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.vibe/bg1-projectplan.md
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# Projektbeschreibung (Extended)
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## Baldur’s Gate EE – Dual-Language Live-TTS System
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## Zielsetzung
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Das Projekt entwickelt ein System, das **BG1 Enhanced Edition**
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während des Spielens in **Deutsch und Englisch** automatisch vertont
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und per Hotkey zwischen den Sprachen umschaltet.
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**Keine Änderung an der Engine.
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Kein Wine-Gefrickel.
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Saubere, modulare Architektur.**
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---
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# Architekturübersicht
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## ASCII-Diagramm – Systemkomponenten
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```
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+-----------------+ +------------------+
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| BG1EE (Game) | | Dialog-Hook |
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|-----------------| ID --> | Lua Listener |
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| Dialog Window | | (OnNodeChange) |
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+-----------------+ +------------------+
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|
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v
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+----------------------+
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| TTS Controller |
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| (FastAPI Service) |
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+----------+-----------+
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+----------------+----------------+
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| |
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v v
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+-----------------------+ +-----------------------+
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| TLK+DLG DB (JSON) | | TTS Engines |
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| text_de, text_en | | Melo, Kokoro, F5 |
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+----------+------------+ +-----+----------------+
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| |
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v |
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+------------------+ |
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| Audio Cache | |
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| lineID_lang.wav | <-----------------+
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+--------+---------+
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v
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+------------------+
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| Audio Playback |
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+------------------+
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```
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---
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# Datenfluss-Diagramm
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```
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Spiel zeigt Dialog → Hook erkennt Node → sendet ID → Backend prüft Cache:
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Wenn vorhanden → Sofort abspielen
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Wenn nicht → Text(DE/EN) holen → TTS generieren → speichern → abspielen
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Sprache wechseln → Backend toggelt Runtime-Flag
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```
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---
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# Datenmodell (vereinfacht)
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```json
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{
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"id": 47281,
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"speaker": "Imoen",
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"text": {
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"de": "Hey, wach auf! Es ist etwas im Busch!",
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"en": "Hey, wake up! Something's not right!"
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},
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"options": [
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{ "id": 47282, "reply_de": "Was ist los?", "reply_en": "What's happening?" }
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]
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}
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```
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---
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# TTS-Backend Architektur
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- **FastAPI**
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- Endpunkte:
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- `/speak/<id>`
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- `/set_language/de|en`
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- `/status`
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- `/cache/clear`
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- Intern:
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- DB-Lookup → Text holen
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- Engine auswählen
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- WAV generieren
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- Abspielen
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- Logging (Dialog-ID, Dauer, Engine, Sprache)
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---
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# Projektplan (Roadmap)
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## Phase 1 – Extract (READY TO START)
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- BG1EE installieren
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- Near Infinity einrichten
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- Deutsch & Englisch TLK extrahieren
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- DLG-Bäume exportieren
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- JSON vereinheitlichen
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## Phase 2 – Parser & Datenmodell
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- Python-Modul bauen
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- Konsistenzprüfungen (IDs müssen matchen)
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- NPC-Zuordnungen
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- Szenenstruktur optional
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## Phase 3 – TTS Service
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- FastAPI-Server
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- Sprache als Runtime-State
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- Engine-Abstraktionslayer
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- Audio-Caching
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- Playback-Pipeline
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## Phase 4 – Lua Ingame Listener
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- BGEE Mod erstellen
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- Events `OnDialogStart` + `OnDialogNodeChange` abgreifen
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- HTTP Requests an TTS Server
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## Phase 5 – Live Umschaltung
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- Hotkey-System
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- Ereignis → REST → TTS-State ändern
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- Visual Logging
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## Phase 6 – Testing
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- Kapitel 1 vollständige Tests
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- Langtext-Szenen (Gorion, Imoen, Candlekeep)
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- Performance testen
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- Audio-Lag eliminieren
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## Phase 7 – Erweiterungen
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- individuelle NPC-Stimmen
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- Emotionserkennung (stimmungsbasierte Modelle)
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- Prosodie-Mapping
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- BG2EE Integration
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- Mod-Support
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---
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# Vision
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Ein vollständig automatisiertes, zweisprachiges,
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KI-vertontes Baldur’s Gate EE –
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mit Möglichkeit zum sofortigen Umschalten, eigenen Voices,
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und einer Engine-agnostischen Pipeline,
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die auf jeden Infinity-Engine Titel angewendet werden kann.
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---
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