from .lock import Lock
from . import Config, gain, debug_print, error_print
from .mixer import Mixer
+from .music_effect import GainEffect
file_lock = Lock("file")
]
Machine.__init__(self, states=states,
- transitions=transitions, initial='initial')
+ transitions=transitions, initial='initial',
+ ignore_invalid_triggers=True)
self.volume = 100
self.mapping = mapping
self.music_lock = Lock("music__" + filename)
self.wait_event = threading.Event()
self.db_gain = 0
- self.volume_factor = 1
+ self.gain_effects = []
threading.Thread(name="MSMusicLoad", target=self.load).start()
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.loop = loop
+ self.current_loop = 0
+ 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
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
+ if fade_in > 0:
+ db_gain = gain(self.volume, 0)[0]
+ self.set_gain(-db_gain)
+ self.gain_effects.append(GainEffect(
+ "fade",
+ self.current_audio_segment,
+ self.current_loop,
+ self.sound_position,
+ self.sound_position + fade_in,
+ gain=db_gain))
self.start_playing()
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)
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()
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())
nb_frames += end_i - start_i
self.current_frame += end_i - start_i
- data = audioop.mul(data, Config.sample_width, self.volume_factor)
+ volume_factor = self.volume_factor(self.effects_next_gain(nb_frames))
+
+ data = audioop.mul(data, Config.sample_width, volume_factor)
return [data, nb_frames]
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"
+ 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 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
+
+
+ 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 stop(self, fade_out=0, wait=False):
if self.is_loaded_playing():
self.stop_playing()
self.stopped()
+ def volume_factor(self, additional_gain):
+ return 10 ** ( (self.db_gain + additional_gain) / 20)
+
def set_gain(self, db_gain, absolute=False):
if absolute:
self.db_gain = db_gain
else:
self.db_gain += db_gain
- self.volume_factor = 10 ** (self.db_gain / 20)
- def set_volume(self, value, delta=False):
+ def set_volume(self, value, delta=False, fade=0):
[db_gain, self.volume] = gain(
value + int(delta) * self.volume,
self.volume)
- self.set_gain(db_gain)
+ if fade > 0:
+ self.gain_effects.append(GainEffect(
+ "fade",
+ self.current_audio_segment,
+ self.current_loop,
+ self.sound_position,
+ self.sound_position + fade,
+ gain=db_gain))
+ else:
+ self.set_gain(db_gain)
def wait_end(self):
self.wait_event.clear()