feedback7 R22-VOICES: a tap on an operator says its 选中干员 line in every phase — the prep, the shop and the hand too, not only while a battle runs (the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」, lifting 2026-10-03's 「整备阶段不需要干员语音」 for this line only; [ASSUMED] the official prep tap = the battle's FOCUS_CHAR); golden: unchanged
screens/game.js passes the detail panel voice=${true} instead of its combat flag, so the panel's existing
audio.voice(charId, 'select') runs on every opened operator: a piece on the field or in the hand, a shop /
reward card, a bond member. The gate follows the official FOCUS_CHAR row (audio_data.json battleVoice:
priority 10, cooldown 0, overlapIfSamePriority true): VOICE_TAP_SLOTS — on an idle channel a tap always
plays (no 1.2 s global gap; VOICE_COOLDOWN_MS.select 1500 → 0), a newer tap replaces the 选中 line on air,
and a higher-priority line (部署 20, 作战中 70, 开战 100 …) is never interrupted. Deploy / skill / engage /
result lines stay battle-only; stand-ins, 盟约·辅助干员 and summons stay silent (no voice entry).
Tests: test/ui/audio.test.js (new: the gate and two taps through the manager; fails on the parent),
test/docs-consistency.test.js pins updated. Docs: §21.30 "Changed in 0.2.2" note, PLAYING.md voice paragraph.
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@@ -18,11 +18,14 @@
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// schedule), so every client of a match hears the same one, a fight never switches track halfway through and the
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// 联防 that follows a 作战 keeps its round's track.
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// - 干员战斗语音 (`audio.voice`, user request): an operator says the official line of the moment it is in —
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// 行动出发 start, 行动开始 faceEnemy, 选中干员 select, 部署 place, 作战中1-4 skillN and the settlement's
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// 结算 result* (all battle-only; the 休整期 is silent). Voices are seconds long and a battle deploys eight
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// 行动出发 start, 行动开始 faceEnemy, 部署 place, 作战中1-4 skillN and the settlement's 结算 result* (battle-only),
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// and 选中干员 select whenever the player taps an operator — in the prep, the shop and the hand too (the owner's
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// request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」, which lifts 2026-10-03's 「整备阶段不需要干员语音」 for
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// this line only). Voices are seconds long and a battle deploys eight
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// operators, then fires dozens of skills, so they run on their own channel (own gain, settings 干员语音) through
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// VoiceGate: one line at a time, a global gap, a per-unit per-slot cooldown, and a higher-priority line taking the
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// channel over — the official scheduling of `audio_data.json battleVoice.voiceTypeOptions`.
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// channel over — the official scheduling of `audio_data.json battleVoice.voiceTypeOptions` (a tap's 选中 line skips
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// the gap: VOICE_TAP_SLOTS).
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// - Battle SFX from `b.ev` tuples (`handleBattleEvents`): at most MAX_VOICES concurrent unit sounds, at most
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// MAX_PER_URL overlapping copies of one sound (the official banks' maxSoundAllowed 2), a per-unit cooldown and a
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// per-URL minimum gap (SfxLimiter), so a 60-unit fight stays listenable.
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@@ -248,9 +251,9 @@ export function unitSoundPlays(mix, roll) {
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/**
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* Voice priorities — the official battle voice types (`audio_data.json battleVoice.voiceTypeOptions`) mapped onto the
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* manifest's slots: BATTLE_START 100, BATTLE_FACE_ENEMY 90, SKILL_ACTIVE 70, PASSIVE_IMP 60, PASSIVE_NOR 50,
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* PLACE_CHAR 20, FOCUS_CHAR 10. The settlement lines are no battle voice of the official scheduler: they sit at 85,
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* above 作战中 (70) but below 接敌 (90), so a battle's last word is never cut off by an ordinary line. The four prep
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* slots (部署 / 编入队伍 / 任命队长 / 干员报到) keep their levels although the 休整期 is silent (see the header).
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* PLACE_CHAR 20, FOCUS_CHAR 10 (选中干员). The settlement lines are no battle voice of the official scheduler: they sit at
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* 85, above 作战中 (70) but below 接敌 (90), so a battle's last word is never cut off by an ordinary line. The three
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* prep-only slots (编入队伍 / 任命队长 / 干员报到) keep their levels although nothing plays them (see the header).
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*/
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export const VOICE_PRIORITY = Object.freeze({
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start: 100, faceEnemy: 90,
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@@ -259,14 +262,25 @@ export const VOICE_PRIORITY = Object.freeze({
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gacha: 60, squadFirst: 45, squad: 30, place: 20, select: 10,
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});
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/** Per-unit per-slot cooldowns (ms): the official 10 s of the 作战中 (passive skill) lines, 3 s between 接敌 lines. */
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/**
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* Per-unit per-slot cooldowns (ms): the official 10 s of the 作战中 (passive skill) lines, 3 s between 接敌 lines. 选中干员
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* has none — official FOCUS_CHAR `cooldown: 0` (it was 1.5 s until 0.2.2, when a tap in the prep made it audible).
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*/
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export const VOICE_COOLDOWN_MS = Object.freeze({
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start: 0, faceEnemy: 3000,
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skill1: 10000, skill2: 10000, skill3: 10000, skill4: 10000,
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resultFour: 0, resultThree: 0, resultTwo: 0, resultLose: 0,
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gacha: 0, squadFirst: 0, squad: 0, place: 0, select: 1500,
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gacha: 0, squadFirst: 0, squad: 0, place: 0, select: 0,
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});
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/**
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* The slot a player's tap asks for: 选中干员 (official FOCUS_CHAR — priority 10, cooldown 0, `overlapIfSamePriority:
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* true`). The battle lines are timed by the gate's global gap; a tap is the player's own request and answers at once:
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* on an idle channel it always plays (no gap, no cooldown), a newer tap replaces the 选中 line still on air (the same
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* priority, overlapIfSamePriority), and it still never interrupts a higher-priority line (部署, 作战中, 开战 …).
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*/
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export const VOICE_TAP_SLOTS = Object.freeze(['select']);
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/**
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* The settlement slot of a finished 作战: 完美作战 ⇒ 3星结束行动 (绝境 / 终极 ⇒ 完成高难行动 instead), a leaked enemy
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* ⇒ 非3星结束行动, nothing killed at all ⇒ 行动失败.
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@@ -365,7 +379,8 @@ export class SfxLimiter {
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/**
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* Voice gate: one line at a time, a global gap between two lines, a per-unit per-slot cooldown, and takeover by a
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* clearly more important line (the caller fades the playing one out first). Pure — the clock is passed in.
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* clearly more important line (the caller fades the playing one out first). A tap's 选中干员 skips the gap and the
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* cooldown on an idle channel and replaces a 选中 line on air (VOICE_TAP_SLOTS). Pure — the clock is passed in.
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*/
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export class VoiceGate {
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/** @param {{ gapMs?: number, preemptMargin?: number, maxUnits?: number }} [o] */
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@@ -396,10 +411,13 @@ export class VoiceGate {
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*/
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request(slot, unitKey, now) {
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const pri = VOICE_PRIORITY[slot] ?? 0;
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const tap = VOICE_TAP_SLOTS.includes(slot);
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if (this.playing) {
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if (tap && this.playing.slot === slot) return 'preempt'; // a newer tap replaces the 选中 line on air
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if (pri < this.playing.pri + this.preemptMargin) return 'drop';
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return 'preempt'; // a clearly more important line takes the channel
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}
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if (tap) return 'play'; // a tap on an idle channel always answers (FOCUS_CHAR cooldown 0, no gap)
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if (now - this.lastAt < this.gapMs) return 'drop';
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if (unitKey != null && now < (this.unitUntil.get(`${unitKey}:${slot}`) || 0)) return 'drop';
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return 'play';
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@@ -824,8 +842,9 @@ export class AudioManager {
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/**
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* Play an operator's battle line (`audio.voice[charId][slot]`; a slot with several lines draws one at random).
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* Only in battle: every caller is a running battle's own event stream or its settlement (user request — the 休整期
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* is silent). The line must pass VoiceGate: one at a time, a global gap, a per-unit cooldown, higher priority wins.
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* Every caller is a running battle's own event stream or its settlement, except 选中干员: the detail panel opening on
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* an operator the player tapped, in every phase (ui/detailPanel.js `voice`; the owner's request of 2026-10-08). The
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* line must pass VoiceGate: one at a time, a global gap, a per-unit cooldown, higher priority wins.
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* @param {string} charId e.g. 'char_263_skadi'
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* @param {'start'|'faceEnemy'|'select'|'place'|'skill1'|'skill2'|'skill3'|'skill4'|'squad'|'squadFirst'
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* |'resultFour'|'resultThree'|'resultTwo'|'resultLose'|'gacha'} slot
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@@ -1391,7 +1391,7 @@ function MatchScreen() {
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onClose=${() => setBondOpen(null)} onMember=${(id, items, standInFor, diy) => setDetail({ kind: 'chess', id, owner: bondPop.ownerId, items: items || null, standInFor: standInFor || null, diy: diy || null })} />` : null}
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${resolved ? html`<${DetailPanel} detail=${resolved} snapHp=${snapHp} onClose=${() => { setDetail(null); setSel(null); }}
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bonds=${detailBonds} offBonds=${offBonds} loadout=${detailLoadout} side=${dSide} shopOpen=${shopOpen} live=${liveStats} voice=${combat}
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bonds=${detailBonds} offBonds=${offBonds} loadout=${detailLoadout} side=${dSide} shopOpen=${shopOpen} live=${liveStats} voice=${true}
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onBond=${(id) => openBond(id, detailOwner, 'detail')} />` : null}
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${selEntry && editable && !facing && !drag && showPrep ? html`<${Underframe} key=${sel.uid} view=${view} uid=${sel.uid}
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@@ -798,8 +798,10 @@ export function resolveDetail(target, pieces, { priv = null, backups = data.get(
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* = the defaults
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* live: the unit's live stats (unitStatsEntry + src 'battle' | 'prep') — an object, or a getter the panel re-reads 4×
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* a second (the battle's own sim, battle/runner.js unitStats); null ⇒ the record's numbers
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* voice: whether the panel may speak — 选中干员 (audio.voice 'select') plays only while a battle runs (user request:
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* 整备期不播干员语音), so the game screen passes its combat flag
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* voice: whether the panel may speak — 选中干员 (audio.voice 'select') when it opens on an operator the player tapped:
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* a piece on the field or in the hand, a shop / reward card, a bond member. The game screen passes true in every phase
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* (the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」 lifted 2026-10-03's 「整备阶段不需要干员语音」
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* for this line only; [ASSUMED] the official prep tap says 选中干员 like the battle's FOCUS_CHAR)
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*/
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export function DetailPanel({ detail, editable, snapHp, onClose, onSell, onDestroy, bonds = [], offBonds = null, loadout = null, onBond = null, side = 'left', shopOpen = false, live = null, voice = false }) {
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const getter = typeof live === 'function' ? live : null;
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