import pygame
class MusicFile:
- def __init__(self, filename, lock):
+ def __init__(self, filename, lock, channel_id):
self.filename = filename
- self.channel = None
+ self.channel_id = channel_id
self.raw_data = None
self.sound = None
self.loaded = False
- threading.Thread(target = self.load_sound, args = [lock]).start()
+ threading.Thread(name = "MSMusicLoad", target = self.load_sound, args = [lock]).start()
def load_sound(self, lock):
lock.acquire()
self.loaded = True
lock.release()
- def play(self):
- self.channel = self.sound.play()
+ def is_playing(self):
+ return self.channel().get_busy()
- def pause(self):
- if self.channel is not None:
- self.channel.pause()
+ def play(self, fade_in = 0, volume = 100, start_at = 0):
+ self.set_volume(volume)
- def stop(self):
- self.channel = None
- self.sound.stop()
+ 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 = start_offset - (start_offset % 2)
+ self.sound = pygame.mixer.Sound(self.raw_data[start_offset:])
+ else:
+ self.sound = pygame.mixer.Sound(self.raw_data)
+ self.channel().play(self.sound, fade_ms = fade_in * 1000)
+ def pause(self):
+ self.channel().pause()
+
+ def stop(self, fade_out = 0):
+ if fade_out > 0:
+ self.channel().fadeout(fade_out * 1000)
+ else:
+ self.channel().stop()
+
+ def set_volume(self, value):
+ if value < 0:
+ value = 0
+ if value > 100:
+ value = 100
+ self.sound.set_volume(value / 100)
+
+ def wait_end(self):
+ pass
+
+ def channel(self):
+ return pygame.mixer.Channel(self.channel_id)