+ self.name = name or filename
+ self.audio_segment = None
+ self.audio_segment_frame_width = 0
+ self.initial_volume_factor = gain
+ self.music_lock = Lock("music__" + filename)
+ self.wait_event = threading.Event()
+ self.db_gain = 0
+ self.gain_effects = []
+
+ threading.Thread(name="MSMusicLoad", target=self.load).start()
+
+ def on_enter_loading(self):
+ with file_lock:
+ try:
+ debug_print("Loading « {} »".format(self.name))
+ self.mixer = self.mapping.mixer or Mixer()
+ initial_db_gain = gain(self.initial_volume_factor * 100)
+ self.audio_segment = pydub.AudioSegment \
+ .from_file(self.filename) \
+ .set_frame_rate(Config.frame_rate) \
+ .set_channels(Config.channels) \
+ .set_sample_width(Config.sample_width) \
+ .apply_gain(initial_db_gain)
+ self.audio_segment_frame_width = self.audio_segment.frame_width
+ self.sound_duration = self.audio_segment.duration_seconds
+ except Exception as e:
+ error_print("failed to load « {} »: {}".format(self.name, e))
+ self.loading_error = e
+ self.fail()
+ else:
+ self.success()
+ debug_print("Loaded « {} »".format(self.name))
+
+ def check_is_loaded(self):
+ return self.state.startswith('loaded_')
+
+ def is_not_stopped(self):
+ return self.check_is_loaded() and not self.is_loaded_stopped()
+
+ def is_paused(self):
+ return self.is_loaded_paused()
+
+ @property
+ def sound_position(self):
+ if self.is_not_stopped():
+ return self.current_frame / self.current_audio_segment.frame_rate
+ else:
+ return 0
+
+ def play(self, fade_in=0, volume=100, loop=0, start_at=0):
+ self.set_gain(gain(volume) + self.mapping.master_gain, absolute=True)
+ self.volume = volume
+ self.current_loop = 0
+ self.loop_left = loop
+
+ with self.music_lock:
+ self.current_audio_segment = self.audio_segment
+ self.current_frame = int(start_at * self.audio_segment.frame_rate)
+ if fade_in > 0:
+ db_gain = gain(self.volume, 0)[0]
+ self.set_gain(-db_gain)
+ self.gain_effects.append(GainEffect(
+ "fade",
+ self.current_audio_segment,
+ self.current_loop,
+ self.sound_position,
+ self.sound_position + fade_in,
+ gain=db_gain))
+
+ self.start_playing()
+
+ def on_enter_loaded_playing(self):
+ self.mixer.add_file(self)
+
+ def finished_callback(self):
+ if self.is_loaded_playing():
+ self.stop_playing()
+ if self.is_loaded_stopping():
+ self.stopped()
+
+ def trigger_stopped_events(self):
+ self.mixer.remove_file(self)
+ self.wait_event.set()
+
+ 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_left != 0:
+ self.loop_left -= 1
+ self.current_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
+
+ 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
+
+ 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
+ with self.music_lock:
+ self.abandon_all_effects()
+ self.current_frame = max(
+ 0,
+ int(delta) * self.current_frame
+ + int(value * self.audio_segment.frame_rate))
+ # FIXME: si on fait un seek + delta, adapter le "loop"
+
+ def effects_next_gain(self, frame_count):
+ db_gain = 0
+ for gain_effect in self.gain_effects:
+ [new_gain, last_gain] = gain_effect.get_next_gain(
+ self.current_frame,
+ self.current_loop,
+ frame_count)
+ if last_gain:
+ self.set_gain(new_gain)
+ self.gain_effects.remove(gain_effect)
+ else:
+ db_gain += new_gain
+ return db_gain
+
+
+ def abandon_all_effects(self):
+ db_gain = 0
+ for gain_effect in self.gain_effects:
+ db_gain += gain_effect.get_last_gain()
+
+ self.gain_effects = []
+ self.set_gain(db_gain)
+
+ def stop(self, fade_out=0, wait=False):
+ if self.is_loaded_playing():
+ ms = int(self.sound_position * 1000)
+ ms_fo = max(1, int(fade_out * 1000))