#!/usr/bin/env python """ Creates an echo effect an any Sound object. Uses sndarray and 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. version 2. changes: - Should work with different sample rates now. - put into a function. """ __author__ = "Pete 'ShredWheat' Shinners, Rene Dudfield" __copyright__ = "Copyright (C) 2004 Pete Shinners, Copyright (C) 2005 Rene Dudfield" __license__ = "Public Domain" __version__ = "2.0" import os.path import pygame.mixer, pygame.time, pygame.sndarray, pygame import pygame.surfarray, pygame.transform mixer = pygame.mixer sndarray = pygame.sndarray import time from math import sin from Numeric import * #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:', a1.shape length = a1.shape[0] #myarr = zeros(length+12000) myarr = zeros(a1.shape) 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) if mydebug: print "size", size print myarr.shape myarr[:length] = a1 #print myarr[3000:length+3000] #print a1 >> 1 #print "a1.shape", a1.shape #c = myarr[3000:length+(3000*mult)] #print "c.shape", 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:', 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 if __name__ == "__main__": import sys print "mixer.get_init", 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('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", sound.get_length() print "sound2.get_length", 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", 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('data', 'secosmic_lo.wav')) t1 = time.time() sound3 = make_echo(sound, samples_per_second) print "time to make echo", 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)