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Resolves #118: text to speech #119

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Resolves #118: text to speech #119

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Baret
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@Baret Baret commented Oct 20, 2020

I stumbled upon a text-to-speech library and thought about letting it read out the radio calls. And well, a little tinkering and... here we are :)

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Baret commented Oct 26, 2020

Please have a review (before I can't stop myself and put even more in this "just trying smth real quick"-issue :D).
The different mary versions are required because in 5.2 the rate effect does not accelerate the voice output (aka the effect does not work).

Unfortunately currently the game is only startable from the IDE. When building with maven and starting the application-0.2.0-SNAPSHOT-jar-with-dependencies.jar you get a stacktrace:

Exception in thread "main" java.lang.ExceptionInInitializerError
        at de.gleex.pltcmd.game.application.Main.run(main.kt:58)
        at de.gleex.pltcmd.game.application.MainKt.main(main.kt:43)
        at de.gleex.pltcmd.game.application.MainKt.main(main.kt)
Caused by: marytts.exceptions.MaryConfigurationException: Cannot start MARY server
        at marytts.LocalMaryInterface.<init>(LocalMaryInterface.java:66)
        at de.gleex.pltcmd.game.ui.sound.speech.Speaker.<clinit>(Speaker.kt:79)
        ... 3 more
Caused by: java.lang.NullPointerException
        at marytts.util.MaryRuntimeUtils.ensureMaryStarted(MaryRuntimeUtils.java:70)
        at marytts.LocalMaryInterface.<init>(LocalMaryInterface.java:64)
        ... 4 more

:(

Hint: for proper testing/debugging you should adjust the logback.xml:

    <logger name="de.gleex.pltcmd.game.ui" level="INFO"/>
    <logger name="de.gleex.pltcmd.game.sound" level="DEBUG"/>

@Baret Baret requested a review from Loomie October 26, 2020 17:06
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Baret commented Oct 28, 2020

Done.

BTW as a future improvement I thought about "randomized effects". To not make it too monotonous have slight variations in the used effects for every voice line, for example adjust the rate to have slightly faster or slower replay. Or even better: Derive some pitching or equal effect from the callsign so that every element has "its own unique voice". But that is something we can add later.

That is the reason why the filename consists of the text and the effect hash. Actually the speech example first had the option to set different effects to directly compare how they sound on the same text. And it always generated one wav file for a voice line and changing the effect did nothing :D

import javax.sound.sampled.SourceDataLine

/**
* Use this object for text-to-speech. All strings given to [say] wll be read aloud one after another. This means
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Suggested change
* Use this object for text-to-speech. All strings given to [say] wll be read aloud one after another. This means
* Use this object for text-to-speech. All strings given to [say] will be read aloud one after another. This means


playLoop = GlobalScope.launch {
log.debug("Launching play loop")
while (isActive) {
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This seems to be always true as "Stopped play loop" is never logged! I think an own scope is needed that can be cancelled.

log.debug("Ignored phrase detected, not saying '$text'")
return
}
val speechDirectory = File(FOLDER_SPEECH_FILES)
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File is soo before Java 7. Path and Files is the new I/O 2.

But kotlin.io doesn't seem to know that!?


// reuse existing texts if they had the same effects
mary.audioEffects = effects.toString()
val path = "${speechDirectory.absolutePath}/${text.hashCode()}_${mary.audioEffects.hashCode()}.wav"
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Please, use a model class (File/Path) instead of String! So you don't have to use the os specific path separator '/ '.


// reuse existing texts if they had the same effects
mary.audioEffects = effects.toString()
val path = "${speechDirectory.absolutePath}/${text.hashCode()}_${mary.audioEffects.hashCode()}.wav"
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The hashCode() method returns the same hash only in the same JRE runtime instance! It is not fix for multiple application startups!

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They are deleted at (normal) JVM-termination anyways ;)

}
soundFile.deleteOnExit()

filenames.send(path)
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Use soundFile instead of path as String is not very useful.

log.debug("Starting MaryTTS engine...")
mary = LocalMaryInterface()
if(Mary.currentState() == Mary.STATE_RUNNING) {
log.debug("MaryTTS started.")
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As you mention in the KDoc that the startup may take some time, it would be nice to log the time it took. For me currently the difference between the two log messages is about 1.500 ms.

@@ -50,6 +55,8 @@ open class Main {
open fun run() {
val application = SwingApplications.startApplication(UiOptions.buildAppConfig())

Speaker.startup()
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As this takes some time consider calling this asynchronous!

private fun play(filename: String) {
val soundFile = File(filename)
if (soundFile.exists()) {
val audioStream = AudioSystem.getAudioInputStream(soundFile)
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We should check if reading files is faster than calculating the text-to-speech. Because disk i/o is relatively slow. But we could also cache the bytes in memory (for example with a fixed 10 MiB pool). But this are performance considerations.


it.drain()
}
} finally {
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@Loomie Loomie Oct 31, 2020

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Looks like you want to lock the audio when in use. So instead of an AtomicBoolean I would suggest a corresponding mutual exclusion functionality from java.util.concurrent. Maybe a Semaphore is more approtiate as a Lock. The benefit is that you can just wait for it to be freed instead of the while-delay in waitForQueueToEmpty().

Edit: This looks like a Guarded Block.

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PS: maybe we can just use Jobs? They can be waited for (joined).

it.start()

var count = 0
val buffer = ByteArray(4096)
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Why 4096 instead of sourceDataLine.getBufferSize()?

@ExperimentalCoroutinesApi
object Speaker {

private const val FOLDER_SPEECH_FILES = "./speech"
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@Loomie Loomie Oct 31, 2020

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remove the os specific "./" and just use the name. Or provide a path object (see below)

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Looks and works good! For some implementation detail improvements see the comments.

@Baret Baret added the feature A completely new feature label Nov 26, 2020
@Baret Baret linked an issue Nov 26, 2020 that may be closed by this pull request
…peech

# Conflicts:
#	game/application/src/main/resources/logback.xml
#	game/ui/src/main/kotlin/de/gleex/pltcmd/game/ui/views/GameView.kt
# Conflicts:
#	game/application/src/main/resources/logback.xml
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Text to Speech
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