Esempio n. 1
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 def say(self, phrase):
     cmd = ["pico2wave", "--wave", fullpath('libs/tts/response.wav')]
     cmd += ['-l', self.language]
     cmd.append(phrase)
     proc = subprocess.Popen(cmd)
     proc.wait()
     audio.play(fullpath('libs/tts/response.wav'))
Esempio n. 2
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    def handle_input(self, keypress):
        handled = False
        if keypress.has_action(key_input.Action.BACK) or keypress.has_action(
                key_input.Action.INVENTORY_CLOSE):
            handled = True
            self.hide()

        if keypress.has_action(key_input.Action.DIRECTION):
            handled = True
            audio.play("click3", replace=True)
        if keypress.has_action(key_input.Action.UP):
            self.cursorpos[1] = max(self.cursorpos[1] - 1, 0)
        if keypress.has_action(key_input.Action.DOWN):
            self.cursorpos[1] = min(self.cursorpos[1] + 1, self.size[1] - 1)
        if keypress.has_action(key_input.Action.LEFT):
            self.cursorpos[0] = max(self.cursorpos[0] - 1, 0)
        if keypress.has_action(key_input.Action.RIGHT):
            self.cursorpos[0] = min(self.cursorpos[0] + 1, self.size[0] - 1)

        if keypress.has_action(key_input.Action.ACCEPT):
            handled = True
            itempos = self.cursorpos[0] * self.size[1] + self.cursorpos[1]
            items = self.parent.world.entity_component(
                self.parent.world.tags.player, c.Inventory).contents
            if itempos < len(items):
                self.game.set_focus(
                    self.add_child_scene(InventoryOptions, items[itempos]))

        return handled
Esempio n. 3
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    def run(self):
        # set up presentation window color, and size
        bgcolor = 'black'
        txtcolor = 'white'
        self.win = visual.Window(fullscr=True, color=bgcolor)
        #self.win = visual.Window((1200, 900), color=bgcolor)  # temporary presentation window setup, exchange for line above when running actual experiment
        self.text = visual.TextStim(self.win, color=txtcolor)

        words = [
            audio.read(self.stimuli_prefix + str(i + 1) + '.wav')
            for i in range(24)
        ]
        recordings = []

        self.text.text = '||'
        self.text.draw()
        self.win.flip()
        audio.play(audio.read(self.instructions_folder + self.mode + '.wav'),
                   wait=True)
        key = event.waitKeys(keyList=['return'])

        for word in words:
            self.text.text = '+'
            self.text.draw()
            self.win.flip()
            audio.play(word, wait=True)
            self.text.text = '-'
            self.text.draw()
            self.win.flip()
            recordings += [audio.record(((len(word) / 44100) + 1), wait=True)]

        for i in range(len(words)):
            audio.write(self.log_prefix + str(i + 1) + '.wav', recordings[i])

        self.win.close()
Esempio n. 4
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def time_signal():
    # 時報を行う
    # TODO wavファイルがないときは例外を投げるようにしたい
    global now
    audio.play(main.AUDIO_URL + "Init/master.wav")
    say_text = str(now.hour % 12) + '時' + str(now.minute) + "分です"
    jtalk.jtalk(say_text)
Esempio n. 5
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 def test_trial(self, trial):
     # present instruction trial
     self.image.image = self.stimuli_folder + trial['Picture']
     self.image.draw()
     self.win.callOnFlip(self.clock.reset)
     self.isi.complete()
     self.win.flip()
     if trial['trialAudio'] != '':
         audio.play(self.instructions[trial['trialAudio']], wait=True)
     if trial['answer_type'] == 'spoken':
         audio.write(self.log_prefix + '_' + trial['Picture'][:-4] + '.wav',
                     audio.record(25, wait=True))
     else:
         keys = event.waitKeys(keyList=['escape'] +
                               trial['keyboard'].split(' '),
                               timeStamped=self.clock)
         trial['keypress'], trial['RT'] = keys[0]
         if trial['keypress'] == 'escape':
             core.quit()
         if trial['keypress'] == trial['key']:
             trial['ACC'] = 1
         else:
             trial['ACC'] = 0
     self.win.callOnFlip(self.isi.start,
                         float(trial['ITI']) / 1000 - self.frame_dur)
     # flip buffer again and start ISI timer
     self.win.flip()
     return trial
Esempio n. 6
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def play_file(name, delay=80, reflect=0.5):
    #Do allocation here, as we can't do it in an interrupt.
    frame = audio.AudioFrame()
    with open(name) as file:
        gen = from_file(file, frame)
        r = reverb(gen, delay, reflect)
        audio.play(r)
Esempio n. 7
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    def __init__(self, item, **kwargs):
        super().__init__(**kwargs)
        self.world = self.parent.parent.world
        self.item = item
        self.options = []
        self.visible = True
        if self.world.has_component(item, c.UseEffect):
            self.options.append("use")
        if self.world.has_component(item, c.Explosive):
            self.options.append("prime")
        self.options.append("throw")
        self.options.append("drop")
        self.size = len(self.options)

        inv_slot_size = constants.TILE_SIZE*constants.MENU_SCALE
        self.pos = (40 + inv_slot_size*2 + 12*constants.MENU_SCALE, self.game.height/2 - inv_slot_size*3)
        image_bottom = self.pos[1]+inv_slot_size*1.5
        self.options_pos = [DynamicPos((self.pos[0], image_bottom + (10 + i*12)*constants.MENU_SCALE), speed=20) for i in range(self.size)]
        self.cursorpos = 0

        audio.play("snap2", replace=True)

        self.widgets = []
        if self.world.has_component(self.item, c.Describable):
            text_x = constants.TILE_SIZE * constants.MENU_SCALE * 1.6
            describe = self.world.entity_component(self.item, c.Describable)
            self.widgets.extend((
                wgt.Text(renderer=self.game.renderer, size=10*constants.MENU_SCALE, text=describe.name, offset=(text_x, 0)),
                wgt.Text(renderer=self.game.renderer, size=5*constants.MENU_SCALE, text=describe.desc, offset=(text_x, 15*constants.MENU_SCALE)),
            ))
Esempio n. 8
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def play_snd(fname):
    frame = audio.AudioFrame()
    with open(fname, 'rb') as sndfile:
        audio.play(frames_from_file(sndfile, frame), wait=False)
        sleep(1000)
        audio.stop()
    del frame
Esempio n. 9
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def main():
    if 0:
        print ("boice timer active")
        print (datetime.now().strftime("%Y/%m/%d %H:%M:%S"))
        print (os.getcwd())
        print ("\n")

        url = AUDIO_URL + "Init/init_voice.wav"
        audio.play(url)

    # とりあえず時間しゃべらせとく
        b = datetime.now()
        say_text = str(b.hour%12) + '時' + str(b.minute) + "分です"
        jtalk.jtalk(say_text)

    # 天気しゃべらす
    wea.say(2)

    # ニュースしゃべらす
    new = news_file.NewsClass()
    new.say_news("ねとらぼ",1)

# threads start
    t=threading.Timer(1,clock_func.clock)
    t.start()
Esempio n. 10
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    def activeListen(self, use_local=None):
        self.stop_itunes()
        if use_local is None:
            use_local = self.use_local

        audio.play(fullpath('static/beep_hi.wav'))
        if self.prompt:
            self.userinput = raw_input("YOU: ")
        else:
            self.wav, energies = audio.record(
                verbose=True, threshold=self.threshold, emptyFrames=20
            )
            with open('test.wav', 'wb') as fp:
                fp.write(self.wav)
            if sum(energies) / len(energies) < self.threshold:
                self.undo_itunes()
                return ""
            try:
                if use_local:
                    self.userinput = self.localSTT.transcribe(self.wav)
                else:
                    self.userinput = self.cloudSTT.transcribe(self.wav)
            except:
                print "Something went wrong"
                return ''

            print "YOU:", self.userinput
        audio.play(fullpath('static/beep_lo.wav'))

        self.undo_itunes()
        return self.userinput
Esempio n. 11
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def make_softer(audio_file):

    
    # the following function will play the .wav file
    audio.play(audio_file)
    
    # storing the audio as a list of floats
    samples = audio.read_wav(audio_file)
Esempio n. 12
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File: tts.py Progetto: vvcln/yoyo
def test_tts():
    texts = ['早上好!', '即将为您播放周杰伦的《简单爱》。', '早上好!',
             '北京今天晴转多云,微风,空气质量优']
    tts_engine = BasicTTS()
    for text in texts:
        speech_file = tts_engine.tts(text, ext='wav', speaker=6, volume=10)
        play(speech_file)
        tts_engine.say(text, ext='wav', speaker=6, volume=10)
Esempio n. 13
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def play_snd(fname, num_times):
    frame = audio.AudioFrame()

    for i in range(num_times):
        with open(fname, 'rb') as sndfile:
            audio.play(frames_from_file(sndfile, frame), wait=True)
    del frame
    audio.stop()
Esempio n. 14
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File: wakeup.py Progetto: vvcln/yoyo
 def callback(keyword):
     ding = os.path.join(os.path.dirname(os.path.abspath(__file__)),
                         'snowboy/resources/ding.wav')
     dong = os.path.join(os.path.dirname(os.path.abspath(__file__)),
                         'snowboy/resources/dong.wav')
     if keyword == 1:
         play(ding)
     else:
         play(dong)
Esempio n. 15
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def show_wave(name, frame, duration=1500):
    display.scroll(name + " wave", wait=False, delay=100)
    audio.play(repeated_frame(frame, duration), wait=False)
    for i in range(75):
        sleep(100)
        if button_a.is_pressed():
            display.clear()
            audio.stop()
            break
Esempio n. 16
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def show_wave(name, frame, duration=1500):
    display.scroll(name + " wave", wait=False,delay=100)
    audio.play(repeated_frame(frame, duration),wait=False)
    for i in range(75):
        sleep(100)
        if button_a.is_pressed():
            display.clear()
            audio.stop()
            break
Esempio n. 17
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    def process(self, **args):

        if self.world.get_system(InitiativeSystem).tick:
            for entity, explosive in self.world.get_component(c.Explosive):
                if explosive.primed:
                    explosive.fuse -= 1
                    if explosive.fuse <= 1 and self.world.has_component(
                            entity, c.Render):
                        self.world.entity_component(entity,
                                                    c.Render).blinking = True
                    if explosive.fuse <= 0:
                        self.world.add_component(entity, c.Explode())

        for entity, explode in self.world.get_component(c.Explode):
            if self.world.has_component(entity, c.Bomber):
                self.world.remove_component(entity, c.Bomber)
            self.world.add_component(entity, c.Dead())

            iterentity = entity
            while self.world.has_component(iterentity,
                                           c.Stored):  # Getting carrier entity
                iterentity = self.world.entity_component(iterentity,
                                                         c.Stored).carrier

            if self.world.has_component(
                    iterentity, c.TilePosition):  # Damaging things around it
                pos = self.world.entity_component(iterentity, c.TilePosition)
                for x in range(pos.x - explode.radius,
                               pos.x + explode.radius + 1):
                    for y in range(pos.y - explode.radius,
                                   pos.y + explode.radius + 1):
                        if not self.world.get_system(GridSystem).on_grid(
                            (x, y)):
                            continue
                        for target_entity in self.world.get_system(
                                GridSystem).get_entities_at((x, y)):
                            if target_entity == entity:
                                continue
                            if self.world.has_component(
                                    target_entity, c.Destructible
                            ) and not self.world.has_component(
                                    target_entity, c.Health):
                                self.world.add_component(
                                    target_entity, c.Dead())
                            self.world.create_entity(
                                c.Damage(target_entity, explode.damage))

                dist_to_player = dist(
                    pos,
                    self.world.entity_component(self.world.tags.player,
                                                c.TilePosition))
                if dist_to_player < 10:
                    self.game.camera.shake(40 - dist_to_player * 3)
                    audio.play("explosion", 0.6 - dist_to_player * 0.05)
Esempio n. 18
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def render_speech(text, file='/tmp/temp.mp3', voice='Joanna', engine='standard', text_type='text'):
    if text_type == 'ssml':
        speech_text = "<speak>" + text + "</speak>"
    else:
        speech_text = text
    speech = polly.synthesize_speech(Text=speech_text,
                                     OutputFormat='mp3',
                                     TextType=text_type,
                                     VoiceId=voice,
                                     Engine=engine)
    with open(file, 'wb') as writer:
        writer.write(speech['AudioStream'].read())
        writer.close()
    audio.play(file)
Esempio n. 19
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    def update(self, gamemap, stats):  # Update and then blit

        if self.rect.top > self.screen_rect.bottom + 80:  # Has Mario fallen offscreen?
            stats.decrement_lives()
            self.settings.game_active = False
            self.settings.game_status = "Reset"
            return

        if not self.jumping and not gamemap.object_touching_ground(self):
            self.gravity.perform(self)

        if self.jumping:
            if gamemap.object_touching_ground(self):
                audio.play(0)
            self.jump()
        elif self.jumping and gamemap.object_touching_ground(self):
            self.jump()
        elif self.gamemap.object_touching_ground:
            self.jump_start = False
            self.jump_speed = 0
        if self.moving_left:
            if self.dir == 1 and self.speed != 0:
                self.turn()
            elif self.dir == 0:
                self.dir = -1
            self.accelerate()
            if self.rect.x > 0:
                self.rect.x += self.dir * self.speed

        elif self.moving_right:
            if self.dir == -1 and self.speed != 0:
                self.turn()
            elif self.dir == 0:
                self.dir = 1
            self.accelerate()
            if self.rect.centerx >= self.screen_rect.width / 2:
                self.gamemap.scroll(self.speed)
            else:
                self.rect.x += self.dir * self.speed
        else:
            self.decelerate()
            if self.rect.x > 0 and self.rect.right < self.screen_rect.width:
                self.rect.x += self.dir * self.speed
            if self.rect.centerx >= self.screen_rect.width / 2:
                self.gamemap.scroll(self.speed)

        self.rect.y -= self.jump_speed
        self.gamemap.collide(self)
        self.animate()
        self.blitme()
Esempio n. 20
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def mutter():
    # つぶやき
    global now
    # 1 ~ 100 の整数値をランダムに生成
    rand_int = random.randint(1, 100)
    if 1 <= now.hour and now.hour <= 4:
        # 真夜中の場合の一般リアクション
        # 0を割り算するとエラーが起こる可能性を考慮
        if (rand_int % 3 == 0):
            print("真夜中")
            url = main.AUDIO_URL + "other/midnight"
            url = filer.GetFileName(url)
            audio.play(url)
    elif 18 <= now.hour:
        # 夕方から夜にかけての場合の一般リアクション
        if (rand_int % 5 == 0):
            print("夕方")
            url = main.AUDIO_URL + "other/evening"
            url = filer.GetFileName(url)
            audio.play(url)
    elif 5 <= now.hour and now.hour <= 9:
        # 朝の場合の一般リアクション
        if (rand_int % 5 == 0):
            print("朝")
            url = main.AUDIO_URL + "other/morning"
            url = filer.GetFileName(url)
            audio.play(url)
    else:
        # 昼の場合の一般リアクション
        if (rand_int % 6 == 0):
            print("昼")
            url = main.AUDIO_URL + "other/daytime"
            url = filer.GetFileName(url)
            audio.play(url)
Esempio n. 21
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def main():
    init()
    if len(argv) > 1:
        words = argv[1:]
    else:
        words = raw_input('gogogo: ').split()
    for word in words:
        location = findWord(word)
        if -1 in location:
            print '%s is not in the text' % word
            audio.terminate()
            exit()
        fn = '%d.%03d.wav' % location
        audio.play(path.join(recordDir, fn))
    audio.terminate()
Esempio n. 22
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def play():
    display.clear()
    radio.on()
    radio.config(channel=90, queue=12)
    count = -1
    def gen():
        recvd = audio.AudioFrame()
        empty = audio.AudioFrame()
        while True:
            if radio.receive_bytes_into(recvd) == 32:
                yield recvd
            else:
                yield empty
            if button_a.is_pressed() and button_b.is_pressed():
                return
    audio.play(gen())
Esempio n. 23
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 def message_trial(self, trial):
     # present instruction trial
     self.title.text = trial['title']
     self.title.draw()
     self.win.callOnFlip(self.clock.reset)
     self.win.flip()
     audio.play(audio.read(self.instructions_folder + 'ravens.wav'),
                wait=True)
     keys = event.waitKeys(keyList=['escape'] +
                           trial['keyboard'].split(','),
                           timeStamped=self.clock)
     trial['keypress'], trial['RT'] = keys[0]
     if trial['keypress'] == 'escape':
         core.quit()
     self.expclock.reset()
     return trial
Esempio n. 24
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    def _connect_wifi(self):
        dp.drawPixel(0, 0, 0x0044BB)
        dp.flush()
        if not wifi.status():
            audio.play('/cache/system/wifi_connecting.mp3')
            wifi.connect()

            dp.drawPixel(1, 0, 0x0044BB)
            dp.flush()

            wifi.wait()
            if not wifi.status():
                dp.drawLine(0, 0, 1, 0, 0xFF0000)
                dp.flush()
                audio.play('/cache/system/wifi_failed.mp3',
                           on_finished=system.launcher)
Esempio n. 25
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    def process(self, **args):
        for entity, (pos, bump,
                     _) in self.world.get_components(c.TilePosition, c.Bump,
                                                     c.MyTurn):

            bumppos = (pos.x + bump.x, pos.y + bump.y)

            if not self.world.get_system(GridSystem).on_grid(bumppos):
                continue

            targetent = self.world.get_system(GridSystem).get_blocker_at(
                bumppos)

            if targetent == 0:

                self.world.get_system(GridSystem).move_entity(entity, bumppos)
                self.world.remove_component(entity, c.MyTurn)

            else:
                if self.world.has_component(
                        targetent, c.Health) and self.world.has_component(
                            entity, c.Attack):
                    if entity == self.world.tags.player or targetent == self.world.tags.player:
                        # The player must be involved for damage to be inflicted in a bump.
                        # This is so that AI don't attack each other when trying to move.
                        damage = self.world.entity_component(entity,
                                                             c.Attack).damage
                        self.world.create_entity(
                            c.Damage(targetent,
                                     damage,
                                     burn=self.world.has_component(
                                         entity, c.FireElement),
                                     freeze=self.world.has_component(
                                         entity, c.IceElement)))

                        if entity == self.world.tags.player:
                            self.game.camera.shake(5)
                            audio.play("punch", 0.5)

                        if self.world.has_component(entity, c.Bomber):
                            self.world.add_component(entity, c.Explode())
                            self.world.remove_component(entity, c.Bomber)

                        self.world.remove_component(entity, c.MyTurn)
        for entity, _ in self.world.get_component(c.Bump):
            self.world.remove_component(entity, c.Bump)
Esempio n. 26
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    def process(self, **args):
        for message_entity, damage in self.world.get_component(c.Damage):
            if self.world.has_component(damage.target, c.Health):
                targethealth = self.world.entity_component(
                    damage.target, c.Health)

                targethealth.current -= damage.amount
                if damage.target == self.world.tags.player:
                    self.game.camera.shake(5 + damage.amount * 2)
                    audio.play("ow", 0.4)
                if targethealth.current <= 0:
                    self.world.add_component(damage.target, c.Dead())
                    if damage.target != self.world.tags.player:
                        self.game.parent.kills += 1
                    if self.world.has_component(self.world.tags.player,
                                                c.SpeedOnKill):
                        self.game.speed_entity(self.world.tags.player, 1)

                if damage.burn and not self.world.has_component(
                        damage.target, c.FireElement):
                    self.world.add_component(damage.target, c.Burning(5))

                if damage.freeze and not self.world.has_component(
                        damage.target, c.IceElement):
                    self.world.add_component(damage.target, c.Frozen())

            if self.world.has_component(
                    damage.target, c.Item) and not self.world.has_component(
                        damage.target, c.Explosive):
                self.world.add_component(damage.target, c.Dead())

            if self.world.has_component(damage.target, c.Explosive):
                self.world.entity_component(damage.target,
                                            c.Explosive).primed = True

            if self.world.has_component(damage.target, c.AIFlyWizard):
                if self.world.entity_component(damage.target,
                                               c.AIFlyWizard).state == "angry":
                    next_state = "normal"
                else:
                    next_state = "angry"
                self.world.get_system(AIFlyWizardSystem).change_state(
                    damage.target, next_state)

            self.world.delete_entity(message_entity)
Esempio n. 27
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def play():
    display.clear()
    radio.on()
    radio.config(channel=90, queue=12)
    count = -1

    def gen():
        recvd = audio.AudioFrame()
        empty = audio.AudioFrame()
        while True:
            if radio.receive_bytes_into(recvd) == 32:
                yield recvd
            else:
                yield empty
            if button_a.is_pressed() and button_b.is_pressed():
                return

    audio.play(gen())
Esempio n. 28
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    def handle_input(self, keypress):
        handled = False
        if keypress.has_action(key_input.Action.DOWN):
            handled = True
            self.cursorpos = min(self.cursorpos + 1, self.size-1)
            audio.play("click2", replace=True)
        if keypress.has_action(key_input.Action.UP):
            handled = True
            self.cursorpos = max(self.cursorpos - 1, 0)
            audio.play("click2", replace=True)
        if keypress.has_action(key_input.Action.BACK):
            handled = True
            self.remove_scene()
            audio.play("drop", replace=True)
        if keypress.has_action(key_input.Action.ACCEPT):
            handled = True
            audio.play("snap1", replace=True)

            selection = self.options[self.cursorpos]
            if selection == "use":
                self.remove_scene()
                use = self.world.entity_component(self.item, c.UseEffect)
                if self.world.has_component(self.world.tags.player, c.WeakPotions):
                    for effect in use.effects: # Weak potions for mecha
                        getattr(self.parent.parent, effect[0])(self.world.tags.player, int(effect[1]/2), *effect[2:])
                else:
                    for effect in use.effects: # Normal effect
                        getattr(self.parent.parent, effect[0])(self.world.tags.player, *effect[1:])

                if self.world.entity_component(self.item, c.Item).consumable:
                    self.world.entity_component(self.world.tags.player, c.Inventory).contents.remove(self.item)
                    self.world.delete_entity(self.item)

            if selection == "prime":
                self.world.entity_component(self.item, c.Explosive).primed = True

            if selection == "throw":
                self.visible = False
                throw_scene = self.parent.add_child_scene(ThrowOptions, self.item)
                self.game.set_focus(throw_scene)
                self.remove_scene()

            if selection == "drop":
                self.remove_scene()
                self.world.entity_component(self.world.tags.player, c.Inventory).contents.remove(self.item)
                self.world.remove_component(self.item, c.Stored)

                pos = self.world.entity_component(self.world.tags.player, c.TilePosition)
                self.world.add_component(self.item, c.TilePosition(pos.x, pos.y))

        if keypress.has_action(key_input.Action.INVENTORY_CLOSE):
            self.remove_scene()

        return handled
Esempio n. 29
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def countdown():
    import time
    import audio
    import mc_clock

    pos = mc.player.getTilePos()
    mc.player.setTilePos(pos.x, pos.y, pos.z+50)
    mc_clock.init(mc)
    mc_clock.draw_face(pos)
    time.sleep(3)

    audio.play("mc_keynote/countdown.wav")
    for secs in range(30):
        mc_clock.draw_secs(secs, block.GOLD_BLOCK.id)
        time.sleep(1)
        mc_clock.draw_secs(secs, block.AIR.id)

    #audio.play("bang.wav")
    mc_clock.clear_face()
Esempio n. 30
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    def run(self):
        # set up presentation window color, and size
        bgcolor = 'black'
        txtcolor = 'white'
        self.win = visual.Window(fullscr=True, color=bgcolor)
        #self.win = visual.Window((1200, 900), color=bgcolor)  # temporary presentation window setup, exchange for line above when running actual experiment
        self.text = visual.TextStim(self.win, color=txtcolor)

        with open(self.trials_fname, 'rU') as trial_file:
            # read trial structure
            trials = list(csv.DictReader(trial_file, delimiter='\t'))

            # preload stimuli
            stimuli = [audio.read(self.stimuli_folder + trial['stimulus']) for trial in trials]

            recordings = []

            self.text.text = '||'
            self.text.draw()
            self.win.flip()
            audio.play(audio.read(self.instructions_folder + self.mode + '.wav'), wait=True)
            key = event.waitKeys(keyList=['return'])
            self.win.flip()

            for stimulus in stimuli:
                self.text.text = '+'
                self.text.draw()
                self.win.flip()
                audio.play(stimulus, wait=True)
                self.text.text = '-'
                self.text.draw()
                self.win.flip()
                recordings += [audio.record((len(stimulus) / 44100.0) + 1, wait=True)]
                keys = event.getKeys(['escape'])
                if 'escape' in keys:
                    break

            for i in range(len(recordings)):
                audio.write(self.log_prefix + trials[i]['stimulus'], recordings[i])

            self.win.close()
Esempio n. 31
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 def present_trial(self, trial):
     if trial['stim1'] != '':
         self.image.image = self.stimuli_folder + trial['stim1'] + trial[
             'stimFormat']
         self.image.draw()
     elif trial['text'] != '':
         self.text.text = trial['text']
         self.text.draw()
     self.win.callOnFlip(self.clock.reset)
     self.isi.complete()
     self.win.flip()
     if trial['trialAudio'] != '':
         #self.instructions[trial['trialAudio']].play()
         audio.play(self.instructions[trial['trialAudio']], wait=False)
     if trial['keyboard'] != '':
         keys = event.waitKeys(keyList=['escape'] +
                               trial['keyboard'].split(' '),
                               timeStamped=self.clock)
         trial['keypress'], trial['RT'] = keys[0]
         if trial['keypress'] == 'escape':
             core.quit()
         if trial['keypress'] == trial['key']:
             trial['ACC'] = 1
         else:
             trial['ACC'] = 0
         if trial['trialAudio'] != '':
             #self.instructions[trial['trialAudio']].stop()
             audio.stop()
     else:
         if trial['presTime'] != '':
             core.wait(float(trial['presTime']) / 1000 - self.frame_dur)
         elif trial['trialAudio'] != '':
             core.wait(
                 len(self.instructions[trial['trialAudio']]) / 44100.0)
             #core.wait(self.instructions[trial['trialAudio']].getDuration())
     self.win.callOnFlip(self.isi.start,
                         float(trial['ITI']) / 1000 - self.frame_dur)
     # flip buffer again and start ISI timer
     self.win.flip()
     return trial
Esempio n. 32
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    def h_play(self, key):
        """Plays currently selected track

        Also applies filters, if any are selected.
        """
        app = self.parentApp
        if not app.current_track:
            app.notify('No track selected')
            return
        for filename in app.current_track_nos:
            track_no = app._filenames_list.index(filename) + 1
            try:
                self.get_widget('track-list').values.remove(track_no)
            except ValueError:
                pass
        self.get_widget('track-list').value = []
        app.notify('Applying filters...')
        track = filters.apply(app.current_track, self.parentApp.filters)
        track = track[:app._track_length]
        self.get_widget('position').entry_widget.out_of = len(track) / 1000
        self.get_widget('position').display()
        audio.play(track, notifier=self.update_slider)
        app.notify('Playing!')
        self.set_status('Playing')
Esempio n. 33
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def post_request(url, data):
    print("Request sent to", url, " with data : ", data)
    r = requests.post(url = url, data = data)
    if(r.status_code == 200):
        print("Server answers : ", r.text)
        if(r.text.find("yes") != -1):
            play('sons/coin_coin_fort.wav')
        elif(r.text.find("Non existant") != -1):
            play('sons/coin_coin_inexistant_fort.wav')
        else:
            play('sons/coin_coin_faux_fort.wav')
    else:
        print("Something went terribly wrong.")
Esempio n. 34
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def detected_callback():
    global detector
    global mic
    global config
    global stt
    global tuling
    global rap
    detector.terminate()
    print("hotword detected")
    play('./resources/ding.wav')
    # os.system("aplay resources/ding.wav")
    # os.system("arecord -d 4 -r 16000 -c 1 -t wav -f S16_LE record.wav")
    mic.activeListenToAllOptions()
    res = stt.recognize()
    if (res['err_no']):
        print(res)
    else:
        text = res['result'][0]
        print(text)
        action = rap.isValid(text)
        if (action):
            print('handled by rapiro')
            rap.do(action)
        elif (Hass.isValid(text)):
            print('handled by hass')
            res = Hass.handle(text, config)
            stt.synthesis('已执行' + res)
            #stt.say()
            play('./speak.mp3')
        else:
            print('no handler matched , use default tuling')
            res = tuling.answer(text)
            stt.synthesis(res)
            #stt.say()
            play('./speak.mp3')
    detector.start(detected_callback=detected_callback,
                   interrupt_check=interrupt_callback,
                   sleep_time=0.03)
Esempio n. 35
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            elif pattern[x + y * 4] == 3:
                if counter % 2 == 0:
                    color = settings['color_on']
                else:
                    color = settings['color_off']

            display.drawPixel(x, y, color)
    display.flush()

    return interval


# initiate WiFi connection for the Text-to-Speach interface
if not wifi.status():
    print("Connecting to WiFi, please wait.")
    audio.play('/cache/system/wifi_connecting.mp3')
    wifi.connect()
    if not wifi.wait():
        audio.play('/cache/system/wifi_failed.mp3')
        print("Unable to connect to the WiFi network.")
    else:
        connected = True
        audio.play('/cache/system/wifi_connected.mp3')
        print("Connected to the WiFi network.")

sndmixer.begin(1)
synth = sndmixer.synth()
sndmixer.waveform(synth, 0)
sndmixer.volume(synth, 0)

# Adding callbacks
Esempio n. 36
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 def beh(obst, level, user, frame):
     if obst.get_rect().colliderect(user.get_rect()):
         if level.spawn != [x, y]:
             audio.play(audio.sfx_cp)
         level.spawn = [x, y]
Esempio n. 37
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def play_audio():
	"""
	play audio from the pi connected to the server
	"""
	play("record_one")
Esempio n. 38
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def play_data(data):
    weighted = map(operator.mul, data, WEIGHTS)
    notes = map(operator.add, BASE_NOTES, weighted)
    notes = [audio.NOTES['C']] + notes  # So we always have a baseline
    print notes
    audio.play(notes, duration=.2)
Esempio n. 39
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	def play(self) :
		audio.play(self.samples)
Esempio n. 40
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 def say(self, phrase):
     tts = gtts.gTTS(text=phrase, lang=self.language)
     tts.save(fullpath("libs/tts/response.mp3"))
     audio.play(fullpath("libs/tts/response.mp3"))
Esempio n. 41
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def play_file(name, pin=None, return_pin=None):
    #Do allocation here, as we can't do it in an interrupt.
    frame = audio.AudioFrame()
    with open(name) as file:
        audio.play(audio_generator(file, frame), pin=pin, return_pin=return_pin)
Esempio n. 42
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 def ring(self):
     audio.play(fullpath('static/alarm.wav'))
Esempio n. 43
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def play(evt):
    fn = os.path.join(recordDir, "%d.%03d.wav" % (p, w - 1))
    audio.play(fn)
Esempio n. 44
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def startTransmitting():
    audio.play(ContinuousTransmitter(), Fs)
Esempio n. 45
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def play_audio():
	play("record_one")
Esempio n. 46
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 def xmit(self, samples):
     audio.play(np.array(samples_tx), self.samplerate)
Esempio n. 47
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square = audio.AudioFrame()

HALF = len(square)//2
for i in range(HALF):
    square[i] = 8
    square[i+HALF] = 248
show_wave("Square", square)
sleep(1000)

for i in range(len(frame)):
    frame[i] = 252-i*8
show_wave("Sawtooth", frame)

del frame

#Generate a waveform that goes from triangle to square wave, reasonably smoothly.
frames = [ None ] * 32
for i in range(32):
    frames[i] = frame = audio.AudioFrame()
    for j in range(len(triangle)):
        frame[j] = (triangle[j]*(32-i) + square[j]*i)>>5

def repeated_frames(frames, count):
    for frame in frames:
        for i in range(count):
            yield frame


display.scroll("Ascending wave", wait=False)
audio.play(repeated_frames(frames, 60))
Esempio n. 48
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from microbit import *
import audio

print("Hello!")

multiple = 1 # initialise the counter

while True:
    if button_a.was_pressed(): # get the next multiple of the thirteen
        result = multiple * 13 # Calculate the result
        print("13 times " + str(multiple) + " is " + str(result)) # print the multiplication
        multiple = multiple + 1 # increment the multiple
    
    if button_b.was_pressed(): # Say Hello
        display.show(Image.HAPPY)
        audio.play(Sound.HAPPY)
        display.clear()
        
    sleep(10) # a 10 millisecond delay
Esempio n. 49
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def audioOut(output, loopback_Fs, loopback_Fc, upsample_factor, mask_noise):
    output = processOutput(output, loopback_Fs, loopback_Fc, upsample_factor, mask_noise)
    audio.play(output, loopback_Fs)