-
Notifications
You must be signed in to change notification settings - Fork 43
/
stdaudio.py
225 lines (190 loc) · 5.56 KB
/
stdaudio.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
# code based on https://introcs.cs.princeton.edu/python/code/stdlib-python.zip as downloaded in dec 2017
"""
stdaudio.py
The stdaudio module defines functions related to audio.
"""
#-----------------------------------------------------------------------
import sys
import numpy
import pygame
#-----------------------------------------------------------------------
_SAMPLES_PER_SECOND = 44100
_SAMPLE_SIZE = -16 # Each sample is a signed 16-bit int
_CHANNEL_COUNT = 1 # 1 => mono, 2 => stereo
_AUDIO_BUFFER_SIZE = 1024 # In number of samples
_CHECK_RATE = 44100 # How often to check the queue
_myBuffer = []
_MY_BUFFER_MAX_LENGTH = 4096 # Determined experimentally.
def wait():
"""
Wait for the sound queue to become empty. Informally, wait for the
currently playing sound to finish.
"""
# Can have at most one sound in the queue. So must wait for the
# queue to become empty before adding a new sound to the queue.
global _channel
clock = pygame.time.Clock()
while _channel.get_queue() is not None:
#while pygame.mixer.get_busy():
clock.tick(_CHECK_RATE)
def playSample(s):
"""
Play sound sample s.
"""
global _myBuffer
global _channel
_myBuffer.append(s)
if len(_myBuffer) > _MY_BUFFER_MAX_LENGTH:
temp = []
for sample in _myBuffer:
temp.append(numpy.int16(sample * float(0x7fff)))
samples = numpy.array(temp, numpy.int16)
sound = pygame.sndarray.make_sound(samples)
wait()
_channel.queue(sound)
_myBuffer = []
def playSamples(a):
"""
Play all sound samples in array a.
"""
for sample in a:
playSample(sample)
def playArray(a):
"""
This function is deprecated. It has the same behavior as
stdaudio.playSamples(). Please call stdaudio.playSamples() instead.
"""
playSamples(a)
def playFile(f):
"""
Play all sound samples in the file whose name is f.wav.
"""
a = read(f)
playSamples(a)
#sound = pygame.mixer.Sound(fileName)
#samples = pygame.sndarray.samples(sound)
#wait()
#sound.play()
def save(f, a):
"""
Save all samples in array a to the WAVE file whose name is f.wav.
"""
# Saving to a WAV file isn't handled by PyGame, so use the
# standard "wave" module instead.
import wave
fileName = f + '.wav'
temp = []
for sample in a:
temp.append(int(sample * float(0x7fff)))
samples = numpy.array(temp, numpy.int16)
file = wave.open(fileName, 'w')
file.setnchannels(_CHANNEL_COUNT)
file.setsampwidth(2) # 2 bytes
file.setframerate(_SAMPLES_PER_SECOND)
file.setnframes(len(samples))
file.setcomptype('NONE', 'descrip') # No compression
file.writeframes(samples.tostring())
file.close()
def read(f):
"""
Read all samples from the WAVE file whose names is f.wav.
Store the samples in an array, and return the array.
"""
fileName = f + '.wav'
sound = pygame.mixer.Sound(fileName)
samples = pygame.sndarray.samples(sound)
temp = []
for i in range(len(samples)):
temp.append(float(samples[i]) / float(0x7fff))
return temp
# Initialize PyGame to handle audio.
try:
pygame.mixer.init(_SAMPLES_PER_SECOND, _SAMPLE_SIZE,
_CHANNEL_COUNT, _AUDIO_BUFFER_SIZE)
_channel = pygame.mixer.Channel(0)
except pygame.error:
stdio.writeln('Could not initialize PyGame')
sys.exit(1)
#-----------------------------------------------------------------------
def _createTextAudioFile():
"""
For testing. Create a text audio file.
"""
notes = [
7, .270,
5, .090,
3, .180,
5, .180,
7, .180,
6, .180,
7, .180,
3, .180,
5, .180,
5, .180,
5, .180,
5, .900,
5, .325,
3, .125,
2, .180,
3, .180,
5, .180,
4, .180,
5, .180,
2, .180,
3, .180,
3, .180,
3, .180,
3, .900,
]
from itu.algs4.stdlib import outstream
outStream = outstream.OutStream('looney.txt')
for note in notes:
outStream.writeln(note)
def _main():
"""
For testing.
"""
import os
import math
from itu.algs4.stdlib import stdio, instream
_createTextAudioFile()
stdio.writeln('Creating and playing in small chunks...')
sps = _SAMPLES_PER_SECOND
inStream = instream.InStream('looney.txt')
while not inStream.isEmpty():
pitch = inStream.readInt()
duration = inStream.readFloat()
hz = 440 * math.pow(2, pitch / 12.0)
N = int(sps * duration)
notes = []
for i in range(N+1):
notes.append(math.sin(2*math.pi * i * hz / sps))
playSamples(notes)
wait()
stdio.writeln('Creating and playing in one large chunk...')
sps = _SAMPLES_PER_SECOND
notes = []
inStream = instream.InStream('looney.txt')
while not inStream.isEmpty():
pitch = inStream.readInt()
duration = inStream.readFloat()
hz = 440 * math.pow(2, pitch / 12.0)
N = int(sps * duration)
for i in range(N+1):
notes.append(math.sin(2*math.pi * i * hz / sps))
playSamples(notes)
wait()
stdio.writeln('Saving...')
save('looney', notes)
stdio.writeln('Reading...')
notes = read('looney')
stdio.writeln('Playing an array...')
playSamples(notes)
wait()
stdio.writeln('Playing a file...')
playFile('looney')
wait()
os.remove('looney.wav')
os.remove('looney.txt')
if __name__ == '__main__':
_main()