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ProjektAI/kelner/venv/Lib/site-packages/pygame/examples/sound_array_demos.py

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6.4 KiB
Python

#!/usr/bin/env python
"""
Creates an echo effect an any Sound object.
Uses sndarray and MumPy ( or Numeric) to create offset faded copies of the
original sound. Currently it just uses hardcoded values for the
number of echos and the delay. Easy for you to recreate as
needed. The array packaged used can be specified by an optional
--numpy or --numeric command line option.
version 2. changes:
- Should work with different sample rates now.
- put into a function.
- Uses NumPy by default, but falls back on Numeric.
"""
__author__ = "Pete 'ShredWheat' Shinners, Rene Dudfield"
__copyright__ = "Copyright (C) 2004 Pete Shinners, Copyright (C) 2005 Rene Dudfield"
__license__ = "Public Domain"
__version__ = "2.0"
import os.path
import pygame.mixer, pygame.time, pygame.sndarray, pygame
import pygame.surfarray, pygame.transform
from pygame import sndarray, mixer
from numpy import zeros, int32, int16
import time
#mixer.init(44100, -16, 0)
mixer.init()
#mixer.init(11025, -16, 0)
#mixer.init(11025)
def make_echo(sound, samples_per_second, mydebug = True):
""" returns a sound which is echoed of the last one.
"""
echo_length = 3.5
a1 = sndarray.array(sound)
if mydebug:
print ('SHAPE1: %s' % (a1.shape,))
length = a1.shape[0]
#myarr = zeros(length+12000)
myarr = zeros(a1.shape, int32)
if len(a1.shape) > 1:
mult = a1.shape[1]
size = (a1.shape[0] + int(echo_length * a1.shape[0]), a1.shape[1])
#size = (a1.shape[0] + int(a1.shape[0] + (echo_length * 3000)), a1.shape[1])
else:
mult = 1
size = (a1.shape[0] + int(echo_length * a1.shape[0]),)
#size = (a1.shape[0] + int(a1.shape[0] + (echo_length * 3000)),)
if mydebug:
print (int(echo_length * a1.shape[0]))
myarr = zeros(size, int32)
if mydebug:
print ("size %s" % (size,))
print (myarr.shape)
myarr[:length] = a1
#print (myarr[3000:length+3000])
#print (a1 >> 1)
#print ("a1.shape %s" % (a1.shape,))
#c = myarr[3000:length+(3000*mult)]
#print ("c.shape %s" % (c.shape,))
incr = int(samples_per_second / echo_length)
gap = length
myarr[incr:gap+incr] += a1>>1
myarr[incr*2:gap+(incr*2)] += a1>>2
myarr[incr*3:gap+(incr*3)] += a1>>3
myarr[incr*4:gap+(incr*4)] += a1>>4
if mydebug:
print ('SHAPE2: %s' % (myarr.shape,))
sound2 = sndarray.make_sound(myarr.astype(int16))
return sound2
def slow_down_sound(sound, rate):
""" returns a sound which is a slowed down version of the original.
rate - at which the sound should be slowed down. eg. 0.5 would be half speed.
"""
raise NotImplementedError()
grow_rate = 1 / rate
# make it 1/rate times longer.
a1 = sndarray.array(sound)
surf = pygame.surfarray.make_surface(a1)
print (a1.shape[0] * grow_rate)
scaled_surf = pygame.transform.scale(surf, (int(a1.shape[0] * grow_rate), a1.shape[1]))
print (scaled_surf)
print (surf)
a2 = a1 * rate
print (a1.shape)
print (a2.shape)
print (a2)
sound2 = sndarray.make_sound(a2.astype(int16))
return sound2
def sound_from_pos(sound, start_pos, samples_per_second = None, inplace = 1):
""" returns a sound which begins at the start_pos.
start_pos - in seconds from the begining.
samples_per_second -
"""
# see if we want to reuse the sound data or not.
if inplace:
a1 = pygame.sndarray.samples(sound)
else:
a1 = pygame.sndarray.array(sound)
# see if samples per second has been given. If not, query the mixer.
# eg. it might be set to 22050
if samples_per_second is None:
samples_per_second = pygame.mixer.get_init()[0]
# figure out the start position in terms of samples.
start_pos_in_samples = int(start_pos * samples_per_second)
# cut the begining off the sound at the start position.
a2 = a1[start_pos_in_samples:]
# make the Sound instance from the array.
sound2 = pygame.sndarray.make_sound(a2)
return sound2
def main(arraytype=None):
"""play various sndarray effects
If arraytype is provided then use that array package. Valid
values are 'numeric' or 'numpy'. Otherwise default to NumPy,
or fall back on Numeric if NumPy is not installed.
"""
main_dir = os.path.split(os.path.abspath(__file__))[0]
if arraytype not in ('numpy', None):
raise ValueError('Array type not supported: %r' % arraytype)
print ("Using %s array package" % sndarray.get_arraytype())
print ("mixer.get_init %s" % (mixer.get_init(),))
inited = mixer.get_init()
samples_per_second = pygame.mixer.get_init()[0]
print (("-" * 30) + "\n")
print ("loading sound")
sound = mixer.Sound(os.path.join(main_dir, 'data', 'car_door.wav'))
print ("-" * 30)
print ("start positions")
print ("-" * 30)
start_pos = 0.1
sound2 = sound_from_pos(sound, start_pos, samples_per_second)
print ("sound.get_length %s" % (sound.get_length(),))
print ("sound2.get_length %s" % (sound2.get_length(),))
sound2.play()
while mixer.get_busy():
pygame.time.wait(200)
print ("waiting 2 seconds")
pygame.time.wait(2000)
print ("playing original sound")
sound.play()
while mixer.get_busy():
pygame.time.wait(200)
print ("waiting 2 seconds")
pygame.time.wait(2000)
if 0:
#TODO: this is broken.
print (("-" * 30) + "\n")
print ("Slow down the original sound.")
rate = 0.2
slowed_sound = slow_down_sound(sound, rate)
slowed_sound.play()
while mixer.get_busy():
pygame.time.wait(200)
print ("-" * 30)
print ("echoing")
print ("-" * 30)
t1 = time.time()
sound2 = make_echo(sound, samples_per_second)
print ("time to make echo %i" % (time.time() - t1,))
print ("original sound")
sound.play()
while mixer.get_busy():
pygame.time.wait(200)
print ("echoed sound")
sound2.play()
while mixer.get_busy():
pygame.time.wait(200)
sound = mixer.Sound(os.path.join(main_dir, 'data', 'secosmic_lo.wav'))
t1 = time.time()
sound3 = make_echo(sound, samples_per_second)
print ("time to make echo %i" % (time.time() - t1,))
print ("original sound")
sound.play()
while mixer.get_busy():
pygame.time.wait(200)
print ("echoed sound")
sound3.play()
while mixer.get_busy():
pygame.time.wait(200)
if __name__ == '__main__':
main()