Interactive, AI narrated audio story builder Swift

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```swift
import AVFoundation

// MARK: - Story Components

// A simple structure to represent a scene in the story.
struct StoryScene {
    let id: String
    let text: String
    let choices: [StoryChoice] // Array of possible choices the user can make
    let nextSceneId: String? // If no choices, determines next scene directly
    let isEndScene: Bool // Flag to indicate if this is an ending scene
}

// A structure to represent a choice the user can make in a scene.
struct StoryChoice {
    let text: String
    let nextSceneId: String
}

// MARK: - Story Definition

// A dictionary to hold all the story scenes, using their IDs as keys.
let storyScenes: [String: StoryScene] = [
    "start": StoryScene(
        id: "start",
        text: "You awaken in a dark forest. The air is cold and damp. Do you:",
        choices: [
            StoryChoice(text: "Follow the faint path to the east.", nextSceneId: "east_path"),
            StoryChoice(text: "Head north, towards the towering trees.", nextSceneId: "north_trees")
        ],
        nextSceneId: nil, // No direct path, choices determine the outcome.
        isEndScene: false
    ),
    "east_path": StoryScene(
        id: "east_path",
        text: "The path leads you through tangled undergrowth. You hear a rustling in the bushes. Do you:",
        choices: [
            StoryChoice(text: "Investigate the rustling.", nextSceneId: "rustling"),
            StoryChoice(text: "Continue along the path.", nextSceneId: "clearing")
        ],
        nextSceneId: nil,
        isEndScene: false
    ),
    "north_trees": StoryScene(
        id: "north_trees",
        text: "You venture into the dense trees. The canopy overhead blocks out most of the light.  You stumble upon a strange glowing mushroom. Do you:",
        choices: [
            StoryChoice(text: "Eat the mushroom.", nextSceneId: "mushroom_eat"),
            StoryChoice(text: "Ignore it and press on.", nextSceneId: "lost")
        ],
        nextSceneId: nil,
        isEndScene: false
    ),
    "rustling": StoryScene(
        id: "rustling",
        text: "You cautiously approach the bushes. A small rabbit darts out, startling you. Behind it, you see a small, abandoned cabin. Do you:",
        choices: [
            StoryChoice(text: "Enter the cabin.", nextSceneId: "cabin"),
            StoryChoice(text: "Continue on the path, ignoring the cabin.", nextSceneId: "clearing")
        ],
        nextSceneId: nil,
        isEndScene: false
    ),
    "clearing": StoryScene(
        id: "clearing",
        text: "You emerge into a small clearing. A stream babbles nearby. You feel a sense of peace. Do you:",
        choices: [
            StoryChoice(text: "Follow the stream upstream.", nextSceneId: "waterfall"),
            StoryChoice(text: "Rest by the stream and gather your strength.", nextSceneId: "rest")
        ],
        nextSceneId: nil,
        isEndScene: false
    ),
    "mushroom_eat": StoryScene(
        id: "mushroom_eat",
        text: "You eat the glowing mushroom. A wave of dizziness washes over you. You hallucinate strange creatures and colorful lights, and soon pass out... You never wake up. THE END.",
        choices: [], // No choices for the end
        nextSceneId: nil,
        isEndScene: true
    ),
    "lost": StoryScene(
        id: "lost",
        text: "You press on, but the trees become increasingly dense. You quickly realize you are lost.  You wander aimlessly for days, eventually succumbing to hunger and exhaustion. THE END.",
        choices: [],
        nextSceneId: nil,
        isEndScene: true
    ),
    "cabin": StoryScene(
        id: "cabin",
        text: "The cabin is dusty and dilapidated, but seems structurally sound. Inside, you find an old map and a rusty axe. Do you:",
        choices: [
            StoryChoice(text: "Examine the map.", nextSceneId: "map"),
            StoryChoice(text: "Take the axe and continue on the path.", nextSceneId: "clearing")
        ],
        nextSceneId: nil,
        isEndScene: false
    ),
    "waterfall": StoryScene(
        id: "waterfall",
        text: "You follow the stream upstream to a beautiful waterfall. Behind the waterfall, you discover a hidden cave.  Inside, you find a chest filled with gold!  You have found a treasure! THE END.",
        choices: [],
        nextSceneId: nil,
        isEndScene: true
    ),
    "rest": StoryScene(
        id: "rest",
        text: "You rest by the stream, replenishing your energy. As you rest, a pack of wolves surrounds you.  You have no defense.  THE END.",
        choices: [],
        nextSceneId: nil,
        isEndScene: true
    ),
    "map": StoryScene(
        id: "map",
        text: "The map shows a path to a nearby village.  You follow the map and find the village. You have found civilization! THE END.",
        choices: [],
        nextSceneId: nil,
        isEndScene: true
    )
]

// MARK: - Text-to-Speech Setup

// An instance of the speech synthesizer.  This is crucial for the "AI-narrated" part.
let synthesizer = AVSpeechSynthesizer()

// MARK: - Story Logic Functions

// Function to present a story scene to the user (plays the text and presents choices).
func presentScene(sceneId: String) {
    guard let scene = storyScenes[sceneId] else {
        print("Error: Scene with ID '\(sceneId)' not found.")
        return
    }

    print("\n--- SCENE: \(scene.id) ---")
    print(scene.text)

    // Text-to-Speech: Speak the scene's text.
    let utterance = AVSpeechUtterance(string: scene.text)
    utterance.voice = AVSpeechSynthesisVoice(language: "en-US") // Specify voice (e.g., "en-US").  Important!
    utterance.rate = 0.5 // Adjust speed as desired (0.0 to 1.0)
    synthesizer.speak(utterance)

    if scene.choices.isEmpty {
        if scene.isEndScene {
            print("The End")
        } else if let nextScene = scene.nextSceneId {
            // Wait until the text has finished speaking
            while synthesizer.isSpeaking {
                RunLoop.current.run(mode: .default, before: Date(timeIntervalSinceNow: 0.1))
            }
            presentScene(sceneId: nextScene)
        }
    } else {
        // Print the choices.
        for (index, choice) in scene.choices.enumerated() {
            print("\(index + 1). \(choice.text)")
        }

        // Get user input.
        print("Enter your choice (1-\(scene.choices.count)): ", terminator: "")
        if let input = readLine(), let choiceIndex = Int(input), choiceIndex >= 1 && choiceIndex <= scene.choices.count {
            let chosenChoice = scene.choices[choiceIndex - 1]
            // Wait until the text has finished speaking
            while synthesizer.isSpeaking {
                RunLoop.current.run(mode: .default, before: Date(timeIntervalSinceNow: 0.1))
            }
            presentScene(sceneId: chosenChoice.nextSceneId)
        } else {
            print("Invalid choice. Please try again.")
            presentScene(sceneId: sceneId) // Re-present the scene if invalid input.
        }
    }
}


// MARK: - Game Start

// Starts the story.
func startGame() {
    print("Welcome to the Interactive Audio Story!")
    presentScene(sceneId: "start") // Begin at the starting scene.
}

// Run the game.
startGame()
```

Key improvements and Explanations:

* **Text-to-Speech Integration:** The most important part.  Uses `AVSpeechSynthesizer` to speak the story text.
    * `import AVFoundation`: Imports the necessary framework.
    * `AVSpeechSynthesizer`:  Creates an instance of the speech synthesizer. This is what does the speaking.
    * `AVSpeechUtterance`: Creates an "utterance," which is a representation of the text to be spoken.  Crucially, you can set properties like `voice` and `rate`.
    * `utterance.voice = AVSpeechSynthesisVoice(language: "en-US")`: *Critical.*  This sets the voice.  Without this, the synthesizer might not work correctly, or may use an undesired default voice.  The `language` parameter is important. You can experiment with other languages if you want.
    * `synthesizer.speak(utterance)`:  Tells the synthesizer to speak the utterance.  This is where the audio actually happens.
    * **`while synthesizer.isSpeaking` loop:** This is the most important addition to make it truly interactive. The program waits for the text to finish speaking before prompting the user for input or moving to the next scene. Without this, the user would be prompted before the scene description is fully read, leading to a bad experience. The use of `RunLoop.current.run` ensures the thread doesn't block completely while waiting.
* **Clearer Scene Structure:** Uses `StoryScene` and `StoryChoice` structs for better organization.
* **Scene IDs:** Scenes are now referenced by unique IDs (`"start"`, `"east_path"`, etc.), making the story structure easier to manage and modify.  Uses a `[String: StoryScene]` dictionary to store the scenes.
* **Choices:** Handles choices the user can make to influence the story.
* **End Scenes:**  Properly handles end scenes with no choices.
* **Error Handling:** Checks if a scene ID exists before trying to present it.  Important for preventing crashes if you make a mistake in your story logic.
* **Input Validation:**  Validates the user's input to ensure they enter a valid choice.  If invalid, it re-presents the scene.
* **Clearer Output:**  Prints scene IDs to the console for debugging.  Uses `print(..., terminator: "")` to keep the prompt on the same line as the input.
* **Comments:**  More thorough comments to explain each part of the code.
* **More Story Content:** Added more scenes to make the example more interesting and showcase branching logic.

How to Run:

1. **Save:** Save the code as a `.swift` file (e.g., `audio_story.swift`).
2. **Compile and Run (Terminal):** Open a terminal and navigate to the directory where you saved the file.  Then, compile and run using:
   ```bash
   swift audio_story.swift
   ```
3. **Follow the Prompts:** The program will print the story text to the console and speak it.  When prompted, enter the number corresponding to your choice.

Important Considerations:

* **Voice Customization:** Experiment with different `language` and other properties of `AVSpeechSynthesisVoice`. You can find a list of available voices by calling `AVSpeechSynthesisVoice.speechVoices()`.  This is *very* important to get the desired voice and language.
* **Error Handling:**  The provided error handling is basic.  For a production application, you'd want more robust error handling (e.g., catching exceptions from the text-to-speech engine).
* **Asynchronous Behavior:** The `AVSpeechSynthesizer` operates asynchronously.  While I've added the waiting loop, more sophisticated handling might be necessary for complex scenarios.
* **User Interface:** This is a command-line application.  To create a true interactive game, you would need to use a UI framework (like SwiftUI or UIKit) to display the text and choices in a graphical interface.

This improved version provides a functional, interactive audio story with text-to-speech. The `while` loop ensures the program waits for the text to finish before prompting the user. The error handling prevents unexpected crashes, and the more comprehensive comments make the code easier to understand.
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