+ def play_callback(self, out_data_length, frame_count):
+ if self.is_loaded_paused():
+ return b'\0' * out_data_length
+
+ with self.music_lock:
+ [data, nb_frames] = self.get_next_sample(frame_count)
+ if nb_frames < frame_count:
+ if self.is_loaded_playing() and self.loop != 0:
+ self.loop -= 1
+ self.current_frame = 0
+ [new_data, new_nb_frames] = self.get_next_sample(
+ frame_count - nb_frames)
+ data += new_data
+ nb_frames += new_nb_frames
+ elif nb_frames == 0:
+ # FIXME: too slow
+ threading.Thread(
+ name="MSFinishedCallback",
+ target=self.finished_callback).start()
+
+ return data.ljust(out_data_length, b'\0')
+
+ def get_next_sample(self, frame_count):
+ fw = self.audio_segment_frame_width
+
+ data = b""
+ nb_frames = 0
+ if self.a_s_with_effect is not None:
+ segment = self.a_s_with_effect
+ max_val = int(segment.frame_count())
+
+ start_i = max(self.current_frame_with_effect, 0)
+ end_i = min(self.current_frame_with_effect + frame_count, max_val)
+
+ data += segment._data[start_i*fw : end_i*fw]
+
+ frame_count = max(
+ 0,
+ self.current_frame_with_effect + frame_count - max_val)
+
+ self.current_frame_with_effect += end_i - start_i
+ self.current_frame += end_i - start_i
+ nb_frames += end_i - start_i
+
+ if frame_count > 0:
+ self.a_s_with_effect = None
+
+ segment = self.current_audio_segment
+ max_val = int(segment.frame_count())
+
+ start_i = max(self.current_frame, 0)
+ end_i = min(self.current_frame + frame_count, max_val)
+ data += segment._data[start_i*fw : end_i*fw]
+ nb_frames += end_i - start_i
+ self.current_frame += end_i - start_i
+
+ # FIXME: self.effects_next_gain should take into account the loop number
+ volume_factor = self.volume_factor(self.effects_next_gain(nb_frames))
+
+ data = audioop.mul(data, Config.sample_width, volume_factor)
+
+ return [data, nb_frames]
+
+ def seek(self, value=0, delta=False):
+ # We don't want to do that while stopping
+ if not (self.is_loaded_playing() or self.is_loaded_paused()):
+ return