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@@ -6,11 +6,17 @@ After login, character creation and play use one dialogue history and one text i
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During play the UI has no persistent location, task, inventory, economy, status, or purchase panels. The player asks for information or writes an action in the same input. Rust validates state changes; the AI can only propose a typed intent. A direct request to travel may establish a new place and an encounter when Rust commits that movement.
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If the player asks to find or approach someone and no NPC is present, the direct dialogue scene may propose one person and an opening line. Rust creates that NPC only for the explicit request and commits the first exchange idempotently; a later turn continues the saved conversation. Clear requests about the current location are answered from its saved facts without asking the player to restate what they want to inspect.
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The separate `/admin` route provides an authenticated, read-only operations view for player search/profile/trace, YAML prompt assets, generated Luau rules with validation results, and the append-only audit log. All privileged data comes from the Rust `/api/admin/...` API; the browser never connects directly to PostgreSQL. Backend endpoints require `accounts.is_admin=true`.
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The game is text- and dialogue-based and uses no images. Place descriptions include sound, smell, air/temperature, touch/surface, and spatial-orientation cues. Visible details may also be described in words, but are never required to understand the scene or play. The transcript is screen-reader announced, and Enter submits the input while Shift+Enter inserts a newline; no separate send button is required.
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Voice input and output are optional browser features. The microphone button beside the text field uses Web Speech API when available and sends only its final Swedish transcript through the same submission path as typed text. Before its first use, the client explains that the browser may process audio through a provider-selected service; the game itself does not receive or store recordings, while the final transcript is saved as ordinary dialogue. Writing `röstinställningar` or saying `röstkommando alternativ` opens the temporary controls in the dialogue. The player can choose `Spelets röst`, `Skärmläsare`, or `Endast text`, select available Swedish speech voices and rate, and enable auto-read and short audio cues. The default mode is `Skärmläsare`; auto-read is off. These preferences are stored in browser `localStorage`. If speech APIs are unavailable or permission is denied, text play remains available.
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Voice output uses the browser's Swedish speech synthesis for all player-facing game dialogue, onboarding, account responses, character and world creation, gameplay replies, in-game errors, and microphone disclosures. The `/admin` route is excluded. The first unauthenticated visit automatically reads an introduction that explains the game, how to create an account, and how to play; the introduction stays visible as text and can be replayed with `Läs introduktionen igen`. New game replies are read automatically and the transcript remains available to screen readers and as text. Returning players hear the latest saved game reply when they reopen the game. Voice settings can change the Swedish voice and speaking rate, but cannot disable automatic speech. These preferences are stored in browser `localStorage`. If the browser lacks speech synthesis or blocks playback, the same content remains available as text and the introduction can be started again with its replay button.
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The microphone button beside the text field uses Web Speech API when available and sends only its final Swedish transcript through the same submission path as typed text. Before its first use, the client explains that the browser may process audio through a provider-selected service; the game itself does not receive or store recordings, while the final transcript is saved as ordinary dialogue. Writing `röstinställningar` or saying `röstkommando alternativ` opens temporary voice controls in the dialogue. The player can select an available Swedish voice and speaking rate and enable or disable short audio cues. Voice preferences are stored in browser `localStorage`.
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When a character or NPC is created, its saved voice identity is masculine, feminine, or neutral. The biography prompt only assigns masculine/feminine when the character is explicitly described that way; otherwise it uses neutral. Speech synthesis applies a stable, subtly varied pitch/rate profile per character, so a character keeps the same sound across visits. Narration always uses neutral pitch. The browser's selected Swedish voice still determines the underlying voice, so the exact sound depends on installed system voices.
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System voice commands require the prefix `röstkommando`: `upprepa`, `avbryt`, `hjälp`, `alternativ`, or `paus`. Without the prefix, the same words remain ordinary dialogue. Speech recognition and synthesis are browser-dependent; release acceptance must record which real iPhone/Safari/VoiceOver and Android/Chrome/TalkBack combinations were actually checked.
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@@ -2,5 +2,5 @@ apiVersion: v2
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name: ai-spel-frontend
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description: Static web frontend for the Swedish life simulator
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type: application
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version: 0.1.27
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appVersion: "0.1.27"
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version: 0.1.32
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appVersion: "0.1.32"
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+76
-32
@@ -36,7 +36,9 @@
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<main>
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<section id="auth" aria-labelledby="auth-heading">
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<h1 id="auth-heading">Svensk livssimulator</h1>
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<p>Skapa en vuxen person och utforska en bestående värld genom dialog. Inga bilder används.</p>
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<p id="auth-intro">Välkommen till en svensk, dialogbaserad livssimulator utan bilder. Världen beskrivs med ljud, dofter, temperatur, beröring och riktning. Skapa konto med ett användarnamn och ett lösenord på minst tolv tecken. Berätta sedan fritt om en vuxen person. Du får redigera och godkänna personens biografi och startplats. Spela genom att skriva eller tala vad du gör och frågar. Personer du möter kan minnas tidigare samtal. Spelets repliker läses automatiskt upp på svenska och finns kvar som text. Har du redan konto väljer du Logga in.</p>
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<button type="button" id="auth-repeat-intro">Läs introduktionen igen</button>
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<p id="auth-status" role="status" aria-live="polite" hidden></p>
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<form id="auth-form">
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<label>Användarnamn <input name="username" required minlength="3" maxlength="40" autocomplete="username"></label>
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<label>Lösenord <input name="password" type="password" required minlength="12" maxlength="256" autocomplete="current-password"></label>
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@@ -84,8 +86,9 @@
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let submitBusy = false;
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let pendingDialogue = null;
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let latestAssistantText = '';
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const voiceSettingsKey = 'ai-spel.voice-settings.v1';
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let voiceSettings = window.GameVoice.loadSettings(localStorage, voiceSettingsKey);
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let latestAssistantVoice = {role: 'narrator', voiceIdentity: 'neutral'};
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const voiceSettingsKey = 'ai-spel.voice-settings.v2';
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let voiceSettings = window.GameVoice.loadSettings(localStorage, voiceSettingsKey, 'ai-spel.voice-settings.v1');
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let voiceController;
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let audioContext;
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let voiceDisclosureAcknowledged = false;
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@@ -106,26 +109,37 @@
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line.scrollIntoView({block: 'end'});
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if (role === 'assistant') {
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latestAssistantText = content;
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if (options.speak !== false && !content.trim().endsWith('…') && !content.trim().endsWith('...')
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&& voiceSettings.mode === 'game-voice' && voiceSettings.autoSpeak && !play.hidden) {
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voiceController?.speak(content, options.voice || {});
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latestAssistantVoice = options.voice || {role: 'narrator', voiceIdentity: 'neutral'};
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if (options.speak !== false && location.pathname !== '/admin') {
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voiceController?.speak(content, latestAssistantVoice);
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}
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}
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return line;
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}
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function explainDialogueError(error) {
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const code = String(error?.message || '');
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const known = {
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dialogue_temporarily_unavailable: 'Berättartjänsten svarar inte just nu. Vänta en stund och försök igen.',
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world_version_conflict: 'Världen hann ändras medan du skrev. Jag har uppdaterat läget; skicka meddelandet igen.',
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world_not_available: 'Världen är inte tillgänglig just nu. Försök igen om en liten stund.',
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};
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return known[code] || (/^[a-z0-9_]+$/.test(code)
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? 'Jag kunde inte behandla det just nu. Försök igen om en liten stund.'
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: code || 'Ett tillfälligt fel uppstod. Försök igen om en liten stund.');
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}
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function setVoiceStatus(message = '') { document.querySelector('#voice-status').textContent = message; }
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function refreshMicrophone() {
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const button = document.querySelector('#microphone');
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if (button) button.disabled = play.hidden || messageField.disabled || submitBusy;
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}
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function persistVoiceSettings() {
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voiceSettings.mode = 'game-voice';
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voiceSettings.autoSpeak = true;
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if (!window.GameVoice.saveSettings(localStorage, voiceSettingsKey, voiceSettings)) {
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setVoiceStatus('Röstinställningen kunde inte sparas i den här webbläsaren.');
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}
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voiceController?.update(voiceSettings);
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if (voiceSettings.mode !== 'game-voice') voiceController?.stopAll();
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else if (!voiceSettings.autoSpeak) voiceController?.cancelSpeech();
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transcript.setAttribute('aria-live', voiceSettings.mode === 'game-voice' ? 'off' : 'polite');
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transcript.setAttribute('aria-live', 'polite');
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}
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function playVoiceSignal(state) {
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if (!voiceSettings.soundSignals || !['LISTENING', 'PROCESSING', 'ERROR', 'STOPPED'].includes(state)) return;
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@@ -166,16 +180,7 @@
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item.setAttribute('aria-label', 'Röstinställningar och uppläsning');
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const heading = document.createElement('strong'); heading.textContent = 'Röstinställningar'; item.append(heading);
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const fieldset = document.createElement('fieldset');
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const legend = document.createElement('legend'); legend.textContent = 'Välj hur dialogen ska läsas upp'; fieldset.append(legend);
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const modeLabel = document.createElement('label'); modeLabel.textContent = 'Läge';
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const mode = document.createElement('select');
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[['screen-reader', 'Skärmläsare'], ['game-voice', 'Spelets röst'], ['text-only', 'Endast text']].forEach(([value, label]) => {
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const option = document.createElement('option'); option.value = value; option.textContent = label; mode.append(option);
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});
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mode.value = voiceSettings.mode; modeLabel.append(mode); fieldset.append(modeLabel);
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const autoLabel = document.createElement('label'); const auto = document.createElement('input');
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auto.type = 'checkbox'; auto.checked = voiceSettings.autoSpeak;
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autoLabel.append(auto, document.createTextNode(' Läs nya repliker automatiskt')); fieldset.append(autoLabel);
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const legend = document.createElement('legend'); legend.textContent = 'Spelets repliker läses alltid upp. Anpassa rösten här.'; fieldset.append(legend);
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const speedLabel = document.createElement('label'); speedLabel.textContent = `Talhastighet: ${Number(voiceSettings.rate).toFixed(1)}`;
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const speed = document.createElement('input'); speed.type = 'range'; speed.min = '0.5'; speed.max = '2'; speed.step = '0.1'; speed.value = String(voiceSettings.rate);
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speed.setAttribute('aria-label', 'Talhastighet'); speed.addEventListener('input', () => { speedLabel.firstChild.textContent = `Talhastighet: ${Number(speed.value).toFixed(1)}`; });
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@@ -199,18 +204,16 @@
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signalLabel.append(signals, document.createTextNode(' Ljudsignal vid röstinmatning')); fieldset.append(signalLabel);
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item.append(fieldset);
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const speakLatest = () => {
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if (!voiceController.speak(latestAssistantText)) setVoiceStatus('Talsyntes stöds inte här eller är avstängd. Dialogen finns kvar som text.');
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if (!voiceController.speak(latestAssistantText, latestAssistantVoice)) setVoiceStatus('Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
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};
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addVoiceButton(item, 'Läs senaste repliken', speakLatest);
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addVoiceButton(item, 'Upprepa', speakLatest);
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addVoiceButton(item, 'Avbryt uppläsning', () => voiceController.cancelSpeech());
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mode.addEventListener('change', () => { voiceSettings.mode = mode.value; persistVoiceSettings(); });
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auto.addEventListener('change', () => { voiceSettings.autoSpeak = auto.checked; persistVoiceSettings(); });
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speed.addEventListener('change', () => { voiceSettings.rate = Number(speed.value); persistVoiceSettings(); });
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voice.addEventListener('change', () => { voiceSettings.voiceName = voice.value; persistVoiceSettings(); });
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signals.addEventListener('change', () => { voiceSettings.soundSignals = signals.checked; persistVoiceSettings(); });
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addVoiceButton(item, 'Stäng röstinställningar', () => item.remove());
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transcript.append(item); item.scrollIntoView({block: 'end'}); mode.focus();
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transcript.append(item); item.scrollIntoView({block: 'end'}); speed.focus();
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}
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function requestVoiceDisclosure() {
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const item = document.createElement('li'); item.dataset.role = 'voice-controls';
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@@ -218,6 +221,7 @@
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const message = document.createElement('p');
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message.textContent = 'Innan du startar: webbläsarens taligenkänning kan behandla ljud genom en tjänst som webbläsaren väljer. Spelet tar inte emot eller sparar ljudinspelningen. Den färdiga transkriberingen skickas och sparas som din vanliga dialog. Fortsätt bara om du godkänner webbläsarens hantering av tal.';
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item.append(message);
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voiceController.speak(message.textContent, {role: 'narrator', voiceIdentity: 'neutral'});
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addVoiceButton(item, 'Jag förstår – starta mikrofonen', () => {
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voiceDisclosureAcknowledged = true;
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item.remove();
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@@ -229,13 +233,16 @@
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function handleVoiceCommand(message, source) {
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const parsed = window.GameVoice.parseVoiceCommand(message, {requirePrefix: source === 'voice'});
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if (!parsed) return false;
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if (parsed.command === 'settings') appendVoiceSettings();
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if (parsed.command === 'settings') {
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appendLine('assistant', 'Här kan du välja en svensk röst och justera talhastigheten. Alla repliker i spelet läses upp automatiskt.');
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appendVoiceSettings();
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}
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else if (parsed.command === 'repeat') {
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if (!voiceController.speak(latestAssistantText)) setVoiceStatus('Talsyntes stöds inte här eller är avstängd. Dialogen finns kvar som text.');
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if (!voiceController.speak(latestAssistantText, latestAssistantVoice)) setVoiceStatus('Talsyntes stöds inte i den här webbläsaren. Dialogen finns kvar som text.');
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} else if (parsed.command === 'stop') {
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voiceController.cancelSpeech(); voiceController.stopListening(); setVoiceStatus('Röstinteraktionen är avbruten.');
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} else if (parsed.command === 'help') {
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appendLine('assistant', 'Skriv röstinställningar för röstlägen. I spelets röstläge kan du tala till mikrofonen eller skriva. Använd “röstkommando upprepa” för att höra senaste repliken igen.');
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appendLine('assistant', 'Skriv röstinställningar för att välja svensk röst och talhastighet. Spelets repliker läses alltid upp. Du kan tala i mikrofonen när den finns, eller skriva. Använd “röstkommando upprepa” för att höra senaste repliken igen.');
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} else setVoiceStatus('Okänt röstkommando. Skriv röstinställningar för alternativen.');
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return true;
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}
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@@ -267,6 +274,11 @@
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auth.hidden = false;
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document.querySelector('#auth-heading').textContent = location.pathname === '/admin' ? 'Administratörsinloggning' : 'Svensk livssimulator';
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document.querySelector('#version-footer').hidden = false;
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const adminRoute = location.pathname === '/admin';
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document.querySelector('#auth-intro').hidden = adminRoute;
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document.querySelector('#auth-repeat-intro').hidden = adminRoute;
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document.querySelector('[name="intent"][value="register"]').hidden = adminRoute;
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if (!adminRoute) playFirstVisitIntroduction();
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}
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function showPlay() {
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auth.hidden = true;
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@@ -277,11 +289,31 @@
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messageField.focus();
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}
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function showAdmin() {
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voiceController.stopAll();
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auth.hidden = true;
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play.hidden = true;
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adminView.hidden = false;
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document.querySelector('#version-footer').hidden = true;
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}
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const introductionKey = 'ai-spel.introduction-heard.v1';
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function playFirstVisitIntroduction() {
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let alreadyHeard = false;
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try { alreadyHeard = localStorage.getItem(introductionKey) === 'true'; } catch (_) { /* Keep the intro available for this visit. */ }
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if (alreadyHeard) return;
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const introduction = document.querySelector('#auth-intro').textContent;
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if (voiceController.speak(introduction, {role: 'narrator', voiceIdentity: 'neutral'})) {
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try { localStorage.setItem(introductionKey, 'true'); } catch (_) { /* The page text remains available. */ }
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}
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}
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document.querySelector('#auth-repeat-intro').addEventListener('click', () => {
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if (location.pathname !== '/admin') voiceController.speak(document.querySelector('#auth-intro').textContent, {role: 'narrator', voiceIdentity: 'neutral'});
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});
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function explainAuthError(error, intent) {
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if (intent === 'register' && error?.message === 'username_unavailable') return 'Det användarnamnet används redan. Välj ett annat och försök igen.';
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if (intent === 'register' && ['invalid_username', 'password_length_must_be_12_to_256'].includes(error?.message)) return 'Kontot kunde inte skapas. Användarnamnet ska ha 3 till 40 bokstäver, siffror eller tecknen punkt, bindestreck och understreck. Lösenordet ska ha minst tolv tecken.';
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if (intent === 'login' && ['unauthorized', 'invalid_credentials'].includes(error?.message)) return 'Användarnamnet eller lösenordet stämmer inte. Försök igen.';
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return 'Begäran kunde inte genomföras just nu. Kontrollera uppgifterna och försök igen.';
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}
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function adminElement(tag, text, parent = adminContent) {
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const element = document.createElement(tag);
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if (text !== undefined) element.textContent = text;
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@@ -417,7 +449,9 @@
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transcript.replaceChildren();
|
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latestAssistantText = '';
|
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for (const line of lines) appendLine(line.role === 'user' ? 'user' : 'assistant', line.content, {speak: false});
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if (lines.length === 0 && gameState?.world) {
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if (lines.length > 0 && latestAssistantText && location.pathname !== '/admin') {
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voiceController?.speak(latestAssistantText, {role: 'narrator', voiceIdentity: 'neutral'});
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} else if (lines.length === 0 && gameState?.world) {
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const place = gameState.world.location;
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const senses = place.senses || {};
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appendLine('assistant', `Du börjar på ${place.name}. ${place.description} Ljud: ${senses.sound || 'Inget särskilt ljud beskrivet.'} Doft: ${senses.smell || 'Ingen särskild doft beskriven.'} Luft och temperatur: ${senses.air_and_temperature || 'Inte beskrivet.'} Beröring och ytor: ${senses.touch_and_surfaces || 'Inte beskrivet.'} Orientering: ${senses.spatial_orientation || 'Inte beskrivet.'}`);
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@@ -443,6 +477,7 @@
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}
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async function handleLogout() {
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await request('/api/logout', {method: 'POST'});
|
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if (location.pathname !== '/admin') appendLine('assistant', 'Du har loggat ut. Logga in igen för att fortsätta spela.');
|
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characterDraft = null;
|
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gameState = null;
|
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transcript.replaceChildren();
|
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@@ -532,13 +567,19 @@
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gameState.world.version = result.world_version;
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gameState.world.world_time = result.world_time;
|
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pendingDialogue = null;
|
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const speakingNpc = result.intent === 'speak' ? gameState.world.npc : null;
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if (result.intent === 'move' || result.intent === 'meet') {
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try {
|
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const refreshed = await request('/api/world');
|
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if (refreshed.world) gameState = refreshed;
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} catch (_) { /* The committed dialogue stays successful if this optional view refresh fails. */ }
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}
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const speakingNpc = ['speak', 'meet'].includes(result.intent) ? gameState.world.npc : null;
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appendLine('assistant', result.reply, speakingNpc
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? {speaker: speakingNpc.name, voice: {characterId: speakingNpc.id}}
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: {speaker: 'Berättelsen'});
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? {speaker: speakingNpc.name, voice: {characterId: speakingNpc.id, voiceIdentity: speakingNpc.voice_identity}}
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: {speaker: 'Berättelsen', voice: {role: 'narrator', voiceIdentity: 'neutral'}});
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} catch (error) {
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messageField.value = message;
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appendLine('assistant', `Meddelandet kunde inte behandlas: ${error.message}. Texten ligger kvar i inmatningen; skicka igen för att försöka på nytt.`);
|
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appendLine('assistant', `${explainDialogueError(error)} Ditt meddelande ligger kvar i inmatningen.`);
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}
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messageField.disabled = false;
|
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messageField.focus();
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@@ -554,7 +595,10 @@
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form.reset();
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if (location.pathname === '/admin') await openAdmin(); else await openGame();
|
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} catch (error) {
|
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window.alert(`Kunde inte logga in: ${error.message}`);
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const status = document.querySelector('#auth-status');
|
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status.textContent = explainAuthError(error, intent);
|
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status.hidden = false;
|
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if (location.pathname !== '/admin') voiceController.speak(status.textContent, {role: 'narrator', voiceIdentity: 'neutral'});
|
||||
}
|
||||
});
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async function submitMessage(input, source = 'text') {
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||||
|
||||
@@ -8,21 +8,30 @@ grep -q "request('/version')" index.html
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grep -Fq "credentials: 'same-origin'" index.html
|
||||
grep -q 'id="dialogue" aria-label="Dialoghistorik" role="log" aria-live="polite"' index.html
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grep -q 'id="message" name="message"' index.html
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grep -q 'id="auth-intro"' index.html
|
||||
grep -q 'Skapa konto med ett användarnamn och ett lösenord på minst tolv tecken' index.html
|
||||
grep -q 'id="auth-repeat-intro"' index.html
|
||||
grep -q 'function playFirstVisitIntroduction' index.html
|
||||
grep -q "location.pathname !== '/admin'" index.html
|
||||
grep -q "if (options.speak !== false && location.pathname !== '/admin')" index.html
|
||||
grep -q 'id="microphone" aria-pressed="false"' index.html
|
||||
grep -q 'id="voice-status" role="status" aria-live="polite"' index.html
|
||||
grep -q "window.GameVoice.createVoiceController" index.html
|
||||
grep -q 'Jag förstår – starta mikrofonen' index.html
|
||||
grep -q 'supportsRecognition' voice.js
|
||||
grep -q 'characterVoiceProfile' voice.js
|
||||
grep -q "voiceIdentity: speakingNpc.voice_identity" index.html
|
||||
grep -q "role: 'narrator', voiceIdentity: 'neutral'" index.html
|
||||
grep -q 'COPY voice.js /usr/share/nginx/html/voice.js' Dockerfile
|
||||
grep -q "SpeechRecognition || win.webkitSpeechRecognition" voice.js
|
||||
grep -q "submitMessage(text, 'voice')" index.html
|
||||
grep -q "'screen-reader', 'Skärmläsare'" index.html
|
||||
grep -q "'game-voice', 'Spelets röst'" index.html
|
||||
grep -q "'text-only', 'Endast text'" index.html
|
||||
grep -q 'Spelets repliker läses alltid upp' index.html
|
||||
grep -q "event.key === 'Enter' && !event.shiftKey" index.html
|
||||
grep -q "request('/api/character/draft'" index.html
|
||||
grep -q "request('/api/world/draft'" index.html
|
||||
grep -q "request('/api/dialogue'" index.html
|
||||
grep -q "result.intent === 'move' || result.intent === 'meet'" index.html
|
||||
grep -q 'dialogue_temporarily_unavailable:' index.html
|
||||
grep -q 'id="admin-view"' index.html
|
||||
grep -q '/api/admin/players?' index.html
|
||||
grep -q "request('/api/admin/prompts'" index.html
|
||||
|
||||
+50
-14
@@ -5,6 +5,9 @@ const test = require('node:test');
|
||||
const vm = require('node:vm');
|
||||
|
||||
const source = fs.readFileSync(path.join(__dirname, '..', 'voice.js'), 'utf8');
|
||||
const apiWindow = {};
|
||||
vm.runInNewContext(source, {window: apiWindow, globalThis: apiWindow, Promise, String, Math, Object});
|
||||
const GameVoice = apiWindow.GameVoice;
|
||||
|
||||
function makeHarness({supported = true, tts = true, onTranscript = () => Promise.resolve()} = {}) {
|
||||
const recognitions = [];
|
||||
@@ -119,6 +122,26 @@ test('TTS selects Swedish fallback, applies rate, and cancellation invalidates c
|
||||
assert.equal(h.controller.getState(), 'IDLE');
|
||||
});
|
||||
|
||||
test('character voice identity gives stable distinct masculine, feminine, and neutral timbres', () => {
|
||||
const profile = GameVoice.characterVoiceProfile;
|
||||
const masculine = profile('masculine', 'character-1');
|
||||
const feminine = profile('feminine', 'character-1');
|
||||
const neutral = profile('neutral', 'character-1');
|
||||
assert.equal(profile('masculine', 'character-1').pitch, masculine.pitch);
|
||||
assert.ok(masculine.pitch < neutral.pitch);
|
||||
assert.ok(neutral.pitch < feminine.pitch);
|
||||
assert.notEqual(profile('masculine', 'character-2').pitch, masculine.pitch);
|
||||
});
|
||||
|
||||
test('narrator uses neutral pitch while character replies use their saved voice identity', () => {
|
||||
const h = makeHarness();
|
||||
h.controller.update({mode: 'game-voice'});
|
||||
h.controller.speak('Berättarröst', {role: 'narrator', voiceIdentity: 'feminine', characterId: 'narrator'});
|
||||
h.controller.speak('NPC-replik', {voiceIdentity: 'masculine', characterId: 'npc-1'});
|
||||
assert.equal(h.utterances[0].pitch, 1);
|
||||
assert.ok(h.utterances[1].pitch < 1);
|
||||
});
|
||||
|
||||
test('TTS and microphone are mutually exclusive', () => {
|
||||
const h = makeHarness();
|
||||
h.controller.update({mode: 'game-voice'});
|
||||
@@ -128,9 +151,11 @@ test('TTS and microphone are mutually exclusive', () => {
|
||||
assert.equal(h.controller.getState(), 'SPEAKING');
|
||||
});
|
||||
|
||||
test('speech is disabled in screen-reader mode and gracefully degrades without synthesis', () => {
|
||||
test('game speech stays automatic even with legacy text-only settings and gracefully degrades without synthesis', () => {
|
||||
const screenReader = makeHarness();
|
||||
assert.equal(screenReader.controller.speak('dialog'), false);
|
||||
screenReader.controller.update({mode: 'text-only', autoSpeak: false});
|
||||
assert.equal(screenReader.controller.speak('dialog'), true);
|
||||
assert.equal(screenReader.synthesis.spoken[0].text, 'dialog');
|
||||
const noTts = makeHarness({tts: false});
|
||||
noTts.controller.update({mode: 'game-voice'});
|
||||
assert.equal(noTts.controller.speak('dialog'), false);
|
||||
@@ -139,13 +164,13 @@ test('speech is disabled in screen-reader mode and gracefully degrades without s
|
||||
test('system commands require an explicit prefix; ordinary dialogue words are untouched', () => {
|
||||
const global = {};
|
||||
vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object});
|
||||
assert.equal(global.GameVoice.parseVoiceCommand('upprepa'), null);
|
||||
assert.equal(global.GameVoice.parseVoiceCommand('hjälp'), null);
|
||||
assert.equal(global.GameVoice.parseVoiceCommand('röstkommando upprepa.' ).command, 'repeat');
|
||||
assert.equal(global.GameVoice.parseVoiceCommand('röstkommando alternativ').command, 'settings');
|
||||
assert.equal(global.GameVoice.parseVoiceCommand('röstinställningar').command, 'settings');
|
||||
assert.equal(global.GameVoice.parseVoiceCommand('röstinställningar', {requirePrefix: true}), null);
|
||||
assert.equal(global.GameVoice.parseVoiceCommand('röstkommando alternativ', {requirePrefix: true}).command, 'settings');
|
||||
assert.equal(GameVoice.parseVoiceCommand('upprepa'), null);
|
||||
assert.equal(GameVoice.parseVoiceCommand('hjälp'), null);
|
||||
assert.equal(GameVoice.parseVoiceCommand('röstkommando upprepa.' ).command, 'repeat');
|
||||
assert.equal(GameVoice.parseVoiceCommand('röstkommando alternativ').command, 'settings');
|
||||
assert.equal(GameVoice.parseVoiceCommand('röstinställningar').command, 'settings');
|
||||
assert.equal(GameVoice.parseVoiceCommand('röstinställningar', {requirePrefix: true}), null);
|
||||
assert.equal(GameVoice.parseVoiceCommand('röstkommando alternativ', {requirePrefix: true}).command, 'settings');
|
||||
});
|
||||
|
||||
test('settings survive reload and invalid storage falls back to accessible defaults', () => {
|
||||
@@ -153,14 +178,25 @@ test('settings survive reload and invalid storage falls back to accessible defau
|
||||
vm.runInNewContext(source, {window: global, globalThis: global, Promise, String, Math, Object});
|
||||
const values = new Map();
|
||||
const storage = {getItem: key => values.get(key) || null, setItem: (key, value) => values.set(key, value)};
|
||||
const requested = {...global.GameVoice.DEFAULT_SETTINGS, mode: 'game-voice', autoSpeak: true, rate: 1.5, voiceName: 'Svensk'};
|
||||
assert.equal(global.GameVoice.saveSettings(storage, 'voice', requested), true);
|
||||
const loaded = global.GameVoice.loadSettings(storage, 'voice');
|
||||
const defaults = GameVoice.loadSettings(storage, 'new-player');
|
||||
assert.equal(defaults.mode, 'game-voice');
|
||||
assert.equal(defaults.autoSpeak, true);
|
||||
values.set('voice-v1', JSON.stringify({mode: 'text-only', autoSpeak: false, rate: 1.4, voiceName: 'Svensk', soundSignals: false}));
|
||||
const migrated = GameVoice.loadSettings(storage, 'voice-v2', 'voice-v1');
|
||||
assert.equal(migrated.mode, 'game-voice');
|
||||
assert.equal(migrated.autoSpeak, true);
|
||||
assert.equal(migrated.rate, 1.4);
|
||||
assert.equal(migrated.voiceName, 'Svensk');
|
||||
assert.equal(migrated.soundSignals, false);
|
||||
const requested = {...GameVoice.DEFAULT_SETTINGS, mode: 'game-voice', autoSpeak: true, rate: 1.5, voiceName: 'Svensk'};
|
||||
assert.equal(GameVoice.saveSettings(storage, 'voice', requested), true);
|
||||
const loaded = GameVoice.loadSettings(storage, 'voice');
|
||||
assert.equal(loaded.mode, 'game-voice');
|
||||
assert.equal(loaded.autoSpeak, true);
|
||||
assert.equal(loaded.rate, 1.5);
|
||||
assert.equal(loaded.voiceName, 'Svensk');
|
||||
values.set('voice', '{trasig');
|
||||
assert.equal(global.GameVoice.loadSettings(storage, 'voice').mode, 'screen-reader');
|
||||
assert.equal(global.GameVoice.saveSettings({setItem() { throw new Error('blocked'); }}, 'voice', requested), false);
|
||||
assert.equal(GameVoice.loadSettings(storage, 'voice').mode, 'game-voice');
|
||||
assert.equal(GameVoice.loadSettings(storage, 'voice').autoSpeak, true);
|
||||
assert.equal(GameVoice.saveSettings({setItem() { throw new Error('blocked'); }}, 'voice', requested), false);
|
||||
});
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/* Browser voice adapters. Kept independent of the game submission and API layer. */
|
||||
(function exposeVoice(root) {
|
||||
const DEFAULT_SETTINGS = Object.freeze({
|
||||
mode: 'screen-reader',
|
||||
autoSpeak: false,
|
||||
mode: 'game-voice',
|
||||
autoSpeak: true,
|
||||
language: 'sv-SE',
|
||||
rate: 1,
|
||||
voiceName: '',
|
||||
@@ -25,15 +25,30 @@
|
||||
return {command: aliases[command] || 'unknown'};
|
||||
}
|
||||
|
||||
function loadSettings(storage, key) {
|
||||
function loadSettings(storage, key, legacyKey) {
|
||||
try {
|
||||
const stored = JSON.parse(storage.getItem(key) || '{}');
|
||||
const current = storage.getItem(key);
|
||||
if (!current && legacyKey) {
|
||||
const legacy = JSON.parse(storage.getItem(legacyKey) || '{}');
|
||||
const migrated = {
|
||||
...DEFAULT_SETTINGS,
|
||||
rate: legacy.rate,
|
||||
voiceName: legacy.voiceName,
|
||||
speakerProfiles: legacy.speakerProfiles,
|
||||
soundSignals: legacy.soundSignals,
|
||||
};
|
||||
saveSettings(storage, key, migrated);
|
||||
return migrated;
|
||||
}
|
||||
const stored = JSON.parse(current || '{}');
|
||||
const settings = {...DEFAULT_SETTINGS, ...stored};
|
||||
if (!['screen-reader', 'game-voice', 'text-only'].includes(settings.mode)) settings.mode = DEFAULT_SETTINGS.mode;
|
||||
// Game dialogue is always spoken. These assignments also migrate older
|
||||
// local settings that allowed text-only or screen-reader-only playback.
|
||||
settings.mode = 'game-voice';
|
||||
settings.autoSpeak = true;
|
||||
settings.rate = Math.min(2, Math.max(0.5, Number(settings.rate) || 1));
|
||||
settings.voiceName = typeof settings.voiceName === 'string' ? settings.voiceName : '';
|
||||
settings.speakerProfiles = settings.speakerProfiles && typeof settings.speakerProfiles === 'object' ? settings.speakerProfiles : {};
|
||||
settings.autoSpeak = settings.autoSpeak === true;
|
||||
settings.soundSignals = settings.soundSignals !== false;
|
||||
return settings;
|
||||
} catch (_) { return {...DEFAULT_SETTINGS}; }
|
||||
@@ -44,6 +59,16 @@
|
||||
catch (_) { return false; }
|
||||
}
|
||||
|
||||
function characterVoiceProfile(voiceIdentity, characterId = '') {
|
||||
const identity = ['masculine', 'feminine', 'neutral'].includes(voiceIdentity) ? voiceIdentity : 'neutral';
|
||||
let hash = 2166136261;
|
||||
for (const char of String(characterId)) hash = Math.imul(hash ^ char.charCodeAt(0), 16777619) >>> 0;
|
||||
const variation = (hash % 1000) / 1000;
|
||||
if (identity === 'masculine') return {pitch: 0.88 + variation * 0.08, rate: 0.96 + variation * 0.04};
|
||||
if (identity === 'feminine') return {pitch: 1.06 + variation * 0.08, rate: 0.98 + variation * 0.04};
|
||||
return {pitch: 0.98 + variation * 0.04, rate: 1};
|
||||
}
|
||||
|
||||
function createVoiceController(options = {}) {
|
||||
const win = options.window || root;
|
||||
const onState = options.onState || (() => {});
|
||||
@@ -154,7 +179,7 @@
|
||||
}
|
||||
|
||||
function speak(text, voiceOptions = {}) {
|
||||
if (!text || settings.mode !== 'game-voice' || !win.speechSynthesis || !win.SpeechSynthesisUtterance) return false;
|
||||
if (!text || !win.speechSynthesis || !win.SpeechSynthesisUtterance) return false;
|
||||
stopListening();
|
||||
cancelSpeech();
|
||||
const token = generation;
|
||||
@@ -163,8 +188,11 @@
|
||||
catch (_) { setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; }
|
||||
utterance.lang = settings.language || 'sv-SE';
|
||||
const profile = voiceOptions.characterId ? settings.speakerProfiles?.[voiceOptions.characterId] || {} : {};
|
||||
utterance.rate = Math.min(2, Math.max(0.5, Number(voiceOptions.rate ?? profile.rate ?? settings.rate) || 1));
|
||||
utterance.pitch = Math.min(2, Math.max(0, Number(voiceOptions.pitch ?? profile.pitch ?? 1) || 1));
|
||||
const identityProfile = characterVoiceProfile(voiceOptions.voiceIdentity, voiceOptions.characterId);
|
||||
const isNarrator = voiceOptions.role === 'narrator';
|
||||
const configuredRate = Number(voiceOptions.rate ?? profile.rate ?? settings.rate) || 1;
|
||||
utterance.rate = Math.min(2, Math.max(0.5, configuredRate * (isNarrator || voiceOptions.rate != null || profile.rate != null ? 1 : identityProfile.rate)));
|
||||
utterance.pitch = isNarrator ? 1 : Math.min(2, Math.max(0, Number(voiceOptions.pitch ?? profile.pitch ?? identityProfile.pitch) || 1));
|
||||
const requestedName = voiceOptions.voiceName || profile.voiceName || settings.voiceName;
|
||||
const voices = availableVoices();
|
||||
utterance.voice = voices.find(voice => voice.name === requestedName)
|
||||
@@ -205,5 +233,5 @@
|
||||
return {startListening, stopListening, speak, cancelSpeech, stopAll, update, getState, getSettings, getVoices, supportsRecognition};
|
||||
}
|
||||
|
||||
root.GameVoice = {createVoiceController, DEFAULT_SETTINGS, parseVoiceCommand, loadSettings, saveSettings};
|
||||
root.GameVoice = {createVoiceController, DEFAULT_SETTINGS, parseVoiceCommand, loadSettings, saveSettings, characterVoiceProfile};
|
||||
})(typeof window !== 'undefined' ? window : globalThis);
|
||||
|
||||
Reference in New Issue
Block a user