Source

pygame / examples / sound_array_demos.py

#!/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 sys
import os.path
import pygame.mixer, pygame.time, pygame.sndarray, pygame
import pygame.surfarray, pygame.transform
from pygame import sndarray, mixer

import time
from math import sin


#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.

    """

    global zeros, int16, int32

    main_dir = os.path.split(os.path.abspath(__file__))[0]
    
    if arraytype is None:
        if 'numpy' in sndarray.get_arraytypes():
            sndarray.use_arraytype('numpy')
        elif 'numeric' in sndarray.get_arraytype():
            sndarray.use_arraytype('numeric')
        else:
            raise ImportError('No array package is installed')
    else:
        sndarray.use_arraytype(arraytype)
    pygame.surfarray.use_arraytype(sndarray.get_arraytype())

    if sndarray.get_arraytype() == 'numpy':
        from numpy import zeros, int16, int32
    else:
        from Numeric import zeros, Int16 as int16, Int32 as int32

    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)


def usage():
    print ("Usage: command line option [--numpy|--numeric]")
    print ("  The default is to use NumPy if installed,")
    print ("  otherwise Numeric")

if __name__ == '__main__':
    if len(sys.argv) == 2:
        if '--numpy' in sys.argv:
            main('numpy')
        elif '--numeric' in sys.argv:
            main('numeric')
        else:
            usage()
    elif len(sys.argv) == 1:
        main()
    else:
        usage()
Tip: Filter by directory path e.g. /media app.js to search for public/media/app.js.
Tip: Use camelCasing e.g. ProjME to search for ProjectModifiedEvent.java.
Tip: Filter by extension type e.g. /repo .js to search for all .js files in the /repo directory.
Tip: Separate your search with spaces e.g. /ssh pom.xml to search for src/ssh/pom.xml.
Tip: Use ↑ and ↓ arrow keys to navigate and return to view the file.
Tip: You can also navigate files with Ctrl+j (next) and Ctrl+k (previous) and view the file with Ctrl+o.
Tip: You can also navigate files with Alt+j (next) and Alt+k (previous) and view the file with Alt+o.