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midi_player_bounce_vertical_v01.py
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midi_player_bounce_vertical_v01.py
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from __future__ import division # so that a/b for integers evaluates as floating point
import pygame, sys, subprocess, os, time, mido
from pygame.locals import *
from moviepy.editor import *
import math # we'll need square roots
MODE = 'play' # Display the animation on screen in real time
#MODE = 'save' # Save the output to a video file instead of displaying on screen
#from settings.rach_prelude_D import *
#from settings.chopin_op24_2 import *
#from settings.beethoven_op7 import *
from settings.beethoven_op81a import *
#from settings.scarlatti_K440 import *
#from settings.short import *
FPS = 25 # frames per second for saved video output
LOWEST_NOTE = 21 # midi note number of the left of the screen
HIGHEST_NOTE = 108
ACCEL = 300 # force of gravity in pixels/sec/sec
KEY_HEIGHT = 30 # how far the "keyboard" is from the bottom of the screen
HEIGHT = 720
WIDTH = int(HEIGHT * 16/9)
KEY_WIDTH = WIDTH / (HIGHEST_NOTE - LOWEST_NOTE + 1)
# Calculate time for a ball to fall from the very top of the screen to the bottom
T_MAX = math.sqrt(2*(HEIGHT - KEY_HEIGHT)/ACCEL)
# set up some colours
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WHITE = (255, 255, 255)
YELLOW = (0, 255, 255)
MAGENTA = (255, 0, 255)
CYAN = (255, 255, 0)
# List of colours to be used for different tracks of the MIDI file:
NOTE_COLOURS = (WHITE, GREEN, BLUE, YELLOW, MAGENTA, CYAN, RED)
NUM_COLOURS = len(NOTE_COLOURS)
def dimmer(colour, brightness):
return(colour[0]*brightness, colour[1]*brightness, colour[2]*brightness)
class Note(object):
__slots__ = ['note', 't0', 't1', 'vel', 'track', 'channel']
# note = MIDI note number
# t0, t1 = start and finish times in seconds
# vel = MIDI velocity
# track = track number
# channel = channel number
def __str__(self): # Printable version of note for debutting
answer = 'Note number ' + str(self.note)
answer += ' time ' + str(self.t0) + '-' + str(self.t1)
answer += '; vel ' + str(self.vel) + ', track ' + str(self.track)
answer += ', ch' + str(self.channel)
return answer
def draw_key(n, t):
# If note n is playing at time t, then light up the corresponding key
if t<n.t0 or t>n.t1:
return
key = pygame.Rect((n.note - LOWEST_NOTE)*KEY_WIDTH, HEIGHT-KEY_HEIGHT,
KEY_WIDTH, KEY_HEIGHT)
col = dimmer(NOTE_COLOURS[n.track % NUM_COLOURS], n.vel/127)
pygame.draw.rect(screen, col, key)
def draw_ball(n, t):
# Draw the note n at time t as a circle
# In this case, n is a MIDI note number
# to be used as an index into the arrays key_times and key_indices
times = key_times[n]
num_notes = len(times)
if num_notes==0: # MIDI note number n is never sounded
return
# advance the index until it points to the earliest note-on event that's later than time t
while key_indices[n]<num_notes-1 and times[key_indices[n]] < t:
key_indices[n] += 1
# Now we calculate two parameters:
# d = the duration of the bounce as a whole
# eps = how far into the bounce we are at point t
if t < times[0]:
d = T_MAX
eps = times[0] - t
elif t > times[-1]: # remember that [-1] is the last element of a list
d = T_MAX
eps = t - times[-1]
else:
i = key_indices[n]
t_mid = (times[i-1] + times[i])/2
d = min(t_mid - times[i-1], T_MAX)
if t < t_mid:
eps = t - times[i-1]
else:
eps = times[i] - t
if eps >= T_MAX: # the ball is off the top of the screen
return
x = (n - LOWEST_NOTE)*KEY_WIDTH
y = HEIGHT - KEY_HEIGHT - KEY_WIDTH - ACCEL * eps * (2*d - eps)/2
ball = pygame.Rect(x, y, KEY_WIDTH, KEY_WIDTH)
pygame.draw.ellipse(screen, WHITE, ball)
# Read and parse the MIDI file
mid = mido.MidiFile(MIDI_FILE)
PPQN = mid.ticks_per_beat
def isKeyDown(e):
# e is a MIDI event.
return (e.type == 'note_on' and e.velocity > 0)
# relying on short circuit evaluation!
def isKeyUp(e):
return (e.type == 'note_off' or (e.type == 'note_on' and e.velocity == 0))
# Step through the file and create notes
allnotes = []
# Keep a pending list:
pending = {}
# When a note-on event comes up, create a pending note with t0 at current time but no t1
# key = the note value
# When there's note-off, or note-on with zero velocity
# look for a matching item in the pending list and move it to allnotes
key_times = [[] for _ in range(128)]
# This is a list of 128 empty lists, one for each MIDI note number.
# As we parse the files, we'll store the note-on times for each note in the corresponding list.
key_indices = [0]*128
# This is for playback: each key_indices element will be updated to point to the most recent key_times element
def addToPending(e, t, trk):
n = Note()
n.note = e.note
n.t0 = t
n.vel = e.velocity
n.track = trk
n.channel = e.channel
pending[n.note] = n
key_times[n.note].append(t)
def addToNotes(e, t):
note = e.note
if note in pending:
n = pending[note]
n.t1 = t
allnotes.append(n)
del pending[note]
# Read the tracks in order from background to foreground.
seconds_per_tick = 0.5 / PPQN # assume tempo of 120 beats per minute until we find out otherwise
for tracknum in [0] + TRACK_ORDER: # always include track 0 because it's the tempo map!
# nb reading the tempo still isn't quite right, as it will only use the last tempo from track 0; it won't handle multiple tempos in one piece.
t = mid.tracks[tracknum]
abstime = 0 # reset absolute time at the start of each track.
# nb abstime is in ticks
for e in t:
abstime += e.time
if e.type == 'set_tempo':
seconds_per_tick = e.tempo / PPQN / 1000000
if isKeyDown(e):
addToPending(e, abstime * seconds_per_tick, tracknum)
if isKeyUp(e):
addToNotes(e, abstime * seconds_per_tick)
for l in key_times:
l.sort()
# At this point we have an allnotes array and can start to animate it.
def make_frame(t):
screen.fill(BLACK)
for n in allnotes:
draw_key(n, t-MIDI_OFFSET)
for i in range(128):
draw_ball(i, t-MIDI_OFFSET)
if MODE == 'save':
# pymovie swaps the x and y coordinates, so we need to flip the surface back
return pygame.surfarray.array3d(
pygame.transform.rotate(
pygame.transform.flip(screen, True, False), 90
)
)
#pygame.draw.line(screen, WHITE, (WIDTH/2,0), (WIDTH/2, HEIGHT))
# Uncomment the line above to get a "now time" line drawn on the animation
# set up pygame
pygame.init()
# set up the window
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Animation')
background = pygame.Surface(screen.get_size())
background.fill(BLACK)
if MODE == 'play':
running = True
audioPlaying = False
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
t = pygame.time.get_ticks()/1000
if (not audioPlaying) and t > AUDIO_OFFSET:
audioplayer = subprocess.Popen(["/usr/bin/aplay", WAV_FILE_ORIGINAL])
audioPlaying = True
make_frame(t)
pygame.display.update()
audioplayer.kill()
pygame.display.quit()
pygame.quit()
sys.exit()
else:
# Edit the audio track: add silence at start and trim to the correct length
os.system('/usr/bin/sox '+ WAV_FILE_ORIGINAL + ' ' + WAV_FILE_TEMP +
' pad '+str(AUDIO_OFFSET) + ' trim 0 ' + str(LENGTH)
)
animation_clip = VideoClip(lambda t: make_frame(t, draw_bubble),
duration=LENGTH)
titles = TextClip(
"Prelude in D major by Sergei Rachmaninoff\n\n" +
"Performed by Alexander Hanysz\nLive recording, Pilgrim Church, Adelaide\n" +
"10th November 2013",
font='Segoe-Script-Regular', fontsize = 30, color = 'white'
)
titles = titles.set_pos('center').set_duration(7.5).fadein(3).fadeout(2.5)
audio = AudioFileClip(WAV_FILE_TEMP)
audio.set_start(AUDIO_OFFSET)
animation_clip = animation_clip.set_audio(audio)
video = CompositeVideoClip([animation_clip, titles])
video.write_videofile(OUTPUT_FILE, fps=FPS,
bitrate='2500k', audio_bitrate='320k')
# clean up:
os.system('rm '+WAV_FILE_TEMP)