Example #1
0
 def __init__(self):
     self.sink = SoundSink()
     self.sink.activate()
     self.listener = SoundListener()
     self.listener.orientation = (0,0,1,0,0,1)
     self.sources = [SoundSource(position = [i, 0, 0], pitch = 1) for i in range(-1, 2, 2)]
     self.intense_sources = [SoundSource(position = [i, 0, 0], pitch = 1) for i in range(-1, 2, 2)]
     #pitch: 5,4,3,2,1
     self.data = load_wav_file("./beep.wav")
     self.intense_data = load_wav_file("./high_beep.wav")
     '''
     for source in self.sources:
         #we want the sources to be looping
         source.looping = True
         source.queue(self.data)
     '''
     for source in self.intense_sources:
         source.looping = True
         source.queue(self.intense_data)
     self.threading_pool = []
     for mild_source in self.sources:
         t = sound_source(self.sink, mild_source)
         self.threading_pool.append(t)
     for intense_source in self.intense_sources:
         t = sound_source(self.sink, intense_source)
         self.threading_pool.append(t)
     #threading pool: mild left; mild right; i left; i right
     #self.sink.play(source1)
     #self.sink.play(source2)
     self.cutoff = [i * (config.MAX_DISTANCE / len(self.sources)) for i in range(len(self.sources))]
Example #2
0
 def __init__(self, parent, wav_file_paths):
     self.parent = parent
     self.wav_file_paths = wav_file_paths
     self.snd_src = None
     self.sink = SoundSink()
     self.sink.activate()
     self.listener = SoundListener()
     self.sink.listener = self.listener
     self.snd_data = []
     for fp in wav_file_paths: self.snd_data.append( load_wav_file(fp) )
     self.wav_file_paths = wav_file_paths
     writeFile(self.parent.log_file_path, '%s, [audioOut], audioOut mod init.\n'%(get_time_stamp()))
def run():
    if len(sys.argv) < 2:
        print("Usage: %s wavefile" % os.path.basename(sys.argv[0]))
        print("    Using an example wav file...")
        dirname = os.path.dirname(__file__)
        fname = os.path.join(dirname, "hey.wav")
    else:
        fname = sys.argv[1]

    sink = SoundSink()
    sink.activate()

    source = SoundSource(position=[10, 3, 3])
    source.looping = True

    data = load_wav_file(fname)
    source.queue(data)

    sink.play(source)
    while source.position[0] > -10:
        source.position = [
            source.position[0] - 1, source.position[1], source.position[2]
        ]
        sink.update()
        print("playing at %r" % source.position)
        time.sleep(1)
    print("done")
Example #4
0
def run():
    if len(sys.argv) < 2:
        print("Usage: %s wavefile" % os.path.basename(sys.argv[0]))
        print("    Using an example wav file...")
        dirname = os.path.dirname(__file__)
        fname = os.path.join(dirname, "hey.wav")
    else:
        fname = sys.argv[1]

    sink = SoundSink()
    sink.activate()

    xint = int(x.get())
    yint = int(y.get())
    zint = int(z.get())
    source = SoundSource(position=[xint, yint, zint])
    source.looping = False

    data = load_wav_file(fname)
    source.queue(data)

    sink.play(source)

    sink.update()
    time.sleep(2)
    print("done")
Example #5
0
    def __init__(self):
        pygame.init()
        pygame.font.init()
        pygame.display.set_caption("Surro")
        atexit.register(pygame.quit)

        self.songs = []
        self.sink = SoundSink()
        self.sink.activate()
        self.screen = self.create_screen(640, 480)
        self.clock = pygame.time.Clock()
        self.font = pygame.font.SysFont(self.choose_font(), 70)
        self.has_evil = True
        self.world = None
        self.create_world()
def run():
    if len (sys.argv) < 2:
        print ("Usage: %s wavefile" % os.path.basename(sys.argv[0]))
        print ("    Using an example wav file...")
        dirname = os.path.dirname(__file__)
        fname = os.path.join(dirname, "hey.wav")
    else:
        fname = sys.argv[1]


    sink = SoundSink()
    sink.activate()

    source = SoundSource(position=[10, 3, 3])
    source.looping = True

    data = load_wav_file(fname)
    source.queue(data)

    sink.play(source)
    while source.position[0] > -10:
        source.position = [source.position[0] - 1,
                           source.position[1],
                           source.position[2]]
        sink.update()
        print("playing at %r" % source.position)
        time.sleep(1)
    print("done")
Example #7
0
            def start():
                # Prepare audio feedback
                try:
                    global sink
                    global source
                    global data
                    global ping_delay
                    global ping_pos_x
                    global ping_pos_z
                    global ping_pitch
                    global ping_delay_mult
                    sound_beep = resource_path("beep.wav")
                    ping_delay = 1000
                    ping_pos_x = 0.0
                    ping_pos_z = 0.0
                    ping_pitch = 1.0
                    ping_delay_mult = 2

                    sink = SoundSink()
                    sink.activate()
                    source = SoundSource(position=[ping_pos_x, 0, ping_pos_z])
                    # source.looping = False
                    source.gain = 50.0
                    data = load_wav_file(sound_beep)
                    sink.play(source)
                    print("Audio system started")
                except Exception as e:
                    print("E.Starting Audio: " + str(e))
                    addLogEntry(e)
    def __init__(self, conn: DirectConnection):
        self.p = PyAudio()
        atexit.register(self.p.terminate)
        self.stream = None  # type: Stream

        self.sink = SoundSink()
        self.sink.activate()

        self.source = SoundSource()

        def close():
            del self.sink

        atexit.register(close)

        self.source.gain = 1.0
        self.pos = self._pos = (random(), random())
        self.sink.play(self.source)

        self.conn = conn
        self.mic_data = Queue()
        self.speaker_data = Queue()
        self.energy_tracker = EnergyTracker(self.rate)
Example #9
0
def make_sounds(items):

    sink = SoundSink()
    sink.activate()

    print("Frame with these items: " + str([item.label for item in items]))

    for item in items:
        label = item.label.strip()
        position = item.box.center
        area = item.box.area

        source_x = (position[0] - frame_width / 2) / (frame_width / 2) * 5
        source_z = -1 / math.sqrt(area / frame_area)

        print("{label} @ ({x:2f}, {z:2f})".format(label=label,
                                                  x=source_x,
                                                  z=source_z))

        base_name = os.path.join(temp_path, label)
        wav_file = base_name + ".wav"

        if (not os.path.exists(wav_file)):

            tts = gTTS(label)
            tts.save(base_name + '.mp3')

            sound = AudioSegment.from_mp3(base_name + '.mp3')
            sound.export(wav_file, format="wav")

        data = load_wav_file(wav_file)

        duration = 0.0

        with contextlib.closing(wave.open(wav_file, 'r')) as f:
            frames = f.getnframes()
            rate = f.getframerate()
            duration = frames / float(rate)

        source = SoundSource(position=[0, 0, 0])
        source.looping = False
        source.queue(data)

        sink.play(source)
        source.position = [source_x, 0, source_z]
        sink.update()
        time.sleep(duration + 0.1)
    def Start():
        #Prepare audio feedback
        try:
            global sink
            global source
            global data

            sink = SoundSink()
            sink.activate()
            source = SoundSource(position=[0, 0, 50])
            source.looping = False
            source.gain = 50.0
            data = load_wav_file(sound_beep)
            #source.queue(data)
            sink.play(source)
            print("Audio system started")
        except Exception as e:
            print("E.Starting Audio:" + str(e))
            AddLogEntry(e)
Example #11
0
class stereosound:
    def __init__(self):
        self.sink = SoundSink()
        self.sink.activate()
        self.listener = SoundListener()
        self.listener.orientation = (0,0,1,0,0,1)
        self.sources = [SoundSource(position = [i, 0, 0], pitch = 1) for i in range(-1, 2, 2)]
        self.intense_sources = [SoundSource(position = [i, 0, 0], pitch = 1) for i in range(-1, 2, 2)]
        #pitch: 5,4,3,2,1
        self.data = load_wav_file("./beep.wav")
        self.intense_data = load_wav_file("./high_beep.wav")
        '''
        for source in self.sources:
            #we want the sources to be looping
            source.looping = True
            source.queue(self.data)
        '''
        for source in self.intense_sources:
            source.looping = True
            source.queue(self.intense_data)
        self.threading_pool = []
        for mild_source in self.sources:
            t = sound_source(self.sink, mild_source)
            self.threading_pool.append(t)
        for intense_source in self.intense_sources:
            t = sound_source(self.sink, intense_source)
            self.threading_pool.append(t)
        #threading pool: mild left; mild right; i left; i right
        #self.sink.play(source1)
        #self.sink.play(source2)
        self.cutoff = [i * (config.MAX_DISTANCE / len(self.sources)) for i in range(len(self.sources))]

    #return index for desired sound source in cutoff
    def determine_cutoff(self, avg_dis):
        for n in range(len(self.cutoff) - 1):
            lower_bound = self.cutoff[n]
            upper_bound = self.cutoff[n + 1]
            if(avg_dis >= lower_bound and avg_dis <= upper_bound):
                return n
        return len(self.cutoff) - 1

    def alert(self, ear = "left", intensity = "mild", command = "start"):
        if ear == "left":
            first_mul = 0
        else:
            first_mul = 1
        if intensity == "mild":
            second_mul = 0
        else:
            second_mul = 2
        if command == "start":
            self.threading_pool[first_mul + second_mul].start()
        elif command == "stop":
            self.threading_pool[first_mul + second_mul].stop()

    def _play(self, coord_tuple, avg_dis, val = "low"):
        if(not (np.array(coord_tuple).any())): return
        source_ind = self.determine_cutoff(avg_dis)
        print "calling sources" + str(source_ind)
        use_source = self.sources[source_ind]
        #embed()
        if val == "low":
            use_source.queue(self.data)
        if val == "high":
            use_source.queue(self.intense_data)
        coord_tuple = normalize(coord_tuple)
        use_source.position = [coord_tuple[0], coord_tuple[1], coord_tuple[2]]
        #time.sleep(0.02)
        self.sink.update()
        self.sink.play(use_source)
Example #12
0
if len(sys.argv) < 5:
    print(
        'Usage: python3 player.py filename.dae samples lowest_frequency highest_frequency'
    )
    sys.exit(-1)

# magic for openal to use default audio output
device_name = audio.alc.alcGetString(None,
                                     audio.alc.ALC_DEFAULT_DEVICE_SPECIFIER)
device = audio.alc.alcOpenDevice(device_name)

# cleanup device and temp files
atexit.register(exit_handler)

loader = LoaderDae(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]),
                   int(sys.argv[4]))
res = gen_waves(loader.load())

sources = [SoundSource(position=p[1]) for p in res]
for s in sources:
    s.looping = True
[sources[i].queue(load_wav_file(res[i][0])) for i in range(len(sources))]
sink = SoundSink()
sink.activate()
print(len(sources))
print(res)
[sink.play(s) for s in sources]
sink.update()
while True:
    sleep(0.1)
import pygame
import random
from openal.audio import SoundSink, SoundSource, SoundListener
from openal.loaders import load_wav_file
from pygame.locals import QUIT, K_LEFT, K_RIGHT, KEYDOWN
import sys

__author__ = 'vamc'

#Initialize OpenAL related components
sound_sink = SoundSink()
sound_source = SoundSource()
listener = SoundListener()
sound_sink.activate()
sound_sink._listener = listener

source_sound_file = "asw.wav"
sound_data = load_wav_file(source_sound_file)
sound_source.queue(sound_data)
sound_source.looping = True

#initialize pygame and screen
pygame.init()
screen_width = 600
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
screen.fill((0, 255, 0))
pygame.display.set_caption('Snake to the sound')

#Create Snake
snake_xpos = [300, 300, 300]
Example #14
0
from openal.loaders import load_wav_file

sg_input_params = rospy.get_param("/sg/input")
retinal_encoded_image_topic = sg_input_params["retinal_encoded_image"]["topic"]

# Depth camera params
depth_camera_params = rospy.get_param("/depth_camera")
depth_camera_min_depth = depth_camera_params["min_depth"]
depth_camera_max_depth = depth_camera_params["max_depth"]

bridge = CvBridge()

# Audio globals
soundSources = []
soundSourcesSetup = False
soundsink = SoundSink()  # Opening output device

# C-major, the scale of just intonation would be: C=1/1 D=9/8 E=5/4 F= 4/3 G=3/2 A=5/3 B=15/8 C=2/1
C_4 = 264.0
D = 297.0  # C_4 * (9.0/8.0)
E = 330.0  # C_4 * (5.0/4.0)
F = 352.0  # C_4 * (4.0/3.0)
G = 396.0  # C_4 * (3.0/2.0)
A = 440.0  # C_4 * (5.0/3.0)
B = 495.0  # C_4 * (15.0/8.0)
C_5 = 528.0  # C_4 * (2.0/1.0)
min_z = 1000000000
max_z = -1000000000

# TODO: Check if width or height of image chaged, if it did, update it
#       print("reconfigure sound_generator for new depth image")
Example #15
0
class AudioOut:
    def __init__(self, parent, wav_file_paths):
        self.parent = parent
        self.wav_file_paths = wav_file_paths
        self.snd_src = None
        self.sink = SoundSink()
        self.sink.activate()
        self.listener = SoundListener()
        self.sink.listener = self.listener
        self.snd_data = []
        for fp in wav_file_paths: self.snd_data.append( load_wav_file(fp) )
        self.wav_file_paths = wav_file_paths
        writeFile(self.parent.log_file_path, '%s, [audioOut], audioOut mod init.\n'%(get_time_stamp()))
        
    # --------------------------------------------------
    
    def play(self, snd_idx, loop=True):
        self.snd_src = SoundSource(gain=0.25, position=[0,0,0])
        self.snd_src.looping = loop
        self.snd_src.queue( self.snd_data[snd_idx] )
        self.sink.play(self.snd_src)
        self.sink.update()
        writeFile(self.parent.log_file_path, '%s, [audioOut], sound (%s) play starts.\n'%(get_time_stamp(), self.wav_file_paths[snd_idx]))
    
    # --------------------------------------------------
    
    def move(self, pos):
        self.snd_src.position = [ pos[0], pos[1], pos[2] ]
        if pos[0] == 0: self.snd_src.gain = 0.25
        else: self.snd_src.gain = 0.5
        self.sink.update()
       
    # --------------------------------------------------
    
    def stop(self):
        if self.snd_src != None:
            self.sink.stop(self.snd_src)
            self.sink.update()
            self.snd_src = None
        writeFile(self.parent.log_file_path, '%s, [audioOut], sound stopped.\n'%(get_time_stamp()))
Example #16
0
import time
import math
from openal.audio import SoundSink, SoundSource
from openal.loaders import load_wav_file

if __name__ == "__main__":
    sink = SoundSink()
    sink.activate()
    source = SoundSource(position=[0, 0, 0])
    source.looping = True
    data = load_wav_file("./sounds/Blip_Select.wav")
    source.queue(data)
    sink.play(source)
    t = 0
    while True:
        x_pos = 5 * math.sin(math.radians(t))
        source.position = [x_pos, source.position[1], source.position[2]]
        sink.update()
        print("playing at %r" % source.position)
        time.sleep(0.1)
        t += 5
Example #17
0
def mainloop():
    listener = SoundListener()
    listener.orientation = (0, 0, -1, 0, 1, 0)

    sink = SoundSink()
    sink.activate()

    rain = place_sound([0, -7, -1], load_sound("rfrog.wav"), True)
    sink.play(rain)

    birds = place_sound([5, 5, 5], load_sound("chirps1.wav"), True)
    sink.play(birds)

    creek = place_sound([-7, -7, 7], load_sound("creek.wav"), True)
    sink.play(creek)

    while 1 == 1:
        birds.position = move_source_random(birds, -8, 8, 0, 7, -10, 10)
        char = ord(getch.getch())

        if char == 97:
            listener.orientation = orient_listener(listener.orientation, False)

        if char == 100:
            listener.orientation = orient_listener(listener.orientation, True)

        if char == 112:
            break

        sink.update()
Example #18
0
class Game:
    def __init__(self):
        pygame.init()
        pygame.font.init()
        pygame.display.set_caption("Surro")
        atexit.register(pygame.quit)

        self.songs = []
        self.sink = SoundSink()
        self.sink.activate()
        self.screen = self.create_screen(640, 480)
        self.clock = pygame.time.Clock()
        self.font = pygame.font.SysFont(self.choose_font(), 70)
        self.has_evil = True
        self.world = None
        self.create_world()

    def create_world(self):
        if self.world:
            self.world.destroy()
        self.world = World(self.sink, self.songs, self.has_evil)

    @staticmethod
    def choose_font():
        fonts = sorted(pygame.font.get_fonts())
        for search_term in [
                'thin', 'light', 'roboto', 'dejavu', 'liberation', 'droidsans'
        ]:
            for font in fonts:
                if search_term in font:
                    print('Selected font:', font)
                    return font
        return ''

    @staticmethod
    def create_screen(width, height) -> Surface:
        params = pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.RESIZABLE
        return pygame.display.set_mode((width, height), params)

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                raise SystemExit
            elif event.type == pygame.VIDEORESIZE:
                print(event.w, event.h)
                self.screen = self.create_screen(event.w, event.h)
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_m:
                    self.has_evil = not self.has_evil
                    self.create_world()
                elif event.key == pygame.K_SPACE:
                    if not self.world.alive:
                        self.create_world()

    def run(self):
        while True:
            self.handle_events()

            self.world.update()
            self.world.render(self.font, self.screen)
            self.clock.tick(self.world.FPS)
class AudioManager:
    format = paInt16
    chunk_size = 1024
    rate = 44100

    audio_scale = 10.

    def __init__(self, conn: DirectConnection):
        self.p = PyAudio()
        atexit.register(self.p.terminate)
        self.stream = None  # type: Stream

        self.sink = SoundSink()
        self.sink.activate()

        self.source = SoundSource()

        def close():
            del self.sink

        atexit.register(close)

        self.source.gain = 1.0
        self.pos = self._pos = (random(), random())
        self.sink.play(self.source)

        self.conn = conn
        self.mic_data = Queue()
        self.speaker_data = Queue()
        self.energy_tracker = EnergyTracker(self.rate)

    @property
    def pos(self):
        return self._pos

    @pos.setter
    def pos(self, pos):
        self.source.position = (self.audio_scale * pos[0], 0,
                                self.audio_scale * pos[1])
        self._pos = pos

    def create_stream(self):
        if self.stream:
            raise RuntimeError('Already created stream!')
        stream = self.p.open(format=self.format,
                             channels=1,
                             rate=self.rate,
                             input=True,
                             output=False,
                             stream_callback=self.callback,
                             frames_per_buffer=self.chunk_size)
        atexit.register(stream.close)
        atexit.register(stream.stop_stream)
        stream.start_stream()
        self.stream = stream
        Thread(target=self._stream_thread, daemon=True).start()

    def _stream_thread(self):
        while True:
            new_chunk = self.mic_data.get()
            audio = np.fromstring(new_chunk, dtype=np.int16)
            audio = audio.astype(np.float32) / float(np.iinfo(audio.dtype).max)
            if not self.energy_tracker.update(audio):
                continue

            self.conn.send(
                json.dumps({
                    'type': 'audio',
                    'audio': b64encode(new_chunk).decode('ascii')
                }))

    def update(self):
        self.sink.update()

    def process_audio_message(self, message):
        new_chunk = b64decode(message['audio'])
        print('Add', len(new_chunk))
        self.source.queue(
            SoundData(new_chunk, 1, 16, len(new_chunk), self.rate))

    def callback(self, in_data, frame_count, time_info, status):
        self.mic_data.put(in_data)
        return None, paContinue