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Author SHA1 Message Date
clement 653a299ea4 feat(npc): push scene changes to voice gateway
CI / platformio (pull_request) Failing after 4m58s
CI / platformio (push) Failing after 12m35s
On each scene change (where it already signals /hints/puzzle_start), the
npc_engine now also POSTs the active SCENE_* to the voice gateway
/game/step?scene=… (best-effort, esp_http_client, Bearer token). The
phone NPCs then disguise THIS scene's hint automatically during a game.
Gateway URL/token hardcoded in main.c like the hints URL (-> NVS later).
2026-06-18 14:04:07 +02:00
clement 54022ed6cc fix(plip): VAD calib for quiet voice + ring stop
CI / platformio (pull_request) Failing after 9m38s
CI / platformio (push) Failing after 13m49s
Recalibrate the capture VAD to the quiet handset voice: onset 1.4%->0.7%
FS (was never triggering -> 'no sustained voice'), silence 0.6%->0.34%
FS and end-of-speech window 600->900 ms so a whole sentence is held
instead of cut mid-phrase. Also force slic_ring_stop() on incoming
pickup so the physical bell always stops when answered (phone.c/slic.c
s_ringing could desync, leaving the bell ringing through the call).
2026-06-17 23:47:08 +02:00
6 changed files with 74 additions and 14 deletions
@@ -22,6 +22,7 @@ idf_component_register(
REQUIRES
media_manager
hints_client
esp_http_client
esp_timer
esp_system
nvs_flash
@@ -184,6 +184,12 @@ const npc_state_t *npc_engine_state(void);
// Thin wrapper kept here to give callers a single npc_engine_* surface.
esp_err_t npc_engine_set_group_profile(const char *profile);
// Point the engine at the voice gateway (tools/zacus-gateway). On each scene
// change the engine POSTs the active SCENE_* to {base_url}/game/step?scene=… so
// the phone NPCs disguise that scene's hint. Best-effort; pass NULL/"" to
// disable. `token` is sent as a Bearer header (gateway require_token).
void npc_engine_set_gateway(const char *base_url, const char *token);
// Write the active puzzle id (e.g. "SCENE_LA_DETECTOR") into `out`,
// truncated to `cap` bytes (NUL-terminated). Falls back to "SCENE_NPC"
// when no scene is active or the engine is not initialised so callers
@@ -20,6 +20,7 @@
#include <string.h>
#include "esp_err.h"
#include "esp_http_client.h"
#include "esp_log.h"
#include "media_manager.h"
@@ -27,6 +28,46 @@
static const char *TAG = "npc_engine";
// Voice gateway (tools/zacus-gateway) — we push the active SCENE_* to it at each
// scene change so the phone NPCs disguise THIS scene's hint. Best-effort, set by
// npc_engine_set_gateway(); empty = disabled (no-op, e.g. CI / dry runs).
static char s_gw_url[128] = {0};
static char s_gw_token[80] = {0};
void npc_engine_set_gateway(const char *base_url, const char *token) {
if (base_url) snprintf(s_gw_url, sizeof(s_gw_url), "%s", base_url);
if (token) snprintf(s_gw_token, sizeof(s_gw_token), "%s", token);
}
// Fire a one-shot POST {gateway}/game/step?scene=<scene>. Short timeout,
// best-effort: the puzzle progresses fine without it, it only keeps the phone
// NPCs' hints in sync with the current scene. Never propagates failure.
static void notify_gateway_scene(const char *scene) {
if (!s_gw_url[0] || !scene || !scene[0]) return;
char url[256];
snprintf(url, sizeof(url), "%s/game/step?scene=%s", s_gw_url, scene);
esp_http_client_config_t cfg = {
.url = url,
.method = HTTP_METHOD_POST,
.timeout_ms = 2000,
};
esp_http_client_handle_t cli = esp_http_client_init(&cfg);
if (!cli) return;
if (s_gw_token[0]) {
char auth[112];
snprintf(auth, sizeof(auth), "Bearer %s", s_gw_token);
esp_http_client_set_header(cli, "Authorization", auth);
}
esp_err_t err = esp_http_client_perform(cli);
if (err != ESP_OK) {
ESP_LOGW(TAG, "gateway /game/step notify failed: %s", esp_err_to_name(err));
} else {
ESP_LOGI(TAG, "gateway scene -> %s (HTTP %d)", scene,
esp_http_client_get_status_code(cli));
}
esp_http_client_cleanup(cli);
}
// ─── Core: scene/trigger/mood lookup tables (verbatim Arduino) ──────────────
static const char *const kSceneIds[] = {
@@ -372,6 +413,8 @@ esp_err_t npc_engine_set_step(uint8_t step_id, uint32_t expected_duration_ms) {
(unsigned) prev_scene, (unsigned) step_id);
}
(void) hints_client_puzzle_start(puzzle_id);
// Keep the voice gateway in sync so the phone NPCs hint on THIS scene.
notify_gateway_scene(puzzle_id);
}
return ESP_OK;
}
+9
View File
@@ -63,6 +63,12 @@
// this to NVS so the field operator can repoint the firmware without a flash.
#define ZACUS_HINTS_BASE_URL "http://192.168.0.150:8302"
// Voice gateway (tools/zacus-gateway) — the engine POSTs each scene change to
// {URL}/game/step?scene=SCENE_* so the phone NPCs disguise that scene's hint.
// Hardcoded for now like the URLs above — moves to NVS in the same follow-up.
#define ZACUS_GATEWAY_BASE_URL "http://192.168.0.175:8401"
#define ZACUS_GATEWAY_TOKEN "testtoken"
// Slice 7: voice-bridge WebSocket on the MacStudio (Tailscale address).
// Hardcoded here for the same reason as ZACUS_HINTS_BASE_URL — moves to
// NVS in a follow-up slice. The bridge endpoint is documented in
@@ -530,6 +536,9 @@ void app_main(void) {
ESP_LOGE(TAG, "npc_engine_init failed: %s",
esp_err_to_name(npc_err));
}
// Push each scene change to the voice gateway so the phone NPCs
// disguise the CURRENT scene's hint (best-effort, see main.c URL).
npc_engine_set_gateway(ZACUS_GATEWAY_BASE_URL, ZACUS_GATEWAY_TOKEN);
// Slice 5: bring up the hints HTTP client (so npc_engine can
// route hint requests through the real backend) and the voice
+8 -13
View File
@@ -599,19 +599,14 @@ int audio_capture_wav(uint8_t *out, size_t out_max, int max_ms, int silence_ms)
const int max_frames = (max_ms / 20);
const int silence_frames = (silence_ms / 20);
/* VAD thresholds (raw S16). Tuned for the SLIC handset mic at +24 dB PGA:
* speech peaks ~5 % FS / RMS ~1-2 %, noise floor ~0.6 %. Onset must sit
* between (catch quiet speech), silence ABOVE the noise floor (so the turn
* ends when the caller stops instead of running to max_ms). */
/* Measured on the SLIC handset (DC-blocked): speech body sits ~1 % FS RMS
* with peaks ~18 %, noise floor ~0.3 %. The previous silence threshold
* (1.2 %) was ABOVE the speech body, so the recorder classified the
* caller's own voice as silence and cut the turn after ~0.6 s → empty STT.
* Onset must clear noise (3-frame sustained confirm also guards it); silence
* must sit between the noise floor and the speech body so the turn ends only
* on a real pause. */
const int32_t vad_onset_rms_sq = 450 * 450; /* ~1.4% FS² — speech onset above noise */
const int32_t vad_silence_rms_sq = 200 * 200; /* ~0.6% FS² — below speech body, above noise floor */
/* Calibrated to the QUIET handset voice (DC-blocked: body 0.16-0.8 % FS RMS,
* loud syllables ~2-4 %, noise floor ~0.3 %). The old onset (1.4 %) NEVER
* triggered → "no sustained voice"; the old silence (0.6 %) sat ABOVE the
* body → cut mid-sentence. Now: onset catches a real syllable just above the
* floor (3-frame confirm guards clicks); silence sits just above the floor so
* the turn ends only on a true pause, holding the whole sentence. */
const int32_t vad_onset_rms_sq = 230 * 230; /* ~0.70% FS² — quiet-voice onset */
const int32_t vad_silence_rms_sq = 110 * 110; /* ~0.34% FS² — just above noise floor */
int silent_frames = 0;
int total_frames = 0;
+7 -1
View File
@@ -47,7 +47,9 @@
#define CAPTURE_MAX_IRAM (128 * 1024)
#define CAPTURE_MAX_MS_PSRAM 8000
#define CAPTURE_MAX_MS_IRAM 4000
#define CAPTURE_SILENCE_MS 600 /* end-of-speech VAD: shorter = snappier reply (was 800) */
#define CAPTURE_SILENCE_MS 900 /* end-of-speech: needs to ride through brief
* mid-sentence pauses so a whole phrase is
* captured (quiet handset voice). 900 ms. */
#define REPLY_POLL_MS 200 /* interval for checking hook during playback */
#define REPLY_PLAYBACK_EXTRA_MS 500 /* safety margin added to computed WAV duration */
#define BETWEEN_TURNS_MS 300 /* short pause between capture rounds */
@@ -124,6 +126,10 @@ static void enter_incoming_greet(void)
{
s_incoming_armed = false;
phone_ring_stop();
slic_ring_stop(); /* belt-and-suspenders: kill the physical bell directly in
* case phone.c's s_ringing flag desynced from slic.c's
* (otherwise phone_ring_stop early-returns and the bell
* keeps ringing through the answered call). */
tones_stop();
dialer_reset();
s_offhook = true;