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Author SHA1 Message Date
Gitea Actions 7d447940b3 Release 0.1.36 [auto-version-bump] 2026-10-15 18:25:07 +02:00
Ein Anderssono 09341e2486 Fix speech playback on iOS Safari
Build and publish frontend / publish (push) Successful in 44s
2026-10-15 18:24:45 +02:00
Gitea Actions 4cb41cdeca Release 0.1.35 [auto-version-bump] 2026-10-15 18:07:56 +02:00
Ein Anderssono f189adb5d6 Add dialog-based player messaging
Build and publish frontend / publish (push) Successful in 41s
2026-10-15 18:07:39 +02:00
7 changed files with 255 additions and 18 deletions
+2
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@@ -20,6 +20,8 @@ When a character or NPC is created, its saved voice identity is masculine, femin
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. 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.
On iPhone and iPad, Safari may require a direct tap or key press before it permits speech output. The frontend primes speech silently on the first player gesture and then reads game replies automatically. If the first-visit introduction did not play, use **Läs introduktionen igen**; while playing, **Läs senaste repliken** in the voice settings is the recovery action if Safari blocks a reply. The introduction is only marked as heard after the browser reports that speech actually started. The speech queue avoids an immediate `cancel()` followed by `speak()`, which older WebKit releases can drop.
The browser and API stay on the same public origin, `https://ai-spel.k3s.k0.nu`. The ingress routes `/` to this frontend service and routes `/api`, `/version`, and `/health` to the Rust service. That keeps the current server-side session cookie same-origin and avoids browser CORS configuration. The browser and API stay on the same public origin, `https://ai-spel.k3s.k0.nu`. The ingress routes `/` to this frontend service and routes `/api`, `/version`, and `/health` to the Rust service. That keeps the current server-side session cookie same-origin and avoids browser CORS configuration.
## Release flow ## Release flow
+1 -1
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@@ -1 +1 @@
0.1.34 0.1.36
+2 -2
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@@ -2,5 +2,5 @@ apiVersion: v2
name: ai-spel-frontend name: ai-spel-frontend
description: Static web frontend for the Swedish life simulator description: Static web frontend for the Swedish life simulator
type: application type: application
version: 0.1.34 version: 0.1.36
appVersion: "0.1.34" appVersion: "0.1.36"
+135 -7
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@@ -37,7 +37,8 @@
<section id="auth" aria-labelledby="auth-heading"> <section id="auth" aria-labelledby="auth-heading">
<h1 id="auth-heading">Svensk livssimulator</h1> <h1 id="auth-heading">Svensk livssimulator</h1>
<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> <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>
<button type="button" id="auth-repeat-intro">Läs introduktionen igen</button> <button type="button" id="auth-repeat-intro">Läs introduktionen</button>
<p id="auth-voice-status" role="status" aria-live="polite">På iPhone och iPad kan du behöva trycka på Läs introduktionen igen en gång för att aktivera uppläsningen.</p>
<p id="auth-status" role="status" aria-live="polite" hidden></p> <p id="auth-status" role="status" aria-live="polite" hidden></p>
<form id="auth-form"> <form id="auth-form">
<label>Användarnamn <input name="username" required minlength="3" maxlength="40" autocomplete="username"></label> <label>Användarnamn <input name="username" required minlength="3" maxlength="40" autocomplete="username"></label>
@@ -91,10 +92,14 @@
const voiceSettingsKey = 'ai-spel.voice-settings.v2'; const voiceSettingsKey = 'ai-spel.voice-settings.v2';
let voiceSettings = window.GameVoice.loadSettings(localStorage, voiceSettingsKey, 'ai-spel.voice-settings.v1'); let voiceSettings = window.GameVoice.loadSettings(localStorage, voiceSettingsKey, 'ai-spel.voice-settings.v1');
let voiceController; let voiceController;
let speechActivatedByGesture = false;
let audioContext; let audioContext;
let voiceDisclosureAcknowledged = false; let voiceDisclosureAcknowledged = false;
let adminOffset = 0; let adminOffset = 0;
const adminPageSize = 50; const adminPageSize = 50;
let presenceTimer = null;
let playerMessagesPrimed = false;
const seenPlayerMessageIds = new Set();
async function request(path, options = {}) { async function request(path, options = {}) {
const response = await fetch(path, {credentials: 'same-origin', ...options}); const response = await fetch(path, {credentials: 'same-origin', ...options});
@@ -146,7 +151,11 @@
? 'Jag kunde inte behandla det just nu. Försök igen om en liten stund.' ? 'Jag kunde inte behandla det just nu. Försök igen om en liten stund.'
: code || 'Ett tillfälligt fel uppstod. Försök igen om en liten stund.'); : code || 'Ett tillfälligt fel uppstod. Försök igen om en liten stund.');
} }
function setVoiceStatus(message = '') { document.querySelector('#voice-status').textContent = message; } function setVoiceStatus(message = '') {
document.querySelector('#voice-status').textContent = message;
const authVoiceStatus = document.querySelector('#auth-voice-status');
if (authVoiceStatus && !auth.hidden && message) authVoiceStatus.textContent = message;
}
function refreshMicrophone() { function refreshMicrophone() {
const button = document.querySelector('#microphone'); const button = document.querySelector('#microphone');
if (button) button.disabled = play.hidden || messageField.disabled || submitBusy; if (button) button.disabled = play.hidden || messageField.disabled || submitBusy;
@@ -188,6 +197,12 @@
return submitMessage(text, 'voice'); return submitMessage(text, 'voice');
}, },
}); });
function primeSpeechFromGesture(event) {
if (speechActivatedByGesture || !event.isTrusted) return;
speechActivatedByGesture = voiceController.activateFromUserGesture();
}
document.addEventListener('pointerdown', primeSpeechFromGesture, true);
document.addEventListener('keydown', primeSpeechFromGesture, true);
persistVoiceSettings(); persistVoiceSettings();
function addVoiceButton(parent, label, handler) { function addVoiceButton(parent, label, handler) {
@@ -308,24 +323,40 @@
messageField.focus(); messageField.focus();
} }
function showAdmin() { function showAdmin() {
if (presenceTimer) clearInterval(presenceTimer);
presenceTimer = null;
voiceController.stopAll(); voiceController.stopAll();
auth.hidden = true; auth.hidden = true;
play.hidden = true; play.hidden = true;
adminView.hidden = false; adminView.hidden = false;
document.querySelector('#version-footer').hidden = true; document.querySelector('#version-footer').hidden = true;
} }
const introductionKey = 'ai-spel.introduction-heard.v1'; const introductionKey = 'ai-spel.introduction-heard.v2';
function playFirstVisitIntroduction() { function playFirstVisitIntroduction() {
let alreadyHeard = false; let alreadyHeard = false;
try { alreadyHeard = localStorage.getItem(introductionKey) === 'true'; } catch (_) { /* Keep the intro available for this visit. */ } try { alreadyHeard = localStorage.getItem(introductionKey) === 'true'; } catch (_) { /* Keep the intro available for this visit. */ }
if (alreadyHeard) return; if (alreadyHeard) return;
const introduction = document.querySelector('#auth-intro').textContent; const isAppleMobile = /iPad|iPhone|iPod/i.test(navigator.userAgent)
if (voiceController.speak(introduction, {role: 'narrator', voiceIdentity: 'neutral'})) { || (navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1);
try { localStorage.setItem(introductionKey, 'true'); } catch (_) { /* The page text remains available. */ } if (isAppleMobile) {
document.querySelector('#auth-repeat-intro').textContent = 'Läs introduktionen';
return;
} }
const introduction = document.querySelector('#auth-intro').textContent;
voiceController.speak(introduction, {
role: 'narrator', voiceIdentity: 'neutral',
onStart() { try { localStorage.setItem(introductionKey, 'true'); } catch (_) { /* The page text remains available. */ } },
});
} }
document.querySelector('#auth-repeat-intro').addEventListener('click', () => { document.querySelector('#auth-repeat-intro').addEventListener('click', () => {
if (location.pathname !== '/admin') voiceController.speak(document.querySelector('#auth-intro').textContent, {role: 'narrator', voiceIdentity: 'neutral'}); if (location.pathname !== '/admin') {
voiceController.activateFromUserGesture();
const introduction = document.querySelector('#auth-intro').textContent;
voiceController.speak(introduction, {
role: 'narrator', voiceIdentity: 'neutral',
onStart() { try { localStorage.setItem(introductionKey, 'true'); } catch (_) { /* The page text remains available. */ } },
});
}
}); });
function explainAuthError(error, intent) { function explainAuthError(error, intent) {
if (intent === 'register' && error?.message === 'username_unavailable') return 'Det användarnamnet används redan. Välj ett annat och försök igen.'; if (intent === 'register' && error?.message === 'username_unavailable') return 'Det användarnamnet används redan. Välj ett annat och försök igen.';
@@ -379,6 +410,7 @@
const trace = await request(`/api/admin/players/${encodeURIComponent(accountId)}/trace?limit=200`); const trace = await request(`/api/admin/players/${encodeURIComponent(accountId)}/trace?limit=200`);
const entries = [ const entries = [
...trace.events.map(event => ({kind: 'Världshändelse', at: event.recorded_at, order: event.commit_sequence, data: event})), ...trace.events.map(event => ({kind: 'Världshändelse', at: event.recorded_at, order: event.commit_sequence, data: event})),
...trace.player_messages.map(message => ({kind: 'Privat spelarmeddelande', at: message.recorded_at, order: message.sequence, data: message})),
...trace.ai_interactions.map(interaction => ({kind: `AI ${interaction.prompt_id} · ${interaction.outcome}`, at: interaction.requested_at, order: interaction.correlation_id, data: interaction})) ...trace.ai_interactions.map(interaction => ({kind: `AI ${interaction.prompt_id} · ${interaction.outcome}`, at: interaction.requested_at, order: interaction.correlation_id, data: interaction}))
].sort((a, b) => String(a.at).localeCompare(String(b.at))); ].sort((a, b) => String(a.at).localeCompare(String(b.at)));
adminElement('h2', 'Kronologiskt spelarspår'); adminElement('h2', 'Kronologiskt spelarspår');
@@ -519,8 +551,22 @@
} }
await loadSavedDialogue(); await loadSavedDialogue();
setStage('game'); setStage('game');
startPlayerPresence();
announcePlayerChatHelp();
}
function announcePlayerChatHelp() {
const key = 'ai-spel.player-chat-help.v1';
try {
if (localStorage.getItem(key) === 'true') return;
localStorage.setItem(key, 'true');
} catch (_) { /* The help remains available through dialogue questions. */ }
appendLine('assistant', 'Du kan fråga vilka andra spelare som är här, säga “Säg till Robin: hej” för att skriva direkt till en spelare eller be mig visa meddelanden från spelare.');
} }
async function handleLogout() { async function handleLogout() {
if (presenceTimer) clearInterval(presenceTimer);
presenceTimer = null;
playerMessagesPrimed = false;
seenPlayerMessageIds.clear();
await request('/api/logout', {method: 'POST'}); await request('/api/logout', {method: 'POST'});
if (location.pathname !== '/admin') appendLine('assistant', 'Du har loggat ut. Logga in igen för att fortsätta spela.'); if (location.pathname !== '/admin') appendLine('assistant', 'Du har loggat ut. Logga in igen för att fortsätta spela.');
characterDraft = null; characterDraft = null;
@@ -587,6 +633,7 @@
else await proposeWorld(message); else await proposeWorld(message);
return; return;
} }
if (await handlePlayerMessageCommand(message)) return;
const idempotencyKey = pendingDialogue?.message === message const idempotencyKey = pendingDialogue?.message === message
? pendingDialogue.idempotencyKey ? pendingDialogue.idempotencyKey
: crypto.randomUUID(); : crypto.randomUUID();
@@ -667,6 +714,87 @@
if (!play.hidden && !messageField.disabled) messageField.focus(); if (!play.hidden && !messageField.disabled) messageField.focus();
} }
} }
async function handlePlayerMessageCommand(message) {
const listPlayers = /^(?:vilka (?:andra )?spelare är här|finns det andra spelare här)\??$/i.test(message.trim());
const sendMatch = /^(?:säg|skriv|skicka) till ([^:]{1,80}):\s*(.{1,4000})$/is.exec(message.trim());
const readMessages = /^(?:visa|läs upp) (?:de senaste )?meddelanden från spelare\.?$/i.test(message.trim());
if (!listPlayers && !sendMatch && !readMessages) return false;
appendLine('user', message);
try {
if (listPlayers) {
const players = await request('/api/players/nearby');
appendLine('assistant', players.length
? `Här finns ${players.map(player => player.name).join(', ')} att prata med.`
: 'Just nu finns inga andra inloggade spelare på platsen.');
return true;
}
if (readMessages) {
const messages = await request('/api/player/messages');
const recent = messages.slice(-10);
if (recent.length === 0) appendLine('assistant', 'Du har inga sparade meddelanden från andra spelare.');
else for (const entry of recent) {
seenPlayerMessageIds.add(entry.id);
const isIncoming = entry.direction === 'incoming';
appendLine(isIncoming ? 'assistant' : 'user', entry.message, isIncoming
? {speaker: entry.sender_name, voice: {characterId: entry.sender_character_id, voiceIdentity: entry.sender_voice_identity}}
: {speaker: 'Du', speak: false});
}
return true;
}
const players = await request('/api/players/nearby');
const targetName = sendMatch[1].trim();
const matches = players.filter(player => player.name.localeCompare(targetName, 'sv', {sensitivity: 'base'}) === 0);
if (matches.length === 0) {
appendLine('assistant', `Jag hittar ingen inloggad spelare som heter ${targetName} på platsen. Fråga vilka andra spelare som är här.`);
return true;
}
if (matches.length > 1) {
appendLine('assistant', `Flera spelare heter ${targetName}. Säg vilket namn de använder i spelet.`);
return true;
}
const key = pendingPlayerMessage?.text === sendMatch[2] && pendingPlayerMessage?.target === matches[0].character_id
? pendingPlayerMessage.key
: crypto.randomUUID();
pendingPlayerMessage = {text: sendMatch[2], target: matches[0].character_id, key};
const result = await request(`/api/players/${encodeURIComponent(matches[0].character_id)}/messages`, {
method: 'POST', headers: {'content-type': 'application/json'},
body: JSON.stringify({message: sendMatch[2], idempotency_key: key}),
});
pendingPlayerMessage = null;
appendLine('assistant', `Ditt meddelande skickades till ${matches[0].name}.`);
return Boolean(result.message_id);
} catch (error) {
messageField.value = message;
appendLine('assistant', `Spelarmeddelandet kunde inte hanteras: ${explainDialogueError(error)}`);
return true;
}
}
let pendingPlayerMessage = null;
async function startPlayerPresence() {
if (presenceTimer) clearInterval(presenceTimer);
const refresh = async (announceNewMessages) => {
if (play.hidden || stage !== 'game') return;
try {
await request('/api/presence/heartbeat', {method: 'POST'});
const messages = await request('/api/player/messages');
for (const entry of messages) {
if (seenPlayerMessageIds.has(entry.id)) continue;
if (announceNewMessages && entry.direction === 'incoming'
&& (submitBusy || ['LISTENING', 'PROCESSING', 'SPEAKING'].includes(voiceController.getState()))) continue;
seenPlayerMessageIds.add(entry.id);
if (announceNewMessages && entry.direction === 'incoming') {
appendLine('assistant', entry.message, {
speaker: entry.sender_name,
voice: {characterId: entry.sender_character_id, voiceIdentity: entry.sender_voice_identity},
});
}
}
playerMessagesPrimed = true;
} catch (_) { /* Presence is a hint; the text game remains usable if it is unavailable. */ }
};
await refresh(playerMessagesPrimed);
presenceTimer = setInterval(() => refresh(true), 30_000);
}
document.querySelector('#message-form').addEventListener('submit', async (event) => { document.querySelector('#message-form').addEventListener('submit', async (event) => {
event.preventDefault(); event.preventDefault();
await submitMessage(messageField.value); await submitMessage(messageField.value);
+7
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@@ -12,6 +12,8 @@ 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 'Skapa konto med ett användarnamn och ett lösenord på minst tolv tecken' index.html
grep -q 'id="auth-repeat-intro"' index.html grep -q 'id="auth-repeat-intro"' index.html
grep -q 'function playFirstVisitIntroduction' index.html grep -q 'function playFirstVisitIntroduction' index.html
grep -q 'id="auth-voice-status" role="status" aria-live="polite"' index.html
grep -q 'activateFromUserGesture' index.html
grep -q "location.pathname !== '/admin'" index.html grep -q "location.pathname !== '/admin'" index.html
grep -q "if (options.speak !== false && 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="microphone" aria-pressed="false"' index.html
@@ -20,6 +22,7 @@ grep -q "window.GameVoice.createVoiceController" index.html
grep -q 'Jag förstår – starta mikrofonen' index.html grep -q 'Jag förstår – starta mikrofonen' index.html
grep -q 'supportsRecognition' voice.js grep -q 'supportsRecognition' voice.js
grep -q 'characterVoiceProfile' voice.js grep -q 'characterVoiceProfile' voice.js
grep -q 'WebKit versions before Safari 27' voice.js
grep -q "voiceIdentity: speakingNpc.voice_identity" index.html grep -q "voiceIdentity: speakingNpc.voice_identity" index.html
grep -q "role: 'narrator', voiceIdentity: 'neutral'" index.html grep -q "role: 'narrator', voiceIdentity: 'neutral'" index.html
grep -q 'COPY voice.js /usr/share/nginx/html/voice.js' Dockerfile grep -q 'COPY voice.js /usr/share/nginx/html/voice.js' Dockerfile
@@ -30,6 +33,10 @@ grep -q "event.key === 'Enter' && !event.shiftKey" index.html
grep -q "request('/api/character/draft'" index.html grep -q "request('/api/character/draft'" index.html
grep -q "request('/api/world/draft'" index.html grep -q "request('/api/world/draft'" index.html
grep -q "request('/api/dialogue'" index.html grep -q "request('/api/dialogue'" index.html
grep -q "request('/api/presence/heartbeat'" index.html
grep -q "request('/api/players/nearby'" index.html
grep -q "request('/api/player/messages'" index.html
grep -q "Säg till Robin" index.html
grep -q "result.intent === 'move' || result.intent === 'meet'" index.html grep -q "result.intent === 'move' || result.intent === 'meet'" index.html
grep -q 'dialogue_temporarily_unavailable:' index.html grep -q 'dialogue_temporarily_unavailable:' index.html
grep -q 'id="admin-view"' index.html grep -q 'id="admin-view"' index.html
+41 -3
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@@ -14,6 +14,7 @@ function makeHarness({supported = true, tts = true, onTranscript = () => Promise
const utterances = []; const utterances = [];
const states = []; const states = [];
const timers = new Map(); const timers = new Map();
const timerDelays = new Map();
let timerId = 0; let timerId = 0;
class Recognition { class Recognition {
constructor() { recognitions.push(this); } constructor() { recognitions.push(this); }
@@ -31,8 +32,8 @@ function makeHarness({supported = true, tts = true, onTranscript = () => Promise
cancel() { this.cancelled += 1; }, cancel() { this.cancelled += 1; },
} : undefined; } : undefined;
const window = { const window = {
setTimeout(callback) { const id = ++timerId; timers.set(id, callback); return id; }, setTimeout(callback, delay = 0) { const id = ++timerId; timers.set(id, callback); timerDelays.set(id, delay); return id; },
clearTimeout(id) { timers.delete(id); }, clearTimeout(id) { timers.delete(id); timerDelays.delete(id); },
speechSynthesis: synthesis, speechSynthesis: synthesis,
SpeechSynthesisUtterance: tts ? Utterance : undefined, SpeechSynthesisUtterance: tts ? Utterance : undefined,
SpeechRecognition: supported ? Recognition : undefined, SpeechRecognition: supported ? Recognition : undefined,
@@ -43,7 +44,14 @@ function makeHarness({supported = true, tts = true, onTranscript = () => Promise
onState: (state, message) => states.push({state, message}), onState: (state, message) => states.push({state, message}),
onTranscript, onTranscript,
}); });
return {controller, recognitions, utterances, synthesis, states, timers}; return {
controller, recognitions, utterances, synthesis, states, timers,
runTimer(delay) {
const match = [...timerDelays.entries()].find(([, value]) => value === delay);
if (!match) throw new Error(`No timer found with delay ${delay}`);
timers.get(match[0])();
},
};
} }
test('recognition is single-shot Swedish and sends only final transcript once', async () => { test('recognition is single-shot Swedish and sends only final transcript once', async () => {
@@ -122,6 +130,35 @@ test('TTS selects Swedish fallback, applies rate, and cancellation invalidates c
assert.equal(h.controller.getState(), 'IDLE'); assert.equal(h.controller.getState(), 'IDLE');
}); });
test('iOS user gesture primes speech silently and idle speech is not cancelled before speak', () => {
const h = makeHarness();
assert.equal(h.controller.activateFromUserGesture(), true);
assert.equal(h.synthesis.spoken[0].text, ' ');
assert.equal(h.synthesis.spoken[0].volume, 0);
const cancelledBeforeReply = h.synthesis.cancelled;
assert.equal(h.controller.speak('Ett svar efter nätverksanropet'), true);
assert.equal(h.synthesis.spoken.at(-1).text, 'Ett svar efter nätverksanropet');
assert.equal(h.synthesis.cancelled, cancelledBeforeReply);
});
test('replacing active speech waits one event-loop turn after WebKit cancel', () => {
const h = makeHarness();
h.controller.speak('Första repliken');
const cancelledBeforeReplace = h.synthesis.cancelled;
h.controller.speak('Nästa replik');
assert.equal(h.synthesis.cancelled, cancelledBeforeReplace + 1);
assert.notEqual(h.synthesis.spoken.at(-1).text, 'Nästa replik');
h.runTimer(100);
assert.equal(h.synthesis.spoken.at(-1).text, 'Nästa replik');
});
test('speech start timeout tells the player how to recover when mobile playback is blocked', () => {
const h = makeHarness();
h.controller.speak('En replik');
h.runTimer(4000);
assert.match(h.states.at(-1).message, /Tryck på Läs senaste repliken/);
});
test('character voice identity gives stable distinct masculine, feminine, and neutral timbres', () => { test('character voice identity gives stable distinct masculine, feminine, and neutral timbres', () => {
const profile = GameVoice.characterVoiceProfile; const profile = GameVoice.characterVoiceProfile;
const masculine = profile('masculine', 'character-1'); const masculine = profile('masculine', 'character-1');
@@ -138,6 +175,7 @@ test('narrator uses neutral pitch while character replies use their saved voice
h.controller.update({mode: 'game-voice'}); h.controller.update({mode: 'game-voice'});
h.controller.speak('Berättarröst', {role: 'narrator', voiceIdentity: 'feminine', characterId: 'narrator'}); h.controller.speak('Berättarröst', {role: 'narrator', voiceIdentity: 'feminine', characterId: 'narrator'});
h.controller.speak('NPC-replik', {voiceIdentity: 'masculine', characterId: 'npc-1'}); h.controller.speak('NPC-replik', {voiceIdentity: 'masculine', characterId: 'npc-1'});
h.runTimer(100);
assert.equal(h.utterances[0].pitch, 1); assert.equal(h.utterances[0].pitch, 1);
assert.ok(h.utterances[1].pitch < 1); assert.ok(h.utterances[1].pitch < 1);
}); });
+65 -3
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@@ -78,7 +78,10 @@
let generation = 0; let generation = 0;
let recognition = null; let recognition = null;
let speechTimer = null; let speechTimer = null;
let speechStartTimer = null;
let listeningTimer = null; let listeningTimer = null;
let currentUtterance = null;
let speechPrimed = false;
function setState(next, message = '') { function setState(next, message = '') {
state = next; state = next;
@@ -88,11 +91,34 @@
function cancelSpeech() { function cancelSpeech() {
generation += 1; generation += 1;
if (speechTimer !== null) win.clearTimeout(speechTimer); if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null; speechTimer = null;
speechStartTimer = null;
const wasQueued = currentUtterance !== null;
currentUtterance = null;
// WebKit versions before Safari 27 can discard a speak() queued in the
// same turn as cancel(). Do not clear an already-empty native queue.
if (wasQueued) {
try { win.speechSynthesis?.cancel(); } catch (_) { /* Best effort. */ } try { win.speechSynthesis?.cancel(); } catch (_) { /* Best effort. */ }
}
if (!recognition) setState('IDLE'); if (!recognition) setState('IDLE');
} }
function activateFromUserGesture() {
if (!win.speechSynthesis || !win.SpeechSynthesisUtterance) return false;
if (speechPrimed) return true;
// iOS Safari requires speech output to be initiated by a user gesture.
// Prime its speech channel silently on the first trusted tap/key press so
// later game replies can be spoken after the API response arrives.
try {
const primer = new win.SpeechSynthesisUtterance(' ');
primer.volume = 0;
win.speechSynthesis.speak(primer);
speechPrimed = true;
return true;
} catch (_) { return false; }
}
function finishRecognition(token, message = '') { function finishRecognition(token, message = '') {
if (token !== generation) return; if (token !== generation) return;
if (listeningTimer !== null) win.clearTimeout(listeningTimer); if (listeningTimer !== null) win.clearTimeout(listeningTimer);
@@ -181,8 +207,9 @@
function speak(text, voiceOptions = {}) { function speak(text, voiceOptions = {}) {
if (!text || !win.speechSynthesis || !win.SpeechSynthesisUtterance) return false; if (!text || !win.speechSynthesis || !win.SpeechSynthesisUtterance) return false;
stopListening(); stopListening();
cancelSpeech(); const hadQueuedUtterance = currentUtterance !== null;
const token = generation; if (hadQueuedUtterance) cancelSpeech();
const token = ++generation;
let utterance; let utterance;
try { utterance = new win.SpeechSynthesisUtterance(text); } try { utterance = new win.SpeechSynthesisUtterance(text); }
catch (_) { setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; } catch (_) { setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; }
@@ -198,28 +225,63 @@
utterance.voice = voices.find(voice => voice.name === requestedName) utterance.voice = voices.find(voice => voice.name === requestedName)
|| voices.find(voice => /^sv(-|$)/i.test(voice.lang)) || voices.find(voice => /^sv(-|$)/i.test(voice.lang))
|| null; || null;
utterance.onstart = () => {
if (token !== generation) return;
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechStartTimer = null;
if (typeof voiceOptions.onStart === 'function') voiceOptions.onStart();
};
utterance.onend = () => { utterance.onend = () => {
if (token !== generation) return; if (token !== generation) return;
if (speechTimer !== null) win.clearTimeout(speechTimer); if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null; speechTimer = null;
speechStartTimer = null;
currentUtterance = null;
setState('IDLE'); setState('IDLE');
}; };
utterance.onerror = () => { utterance.onerror = () => {
if (token !== generation) return; if (token !== generation) return;
if (speechTimer !== null) win.clearTimeout(speechTimer); if (speechTimer !== null) win.clearTimeout(speechTimer);
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechTimer = null; speechTimer = null;
speechStartTimer = null;
currentUtterance = null;
generation += 1; generation += 1;
setState('IDLE', 'Uppläsningen avbröts. Dialogen finns kvar som text.'); setState('IDLE', 'Uppläsningen avbröts. Dialogen finns kvar som text.');
}; };
setState('SPEAKING', 'Läser upp dialog.'); setState('SPEAKING', 'Läser upp dialog.');
currentUtterance = utterance;
speechStartTimer = win.setTimeout(() => {
if (token !== generation || currentUtterance !== utterance) return;
speechStartTimer = null;
setState('IDLE', 'Uppläsningen startade inte. Tryck på Läs senaste repliken för att starta ljudet.');
}, 4000);
speechTimer = win.setTimeout(() => { speechTimer = win.setTimeout(() => {
if (token !== generation) return; if (token !== generation) return;
generation += 1; generation += 1;
try { win.speechSynthesis.cancel(); } catch (_) { /* Best effort. */ } try { win.speechSynthesis.cancel(); } catch (_) { /* Best effort. */ }
currentUtterance = null;
if (speechStartTimer !== null) win.clearTimeout(speechStartTimer);
speechStartTimer = null;
speechTimer = null; speechTimer = null;
setState('IDLE', 'Uppläsningen avslutades. Dialogen finns kvar som text.'); setState('IDLE', 'Uppläsningen avslutades. Dialogen finns kvar som text.');
}, Math.max(30000, Math.min(180000, String(text).length * 180))); }, Math.max(30000, Math.min(180000, String(text).length * 180)));
const enqueue = () => {
if (token !== generation) return;
try { win.speechSynthesis.speak(utterance); } try { win.speechSynthesis.speak(utterance); }
catch (_) {
currentUtterance = null;
cancelSpeech();
setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.');
}
};
try {
// Give WebKit one event-loop turn to finish cancel() before replacing
// speech that was actively playing. Normal replies enqueue immediately.
if (hadQueuedUtterance) win.setTimeout(enqueue, 100);
else enqueue();
}
catch (_) { cancelSpeech(); setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; } catch (_) { cancelSpeech(); setState('IDLE', 'Talsyntesen kunde inte startas. Dialogen finns kvar som text.'); return false; }
return true; return true;
} }
@@ -230,7 +292,7 @@
function getSettings() { return {...settings}; } function getSettings() { return {...settings}; }
function getVoices() { return availableVoices(); } function getVoices() { return availableVoices(); }
function supportsRecognition() { return Boolean(win.SpeechRecognition || win.webkitSpeechRecognition); } function supportsRecognition() { return Boolean(win.SpeechRecognition || win.webkitSpeechRecognition); }
return {startListening, stopListening, speak, cancelSpeech, stopAll, update, getState, getSettings, getVoices, supportsRecognition}; return {startListening, stopListening, speak, cancelSpeech, stopAll, activateFromUserGesture, update, getState, getSettings, getVoices, supportsRecognition};
} }
root.GameVoice = {createVoiceController, DEFAULT_SETTINGS, parseVoiceCommand, loadSettings, saveSettings, characterVoiceProfile}; root.GameVoice = {createVoiceController, DEFAULT_SETTINGS, parseVoiceCommand, loadSettings, saveSettings, characterVoiceProfile};