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)
This commit is contained in:
Zonghao Yuan
2026-05-28 20:45:21 +08:00
committed by GitHub
parent d1f13d51a3
commit fcd4e6c1ab
18 changed files with 787 additions and 62 deletions
+1
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@@ -13,6 +13,7 @@
},
"dependencies": {
"@yume/ai-client": "workspace:*",
"@yume/tts-client": "workspace:*",
"@yume/types": "workspace:*",
"sharp": "^0.33.5"
}
+40 -13
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@@ -4,6 +4,8 @@ import type {
BeatChoice,
BeatChoiceEffect,
BeatNext,
Character,
InsertBeatPartial,
ProviderConfig,
Scene,
Session,
@@ -43,13 +45,20 @@ type RawBeat = {
narration?: string;
speaker?: string;
line?: string;
lineDelivery?: string;
next?: RawNext;
};
type RawCharacterUpdate = {
name?: string;
description?: string;
};
type RawScene = {
scenePrompt?: string;
entryBeatId?: string;
beats?: RawBeat[];
characterUpdates?: RawCharacterUpdate[];
};
function coerceEffect(raw: RawEffect | undefined): BeatChoiceEffect {
@@ -90,15 +99,28 @@ function coerceBeat(raw: RawBeat, idx: number, totalBeats: number): Beat {
// last/dangling continue into a real scene-change exit so the player can
// never get stuck self-looping on it.
const fallback = idx + 1 < totalBeats ? `b${idx + 2}` : "";
const line = raw.line?.trim() || undefined;
return {
id,
narration: raw.narration?.trim() || undefined,
speaker: raw.speaker?.trim() || undefined,
line: raw.line?.trim() || undefined,
line,
// lineDelivery only meaningful when there is a line to deliver.
lineDelivery: line ? raw.lineDelivery?.trim() || undefined : undefined,
next: coerceNext(raw.next, fallback),
};
}
function coerceCharacterUpdates(raw: RawCharacterUpdate[] | undefined): Character[] {
if (!Array.isArray(raw)) return [];
return raw
.map((c) => ({
name: c.name?.trim() ?? "",
description: c.description?.trim() ?? "",
}))
.filter((c) => c.name && c.description);
}
const FALLBACK_SEED = "故事继续推进";
function fallbackExitChoice(beatId: string): BeatChoice {
@@ -230,10 +252,15 @@ function newSceneId(): string {
// Called both on real scene transitions AND on speculative prefetch.
// ──────────────────────────────────────────────────────────────────────
export type SceneResult = {
scene: Scene;
characterUpdates: Character[];
};
export async function directScene(
config: ProviderConfig,
session: Session,
): Promise<Scene> {
): Promise<SceneResult> {
const raw = await chat(
config,
[
@@ -264,10 +291,13 @@ export async function directScene(
: beats[0]!.id;
return {
id: newSceneId(),
scenePrompt: parsed.scenePrompt?.trim() || "an empty scene",
beats,
entryBeatId,
scene: {
id: newSceneId(),
scenePrompt: parsed.scenePrompt?.trim() || "an empty scene",
beats,
entryBeatId,
},
characterUpdates: coerceCharacterUpdates(parsed.characterUpdates),
};
}
@@ -280,7 +310,7 @@ export async function directInsertBeat(
config: ProviderConfig,
session: Session,
freeformAction: string,
): Promise<{ narration?: string; speaker?: string; line?: string }> {
): Promise<InsertBeatPartial> {
const raw = await chat(
config,
[
@@ -293,15 +323,12 @@ export async function directInsertBeat(
{ temperature: 0.9, responseFormat: "json_object" },
);
const parsed = parseJsonLoose<{
narration?: string;
speaker?: string;
line?: string;
}>(raw);
const parsed = parseJsonLoose<InsertBeatPartial>(raw);
const narration = parsed.narration?.trim() || undefined;
const speaker = parsed.speaker?.trim() || undefined;
const line = parsed.line?.trim() || undefined;
const lineDelivery = line ? parsed.lineDelivery?.trim() || undefined : undefined;
// If the model returned nothing usable, supply a fallback narration so the
// frontend doesn't append a silent empty beat that renders no dialogue —
@@ -309,5 +336,5 @@ export async function directInsertBeat(
if (!narration && !speaker && !line) {
return { narration: "(你停下脚步,环视片刻。)" };
}
return { narration, speaker, line };
return { narration, speaker, line, lineDelivery };
}
+3
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@@ -5,4 +5,7 @@ export {
requestInsertBeat,
} from "./orchestrator";
export { annotateClick } from "./annotate";
export { voiceBeat, voiceScene } from "./voice";
export type { SceneResult } from "./director";
export type { InsertBeatPartial } from "@yume/types";
export * from "./prompts";
+25
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@@ -0,0 +1,25 @@
import sharp from "sharp";
let cached: string | undefined;
// A static 16:9 placeholder used when MOCK_IMAGE=true, so we can exercise the
// TTS path without paying for image generation. Generated once, then memoized.
export async function mockImageBase64(): Promise<string> {
if (cached) return cached;
const W = 1792;
const H = 1024;
const svg = `<svg xmlns="http://www.w3.org/2000/svg" width="${W}" height="${H}">
<rect width="${W}" height="${H}" fill="#161109"/>
<rect x="2" y="2" width="${W - 4}" height="${H - 4}" fill="none"
stroke="#5a4628" stroke-width="3" stroke-dasharray="14 10"/>
<text x="50%" y="45%" fill="#b88f4a" font-family="Georgia, serif"
font-size="72" letter-spacing="6" text-anchor="middle">MOCK IMAGE</text>
<text x="50%" y="53%" fill="#6e5430" font-family="Georgia, serif"
font-size="30" letter-spacing="3" text-anchor="middle">TTS TEST — image generation skipped</text>
</svg>`;
const png = await sharp(Buffer.from(svg)).png().toBuffer();
cached = png.toString("base64");
return cached;
}
+122 -10
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@@ -1,7 +1,10 @@
import type {
BeatAudio,
Character,
EngineConfig,
InsertBeatRequest,
InsertBeatResponse,
Scene,
SceneRequest,
SceneResponse,
Session,
@@ -12,15 +15,55 @@ import type {
} from "@yume/types";
import { annotateClick } from "./annotate";
import { directInsertBeat, directScene } from "./director";
import { mockImageBase64 } from "./mockImage";
import { render } from "./renderer";
import { interpret } from "./vision";
import { voiceBeat, voiceScene } from "./voice";
function newSessionId(): string {
return `s_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
}
// Merge new character entries into the registry by name. If a name already
// exists we preserve the existing voice (so a description revision never
// silently re-provisions a voice the player has already heard).
function mergeCharacters(existing: Character[], updates: Character[]): Character[] {
if (updates.length === 0) return existing;
const byName = new Map(existing.map((c) => [c.name, c]));
for (const u of updates) {
const prev = byName.get(u.name);
byName.set(u.name, prev?.voice ? { ...u, voice: prev.voice } : u);
}
return Array.from(byName.values());
}
async function renderImage(
config: EngineConfig,
scene: Scene,
styleGuide: string,
): Promise<string> {
if (config.mockImage) return mockImageBase64();
return render(config.image, scene, styleGuide);
}
async function runVoiceScene(
config: EngineConfig,
session: Session,
scene: Scene,
): Promise<{
beatAudio?: Record<string, BeatAudio>;
characters: Character[];
}> {
if (!config.tts) return { characters: session.characters };
const res = await voiceScene(config.tts, session, scene);
return {
beatAudio: Object.keys(res.beatAudio).length ? res.beatAudio : undefined,
characters: res.characters,
};
}
// ──────────────────────────────────────────────────────────────────────
// startSession — first scene + image
// startSession — first scene + image + per-beat voice
// ──────────────────────────────────────────────────────────────────────
export async function startSession(
@@ -33,31 +76,55 @@ export async function startSession(
worldSetting: req.worldSetting.trim(),
styleGuide: req.styleGuide.trim(),
history: [],
characters: [],
};
const scene = await directScene(config.text, session);
const imageBase64 = await render(config.image, scene, session.styleGuide);
const { scene, characterUpdates } = await directScene(config.text, session);
const preVoiceSession: Session = {
...session,
characters: mergeCharacters(session.characters, characterUpdates),
};
const [imageBase64, voiceRes] = await Promise.all([
renderImage(config, scene, preVoiceSession.styleGuide),
runVoiceScene(config, preVoiceSession, scene),
]);
return {
sessionId: session.id,
scene,
imageBase64,
characters: voiceRes.characters,
beatAudio: voiceRes.beatAudio,
};
}
// ──────────────────────────────────────────────────────────────────────
// requestScene — generate the NEXT scene + image.
// Frontend passes a session whose latest history entry has `exit` set.
// Also used for prefetch speculation (frontend synthesizes the exit).
// requestScene — generate the NEXT scene + image + per-beat voice.
// Used both on real scene transitions and on speculative prefetch.
// ──────────────────────────────────────────────────────────────────────
export async function requestScene(
config: EngineConfig,
req: SceneRequest,
): Promise<SceneResponse> {
const scene = await directScene(config.text, req.session);
const imageBase64 = await render(config.image, scene, req.session.styleGuide);
return { scene, imageBase64 };
const { scene, characterUpdates } = await directScene(config.text, req.session);
const preVoiceSession: Session = {
...req.session,
characters: mergeCharacters(req.session.characters, characterUpdates),
};
const [imageBase64, voiceRes] = await Promise.all([
renderImage(config, scene, preVoiceSession.styleGuide),
runVoiceScene(config, preVoiceSession, scene),
]);
return {
scene,
imageBase64,
characters: voiceRes.characters,
beatAudio: voiceRes.beatAudio,
};
}
// ──────────────────────────────────────────────────────────────────────
@@ -75,6 +142,7 @@ export async function visionDecide(
// ──────────────────────────────────────────────────────────────────────
// requestInsertBeat — generates a transient in-scene beat (no image regen)
// and voices the line if any.
// ──────────────────────────────────────────────────────────────────────
export async function requestInsertBeat(
@@ -86,5 +154,49 @@ export async function requestInsertBeat(
req.session,
req.freeformAction,
);
return { partial };
// INSERT_BEAT prompt forbids new characters — but if the director violates
// it, voiceBeat's name-inferred fallback would silently provision and persist
// the hallucinated speaker. Strip the speaker attribution and promote the
// line into narration so the player still sees the text (the client only
// renders `line` when there is a `speaker`).
if (
partial.speaker &&
!req.session.characters.some((c) => c.name === partial.speaker)
) {
console.warn(
`[insert-beat] unregistered speaker "${partial.speaker}" ignored`,
);
const promotedNarration =
[partial.narration, partial.line].filter(Boolean).join("\n") || undefined;
return {
partial: {
narration: promotedNarration,
speaker: undefined,
line: undefined,
lineDelivery: undefined,
},
characters: req.session.characters,
};
}
if (!config.tts) {
// Always echo characters so callers don't need a ?? fallback.
return { partial, characters: req.session.characters };
}
// Insert beats stay in-scene and (per the INSERT_BEAT prompt) reuse the
// registered cast, so we voice against the existing character set.
const voiceRes = await voiceBeat(
config.tts,
req.session,
req.session.characters,
partial,
);
return {
partial,
characters: voiceRes.characters,
audio: voiceRes.audio,
};
}
+44 -11
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@@ -4,11 +4,12 @@ import type { Scene, Session } from "@yume/types";
// Director — emits one Scene (background + a graph of beats) at a time.
// ──────────────────────────────────────────────────────────────────────
export const DIRECTOR_SYSTEM = `你是一个交互视觉小说的「场景导演」。每次基于世界观、画风、玩家历史,输出**一个完整的场景**。
export const DIRECTOR_SYSTEM = `你是一个交互视觉小说的「场景导演」。每次基于世界观、画风、玩家历史、已登记角色,输出**一个完整的场景**,并为每句台词配上细腻的配音导演指令
一个场景包含:
- 一张背景图(你给出英文 scenePrompt
- 一组对话节拍 beats,玩家会按顺序经历它们
- 任何**首次登场**的角色,需在 characterUpdates 里登记其专属音色设计
每个 beat 是玩家会看到的一段叙述 / 对话 / 选择。beat 之间通过 next 字段连接:
- "continue": 玩家点击图片背景 / 按继续,自然推进到下一个 beat
@@ -30,27 +31,42 @@ choice 的 effect 有两种:
- choice 至少 2 个,至多 4 个,互不重复
文本风格约束:
- narration / line 用中文scenePrompt 用英文
- narration / line 用中文(**纯净可显示文本**,绝不要写 (叹气)(语速快) 这类标注 —— 那是给配音的,会被玩家看见)
- scenePrompt / lineDelivery / characterUpdates 内的文字按下方专门说明
- 单个 beat 的 narration 与 line 加起来 ≤80 字
- 单个 choice label ≤15 字
- scenePrompt 只描述画面里看到什么,不要描述 UI
- scenePrompt 用英文,只描述画面里看到什么,不要描述 UI
配音相关字段:
- 每个有 line 的 beat **必须**给出 lineDelivery —— 自由中文的"配音导演指令",描述该句台词怎么念(情绪 / 语气 / 语速 / 气息 / 停顿 / 重音 / 音色起伏)。例:"鼓起勇气又害羞,声音发颤、偏小,句尾带一丝气声,语速偏慢"。平淡场合写"平静自然、语速适中"即可,但要贴当下情境。
- characterUpdates 仅当**有新角色首次出现**时列出该新角色的音色设计;已登记的角色不要重复列出。
- characterUpdates[].description **必须以明确性别开头**"女性,…" / "男性,…"),随后描述:年龄、音色质感、性格情绪基调、语速节奏、人设腔调、口音方言。例:"女性,约17岁少女,音色清亮带点稚嫩甜美,性格开朗,语速偏快,标准普通话"。
角色与台词的硬性规则(影响配音正确性):
- 任何 beat 的 speaker 字段一旦填了名字,**该名字必须**:① 在"已登记角色"列表中存在,或 ② 本次输出的 characterUpdates 里登记。绝不允许 speaker 是个未登记的陌生名字。
- speaker 名字必须与登记名**完全一致**,不要加「(回忆)」「学姐」之类后缀或别名。
必须输出严格 JSON,结构如下:
{
"scenePrompt": "english scene description, no UI",
"entryBeatId": "b1",
"characterUpdates": [
{ "name": "夏海", "description": "女性,约17岁少女,音色清亮带点稚嫩甜美…" }
],
"beats": [
{
"id": "b1",
"narration": "可空",
"narration": "可空(纯净文本)",
"speaker": "可空",
"line": "可空",
"line": "可空(纯净文本)",
"lineDelivery": "line 非空时必填:配音导演指令",
"next": { "type": "continue", "nextBeatId": "b2" }
},
{
"id": "b2",
"speaker": "...",
"line": "...",
"speaker": "夏海",
"line": "学长,我有话想对你说。",
"lineDelivery": "鼓起勇气,但又有点害羞,语速偏慢,句尾微微上扬",
"next": {
"type": "choice",
"choices": [
@@ -77,6 +93,13 @@ export function buildDirectorUserMessage(session: Session): string {
parts.push(`世界观:${session.worldSetting}`);
parts.push(`画风:${session.styleGuide}`);
if (session.characters.length > 0) {
parts.push("\n已登记角色(speaker 必须用这些名字之一,或在本次 characterUpdates 里登记新名):");
for (const c of session.characters) {
parts.push(`- ${c.name}${c.description}`);
}
}
if (session.history.length === 0) {
parts.push("\n这是故事的开场。请生成第一个场景,严格以 JSON 格式返回。");
return parts.join("\n");
@@ -142,19 +165,22 @@ export function buildDirectorUserMessage(session: Session): string {
export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场景内做了一个**不会换场景的自由动作**(比如看一眼桌上的相框、想了想刚才那句话)。请基于此动作,写出一个**单独的、过渡性的 beat**:可以是旁白、角色台词、或两者结合。
文本风格约束:
- narration / line 用中文
- narration / line 用中文,**纯净可显示文本**,不要写 (叹气) 这类配音标注
- narration 与 line 加起来 ≤80 字
- 不要打破当前场景的物理状态(玩家仍在原地、对面仍是同一个角色)
- 不要生成选项或下一步指引 —— 玩家点击会自然回到原 beat
- 如果有 linespeaker 必须用**已登记角色**里的名字(绝不允许引入新角色)
- 如果有 line**必须**给出 lineDelivery(配音导演指令,自由中文,描述这句话怎么念)
必须输出严格 JSON
{
"narration": "...",
"speaker": "...",
"line": "..."
"line": "...",
"lineDelivery": "..."
}
字段都可为空字符串。不要输出 JSON 以外的任何文本。`;
narration/speaker/line/lineDelivery 都可为空字符串。不要输出 JSON 以外的任何文本。`;
export function buildInsertBeatUserMessage(
session: Session,
@@ -163,9 +189,16 @@ export function buildInsertBeatUserMessage(
const parts: string[] = [];
parts.push(`世界观:${session.worldSetting}`);
if (session.characters.length > 0) {
parts.push("\n已登记角色(speaker 只能用这些名字):");
for (const c of session.characters) {
parts.push(`- ${c.name}`);
}
}
const current = session.history.at(-1);
if (current) {
parts.push(`当前场景:${current.scene.scenePrompt}`);
parts.push(`\n当前场景:${current.scene.scenePrompt}`);
const lastBeatId = current.visitedBeatIds.at(-1) ?? current.scene.entryBeatId;
const lastBeat = current.scene.beats.find((b) => b.id === lastBeatId);
if (lastBeat) {
+106
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@@ -0,0 +1,106 @@
import { provisionVoice, synthesize } from "@yume/tts-client";
import type {
BeatAudio,
Character,
CharacterVoice,
Scene,
Session,
TtsConfig,
} from "@yume/types";
export type BeatLike = {
id?: string;
speaker?: string;
line?: string;
lineDelivery?: string;
};
// When the director references a speaker that was never registered, derive a
// description from the name + world so the voice's gender/temperament is at
// least inferred from the name — never borrowed from another character.
function inferredSpeakerDescription(name: string, session: Session): string {
return `请根据角色名「${name}」推断其性别、年龄与气质,生成最贴合的音色。所属世界观:${session.worldSetting}`;
}
// Voice a single beat against a mutable character registry.
// Returns the (possibly-extended) registry plus the audio if synthesized.
// Narration-only beats and missing-line beats return no audio (VN convention).
export async function voiceBeat(
cfg: TtsConfig,
session: Session,
characters: Character[],
beat: BeatLike,
): Promise<{ audio?: BeatAudio; characters: Character[] }> {
if (!beat.speaker || !beat.line) {
return { characters };
}
const speakerName = beat.speaker;
const text = beat.line;
const delivery = beat.lineDelivery;
// Hoisted so the catch can return the in-progress registry even if synthesis
// fails after provisioning succeeded — otherwise the just-provisioned voice
// would be lost and the next beat for this speaker would pay to re-design it
// (extra cost, latency, and more 429 risk on rate-limited providers).
let nextCharacters: Character[] = characters;
try {
const idx = characters.findIndex((c) => c.name === speakerName);
let voice: CharacterVoice | undefined;
if (idx !== -1 && characters[idx]?.voice) {
voice = characters[idx]!.voice;
} else if (idx !== -1) {
const target = characters[idx]!;
voice = await provisionVoice(cfg, target.description);
nextCharacters = characters.map((c, i) =>
i === idx ? { ...c, voice } : c,
);
} else {
const description = inferredSpeakerDescription(speakerName, session);
voice = await provisionVoice(cfg, description);
nextCharacters = [...characters, { name: speakerName, description, voice }];
}
const { audioBase64, mimeType } = await synthesize(
cfg,
voice,
text,
delivery,
);
return {
audio: { base64: audioBase64, mime: mimeType },
characters: nextCharacters,
};
} catch (err) {
const msg = err instanceof Error ? err.message : String(err);
console.error(`[voice] degraded: ${msg}`);
return { characters: nextCharacters };
}
}
// Voice every beat in a scene. Sequential by design: a single speaker
// appearing in multiple beats must provision exactly once and share that
// voice across calls — parallel synthesis would race and create duplicates.
// With 26 beats × ~500ms per clone the total cost is well inside the image
// generation budget (10s+), so the simplicity is worth it.
export async function voiceScene(
cfg: TtsConfig,
session: Session,
scene: Scene,
): Promise<{
beatAudio: Record<string, BeatAudio>;
characters: Character[];
}> {
let characters = session.characters;
const beatAudio: Record<string, BeatAudio> = {};
for (const beat of scene.beats) {
const res = await voiceBeat(cfg, session, characters, beat);
characters = res.characters;
if (res.audio) beatAudio[beat.id] = res.audio;
}
return { beatAudio, characters };
}