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"""Notification sounds for Wan2GP video generation application.

Pure Python audio notification system with multiple backend support.
Set WAN2GP_DISABLE_AUDIO=1 on headless servers to skip pygame/sounddevice initialization.
Set WAN2GP_FORCE_AUDIO=1 to bypass the automatic device detection when audio hardware is available.
"""

import os
import sys
import threading
from pathlib import Path

import numpy as np

os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "1"

_cached_waveforms = {}
_sample_rate = 44100
_mixer_initialized = False
_mixer_lock = threading.Lock()
_TRUE_VALUES = {"1", "true", "yes", "on"}


def _env_flag(name):
    value = os.environ.get(name, "")
    return value.strip().lower() in _TRUE_VALUES


_FORCE_AUDIO_BACKENDS = _env_flag("WAN2GP_FORCE_AUDIO")
_DISABLE_AUDIO_BACKENDS = _env_flag("WAN2GP_DISABLE_AUDIO")
_audio_support_cache = None
_audio_support_reason = None
_audio_backends_failed = False
_last_beep_notice = None


def _linux_audio_available():
    cards_path = Path("/proc/asound/cards")
    if not cards_path.exists():
        return False, "/proc/asound/cards is missing (no ALSA devices)"
    try:
        cards_content = cards_path.read_text(errors="ignore")
    except (OSError, UnicodeDecodeError):
        cards_content = ""
    if not cards_content.strip():
        return False, "ALSA reports no soundcards (/proc/asound/cards is empty)"
    if "no soundcards" in cards_content.lower():
        return False, "ALSA reports no soundcards (/proc/asound/cards)"

    snd_path = Path("/dev/snd")
    if not snd_path.exists():
        return False, "/dev/snd is not available"
    try:
        device_names = [entry.name for entry in snd_path.iterdir()]
    except PermissionError:
        return False, "no permission to inspect /dev/snd"
    pcm_like = [
        name
        for name in device_names
        if name.startswith(("pcm", "controlC", "hwC", "midiC"))
    ]
    if not pcm_like:
        return False, "no ALSA pcm/control devices exposed under /dev/snd"
    return True, None


def _detect_audio_support():
    if _FORCE_AUDIO_BACKENDS:
        return True, None
    if _DISABLE_AUDIO_BACKENDS:
        return False, "disabled via WAN2GP_DISABLE_AUDIO"
    if sys.platform.startswith("linux"):
        return _linux_audio_available()
    return True, None


def _should_try_audio_backends():
    global _audio_support_cache, _audio_support_reason
    if _audio_backends_failed and not _FORCE_AUDIO_BACKENDS:
        return False
    if _audio_support_cache is None:
        _audio_support_cache, _audio_support_reason = _detect_audio_support()
    return _audio_support_cache


def _terminal_beep(reason=None):
    global _last_beep_notice
    message = "Audio notification fallback: using terminal beep."
    if reason:
        message = f"Audio notification fallback: {reason}; using terminal beep."
    if message != _last_beep_notice:
        print(message)
        _last_beep_notice = message
    sys.stdout.write("\a")
    sys.stdout.flush()

def _generate_notification_beep(volume=50, sample_rate=_sample_rate):
    """Generate pleasant C major chord notification sound"""
    if volume == 0:
        return np.array([])

    volume = max(0, min(100, volume))

    # Volume curve mapping
    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

    volume = volume_mapped

    # C major chord frequencies
    freq_c, freq_e, freq_g = 261.63, 329.63, 392.00
    duration = 0.8
    t = np.linspace(0, duration, int(sample_rate * duration), False)

    # Generate chord components
    wave = (
        np.sin(freq_c * 2 * np.pi * t) * 0.4
        + np.sin(freq_e * 2 * np.pi * t) * 0.3
        + np.sin(freq_g * 2 * np.pi * t) * 0.2
    )

    # Normalize
    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, end_idx = attack_time, 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
    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 & final normalize
    wave = wave * volume * 0.5
    max_amplitude = np.max(np.abs(wave))
    if max_amplitude > 0.85:
        wave = wave / max_amplitude * 0.85

    return wave

def _get_cached_waveform(volume):
    """Return cached waveform for volume"""
    if volume not in _cached_waveforms:
        _cached_waveforms[volume] = _generate_notification_beep(volume)
    return _cached_waveforms[volume]


def play_audio_with_pygame(audio_data, sample_rate=_sample_rate):
    """Play audio with pygame backend"""
    global _mixer_initialized
    try:
        import pygame

        with _mixer_lock:
            if not _mixer_initialized:
                pygame.mixer.pre_init(frequency=sample_rate, size=-16, channels=2, buffer=512)
                pygame.mixer.init()
                _mixer_initialized = True

            mixer_info = pygame.mixer.get_init()
            if mixer_info is None or mixer_info[2] != 2:
                return False

            audio_int16 = (audio_data * 32767).astype(np.int16)
            if len(audio_int16.shape) > 1:
                audio_int16 = audio_int16.flatten()

            stereo_data = np.zeros((len(audio_int16), 2), dtype=np.int16)
            stereo_data[:, 0] = audio_int16
            stereo_data[:, 1] = audio_int16

            sound = pygame.sndarray.make_sound(stereo_data)
            pygame.mixer.stop()
            sound.play()

            duration_ms = int(len(audio_data) / sample_rate * 1000) + 50
            pygame.time.wait(duration_ms)

            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=_sample_rate):
    """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=_sample_rate):
    """Play audio using winsound backend (Windows only)"""
    if sys.platform != "win32":
        return False
    try:
        import winsound, wave, tempfile, 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:
            try:
                if os.path.exists(temp_filename):
                    os.unlink(temp_filename)
            except:
                pass

        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 = _get_cached_waveform(volume)
    if len(audio_data) == 0:
        return

    if not _should_try_audio_backends():
        reason = _audio_support_reason or "audio backends unavailable"
        _terminal_beep(reason)
        return

    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:
            continue

    global _audio_backends_failed
    _audio_backends_failed = True
    _terminal_beep("all audio backends failed")

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}")

    threading.Thread(target=play_sound, daemon=True).start()

def notify_video_completion(video_path=None, volume=50):
    """Notify about completed video generation"""
    play_notification_async(volume)

for vol in (25, 50, 75, 100):
    _get_cached_waveform(vol)