+ 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.start_playing()
+
+ def on_enter_loaded_playing(self):
+ self.mapping.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.mapping.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 != 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
+
+ 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.a_s_with_effect = None
+ 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 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))
+
+ # FIXME: stop fade_out puis seek -5 -> on abandonne le fade ? (cf
+ # commentaire dans fonction seek
+ new_audio_segment = self.current_audio_segment[:ms + ms_fo].fade_out(ms_fo)
+ with self.music_lock:
+ self.current_audio_segment = new_audio_segment
+ self.stop_playing()
+ if wait:
+ self.wait_end()