#!/usr/bin/env python2.7
"""
Creates an echo effect an any Sound object.

Uses sndarray and Numeric to create offset faded copies of the
original sound. Currently it just uses hardcoded values for the
number of echos and the delay. Easy for you to recreate as 
needed.

version 2. changes:
- Should work with different sample rates now.
- put into a function.

"""

__author__ = "Pete 'ShredWheat' Shinners, Rene Dudfield"
__copyright__ = "Copyright (C) 2004 Pete Shinners, Copyright (C) 2005 Rene Dudfield"
__license__ = "Public Domain"
__version__ = "2.0"


import os.path
import pygame.mixer, pygame.time, pygame.sndarray, pygame
import pygame.surfarray, pygame.transform

mixer = pygame.mixer
sndarray = pygame.sndarray
import time
from math import sin
from Numeric import *

#mixer.init(44100, -16, 0)
mixer.init()
#mixer.init(11025, -16, 0)
#mixer.init(11025)






def make_echo(sound, samples_per_second,  mydebug = True):
    """ returns a sound which is echoed of the last one.
    """

    echo_length = 3.5

    a1 = sndarray.array(sound)
    if mydebug:
        print 'SHAPE1:', a1.shape

    length = a1.shape[0]

    #myarr = zeros(length+12000)
    myarr = zeros(a1.shape)

    if len(a1.shape) > 1:
        mult = a1.shape[1]
        size = (a1.shape[0] + int(echo_length * a1.shape[0]), a1.shape[1])
        #size = (a1.shape[0] + int(a1.shape[0] + (echo_length * 3000)), a1.shape[1])
    else:
        mult = 1
        size = (a1.shape[0] + int(echo_length * a1.shape[0]),)
        #size = (a1.shape[0] + int(a1.shape[0] + (echo_length * 3000)),)

    if mydebug:
        print int(echo_length * a1.shape[0])
    myarr = zeros(size)



    if mydebug:
        print "size", size
        print myarr.shape
    myarr[:length] = a1
    #print myarr[3000:length+3000]
    #print a1 >> 1
    #print "a1.shape", a1.shape
    #c = myarr[3000:length+(3000*mult)]
    #print "c.shape", c.shape

    incr = int(samples_per_second / echo_length)
    gap = length


    myarr[incr:gap+incr] += a1>>1
    myarr[incr*2:gap+(incr*2)] += a1>>2
    myarr[incr*3:gap+(incr*3)] += a1>>3
    myarr[incr*4:gap+(incr*4)] += a1>>4

    if mydebug:
        print 'SHAPE2:', myarr.shape


    sound2 = sndarray.make_sound(myarr.astype(Int16))

    return sound2


def slow_down_sound(sound, rate):
    """  returns a sound which is a slowed down version of the original.
           rate - at which the sound should be slowed down.  eg. 0.5 would be half speed.
    """

    raise NotImplementedError
    grow_rate = 1 / rate

    # make it 1/rate times longer.

    a1 = sndarray.array(sound)

    surf = pygame.surfarray.make_surface(a1)
    print a1.shape[0] * grow_rate
    scaled_surf = pygame.transform.scale(surf, (int(a1.shape[0] * grow_rate), a1.shape[1]))
    print scaled_surf
    print surf

    a2 = a1 * rate
    print a1.shape
    print a2.shape
    print a2
    sound2 = sndarray.make_sound(a2.astype(Int16))
    return sound2




def sound_from_pos(sound, start_pos, samples_per_second = None, inplace = 1):
    """  returns a sound which begins at the start_pos.
         start_pos - in seconds from the begining.
         samples_per_second - 
    """

    # see if we want to reuse the sound data or not.
    if inplace:
        a1 = pygame.sndarray.samples(sound)
    else:
        a1 = pygame.sndarray.array(sound)

    # see if samples per second has been given.  If not, query the mixer.
    #   eg. it might be set to 22050
    if samples_per_second is None:
        samples_per_second = pygame.mixer.get_init()[0]

    # figure out the start position in terms of samples.
    start_pos_in_samples = int(start_pos * samples_per_second)

    # cut the begining off the sound at the start position.
    a2 = a1[start_pos_in_samples:]

    # make the Sound instance from the array.
    sound2 = pygame.sndarray.make_sound(a2)

    return sound2
    



if __name__ == "__main__":

    import sys

    print "mixer.get_init", mixer.get_init()
    inited = mixer.get_init()

    samples_per_second = pygame.mixer.get_init()[0]

    

    print ("-" * 30) + "\n"
    print "loading sound"
    sound = mixer.Sound(os.path.join('data', 'car_door.wav'))



    print "-" * 30
    print "start positions"
    print "-" * 30

    start_pos = 0.1
    sound2 = sound_from_pos(sound, start_pos, samples_per_second)

    print "sound.get_length", sound.get_length()
    print "sound2.get_length", sound2.get_length()
    sound2.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print "waiting 2 seconds"
    pygame.time.wait(2000)
    print "playing original sound"

    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print "waiting 2 seconds"
    pygame.time.wait(2000)



    if 0:
        #TODO: this is broken.
        print ("-" * 30) + "\n"
        print "Slow down the original sound."
        rate = 0.2
        slowed_sound = slow_down_sound(sound, rate)

        slowed_sound.play()
        while mixer.get_busy():
            pygame.time.wait(200)


    print "-" * 30
    print "echoing"
    print "-" * 30

    t1 = time.time()
    sound2 = make_echo(sound, samples_per_second)
    print "time to make echo", time.time() - t1


    print "original sound"
    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print "echoed sound"
    sound2.play()
    while mixer.get_busy():
        pygame.time.wait(200)


    sound = mixer.Sound(os.path.join('data', 'secosmic_lo.wav'))

    t1 = time.time()
    sound3 = make_echo(sound, samples_per_second)
    print "time to make echo", time.time() - t1

    print "original sound"
    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)


    print "echoed sound"
    sound3.play()
    while mixer.get_busy():
        pygame.time.wait(200)







