self.loaded = True
lock.release()
- def play(self):
- self.channel = self.sound.play()
+ def is_playing(self):
+ return self.channel is not None and self.channel.get_busy()
+
+ def play(self, fade_in = 0, volume = 100, start_at = 0):
+ self.set_volume(volume)
+
+ if start_at > 0:
+ song_duration = self.sound.get_length()
+ raw_data_length = len(self.raw_data)
+ start_offset = int((raw_data_length / song_duration) * start_at)
+ start_offset = start_offset - (start_offset % 2)
+ self.sound = pygame.mixer.Sound(self.raw_data[start_offset:])
+ else:
+ self.sound = pygame.mixer.Sound(self.raw_data)
+
+ self.channel = self.sound.play(fade_ms = fade_in * 1000)
def pause(self):
if self.channel is not None:
self.channel.pause()
- def stop(self):
+ def stop(self, fade_out = 0):
self.channel = None
- self.sound.stop()
-
+ if fade_out > 0:
+ self.sound.fadeout(fade_out * 1000)
+ else:
+ self.sound.stop()
+
+ def set_volume(self, value):
+ if value < 0:
+ value = 0
+ if value > 100:
+ value = 100
+ self.sound.set_volume(value / 100)