Source code for psychopy_legacy.visual.movie3

#!/usr/bin/env python
# -*- coding: utf-8 -*-

"""
A stimulus class for playing movies (mp4, divx, avi etc...) in PsychoPy.
Demo using the experimental movie3 stim to play a video file. Path of video
needs to updated to point to a video you have. movie2 does /not/ require
avbin to be installed.

Movie3 does require:
~~~~~~~~~~~~~~~~~~~~~

moviepy (which requires imageio, Decorator). These can be installed
(including dependencies) on a standard Python install using
`pip install moviepy`
imageio will download further compiled libs (ffmpeg) as needed

Current known issues:
~~~~~~~~~~~~~~~~~~~~~~

volume control not implemented
movie is long then audio will be huge and currently the whole thing gets
    loaded in one go. We should provide streaming audio from disk.

"""

# Part of the PsychoPy library
# Copyright (C) 2002-2018 Jonathan Peirce (C) 2019-2024 Open Science Tools Ltd.
# Distributed under the terms of the GNU General Public License (GPL).
from pathlib import Path

reportNDroppedFrames = 10

import os

from psychopy import logging, prefs  # adding prefs to be able to check sound lib -JK
from psychopy.tools.arraytools import val2array
from psychopy.tools.attributetools import logAttrib, setAttribute
from psychopy.tools.filetools import pathToString
from psychopy.visual.basevisual import BaseVisualStim, ContainerMixin, TextureMixin
from moviepy.video.io.VideoFileClip import VideoFileClip

import ctypes
import numpy
from psychopy.clock import Clock
from psychopy.constants import FINISHED, NOT_STARTED, PAUSED, PLAYING, STOPPED

import pyglet.gl as GL


[docs] class MovieStim3(BaseVisualStim, ContainerMixin, TextureMixin): """A stimulus class for playing movies. This is a lazy-imported class, therefore import using full path `from psychopy.visual.movie3 import MovieStim3` when inheriting from it. This class uses MoviePy and FFMPEG as a backend for loading and decoding video data from files. Parameters ---------- filename : str A string giving the relative or absolute path to the movie. flipVert : True or *False* If True then the movie will be top-bottom flipped flipHoriz : True or *False* If True then the movie will be right-left flipped volume : The nominal level is 100, and 0 is silence. loop : bool, optional Whether to start the movie over from the beginning if draw is called and the movie is done. Examples -------- See Movie2Stim.py for demo. """ def __init__(self, win, filename="", units='pix', size=None, pos=(0.0, 0.0), anchor="center", ori=0.0, flipVert=False, flipHoriz=False, color=(1.0, 1.0, 1.0), colorSpace='rgb', opacity=1.0, volume=1.0, name='', loop=False, autoLog=True, depth=0.0, noAudio=False, vframe_callback=None, fps=None, interpolate=True): # what local vars are defined (these are the init params) for use # by __repr__ self._initParams = dir() self._initParams.remove('self') super(MovieStim3, self).__init__(win, units=units, name=name, autoLog=False) retraceRate = win._monitorFrameRate # if retraceRate is None: # retraceRate = win.getActualFrameRate() if retraceRate is None: logging.warning("FrameRate could not be supplied by psychopy; " "defaulting to 60.0") retraceRate = 60.0 self._retraceInterval = 1.0/retraceRate self.filename = pathToString(filename) self.loop = loop self.flipVert = flipVert self.flipHoriz = flipHoriz self.pos = numpy.asarray(pos, float) self.anchor = anchor self.depth = depth self.opacity = opacity self.interpolate = interpolate self.noAudio = noAudio self._audioStream = None self.useTexSubImage2D = True if noAudio: # to avoid dependency problems in silent movies self.sound = None else: from psychopy import sound self.sound = sound # set autoLog (now that params have been initialised) self.autoLog = autoLog if autoLog: logging.exp("Created %s = %s" % (self.name, str(self))) self._videoClock = Clock() self.loadMovie(self.filename) self.setVolume(volume) self.nDroppedFrames = 0 # size if size is None: self.size = numpy.array([self._mov.w, self._mov.h], float) else: self.size = val2array(size) self.ori = ori self._updateVertices() @property def interpolate(self): """Enable linear interpolation (`bool'). If `True` linear filtering will be applied to the video making the image less pixelated if scaled. """ return self._interpolate @interpolate.setter def interpolate(self, value): self._interpolate = value self._texFilterNeedsUpdate = True @property def duration(self): """Duration of the video clip in seconds (`float`). Only valid after loading a clip, always returning `0.0` if not. """ if self._mov is None: return 0.0 return self._mov.duration @property def frameInterval(self): """Time in seconds each frame is to be presented on screen (`float`). Value is `0.0` if no movie is loaded. """ if self._mov is None: return 0.0 return 1. / self._mov.fps
[docs] def reset(self): self._numpyFrame = None self._nextFrameT = 0.0 self._texID = None self.status = NOT_STARTED self.nDroppedFrames = 0
[docs] def setMovie(self, filename, log=True): """See `~MovieStim.loadMovie` (the functions are identical). This form is provided for syntactic consistency with other visual stimuli. Parameters ---------- filename : str The name of the file, including path if necessary. log : bool Log this event. """ self.loadMovie(filename, log=log)
[docs] def loadMovie(self, filename, log=True): """Load a movie from file. After the file is loaded `MovieStim.duration` is updated with the movie duration (in seconds). Parameters ---------- filename : str The name of the file, including path if necessary. log : bool Log this event. """ filename = pathToString(filename) self.reset() # set status and timestamps etc self._mov = None # Create Video Stream stuff if os.path.isfile(filename): self._mov = VideoFileClip(filename, audio=(1 - self.noAudio)) if (not self.noAudio) and (self._mov.audio is not None): sound = self.sound try: self._audioStream = sound.Sound( self._mov.audio.to_soundarray(), sampleRate=self._mov.audio.fps) except: # JWE added this as a patch for a moviepy oddity where the # duration is inflated in the saved file causes the # audioclip to be the wrong length, so round down and it # should work jwe_tmp = self._mov.subclip(0, round(self._mov.duration)) self._audioStream = sound.Sound( jwe_tmp.audio.to_soundarray(), sampleRate=self._mov.audio.fps) del(jwe_tmp) else: # make sure we set to None (in case prev clip had audio) self._audioStream = None elif not filename.startswith(prefs.paths['resources']): # If not found, and we aren't already looking in the Resources folder, try again in the Resources folder self.loadMovie(Path(prefs.paths['resources']) / filename, log=False) else: # Raise error if *still* not found raise IOError("Movie file '%s' was not found" % filename) # mov has attributes: # size, duration, fps # mov.audio has attributes # duration, fps (aka sampleRate), to_soundarray() self._frameInterval = 1.0 / self._mov.fps # self.duration = self._mov.duration self.filename = filename self._updateFrameTexture() logAttrib(self, log, 'movie', filename)
[docs] def play(self, log=True): """Continue a paused movie from current position. """ status = self.status if status != PLAYING: self.status = PLAYING # moved this to get better audio behavior - JK # Added extra check to prevent audio doubling - JK if self._audioStream is not None and self._audioStream.status is not PLAYING: self._audioStream.play() if status == PAUSED: if self.getCurrentFrameTime() < 0: # Check for valid timestamp, correct if needed -JK self._audioSeek(0) else: self._audioSeek(self.getCurrentFrameTime()) self._videoClock.reset(-self.getCurrentFrameTime()) if log and self.autoLog: self.win.logOnFlip("Set %s playing" % (self.name), level=logging.EXP, obj=self) self._updateFrameTexture()
[docs] def pause(self, log=True): """ Pause the current point in the movie (sound will stop, current frame will not advance). If play() is called again both will restart. """ if self.status == PLAYING: self.status = PAUSED if self._audioStream: if prefs.hardware['audioLib'] in ['sounddevice', 'PTB']: self._audioStream.pause() # sounddevice and PTB have a "pause" function -JK else: self._audioStream.stop() if log and self.autoLog: self.win.logOnFlip("Set %s paused" % (self.name), level=logging.EXP, obj=self) return True if log and self.autoLog: self.win.logOnFlip("Failed Set %s paused" % (self.name), level=logging.EXP, obj=self) return False
[docs] def stop(self, log=True): """Stop the current point in the movie (sound will stop, current frame will not advance). Once stopped the movie cannot be restarted - it must be loaded again. Use pause() if you may need to restart the movie. """ if self.status != STOPPED: self._unload() self.reset() self.status = STOPPED # set status to STOPPED after _unload if log and self.autoLog: self.win.logOnFlip("Set %s stopped" % (self.name), level=logging.EXP, obj=self)
[docs] def setVolume(self, volume): pass # to do
[docs] def setFlipHoriz(self, newVal=True, log=True): """If set to True then the movie will be flipped horizontally (left-to-right). Note that this is relative to the original, not relative to the current state. """ self.flipHoriz = newVal logAttrib(self, log, 'flipHoriz') self._needVertexUpdate = True
[docs] def setFlipVert(self, newVal=True, log=True): """If set to True then the movie will be flipped vertically (top-to-bottom). Note that this is relative to the original, not relative to the current state. """ self.flipVert = newVal logAttrib(self, log, 'flipVert') self._needVertexUpdate = True
[docs] def getFPS(self): """Get the movie frames per second. Returns ------- float Frames per second. """ return float(self._mov.fps)
[docs] def getCurrentFrameTime(self): """Get the time that the movie file specified the current video frame as having. """ return self._nextFrameT - self.frameInterval
def _updateFrameTexture(self): """Update texture pixel store to contain the present frame. Decoded frame image samples are streamed to the texture buffer. """ if self._nextFrameT is None or self._nextFrameT < 0: # movie has no current position (or invalid position -JK), # need to reset the clock to zero in order to have the # timing logic work otherwise the video stream would skip # frames until the time since creating the movie object has passed self._videoClock.reset() self._nextFrameT = 0.0 # only advance if next frame (half of next retrace rate) if self._nextFrameT > self.duration: self._onEos() elif self._numpyFrame is not None: if self._nextFrameT > (self._videoClock.getTime() - self._retraceInterval/2.0): return None while self._nextFrameT <= (self._videoClock.getTime() - self._frameInterval*2): self.nDroppedFrames += 1 if self.nDroppedFrames <= reportNDroppedFrames: logging.warning("{}: Video catchup needed, advancing self._nextFrameT from" " {} to {}".format(self._videoClock.getTime(), self._nextFrameT, self._nextFrameT+self._frameInterval)) if self.nDroppedFrames == reportNDroppedFrames: logging.warning("Max reportNDroppedFrames reached, will not log any more dropped frames") self._nextFrameT += self._frameInterval try: self._numpyFrame = self._mov.get_frame(self._nextFrameT) except OSError: if self.autoLog: logging.warning("Frame {} not found, moving one frame and trying again" .format(self._nextFrameT), obj=self) self._nextFrameT += self._frameInterval self._updateFrameTexture() useSubTex = self.useTexSubImage2D if self._texID is None: self._texID = GL.GLuint() GL.glGenTextures(1, ctypes.byref(self._texID)) useSubTex = False GL.glActiveTexture(GL.GL_TEXTURE0) # bind that name to the target GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) # bind the texture in openGL GL.glEnable(GL.GL_TEXTURE_2D) # makes the texture map wrap (this is actually default anyway) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP) # data from PIL/numpy is packed, but default for GL is 4 bytes GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) # important if using bits++ because GL_LINEAR # sometimes extrapolates to pixel vals outside range if self.interpolate: GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1], self._numpyFrame.shape[0], 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) if useSubTex is False: GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, self._numpyFrame.shape[1], self._numpyFrame.shape[0], 0, GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) else: GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, self._numpyFrame.shape[1], self._numpyFrame.shape[0], GL.GL_BGR, GL.GL_UNSIGNED_BYTE, self._numpyFrame.ctypes) GL.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE) # ?? do we need this - think not! if self.status == PLAYING: self._nextFrameT += self._frameInterval
[docs] def draw(self, win=None): """Draw the current frame to a particular visual.Window (or to the default win for this object if not specified). The current position in the movie will be determined automatically. This method should be called on every frame that the movie is meant to appear. Parameters ---------- win : :class:`~psychopy.visual.Window` or None Window the video is being drawn to. If `None`, the window specified by property `win` will be used. Default is `None`. """ if (self.status == NOT_STARTED or (self.status == FINISHED and self.loop)): self.play() elif self.status == FINISHED and not self.loop: return if win is None: win = self.win self._selectWindow(win) self._updateFrameTexture() # will check if it's needed # scale the drawing frame and get to centre of field GL.glPushMatrix() # push before drawing, pop after # push the data for client attributes GL.glPushClientAttrib(GL.GL_CLIENT_ALL_ATTRIB_BITS) self.win.setScale('pix') # move to centre of stimulus and rotate vertsPix = self.verticesPix # bind textures GL.glActiveTexture(GL.GL_TEXTURE1) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) GL.glEnable(GL.GL_TEXTURE_2D) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) GL.glEnable(GL.GL_TEXTURE_2D) # sets opacity (1,1,1 = RGB placeholder) GL.glColor4f(1, 1, 1, self.opacity) array = (GL.GLfloat * 32)( 1, 1, # texture coords vertsPix[0, 0], vertsPix[0, 1], 0., # vertex 0, 1, vertsPix[1, 0], vertsPix[1, 1], 0., 0, 0, vertsPix[2, 0], vertsPix[2, 1], 0., 1, 0, vertsPix[3, 0], vertsPix[3, 1], 0., ) # 2D texture array, 3D vertex array GL.glInterleavedArrays(GL.GL_T2F_V3F, 0, array) GL.glDrawArrays(GL.GL_QUADS, 0, 4) GL.glPopClientAttrib() GL.glPopMatrix() # unbind the textures GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) GL.glEnable(GL.GL_TEXTURE_2D) # implicitly disables 1D
[docs] def seek(self, t): """Go to a specific point in time for both the audio and video streams """ # video is easy: set both times to zero and update the frame texture self._nextFrameT = t self._videoClock.reset(t) self._audioSeek(t)
def _audioSeek(self, t): sound = self.sound if self._audioStream is None: return # do nothing # check if sounddevice or PTB is being used. If so we can use seek. If not we # have to reload the audio stream and begin at the new loc if prefs.hardware['audioLib'] in ['sounddevice', 'PTB']: self._audioStream.seek(t) else: self._audioStream.stop() sndArray = self._mov.audio.to_soundarray() startIndex = int(t * self._mov.audio.fps) self._audioStream = sound.Sound( sndArray[startIndex:, :], sampleRate=self._mov.audio.fps) if self.status != PAUSED: # Allows for seeking while paused - JK self._audioStream.play() def _getAudioStreamTime(self): return self._audio_stream_clock.getTime() def _unload(self): # remove textures from graphics card to prevent crash self.clearTextures() if self._mov is not None: self._mov.close() self._mov = None self._numpyFrame = None if self._audioStream is not None: self._audioStream.stop() self._audioStream = None self.status = FINISHED def _onEos(self): if self.loop: self.seek(0.0) else: self.status = FINISHED self.stop() if self.autoLog: self.win.logOnFlip("Set %s finished" % self.name, level=logging.EXP, obj=self) def __del__(self): try: self._unload() except (ImportError, ModuleNotFoundError, TypeError): pass # has probably been garbage-collected already
[docs] def setAutoDraw(self, val, log=None): """Add or remove a stimulus from the list of stimuli that will be automatically drawn on each flip. Parameters ---------- val : bool True to add the stimulus to the draw list, False to remove it. """ if val: self.play(log=False) # set to play in case stopped else: self.pause(log=False) # add to drawing list and update status setAttribute(self, 'autoDraw', val, log)
if __name__ == "__main__": pass

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