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SoundNode.py
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SoundNode.py
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import bpy
import aud
from bpy.types import Node
from . MindmapNodeBase import MindmapTreeNode
def set_loop(self, context):
if self.playing:
if self.loop:
exec(f"bpy.types.Scene.{self.node_name}_handle.loop_count = -1")
else:
exec(f"bpy.types.Scene.{self.node_name}_handle.loop_count = 0")
def volume_change(self, context):
if self.playing:
exec(f"bpy.types.Scene.{self.node_name}_handle.volume = {self.volume}")
def play_status(self, context):
device = aud.Device() # noqa
sound = aud.Sound(self.sound) # noqa
if self.playing:
exec(f"bpy.types.Scene.{self.node_name}_handle = device.play(sound)")
else:
exec(f"context.scene.{self.node_name}_handle.stop()")
exec(f"del bpy.types.Scene.{self.node_name}_handle")
# else:
# device.stopAll()
# Sound Node
class SoundNode(Node, MindmapTreeNode):
'''A Sound file node'''
# Optional. If not explicitly defined, the python class name is used.
bl_idname = 'SoundNodeType'
# Label for nice name display
bl_label = "Sound"
# Icon identifier
bl_icon = 'PLAY_SOUND'
# === Custom Properties ===
my_title_prop: bpy.props.StringProperty(
name='',
default='Sound' # noqa: F821
)
my_node_color: bpy.props.FloatVectorProperty(
name='',
default=(0.6, 0, 0),
subtype='COLOR', # noqa: F821
)
sound: bpy.props.StringProperty(
name='Sound', # noqa: F821
description='Load a custom sound from your computer',
subtype='FILE_PATH', # noqa: F821
default='',
maxlen=1024,
)
show_in_single_node: bpy.props.BoolProperty(
name='Show Shortcuts in Node (single)',
default=True,
)
playing: bpy.props.BoolProperty(
name='',
default=False,
update=play_status
)
volume: bpy.props.FloatProperty(
name='',
default=1.0,
min=0.0,
max=1.0,
update=volume_change
)
loop: bpy.props.BoolProperty(
name='',
default=False,
update=set_loop
)
node_name = ''
# === Optional Functions ===
# Initialization function, called when a new node is created.
def init(self, context):
self.use_custom_color = True
self.color = self.my_node_color
self.width = 250
self.node_name = str(self.name).replace('.', '')
# Copy function to initialize a copied node from an existing one.
def copy(self, node):
print("Copying from node ", node)
# Free function to clean up on removal.
def free(self):
print("Removing node ", self, ", Goodbye!")
# Additional buttons displayed on the node.
def draw_buttons(self, context, layout):
box = layout.box()
box = box.column(align=True)
box.prop(self, 'sound')
if not self.sound == '':
box.prop(
self,
'playing',
icon='PLAY' if not self.playing else 'SNAP_FACE'
)
split = box.split(factor=0.33, align=True)
split.label(
text='Volume',
icon='MUTE_IPO_OFF' if not self.volume else 'MUTE_IPO_ON')
split.prop(self, 'volume')
box.prop(
self,
'loop',
text='One Shot' if not self.loop else 'Loop',
icon='FORWARD' if not self.loop else 'FILE_REFRESH'
)
# Detail buttons in the sidebar.
# If function is not defined, the draw_buttons function is used instead
def draw_buttons_ext(self, context, layout):
column = layout.column()
row = column.row()
row.prop(self, "my_title_prop", icon='GREASEPENCIL')
# Optional: custom label
# Explicit user label overrides, but here we can define a label dynamically
def draw_label(self):
return self.my_title_prop
def update(self):
self.my_title_prop = self.my_title_prop