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))]
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")
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")
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")
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)
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)
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)
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]
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")
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()))
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
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()
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