Update memory: latency HUD status + future server-side metrics TODO
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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## Plugins
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## Plugins
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| Plugin | Path | Purpose |
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| Plugin | Path | Purpose |
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|--------|------|---------|
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|--------|------|---------|
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| Convai (reference) | `<repo_root>/ConvAI/Convai/` | gRPC + protobuf streaming to Convai API. Has ElevenLabs voice type enum in `ConvaiDefinitions.h`. Used as architectural reference. |
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| Convai (reference) | `<repo_root>/ConvAI/Convai/` | gRPC + protobuf streaming to Convai API. Used as architectural reference. |
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| **PS_AI_Agent_ElevenLabs** | `<repo_root>/Unreal/PS_AI_Agent/Plugins/PS_AI_Agent_ElevenLabs/` | Our ElevenLabs Conversational AI integration. See `.claude/elevenlabs_plugin.md` for full details. |
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| **PS_AI_ConvAgent** | `<repo_root>/Unreal/PS_AI_Agent/Plugins/PS_AI_ConvAgent/` | Main plugin — ElevenLabs Conversational AI, posture, gaze, lip sync, facial expressions. |
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## User Preferences
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## User Preferences
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- Plugin naming: `PS_AI_Agent_<Service>` (e.g. `PS_AI_Agent_ElevenLabs`)
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- Plugin naming: `PS_AI_ConvAgent` (renamed from PS_AI_Agent_ElevenLabs)
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- Save memory frequently during long sessions
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- Save memory frequently during long sessions
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- Goal: ElevenLabs Conversational AI integration — simpler than Convai, no gRPC
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- Full original ask + intent: see `.claude/project_context.md`
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- Git remote is a **private server** — no public exposure risk
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- Git remote is a **private server** — no public exposure risk
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- Full original ask + intent: see `.claude/project_context.md`
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## Current Branch & Work
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- **Branch**: `main`
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- **Recent merges**: `feature/multi-player-shared-agent` merged to main
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### Latency Debug HUD (just implemented)
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- Separate `bDebugLatency` property + CVar `ps.ai.ConvAgent.Debug.Latency`
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- All metrics anchored to `GenerationStartTime` (`agent_response_started` event)
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- Metrics: Gen>Audio (LLM+TTS), Pre-buffer, Gen>Ear (user-perceived)
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- Reset per turn in `HandleAgentResponseStarted()`
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- `DrawLatencyHUD()` separate from `DrawDebugHUD()`
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### Future: Server-Side Latency from ElevenLabs API
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**TODO — high-value improvement parked for later:**
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- `GET /v1/convai/conversations/{conversation_id}` returns:
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- `conversation_turn_metrics` with `elapsed_time` per metric (STT, LLM, TTS breakdown!)
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- `tool_latency_secs`, `step_latency_secs`, `rag_latency_secs`
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- `time_in_call_secs` per message
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- `ping` WS event has `ping_ms` (network round-trip) — could display on HUD
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- `vad_score` WS event (0.0-1.0) — could detect real speech start client-side
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- Docs: https://elevenlabs.io/docs/api-reference/conversations/get
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### Multi-Player Shared Agent — Key Design
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- **Old model**: exclusive lock (one player per agent via `NetConversatingPawn`)
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- **New model**: shared array (`NetConnectedPawns`) + active speaker (`NetActiveSpeakerPawn`)
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- Speaker arbitration: server-side with `SpeakerSwitchHysteresis` (0.3s) + `SpeakerIdleTimeout` (3.0s)
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- In standalone (≤1 player): speaker arbitration bypassed, audio sent directly to WebSocket
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- Internal mic (WASAPI thread): direct WebSocket send, no game-thread state access
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- `GetCurrentBlendshapes()` thread-safe via `ThreadSafeBlendshapes` snapshot + `BlendshapeLock`
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## Key UE5 Plugin Patterns
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## Key UE5 Plugin Patterns
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- Settings object: `UCLASS(config=Engine, defaultconfig)` inheriting `UObject`, registered via `ISettingsModule`
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- Settings object: `UCLASS(config=Engine, defaultconfig)` inheriting `UObject`, registered via `ISettingsModule`
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- Module startup: `NewObject<USettings>(..., RF_Standalone)` + `AddToRoot()`
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- WebSocket: `FWebSocketsModule::Get().CreateWebSocket(URL, TEXT(""), Headers)`
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- WebSocket: `FWebSocketsModule::Get().CreateWebSocket(URL, TEXT(""), Headers)`
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- `WebSockets` is a **module** (Build.cs only) — NOT a plugin, don't put it in `.uplugin`
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- Audio capture: `Audio::FAudioCapture::OpenAudioCaptureStream()` (UE 5.3+)
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- Audio capture: `Audio::FAudioCapture::OpenAudioCaptureStream()` (UE 5.3+, replaces deprecated `OpenCaptureStream`)
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- Callback arrives on **background thread** — marshal to game thread
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- `AudioCapture` IS a plugin — declare it in `.uplugin` Plugins array
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- Procedural audio playback: `USoundWaveProcedural` + `OnSoundWaveProceduralUnderflow`
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- Callback type: `FOnAudioCaptureFunction` = `TFunction<void(const void*, int32, int32, int32, double, bool)>`
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- Cast `const void*` to `const float*` inside — device sends float32 interleaved
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- Procedural audio playback: `USoundWaveProcedural` + `OnSoundWaveProceduralUnderflow` delegate
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- Audio capture callbacks arrive on a **background thread** — always marshal to game thread with `AsyncTask(ENamedThreads::GameThread, ...)`
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- Resample mic audio to **16000 Hz mono** before sending to ElevenLabs
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- Resample mic audio to **16000 Hz mono** before sending to ElevenLabs
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- `TArray::RemoveAt(idx, count, EAllowShrinking::No)` — bool overload deprecated in UE 5.5
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- `TArray::RemoveAt(idx, count, EAllowShrinking::No)` — bool overload deprecated in UE 5.5
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## Plugin Status
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- **PS_AI_Agent_ElevenLabs**: compiles cleanly on UE 5.5 Win64 (verified 2026-02-19)
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- v1.5.0 — mic audio chunk size fixed: WASAPI 5ms callbacks accumulated to 100ms before sending
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- v1.4.0 — push-to-talk fully fixed: bAutoStartListening now ignored in Client turn mode
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- Binary WS frame handling implemented (ElevenLabs sends ALL frames as binary, not text)
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- First-byte discrimination: `{` = JSON control message, else = raw PCM audio
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- `SendTextMessage()` added to both WebSocketProxy and ConversationalAgentComponent
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- `conversation_initiation_client_data` now sent immediately on WS connect (required for mic + latency)
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## Audio Chunk Size — CRITICAL
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- WASAPI fires mic callbacks every ~5ms → **158 bytes** at 16kHz 16-bit mono
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- ElevenLabs VAD/STT requires **≥3200 bytes (100ms)** per chunk; smaller chunks are silently ignored
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- Fix: `MicAccumulationBuffer` in component accumulates chunks; sends only when `>= MicChunkMinBytes` (3200)
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- `StopListening()` flushes remainder so final partial chunk is never dropped before end-of-turn
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## ElevenLabs WebSocket Protocol Notes
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## ElevenLabs WebSocket Protocol Notes
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- **ALL frames are binary** — bind ONLY `OnRawMessage`; NEVER bind `OnMessage` (text) — UE fires both for same frame → double audio bug
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- **ALL frames are binary** — bind ONLY `OnRawMessage`; NEVER bind `OnMessage` (text)
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- Binary frame discrimination: peek byte[0] → `'{'` (0x7B) = JSON, else = raw PCM audio
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- Binary frame discrimination: peek byte[0] → `'{'` (0x7B) = JSON, else = raw PCM audio
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- Fragment reassembly: accumulate into `BinaryFrameBuffer` until `BytesRemaining == 0`
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- Pong: `{"type":"pong","event_id":N}` — `event_id` is **top-level**, NOT nested
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- Pong: `{"type":"pong","event_id":N}` — `event_id` is **top-level**, NOT nested
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- Transcript: type=`user_transcript`, key=`user_transcription_event`, field=`user_transcript`
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- `user_transcript` arrives AFTER `agent_response_started` in Server VAD mode
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- Client turn mode (`client_vad`): send `user_activity` **with every audio chunk** (not just once) — server needs continuous signal to know user is speaking; stopping chunks = silence detected = agent responds
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- **MUST send `conversation_initiation_client_data` immediately after WS connect**
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- Text input: `{"type":"user_message","text":"..."}` — agent replies with audio + text
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- **MUST send `conversation_initiation_client_data` immediately after WS connect** — without it, server won't process client audio (mic appears dead)
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- `conversation_initiation_client_data` payload: `conversation_config_override.agent.turn.mode`, `conversation_config_override.tts.optimize_streaming_latency`, `custom_llm_extra_body.enable_intermediate_response`
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- `enable_intermediate_response: true` in `custom_llm_extra_body` reduces time-to-first-audio latency
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## API Keys / Secrets
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## API Keys / Secrets
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- ElevenLabs API key is set in **Project Settings → Plugins → ElevenLabs AI Agent** in the Editor
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- ElevenLabs API key: **Project Settings → Plugins → ElevenLabs AI Agent**
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- UE saves it to `DefaultEngine.ini` under `[/Script/PS_AI_Agent_ElevenLabs.ElevenLabsSettings]`
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- Saved to `DefaultEngine.ini` — **stripped before every commit**
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- **The key is stripped from `DefaultEngine.ini` before every commit** — do not commit it
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- Each developer sets the key locally; it does not go in git
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## Claude Memory Files in This Repo
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## Claude Memory Files in This Repo
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| File | Contents |
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| File | Contents |
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|------|----------|
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|------|----------|
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| `.claude/MEMORY.md` | This file — project structure, patterns, status |
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| `.claude/MEMORY.md` | This file — project structure, patterns, status |
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| `.claude/elevenlabs_plugin.md` | Plugin file map, ElevenLabs WS protocol, design decisions |
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| `.claude/elevenlabs_plugin.md` | Plugin file map, ElevenLabs WS protocol, design decisions |
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| `.claude/elevenlabs_api_reference.md` | Full ElevenLabs API reference (WS messages, REST, signed URL, Agent ID location) |
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| `.claude/elevenlabs_api_reference.md` | Full ElevenLabs API reference (WS messages, REST, signed URL) |
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| `.claude/project_context.md` | Original ask, intent, short/long-term goals |
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| `.claude/project_context.md` | Original ask, intent, short/long-term goals |
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| `.claude/session_log_2026-02-19.md` | Full session record: steps, commits, technical decisions, next steps |
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| `.claude/session_log_2026-02-19.md` | Session record: steps, commits, technical decisions |
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| `.claude/PS_AI_Agent_ElevenLabs_Documentation.md` | User-facing Markdown reference doc |
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| `.claude/PS_AI_Agent_ElevenLabs_Documentation.md` | User-facing Markdown reference doc |
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