X-Git-Url: https://git.immae.eu/?p=perso%2FImmae%2FProjets%2FPython%2FMusicSampler.git;a=blobdiff_plain;f=helpers%2Fmusic_file.py;h=aef0adce00c4f55f539b67dd07479bdae7327b7e;hp=667c16905859c97d997ee2fc0d54b25c22f10805;hb=9925ce3b588fc449a3e0f5a6506a2d29207928d3;hpb=92cc4ce2e6d3372c167117c55069cad8a2e69965 diff --git a/helpers/music_file.py b/helpers/music_file.py index 667c169..aef0adc 100644 --- a/helpers/music_file.py +++ b/helpers/music_file.py @@ -1,73 +1,305 @@ import threading import pydub -import pygame +import time +from transitions.extensions import HierarchicalMachine as Machine -class MusicFile: - def __init__(self, filename, lock, channel_id, name = None): +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_id = channel_id self.name = name or filename - self.raw_data = None + 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() - self.loaded = False - self.flag_paused = False - threading.Thread(name = "MSMusicLoad", target = self.load_sound, args = [lock]).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 load_sound(self, lock): - lock.acquire() - print("Loading « {} »".format(self.name)) - audio_segment = pydub.AudioSegment.from_file(self.filename).set_frame_rate(44100) - self.sound_duration = audio_segment.duration_seconds - self.raw_data = audio_segment.raw_data - print("Loaded « {} »".format(self.name)) - self.loaded = True - lock.release() + def check_is_loaded(self): + return self.state.startswith('loaded_') - def is_playing(self): - return self.channel().get_busy() + def is_not_stopped(self): + return self.check_is_loaded() and not self.is_loaded_stopped() def is_paused(self): - return self.flag_paused - - def play(self, fade_in = 0, volume = 100, start_at = 0): - self.channel().set_endevent() - self.channel().set_endevent(pygame.USEREVENT) - self.set_volume(volume) - - if start_at > 0: - raw_data_length = len(self.raw_data) - start_offset = int((raw_data_length / self.sound_duration) * start_at) - start_offset = start_offset - (start_offset % 2) - sound = pygame.mixer.Sound(self.raw_data[start_offset:]) + 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: - sound = pygame.mixer.Sound(self.raw_data) + 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() - self.channel().play(sound, fade_ms = int(fade_in * 1000)) - self.flag_paused = False + return data.ljust(out_data_length, b'\0') - def pause(self): - self.channel().pause() - self.flag_paused = True + def get_next_sample(self, frame_count): + fw = self.audio_segment_frame_width - def unpause(self): - self.channel().unpause() - self.flag_paused = False + data = b"" + nb_frames = 0 - def stop(self, fade_out = 0): - if fade_out > 0: - self.channel().fadeout(int(fade_out * 1000)) + 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.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.channel().stop() + self.db_gain += db_gain - def set_volume(self, value): - if value < 0: - value = 0 - if value > 100: - value = 100 - self.channel().set_volume(value / 100) + 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.set_gain(db_gain) def wait_end(self): - pass + self.wait_event.clear() + self.wait_event.wait() - def channel(self): - return pygame.mixer.Channel(self.channel_id)