Documentation on PyQt Phonon backend audio effect 'speed' - python

When I look at the output of the function
Phonon.BackendCapabilities.availableAudioEffects()
I get this as one of the options:
>>> speed_effect = Phonon.BackendCapabilities.availableAudioEffects()[3]
>>> speed_effect.name()
PyQt4.QtCore.QString(u'speed')
>>> speed_effect.__doc__
'Phonon.EffectDescription()\nPhonon.EffectDescription(int, dict-of-QByteArray-QVariant)\nPhonon.EffectDescription(Phonon.EffectDescription)'
I understand that I need to insert this effect into a path connecting to my audio source file, and that implementation won't be difficult. What I don't understand is how to access options or what the functionality of this 'speed' effect is. How do I access it through the Python interface? Can I specify a playback rate (like 2x, 4x, etc., for doubling or quadrupling the speed) as an option to this?

Well, not too many people were looking at this so I kept going and finally figured it out. Note that all of this is specific to my particular backend media player, gstreamer, for Phonon. If you have a different backend, you'll need to do some tinkering to see what effects you need to play around with.
The way this works is that you can see names and descriptions of your Phonon.Effect() options by calling the function
from PyQt4 import QtGui, QtCore
from PyQt4.phonon import Phonon
list_of_backend_audio_effects = Phonon.BackendCapabilities.availableAudioEffects()
After this, I figured out which of the available effects was the gstreamer option 'speed', by doing this:
list_of_effect_names = [str(elem.name()) for elem in list_of_backend_audio_effects]
for iter in range(len(list_of_effect_names)):
if list_of_effect_names[iter] == 'speed':
effect_index = iter
break
Finally, you need to actually edit the parameters, which has to be done by going through a data type called a QVariant. To double the speed of the audio, here's what I called:
speed_effect = Phonon.Effect(list_of_backend_audio_effects[effect_index])
speed_effect.setParameterValue(speed_effect.parameters()[0],QtCore.QVariant(str(2)))
In the first line, I create a new Phonon.Effect() which takes the effect description as an input (the things returned by the call the availableAudioEffects()). Then I set the parameter of this effect object (the first argument) to take the QVariant value '2' (the second argument). On my system, the default speed is '1', the min is '0.1' and the max is '40', which represents ranges of speeds between one-tenth and 40 times as fast as the regular audio file encodes.
I hope this helps some Python folks with gstreamer change speeds of audio.

Related

Detecting paste in python

I'm wanting to detect when the user has pasted something in ANY application, so I can follow it up with copying a new item into the clipboard (Use case: I have a list of items I'm copying from a database one-by-one into a web-page, and would like to automatically put the next one in the clipboard once I've finished pasting.)
Currently I have a button using Tkinter that copies a field when pressed using the following code.
self.root.clipboard_clear()
self.root.clipboard_append(text)
What I need then would be some way to detect when a paste has been performed in another application, so I can then load in the next item into the clipboard. I would like it to work on Win/Mac/Linux as I work across all three. Any ideas?
As Leon's answer points out, under standard conditions, it is unlikely that you will be able to detect any use of copied objects once you've released them into the wild. However, most modern OSes support something called "delayed rendering". Not only can the format of the selection be negotiated between host and destination, but it is not advisable to copy large pieces of memory without first knowing where they are going. Both Windows and X provide a way of doing exactly what you want through this mechanism.
Rather than go into the details of how each OS implements their clipboard API, let's look at a fairly standard cross-plarform package: PyQt5. Clipboard access is implemented through the QtGui.QClipBoard class. You can trigger delayed rendering by avoiding the convenience methods and using setMimeData. In particular, you would create a custom QtCore.QMimeData subclass that implements retreiveData to fetch upon request rather than just storing the data in the clipboard. You will also have to set up your own implementations of hasFormat and formats, which should not be a problem. This will allow you to dynamically negotiate the available formats upon request, which is how delayed rendering is normally implemented.
So now let's take a look at a small application. You mentioned in the question that you have a list of items that you would like to copy successively once the first one has been copied. Let's do exactly that. Our custom retrieveData implementation will convert the current selection to a string, encode it in UTF-8 or whatever, move the selection forward, and copy that into the clipboard:
from PyQt5.QtCore import Qt, QMimeData, QStringListModel, QTimer, QVariant
from PyQt5.QtGui import QClipboard
from PyQt5.QtWidgets import QAbstractItemView, QApplication, QListView
class MyMimeData(QMimeData):
FORMATS = {'text/plain'}
def __init__(self, item, hook=None):
super().__init__()
self.item = item
self.hook = hook
def hasFormat(self, fmt):
return fmt in self.FORMATS
def formats(self):
# Ensure copy
return list(self.FORMATS)
def retrieveData(self, mime, type):
if self.hasFormat(mime):
if self.hook:
self.hook()
return self.item
return QVariant()
class MyListView(QListView):
def keyPressEvent(self, event):
if event.key() == Qt.Key_C and event.modifiers() & Qt.ControlModifier:
self.copy()
else:
super().keyPressEvent(event)
def nextRow(self):
current = self.selectedIndexes()[0]
row = None
if current:
row = self.model().index(current.row() + 1, current.column())
if row is None or row.row() == -1:
row = self.model().index(0, current.column())
self.setCurrentIndex(row)
QTimer.singleShot(1, self.copy)
def copy(self, row=None):
if row is None:
row = self.selectedIndexes()[0]
data = MyMimeData(row.data(), self.nextRow)
QApplication.clipboard().setMimeData(data, QClipboard.Clipboard)
model = QStringListModel([
"First", "Second", "Third", "Fourth", "Fifth",
"Sixth", "Seventh", "Eighth", "Ninth", "Tenth",
])
app = QApplication([])
view = MyListView()
view.setSelectionMode(QAbstractItemView.SingleSelection)
view.setModel(model)
view.show()
app.exec_()
The QTimer object here is just a hack to quickly get a separate thread to run the copy. Attempting to copy outside Qt space triggers some thread-related problems.
The key here is that you can not simply copy text to the clipboard, but rather create a placeholder object. You will not be able to use a simple interface like pyperclip, and likely tkinter.
On the bright side, the above example hopefully shows you that PyQt5 is not too complex for a simple application (and definitely a good choice for the non-simple kind). It is also nice that most operating systems support some form of delayed rendering in some form that Qt can latch on to.
Keep in mind that delayed rendering only lets you know when an object is read from the clipboard by some application, not necessarily the one you want. In fact it doesn't have to be a "paste": the application could just be peeking into the clipboard. For the simple operation described in the question, this will likely be fine. If you want better control over the communication, use something more advanced, like OS-specific monitoring of who reads the copied data, or a more robust solution like shared memory.
Disclaimer: I am not an expert in clipboards. This answer is my understanding how they work. It can be totally wrong.
Hardly there is a platform specific way to solve this, let alone do it in a cross-platform way. The act of pasting from a clipboard consists of two disconnected steps:
Peek at/read the clipboard contents
Use that data in an application specific way
During the second step the application may check the type of the data read from the clipboard and may ignore it if doesn't match the type of the data that can be pasted in the active context (e.g. an image cannot be pasted in a plain text editor). If pasting happens, it happens in the user space and each application may do it differently. Detecting all possible implementations under all platforms simply doesn't makes any sense.
At best you can monitor the acts of peeking at the clipboard contents, yet any application (consider a third party clipboard manager) can examine the clipboard eagerly without any explicit actions from the user, hence those events are not necessarily followed by any observable utilization of that data.
The following loose analogy from the real world will probably convince you to abandon looking for a solution. Suppose that you apply for and are granted a patent to some recipe. The patent is published and can be read by anyone. Could you ask for an effective way to detect any instances of a dish being cooked according to the patented recipe?
On ms-windows, it seems you should be able to use a global hook (using SetWindowsHookExA) to intercept the relevant WM_PASTE message.
Well,I used to use this to make a global hotkeys for my tools.(In pynput official document,it also support linux/mac OS.)
A minimal example:
from pynput.keyboard import GlobalHotKeys
import platform
# platform.system() can detect the device.(macOS/Windows/Linux)
def yourfunction():
print("detect paste...") # each time when you pressed "Ctrl+V",it will call the function
if platform.system() == 'Windows':
with GlobalHotKeys({"<ctrl>+v":yourfunction}) as listener:
listener.join()
PS:It could used in Chrome,Edge(Most of application).But it couldn't used in games.

Get menu entries of GDBusMenuModel with PyGObject

So because I have the unity-gtk-module installed, all gtk-applications export their menu over the dbus SessionBus. My goal is to extract a list of all available menu entries. I've already implemented this with the help of pydbus, but for some reason, this solution is highly unstable and some applications just flat out crash. The unity-gtk-module uses Gio's g_dbus_connection_export_menu_model () to export its GMenuModel modeled menu over dbus, so I thought it would make sense to try to use Gio to process the exported menu. Gio uses the GDBusMenuModel class to retrieve a menu from the bus. Python uses PyGObject for wrapping Gio:
from gi.repository import Gio
connection = Gio.bus_get_sync(Gio.BusType.SESSION, None)
menuModel = Gio.DBusMenuModel.get(connection, [bus-name e.g. ":1.5"], [object-path e.g. "/com/canonical/unity/gtk/window/0"])
Now menuModel should be wrapping the GMenuModel from my application. At this point I'm honestly a bit confused about how exactly the GMenuModel works (the Description is not really helping) but it seems I have to use a GMenuAttributeIter object to iterate through the entries. But when I try this:
iter = Gio.MenuModel.iterate_item_attributes(menuModel, 0) #0 is the index of the root node
this happens:
GLib-GIO-CRITICAL **: g_dbus_menu_model_get_item_attributes: assertion 'proxy->items' failed
GLib-GIO-CRITICAL **: GMenuModel implementation 'GDBusMenuModel' doesn't override iterate_item_attributes() and fails to return sane calues from get_item_attributes()
This probably happens because GDBusMenuModel inherits GMenuModel which provides these methods, but is abstract, so GDBusMenuModel should override them, which it doesn't (see link above, it provides just g_dbus_menu_model_get ()). If this is the case, how am I supposed to actually use this class as a proxy? And if it's not, what am I doing wrong?
I justed logged in to SO the first time after a few years and remembered that I've actually found a solution to this question (I think). Honestly, I can't remember what half of these words even mean, but at the time I wrote a script to accomplish the task posed in the title, and as far as I remember, in the end, it worked out: https://gist.github.com/encomiastical/caa0ee955300bc2a40ef55d123b06212

Making a Savefile for a Text-Based Game in Python

tl;dr in bold below
I'm currently developing a text-based adventure game, and I've implemented a basic saving system.
The process takes advantage of the 'pickle' module. It generates or appends to a file with a custom extension (when it is, in reality, a text file).
The engine pickles the player's location, their inventory, and, well, the last part is where it gets a little weird.
The game loads dialog from a specially formatted script (Here I mean as in an actor's script). Some dialog changes based on certain conditions (already spoken to them before, new event, etc.). So, for that third object the engine saves, it saves ALL dialog trees in their current positions. As in, it saves the literal script in its current state.
Here is the saving routine:
with open('save.devl','wb') as file:
pickle.dump((current_pos,player_inv,dia_dict),file)
for room in save_map:
pickle.dump(room,file)
file.close()
My problem is, this process makes a very ugly, very verbose, super large text file. Now I know that text files are basically the smallest files I can generate, but I was wondering if there was any way to compress or otherwise make more efficient the process of recording the state of everything in the game. Or, less preferably but better in the long run, just a smarter way to save the player's data.
The format of dialog was requested. Here is a sample:
[Isaac]
a: Hello.|1. I'm Evan.|b|
b: Nice to meet you.|1. Where are you going?\2.Goodbye.|c,closer|
c: My cousin's wedding.|1. Interesting. Where are you from?\2. What do you know about the ship?\3. Goodbye.|e,closer|
closer: See you later.||break|
e: It's the WPT Magnus. Cruise-class zeppelin. Been in service for about three years, I believe.||c|
standing: Hello, again.|1. What do you know about the ship?\2.Goodbye.|e,closer|
The name in brackets is how the program identifies which tree to call. Each letter is a separate branch in the tree. The bars separate the branch into three parts: 1. What the character says 2. The responses you are allowed 3. Where each response goes, or if the player doesn't respond, where the player is directed afterwards.
In this example, after the player has talked to Isaac, the 'a' branch is erased from the copy of the tree that the game stores in memory. It then permanently uses the 'standing' branch.
Pickle itself has other protocols that are all more compact than the default protocol (protocol 0) - which is the only one "text based" - the others are binary protocols.
But them, you hardly would get more than 50% of the file size - to be able to enhance the answer, we need to know better what you are saving, and if there are smarter ways to save your data - for example, by avoiding repeating the same sub-data structure if it is present in several of your rooms. (Although if you are using object identity inside your game, Pickle should take care of that).
That said, just change your pickle.dump calls to include the protocol parameter - the -1 value is equivalent to "HIGHEST_PROTOCOL", which is usually the most efficient:
pickle.dump(room,file, protocol=-1)
(loading the pickles do not require that the protocol is passed at all)
Aditionally, you might want to use Python's zlib interface to compress pickle data. That could give you another 20-30% file size reduction - you have to chain the calls to file.write, zlib.compress and pickle.dumps, so you will be easier with a little helper code - also you need to control file offsets, as zlib is not like pickle which advances the file pointer:
import pickle, zlib
def store_obj(file_, obj):
compressed = zlib.compress(pickle.dumps(obj, protocol=-1), level=9)
file_.write(len(compressed).to_bytes(4, "little"))
file_.write(compressed)
def get_obj(file_):
obj_size = int.from_bytes(file_.read(4), "little")
if obj_size == 0:
return None
data = zlib.decompress(self.file_.read(obj_size))
return pickle.loads(data)

What is the simplest way to get from MIDI to real audio coming out my speakers (sound synthesis) in Python?

I'm starting work on an app that will need to create sound from lots of pre-loaded ".mid" files.
I'm using Python and Kivy to create an app, as I have made an app already with these tools and they are the only code I know. The other app I made uses no sound whatsoever.
Naturally, I want to make sure that the code I write will work cross-platform.
Right now, I'm simply trying to prove that I can create any real sound from a midi note.
I took this code suggested from another answer to a similar question using FluidSynth and Mingus:
from mingus.midi import fluidsynth
fluidsynth.init('/usr/share/sounds/sf2/FluidR3_GM.sf2',"alsa")
fluidsynth.play_Note(64,0,100)
But I hear nothing and get this error:
fluidsynth: warning: Failed to pin the sample data to RAM; swapping is possible.
Why do I get this error, how do I fix it, and is this the simplest way or even right way?
I could be wrong but I don't think there is a "0" channel which is what you are passing as your second argument to .play_Note(). Try this:
fluidsynth.play_Note(64,1,100)
or (from some documentation)
from mingus.containers.note import Note
n = Note("C", 4)
n.channel = 1
n.velocity = 50
fluidSynth.play_Note(n)
UPDATE:
There are references to only channels 1-16 in the source code for that method with the default channel set to 1:
def play_Note(self, note, channel = 1, velocity = 100):
"""Plays a Note object on a channel[1-16] with a \
velocity[0-127]. You can either specify the velocity and channel \
here as arguments or you can set the Note.velocity and Note.channel \
attributes, which will take presedence over the function arguments."""
if hasattr(note, 'velocity'):
velocity = note.velocity
if hasattr(note, 'channel'):
channel = note.channel
self.fs.noteon(int(channel), int(note) + 12, int(velocity))
return True

AssertionError while generating python wrapper for dll file using comtypes.client.GetModule()

I'm trying to use "PortableDevice.PortableDevice" COM API for my python application. When I try to generate python wrapper as follow:
comtypes.client.GetModule("C:\\Windows\\system32\\PortableDeviceApi.dll")
I get following error message:
assert sizeof(__MIDL_IOleAutomationTypes_0004) == 16, sizeof(__MIDL_IOleAutomationTypes_0004)
AssertionError: 8
Can anyone please help me to troubleshoot this issue?
The main reason why this fails is due to a kludge in comtypes, where the DECIMAL type is not properly defined. As is, it needs 64 bits, or 8 bytes, for a double float, but it should really take 16 bytes, or 128 bits, for the actual struct.
For your current purpose, you can get along with any definition of DECIMAL that has the proper size, so here's one:
# comtypes/automation.py
class tagDEC(Structure):
_fields_ = [("wReserved", c_ushort),
("scale", c_ubyte),
("sign", c_ubyte),
("Hi32", c_ulong),
("Lo64", c_ulonglong)]
DECIMAL = tagDEC
# comtypes/tools/tlbparser.py
DECIMAL_type = typedesc.Structure("DECIMAL",
align=alignment(automation.DECIMAL)*8,
members=[], bases=[],
size=sizeof(automation.DECIMAL)*8)
However, you'll probably stump over the fact that some methods in the Portable Device API are not suitable for automation.
For instance, IPortableDeviceManager::GetDevices has the unique attribute (in the actual PortableDeviceApi.idl file, not in the documentation), which means you can actually pass NULL. However, type libraries don't capture this information.
That same argument can actually be an array which size is determined by the next argument. Again, type libraries don't support this, only single-object top-level pointers. Moreover, the actual IDL doesn't have a size_is attribute, which means either that the method call will not work across apartments or that this interface has a custom marshaler.
A quick look at the Portable Device API in general shows that this pattern is consistently applied in other methods that actually use arrays. It seems as if someone familiar with the Win32 API made these methods, because there are a bunch of Win32 functions that are overloaded to fetch the size of some array when that array argument is NULL. This is not the usual COM way at all, it would be better to have two methods (with the same race condition between knowing the number of elements, allocating enough memory and fetching them), a single method with only out arguments (no race condition, but no control over memory usage) or use enumerators (e.g. IEnumPortableDevice, harder, but much cleaner).
Anyway, you can take the code that comtypes.client.GetModule("…PortableDeviceApi.dll") generates as a first step. Then, follow these instructions to make the Python methods actually call the COM methods in the documented way. For instance, IPortableManager::GetDevices would become:
# comtypes/gen/_1F001332_1A57_4934_BE31_AFFC99F4EE0A_0_1_0.py
class IPortableDeviceManager(comtypes.gen._00020430_0000_0000_C000_000000000046_0_2_0.IUnknown):
# ...
def GetDevices(self):
cPnPDeviceIDs = c_ulong(0)
self.__com_GetDevices(None, byref(cPnPDeviceIDs))
PnPDeviceIDs = (WSTRING * cPnPDeviceIDs.value)()
self.__com_GetDevices(PnPDeviceIDs, byref(cPnPDeviceIDs))
deviceIDs = PnPDeviceIDs[:cPnPDeviceIDs.value]
for i in range(cPnPDeviceIDs.value):
windll.ole32.CoTaskMemFree(cast(PnPDeviceIDs, POINTER(c_void_p))[i])
return deviceIDs
# ...
IPortableDeviceManager._methods_ = [
COMMETHOD([], HRESULT, 'GetDevices',
( ['in'], POINTER(WSTRING), 'pPnPDeviceIDs' ),
( ['in'], POINTER(c_ulong), 'pcPnPDeviceIDs' )),
# ...
The following test runs successfully, although it returns an empty list in my case, since I don't have any connected device right now:
# First run
import os
from comtypes.client import GetModule
GetModule(os.getenv("WINDIR") + "\\system32\\PortableDeviceApi.dll")
# Quit python
# Edit comtypes/gen/_1F001332_1A57_4934_BE31_AFFC99F4EE0A_0_1_0.py
# Subsequent runs
from comtypes.client import CreateObject
from comtypes.gen.PortableDeviceApiLib import *
CreateObject(PortableDeviceManager).GetDevices()
I can't provide more help without scavenging further into comtypes. I suggest you contact its authors or maintainers.
EDIT: Meanwhile, I created a ticket at the SourceForge site. Since the project was transitioning out of SourceForge, it seemed to be forgotten, but it wasn't (here too).
Have you tried to import the module since then?

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