file_lock = Lock("file")
-class MusicFile(Machine):
+class MusicFile:
def __init__(self, filename, mapping, name=None, gain=1):
states = [
'initial',
'failed',
{
'name': 'loaded',
- 'children': ['stopped', 'playing', 'paused', 'stopping']
+ 'children': [
+ 'stopped',
+ 'playing',
+ 'paused',
+ 'stopping',
+ 'stopped'
+ ]
}
]
transitions = [
}
]
- Machine.__init__(self, states=states,
- transitions=transitions, initial='initial')
+ Machine(model=self, states=states,
+ transitions=transitions, initial='initial',
+ ignore_invalid_triggers=True)
self.volume = 100
self.mapping = mapping
return 0
def play(self, fade_in=0, volume=100, loop=0, start_at=0):
+ # FIXME: create a "reinitialize" method
+ self.gain_effects = []
self.set_gain(gain(volume) + self.mapping.master_gain, absolute=True)
self.volume = volume
self.current_loop = 0
data += new_data
nb_frames += new_nb_frames
elif nb_frames == 0:
- # FIXME: too slow
+ # FIXME: too slow when mixing multiple streams
threading.Thread(
name="MSFinishedCallback",
target=self.finished_callback).start()
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"
+ if delta:
+ frame_count = int(self.audio_segment.frame_count())
+ frame_diff = int(value * self.audio_segment.frame_rate)
+ self.current_frame += frame_diff
+ while self.current_frame < 0:
+ self.current_loop -= 1
+ self.current_frame += frame_count
+ while self.current_frame > frame_count:
+ self.current_loop += 1
+ self.current_frame -= frame_count
+ if self.current_loop < 0:
+ self.current_loop = 0
+ self.current_frame = 0
+ if self.current_loop > self.last_loop:
+ self.current_loop = self.last_loop
+ self.current_frame = frame_count
+ else:
+ self.current_frame = max(
+ 0,
+ int(value * self.audio_segment.frame_rate))
def effects_next_gain(self, frame_count):
db_gain = 0
self.gain_effects = []
self.set_gain(db_gain)
- def stop(self, fade_out=0, wait=False):
+ def stop(self, fade_out=0, wait=False, set_wait_id=None):
if self.is_loaded_playing():
ms = int(self.sound_position * 1000)
ms_fo = max(1, int(fade_out * 1000))
self.current_audio_segment = new_audio_segment
self.stop_playing()
if wait:
+ if set_wait_id is not None:
+ self.mapping.add_wait_id(set_wait_id, self.wait_event)
self.wait_end()
else:
self.stop_playing()
value + int(delta) * self.volume,
self.volume)
+ if not (self.is_loaded_playing() or self.is_loaded_paused()):
+ return
+
if fade > 0:
self.gain_effects.append(GainEffect(
"fade",