Get Duration of Media Before Playing - python-3.x

I have a QMediaPlayer object, which if I try to get the duration of before letting the file buffer enough, will return -1. To my understanding, this is because the file is loaded asynchronously and duration (and subsequently position) cannot be known since it is unknown if the file is fully loaded yet.
My initial idea to solve this was to run media.play(), immediately followed by media.stop(). This does absolutely nothing. Then, I considered running media.play() and media.pause(). This does not work either. I imagine this is because the media needs to buffer for a significant period of time before the duration can be obtained. Also, this "solution" would not have been ideal regardless.
How can I get the duration of a QMediaPlayer object before the file has been played?

One possible solution is to use the durationChanged signal:
from PyQt5 import QtCore, QtMultimedia
if __name__ == '__main__':
import sys
app = QtCore.QCoreApplication(sys.argv)
player = QtMultimedia.QMediaPlayer()
#QtCore.pyqtSlot('qint64')
def on_durationChanged(duration):
print(duration)
player.stop()
QtCore.QCoreApplication.quit()
player.durationChanged.connect(on_durationChanged)
file = "/path/of/small.mp4"
player.setMedia(QtMultimedia.QMediaContent(QtCore.QUrl.fromLocalFile(file)))
player.play()
sys.exit(app.exec())

Related

Pygame Mixer gives Couldn't open audio device on Azure ML [duplicate]

I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
The reason I told the program to sleep is because I wanted a way to keep it running without typing lots of code. I had the same problem and the sound didn't play because the program closed immediately after trying to play the music.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
If you want to play a single wav file, you have to initialize the module and create a pygame.mixer.Sound() object from the file. Invoke play() to start playing the file. Finally, you have to wait for the file to play.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
Alternatively you can use pygame.mixer.get_busy to test if a sound is being mixed. Query the status of the mixer continuously in a loop.
In the loop, you need to delay the time by either pygame.time.delay or pygame.time.Clock.tick. In addition, you need to handle the events in the application loop. See pygame.event.get() respectively pygame.event.pump():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
Many of the posts are running all of this at toplevel, which is why the sound may seem to close. The final method will return while the sound is playing, which closes the program/terminal/process (depending on how called).
What you will eventually want is a probably a class that can call either single time playback or a looping function (both will be called, and will play over each other) for background music and single sound effects.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
this code covers the init for ONLY mixer (you need to figure our your root context and where the individual calls should be made for playback, at least 1 level inside root context to be able to rely on the main event loop preventing premature exit of sound files, YOU SHOULD NOT NEED TIME.SLEEP() AT ALL (very anti-pattern here).... ALSO whatever context calls the looping forever bg_music, it will probably be some 'level' or 'scene' or similar in your game/app context, when passing from one 'scene' to the next you will probably want to immediately replace the bg_music with the file for next 'scene', and if you need the fine-grained control stopping the sound_effect objects that are set to play once (or N times)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.

How to force os.stat re-read file stats by same path

I have a code that is architecturally close to posted below (unfortunately i can't post full version cause it's proprietary). I have an self-updating executable and i'm trying to test this feature. We assume that full path to this file will be in A.some_path after executing input. My problem is that assertion failed, because on second call os.stat still returning the previous file stats (i suppose it thinks that nothing could changed so it's unnecessary). I have tried to launch this manually and self-updating works completely fine and the file is really removing and recreating with stats changing. Is there any guaranteed way to force os.stat re-read file stats by the same path, or alternative option to make it works (except recreating an A object)?
from pathlib import Path
import unittest
import os
class A:
some_path = Path()
def __init__(self, _some_path):
self.some_path = Path(_some_path)
def get_path(self):
return self.some_path
class TestKit(unittest.TestCase):
def setUp(self):
pass
def check_body(self, a):
some_path = a.get_path()
modification_time = os.stat(some_path).st_mtime
# Launching self-updating executable
self.assertTrue(modification_time < os.stat(some_path).st_mtime)
def check(self):
a = A(input('Enter the file path\n'))
self.check_body(a)
def Tests():
suite = unittest.TestSuite()
suite.addTest(TestKit('check'))
return suite
def main():
tests_suite = Tests()
unittest.TextTestRunner().run(tests_suite)
if __name__ == "__main__":
main()
I have found the origins of the problem: i've tried to launch self-updating via os.system which wait till the process done. But first: during the self-updating we launch several detached proccesses and actually should wait unitl all them have ended, and the second: even the signal that the proccess ends doesn't mean that OS really completely realease the file, and looks like on assertTrue we are not yet done with all our routines. For my task i simply used sleep, but normal solution should analyze the existing proccesses in the system and wait for them to finish, or at least there should be several attempts with awaiting.

Multithreading with Watchdog

I need to run a function on all new files in a folder.
I've chosen watchdog to detect event handling, as it is rather straightforward to use. However, as the operation on each file takes roughly 30-40 seconds, the process takes relatively long whenever large quantities (ex 1000 files) of files have been added to the folder.
I have heard of multi threading, and I believe that this is the answer to my issue: Instead of running the function one by one on each item that is added - running the function (do_smth) on as many files as possible, given the restriction of my RAM. How should I go about it?
Please a minimal reproducable example of my code below:
import time
from watchdog.observers import Observer
from watchdog.events import FileSystemEventHandler
folder_to_watch= "/trigger_folder"
class EventHandler(FileSystemEventHandler):
def do_smth(self):
print("do_something")
time.sleep(2)
def on_created(self, event): # when file is created
print("Got event for file %s" % event.src_path)
time.sleep(1)
self.do_smth()
observer = Observer()
event_handler = EventHandler() # create event handler
# set observer to use created handler in directory
observer.schedule(event_handler, path=folder_to_watch)
observer.start()
# sleep until keyboard interrupt, then stop + rejoin the observer
try:
while True:
time.sleep(1)
except KeyboardInterrupt:
observer.stop()
observer.join()
Edit 1:
The do_stmh function in reality checks if the new file is an image file, and if so opens it via cv2, takes its height and width, and saves it to a .csv file among some other operations (that unfortunately take longer).

audio file isn't being parsed with Google Speech

This question is a followup to a previous question.
The snippet of code below almost works...it runs without error yet gives back a None value for results_list. This means it is accessing the file (I think) but just can't extract anything from it.
I have a file, sample.wav, living publicly here: https://storage.googleapis.com/speech_proj_files/sample.wav
I am trying to access it by specifying source_uri='gs://speech_proj_files/sample.wav'.
I don't understand why this isn't working. I don't think it's a permissions problem. My session is instantiated fine. The code chugs for a second, yet always comes up with no result. How can I debug this?? Any advice is much appreciated.
from google.cloud import speech
speech_client = speech.Client()
audio_sample = speech_client.sample(
content=None,
source_uri='gs://speech_proj_files/sample.wav',
encoding='LINEAR16',
sample_rate_hertz= 44100)
results_list = audio_sample.async_recognize(language_code='en-US')
Ah, that's my fault from the last question. That's the async_recognize command, not the sync_recognize command.
That library has three recognize commands. sync_recognize reads the whole file and returns the results. That's probably the one you want. Remove the letter "a" and try again.
Here's an example Python program that does this: https://github.com/GoogleCloudPlatform/python-docs-samples/blob/master/speech/cloud-client/transcribe.py
FYI, here's a summary of the other types:
async_recognize starts a long-running, server-side operation to translate the whole file. You can make further calls to the server to see whether it's finished with the operation.poll() method and, when complete, can get the results via operation.results.
The third type is streaming_recognize, which sends you results continually as they are processed. This can be useful for long files where you want some results immediately, or if you're continuously uploading live audio.
I finally got something to work:
import time
from google.cloud import speech
speech_client = speech.Client()
sample = speech_client.sample(
content = None
, 'gs://speech_proj_files/sample.wav'
, encoding='LINEAR16'
, sample_rate= 44100
, 'languageCode': 'en-US'
)
retry_count = 100
operation = sample.async_recognize(language_code='en-US')
while retry_count > 0 and not operation.complete:
retry_count -= 1
time.sleep(10)
operation.poll() # API call
print(operation.complete)
print(operation.results[0].transcript)
print(operation.results[0].confidence)
for op in operation.results:
print op.transcript
Then something like
for op in operation.results:
print op.transcript

How to delay the launch of an mp3 file using vlc

from gtts import *
import os
import vlc
def sauvegarde(text,i):
tts = gTTS(text, lang='fr')
tts.save("text"+str(i)+".mp3")
def play(file):
p = vlc.MediaPlayer(file)
p.play()
text = "Salut Santo c\'est Alexis, ton maitre qui te parle"
text2="Bonjour Santo"
sauvegarde(text,1)
sauvegarde(text2,2)
play("text1.mp3")
play("text2.mp3")
os.system("pause")
When I run this code the two .mp3 files that I created previously are being played at the same time. Any ideas how to play the second one after the first is finished?
vlc doesn't seem to have a blocking version of play as far as I can tell, so probably the easiest way to accomplish this is to manually wait for the first mp3 to finish. So to make a blocking version of your play function, try something like this:
import time
def play(file):
p = vlc.MediaPlayer(file)
p.play()
while(p.is_playing()):
time.sleep(0.1)
This will check is p is still playing every 100ms. Only when it is done playing, the play function will return.
Alternatively, you can use vlc.MediaListPlayer and vlc.MediaList to create a playlist containing your mp3's.

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