import threading
import pydub
import pygame
+import math
class MusicFile:
- def __init__(self, filename, lock):
+ def __init__(self, filename, lock, channel_id, name = None, gain = 1):
self.filename = filename
- self.channel = None
+ self.channel_id = channel_id
+ self.name = name or filename
self.raw_data = None
- self.sound = None
+ self.gain = gain
self.loaded = False
+ self.flag_paused = False
threading.Thread(name = "MSMusicLoad", target = self.load_sound, args = [lock]).start()
def load_sound(self, lock):
lock.acquire()
- print("Loading {}".format(self.filename))
- self.raw_data = pydub.AudioSegment.from_file(self.filename).raw_data
- self.sound = pygame.mixer.Sound(self.raw_data)
- print("Loaded {}".format(self.filename))
+ print("Loading « {} »".format(self.name))
+ volume_factor = 20 * math.log10(self.gain)
+ audio_segment = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100).apply_gain(volume_factor)
+ self.sound_duration = audio_segment.duration_seconds
+ self.raw_data = audio_segment.raw_data
+ print("Loaded « {} »".format(self.name))
self.loaded = True
lock.release()
def is_playing(self):
- return self.channel is not None and self.channel.get_busy()
+ return self.channel().get_busy()
+
+ def is_paused(self):
+ return self.flag_paused
def play(self, fade_in = 0, volume = 100, start_at = 0):
+ self.channel().set_endevent()
+ self.channel().set_endevent(pygame.USEREVENT)
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 = int((raw_data_length / self.sound_duration) * start_at)
start_offset = start_offset - (start_offset % 2)
- self.sound = pygame.mixer.Sound(self.raw_data[start_offset:])
+ sound = pygame.mixer.Sound(self.raw_data[start_offset:])
else:
- self.sound = pygame.mixer.Sound(self.raw_data)
+ sound = pygame.mixer.Sound(self.raw_data)
- self.channel = self.sound.play(fade_ms = fade_in * 1000)
+ self.channel().play(sound, fade_ms = int(fade_in * 1000))
+ self.flag_paused = False
def pause(self):
- if self.channel is not None:
- self.channel.pause()
+ self.channel().pause()
+ self.flag_paused = True
+
+ def unpause(self):
+ self.channel().unpause()
+ self.flag_paused = False
def stop(self, fade_out = 0):
- self.channel = None
if fade_out > 0:
- self.sound.fadeout(fade_out * 1000)
+ self.channel().fadeout(int(fade_out * 1000))
else:
- self.sound.stop()
+ self.channel().stop()
def set_volume(self, value):
if value < 0:
value = 0
if value > 100:
value = 100
- self.sound.set_volume(value / 100)
+ self.channel().set_volume(value / 100)
def wait_end(self):
pass
+
+ def channel(self):
+ return pygame.mixer.Channel(self.channel_id)