import threading
import pydub
import pygame
+import math
+import time
class MusicFile:
- def __init__(self, filename, lock, channel_id, name = None):
+ def __init__(self, filename, lock, channel_id, name = None, gain = 1):
self.filename = filename
self.channel_id = channel_id
self.name = name or filename
self.raw_data = None
+ self.gain = gain
self.loaded = False
self.flag_paused = False
def load_sound(self, lock):
lock.acquire()
print("Loading « {} »".format(self.name))
- audio_segment = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100)
+ 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))
def is_paused(self):
return self.flag_paused
+ @property
+ def sound_position(self):
+ if self.is_playing() and not self.is_paused():
+ return min(time.time() - self.started_at, self.sound_duration)
+ elif self.is_playing() and self.is_paused():
+ return min(self.paused_at - self.started_at, self.sound_duration)
+ else:
+ return 0
+
def play(self, fade_in = 0, volume = 100, start_at = 0):
self.channel().set_endevent()
self.channel().set_endevent(pygame.USEREVENT)
else:
sound = pygame.mixer.Sound(self.raw_data)
- self.channel().play(sound, fade_ms = fade_in * 1000)
+ self.started_at = time.time()
+ self.channel().play(sound, fade_ms = int(fade_in * 1000))
self.flag_paused = False
def pause(self):
+ self.paused_at = time.time()
self.channel().pause()
self.flag_paused = True
def unpause(self):
+ self.started_at += (time.time() - self.paused_at)
self.channel().unpause()
self.flag_paused = False
def stop(self, fade_out = 0):
if fade_out > 0:
- self.channel().fadeout(fade_out * 1000)
+ self.channel().fadeout(int(fade_out * 1000))
else:
self.channel().stop()