+ return 0
+
+ def play(self, fade_in = 0, volume = 100, loop = 0, start_at = 0):
+ db_gain = gain(volume) + self.mapping.master_gain
+ self.volume = volume
+ self.loop = loop
+
+ ms = int(start_at * 1000)
+ ms_fi = int(fade_in * 1000)
+ with self.music_lock:
+ self.current_audio_segment = (self.audio_segment + db_gain)
+ self.current_frame = int(start_at * self.audio_segment.frame_rate)
+ if ms_fi > 0:
+ # FIXME: apply it to repeated when looping?
+ self.a_s_with_effect = self.current_audio_segment[ms:ms+ms_fi].fade_in(ms_fi)
+ self.current_frame_with_effect = 0
+ else:
+ self.a_s_with_effect = None
+
+ self.before_loaded_playing()
+ self.start_playing()
+
+ def before_loaded_playing(self):
+ with self.music_lock:
+ segment = self.current_audio_segment
+
+ self.stream = sd.RawOutputStream(samplerate=segment.frame_rate,
+ channels=segment.channels,
+ dtype='int' + str(8*segment.sample_width), # FIXME: ?
+ latency=1.,
+ callback=self.play_callback,
+ finished_callback=self.finished_callback
+ )
+
+ def on_enter_loaded_playing(self):
+ self.stream.start()
+
+ def on_enter_loaded_paused(self):
+ self.stream.stop()
+
+ def finished_callback(self):
+ if self.is_loaded_playing():
+ self.stop_playing()
+ if self.is_loaded_stopping():
+ self.stopped()
+
+ def on_enter_loaded_stopped(self):
+ self.wait_event.set()
+
+ def play_callback(self, out_data, frame_count, time_info, status_flags):
+ 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:
+ raise sd.CallbackStop