self.channel_id = channel_id
self.name = name or filename
self.raw_data = None
- self.sound = None
self.loaded = False
self.flag_paused = False
def load_sound(self, lock):
lock.acquire()
print("Loading « {} »".format(self.name))
- self.raw_data = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100).raw_data
- self.sound = pygame.mixer.Sound(self.raw_data)
+ audio_segment = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100)
+ self.sound_duration = audio_segment.duration_seconds
+ self.raw_data = audio_segment.raw_data
print("Loaded « {} »".format(self.name))
self.loaded = True
lock.release()
self.set_volume(volume)
if start_at > 0:
- song_duration = self.sound.get_length()
raw_data_length = len(self.raw_data)
- start_offset = int((raw_data_length / song_duration) * start_at)
+ start_offset = int((raw_data_length / self.sound_duration) * start_at)
start_offset = start_offset - (start_offset % 2)
- self.sound = pygame.mixer.Sound(self.raw_data[start_offset:])
+ sound = pygame.mixer.Sound(self.raw_data[start_offset:])
else:
- self.sound = pygame.mixer.Sound(self.raw_data)
+ sound = pygame.mixer.Sound(self.raw_data)
- self.channel().play(self.sound, fade_ms = fade_in * 1000)
+ self.channel().play(sound, fade_ms = fade_in * 1000)
self.flag_paused = False
def pause(self):
value = 0
if value > 100:
value = 100
- self.sound.set_volume(value / 100)
+ self.channel().set_volume(value / 100)
def wait_end(self):
pass