]> git.immae.eu Git - perso/Immae/Projets/Python/MusicSampler.git/blobdiff - helpers/music_file.py
Make seek work well with loops
[perso/Immae/Projets/Python/MusicSampler.git] / helpers / music_file.py
index 36a7dd9ee913bc350058ae24de4079c17a4eb749..aef0adce00c4f55f539b67dd07479bdae7327b7e 100644 (file)
 import threading
 import pydub
-import pygame
+import time
+from transitions.extensions import HierarchicalMachine as Machine
 
-class MusicFile:
-    def __init__(self, filename, lock):
+import os.path
+
+import audioop
+
+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")
+
+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
+        self.mapping = mapping
         self.filename = filename
-        self.channel = None
-        self.raw_data = None
-        self.sound = None
-
-        self.loaded = False
-        threading.Thread(target = self.load_sound, args = [lock]).start()
-
-    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 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:])
+        self.name = name or filename
+        self.audio_segment = None
+        self.audio_segment_frame_width = 0
+        self.initial_volume_factor = gain
+        self.music_lock = Lock("music__" + filename)
+        self.wait_event = threading.Event()
+        self.db_gain = 0
+        self.gain_effects = []
+
+        threading.Thread(name="MSMusicLoad", target=self.load).start()
+
+    def on_enter_loading(self):
+        with file_lock:
+            try:
+                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.audio_segment_frame_width = self.audio_segment.frame_width
+                self.sound_duration = self.audio_segment.duration_seconds
+            except Exception as e:
+                error_print("failed to load « {} »: {}".format(self.name, e))
+                self.loading_error = e
+                self.fail()
+            else:
+                self.success()
+                debug_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, 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.current_loop = 0
+        if loop < 0:
+            self.last_loop = float('inf')
+        else:
+            self.last_loop = loop
+
+        with self.music_lock:
+            self.current_audio_segment = self.audio_segment
+            self.current_frame = int(start_at * self.audio_segment.frame_rate)
+            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()
+
+    def on_enter_loaded_playing(self):
+        self.mixer.add_file(self)
+
+    def finished_callback(self):
+        if self.is_loaded_playing():
+            self.stop_playing()
+        if self.is_loaded_stopping():
+            self.stopped()
+
+    def trigger_stopped_events(self):
+        self.mixer.remove_file(self)
+        self.wait_event.set()
+
+    def play_callback(self, out_data_length, frame_count):
+        if self.is_loaded_paused():
+            return b'\0' * out_data_length
+
+        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.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 when mixing multiple streams
+                    threading.Thread(
+                            name="MSFinishedCallback",
+                            target=self.finished_callback).start()
+
+            return data.ljust(out_data_length, b'\0')
+
+    def get_next_sample(self, frame_count):
+        fw = self.audio_segment_frame_width
+
+        data = b""
+        nb_frames = 0
+
+        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]
+        nb_frames += end_i - start_i
+        self.current_frame += end_i - start_i
+
+        volume_factor = self.volume_factor(self.effects_next_gain(nb_frames))
+
+        data = audioop.mul(data, Config.sample_width, volume_factor)
+
+        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.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():
+            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 wait:
+                self.wait_end()
         else:
-            self.sound = pygame.mixer.Sound(self.raw_data)
+            self.stop_playing()
+            self.stopped()
 
-        self.channel = self.sound.play(fade_ms = fade_in * 1000)
+    def volume_factor(self, additional_gain):
+        return 10 ** ( (self.db_gain + additional_gain) / 20)
 
-    def pause(self):
-        if self.channel is not None:
-            self.channel.pause()
+    def set_gain(self, db_gain, absolute=False):
+        if absolute:
+            self.db_gain = db_gain
+        else:
+            self.db_gain += db_gain
 
-    def stop(self, fade_out = 0):
-        self.channel = None
-        if fade_out > 0:
-            self.sound.fadeout(fade_out * 1000)
+    def set_volume(self, value, delta=False, fade=0):
+        [db_gain, self.volume] = gain(
+                value + int(delta) * self.volume,
+                self.volume)
+
+        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.sound.stop()
-
-    def set_volume(self, value):
-        if value < 0:
-            value = 0
-        if value > 100:
-            value = 100
-        self.sound.set_volume(value / 100)
+            self.set_gain(db_gain)
+
+    def wait_end(self):
+        self.wait_event.clear()
+        self.wait_event.wait()