Ship the WeChat hot-update catalogs and the camp, TideWhale T2, UI atlas, and animation-lab work.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-10-24 18:04:41 +08:00
co-authored by Cursor
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# 技能/UI 混音试听收尾(2026-10-22)
已生成五份可试听的离线混音,使用正式入库音频、Unity Pipeline 读取的真实音源参数及第20关 T2 权威轨迹。**这是离线重建,不是 Unity 实录或微信设备录音;主观听审尚待确认。**
| 试听文件 | 内容与时间定位 | 长度 | 4倍过采样峰值 |
| --- | --- | --- | --- |
| [menu_ui.wav](menu_ui.wav) | 《微风小镇》+10个v3 UI音效;1.0秒起每1.4秒依次 Click/Confirm/Back/Open/Close/Tab/Claim/Deny/Toggle/Notify | 17秒 | -4.31 dBFS |
| [skill_bank.wav](skill_bank.wav) | 0.75秒起每1.6秒依次 FireCharge/FireLaunch/FireHit/RockHit/Shield/Heal/Slow/Lightning/EnemyHit,保持正式单音增益 | 16秒 | -30.29 dBFS |
| [battle_1x.wav](battle_1x.wav) | 第20关T2轨迹前23.5秒,技能+敌人反馈;tick200时模拟UI开关音(1×为10.5秒)。菜单BGM按现有战斗规则暂停 | 26秒 | -9.47 dBFS |
| [battle_2x.wav](battle_2x.wav) | 同一轨迹双速,原音高,5.5秒模拟UI开关音;技能与敌人池抢占、同cast去重及敌人75ms同音保护 | 26秒 | -9.47 dBFS |
| [overlap_stress.wav](overlap_stress.wav) | 1~4.75秒每0.25秒叠加9种技能、5种敌人攻击和1种UI音效;人为压力样例 | 8秒 | -3.47 dBFS |
输出为48kHz/PCM16/立体声。对应 `*_float.wav` 保留未截幅浮点母带,逐文件JSON包含事件时刻、声道池、增益及源音频SHA256。`validation.json` 汇总PCM哈希、样本峰值、4倍过采样峰值、RMS和越界样本数。五份越界样本数均为0,未加归一化或限幅器;这个结果只代表所列样例,不是任意输入或设备的零削波保证。
## 混音关注点
- 正式技能音源每路0.0375(0.3÷8),敌人池预算0.7/单路上限0.4,UI为0.8,菜单BGM为1.0。当前技能单音峰值约-30dBFS,应重点听治疗、护盾、减速在敌人连续攻击中是否被遮盖;本轮未擅自改变正式增益。
- 对比 `menu_ui` 的 Claim/Deny/Toggle 与 `battle_2x`,确认UI提示清晰但不过分突出;密集叠加检查刺耳、疲劳与抢占尾音。
- `skill_bank` 与前一首的听感响度不同,这是正式参数的实际比例,不能把逐文件归一化后的播放用作混音判断。
- 音色喜好、遮蔽感和舒适度仍需人工试听;微信真机延迟、帧耗、内存和输出设备差异未在本轮验收。
## 方法与边界
入口 `python Tools/build_audio_mix_review.py`。输入参数回执 `unity_snapshot.json` 来自 `ReviewAudioMix.Snapshot`,通过Pipeline读取持久化Prefab;脚本只读正式资源和既有轨迹,不改服务器、账号、声音文件、Prefab或运行时代码。战斗离线重建遵循 `PrototypeBattle.Trace` 的命中映射以及 `PrototypeFlow.DrainBattleFeedback` 的敌人先于技能队列顺序;省略普通受击重复声音,重用8+8音源,技能按cast去重。没有模拟真实帧抖动、播放器过期事件或音频驱动延迟,不能替代实机同步测试。
曾尝试通过 `UnityEngine.AudioRenderer` 导出实录,但调用超时且Pipeline停止响应,没有产出可用实录。已移除录音入口,关闭本轮临时Play并重新打开原项目;启动前Boot无脏内容,恢复回执 `unity_recovery.json` 确认Boot无脏内容、非Play、无临时对象,当前音乐与音效开关均开启。原音效开关值只保存在被中断的内存任务中,重启后无法重新核验此前偏好;不声称该偏好已逐值还原。失败尝试不作为验收证据。API用途参考[Unity AudioRenderer官方文档](https://docs.unity.cn/2022.1/Documentation/ScriptReference/AudioRenderer.html)。
`python Tools/verify_partner_skills.py` 与 `python Tools/validate_skill_runtime.py` 通过:9/9音效与源/请求/成品哈希、25技能、10伙伴、5敌人和20关正式契约一致。TangoFlux来源声音沿用现有许可记录,本轮没有变更授权结论。未构建或发布Player。
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Binary file not shown.
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@@ -0,0 +1,22 @@
{
"status": "pass",
"utc": "2026-10-22T01:53:31.4161431Z",
"playing": false,
"scenes": [
{
"path": "Assets/Scenes/Boot.unity",
"isDirty": false
}
],
"sfx": true,
"music": true,
"preferenceBaseline": "Original SFX value was held in the interrupted task; exact pre-capture preference could not be reverified after restart",
"audio": {
"speakerMode": 2,
"dspBufferSize": 1024,
"sampleRate": 48000,
"numRealVoices": 32,
"numVirtualVoices": 512
},
"temporaryReviewObjects": 0
}
@@ -0,0 +1,168 @@
{
"status": "pass",
"utc": "2026-10-22T01:46:14.9756500Z",
"skill": [
{
"name": "Voice0",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice1",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice2",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice3",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice4",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice5",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice6",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice7",
"volume": 0.0375,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
}
],
"enemy": [
{
"name": "Voice0",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice1",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice2",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice3",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice4",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice5",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice6",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
},
{
"name": "Voice7",
"volume": 0.4,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
}
],
"ui": [
{
"name": "UiSfx",
"volume": 0.8,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": false,
"clip": ""
}
],
"music": [
{
"name": "MainMenuMusic",
"volume": 1.0,
"pitch": 1.0,
"spatialBlend": 0.0,
"loop": true,
"clip": "Assets/Bundles/Sound/BGM/MeadowBreeze_MainMenu_Loop.ogg"
}
],
"enemyMixBudget": 0.7,
"enemyVoiceVolume": 0.4,
"audio": {
"speakerMode": 2,
"dspBufferSize": 1024,
"sampleRate": 48000,
"numRealVoices": 32,
"numVirtualVoices": 512
},
"listenerVolume": 1.0,
"subjectivelyApproved": false,
"accountWrites": false
}
@@ -0,0 +1,79 @@
{
"status": "pass",
"method": "offline reconstruction from installed clips, Pipeline snapshot and authoritative trace; not a loopback recording",
"rendererAttempt": "Unity AudioRenderer timed out; not used as acceptance evidence",
"rate": 48000,
"channels": 2,
"normalized": false,
"limiter": false,
"subjectivelyApproved": false,
"snapshotSha256": "a6bf2419730c1f97a709dbad86ae11e75e12796a011356a7d1228fa031b893b0",
"traceSha256": "aa9109ff487d56166076ad4e56ec3c621345e14dcb606f1beed7a7423aa8fa99",
"files": [
{
"file": "menu_ui.wav",
"floatMaster": "menu_ui_float.wav",
"seconds": 17.0,
"samplePeakDbfs": -4.336533226935635,
"truePeak4xDbfs": -4.309702970908978,
"rmsDbfs": -24.227830554413536,
"overRangeSamples": 0,
"eventCount": 11,
"maxSkillVoices": 8,
"maxEnemyVoices": 8,
"sha256": "62876e48d5caca9dcb95b7f8b4a2eff3efb1d6dd0f4b2301c46af9daccfc914f"
},
{
"file": "skill_bank.wav",
"floatMaster": "skill_bank_float.wav",
"seconds": 16.0,
"samplePeakDbfs": -30.34804044468181,
"truePeak4xDbfs": -30.292306143405607,
"rmsDbfs": -49.74545438120102,
"overRangeSamples": 0,
"eventCount": 9,
"maxSkillVoices": 8,
"maxEnemyVoices": 8,
"sha256": "6d32ada277f8cb169ba8c91a2b5a710ac381210d433a59fbecb518c5eda976bd"
},
{
"file": "battle_1x.wav",
"floatMaster": "battle_1x_float.wav",
"seconds": 26.0,
"samplePeakDbfs": -9.634100414519697,
"truePeak4xDbfs": -9.470244709901838,
"rmsDbfs": -34.24835971765098,
"overRangeSamples": 0,
"eventCount": 53,
"maxSkillVoices": 8,
"maxEnemyVoices": 8,
"sha256": "6e0990d1246fc357ce6a6493db028f3ab476fd003010b49046ac17ceac051ae5"
},
{
"file": "battle_2x.wav",
"floatMaster": "battle_2x_float.wav",
"seconds": 26.0,
"samplePeakDbfs": -9.578677334465777,
"truePeak4xDbfs": -9.474940870674805,
"rmsDbfs": -31.007300179811196,
"overRangeSamples": 0,
"eventCount": 114,
"maxSkillVoices": 8,
"maxEnemyVoices": 8,
"sha256": "a6f2052e36f5d14b99392c6f74d88fa9e4842a3e067a26dcdaba14ba0c1594aa"
},
{
"file": "overlap_stress.wav",
"floatMaster": "overlap_stress_float.wav",
"seconds": 8.0,
"samplePeakDbfs": -3.496114864043605,
"truePeak4xDbfs": -3.4662523640408245,
"rmsDbfs": -22.092218848433497,
"overRangeSamples": 0,
"eventCount": 240,
"maxSkillVoices": 8,
"maxEnemyVoices": 8,
"sha256": "4d94bfec886f5c447ae1ec32b94c42233a1bc4836ebdecd251c53265d1c3a8fa"
}
]
}
@@ -77,3 +77,8 @@ v2 试听反馈为“不好听”,与清脆轻松的游戏风格不符。v3
- 音色:木琴(基频加 3.93×、9.2× 快衰泛音)、钟琴(1 / 2.76 / 5.40 / 8.93× 非谐泛音)、气泡 pop(快速上滑的正弦),以及 4ms 高通噪声作起音。
- 映射:Click 气泡 pop;Tab 木琴 A6 轻敲;Toggle 两连 pop;Confirm 木琴 E6→B6 上行;Back 木琴 G6→D6 下行;Open 上滑加 E7 叮;Close 下滑加 G5 闷敲;Claim 钟琴 C6-E6-G6-C7 琶音加高音闪烁;Deny 两声低音柔和 boop;Notify 钟琴 G6→D7 叮叮。
- 调整:改 `RECIPES` 里的音高、衰减和音量后运行 `python Tools/synth_ui_sfx.py --preview`,再在 Unity 里执行 `BuildUiSfx.Build`。
## 当前试听入口(2026-10-22)
当前正式资源是v3,以上v1/v2均为历史。已将全部10条v3与正式《微风小镇》BGM按持久化音量离线混合,试听 [menu_ui.wav](../MixReview/menu_ui.wav);战斗及双速/叠加试听见 [MixReview/Production.md](../MixReview/Production.md)。未归一化,菜单样例4倍过采样峰值-4.31dBFS且零越界;主观听感仍待确认。