Add the agent heartbeat; retune listening so it stops flickering

The face now treats /hermes/state as the agent's heartbeat: when nothing has been
heard for agent_timeout_s (10 s) it logs "agent gone" and sleeps, so "sleeping"
really means "no agent connected". It also logs every state change, which is how
a missed wake message was found: a one-off publish before discovery matches is
lost under volatile QoS.

The live log showed the face flickering between listening and idle about twice a
second, because the detector let go after 0.4 s. Hold is now 1.2 s so pauses
between words do not drop it, and the margin 7 dB over the adaptive floor (quiet
room noise peaks sit about 3 dB over it), with tests for both.

Confirmed by the owner on the real display: gaze directions, and a mouth that
follows their live voice proportionally.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AFN8nRRCiDiMN7ChBpHJhs
This commit is contained in:
2026-10-04 23:43:14 -07:00
co-authored by Claude Sonnet 5.5
parent 79920ff6bc
commit 5d1ad1eff7
7 changed files with 95 additions and 15 deletions
@@ -26,7 +26,7 @@ class AudioStateNode(Node):
self.n_scope = int(min(2048, max(64, int(param('scope_samples', 256)))))
self.scope_floor_db = float(param('scope_floor_db', -70.0))
self.activity = Activity(spk_db=float(param('speaker_threshold_db', -55.0)),
margin_db=float(param('mic_margin_db', 9.0)))
margin_db=float(param('mic_margin_db', 7.0)))
self.levels_pub = self.create_publisher(Float32MultiArray, '/audio/levels', 5)
self.activity_pub = self.create_publisher(String, '/audio/activity', 5)
self.scope_pub = {'mic': self.create_publisher(Float32MultiArray, '/audio/scope/mic', 2),
+5 -4
View File
@@ -34,9 +34,10 @@ class Activity:
"""Decides 'speaking', 'listening' or 'quiet' from the speaker monitor and microphone levels.
speaking: the speaker monitor is above spk_db for on_s (so a click is not speech); it lets go
after hold_s of quiet.
after speak_hold_s of quiet.
listening: the microphone is above the adaptive threshold while not speaking, for on_s; it lets
go after hold_s. The threshold is margin_db above a noise floor that drops quickly
go after hold_s, long enough (1.2 s) to bridge the pauses between words, so a sentence
reads as one listening stretch, not a flicker. The threshold is margin_db above a noise floor that drops quickly
to new lows and rises slowly (so a long conversation does not become the floor).
For its first calibrate_s the floor follows the microphone quickly in both directions (a room
that is already noisy must not read as "listening"), and anything that stays 'listening' for
@@ -44,8 +45,8 @@ class Activity:
The microphone is ignored while speaking: it would hear the robot's own voice.
"""
def __init__(self, spk_db: float = -55.0, margin_db: float = 9.0, min_mic_db: float = -62.0,
on_s: float = 0.10, speak_on_s: float = 0.08, hold_s: float = 0.40, speak_hold_s: float = 0.25,
def __init__(self, spk_db: float = -55.0, margin_db: float = 7.0, min_mic_db: float = -62.0,
on_s: float = 0.08, speak_on_s: float = 0.08, hold_s: float = 1.2, speak_hold_s: float = 0.25,
calibrate_s: float = 3.0, ambient_s: float = 8.0):
self.spk_db, self.margin_db, self.min_mic_db = spk_db, margin_db, min_mic_db
self.on_s, self.speak_on_s, self.hold_s, self.speak_hold_s = on_s, speak_on_s, hold_s, speak_hold_s
+26 -4
View File
@@ -42,9 +42,9 @@ def test_listens_to_a_voice_and_lets_go_after_the_hold():
assert a.state == 'quiet'
t = run_activity(a, -35, -100, 0.5, t)
assert a.state == 'listening'
run_activity(a, -62, -100, 0.2, t)
assert a.state == 'listening' # still holding
run_activity(a, -62, -100, 1.0, t + 0.2)
run_activity(a, -62, -100, 0.8, t)
assert a.state == 'listening' # still holding, through a pause between words
run_activity(a, -62, -100, 1.0, t + 0.8)
assert a.state == 'quiet'
@@ -74,10 +74,32 @@ def test_a_room_that_is_already_noisy_calibrates_instead_of_listening_forever():
assert a.state == 'quiet' and a.mic_threshold_db > -40
t = run_activity(a, -25, -100, 0.5, 5.0) # a voice 18 dB above it
assert a.state == 'listening'
run_activity(a, -43, -100, 1.0, t)
run_activity(a, -43, -100, 2.0, t)
assert a.state == 'quiet'
def test_pauses_between_words_do_not_flicker():
a = Activity()
t = run_activity(a, -43, -100, 5)
states = []
for _ in range(6): # six words, 0.3 s each with 0.3 s gaps
for level, secs in ((-25, 0.3), (-43, 0.3)):
for _ in range(int(secs / 0.05)):
t += 0.05
states.append(a.update(level, -100, t, 0.05))
assert states[8:].count('quiet') == 0 # once it starts listening it stays there
def test_quiet_room_noise_peaks_stay_below_the_threshold():
a = Activity()
t = run_activity(a, -43, -100, 5)
flicker = []
for i in range(200):
t += 0.05
flicker.append(a.update(-43 + (3 if i % 7 == 0 else 0), -100, t, 0.05)) # peaks 3 dB over the floor
assert set(flicker) == {'quiet'}
def test_a_new_steady_noise_is_absorbed_after_a_while():
a = Activity()
t = run_activity(a, -60, -100, 5) # quiet room
+18
View File
@@ -20,3 +20,21 @@ def resolve_state(agent: str, audio: str) -> str:
if agent == 'thinking':
return 'thinking'
return 'idle'
class Heartbeat:
"""Whether the agent side has been heard from recently. The agent (hermes_mcp) republishes its
state about once a second; when that stops, nobody is connected and the face should sleep.
timeout_s <= 0 disables the check (always alive)."""
def __init__(self, timeout_s: float):
self.timeout_s = timeout_s
self._last = None
def beat(self, now: float) -> None:
self._last = now
def alive(self, now: float) -> bool:
if self.timeout_s <= 0:
return True
return self._last is not None and now - self._last <= self.timeout_s
+14 -1
View File
@@ -7,6 +7,9 @@ Subscribes: /hermes/state (std_msgs/String): sleeping idle listening thinking l
/camera/camera_info (sensor_msgs/CameraInfo): the image size for that, if published
/audio/activity (std_msgs/String): speaking | listening | quiet, from hermes_audio
/audio/scope/{mic,speaker} (std_msgs/Float32MultiArray): the real waveform for the mouth
/hermes/state doubles as the agent's heartbeat: hermes_mcp republishes it about once a second, and
when it has not been heard for `agent_timeout_s` (default 10, 0 disables) the face goes to sleep, so
"sleeping" really means "no agent connected".
Which state shows is decided by hermes_face.arbiter: sleeping (agent only) > speaking > listening >
thinking > idle; room sound never wakes a sleeping face.
The face starts in `initial_state` (default `sleeping`), so it runs with nothing else up; whichever
@@ -21,7 +24,7 @@ from sensor_msgs.msg import CameraInfo, JointState
from std_msgs.msg import Float32MultiArray, String
from vision_msgs.msg import Detection2DArray
from .arbiter import resolve_state
from .arbiter import Heartbeat, resolve_state
from .gaze import Target, gaze_from_pixel, pick_target
from .render import STATES, FaceRenderer
@@ -37,6 +40,8 @@ class FaceNode(Node):
initial = param('initial_state', 'sleeping')
self.agent_state = initial if initial in STATES else 'sleeping'
self.audio_activity = 'quiet'
self._logged_state = ''
self.heartbeat = Heartbeat(float(param('agent_timeout_s', 10.0)))
self.audio_drive = bool(param('audio_drive', True))
self.follow = bool(param('gaze_follow', True))
self.image_size = (float(param('camera_width', 1296)), float(param('camera_height', 972)))
@@ -69,12 +74,14 @@ class FaceNode(Node):
self._frames, self._stat_t = 0, self._last
self.create_timer(1.0 / self.fps, self._tick)
self.get_logger().info(f'face up: {output}, {self.fps:g} fps, state {self.renderer.state}')
self._resolve(time.monotonic())
def _on_state(self, msg: String) -> None:
if msg.data not in STATES:
self.get_logger().warn(f'ignoring unknown state {msg.data!r}; known: {", ".join(STATES)}')
return
now = time.monotonic()
self.heartbeat.beat(now)
if msg.data == 'looking': # a timed event: the renderer squints, flashes, then goes back
self.renderer.set_state('looking', now)
return
@@ -86,8 +93,14 @@ class FaceNode(Node):
self._resolve(time.monotonic())
def _resolve(self, now: float) -> None:
if self.agent_state != 'sleeping' and not self.heartbeat.alive(now):
self.get_logger().info(f'no /hermes/state for {self.heartbeat.timeout_s:g} s: agent gone, sleeping')
self.agent_state = 'sleeping'
if self.renderer.state != 'looking':
self.renderer.set_state(resolve_state(self.agent_state, self.audio_activity if self.audio_drive else 'quiet'), now)
if self.renderer.state != self._logged_state:
self._logged_state = self.renderer.state
self.get_logger().info(f'state: {self._logged_state} (agent={self.agent_state}, audio={self.audio_activity})')
def _on_joints(self, msg: JointState) -> None:
pos = dict(zip(msg.name, msg.position))
+15 -1
View File
@@ -1,6 +1,6 @@
import pytest
from hermes_face.arbiter import resolve_state
from hermes_face.arbiter import Heartbeat, resolve_state
@pytest.mark.parametrize('agent,audio,expected', [
@@ -18,3 +18,17 @@ from hermes_face.arbiter import resolve_state
])
def test_priority(agent, audio, expected):
assert resolve_state(agent, audio) == expected
def test_heartbeat_expires_without_beats_and_recovers():
hb = Heartbeat(10.0)
assert not hb.alive(0.0) # never heard from: not alive
hb.beat(5.0)
assert hb.alive(5.0) and hb.alive(15.0)
assert not hb.alive(15.1)
hb.beat(20.0)
assert hb.alive(25.0)
def test_heartbeat_disabled_is_always_alive():
assert Heartbeat(0).alive(1e9) and Heartbeat(-1).alive(0.0)