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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 653a299ea4 | |||
| 54022ed6cc |
@@ -22,6 +22,7 @@ idf_component_register(
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REQUIRES
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media_manager
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hints_client
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esp_http_client
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esp_timer
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esp_system
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nvs_flash
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@@ -184,6 +184,12 @@ const npc_state_t *npc_engine_state(void);
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// Thin wrapper kept here to give callers a single npc_engine_* surface.
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esp_err_t npc_engine_set_group_profile(const char *profile);
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// Point the engine at the voice gateway (tools/zacus-gateway). On each scene
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// change the engine POSTs the active SCENE_* to {base_url}/game/step?scene=… so
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// the phone NPCs disguise that scene's hint. Best-effort; pass NULL/"" to
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// disable. `token` is sent as a Bearer header (gateway require_token).
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void npc_engine_set_gateway(const char *base_url, const char *token);
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// Write the active puzzle id (e.g. "SCENE_LA_DETECTOR") into `out`,
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// truncated to `cap` bytes (NUL-terminated). Falls back to "SCENE_NPC"
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// when no scene is active or the engine is not initialised so callers
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@@ -20,6 +20,7 @@
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#include <string.h>
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#include "esp_err.h"
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#include "esp_http_client.h"
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#include "esp_log.h"
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#include "media_manager.h"
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@@ -27,6 +28,46 @@
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static const char *TAG = "npc_engine";
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// Voice gateway (tools/zacus-gateway) — we push the active SCENE_* to it at each
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// scene change so the phone NPCs disguise THIS scene's hint. Best-effort, set by
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// npc_engine_set_gateway(); empty = disabled (no-op, e.g. CI / dry runs).
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static char s_gw_url[128] = {0};
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static char s_gw_token[80] = {0};
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void npc_engine_set_gateway(const char *base_url, const char *token) {
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if (base_url) snprintf(s_gw_url, sizeof(s_gw_url), "%s", base_url);
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if (token) snprintf(s_gw_token, sizeof(s_gw_token), "%s", token);
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}
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// Fire a one-shot POST {gateway}/game/step?scene=<scene>. Short timeout,
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// best-effort: the puzzle progresses fine without it, it only keeps the phone
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// NPCs' hints in sync with the current scene. Never propagates failure.
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static void notify_gateway_scene(const char *scene) {
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if (!s_gw_url[0] || !scene || !scene[0]) return;
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char url[256];
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snprintf(url, sizeof(url), "%s/game/step?scene=%s", s_gw_url, scene);
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esp_http_client_config_t cfg = {
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.url = url,
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.method = HTTP_METHOD_POST,
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.timeout_ms = 2000,
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};
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esp_http_client_handle_t cli = esp_http_client_init(&cfg);
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if (!cli) return;
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if (s_gw_token[0]) {
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char auth[112];
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snprintf(auth, sizeof(auth), "Bearer %s", s_gw_token);
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esp_http_client_set_header(cli, "Authorization", auth);
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}
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esp_err_t err = esp_http_client_perform(cli);
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if (err != ESP_OK) {
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ESP_LOGW(TAG, "gateway /game/step notify failed: %s", esp_err_to_name(err));
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} else {
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ESP_LOGI(TAG, "gateway scene -> %s (HTTP %d)", scene,
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esp_http_client_get_status_code(cli));
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}
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esp_http_client_cleanup(cli);
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}
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// ─── Core: scene/trigger/mood lookup tables (verbatim Arduino) ──────────────
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static const char *const kSceneIds[] = {
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@@ -372,6 +413,8 @@ esp_err_t npc_engine_set_step(uint8_t step_id, uint32_t expected_duration_ms) {
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(unsigned) prev_scene, (unsigned) step_id);
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}
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(void) hints_client_puzzle_start(puzzle_id);
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// Keep the voice gateway in sync so the phone NPCs hint on THIS scene.
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notify_gateway_scene(puzzle_id);
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}
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return ESP_OK;
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}
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@@ -63,6 +63,12 @@
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// this to NVS so the field operator can repoint the firmware without a flash.
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#define ZACUS_HINTS_BASE_URL "http://192.168.0.150:8302"
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// Voice gateway (tools/zacus-gateway) — the engine POSTs each scene change to
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// {URL}/game/step?scene=SCENE_* so the phone NPCs disguise that scene's hint.
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// Hardcoded for now like the URLs above — moves to NVS in the same follow-up.
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#define ZACUS_GATEWAY_BASE_URL "http://192.168.0.175:8401"
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#define ZACUS_GATEWAY_TOKEN "testtoken"
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// Slice 7: voice-bridge WebSocket on the MacStudio (Tailscale address).
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// Hardcoded here for the same reason as ZACUS_HINTS_BASE_URL — moves to
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// NVS in a follow-up slice. The bridge endpoint is documented in
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@@ -530,6 +536,9 @@ void app_main(void) {
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ESP_LOGE(TAG, "npc_engine_init failed: %s",
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esp_err_to_name(npc_err));
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}
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// Push each scene change to the voice gateway so the phone NPCs
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// disguise the CURRENT scene's hint (best-effort, see main.c URL).
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npc_engine_set_gateway(ZACUS_GATEWAY_BASE_URL, ZACUS_GATEWAY_TOKEN);
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// Slice 5: bring up the hints HTTP client (so npc_engine can
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// route hint requests through the real backend) and the voice
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+8
-13
@@ -599,19 +599,14 @@ int audio_capture_wav(uint8_t *out, size_t out_max, int max_ms, int silence_ms)
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const int max_frames = (max_ms / 20);
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const int silence_frames = (silence_ms / 20);
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/* VAD thresholds (raw S16). Tuned for the SLIC handset mic at +24 dB PGA:
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* speech peaks ~5 % FS / RMS ~1-2 %, noise floor ~0.6 %. Onset must sit
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* between (catch quiet speech), silence ABOVE the noise floor (so the turn
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* ends when the caller stops instead of running to max_ms). */
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/* Measured on the SLIC handset (DC-blocked): speech body sits ~1 % FS RMS
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* with peaks ~18 %, noise floor ~0.3 %. The previous silence threshold
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* (1.2 %) was ABOVE the speech body, so the recorder classified the
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* caller's own voice as silence and cut the turn after ~0.6 s → empty STT.
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* Onset must clear noise (3-frame sustained confirm also guards it); silence
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* must sit between the noise floor and the speech body so the turn ends only
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* on a real pause. */
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const int32_t vad_onset_rms_sq = 450 * 450; /* ~1.4% FS² — speech onset above noise */
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const int32_t vad_silence_rms_sq = 200 * 200; /* ~0.6% FS² — below speech body, above noise floor */
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/* Calibrated to the QUIET handset voice (DC-blocked: body 0.16-0.8 % FS RMS,
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* loud syllables ~2-4 %, noise floor ~0.3 %). The old onset (1.4 %) NEVER
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* triggered → "no sustained voice"; the old silence (0.6 %) sat ABOVE the
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* body → cut mid-sentence. Now: onset catches a real syllable just above the
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* floor (3-frame confirm guards clicks); silence sits just above the floor so
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* the turn ends only on a true pause, holding the whole sentence. */
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const int32_t vad_onset_rms_sq = 230 * 230; /* ~0.70% FS² — quiet-voice onset */
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const int32_t vad_silence_rms_sq = 110 * 110; /* ~0.34% FS² — just above noise floor */
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int silent_frames = 0;
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int total_frames = 0;
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@@ -47,7 +47,9 @@
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#define CAPTURE_MAX_IRAM (128 * 1024)
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#define CAPTURE_MAX_MS_PSRAM 8000
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#define CAPTURE_MAX_MS_IRAM 4000
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#define CAPTURE_SILENCE_MS 600 /* end-of-speech VAD: shorter = snappier reply (was 800) */
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#define CAPTURE_SILENCE_MS 900 /* end-of-speech: needs to ride through brief
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* mid-sentence pauses so a whole phrase is
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* captured (quiet handset voice). 900 ms. */
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#define REPLY_POLL_MS 200 /* interval for checking hook during playback */
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#define REPLY_PLAYBACK_EXTRA_MS 500 /* safety margin added to computed WAV duration */
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#define BETWEEN_TURNS_MS 300 /* short pause between capture rounds */
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@@ -124,6 +126,10 @@ static void enter_incoming_greet(void)
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{
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s_incoming_armed = false;
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phone_ring_stop();
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slic_ring_stop(); /* belt-and-suspenders: kill the physical bell directly in
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* case phone.c's s_ringing flag desynced from slic.c's
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* (otherwise phone_ring_stop early-returns and the bell
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* keeps ringing through the answered call). */
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tones_stop();
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dialer_reset();
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s_offhook = true;
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