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| """Add commentMore actions | |
| Notification sounds for Wan2GP video generation application | |
| Pure Python audio notification system with multiple backend support | |
| """ | |
| import os | |
| import sys | |
| import threading | |
| import time | |
| import numpy as np | |
| def generate_notification_beep(volume=50, sample_rate=44100): | |
| """Generate pleasant C major chord notification sound""" | |
| if volume == 0: | |
| return np.array([]) | |
| volume = max(0, min(100, volume)) | |
| # Volume curve mapping: 25%->50%, 50%->75%, 75%->100%, 100%->105% | |
| if volume <= 25: | |
| volume_mapped = (volume / 25.0) * 0.5 | |
| elif volume <= 50: | |
| volume_mapped = 0.5 + ((volume - 25) / 25.0) * 0.25 | |
| elif volume <= 75: | |
| volume_mapped = 0.75 + ((volume - 50) / 25.0) * 0.25 | |
| else: | |
| volume_mapped = 1.0 + ((volume - 75) / 25.0) * 0.05 # Only 5% boost instead of 15% | |
| volume = volume_mapped | |
| # C major chord frequencies | |
| freq_c = 261.63 # C4 | |
| freq_e = 329.63 # E4 | |
| freq_g = 392.00 # G4 | |
| duration = 0.8 | |
| t = np.linspace(0, duration, int(sample_rate * duration), False) | |
| # Generate chord components | |
| wave_c = np.sin(freq_c * 2 * np.pi * t) * 0.4 | |
| wave_e = np.sin(freq_e * 2 * np.pi * t) * 0.3 | |
| wave_g = np.sin(freq_g * 2 * np.pi * t) * 0.2 | |
| wave = wave_c + wave_e + wave_g | |
| # Prevent clipping | |
| max_amplitude = np.max(np.abs(wave)) | |
| if max_amplitude > 0: | |
| wave = wave / max_amplitude * 0.8 | |
| # ADSR envelope | |
| def apply_adsr_envelope(wave_data): | |
| length = len(wave_data) | |
| attack_time = int(0.2 * length) | |
| decay_time = int(0.1 * length) | |
| release_time = int(0.5 * length) | |
| envelope = np.ones(length) | |
| if attack_time > 0: | |
| envelope[:attack_time] = np.power(np.linspace(0, 1, attack_time), 3) | |
| if decay_time > 0: | |
| start_idx = attack_time | |
| end_idx = attack_time + decay_time | |
| envelope[start_idx:end_idx] = np.linspace(1, 0.85, decay_time) | |
| if release_time > 0: | |
| start_idx = length - release_time | |
| envelope[start_idx:] = 0.85 * np.exp(-4 * np.linspace(0, 1, release_time)) | |
| return wave_data * envelope | |
| wave = apply_adsr_envelope(wave) | |
| # Simple low-pass filter | |
| def simple_lowpass_filter(signal, cutoff_ratio=0.8): | |
| window_size = max(3, int(len(signal) * 0.001)) | |
| if window_size % 2 == 0: | |
| window_size += 1 | |
| kernel = np.ones(window_size) / window_size | |
| padded = np.pad(signal, window_size//2, mode='edge') | |
| filtered = np.convolve(padded, kernel, mode='same') | |
| return filtered[window_size//2:-window_size//2] | |
| wave = simple_lowpass_filter(wave) | |
| # Add reverb effect | |
| if len(wave) > sample_rate // 4: | |
| delay_samples = int(0.12 * sample_rate) | |
| reverb = np.zeros_like(wave) | |
| reverb[delay_samples:] = wave[:-delay_samples] * 0.08 | |
| wave = wave + reverb | |
| # Apply volume first, then normalize to prevent clipping | |
| wave = wave * volume * 0.5 | |
| # Final normalization with safety margin | |
| max_amplitude = np.max(np.abs(wave)) | |
| if max_amplitude > 0.85: # If approaching clipping threshold | |
| wave = wave / max_amplitude * 0.85 # More conservative normalization | |
| return wave | |
| def play_audio_with_pygame(audio_data, sample_rate=44100): | |
| """Play audio using pygame backend""" | |
| try: | |
| import pygame | |
| # Initialize pygame mixer only if not already initialized | |
| if not pygame.mixer.get_init(): | |
| pygame.mixer.pre_init(frequency=sample_rate, size=-16, channels=2, buffer=1024) | |
| pygame.mixer.init() | |
| else: | |
| # Reinitialize with new settings if needed | |
| current_freq, current_size, current_channels = pygame.mixer.get_init() | |
| if current_freq != sample_rate or current_channels != 2: | |
| pygame.mixer.quit() | |
| pygame.mixer.pre_init(frequency=sample_rate, size=-16, channels=2, buffer=1024) | |
| pygame.mixer.init() | |
| audio_int16 = (audio_data * 32767).astype(np.int16) | |
| # Convert mono to stereo | |
| if len(audio_int16.shape) == 1: | |
| stereo_data = np.column_stack((audio_int16, audio_int16)) | |
| else: | |
| stereo_data = audio_int16 | |
| sound = pygame.sndarray.make_sound(stereo_data) | |
| sound.play() | |
| pygame.time.wait(int(len(audio_data) / sample_rate * 1000) + 100) | |
| # Don't quit mixer - this can interfere with Gradio server | |
| # pygame.mixer.quit() | |
| return True | |
| except ImportError: | |
| return False | |
| except Exception as e: | |
| print(f"Pygame error: {e}") | |
| return False | |
| def play_audio_with_sounddevice(audio_data, sample_rate=44100): | |
| """Play audio using sounddevice backend""" | |
| try: | |
| import sounddevice as sd | |
| sd.play(audio_data, sample_rate) | |
| sd.wait() | |
| return True | |
| except ImportError: | |
| return False | |
| except Exception as e: | |
| print(f"Sounddevice error: {e}") | |
| return False | |
| def play_audio_with_winsound(audio_data, sample_rate=44100): | |
| """Play audio using winsound backend (Windows only)""" | |
| if sys.platform != "win32": | |
| return False | |
| try: | |
| import winsound | |
| import wave | |
| import tempfile | |
| import uuid | |
| temp_dir = tempfile.gettempdir() | |
| temp_filename = os.path.join(temp_dir, f"notification_{uuid.uuid4().hex}.wav") | |
| try: | |
| with wave.open(temp_filename, 'w') as wav_file: | |
| wav_file.setnchannels(1) | |
| wav_file.setsampwidth(2) | |
| wav_file.setframerate(sample_rate) | |
| audio_int16 = (audio_data * 32767).astype(np.int16) | |
| wav_file.writeframes(audio_int16.tobytes()) | |
| winsound.PlaySound(temp_filename, winsound.SND_FILENAME) | |
| finally: | |
| # Clean up temp file | |
| for _ in range(3): | |
| try: | |
| if os.path.exists(temp_filename): | |
| os.unlink(temp_filename) | |
| break | |
| except: | |
| time.sleep(0.1) | |
| return True | |
| except ImportError: | |
| return False | |
| except Exception as e: | |
| print(f"Winsound error: {e}") | |
| return False | |
| def play_notification_sound(volume=50): | |
| """Play notification sound with specified volume""" | |
| if volume == 0: | |
| return | |
| audio_data = generate_notification_beep(volume=volume) | |
| if len(audio_data) == 0: | |
| return | |
| # Try audio backends in order | |
| audio_backends = [ | |
| play_audio_with_pygame, | |
| play_audio_with_sounddevice, | |
| play_audio_with_winsound, | |
| ] | |
| for backend in audio_backends: | |
| try: | |
| if backend(audio_data): | |
| return | |
| except Exception as e: | |
| continue | |
| # Fallback: terminal beep | |
| print(f"All audio backends failed, using terminal beep") | |
| print('\a') | |
| def play_notification_async(volume=50): | |
| """Play notification sound asynchronously (non-blocking)""" | |
| def play_sound(): | |
| try: | |
| play_notification_sound(volume) | |
| except Exception as e: | |
| print(f"Error playing notification sound: {e}") | |
| sound_thread = threading.Thread(target=play_sound, daemon=True) | |
| sound_thread.start() | |
| def notify_video_completion(video_path=None, volume=50): | |
| """Notify about completed video generation""" | |
| play_notification_async(volume) | |
| if __name__ == "__main__": | |
| print("Testing notification sounds with different volumes...") | |
| print("Auto-detecting available audio backends...") | |
| volumes = [25, 50, 75, 100] | |
| for vol in volumes: | |
| print(f"Testing volume {vol}%:") | |
| play_notification_sound(vol) | |
| time.sleep(2) | |
| print("Test completed!") |