mirror of
https://github.com/Wan-Video/Wan2.1.git
synced 2025-11-05 14:33:15 +00:00
235 lines
7.0 KiB
Python
235 lines
7.0 KiB
Python
"""Add commentMore actions
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Notification sounds for Wan2GP video generation application
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Pure Python audio notification system with multiple backend support
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"""
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import os
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import sys
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import threading
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import time
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import numpy as np
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os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "1"
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_cached_waveforms = {}
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_sample_rate = 44100
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_mixer_initialized = False
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_mixer_lock = threading.Lock()
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def _generate_notification_beep(volume=50, sample_rate=_sample_rate):
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"""Generate pleasant C major chord notification sound"""
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if volume == 0:
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return np.array([])
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volume = max(0, min(100, volume))
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# Volume curve mapping
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if volume <= 25:
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volume_mapped = (volume / 25.0) * 0.5
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elif volume <= 50:
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volume_mapped = 0.5 + ((volume - 25) / 25.0) * 0.25
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elif volume <= 75:
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volume_mapped = 0.75 + ((volume - 50) / 25.0) * 0.25
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else:
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volume_mapped = 1.0 + ((volume - 75) / 25.0) * 0.05
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volume = volume_mapped
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# C major chord frequencies
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freq_c, freq_e, freq_g = 261.63, 329.63, 392.00
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duration = 0.8
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t = np.linspace(0, duration, int(sample_rate * duration), False)
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# Generate chord components
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wave = (
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np.sin(freq_c * 2 * np.pi * t) * 0.4
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+ np.sin(freq_e * 2 * np.pi * t) * 0.3
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+ np.sin(freq_g * 2 * np.pi * t) * 0.2
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)
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# Normalize
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max_amplitude = np.max(np.abs(wave))
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if max_amplitude > 0:
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wave = wave / max_amplitude * 0.8
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# ADSR envelope
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def apply_adsr_envelope(wave_data):
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length = len(wave_data)
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attack_time = int(0.2 * length)
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decay_time = int(0.1 * length)
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release_time = int(0.5 * length)
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envelope = np.ones(length)
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if attack_time > 0:
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envelope[:attack_time] = np.power(np.linspace(0, 1, attack_time), 3)
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if decay_time > 0:
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start_idx, end_idx = attack_time, attack_time + decay_time
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envelope[start_idx:end_idx] = np.linspace(1, 0.85, decay_time)
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if release_time > 0:
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start_idx = length - release_time
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envelope[start_idx:] = 0.85 * np.exp(-4 * np.linspace(0, 1, release_time))
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return wave_data * envelope
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wave = apply_adsr_envelope(wave)
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# Simple low-pass filter
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def simple_lowpass_filter(signal, cutoff_ratio=0.8):
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window_size = max(3, int(len(signal) * 0.001))
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if window_size % 2 == 0:
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window_size += 1
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kernel = np.ones(window_size) / window_size
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padded = np.pad(signal, window_size // 2, mode="edge")
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filtered = np.convolve(padded, kernel, mode="same")
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return filtered[window_size // 2 : -window_size // 2]
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wave = simple_lowpass_filter(wave)
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# Add reverb
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if len(wave) > sample_rate // 4:
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delay_samples = int(0.12 * sample_rate)
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reverb = np.zeros_like(wave)
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reverb[delay_samples:] = wave[:-delay_samples] * 0.08
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wave = wave + reverb
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# Apply volume & final normalize
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wave = wave * volume * 0.5
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max_amplitude = np.max(np.abs(wave))
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if max_amplitude > 0.85:
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wave = wave / max_amplitude * 0.85
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return wave
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def _get_cached_waveform(volume):
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"""Return cached waveform for volume"""
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if volume not in _cached_waveforms:
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_cached_waveforms[volume] = _generate_notification_beep(volume)
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return _cached_waveforms[volume]
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def play_audio_with_pygame(audio_data, sample_rate=_sample_rate):
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"""Play audio with pygame backend"""
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global _mixer_initialized
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try:
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import pygame
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with _mixer_lock:
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if not _mixer_initialized:
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pygame.mixer.pre_init(frequency=sample_rate, size=-16, channels=2, buffer=512)
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pygame.mixer.init()
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_mixer_initialized = True
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mixer_info = pygame.mixer.get_init()
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if mixer_info is None or mixer_info[2] != 2:
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return False
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audio_int16 = (audio_data * 32767).astype(np.int16)
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if len(audio_int16.shape) > 1:
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audio_int16 = audio_int16.flatten()
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stereo_data = np.zeros((len(audio_int16), 2), dtype=np.int16)
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stereo_data[:, 0] = audio_int16
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stereo_data[:, 1] = audio_int16
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sound = pygame.sndarray.make_sound(stereo_data)
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pygame.mixer.stop()
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sound.play()
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duration_ms = int(len(audio_data) / sample_rate * 1000) + 50
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pygame.time.wait(duration_ms)
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return True
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except ImportError:
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return False
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except Exception as e:
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print(f"Pygame error: {e}")
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return False
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def play_audio_with_sounddevice(audio_data, sample_rate=_sample_rate):
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"""Play audio using sounddevice backend"""
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try:
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import sounddevice as sd
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sd.play(audio_data, sample_rate)
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sd.wait()
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return True
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except ImportError:
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return False
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except Exception as e:
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print(f"Sounddevice error: {e}")
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return False
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def play_audio_with_winsound(audio_data, sample_rate=_sample_rate):
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"""Play audio using winsound backend (Windows only)"""
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if sys.platform != "win32":
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return False
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try:
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import winsound, wave, tempfile, uuid
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temp_dir = tempfile.gettempdir()
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temp_filename = os.path.join(temp_dir, f"notification_{uuid.uuid4().hex}.wav")
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try:
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with wave.open(temp_filename, "w") as wav_file:
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wav_file.setnchannels(1)
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wav_file.setsampwidth(2)
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wav_file.setframerate(sample_rate)
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audio_int16 = (audio_data * 32767).astype(np.int16)
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wav_file.writeframes(audio_int16.tobytes())
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winsound.PlaySound(temp_filename, winsound.SND_FILENAME)
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finally:
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try:
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if os.path.exists(temp_filename):
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os.unlink(temp_filename)
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except:
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pass
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return True
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except ImportError:
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return False
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except Exception as e:
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print(f"Winsound error: {e}")
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return False
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def play_notification_sound(volume=50):
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"""Play notification sound with specified volume"""
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if volume == 0:
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return
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audio_data = _get_cached_waveform(volume)
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if len(audio_data) == 0:
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return
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audio_backends = [play_audio_with_pygame, play_audio_with_sounddevice, play_audio_with_winsound]
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for backend in audio_backends:
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try:
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if backend(audio_data):
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return
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except Exception:
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continue
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print("All audio backends failed, using terminal beep")
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print("\a")
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def play_notification_async(volume=50):
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"""Play notification sound asynchronously (non-blocking)"""
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def play_sound():
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try:
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play_notification_sound(volume)
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except Exception as e:
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print(f"Error playing notification sound: {e}")
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threading.Thread(target=play_sound, daemon=True).start()
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def notify_video_completion(video_path=None, volume=50):
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"""Notify about completed video generation"""
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play_notification_async(volume)
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for vol in (25, 50, 75, 100):
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_get_cached_waveform(vol) |