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
+33 -12
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@@ -1,24 +1,45 @@
# ============================================================= # =============================================================
# 云梦 — AI 视觉小说 # 云梦 — AI 视觉小说
# Three independently configurable AI providers # Recommended setup: Xiaomi MiMo Token Plan for TEXT / VISION / TTS
# Any OpenAI-compatible endpoint works (OpenRouter, OpenAI, # (one API key covers all three) + any image provider for IMAGE.
# Anthropic via OpenAI-compat proxy, Gemini, DeepSeek, Ollama).
# #
# Any OpenAI-compatible endpoint works for any slot — OpenRouter,
# OpenAI, Anthropic via OpenAI-compat proxy, Gemini, DeepSeek, etc.
# Image generation uses the chat-completions + modalities API # Image generation uses the chat-completions + modalities API
# (OpenRouter-style), NOT the legacy /images/generations endpoint. # (OpenRouter-style), NOT the legacy /images/generations endpoint.
# ============================================================= # =============================================================
# ---- 1. Text LLM (story director) ----------------------------- # ---- 1. Text LLM · scene director ----------------------------------
TEXT_BASE_URL=https://openrouter.ai/api/v1 # Recommended: MiMo V2.5 Pro (1M context, native JSON-mode, strong CN)
TEXT_API_KEY=sk-or-v1-xxx # Token Plan host: https://token-plan-sgp.xiaomimimo.com/v1
TEXT_MODEL=~anthropic/claude-sonnet-latest # Pay-as-you-go host: https://api.xiaomimimo.com/v1 (sk- keys)
TEXT_BASE_URL=https://token-plan-sgp.xiaomimimo.com/v1
TEXT_API_KEY=tp-xxx
TEXT_MODEL=mimo-v2.5-pro
# ---- 2. Image generator (renders the whole UI screen) --------- # ---- 2. Image generator (renders the scene background) -------------
# Any provider supporting chat-completions + modalities image output.
IMAGE_BASE_URL=https://openrouter.ai/api/v1 IMAGE_BASE_URL=https://openrouter.ai/api/v1
IMAGE_API_KEY=sk-or-v1-xxx IMAGE_API_KEY=sk-or-v1-xxx
IMAGE_MODEL=openai/gpt-5.4-image-2 IMAGE_MODEL=openai/gpt-5.4-image-2
# ---- 3. Vision model (interprets where the user clicked) ------ # ---- 3. Vision model · multimodal click interpretation -------------
VISION_BASE_URL=https://openrouter.ai/api/v1 # Recommended: MiMo V2.5 omni — multimodal.
VISION_API_KEY=sk-or-v1-xxx # ⚠️ DO NOT use mimo-v2.5-pro for this slot — Pro is text-only and
VISION_MODEL=~google/gemini-flash-latest # rejects image_url content parts.
VISION_BASE_URL=https://token-plan-sgp.xiaomimimo.com/v1
VISION_API_KEY=tp-xxx
VISION_MODEL=mimo-v2.5
# ---- 4. TTS · Xiaomi MiMo (optional — leave blank to disable) ------
# Per-character voice design → clone, with per-line delivery direction.
# Voice identity = the reference audio kept in the session (no server expiry).
# The adapter appends -voicedesign / -voiceclone to TTS_SPEECH_MODEL.
TTS_BASE_URL=https://token-plan-sgp.xiaomimimo.com/v1
TTS_API_KEY=tp-xxx
TTS_SPEECH_MODEL=mimo-v2.5-tts
# ---- 5. MOCK_IMAGE — skip image generation (cheap TTS testing) -----
# true → return a placeholder image instead of calling the image model.
# Text/story/voice still run normally. Great for iterating on TTS.
MOCK_IMAGE=false
+70 -3
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@@ -14,6 +14,7 @@ import { PlayCanvas, type Phase } from "@/components/PlayCanvas";
import { PRESETS } from "@/lib/presets"; import { PRESETS } from "@/lib/presets";
import type { import type {
Beat, Beat,
BeatAudio,
BeatChoice, BeatChoice,
InsertBeatResponse, InsertBeatResponse,
Scene, Scene,
@@ -24,6 +25,8 @@ import type {
VisionResponse, VisionResponse,
} from "@yume/types"; } from "@yume/types";
const MUTED_STORAGE_KEY = "yume:muted";
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
// Prefetch pool — speculative SceneResponses keyed by choice path. // Prefetch pool — speculative SceneResponses keyed by choice path.
// //
@@ -133,7 +136,16 @@ function prefetchScenePath(
nextSceneSeed: sole.effect.nextSceneSeed, nextSceneSeed: sole.effect.nextSceneSeed,
}, },
}; };
prefetchScenePath(pool, baseSession, [...steps, nextStep], depth + 1); // Carry forward the registry that the parent prefetch result already
// settled (it may include characters introduced by the intermediate
// scene). Without this, the L2+ prefetch starts from the original
// base.characters and a later transition through this survivor would
// silently drop voices the player has already heard.
const carriedBase: Session = {
...baseSession,
characters: data.characters,
};
prefetchScenePath(pool, carriedBase, [...steps, nextStep], depth + 1);
} }
} }
@@ -181,6 +193,18 @@ function PlayInner() {
const [currentScene, setCurrentScene] = useState<Scene | null>(null); const [currentScene, setCurrentScene] = useState<Scene | null>(null);
const [currentBeatId, setCurrentBeatId] = useState<string | null>(null); const [currentBeatId, setCurrentBeatId] = useState<string | null>(null);
const [imageBase64, setImageBase64] = useState<string | null>(null); const [imageBase64, setImageBase64] = useState<string | null>(null);
const [beatAudioMap, setBeatAudioMap] = useState<Record<string, BeatAudio>>({});
// Lazy-initialize from localStorage so PlayCanvas never mounts with the
// wrong muted value (an effect-based read would briefly let audio play
// before the preference settled in a scenario where audio arrives early).
const [muted, setMuted] = useState<boolean>(() => {
if (typeof window === "undefined") return false;
try {
return window.localStorage.getItem(MUTED_STORAGE_KEY) === "1";
} catch {
return false;
}
});
const [pendingClick, setPendingClick] = useState<{ const [pendingClick, setPendingClick] = useState<{
x: number; x: number;
y: number; y: number;
@@ -203,6 +227,10 @@ function PlayInner() {
return currentScene.beats.find((b) => b.id === currentBeatId) ?? null; return currentScene.beats.find((b) => b.id === currentBeatId) ?? null;
}, [currentScene, currentBeatId]); }, [currentScene, currentBeatId]);
const currentBeatAudio = currentBeat ? beatAudioMap[currentBeat.id] : undefined;
const audioBase64 = currentBeatAudio?.base64 ?? null;
const audioMime = currentBeatAudio?.mime ?? null;
useEffect(() => { useEffect(() => {
sessionRef.current = session; sessionRef.current = session;
}, [session]); }, [session]);
@@ -231,6 +259,19 @@ function PlayInner() {
}); });
}, [currentBeatId]); }, [currentBeatId]);
// ── Mute persistence (read is via the useState lazy initializer above) ─
const toggleMuted = useCallback(() => {
setMuted((prev) => {
const next = !prev;
try {
window.localStorage.setItem(MUTED_STORAGE_KEY, next ? "1" : "0");
} catch {
// ignore
}
return next;
});
}, []);
// ── Presentation mode toggle ───────────────────────────────────────── // ── Presentation mode toggle ─────────────────────────────────────────
const togglePresentation = useCallback(async () => { const togglePresentation = useCallback(async () => {
const entering = !presentation; const entering = !presentation;
@@ -327,12 +368,14 @@ function PlayInner() {
visitedBeatIds: [data.scene.entryBeatId], visitedBeatIds: [data.scene.entryBeatId],
}, },
], ],
characters: data.characters,
}; };
visitedBeatsRef.current = [data.scene.entryBeatId]; visitedBeatsRef.current = [data.scene.entryBeatId];
setSession(initial); setSession(initial);
setCurrentScene(data.scene); setCurrentScene(data.scene);
setCurrentBeatId(data.scene.entryBeatId); setCurrentBeatId(data.scene.entryBeatId);
setImageBase64(data.imageBase64); setImageBase64(data.imageBase64);
setBeatAudioMap(data.beatAudio ?? {});
setPhase("ready"); setPhase("ready");
}) })
.catch((e) => setError(String(e))); .catch((e) => setError(String(e)));
@@ -409,12 +452,14 @@ function PlayInner() {
visitedBeatIds: [result.scene.entryBeatId], visitedBeatIds: [result.scene.entryBeatId],
}, },
], ],
characters: result.characters,
}; };
visitedBeatsRef.current = [result.scene.entryBeatId]; visitedBeatsRef.current = [result.scene.entryBeatId];
setSession(newSession); setSession(newSession);
setCurrentScene(result.scene); setCurrentScene(result.scene);
setCurrentBeatId(result.scene.entryBeatId); setCurrentBeatId(result.scene.entryBeatId);
setImageBase64(result.imageBase64); setImageBase64(result.imageBase64);
setBeatAudioMap(result.beatAudio ?? {});
setLastExitLabel(exitLabel); setLastExitLabel(exitLabel);
setPhase("ready"); setPhase("ready");
} catch (e) { } catch (e) {
@@ -514,7 +559,8 @@ function PlayInner() {
}; };
throw new Error(j.error ?? insertRes.statusText); throw new Error(j.error ?? insertRes.statusText);
} }
const { partial } = (await insertRes.json()) as InsertBeatResponse; const { partial, characters: insertChars, audio } =
(await insertRes.json()) as InsertBeatResponse;
const fromBeatId = const fromBeatId =
currentBeatRef.current?.id ?? currentScene.entryBeatId; currentBeatRef.current?.id ?? currentScene.entryBeatId;
@@ -526,6 +572,7 @@ function PlayInner() {
narration: partial.narration, narration: partial.narration,
speaker: partial.speaker, speaker: partial.speaker,
line: partial.line, line: partial.line,
lineDelivery: partial.lineDelivery,
next: { type: "continue", nextBeatId: fromBeatId }, next: { type: "continue", nextBeatId: fromBeatId },
}; };
@@ -541,11 +588,15 @@ function PlayInner() {
history: s.history.map((h, i, arr) => history: s.history.map((h, i, arr) =>
i === arr.length - 1 ? { ...h, scene: patched } : h, i === arr.length - 1 ? { ...h, scene: patched } : h,
), ),
characters: insertChars,
} }
: s, : s,
); );
setCurrentScene(patched); setCurrentScene(patched);
setCurrentBeatId(newBeatId); setCurrentBeatId(newBeatId);
if (audio) {
setBeatAudioMap((m) => ({ ...m, [newBeatId]: audio }));
}
setLastExitLabel(decision.intent.freeformAction); setLastExitLabel(decision.intent.freeformAction);
setPhase("ready"); setPhase("ready");
setPendingClick(null); setPendingClick(null);
@@ -627,6 +678,9 @@ function PlayInner() {
<div className="fixed inset-0 bg-black flex items-center justify-center z-50"> <div className="fixed inset-0 bg-black flex items-center justify-center z-50">
<PlayCanvas <PlayCanvas
imageBase64={imageBase64} imageBase64={imageBase64}
audioBase64={audioBase64}
audioMime={audioMime}
muted={muted}
phase={phase} phase={phase}
beat={currentBeat} beat={currentBeat}
pendingClick={pendingClick} pendingClick={pendingClick}
@@ -666,6 +720,9 @@ function PlayInner() {
<main className="flex-1 flex flex-col items-center justify-center px-4 md:px-8 py-6 md:py-10"> <main className="flex-1 flex flex-col items-center justify-center px-4 md:px-8 py-6 md:py-10">
<PlayCanvas <PlayCanvas
imageBase64={imageBase64} imageBase64={imageBase64}
audioBase64={audioBase64}
audioMime={audioMime}
muted={muted}
phase={phase} phase={phase}
beat={currentBeat} beat={currentBeat}
pendingClick={pendingClick} pendingClick={pendingClick}
@@ -700,7 +757,17 @@ function PlayInner() {
F · · F · ·
</button> </button>
<div className="text-[9px] smallcaps text-clay-400 num"> · </div> <div className="text-[9px] smallcaps text-clay-400 num"> · </div>
<span className="text-[9px] w-[60px]" aria-hidden /> <button
type="button"
onClick={toggleMuted}
className="text-[9px] smallcaps text-clay-400 hover:text-clay-700 transition-colors flex items-center gap-2 w-[80px] justify-end"
aria-label={muted ? "取消静音" : "静音"}
>
<i
className={`fa-solid ${muted ? "fa-volume-xmark" : "fa-volume-high"} text-[10px]`}
/>
{muted ? "静 · 音" : "有 · 声"}
</button>
</footer> </footer>
</div> </div>
); );
+114 -5
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@@ -13,30 +13,66 @@ export type Phase =
const SHADOW = const SHADOW =
"0 1px 0 rgba(45,24,16,0.05), 0 36px 64px -28px rgba(45,24,16,0.25), 0 8px 18px -6px rgba(45,24,16,0.10)"; "0 1px 0 rgba(45,24,16,0.05), 0 36px 64px -28px rgba(45,24,16,0.25), 0 8px 18px -6px rgba(45,24,16,0.10)";
const DEFAULT_CHAR_MS = 28;
const MIN_CHAR_MS = 30;
// Voice playback speed multiplier. >1 speeds up the (somewhat slow) MiMo voice
// while preserving pitch. Typewriter pacing is divided by the same factor.
const SPEECH_RATE = 1.2;
// If audio metadata never arrives within this window, give up waiting and
// let the typewriter run at default speed.
const AUDIO_WAIT_TIMEOUT_MS = 2500;
// ── Typewriter hook ──────────────────────────────────────────────────── // ── Typewriter hook ────────────────────────────────────────────────────
// Returns the progressively-revealed text, a `done` flag, and a `skip()` that // Returns the progressively-revealed text, a `done` flag, and a `skip()` that
// instantly completes the current text. Reset is keyed by `resetKey` (the beat // instantly completes the current text. Reset is keyed by `resetKey` (the beat
// id) rather than the text, so a new beat whose line happens to match the // id) rather than the text, so a new beat whose line happens to match the
// previous one still replays from scratch. `done` is derived synchronously // previous one still replays from scratch.
// (not from a post-paint effect) so a stale "done" frame never paints. //
// When `targetDurationMs` is provided we space characters to span that audio
// duration, keeping text and voice in lockstep. While `waitForAudio` is true
// and we don't yet know a duration, the typewriter holds (so text doesn't
// race ahead of an audio that's still loading).
function useTypewriter( function useTypewriter(
text: string, text: string,
resetKey: string, resetKey: string,
speed = 28, opts: { targetDurationMs?: number; waitForAudio: boolean } = {
waitForAudio: false,
},
): { shown: string; done: boolean; skip: () => void } { ): { shown: string; done: boolean; skip: () => void } {
const { targetDurationMs, waitForAudio } = opts;
const [displayed, setDisplayed] = useState(""); const [displayed, setDisplayed] = useState("");
const [prevKey, setPrevKey] = useState(resetKey); const [prevKey, setPrevKey] = useState(resetKey);
const timer = useRef<ReturnType<typeof setInterval> | null>(null); const timer = useRef<ReturnType<typeof setInterval> | null>(null);
// Sticky once the player has skipped this beat: prevents a late-arriving
// audio metadata event from re-triggering the effect and replaying the text.
const skippedRef = useRef(false);
// Render-phase reset (React "adjust state on prop change" pattern): when the // Render-phase reset (React "adjust state on prop change" pattern): when the
// beat changes, drop the old progress before this render commits. // beat changes, drop the old progress before this render commits.
if (resetKey !== prevKey) { if (resetKey !== prevKey) {
setPrevKey(resetKey); setPrevKey(resetKey);
setDisplayed(""); setDisplayed("");
skippedRef.current = false;
} }
useEffect(() => { useEffect(() => {
if (!text) return; if (!text) return;
// `=== undefined` (not `!targetDurationMs`): 0 means "audio failed or
// timed out — run at default speed". The original truthy check stalled
// the typewriter forever on those fallback paths.
if (waitForAudio && targetDurationMs === undefined) return;
// If the player skipped, settle on the full text and don't restart even
// when audio metadata arrives late and re-triggers this effect.
if (skippedRef.current) {
setDisplayed(text);
return;
}
const speed =
targetDurationMs && text.length > 0
? Math.max(MIN_CHAR_MS, targetDurationMs / text.length)
: DEFAULT_CHAR_MS;
let i = 0; let i = 0;
timer.current = setInterval(() => { timer.current = setInterval(() => {
i += 1; i += 1;
@@ -50,13 +86,14 @@ function useTypewriter(
if (timer.current) clearInterval(timer.current); if (timer.current) clearInterval(timer.current);
timer.current = null; timer.current = null;
}; };
}, [resetKey, text, speed]); }, [resetKey, text, targetDurationMs, waitForAudio]);
const skip = useCallback(() => { const skip = useCallback(() => {
if (timer.current) { if (timer.current) {
clearInterval(timer.current); clearInterval(timer.current);
timer.current = null; timer.current = null;
} }
skippedRef.current = true;
setDisplayed(text); setDisplayed(text);
}, [text]); }, [text]);
@@ -123,6 +160,9 @@ function ChoiceButton({
// ── Main component ───────────────────────────────────────────────────── // ── Main component ─────────────────────────────────────────────────────
export function PlayCanvas({ export function PlayCanvas({
imageBase64, imageBase64,
audioBase64,
audioMime,
muted,
phase, phase,
beat, beat,
pendingClick, pendingClick,
@@ -132,6 +172,9 @@ export function PlayCanvas({
fullViewport = false, fullViewport = false,
}: { }: {
imageBase64: string | null; imageBase64: string | null;
audioBase64: string | null;
audioMime: string | null;
muted: boolean;
phase: Phase; phase: Phase;
beat: Beat | null; beat: Beat | null;
pendingClick: { x: number; y: number } | null; pendingClick: { x: number; y: number } | null;
@@ -141,7 +184,11 @@ export function PlayCanvas({
fullViewport?: boolean; fullViewport?: boolean;
}) { }) {
const imgRef = useRef<HTMLImageElement>(null); const imgRef = useRef<HTMLImageElement>(null);
const audioRef = useRef<HTMLAudioElement>(null);
const [dims, setDims] = useState<{ w: number; h: number } | null>(null); const [dims, setDims] = useState<{ w: number; h: number } | null>(null);
const [audioDurationMs, setAudioDurationMs] = useState<number | undefined>(
undefined,
);
const isChoiceBeat = beat?.next.type === "choice"; const isChoiceBeat = beat?.next.type === "choice";
const choices: BeatChoice[] = isChoiceBeat const choices: BeatChoice[] = isChoiceBeat
@@ -150,7 +197,56 @@ export function PlayCanvas({
const displayBody = beat?.speaker ? beat.line ?? "" : beat?.narration ?? ""; const displayBody = beat?.speaker ? beat.line ?? "" : beat?.narration ?? "";
const { shown: typedBody, done: typingDone, skip: skipTypewriter } = const { shown: typedBody, done: typingDone, skip: skipTypewriter } =
useTypewriter(displayBody, beat?.id ?? "", 30); useTypewriter(displayBody, beat?.id ?? "", {
targetDurationMs: audioDurationMs,
waitForAudio: Boolean(audioBase64),
});
// ── Audio source change ──────────────────────────────────────────────
// Reset duration when audio source changes; if loading takes too long,
// unblock the typewriter via timeout so text doesn't stall.
useEffect(() => {
setAudioDurationMs(undefined);
if (!audioBase64) return;
const timer = setTimeout(() => {
setAudioDurationMs((prev) => prev ?? 0);
}, AUDIO_WAIT_TIMEOUT_MS);
return () => clearTimeout(timer);
}, [audioBase64]);
// ── Mute toggle ───────────────────────────────────────────────────────
useEffect(() => {
const el = audioRef.current;
if (!el) return;
el.muted = muted;
el.playbackRate = SPEECH_RATE;
if (!muted && audioBase64 && el.paused) {
el.play().catch(() => {
// autoplay blocked — silent until next interaction
});
}
}, [muted, audioBase64]);
function handleAudioMetadata() {
const el = audioRef.current;
if (!el) return;
el.playbackRate = SPEECH_RATE;
// Effective playback time is shorter once sped up — keep the typewriter in sync.
const ms = Number.isFinite(el.duration)
? (el.duration * 1000) / SPEECH_RATE
: 0;
setAudioDurationMs(ms > 0 ? ms : 0);
if (!muted) {
el.play().catch(() => {
// autoplay blocked
});
}
}
function handleAudioError() {
// Treat as zero duration so the typewriter runs at default speed.
setAudioDurationMs(0);
}
function handleImageClick(e: React.MouseEvent<HTMLImageElement>) { function handleImageClick(e: React.MouseEvent<HTMLImageElement>) {
if (phase !== "ready" || !imgRef.current || !beat) return; if (phase !== "ready" || !imgRef.current || !beat) return;
@@ -197,6 +293,19 @@ export function PlayCanvas({
<div <div
className={`flex flex-col items-center ${fullViewport ? "w-full h-full justify-center" : "w-full"}`} className={`flex flex-col items-center ${fullViewport ? "w-full h-full justify-center" : "w-full"}`}
> >
{/* Hidden audio element — voice playback for the current beat */}
{audioBase64 && (
<audio
key={audioBase64.slice(-48)}
ref={audioRef}
src={`data:${audioMime ?? "audio/wav"};base64,${audioBase64}`}
preload="auto"
onLoadedMetadata={handleAudioMetadata}
onError={handleAudioError}
className="hidden"
/>
)}
{imageBase64 ? ( {imageBase64 ? (
<div <div
className="relative inline-block" className="relative inline-block"
+19 -1
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@@ -1,4 +1,4 @@
import type { EngineConfig } from "@yume/types"; import type { EngineConfig, TtsConfig } from "@yume/types";
function readVar(name: string): string { function readVar(name: string): string {
const v = process.env[name]; const v = process.env[name];
@@ -6,6 +6,22 @@ function readVar(name: string): string {
return v; return v;
} }
function readOptionalVar(name: string): string | undefined {
const v = process.env[name];
return v && v.length > 0 ? v : undefined;
}
function loadTtsConfig(): TtsConfig | undefined {
const baseUrl = readOptionalVar("TTS_BASE_URL");
const apiKey = readOptionalVar("TTS_API_KEY");
const speechModel = readOptionalVar("TTS_SPEECH_MODEL");
// Missing any → TTS disabled (game runs silently).
if (!baseUrl || !apiKey || !speechModel) return undefined;
return { baseUrl, apiKey, speechModel };
}
export function loadEngineConfig(): EngineConfig { export function loadEngineConfig(): EngineConfig {
return { return {
text: { text: {
@@ -23,5 +39,7 @@ export function loadEngineConfig(): EngineConfig {
apiKey: readVar("VISION_API_KEY"), apiKey: readVar("VISION_API_KEY"),
model: readVar("VISION_MODEL"), model: readVar("VISION_MODEL"),
}, },
tts: loadTtsConfig(),
mockImage: readOptionalVar("MOCK_IMAGE") === "true",
}; };
} }
+6 -1
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@@ -4,7 +4,12 @@ import type { NextConfig } from "next";
const config: NextConfig = { const config: NextConfig = {
reactStrictMode: true, reactStrictMode: true,
typedRoutes: false, typedRoutes: false,
transpilePackages: ["@yume/engine", "@yume/ai-client", "@yume/types"], transpilePackages: [
"@yume/engine",
"@yume/ai-client",
"@yume/types",
"@yume/tts-client",
],
serverExternalPackages: ["sharp"], serverExternalPackages: ["sharp"],
turbopack: { turbopack: {
root: path.join(__dirname, "..", ".."), root: path.join(__dirname, "..", ".."),
+1
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@@ -13,6 +13,7 @@
}, },
"dependencies": { "dependencies": {
"@yume/ai-client": "workspace:*", "@yume/ai-client": "workspace:*",
"@yume/tts-client": "workspace:*",
"@yume/types": "workspace:*", "@yume/types": "workspace:*",
"sharp": "^0.33.5" "sharp": "^0.33.5"
} }
+40 -13
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@@ -4,6 +4,8 @@ import type {
BeatChoice, BeatChoice,
BeatChoiceEffect, BeatChoiceEffect,
BeatNext, BeatNext,
Character,
InsertBeatPartial,
ProviderConfig, ProviderConfig,
Scene, Scene,
Session, Session,
@@ -43,13 +45,20 @@ type RawBeat = {
narration?: string; narration?: string;
speaker?: string; speaker?: string;
line?: string; line?: string;
lineDelivery?: string;
next?: RawNext; next?: RawNext;
}; };
type RawCharacterUpdate = {
name?: string;
description?: string;
};
type RawScene = { type RawScene = {
scenePrompt?: string; scenePrompt?: string;
entryBeatId?: string; entryBeatId?: string;
beats?: RawBeat[]; beats?: RawBeat[];
characterUpdates?: RawCharacterUpdate[];
}; };
function coerceEffect(raw: RawEffect | undefined): BeatChoiceEffect { 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 // last/dangling continue into a real scene-change exit so the player can
// never get stuck self-looping on it. // never get stuck self-looping on it.
const fallback = idx + 1 < totalBeats ? `b${idx + 2}` : ""; const fallback = idx + 1 < totalBeats ? `b${idx + 2}` : "";
const line = raw.line?.trim() || undefined;
return { return {
id, id,
narration: raw.narration?.trim() || undefined, narration: raw.narration?.trim() || undefined,
speaker: raw.speaker?.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), 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"; const FALLBACK_SEED = "故事继续推进";
function fallbackExitChoice(beatId: string): BeatChoice { function fallbackExitChoice(beatId: string): BeatChoice {
@@ -230,10 +252,15 @@ function newSceneId(): string {
// Called both on real scene transitions AND on speculative prefetch. // Called both on real scene transitions AND on speculative prefetch.
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
export type SceneResult = {
scene: Scene;
characterUpdates: Character[];
};
export async function directScene( export async function directScene(
config: ProviderConfig, config: ProviderConfig,
session: Session, session: Session,
): Promise<Scene> { ): Promise<SceneResult> {
const raw = await chat( const raw = await chat(
config, config,
[ [
@@ -264,10 +291,13 @@ export async function directScene(
: beats[0]!.id; : beats[0]!.id;
return { return {
id: newSceneId(), scene: {
scenePrompt: parsed.scenePrompt?.trim() || "an empty scene", id: newSceneId(),
beats, scenePrompt: parsed.scenePrompt?.trim() || "an empty scene",
entryBeatId, beats,
entryBeatId,
},
characterUpdates: coerceCharacterUpdates(parsed.characterUpdates),
}; };
} }
@@ -280,7 +310,7 @@ export async function directInsertBeat(
config: ProviderConfig, config: ProviderConfig,
session: Session, session: Session,
freeformAction: string, freeformAction: string,
): Promise<{ narration?: string; speaker?: string; line?: string }> { ): Promise<InsertBeatPartial> {
const raw = await chat( const raw = await chat(
config, config,
[ [
@@ -293,15 +323,12 @@ export async function directInsertBeat(
{ temperature: 0.9, responseFormat: "json_object" }, { temperature: 0.9, responseFormat: "json_object" },
); );
const parsed = parseJsonLoose<{ const parsed = parseJsonLoose<InsertBeatPartial>(raw);
narration?: string;
speaker?: string;
line?: string;
}>(raw);
const narration = parsed.narration?.trim() || undefined; const narration = parsed.narration?.trim() || undefined;
const speaker = parsed.speaker?.trim() || undefined; const speaker = parsed.speaker?.trim() || undefined;
const line = parsed.line?.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 // If the model returned nothing usable, supply a fallback narration so the
// frontend doesn't append a silent empty beat that renders no dialogue — // frontend doesn't append a silent empty beat that renders no dialogue —
@@ -309,5 +336,5 @@ export async function directInsertBeat(
if (!narration && !speaker && !line) { if (!narration && !speaker && !line) {
return { narration: "(你停下脚步,环视片刻。)" }; return { narration: "(你停下脚步,环视片刻。)" };
} }
return { narration, speaker, line }; return { narration, speaker, line, lineDelivery };
} }
+3
View File
@@ -5,4 +5,7 @@ export {
requestInsertBeat, requestInsertBeat,
} from "./orchestrator"; } from "./orchestrator";
export { annotateClick } from "./annotate"; export { annotateClick } from "./annotate";
export { voiceBeat, voiceScene } from "./voice";
export type { SceneResult } from "./director";
export type { InsertBeatPartial } from "@yume/types";
export * from "./prompts"; export * from "./prompts";
+25
View File
@@ -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="${H - 4}" fill="none"
stroke="#5a4628" stroke-width="3" stroke-dasharray="14 10"/>
<text x="50%" y="45%" fill="#b88f4a" font-family="Georgia, serif"
font-size="72" letter-spacing="6" text-anchor="middle">MOCK IMAGE</text>
<text x="50%" y="53%" fill="#6e5430" font-family="Georgia, serif"
font-size="30" letter-spacing="3" text-anchor="middle">TTS TEST — image generation skipped</text>
</svg>`;
const png = await sharp(Buffer.from(svg)).png().toBuffer();
cached = png.toString("base64");
return cached;
}
+122 -10
View File
@@ -1,7 +1,10 @@
import type { import type {
BeatAudio,
Character,
EngineConfig, EngineConfig,
InsertBeatRequest, InsertBeatRequest,
InsertBeatResponse, InsertBeatResponse,
Scene,
SceneRequest, SceneRequest,
SceneResponse, SceneResponse,
Session, Session,
@@ -12,15 +15,55 @@ import type {
} from "@yume/types"; } from "@yume/types";
import { annotateClick } from "./annotate"; import { annotateClick } from "./annotate";
import { directInsertBeat, directScene } from "./director"; import { directInsertBeat, directScene } from "./director";
import { mockImageBase64 } from "./mockImage";
import { render } from "./renderer"; import { render } from "./renderer";
import { interpret } from "./vision"; import { interpret } from "./vision";
import { voiceBeat, voiceScene } from "./voice";
function newSessionId(): string { function newSessionId(): string {
return `s_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`; return `s_${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( export async function startSession(
@@ -33,31 +76,55 @@ export async function startSession(
worldSetting: req.worldSetting.trim(), worldSetting: req.worldSetting.trim(),
styleGuide: req.styleGuide.trim(), styleGuide: req.styleGuide.trim(),
history: [], history: [],
characters: [],
}; };
const scene = await directScene(config.text, session); const { scene, characterUpdates } = await directScene(config.text, session);
const imageBase64 = await render(config.image, scene, session.styleGuide); 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 { return {
sessionId: session.id, sessionId: session.id,
scene, scene,
imageBase64, imageBase64,
characters: voiceRes.characters,
beatAudio: voiceRes.beatAudio,
}; };
} }
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
// requestScene — generate the NEXT scene + image. // requestScene — generate the NEXT scene + image + per-beat voice.
// Frontend passes a session whose latest history entry has `exit` set. // Used both on real scene transitions and on speculative prefetch.
// Also used for prefetch speculation (frontend synthesizes the exit).
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
export async function requestScene( export async function requestScene(
config: EngineConfig, config: EngineConfig,
req: SceneRequest, req: SceneRequest,
): Promise<SceneResponse> { ): Promise<SceneResponse> {
const scene = await directScene(config.text, req.session); const { scene, characterUpdates } = await directScene(config.text, req.session);
const imageBase64 = await render(config.image, scene, req.session.styleGuide); const preVoiceSession: Session = {
return { scene, imageBase64 }; ...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) // requestInsertBeat — generates a transient in-scene beat (no image regen)
// and voices the line if any.
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
export async function requestInsertBeat( export async function requestInsertBeat(
@@ -86,5 +154,49 @@ export async function requestInsertBeat(
req.session, req.session,
req.freeformAction, 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
View File
@@ -4,11 +4,12 @@ import type { Scene, Session } from "@yume/types";
// Director — emits one Scene (background + a graph of beats) at a time. // 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: 一个场景包含:
- 一张背景图(你给出英文 scenePrompt - 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 - 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: 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 - "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 - choice 至少 2 个,至多 4 个,互不重复
文本风格约束: 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 beat 的 narration 与 line 加起来 ≤80 字
- 单个 choice label ≤15 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: 必须输出严格 JSON,结构如下:
{ {
"scenePrompt": "english scene description, no UI", "scenePrompt": "english scene description, no UI",
"entryBeatId": "b1", "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": [ "beats": [
{ {
"id": "b1", "id": "b1",
"narration": "可空", "narration": "可空(纯净文本)",
"speaker": "可空", "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" } "next": { "type": "continue", "nextBeatId": "b2" }
}, },
{ {
"id": "b2", "id": "b2",
"speaker": "...", "speaker": "夏海",
"line": "...", "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": { "next": {
"type": "choice", "type": "choice",
"choices": [ "choices": [
@@ -77,6 +93,13 @@ export function buildDirectorUserMessage(session: Session): string {
parts.push(`世界观:${session.worldSetting}`); parts.push(`世界观:${session.worldSetting}`);
parts.push(`画风:${session.styleGuide}`); parts.push(`画风:${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) { 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。"); 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"); 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。 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: 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 - 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 - 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 必须输出严格 JSON
{ {
"narration": "...", "narration": "...",
"speaker": "...", "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( export function buildInsertBeatUserMessage(
session: Session, session: Session,
@@ -163,9 +189,16 @@ export function buildInsertBeatUserMessage(
const parts: string[] = []; const parts: string[] = [];
parts.push(`世界观:${session.worldSetting}`); parts.push(`世界观:${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(`- ${c.name}`);
}
}
const current = session.history.at(-1); const current = session.history.at(-1);
if (current) { if (current) {
parts.push(`当前场景:${current.scene.scenePrompt}`); parts.push(`\n当前场景:${current.scene.scenePrompt}`);
const lastBeatId = current.visitedBeatIds.at(-1) ?? current.scene.entryBeatId; const lastBeatId = current.visitedBeatIds.at(-1) ?? current.scene.entryBeatId;
const lastBeat = current.scene.beats.find((b) => b.id === lastBeatId); const lastBeat = current.scene.beats.find((b) => b.id === lastBeatId);
if (lastBeat) { if (lastBeat) {
+106
View File
@@ -0,0 +1,106 @@
import { provisionVoice, synthesize } from "@yume/tts-client";
import type {
BeatAudio,
Character,
CharacterVoice,
Scene,
Session,
TtsConfig,
} from "@yume/types";
export type BeatLike = {
id?: string;
speaker?: string;
line?: string;
lineDelivery?: string;
};
// When the director references a speaker that was never registered, derive a
// description from the name + world so the voice's gender/temperament is at
// least inferred from the name — never borrowed from another character.
function inferredSpeakerDescription(name: string, session: Session): string {
return `请根据角色名「${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: ${msg}`);
return { characters: nextCharacters };
}
}
// Voice every beat in a scene. Sequential by design: a single speaker
// appearing in multiple beats must provision exactly once and share that
// voice across calls — parallel synthesis would race and create duplicates.
// With 26 beats × ~500ms per clone the total cost is well inside the image
// generation budget (10s+), so the simplicity is worth it.
export async function voiceScene(
cfg: TtsConfig,
session: Session,
scene: Scene,
): Promise<{
beatAudio: Record<string, BeatAudio>;
characters: Character[];
}> {
let characters = session.characters;
const beatAudio: Record<string, BeatAudio> = {};
for (const beat of scene.beats) {
const res = await voiceBeat(cfg, session, characters, beat);
characters = res.characters;
if (res.audio) beatAudio[beat.id] = res.audio;
}
return { beatAudio, characters };
}
+17
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@@ -0,0 +1,17 @@
{
"name": "@yume/tts-client",
"version": "0.1.0",
"private": true,
"type": "module",
"main": "./src/index.ts",
"types": "./src/index.ts",
"exports": {
".": "./src/index.ts"
},
"scripts": {
"typecheck": "tsc --noEmit"
},
"dependencies": {
"@yume/types": "workspace:*"
}
}
+1
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@@ -0,0 +1 @@
export { xiaomiProvision as provisionVoice, xiaomiSynthesize as synthesize } from "./xiaomi";
+113
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@@ -0,0 +1,113 @@
import type { CharacterVoice, TtsConfig } from "@yume/types";
// Xiaomi MiMo currently outputs wav / pcm16 only (mp3 not supported for output).
// The reference clip we persist is therefore wav. Kept as a single switch so we
// can flip to mp3 the day the API supports it.
const OUTPUT_FORMAT = "wav";
const OUTPUT_MIME = "audio/wav";
function buildHeaders(cfg: TtsConfig): HeadersInit {
return {
"Content-Type": "application/json",
"api-key": cfg.apiKey,
};
}
function joinUrl(baseUrl: string, path: string): string {
return `${baseUrl.replace(/\/$/, "")}${path}`;
}
function designModel(cfg: TtsConfig): string {
return `${cfg.speechModel}-voicedesign`;
}
function cloneModel(cfg: TtsConfig): string {
return `${cfg.speechModel}-voiceclone`;
}
type ChatAudioResponse = {
choices?: Array<{ message?: { audio?: { data?: string } } }>;
error?: { message?: string };
message?: string;
};
function extractAudio(json: ChatAudioResponse, where: string): string {
const data = json.choices?.[0]?.message?.audio?.data;
if (!data) {
const err = json.error?.message ?? json.message ?? JSON.stringify(json);
throw new Error(`Xiaomi ${where} returned no audio: ${err.slice(0, 300)}`);
}
return data;
}
export async function xiaomiProvision(
cfg: TtsConfig,
description: string,
): Promise<CharacterVoice> {
const url = joinUrl(cfg.baseUrl, "/chat/completions");
const body = {
model: designModel(cfg),
messages: [
{ role: "user", content: description },
{ role: "assistant", content: "你好,这是音色试听样本。" },
],
audio: { format: OUTPUT_FORMAT },
};
const res = await fetch(url, {
method: "POST",
headers: buildHeaders(cfg),
body: JSON.stringify(body),
});
if (!res.ok) {
const text = await res.text();
throw new Error(`Xiaomi voicedesign ${res.status}: ${text.slice(0, 300)}`);
}
const json = (await res.json()) as ChatAudioResponse;
const referenceAudioBase64 = extractAudio(json, "voicedesign");
return { provider: "xiaomi", referenceAudioBase64, mimeType: OUTPUT_MIME };
}
export async function xiaomiSynthesize(
cfg: TtsConfig,
voice: CharacterVoice,
text: string,
delivery?: string,
): Promise<{ audioBase64: string; mimeType: string }> {
const url = joinUrl(cfg.baseUrl, "/chat/completions");
// The free-form delivery direction rides in the `user` (director) message,
// so it shapes the performance without ever being read aloud. The spoken
// text stays in the `assistant` message, clean.
const body = {
model: cloneModel(cfg),
messages: [
{ role: "user", content: delivery?.trim() ?? "" },
{ role: "assistant", content: text },
],
audio: {
format: OUTPUT_FORMAT,
voice: `data:${voice.mimeType};base64,${voice.referenceAudioBase64}`,
},
};
const res = await fetch(url, {
method: "POST",
headers: buildHeaders(cfg),
body: JSON.stringify(body),
});
if (!res.ok) {
const txt = await res.text();
throw new Error(`Xiaomi voiceclone ${res.status}: ${txt.slice(0, 300)}`);
}
const json = (await res.json()) as ChatAudioResponse;
const audioBase64 = extractAudio(json, "voiceclone");
return { audioBase64, mimeType: OUTPUT_MIME };
}
+7
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@@ -0,0 +1,7 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"noEmit": true
},
"include": ["src/**/*"]
}
+57 -6
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@@ -9,6 +9,8 @@ export type Beat = {
narration?: string; narration?: string;
speaker?: string; speaker?: string;
line?: string; line?: string;
/** Free-form voice-acting direction for the line, sent to TTS only. Never displayed. */
lineDelivery?: string;
next: BeatNext; next: BeatNext;
}; };
@@ -54,6 +56,30 @@ export type SceneHistoryEntry = {
exit?: SceneExit; exit?: SceneExit;
}; };
// ──────────────────────────────────────────────────────────────────────
// Characters & voices (TTS)
// ──────────────────────────────────────────────────────────────────────
export type CharacterVoice = {
provider: "xiaomi";
/** Xiaomi MiMo design output stored as reference audio for later clones. */
referenceAudioBase64: string;
mimeType: string;
};
export type Character = {
name: string;
/** Free-form voice design description; must begin with explicit gender. */
description: string;
voice?: CharacterVoice;
};
/** A single beat's synthesized audio, attached to the response. */
export type BeatAudio = {
base64: string;
mime: string;
};
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
// Session // Session
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
@@ -64,6 +90,8 @@ export type Session = {
worldSetting: string; worldSetting: string;
styleGuide: string; styleGuide: string;
history: SceneHistoryEntry[]; history: SceneHistoryEntry[];
/** Character registry — accumulates across scenes; voices persist for reuse. */
characters: Character[];
}; };
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
@@ -87,10 +115,21 @@ export type ProviderConfig = {
model: string; model: string;
}; };
export type TtsConfig = {
baseUrl: string;
apiKey: string;
/** Base model name; adapter derives "-voicedesign" / "-voiceclone" suffixes. */
speechModel: string;
};
export type EngineConfig = { export type EngineConfig = {
text: ProviderConfig; text: ProviderConfig;
image: ProviderConfig; image: ProviderConfig;
vision: ProviderConfig; vision: ProviderConfig;
/** Optional — when missing the game runs silently (no TTS). */
tts?: TtsConfig;
/** When true the renderer returns a placeholder PNG instead of calling the image API. */
mockImage?: boolean;
}; };
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
@@ -106,6 +145,10 @@ export type StartResponse = {
sessionId: string; sessionId: string;
scene: Scene; scene: Scene;
imageBase64: string; imageBase64: string;
/** Post-voice character registry (with provisioned voices). */
characters: Character[];
/** Per-beat synthesized audio, keyed by beat.id. */
beatAudio?: Record<string, BeatAudio>;
}; };
// /api/scene — generates the next Scene, given session whose latest // /api/scene — generates the next Scene, given session whose latest
@@ -118,6 +161,8 @@ export type SceneRequest = {
export type SceneResponse = { export type SceneResponse = {
scene: Scene; scene: Scene;
imageBase64: string; imageBase64: string;
characters: Character[];
beatAudio?: Record<string, BeatAudio>;
}; };
// /api/vision — interprets a background click on the current image and // /api/vision — interprets a background click on the current image and
@@ -141,10 +186,16 @@ export type InsertBeatRequest = {
freeformAction: string; freeformAction: string;
}; };
export type InsertBeatResponse = { /** Partial beat fields produced by the insert-beat director. */
partial: { export type InsertBeatPartial = {
narration?: string; narration?: string;
speaker?: string; speaker?: string;
line?: string; line?: string;
}; lineDelivery?: string;
};
export type InsertBeatResponse = {
partial: InsertBeatPartial;
characters: Character[];
audio?: BeatAudio;
}; };
+9
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@@ -69,6 +69,9 @@ importers:
'@yume/ai-client': '@yume/ai-client':
specifier: workspace:* specifier: workspace:*
version: link:../ai-client version: link:../ai-client
'@yume/tts-client':
specifier: workspace:*
version: link:../tts-client
'@yume/types': '@yume/types':
specifier: workspace:* specifier: workspace:*
version: link:../types version: link:../types
@@ -76,6 +79,12 @@ importers:
specifier: ^0.33.5 specifier: ^0.33.5
version: 0.33.5 version: 0.33.5
packages/tts-client:
dependencies:
'@yume/types':
specifier: workspace:*
version: link:../types
packages/types: {} packages/types: {}
packages: packages: