: s.history.map((h, i, arr) =>
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i === arr.length - 1 ? { ...h, scene: patched } : h,
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),
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characters: insertChars,
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}
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: s,
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);
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setCurrentScene(patched);
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setCurrentBeatId(newBeatId);
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if (audio) {
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setBeatAudioMap((m) => ({ ...m, [newBeatId]: audio }));
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}
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setLastExitLabel(decision.intent.freeformAction);
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setPhase("ready");
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setPendingClick(null);
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@@ -627,6 +678,9 @@ function PlayInner() {
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<div className="fixed inset-0 bg-black flex items-center justify-center z-50">
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<PlayCanvas
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imageBase64={imageBase64}
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audioBase64={audioBase64}
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audioMime={audioMime}
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muted={muted}
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phase={phase}
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beat={currentBeat}
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pendingClick={pendingClick}
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@@ -666,6 +720,9 @@ function PlayInner() {
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<main className="flex-1 flex flex-col items-center justify-center px-4 md:px-8 py-6 md:py-10">
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<PlayCanvas
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imageBase64={imageBase64}
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audioBase64={audioBase64}
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audioMime={audioMime}
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muted={muted}
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phase={phase}
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beat={currentBeat}
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pendingClick={pendingClick}
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@@ -700,7 +757,17 @@ function PlayInner() {
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F · 演 · 示
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</button>
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<div className="text-[9px] smallcaps text-clay-400 num">Ⅰ · Ⅰ</div>
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<span className="text-[9px] w-[60px]" aria-hidden />
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<button
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type="button"
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onClick={toggleMuted}
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className="text-[9px] smallcaps text-clay-400 hover:text-clay-700 transition-colors flex items-center gap-2 w-[80px] justify-end"
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aria-label={muted ? "取消静音" : "静音"}
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>
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<i
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className={`fa-solid ${muted ? "fa-volume-xmark" : "fa-volume-high"} text-[10px]`}
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/>
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{muted ? "静 · 音" : "有 · 声"}
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</button>
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</footer>
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</div>
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);
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