import threading
import pydub
import time
from transitions.extensions import HierarchicalMachine as Machine
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:
STATES = [
'initial',
'loading',
'failed',
{
'name': 'loaded',
'children': [
'playing',
'paused',
'stopping'
]
}
]
TRANSITIONS = [
{
'trigger': 'load',
'source': 'initial',
'dest': 'loading',
'after': 'poll_loaded'
},
{
'trigger': 'fail',
'source': 'loading',
'dest': 'failed'
},
{
'trigger': 'success',
'source': 'loading',
'dest': 'loaded'
},
{
'trigger': 'start_playing',
'source': 'loaded',
'dest': 'loaded_playing',
# if a child has no transitions, then it is bubbled to the parent,
# and we don't want that. Not useful in that machine precisely.
'conditions': ['is_loaded']
},
{
'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': '*',
'dest': 'loaded',
'before': 'trigger_stopped_events',
'conditions': ['is_in_use']
}
]
def __init__(self, filename, mapping, name=None, gain=1):
Machine(model=self, states=self.STATES,
transitions=self.TRANSITIONS, initial='initial',
ignore_invalid_triggers=True)
self.loaded_callbacks = []
self.mapping = mapping
self.filename = filename
self.name = name or filename
self.audio_segment = None
self.initial_volume_factor = gain
self.music_lock = Lock("music__" + filename)
threading.Thread(name="MSMusicLoad", target=self.load).start()
# Machine related events
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.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 on_enter_loaded(self):
self.cleanup()
def cleanup(self):
self.gain_effects = []
self.set_gain(0, absolute=True)
self.current_audio_segment = None
self.volume = 100
self.wait_event = threading.Event()
self.current_loop = 0
def on_enter_loaded_playing(self):
self.mixer.add_file(self)
# Machine related states
def is_in_use(self):
return self.is_loaded(allow_substates=True) and not self.is_loaded()
def is_in_use_not_stopping(self):
return self.is_loaded_playing() or self.is_loaded_paused()
# Machine related triggers
def trigger_stopped_events(self):
self.mixer.remove_file(self)
self.wait_event.set()
self.cleanup()
# Actions and properties called externally
@property
def sound_position(self):
if self.is_in_use():
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):
self.set_gain(gain(volume) + self.mapping.master_gain, absolute=True)
self.volume = volume
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)
self.start_playing()
if fade_in > 0:
db_gain = gain(self.volume, 0)[0]
self.set_gain(-db_gain)
self.add_fade_effect(db_gain, fade_in)
def seek(self, value=0, delta=False):
if not self.is_in_use_not_stopping():
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 stop(self, fade_out=0, wait=False, set_wait_id=None):
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:
if set_wait_id is not None:
self.mapping.add_wait_id(set_wait_id, self.wait_event)
self.wait_end()
else:
self.stopped()
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 set_volume(self, value, delta=False, fade=0):
[db_gain, self.volume] = gain(
value + int(delta) * self.volume,
self.volume)
self.set_gain_with_effect(db_gain, fade=fade)
def set_gain_with_effect(self, db_gain, fade=0):
if not self.is_in_use():
return
if fade > 0:
self.add_fade_effect(db_gain, fade)
else:
self.set_gain(db_gain)
def wait_end(self):
self.wait_event.clear()
self.wait_event.wait()
# Let other subscribe for an event when they are ready
def subscribe_loaded(self, callback):
# FIXME: should lock to be sure we have no race, but it makes the
# initialization screen not showing until everything is loaded
if self.is_loaded(allow_substates=True):
callback(True)
elif self.is_failed():
callback(False)
else:
self.loaded_callbacks.append(callback)
def poll_loaded(self):
for callback in self.loaded_callbacks:
callback(self.is_loaded())
self.loaded_callbacks = []
# Callbacks
def finished_callback(self):
self.stopped()
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')
# Helpers
def set_gain(self, db_gain, absolute=False):
if absolute:
self.db_gain = db_gain
else:
self.db_gain += db_gain
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 add_fade_effect(self, db_gain, fade_duration):
if not self.is_in_use():
return
self.gain_effects.append(GainEffect(
"fade",
self.current_audio_segment,
self.current_loop,
self.sound_position,
self.sound_position + fade_duration,
gain=db_gain))
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 volume_factor(self, additional_gain=0):
return 10 ** ( (self.db_gain + additional_gain) / 20)