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