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senseaudio-game-npc-directorsenseaudio 游戏 NPC 总监

Agent Skill

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:senseaudio-game-npc-director(senseaudio 游戏 NPC 总监)
来源仓库:https://github.com/kikidouloveme79/senseaudio-game-npc-director
安装命令:
openclaw skills install senseaudio-game-npc-director
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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ClawHubOpenClaw
openclaw skills install senseaudio-game-npc-director

简介

为游戏 NPC 创建关系感知与情感化语音行为。

  • 固定语音身份搭配流行语库提升角色表现力。
  • 适用于互动叙事与虚拟世界动态对话系统。senseaudio-game-npc-director 属于研究检索类 Skill,可作为该场景下的辅助能力补充。
  • 需定义 NPC 属性与上下文触发条件规则。
  • 多人游戏中注意语音版权与本地化适配问题。

SKILL.md

name
senseaudio-game-npc-director
description
Use when a game, interactive story, or virtual world needs reusable NPC voice behavior, including fixed voice identity, catchphrases, relationship-aware dialogue, player voice intake through AudioClaw ASR, task briefings, narration, and event announcements synthesized with AudioClaw.

AudioClaw Game NPC Director

What this skill is for

This skill is for building low-cost, high-immersion voice assets for games and interactive worlds.

It treats voice as part of the world model, not just a final rendering step.

You can use it to give each NPC:

  • a fixed voice
  • a role or class identity
  • catchphrases
  • relationship-aware tone shifts
  • event-based spoken lines
  • ASR-driven reactions to what the player actually says

Strong use cases

1. Quest and task broadcasters

Generate:

  • new quest lines
  • reminder lines
  • completion lines
  • failure or delay lines

with one consistent NPC voice.

2. Relationship-aware NPC dialogue

Use the same NPC voice but adjust line style based on:

  • stranger
  • neutral
  • trusted
  • close ally

This makes the world feel reactive without needing fully hand-authored voice libraries.

3. Player voice intake

Use AudioClaw ASR to transcribe a player's spoken line, then generate a relation-aware NPC reply.

This is the bridge from:

  • static voiced assets

to:

  • interactive voiced worlds

4. Dynamic world event announcements

Generate voiced lines for:

  • invasion warnings
  • weather changes
  • market events
  • faction alerts
  • town broadcasts

5. Worldbuilding narration

Generate short lore or ambient narration using one narrator voice or one faction-specific voice.

Workflow

  1. Define the NPC profile:

- name - role - world - speaking style - catchphrase - default voice_id

  1. Choose one of two paths:

- scene-first: define an event and generate NPC lines directly - player-first: transcribe player audio with scripts/senseaudio_asr.py, then build NPC reply lines from the transcript

  1. Define the current scene:

- event type - player relationship - player state - objective

  1. Run either scripts/build_npc_scene_manifest.py or scripts/build_npc_reply_from_player.py.
  2. Review the generated lines.
  3. Run scripts/batch_tts_scene.py with the fixed voice_id.

- If you already created a clone on the AudioClaw platform, use that prepared clone voice_id. - A prepared cloned voice id commonly looks like vc-..., and can be passed directly with --clone-voice-id. - This skill already uses streaming TTS internally and now records stream chunk metadata. - If the chosen voice is a clone id like vc-..., scene synthesis now auto-routes to SenseAudio-TTS-1.5.

  1. If the user wants to hear the NPC lines directly in Feishu or AudioClaw, run scripts/send_npc_scene_to_feishu.py, or add --send-feishu-audio to scripts/run_player_voice_npc_pipeline.py.

- This step reuses the same Feishu audio delivery path as the dedicated voice-reply skill. - It transcodes the generated .mp3 lines into .ogg/.opus and sends them one by one as real audio messages. - scripts/run_player_voice_npc_pipeline.py can now take either --input-audio or --input-text, so ongoing NPC dialogue does not need to drop back to text just because the player typed instead of speaking. - If the user enters an ongoing NPC dialogue mode, treat voice delivery as the default unless the user explicitly asks for text-only replies.

  1. Attach the resulting assets to your runtime, editor tooling, or content review flow.

AudioClaw Trigger Pattern

Use this skill as a mode-based session.

Recommended user trigger:

进入 NPC 模式,用 $senseaudio-game-npc-director。
NPC:雾港档案官阿砚
关系:trusted
地点:北码头
目标:找回失踪账册
clone voice_id:your_clone_voice_id
后面我发语音,你都按这个设定回复。

After mode entry, the agent should keep session state with:

  • npc identity
  • relationship
  • location
  • objective
  • chosen voice_id
  • reply mode, defaulting to voice

For each new player turn:

  1. If the input is audio, run scripts/run_player_voice_npc_pipeline.py --input-audio ....
  2. If the input is text, still run scripts/run_player_voice_npc_pipeline.py --input-text ... so the reply stays on the same voice pipeline.
  3. In ongoing NPC dialogue mode, default to --send-feishu-audio so the generated NPC lines are sent one by one as Feishu audio messages.
  4. Only fall back to text-first replies if the user explicitly asks for text-only output or the channel cannot play voice.
  5. If the user says "直接发语音" or "一条一条发 NPC 语音", keep the same voice mode and continue sending audio without asking again.

NPC mode should be sticky inside the same session:

  • Keep using the same NPC identity, relationship, location, objective, and voice settings for every following turn
  • Keep voice reply as the default until the user explicitly says to exit NPC mode or switch back to text replies

If the user asks to switch voice, only swap the configured voice_id; keep the same NPC profile and relationship state.

Design rules

  • Keep one NPC tied to one stable voice wherever possible.
  • Let emotion and relation change the wording, not the identity.
  • Use short lines for reactive NPC speech and system announcements.
  • For player voice loops, make ASR intake deterministic before adding deeper agent logic.
  • If you want faster perceived NPC response generation, use stream ASR for the player-input leg.
  • Treat cloned voices or exclusive voices as drop-in replacements for the same workflow.
  • Official clone support is a two-step chain:

- create the clone on the AudioClaw platform first - then use the prepared clone voice_id here

API key lookup

For the NPC generation side of this skill:

  • TTS-oriented scripts now default to SENSEAUDIO_API_KEY

Practical rule:

  • scripts/batch_tts_scene.py and scripts/run_player_voice_npc_pipeline.py now default to SENSEAUDIO_API_KEY
  • If the host app injects SENSEAUDIO_API_KEY as a login token such as v2.public..., the shared bootstrap replaces it with the real sk-... value from ~/.audioclaw/workspace/state/senseaudio_credentials.json before the TTS stage starts
  • The ASR scripts keep their own existing defaults and are intentionally not changed here

Resources

  • scripts/build_npc_scene_manifest.py

- Builds scene lines from an NPC profile and game state

  • scripts/senseaudio_asr.py

- Calls AudioClaw ASR using the official open API host or the official platform endpoint - Defaults to the official sense-asr-deepthink model

  • scripts/build_npc_reply_from_player.py

- Turns a player transcript into intent-aware NPC reply lines

  • scripts/run_player_voice_npc_pipeline.py

- Runs the full player input pipeline end to end - Supports --input-audio, --input-text, --stream-asr, --clone-voice-id, and --send-feishu-audio

  • scripts/batch_tts_scene.py

- Synthesizes all scene lines with one fixed voice

  • scripts/send_npc_scene_to_feishu.py

- Reuses the Feishu voice delivery path to send generated NPC lines one by one as audio messages

  • references/npc_voice_design.md

- Patterns for worldbuilding, relation states, and event announcements

  • references/asr_player_loop.md

- Official ASR findings and the recommended player voice pipeline

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