Audio System (aud)¶
Audaspace (pronounced “outer space”) is a high level audio library.
Basic Sound Playback¶
This script shows how to use the classes: Device, Sound and
Handle.
import aud
device = aud.Device()
# load sound file (it can be a video file with audio)
sound = aud.Sound('music.ogg')
# play the audio, this return a handle to control play/pause
handle = device.play(sound)
# if the audio is not too big and will be used often you can buffer it
sound_buffered = aud.Sound.buffer(sound)
handle_buffered = device.play(sound_buffered)
# stop the sounds (otherwise they play until their ends)
handle.stop()
handle_buffered.stop()
- aud.AP_LOCATION¶
constant value 3
- aud.AP_ORIENTATION¶
constant value 4
- aud.AP_PANNING¶
constant value 1
- aud.AP_PITCH¶
constant value 2
- aud.AP_VOLUME¶
constant value 0
- aud.CHANNELS_INVALID¶
constant value 0
- aud.CHANNELS_MONO¶
constant value 1
- aud.CHANNELS_STEREO¶
constant value 2
- aud.CHANNELS_STEREO_LFE¶
constant value 3
- aud.CHANNELS_SURROUND4¶
constant value 4
- aud.CHANNELS_SURROUND5¶
constant value 5
- aud.CHANNELS_SURROUND51¶
constant value 6
- aud.CHANNELS_SURROUND61¶
constant value 7
- aud.CHANNELS_SURROUND71¶
constant value 8
- aud.CODEC_AAC¶
constant value 1
- aud.CODEC_AC3¶
constant value 2
- aud.CODEC_FLAC¶
constant value 3
- aud.CODEC_INVALID¶
constant value 0
- aud.CODEC_MP2¶
constant value 4
- aud.CODEC_MP3¶
constant value 5
- aud.CODEC_OPUS¶
constant value 8
- aud.CODEC_PCM¶
constant value 6
- aud.CODEC_VORBIS¶
constant value 7
- aud.CONTAINER_AC3¶
constant value 1
- aud.CONTAINER_FLAC¶
constant value 2
- aud.CONTAINER_INVALID¶
constant value 0
- aud.CONTAINER_MATROSKA¶
constant value 3
- aud.CONTAINER_MP2¶
constant value 4
- aud.CONTAINER_MP3¶
constant value 5
- aud.CONTAINER_OGG¶
constant value 6
- aud.CONTAINER_WAV¶
constant value 7
- aud.DISTANCE_MODEL_EXPONENT¶
constant value 5
- aud.DISTANCE_MODEL_EXPONENT_CLAMPED¶
constant value 6
- aud.DISTANCE_MODEL_INVALID¶
constant value 0
- aud.DISTANCE_MODEL_INVERSE¶
constant value 1
- aud.DISTANCE_MODEL_INVERSE_CLAMPED¶
constant value 2
- aud.DISTANCE_MODEL_LINEAR¶
constant value 3
- aud.DISTANCE_MODEL_LINEAR_CLAMPED¶
constant value 4
- aud.FORMAT_FLOAT32¶
constant value 36
- aud.FORMAT_FLOAT64¶
constant value 40
- aud.FORMAT_INVALID¶
constant value 0
- aud.FORMAT_S16¶
constant value 18
- aud.FORMAT_S24¶
constant value 19
- aud.FORMAT_S32¶
constant value 20
- aud.FORMAT_U8¶
constant value 1
- aud.RATE_11025¶
constant value 11025
- aud.RATE_16000¶
constant value 16000
- aud.RATE_192000¶
constant value 192000
- aud.RATE_22050¶
constant value 22050
- aud.RATE_32000¶
constant value 32000
- aud.RATE_44100¶
constant value 44100
- aud.RATE_48000¶
constant value 48000
- aud.RATE_8000¶
constant value 8000
- aud.RATE_88200¶
constant value 88200
- aud.RATE_96000¶
constant value 96000
- aud.RATE_INVALID¶
constant value 0
- aud.STATUS_INVALID¶
constant value 0
- aud.STATUS_PAUSED¶
constant value 2
- aud.STATUS_PLAYING¶
constant value 1
- aud.STATUS_STOPPED¶
constant value 3
- class aud.Device¶
Device objects represent an audio output backend like OpenAL or SDL, but might also represent a file output or RAM buffer output.
- classmethod lock()¶
Locks the device so that it’s guaranteed, that no samples are read from the streams until
unlock()is called. This is useful if you want to do start/stop/pause/resume some sounds at the same time.Note
The device has to be unlocked as often as locked to be able to continue playback.
Warning
Make sure the time between locking and unlocking is as short as possible to avoid clicks.
- classmethod play(sound, keep=False)¶
Plays a sound.
- Parameters
sound (
Sound) – The sound to play.keep (bool) – See
Handle.keep.
- Returns
The playback handle with which playback can be controlled with.
- Return type
- classmethod stopAll()¶
Stops all playing and paused sounds.
- channels¶
The channel count of the device.
- distance_model¶
The distance model of the device.
See also
- doppler_factor¶
The doppler factor of the device. This factor is a scaling factor for the velocity vectors in doppler calculation. So a value bigger than 1 will exaggerate the effect as it raises the velocity.
- format¶
The native sample format of the device.
- listener_location¶
The listeners’s location in 3D space, a 3D tuple of floats.
- listener_orientation¶
The listener’s orientation in 3D space as quaternion, a 4 float tuple.
- listener_velocity¶
The listener’s velocity in 3D space, a 3D tuple of floats.
- rate¶
The sampling rate of the device in Hz.
- speed_of_sound¶
The speed of sound of the device. The speed of sound in air is typically 343.3 m/s.
- volume¶
The overall volume of the device.
- class aud.DynamicMusic¶
The DynamicMusic object allows to play music depending on a current scene, scene changes are managed by the class, with the possibility of custom transitions. The default transition is a crossfade effect, and the default scene is silent and has id 0
- classmethod addScene(scene)¶
Adds a new scene.
- Parameters
scene (
Sound) – The scene sound.- Returns
The new scene id.
- Return type
int
- classmethod addTransition(ini, end, transition)¶
Adds a new scene.
- Parameters
ini (int) – the initial scene foor the transition.
end (int) – The final scene for the transition.
transition (
Sound) – The transition sound.
- Returns
false if the ini or end scenes don’t exist, true othrwise.
- Return type
bool
- classmethod pause()¶
Pauses playback of the scene.
- Returns
Whether the action succeeded.
- Return type
bool
- classmethod resume()¶
Resumes playback of the scene.
- Returns
Whether the action succeeded.
- Return type
bool
- classmethod stop()¶
Stops playback of the scene.
- Returns
Whether the action succeeded.
- Return type
bool
- fadeTime¶
The length in seconds of the crossfade transition
- position¶
The playback position of the scene in seconds.
- scene¶
The current scene
- status¶
Whether the scene is playing, paused or stopped (=invalid).
- volume¶
The volume of the scene.
- class aud.Handle¶
Handle objects are playback handles that can be used to control playback of a sound. If a sound is played back multiple times then there are as many handles.
- classmethod pause()¶
Pauses playback.
- Returns
Whether the action succeeded.
- Return type
bool
- classmethod resume()¶
Resumes playback.
- Returns
Whether the action succeeded.
- Return type
bool
- classmethod stop()¶
Stops playback.
- Returns
Whether the action succeeded.
- Return type
bool
Note
This makes the handle invalid.
- attenuation¶
This factor is used for distance based attenuation of the source.
See also
- cone_angle_inner¶
The opening angle of the inner cone of the source. If the cone values of a source are set there are two (audible) cones with the apex at the
locationof the source and with infinite height, heading in the direction of the source’sorientation. In the inner cone the volume is normal. Outside the outer cone the volume will becone_volume_outerand in the area between the volume will be interpolated linearly.
- cone_angle_outer¶
The opening angle of the outer cone of the source.
See also
- cone_volume_outer¶
The volume outside the outer cone of the source.
See also
- distance_maximum¶
The maximum distance of the source. If the listener is further away the source volume will be 0.
See also
- distance_reference¶
The reference distance of the source. At this distance the volume will be exactly
volume.See also
- keep¶
Whether the sound should be kept paused in the device when its end is reached. This can be used to seek the sound to some position and start playback again.
Warning
If this is set to true and you forget stopping this equals a memory leak as the handle exists until the device is destroyed.
- location¶
The source’s location in 3D space, a 3D tuple of floats.
- loop_count¶
The (remaining) loop count of the sound. A negative value indicates infinity.
- orientation¶
The source’s orientation in 3D space as quaternion, a 4 float tuple.
- pitch¶
The pitch of the sound.
- position¶
The playback position of the sound in seconds.
- relative¶
Whether the source’s location, velocity and orientation is relative or absolute to the listener.
- status¶
Whether the sound is playing, paused or stopped (=invalid).
- velocity¶
The source’s velocity in 3D space, a 3D tuple of floats.
- volume¶
The volume of the sound.
- volume_maximum¶
The maximum volume of the source.
See also
- volume_minimum¶
The minimum volume of the source.
See also
- class aud.PlaybackManager¶
A PlabackManager object allows to easily control groups os sounds organized in categories.
- classmethod addCategory(volume)¶
Adds a category with a custom volume.
- Parameters
volume (float) – The volume for ther new category.
- Returns
The key of the new category.
- Return type
int
- classmethod clean()¶
Cleans all the invalid and finished sound from the playback manager.
- classmethod getVolume(catKey)¶
Retrieves the volume of a category.
- Parameters
catKey (int) – the key of the category.
- Returns
The volume of the cateogry.
- Return type
float
- classmethod pause(catKey)¶
Pauses playback of the category.
- Parameters
catKey (int) – the key of the category.
- Returns
Whether the action succeeded.
- Return type
bool
- classmethod play(sound, catKey)¶
Plays a sound through the playback manager and assigns it to a category.
- classmethod resume(catKey)¶
Resumes playback of the catgory.
- Parameters
catKey (int) – the key of the category.
- Returns
Whether the action succeeded.
- Return type
bool
- classmethod setVolume(volume, catKey)¶
Changes the volume of a category.
- Parameters
volume (float) – the new volume value.
catKey (int) – the key of the category.
- Returns
Whether the action succeeded.
- Return type
int
- classmethod stop(catKey)¶
Stops playback of the category.
- Parameters
catKey (int) – the key of the category.
- Returns
Whether the action succeeded.
- Return type
bool
- class aud.Sequence¶
This sound represents sequenced entries to play a sound sequence.
- classmethod add()¶
Adds a new entry to the sequence.
- Parameters
sound (
Sound) – The sound this entry should play.begin (double) – The start time.
end (double) – The end time or a negative value if determined by the sound.
skip (double) – How much seconds should be skipped at the beginning.
- Returns
The entry added.
- Return type
- classmethod remove()¶
Removes an entry from the sequence.
- Parameters
entry (
SequenceEntry) – The entry to remove.
- classmethod setAnimationData()¶
Writes animation data to a sequence.
- Parameters
type (int) – The type of animation data.
frame (int) – The frame this data is for.
data (sequence of float) – The data to write.
animated (bool) – Whether the attribute is animated.
- channels¶
The channel count of the sequence.
- distance_model¶
The distance model of the sequence.
See also
- doppler_factor¶
The doppler factor of the sequence. This factor is a scaling factor for the velocity vectors in doppler calculation. So a value bigger than 1 will exaggerate the effect as it raises the velocity.
- fps¶
The listeners’s location in 3D space, a 3D tuple of floats.
- muted¶
Whether the whole sequence is muted.
- rate¶
The sampling rate of the sequence in Hz.
- speed_of_sound¶
The speed of sound of the sequence. The speed of sound in air is typically 343.3 m/s.
- class aud.SequenceEntry¶
SequenceEntry objects represent an entry of a sequenced sound.
- classmethod move()¶
Moves the entry.
- Parameters
begin (double) – The new start time.
end (double) – The new end time or a negative value if unknown.
skip (double) – How many seconds to skip at the beginning.
- classmethod setAnimationData()¶
Writes animation data to a sequenced entry.
- Parameters
type (int) – The type of animation data.
frame (int) – The frame this data is for.
data (sequence of float) – The data to write.
animated (bool) – Whether the attribute is animated.
- attenuation¶
This factor is used for distance based attenuation of the source.
See also
- cone_angle_inner¶
The opening angle of the inner cone of the source. If the cone values of a source are set there are two (audible) cones with the apex at the
locationof the source and with infinite height, heading in the direction of the source’sorientation. In the inner cone the volume is normal. Outside the outer cone the volume will becone_volume_outerand in the area between the volume will be interpolated linearly.
- cone_angle_outer¶
The opening angle of the outer cone of the source.
See also
- cone_volume_outer¶
The volume outside the outer cone of the source.
See also
- distance_maximum¶
The maximum distance of the source. If the listener is further away the source volume will be 0.
See also
- distance_reference¶
The reference distance of the source. At this distance the volume will be exactly
volume.See also
- muted¶
Whether the entry is muted.
- relative¶
Whether the source’s location, velocity and orientation is relative or absolute to the listener.
- sound¶
The sound the entry is representing and will be played in the sequence.
- volume_maximum¶
The maximum volume of the source.
See also
- volume_minimum¶
The minimum volume of the source.
See also
- class aud.Sound¶
Sound objects are immutable and represent a sound that can be played simultaneously multiple times. They are called factories because they create reader objects internally that are used for playback.
- classmethod buffer(data, rate)¶
Creates a sound from a data buffer.
- classmethod file(filename)¶
Creates a sound object of a sound file.
- Parameters
filename (string) – Path of the file.
- Returns
The created
Soundobject.- Return type
Warning
If the file doesn’t exist or can’t be read you will not get an exception immediately, but when you try to start playback of that sound.
- classmethod list()¶
Creates an empty sound list that can contain several sounds.
- classmethod sawtooth(frequency, rate=48000)¶
Creates a sawtooth sound which plays a sawtooth wave.
- classmethod silence(rate=48000)¶
Creates a silence sound which plays simple silence.
- classmethod sine(frequency, rate=48000)¶
Creates a sine sound which plays a sine wave.
- classmethod square(frequency, rate=48000)¶
Creates a square sound which plays a square wave.
- classmethod triangle(frequency, rate=48000)¶
Creates a triangle sound which plays a triangle wave.
- classmethod ADSR(attack, decay, sustain, release)¶
Attack-Decay-Sustain-Release envelopes the volume of a sound. Note: there is currently no way to trigger the release with this API.
- classmethod accumulate(additive=False)¶
Accumulates a sound by summing over positive input differences thus generating a monotonic sigal. If additivity is set to true negative input differences get added too, but positive ones with a factor of two.
Note that with additivity the signal is not monotonic anymore.
- classmethod addSound(sound)¶
Adds a new sound to a sound list.
- Parameters
sound (
Sound) – The sound that will be added to the list.
Note
You can only add a sound to a sound list.
- classmethod cache()¶
Caches a sound into RAM.
This saves CPU usage needed for decoding and file access if the underlying sound reads from a file on the harddisk, but it consumes a lot of memory.
Note
Only known-length factories can be buffered.
Warning
Raw PCM data needs a lot of space, only buffer short factories.
- classmethod data()¶
Retrieves the data of the sound as numpy array.
- Returns
A two dimensional numpy float array.
- Return type
numpy.ndarray
Note
Best efficiency with cached sounds.
- classmethod delay(time)¶
Delays by playing adding silence in front of the other sound’s data.
- classmethod envelope(attack, release, threshold, arthreshold)¶
Delays by playing adding silence in front of the other sound’s data.
- classmethod fadein(start, length)¶
Fades a sound in by raising the volume linearly in the given time interval.
- Parameters
start (float) – Time in seconds when the fading should start.
length (float) – Time in seconds how long the fading should last.
- Returns
The created
Soundobject.- Return type
Note
Before the fade starts it plays silence.
- classmethod fadeout(start, length)¶
Fades a sound in by lowering the volume linearly in the given time interval.
- Parameters
start (float) – Time in seconds when the fading should start.
length (float) – Time in seconds how long the fading should last.
- Returns
The created
Soundobject.- Return type
Note
After the fade this sound plays silence, so that the length of the sound is not altered.
- classmethod filter(b, a=1)¶
Filters a sound with the supplied IIR filter coefficients. Without the second parameter you’ll get a FIR filter.
If the first value of the a sequence is 0, it will be set to 1 automatically. If the first value of the a sequence is neither 0 nor 1, all filter coefficients will be scaled by this value so that it is 1 in the end, you don’t have to scale yourself.
- classmethod highpass(frequency, Q=0.5)¶
Creates a second order highpass filter based on the transfer function \(H(s) = s^2 / (s^2 + s/Q + 1)\)
- classmethod join(sound)¶
Plays two factories in sequence.
Note
The two factories have to have the same specifications (channels and samplerate).
- classmethod limit(start, end)¶
Limits a sound within a specific start and end time.
- classmethod loop(count)¶
Loops a sound.
- Parameters
count (integer) – How often the sound should be looped. Negative values mean endlessly.
- Returns
The created
Soundobject.- Return type
Note
This is a filter function, you might consider using
Handle.loop_countinstead.
- classmethod lowpass(frequency, Q=0.5)¶
Creates a second order lowpass filter based on the transfer function \(H(s) = 1 / (s^2 + s/Q + 1)\)
- classmethod mix(sound)¶
Mixes two factories.
- Parameters
sound (
Sound) – The sound to mix over the other.- Returns
The created
Soundobject.- Return type
Note
The two factories have to have the same specifications (channels and samplerate).
- classmethod modulate(sound)¶
Modulates two factories.
- Parameters
sound (
Sound) – The sound to modulate over the other.- Returns
The created
Soundobject.- Return type
Note
The two factories have to have the same specifications (channels and samplerate).
- classmethod mutable()¶
Creates a sound that will be restarted when sought backwards. If the original sound is a sound list, the playing sound can change.
- classmethod pingpong()¶
Plays a sound forward and then backward. This is like joining a sound with its reverse.
- classmethod pitch(factor)¶
Changes the pitch of a sound with a specific factor.
- Parameters
factor (float) – The factor to change the pitch with.
- Returns
The created
Soundobject.- Return type
Note
This is done by changing the sample rate of the underlying sound, which has to be an integer, so the factor value rounded and the factor may not be 100 % accurate.
Note
This is a filter function, you might consider using
Handle.pitchinstead.
- classmethod rechannel(channels)¶
Rechannels the sound.
- classmethod resample(rate, high_quality)¶
Resamples the sound.
- classmethod reverse()¶
Plays a sound reversed.
Note
The sound has to have a finite length and has to be seekable. It’s recommended to use this only with factories with fast and accurate seeking, which is not true for encoded audio files, such ones should be buffered using
cache()before being played reversed.Warning
If seeking is not accurate in the underlying sound you’ll likely hear skips/jumps/cracks.
- classmethod threshold(threshold=0)¶
Makes a threshold wave out of an audio wave by setting all samples with a amplitude >= threshold to 1, all <= -threshold to -1 and all between to 0.
- classmethod volume(volume)¶
Changes the volume of a sound.
Note
Should be in the range [0, 1] to avoid clipping.
Note
This is a filter function, you might consider using
Handle.volumeinstead.
- classmethod write(filename, rate, channels, format, container, codec, bitrate, buffersize)¶
Writes the sound to a file.
- Parameters
filename (string) – The path to write to.
rate (int) – The sample rate to write with.
channels (int) – The number of channels to write with.
format (int) – The sample format to write with.
container (int) – The container format for the file.
codec (int) – The codec to use in the file.
bitrate (int) – The bitrate to write with.
buffersize (int) – The size of the writing buffer.
- length¶
The sample specification of the sound as a tuple with rate and channel count.
- specs¶
The sample specification of the sound as a tuple with rate and channel count.
- class aud.Source¶
The source object represents the source position of a binaural sound.
- azimuth¶
The azimuth angle.
- distance¶
The distance value. 0 is min, 1 is max.
- elevation¶
The elevation angle.
- class aud.ThreadPool¶
A ThreadPool is used to parallelize convolution efficiently.
- class aud.error¶