Files
libstormgames/speech.py
2025-09-18 14:35:28 -04:00

305 lines
10 KiB
Python

#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""Speech handling for Storm Games.
Provides functionality for:
- Text-to-speech using different speech providers
- Speech delay control to prevent stuttering
- On-screen text display
"""
import pygame
import textwrap
import time
from sys import exit
class Speech:
"""Handles text-to-speech functionality."""
_instance = None
@classmethod
def get_instance(cls):
"""Get or create the singleton instance."""
if cls._instance is None:
cls._instance = Speech()
return cls._instance
def __init__(self):
"""Initialize speech system with available provider."""
# Handle speech delays so we don't get stuttering
self.lastSpoken = {"text": None, "time": 0}
self.speechDelay = 250 # ms
# Try to initialize a speech provider
self.provider = None
self.providerName = None
# Try speechd first
try:
import speechd
self.spd = speechd.Client()
self.provider = self.spd
self.providerName = "speechd"
return
except ImportError:
pass
# Try accessible_output2 next
try:
import accessible_output2.outputs.auto
self.ao2 = accessible_output2.outputs.auto.Auto()
self.provider = self.ao2
self.providerName = "accessible_output2"
return
except ImportError:
pass
# No speech providers found
print("No speech providers found.")
def speak(self, text, interrupt=True):
"""Speak text using the configured speech provider and display on screen.
Args:
text (str): Text to speak and display
interrupt (bool): Whether to interrupt current speech (default: True)
"""
if not self.provider:
return
currentTime = pygame.time.get_ticks()
# Check if this is the same text within the delay window
if (self.lastSpoken["text"] == text and
currentTime - self.lastSpoken["time"] < self.speechDelay):
return
# Update last spoken tracking
self.lastSpoken["text"] = text
self.lastSpoken["time"] = currentTime
# Proceed with speech
if self.providerName == "speechd":
if interrupt:
self.spd.cancel()
self.spd.say(text)
elif self.providerName == "accessible_output2":
self.ao2.speak(text, interrupt=interrupt)
# Display the text on screen
screen = pygame.display.get_surface()
if not screen:
return
font = pygame.font.Font(None, 36)
# Wrap the text
maxWidth = screen.get_width() - 40 # Leave a 20-pixel margin on each side
wrappedText = textwrap.wrap(text, width=maxWidth // font.size('A')[0])
# Render each line
textSurfaces = [font.render(line, True, (255, 255, 255)) for line in wrappedText]
screen.fill((0, 0, 0)) # Clear screen with black
# Calculate total height of text block
totalHeight = sum(surface.get_height() for surface in textSurfaces)
# Start y-position (centered vertically)
currentY = (screen.get_height() - totalHeight) // 2
# Blit each line of text
for surface in textSurfaces:
textRect = surface.get_rect(center=(screen.get_width() // 2, currentY + surface.get_height() // 2))
screen.blit(surface, textRect)
currentY += surface.get_height()
pygame.display.flip()
def close(self):
"""Clean up speech resources."""
if self.providerName == "speechd":
self.spd.close()
# Global instance for backward compatibility
_speechInstance = None
def speak(text, interrupt=True):
"""Speak text using the global speech instance.
Args:
text (str): Text to speak and display
interrupt (bool): Whether to interrupt current speech (default: True)
"""
global _speechInstance
if _speechInstance is None:
_speechInstance = Speech.get_instance()
_speechInstance.speak(text, interrupt)
def messagebox(text, sounds=None):
"""Display a message box with text and optional dialog support.
Shows a message that can be repeated until the user chooses to continue.
Supports both simple text messages and dialog sequences with character speech and sounds.
Args:
text (str or dict): Simple string message or dialog configuration dict
sounds (Sound object, optional): Sound system for playing dialog audio
"""
speech = Speech.get_instance()
# Handle simple string (backward compatibility)
if isinstance(text, str):
_show_simple_message(speech, text)
return
# Handle dialog format
if isinstance(text, dict) and "entries" in text:
_show_dialog_sequence(speech, text, sounds)
return
# Fallback to simple message if format not recognized
_show_simple_message(speech, str(text))
def _show_simple_message(speech, text):
"""Show a simple text message (original messagebox behavior)."""
speech.speak(text + "\nPress any key to repeat or enter to continue.")
while True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key in (pygame.K_ESCAPE, pygame.K_RETURN):
speech.speak(" ")
return
speech.speak(text + "\nPress any key to repeat or enter to continue.")
def _show_dialog_sequence(speech, dialog_config, sounds):
"""Show a dialog sequence with character speech and optional sounds.
Args:
speech: Speech instance for text-to-speech
dialog_config (dict): Dialog configuration with entries list and optional settings
sounds: Sound system for playing audio files
"""
entries = dialog_config.get("entries", [])
allow_skip = dialog_config.get("allow_skip", False)
dialog_sound = dialog_config.get("sound", None)
if not entries:
return
entry_index = 0
while entry_index < len(entries):
entry = entries[entry_index]
# Play sound before showing dialog
_play_dialog_sound(entry, dialog_config, sounds)
# Format and show the dialog text
formatted_text = _format_dialog_entry(entry)
if not formatted_text:
entry_index += 1
continue
# Show dialog with appropriate controls (only on first entry)
if entry_index == 0:
if allow_skip:
control_text = "\nPress any key to repeat, enter for next, or escape to skip all."
else:
control_text = "\nPress any key to repeat or enter for next."
else:
control_text = "" # No instructions after first entry
speech.speak(formatted_text + control_text)
# Handle user input
while True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if allow_skip:
speech.speak(" ")
return # Skip entire dialog sequence
else:
# Escape acts like enter if skip not allowed
speech.speak(" ")
entry_index += 1
break
elif event.key == pygame.K_RETURN:
speech.speak(" ")
entry_index += 1
break
else:
# Repeat current entry (include instructions only on first entry)
repeat_text = formatted_text
if entry_index == 0:
repeat_text += control_text
speech.speak(repeat_text)
def _format_dialog_entry(entry):
"""Format a dialog entry for display.
Args:
entry (dict): Dialog entry with text, optional speaker, and optional narrative flag
Returns:
str: Formatted text for speech
"""
text = entry.get("text", "")
speaker = entry.get("speaker", None)
is_narrative = entry.get("narrative", False)
if not text:
return ""
if is_narrative:
# Narrative text - no speaker name
return text
elif speaker:
# Character dialog - include speaker name
return f"{speaker}: \"{text}\""
else:
# Plain text - no special formatting
return text
def _play_dialog_sound(entry, dialog_config, sounds):
"""Play appropriate sound for a dialog entry and wait for it to complete.
Args:
entry (dict): Dialog entry that may have a sound
dialog_config (dict): Dialog configuration that may have a default sound
sounds: Sound system for playing audio files
"""
if not sounds:
return
sound_to_play = None
# Determine which sound to play (priority order)
if entry.get("sound"):
# Entry-specific sound (highest priority)
sound_to_play = entry["sound"]
elif dialog_config.get("sound"):
# Dialog-specific sound (medium priority)
sound_to_play = dialog_config["sound"]
else:
# Default dialogue.ogg (lowest priority)
sound_to_play = "dialogue" # Will look for dialogue.ogg
if sound_to_play:
try:
# Check if sound exists in the sound system
if hasattr(sounds, 'sounds') and sound_to_play in sounds.sounds:
sound_obj = sounds.sounds[sound_to_play]
# Play the sound
channel = sound_obj.play()
# Wait for the sound to finish
sound_duration = sound_obj.get_length()
if sound_duration > 0:
pygame.time.wait(int(sound_duration * 1000)) # Convert to milliseconds
elif hasattr(sounds, 'play'):
# Try using a play method if available
sounds.play(sound_to_play)
# If we can't get duration, add a small delay
pygame.time.wait(500) # 0.5 second default delay
except Exception:
# Sound missing or error - continue silently without crashing
pass