Fixes: volume voice command no longer hangs in the thinking spinner (gong
stops holding the busy state), and the butler filler is reworded to avoid
a text-to-speech mid-phrase pause.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
Kokoro inserts an unnatural ~0.2s pause before "for you", so "Let me check
on that for you, sir." came out as two phrases. Reword to "Let me check on
that, sir." — same intent, clean pacing (measured: no internal silence gap).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
A spoken volume command left the face stuck in the thinking spinner. The
gateway sends state:thinking -> command -> state:idle, but the device's
state:idle handler is gated on !audio_is_playing(), and the feedback gong
had been setting s_playing for its (up to 5 s) duration — so the idle was
ignored and nothing re-sent it. The gong is a UI cue, not reply playback,
so it no longer sets s_playing. This also drops the 5 s wake-gate the gong
was imposing.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
Volume goes to eleven (0–11 scale, gong feedback, mute), a voice command
service that handles volume/mute without the LLM, and an immediate butler
filler line with a spinner during the Tatlock wait.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
Tatlock turns take 10-25s, which is a long silence after a request. Speak
a canned "Let me check on that for you, sir" immediately (synthesized once
and cached), then re-assert the thinking state so the device keeps its
effort-face spinner up until the real reply arrives. On the device, guard
the playback-done handler so the filler audio finishing doesn't drop the
spinner back to idle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
Recognize simple device commands in the transcript and act on them without
a Tatlock round-trip. commands.match() maps volume up/down, mute/unmute,
"set volume to N", and "goes to eleven"/max to a "command" message sent
straight to the device; the utterance never reaches the LLM. Matching is
deliberately precise so real requests ("set an alarm for a quarter to
eleven") are not hijacked. Adds the "command" message to the device
protocol in docs/architecture.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
Rework the speaker volume from a 0-100 percentage to an 11-step level
(0..11, mapped to the codec's percent), with mute that remembers the
prior level so unmute restores it. Any non-silent change plays the gong
as feedback; a new change cuts the in-flight gong off and restarts it
rather than queueing another. The tap overlay shows the level number and
0..11 bar, and a "11" drifts up off the bar when you hit maximum.
Also lands the device side of gateway volume commands: gw_client routes a
"command" message to face_volume_command, which applies the change and
shows a compact auto-hiding volume HUD (a centered bar) — the gateway
half that sends these lives in a following commit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
Tapping the face now brings up an overlay with a microphone button and
volume down/up, plus a live level bar showing the current output volume.
Icons are drawn from a subset of the Phosphor glyph font. Tapping the dim
scrim behind the controls dismisses them; they also auto-hide after a few
seconds of inactivity.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
The rain was 40 live text labels; moving a label re-rasterizes its
katakana glyphs every frame, reading the font from PSRAM and blending
against the framebuffer. That per-frame load starved the DSI's
framebuffer read and flashed the panel blue while a voice reply
downloaded (confirmed: with the rain removed the flash vanished).
Pre-render a small pool of streak sprites once into internal RAM and
blit them; movement is now a cheap opaque copy that never touches the
PSRAM bus. Also drain the rain during audio (listening/speaking) rather
than freezing it. This clears the last of the load flicker while keeping
the dense look.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu