import threading
import pydub
-import pygame
+import math
+import time
+from transitions.extensions import HierarchicalMachine as Machine
+
+import pyaudio as pa
+import sounddevice as sd
+import os.path
+
+from .lock import Lock
+file_lock = Lock("file")
+
+pyaudio = pa.PyAudio()
+
+class MusicFile(Machine):
+ def __init__(self, filename, 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'}
+ ]
+
+ Machine.__init__(self, states=states, transitions=transitions, initial='initial')
-class MusicFile:
- def __init__(self, filename, lock):
self.filename = filename
- self.channel = None
- self.raw_data = None
- self.sound = None
+ self.stream = None
+ self.name = name or filename
+ self.audio_segment = None
+ self.gain = gain
+ self.music_lock = Lock("music__" + filename)
+
+ self.flag_paused = False
+ threading.Thread(name = "MSMusicLoad", target = self.load).start()
+
+ def on_enter_loading(self):
+ with file_lock:
+ try:
+ print("Loading « {} »".format(self.name))
+ volume_factor = 20 * math.log10(self.gain)
+ self.audio_segment = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100).apply_gain(volume_factor)
+ self.sound_duration = self.audio_segment.duration_seconds
+ except Exception as e:
+ print("failed to load « {} »: {}".format(self.name, e))
+ self.loading_error = e
+ self.fail()
+ else:
+ self.success()
+ print("Loaded « {} »".format(self.name))
+
+ def check_is_loaded(self):
+ return self.state.startswith('loaded_')
+
+ def is_not_stopped(self):
+ return self.check_is_loaded() and not self.is_loaded_stopped()
+
+ def is_paused(self):
+ return self.is_loaded_paused()
+
+ @property
+ def sound_position(self):
+ if self.is_not_stopped():
+ return self.current_frame / self.current_audio_segment.frame_rate
+ else:
+ return 0
+
+ def play(self, fade_in = 0, volume = 100, start_at = 0):
+ self.db_gain = self.volume_to_gain(volume)
+ ms = int(start_at * 1000)
+ ms_fi = max(1, int(fade_in * 1000))
+ with self.music_lock:
+ self.current_audio_segment = (self.audio_segment + self.db_gain).fade(from_gain=-120, duration=ms_fi, start=ms)
+ self.before_loaded_playing(initial_frame = int(start_at * self.audio_segment.frame_rate))
+ self.start_playing()
+
+ def before_loaded_playing(self, initial_frame = 0):
+ self.current_frame = initial_frame
+ with self.music_lock:
+ segment = self.current_audio_segment
+
+ self.stream = sd.RawOutputStream(samplerate=segment.frame_rate,
+ channels=segment.channels,
+ dtype='int' + str(8*segment.sample_width), # FIXME: ?
+ latency=1.,
+ callback=self.play_callback,
+ finished_callback=self.finished_callback
+ )
+
+ def on_enter_loaded_playing(self):
+ self.stream.start()
+
+ def on_enter_loaded_paused(self):
+ self.stream.stop()
+
+ def finished_callback(self):
+ if self.is_loaded_playing():
+ self.stop_playing()
+ if self.is_loaded_stopping():
+ self.stopped()
+
+ def play_callback(self, out_data, frame_count, time_info, status_flags):
+ with self.music_lock:
+ audio_segment = self.current_audio_segment.get_sample_slice_data(
+ start_sample=self.current_frame,
+ end_sample=self.current_frame + frame_count
+ )
+ self.current_frame += frame_count
+ if len(audio_segment) == 0:
+ raise sd.CallbackStop
+
+ out_data[:] = audio_segment.ljust(len(out_data), b'\0')
+
+ def stop(self, fade_out = 0):
+ if self.is_loaded_playing():
+ ms = int(self.sound_position * 1000)
+ ms_fo = max(1, int(fade_out * 1000))
+
+ with self.music_lock:
+ self.current_audio_segment = self.current_audio_segment[:ms + ms_fo].fade_out(ms_fo)
+ self.stop_playing()
+ else:
+ self.stop_playing()
+ self.stopped()
+
+ def set_volume(self, value):
+ if self.is_loaded_stopped():
+ return
- self.loaded = False
- threading.Thread(target = self.load_sound, args = [lock]).start()
+ db_gain = self.volume_to_gain(value)
+ new_audio_segment = self.current_audio_segment + (db_gain - self.db_gain)
+ self.db_gain = db_gain
+ with self.music_lock:
+ self.current_audio_segment = new_audio_segment
- 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))
- self.loaded = True
- lock.release()
+ def volume_to_gain(self, volume):
+ return 20 * math.log10(max(volume, 0.0001) / 100)
- def play(self):
- self.channel = self.sound.play()
+ def wait_end(self):
+ # FIXME: todo
+ pass
- def pause(self):
- if self.channel is not None:
- self.channel.pause()
+# 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())
- def stop(self):
- self.channel = None
- self.sound.stop()
+ 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]
+pydub.AudioSegment.get_sample_slice_data = get_sample_slice_data