import os.path
+import audioop
+
from .lock import Lock
-from . import gain
+from . import Config, gain, debug_print, error_print
+from .mixer import Mixer
+from .music_effect import GainEffect
file_lock = Lock("file")
-class MusicFile(Machine):
- def __init__(self, filename, mapping, name = None, gain = 1):
- states = [
- 'initial',
- 'loading',
- 'failed',
- { 'name': 'loaded', 'children': ['stopped', 'playing', 'paused', 'stopping'] }
- ]
- transitions = [
- { 'trigger': 'load', 'source': 'initial', 'dest': 'loading'},
- { 'trigger': 'fail', 'source': 'loading', 'dest': 'failed'},
- { 'trigger': 'success', 'source': 'loading', 'dest': 'loaded_stopped'},
- { 'trigger': 'start_playing', 'source': 'loaded_stopped', 'dest': 'loaded_playing'},
- { 'trigger': 'pause', 'source': 'loaded_playing', 'dest': 'loaded_paused'},
- { 'trigger': 'unpause', 'source': 'loaded_paused', 'dest': 'loaded_playing'},
- { 'trigger': 'stop_playing', 'source': ['loaded_playing','loaded_paused'], 'dest': 'loaded_stopping'},
- { 'trigger': 'stopped', 'source': 'loaded_stopping', 'dest': 'loaded_stopped', 'after': 'trigger_stopped_events'}
- ]
-
- Machine.__init__(self, states=states, transitions=transitions, initial='initial')
-
- self.volume = 100
+class MusicFile:
+ STATES = [
+ 'initial',
+ 'loading',
+ 'failed',
+ {
+ 'name': 'loaded',
+ 'children': [
+ 'playing',
+ 'paused',
+ 'stopping'
+ ]
+ }
+ ]
+ TRANSITIONS = [
+ {
+ 'trigger': 'load',
+ 'source': 'initial',
+ 'dest': 'loading',
+ 'after': 'poll_loaded'
+ },
+ {
+ 'trigger': 'fail',
+ 'source': 'loading',
+ 'dest': 'failed'
+ },
+ {
+ 'trigger': 'success',
+ 'source': 'loading',
+ 'dest': 'loaded'
+ },
+ {
+ 'trigger': 'start_playing',
+ 'source': 'loaded',
+ 'dest': 'loaded_playing',
+ # if a child has no transitions, then it is bubbled to the parent,
+ # and we don't want that. Not useful in that machine precisely.
+ 'conditions': ['is_loaded']
+ },
+ {
+ 'trigger': 'pause',
+ 'source': 'loaded_playing',
+ 'dest': 'loaded_paused'
+ },
+ {
+ 'trigger': 'unpause',
+ 'source': 'loaded_paused',
+ 'dest': 'loaded_playing'
+ },
+ {
+ 'trigger': 'stop_playing',
+ 'source': ['loaded_playing','loaded_paused'],
+ 'dest': 'loaded_stopping'
+ },
+ {
+ 'trigger': 'stopped',
+ 'source': '*',
+ 'dest': 'loaded',
+ 'before': 'trigger_stopped_events',
+ 'conditions': ['is_in_use']
+ }
+ ]
+
+ def __init__(self, filename, mapping, name=None, gain=1):
+ Machine(model=self, states=self.STATES,
+ transitions=self.TRANSITIONS, initial='initial',
+ ignore_invalid_triggers=True)
+
+ self.loaded_callbacks = []
self.mapping = mapping
self.filename = filename
self.name = name or filename
self.audio_segment = None
- self.audio_segment_frame_width = 0
- self.volume_factor = gain
+ self.initial_volume_factor = gain
self.music_lock = Lock("music__" + filename)
- self.wait_event = threading.Event()
- threading.Thread(name = "MSMusicLoad", target = self.load).start()
+ threading.Thread(name="MSMusicLoad", target=self.load).start()
+ # Machine related events
def on_enter_loading(self):
with file_lock:
try:
- print("Loading « {} »".format(self.name))
- db_gain = gain(self.volume_factor * 100)
- self.audio_segment = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100).set_channels(2).set_sample_width(2).apply_gain(db_gain)
- self.audio_segment_frame_width = self.audio_segment.frame_width
+ debug_print("Loading « {} »".format(self.name))
+ self.mixer = self.mapping.mixer or Mixer()
+ initial_db_gain = gain(self.initial_volume_factor * 100)
+ self.audio_segment = pydub.AudioSegment \
+ .from_file(self.filename) \
+ .set_frame_rate(Config.frame_rate) \
+ .set_channels(Config.channels) \
+ .set_sample_width(Config.sample_width) \
+ .apply_gain(initial_db_gain)
self.sound_duration = self.audio_segment.duration_seconds
except Exception as e:
- print("failed to load « {} »: {}".format(self.name, e))
+ error_print("failed to load « {} »: {}".format(self.name, e))
self.loading_error = e
self.fail()
else:
self.success()
- print("Loaded « {} »".format(self.name))
+ debug_print("Loaded « {} »".format(self.name))
- def check_is_loaded(self):
- return self.state.startswith('loaded_')
+ def on_enter_loaded(self):
+ self.gain_effects = []
+ self.set_gain(0, absolute=True)
+ self.current_audio_segment = None
+ self.volume = 100
+ self.wait_event = threading.Event()
+ self.current_loop = 0
- def is_not_stopped(self):
- return self.check_is_loaded() and not self.is_loaded_stopped()
+ def on_enter_loaded_playing(self):
+ self.mixer.add_file(self)
+
+ # Machine related states
+ def is_in_use(self):
+ return self.is_loaded(allow_substates=True) and not self.is_loaded()
+
+ def is_in_use_not_stopping(self):
+ return self.is_loaded_playing() or self.is_loaded_paused()
- def is_paused(self):
- return self.is_loaded_paused()
+ # Machine related triggers
+ def trigger_stopped_events(self):
+ self.mixer.remove_file(self)
+ self.wait_event.set()
+ # Actions and properties called externally
@property
def sound_position(self):
- if self.is_not_stopped():
+ if self.is_in_use():
return self.current_frame / self.current_audio_segment.frame_rate
else:
return 0
- def play(self, fade_in = 0, volume = 100, loop = 0, start_at = 0):
- db_gain = gain(volume) + self.mapping.master_gain
+ def play(self, fade_in=0, volume=100, loop=0, start_at=0):
+ self.set_gain(gain(volume) + self.mapping.master_gain, absolute=True)
self.volume = volume
- self.loop = loop
+ if loop < 0:
+ self.last_loop = float('inf')
+ else:
+ self.last_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_audio_segment = self.audio_segment
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)
+ if fade_in > 0:
+ db_gain = gain(self.volume, 0)[0]
+ self.set_gain(-db_gain)
+ self.add_fade_effect(db_gain, fade_in)
- def finished_callback(self):
+ def seek(self, value=0, delta=False):
+ if not self.is_in_use_not_stopping():
+ return
+
+ with self.music_lock:
+ self.abandon_all_effects()
+ 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 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))
+
+ 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 self.is_loaded_stopping():
+ 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.stopped()
- def trigger_stopped_events(self):
- self.mapping.mixer.remove_file(self)
- self.wait_event.set()
+ def abandon_all_effects(self):
+ db_gain = 0
+ for gain_effect in self.gain_effects:
+ db_gain += gain_effect.get_last_gain()
+
+ self.gain_effects = []
+ self.set_gain(db_gain)
+
+ def set_volume(self, value, delta=False, fade=0):
+ [db_gain, self.volume] = gain(
+ value + int(delta) * self.volume,
+ self.volume)
+
+ self.set_gain_with_effect(db_gain, fade=fade)
+
+ def set_gain_with_effect(self, db_gain, fade=0):
+ if not self.is_in_use():
+ return
+
+ if fade > 0:
+ self.add_fade_effect(db_gain, fade)
+ else:
+ self.set_gain(db_gain)
+
+ def wait_end(self):
+ self.wait_event.clear()
+ self.wait_event.wait()
+
+ # Let other subscribe for an event when they are ready
+ def subscribe_loaded(self, callback):
+ # FIXME: should lock to be sure we have no race, but it makes the
+ # initialization screen not showing until everything is loaded
+ if self.is_loaded(allow_substates=True):
+ callback(True)
+ elif self.is_failed():
+ callback(False)
+ else:
+ self.loaded_callbacks.append(callback)
+
+ def poll_loaded(self):
+ for callback in self.loaded_callbacks:
+ callback(self.is_loaded())
+ self.loaded_callbacks = []
+
+ # Callbacks
+ def finished_callback(self):
+ self.stopped()
def play_callback(self, out_data_length, frame_count):
if self.is_loaded_paused():
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
+ if self.is_loaded_playing() and\
+ self.current_loop < self.last_loop:
+ self.current_loop += 1
self.current_frame = 0
- [new_data, new_nb_frames] = self.get_next_sample(frame_count - nb_frames)
+ [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:
- threading.Thread(name = "MSFinishedCallback", target=self.finished_callback).start()
+ # FIXME: too slow when mixing multiple streams
+ threading.Thread(
+ name="MSFinishedCallback",
+ target=self.finished_callback).start()
return data.ljust(out_data_length, b'\0')
+ # Helpers
+ def set_gain(self, db_gain, absolute=False):
+ if absolute:
+ self.db_gain = db_gain
+ else:
+ self.db_gain += db_gain
+
def get_next_sample(self, frame_count):
- fw = self.audio_segment_frame_width
+ 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)]
+ 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"
+ volume_factor = self.volume_factor(self.effects_next_gain(nb_frames))
- 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))
+ data = audioop.mul(data, Config.sample_width, volume_factor)
- # 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()
- else:
- self.stop_playing()
- self.stopped()
+ return [data, nb_frames]
- def set_gain(self, db_gain):
- if not self.is_not_stopped():
+ def add_fade_effect(self, db_gain, fade_duration):
+ if not self.is_in_use():
return
- new_audio_segment = self.current_audio_segment + db_gain
-
- new_a_s_with_effect = None
- if self.a_s_with_effect is not None:
- new_a_s_with_effect = self.a_s_with_effect + db_gain
-
- with self.music_lock:
- self.current_audio_segment = new_audio_segment
- self.a_s_with_effect = new_a_s_with_effect
-
- def set_volume(self, value, delta = False):
- [db_gain, self.volume] = gain(value + int(delta) * self.volume, self.volume)
-
- self.set_gain(db_gain)
-
- def wait_end(self):
- self.wait_event.clear()
- self.wait_event.wait()
-
-# Add some more functions to AudioSegments
-def get_sample_slice_data(self, start_sample=0, end_sample=float('inf')):
- max_val = int(self.frame_count())
+ self.gain_effects.append(GainEffect(
+ "fade",
+ self.current_audio_segment,
+ self.current_loop,
+ self.sound_position,
+ self.sound_position + fade_duration,
+ gain=db_gain))
+
+ def effects_next_gain(self, frame_count):
+ db_gain = 0
+ for gain_effect in self.gain_effects:
+ [new_gain, last_gain] = gain_effect.get_next_gain(
+ self.current_frame,
+ self.current_loop,
+ frame_count)
+ if last_gain:
+ self.set_gain(new_gain)
+ self.gain_effects.remove(gain_effect)
+ else:
+ db_gain += new_gain
+ return db_gain
- start_i = max(start_sample, 0) * self.frame_width
- end_i = min(end_sample, max_val) * self.frame_width
- return self._data[start_i:end_i]
+ def volume_factor(self, additional_gain=0):
+ return 10 ** ( (self.db_gain + additional_gain) / 20)
-pydub.AudioSegment.get_sample_slice_data = get_sample_slice_data