def play(self, music = None, fade_in = 0, start_at = 0,
restart_if_running = False, volume = 100, **kwargs):
if music is not None:
- music.play()
+ if restart_if_running:
+ if music.is_playing():
+ music.stop()
+ music.play(volume = volume, fade_in = fade_in, start_at = start_at)
+ else:
+ if not music.is_playing():
+ music.play(volume = volume, fade_in = fade_in, start_at = start_at)
else:
pygame.mixer.unpause()
def stop(self, music = None, fade_out = 0, **kwargs):
if music is not None:
- music.stop()
+ music.stop(fade_out = fade_out)
else:
- pygame.mixer.stop()
+ if fade_out > 0:
+ pygame.fadeout(fade_out * 1000)
+ else:
+ pygame.mixer.stop()
def stop_all_actions(self, **kwargs):
self.key.mapping.stop_all_running()
def volume(self, music = None, value = 100, **kwargs):
- pass
+ if music is not None:
+ music.set_volume(value)
+ else:
+ pass
def wait(self, duration = 0, **kwargs):
+ # FIXME: Make it stoppable
+ # http://stackoverflow.com/questions/29082268/python-time-sleep-vs-event-wait
time.sleep(duration)
def command_print(self, command = "", **kwargs):
else:
return "stopping all musics with {}s fadeout".format(fade_out)
- def stop_all_actions_print(self):
+ def stop_all_actions_print(self, **kwargs):
return "stopping all actions"
- def volume_print(self, music = None, value = 100, *kwargs):
+ def volume_print(self, music = None, value = 100, **kwargs):
if music is not None:
return "setting volume of {} to {}%".format(music.filename, value)
else:
self.loaded = True
lock.release()
- def play(self):
- self.channel = self.sound.play()
+ def is_playing(self):
+ return self.channel is not None and self.channel.get_busy()
+
+ def play(self, fade_in = 0, volume = 100, start_at = 0):
+ self.set_volume(volume)
+
+ 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 = self.sound.play(fade_ms = fade_in * 1000)
def pause(self):
if self.channel is not None:
self.channel.pause()
- def stop(self):
+ def stop(self, fade_out = 0):
self.channel = None
- self.sound.stop()
-
+ if fade_out > 0:
+ self.sound.fadeout(fade_out * 1000)
+ else:
+ self.sound.stop()
+
+ def set_volume(self, value):
+ if value < 0:
+ value = 0
+ if value > 100:
+ value = 100
+ self.sound.set_volume(value / 100)