Drop the injected AlarmSound Protocol and the wecker.Sound class. Each style now owns its tone by using pygame directly; the runner owns only the audio engine lifecycle (mixer init/quit), button sampling, and cleanup. This is the seam for future styles that handle their own tone — a 'talk' style would just import pygame and play speech, with no shared interface to extend. - styles/base.py: AlarmStyle.__init__(set_led, music_file) + start() + update() - styles/blink.py: start() loads+plays music via pygame.mixer.music - styles/simple.py: owns its beep — synthesises a square-wave buffer in module (stdlib array+math) and plays it via pygame.mixer.Sound - wecker.py: setup() brings up the mixer only; run_alarm constructs the style and guards start() with a clean log+exit on failure Tests: a shared tests/conftest.py stubs RPi.GPIO/pygame in sys.modules before any SUT import (order-independent, removes duplicated inline mocking); the wecker mock_pygame fixture patches one fresh pygame mock into wecker + both style modules so assertions see the same calls. README: tone-ownership and plugin-contract updated.
83 lines
2.4 KiB
Python
83 lines
2.4 KiB
Python
import array
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import math
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import pygame
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from styles.base import AlarmStyle
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# Time between beep retriggers; a short beep followed by this gap gives the
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# classic alarm-clock "beep ... beep ... beep".
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BEEP_INTERVAL = 0.5
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def _make_beep_buffer(
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freq: int = 1000, duration: float = 0.15, rate: int = 44100
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) -> bytes:
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"""Synthesize a short square-wave beep as signed-16-bit stereo PCM.
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Matches the mixer format used by wecker.setup() (rate, -16, 2 channels) so
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it feeds straight into ``pygame.mixer.Sound``. No audio file, no extra dep.
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"""
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n = int(rate * duration)
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buf = array.array("h")
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for i in range(n):
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v = 32767 if math.sin(2 * math.pi * freq * (i / rate)) >= 0 else -32767
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buf.append(v)
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buf.append(v) # duplicate to stereo
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return buf.tobytes()
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_BEEP_BUFFER = _make_beep_buffer()
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class SimpleStyle(AlarmStyle):
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"""Press the button once to stop. Rings with a repeating beep.
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This style plays no music file; it owns its tone via a synthesised square
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wave played through ``pygame.mixer.Sound``.
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"""
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def __init__(self, set_led, music_file=None):
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super().__init__(set_led, music_file)
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self._next_beep = 0.0
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self._beep = None
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def start(self):
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# LED solid on so the button is findable in the dark.
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self.set_led(True)
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self._beep = pygame.mixer.Sound(_BEEP_BUFFER)
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def update(self, now, is_pressed):
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self.set_led(True)
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if now >= self._next_beep:
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self._beep.play()
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self._next_beep = now + BEEP_INTERVAL
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return not is_pressed # first press -> False -> stop
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if __name__ == "__main__":
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# Self-check: the timer beeps on the interval and a press stops it.
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# Bypasses start() (which needs the audio engine) by stubbing the beep.
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class _Beep:
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def __init__(self):
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self.plays = 0
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def play(self):
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self.plays += 1
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style = SimpleStyle(lambda on: None)
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style._beep = _Beep()
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assert style.update(0.0, False) is True
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assert style._beep.plays == 1 # first tick beeps
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assert style.update(0.4, False) is True # before interval -> no beep
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assert style._beep.plays == 1
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assert style.update(0.5, False) is True # at interval -> beep
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assert style._beep.plays == 2
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assert style.update(0.6, True) is False # press -> stop
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print("simple self-check ok")
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