从图形 matplotlib 返回 blit-able numpy 数组 [英] Return blit-able numpy array from figure matplotlib
问题描述
我正在尝试找到一种方法来返回一个可以被 blitted 到 pygame 屏幕上的 numpy 数组.这是到目前为止的代码:
导入pyaudio导入结构将numpy导入为np导入matplotlib.pyplot作为plt导入时间CHUNK = 4000格式 = pyaudio.paInt16频道 = 1汇率= 42000p = pyaudio.PyAudio()selected_device_index = -1流 = p.open(格式=格式,频道= CHANNELS,费率=费率,input_device_index = chosen_device_index,输入=正确,输出=真,frame_per_buffer=CHUNK)plt.ion()无花果,ax = plt.subplots()x = np.arange(0, CHUNK)数据= stream.read(CHUNK)data_int16 = struct.unpack(str(CHUNK) + 'h', 数据)线,= ax.plot(x,data_int16)#ax.set_xlim([xmin,xmax])ax.set_ylim([-2 ** 15,(2 ** 15)-1])为真:数据= struct.unpack(str(CHUNK)+'h',stream.read(CHUNK))line.set_ydata(数据)fig.canvas.draw()fig.canvas.flush_events()
这是图表的示例图像:
我希望能够用这样的图表不断更新 PyGame 窗口.
您可以使用
捕获的块被重新采样以匹配窗口的宽度.根据
您可能希望通过修改垂直缩放来调整增益.
编辑:要消除差距,请使用 pygame.draw.aaline(...)
在连续点之间绘制抗锯齿线.例如.用黑色填充屏幕后:
#在每个点之间绘制线对于范围x中的x(1,len(samples)):y0 = int(rescaled[x-1])y1 = int(重新缩放[x])pygame.draw.aaline(screen,pygame.Color("turquoise"),(x-1,y0),(x,y1))
然后你会看到类似的东西:
I am trying to find a way to return a numpy array that can be blitted onto a pygame screen. Here is the code so far:
import pyaudio
import struct
import numpy as np
import matplotlib.pyplot as plt
import time
CHUNK = 4000
FORMAT = pyaudio.paInt16
CHANNELS = 1
RATE = 42000
p = pyaudio.PyAudio()
chosen_device_index = -1
stream = p.open(format=FORMAT,
channels=CHANNELS,
rate=RATE,
input_device_index=chosen_device_index,
input=True,
output=True,
frames_per_buffer=CHUNK
)
plt.ion()
fig, ax = plt.subplots()
x = np.arange(0, CHUNK)
data = stream.read(CHUNK)
data_int16 = struct.unpack(str(CHUNK) + 'h', data)
line, = ax.plot(x, data_int16)
#ax.set_xlim([xmin,xmax])
ax.set_ylim([-2**15,(2**15)-1])
while True:
data = struct.unpack(str(CHUNK) + 'h', stream.read(CHUNK))
line.set_ydata(data)
fig.canvas.draw()
fig.canvas.flush_events()
This is an example image of what the graph looks like:
I would like to be able to constantly update a PyGame window with such a graph.
You can use a pixel array to manipulate the individual pixels on your pygame surface.
Here's a minimal example based on your pyaudio
input capturing:
import pygame
import pyaudio
import struct
import numpy as np
import samplerate
# initialise audio capture
CHUNK = 4000
FORMAT = pyaudio.paInt16
CHANNELS = 1
RATE = 42000
p = pyaudio.PyAudio()
chosen_device_index = -1
stream = p.open(
format=FORMAT,
channels=CHANNELS,
rate=RATE,
input_device_index=chosen_device_index,
input=True,
output=False,
frames_per_buffer=CHUNK,
)
pygame.init()
width = 320
height = 240
clock = pygame.time.Clock()
screen = pygame.display.set_mode([width, height])
pygame.display.set_caption("Audio Input")
pixels = pygame.PixelArray(screen)
done = False
while not done:
# Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# capture data
data = struct.unpack(str(CHUNK) + "h", stream.read(CHUNK))
samples = samplerate.resample(data, width / len(data))
# need to rescale from 0 (top) to height (bottom)
norm = ((samples / 2 ** 15) + 1) / 2 # normalise to 0 - 1
rescaled = (1 - norm) * height
screen.fill(pygame.Color("black"))
for x in range(len(samples)):
y = int(rescaled[x])
pixels[x][y] = pygame.Color("green")
pygame.display.update()
clock.tick(60)
pygame.quit()
p.terminate()
This will show something like this:
The captured chunk is resampled to match the width of the window. According to this answer samplerate is the best way to resample audio rather than a basic linear interpolation.
The magnitude of the signal is then scaled to the window height. Changing the screen dimensions to 800x400 looks like this:
You may wish to adjust the gain by tinkering with the vertical scaling.
EDIT: To eliminate the gaps, use pygame.draw.aaline(…)
to draw an anti-aliased line between successive points. E.g. after filling the screen with black:
# draw lines between each point
for x in range(1, len(samples)):
y0 = int(rescaled[x-1])
y1 = int(rescaled[x])
pygame.draw.aaline(screen, pygame.Color("turquoise"), (x-1, y0), (x, y1))
Then you'll see something like:
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