4 Commits

Author SHA1 Message Date
Denis Defolie b0dcedb402 Replace eSpeak NG with Piper neural voice for dictation audio
Manual test reported the eSpeak NG dictation voice as unintelligible.
Formant synthesis is inherently mechanical; slowing it down doesn't
fix that. Switched tools/generate_dictation_audio.py to piper-tts
(fr_FR-siwis-medium neural voice, MIT/CC-BY 4.0, attribution in
assets/CREDITS.md). The voice model (~60MB) downloads once on demand
into the untracked .cache/piper-voices/, never at game runtime.

Adds piper-tts to tools/setup.sh's venv and a pyrightconfig.json
pointing pyright at .venv, needed once tools/ imports a real
third-party package (`make lint` was silently checking against the
wrong interpreter before).

Regenerated ce1_accord_adjectif_dictee_01.ogg with the new voice.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 19:07:40 +02:00
Denis Defolie 19831807b0 Wire up Linux and Windows exports
export_presets.cfg is hand-written (no editor GUI available here): a
minimal preset per platform (name, platform, path, x86_64
architecture) is enough, since Godot fills every other option from
its platform defaults. tools/setup.sh now also fetches the matching
export templates (~1.2GB, cached outside the repo like the Godot
binary itself) -- note the directory it unpacks into uses a dot
before "stable" while .godot-version and the download URLs use a
hyphen, two different spellings of the same version that are easy to
conflate.

Both make export-linux and make export-windows now actually run and
produce a working package; tests/ and addons/gut/ are excluded from
the exported .pck (124KB vs 1.5MB before -- a dev-only dependency has
no business shipping to a child's machine). The Linux binary was
smoke-tested headless and boots cleanly; the Windows .exe could only
be confirmed as a valid PE32+ binary, since no Windows machine or
Wine is available in this environment -- flagged in
docs/testing/manual-checklist.md rather than claimed as verified.

This closes out every step in the launch prompt's "Ordre de
construction." README status lines updated to reflect the first
playable prototype rather than a bare skeleton.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 17:46:34 +02:00
Denis Defolie d057c8ee77 Add JSON schemas, data validator, and first CE1 content
Introduces a generic JSON-Schema-subset validator in GDScript
(scripts/data/schema_validator.gd) used both by `make validate-data`
and, later, by ExerciseEngine at load time, plus semantic_checks.gd
for cross-field constraints a schema can't express (answer index
bounds, at least one faulty token in sentence correction, word count
matching between a dictation's target_text and its annotations).

Schemas cover rule, exercise (dispatched per type: multiple_choice,
sentence_correction), dictation, curriculum, and save (save.schema.json
is not yet wired into validate-data; saves live in user://, handled
at the Profiles/Saves step).

First draft content for the CE1 "accord_adjectif" rule (one rule, two
multiple-choice exercises, one sentence correction, one dictation,
one curriculum entry) exercises the full pipeline end to end and
seeds docs/review/content-review.md, regenerated by the new
tools/generate_content_review.py (`make content-review`).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 16:47:28 +02:00
Denis Defolie a1f749de40 Add project skeleton: Godot setup, tooling, and smoke test
Pins Godot 4.6.3-stable and GUT 9.6.0 (9.6.1+ reference
AccessibilityServer, unavailable in 4.6.3) via tools/setup.sh. Wires
make check (gdlint + gdformat config for 4-space indent, headless
GUT run, and a JSON well-formedness check ahead of real schema
validation). Seven autoload stubs match the architecture in the
cahier des charges; real logic lands with the following steps.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 16:15:19 +02:00