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fusion.py
ADDED
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import os
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import soundfile
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from pydub import AudioSegment
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from pedalboard import (
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Pedalboard,
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Reverb,
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)
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class Fusion(AudioSegment):
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class InvalidMusicFileError(Exception):
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def __init__(self, file_name):
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self.file_name = file_name
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super().__init__(f"Invalid music file: {file_name}. File not found or not recognized as a valid music file.")
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@classmethod
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async def loadSound(cls, inputFile: str):
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"""
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Loads and returns the MP3 or WAV (whichever is found) source sound file.
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Stops program execution if file not found.
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"""
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if os.path.isfile(inputFile) and inputFile.lower().endswith(('.mp3', '.wav', '.aac', '.ogg', '.flac', '.m4a')):
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return cls.from_file(inputFile, format=inputFile.split(".")[-1])
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else:
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raise cls.InvalidMusicFileError(inputFile)
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@classmethod
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async def effect8D(
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cls,
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sound,
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panBoundary: int = 100, # Perctange of dist from center that audio source can go
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jumpPercentage: int = 5, # Percentage of dist b/w L-R to jump at a time
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timeLtoR: int = 10000, # Time taken for audio source to move from left to right in ms
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volumeMultiplier: int = 6 # Max volume DB increase at edges
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):
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"""
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Generates the 8d sound effect by splitting the audio into multiple smaller pieces,
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pans each piece to make the sound source seem like it is moving from L to R and R to L in loop,
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decreases volume towards center position to make the movement sound like it is a circle
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instead of straight line.
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"""
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piecesCtoR = panBoundary / jumpPercentage
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# Total pieces when audio source moves from extreme left to extreme right
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piecesLtoR = piecesCtoR * 2
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# Time length of each piece
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pieceTime = int(timeLtoR / piecesLtoR)
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pan = []
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left = -panBoundary # Audio source to start from extreme left
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while left <= panBoundary: # Until audio source position reaches extreme right
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pan.append(left) # Append the position to pan array
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left += jumpPercentage # Increment to next position
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# Above loop generates number in range -100 to 100, this converts it to -1.0 to 1.0 scale
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pan = [x / 100 for x in pan]
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sound8d = sound[0] # Stores the 8d sound
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panIndex = 0 # Index of current pan position of pan array
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# We loop through the pan array forward once, and then in reverse (L to R, then R to L)
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iteratePanArrayForward = True
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# Loop through starting time of each piece
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for time in range(0, len(sound) - pieceTime, pieceTime):
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# time + pieceTime = ending time of piece
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piece = sound[time : time + pieceTime]
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# If at first element of pan array (Left) then iterate forward
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if panIndex == 0:
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iteratePanArrayForward = True
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# If at last element of pan array (Right) then iterate backward
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if panIndex == len(pan) - 1:
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iteratePanArrayForward = False
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# (panBoundary / 100) brings panBoundary to the same scale as elements of pan array i.e. -1.0 to 1.0
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# abs(pan[panIndex]) / (panBoundary / 100) = 1 for extreme left/right and 0 for center
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# abs(pan[panIndex]) / (panBoundary / 100) * volumeMultiplier = volumeMultiplier for extreme left/right and 0 for center
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# Hence, volAdjust = 0 for extreme left/right and volumeMultiplier for center
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volAdjust = volumeMultiplier - (
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abs(pan[panIndex]) / (panBoundary / 100) * volumeMultiplier
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)
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# Decrease piece volume by volAdjust i.e. max volume at extreme left/right and decreases towards center
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piece -= volAdjust
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# Pan the piece of sound according to the pan array element
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pannedPiece = piece.pan(pan[panIndex])
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# Iterates the pan array from left to right, then right to left, then left to right and so on..
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if iteratePanArrayForward:
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panIndex += 1
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else:
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panIndex -= 1
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# Add this panned piece of sound with adjusted volume to the 8d sound
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sound8d = sound8d + pannedPiece
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return sound8d
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@classmethod
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async def effectSlowed(cls, sound, speedMultiplier: float = 0.92 ): # Slowdown audio, 1.0 means original speed, 0.5 half speed etc
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"""
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Increases sound frame rate to slow it down.
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Returns slowed down version of the sound.
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"""
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soundSlowedDown = sound._spawn(
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sound.raw_data,
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overrides={"frame_rate": int(sound.frame_rate * speedMultiplier)},
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)
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soundSlowedDown.set_frame_rate(sound.frame_rate)
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return soundSlowedDown
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@classmethod
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async def effectReverb(
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cls,
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sound,
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roomSize: float = 0.8,
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damping: float = 1,
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width : float = 0.5,
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wetLevel: float = 0.3,
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dryLevel: float= 0.8,
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tempFile: str = "tempWavFileForReverb"
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):
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"""
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Adds reverb effect to the sound.
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"""
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outputFile = tempFile+".wav"
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# Convert the sound to a format usable by the pedalboard library
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with open(outputFile, "wb") as out_f:
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sound.export(out_f, format="wav")
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sound, sampleRate = soundfile.read(outputFile)
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# Define the reverb settings
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addReverb = Pedalboard(
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[Reverb(room_size=roomSize, damping=damping, width=width, wet_level=wetLevel, dry_level=dryLevel)]
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)
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# Add the reverb effect to the sound and return
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reverbedSound = addReverb(sound, sample_rate=sampleRate)
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with soundfile.SoundFile(outputFile, "w", samplerate=sampleRate, channels=sound.shape[1]) as f:
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f.write(sound)
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sound = cls.from_wav(outputFile)
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os.remove(outputFile)
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return sound
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@classmethod
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async def saveSound(cls, sound, outputFile: str = "output"):
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"""
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Save the sound in MP3 format.
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"""
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sound.export(outputFile + ".mp3", format="mp3")
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return f"{outputFile}.mp3"
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