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#!/usr/bin/env python3
import curses
import random
import time
import sys
# Try to import audio libraries
AUDIO_AVAILABLE = False
audio_lib = None
try:
import sounddevice as sd
import numpy as np
audio_lib = "sounddevice"
AUDIO_AVAILABLE = True
except ImportError:
try:
import pyaudio
import numpy as np
audio_lib = "pyaudio"
AUDIO_AVAILABLE = True
except ImportError:
pass
def get_audio_level():
"""Get real audio level if libraries available, otherwise simulate"""
if not AUDIO_AVAILABLE:
# Simulação mais realista
base_level = random.randint(10, 40)
if random.randint(1, 20) == 1: # 5% chance de pico
return random.randint(70, 100)
elif random.randint(1, 10) == 1: # 10% chance de nível médio
return random.randint(50, 70)
return base_level
try:
if audio_lib == "sounddevice":
# Using sounddevice (easier method)
duration = 0.1 # 100ms sample
sample_rate = 44100
recording = sd.rec(int(duration * sample_rate),
samplerate=sample_rate, channels=1, dtype='float64')
sd.wait() # Wait until recording is finished
# Calculate RMS (Root Mean Square) for volume level
rms = np.sqrt(np.mean(recording**2))
# Convert to percentage (0-100)
level = min(100, int(rms * 1000))
return level
elif audio_lib == "pyaudio":
# Using pyaudio (more complex but more control)
chunk = 1024
format = pyaudio.paInt16
channels = 1
rate = 44100
p = pyaudio.PyAudio()
stream = p.open(format=format, channels=channels, rate=rate,
input=True, frames_per_buffer=chunk)
data = stream.read(chunk, exception_on_overflow=False)
stream.stop_stream()
stream.close()
p.terminate()
# Convert to numpy array and calculate RMS
audio_data = np.frombuffer(data, dtype=np.int16)
rms = np.sqrt(np.mean(audio_data**2))
# Normalize to 0-100 range
level = min(100, int(rms / 100))
return level
except Exception as e:
# Fall back to simulation if real audio fails
return random.randint(0, 100)
return random.randint(0, 100)
def main(stdscr):
# configura terminal
curses.curs_set(0)
stdscr.nodelay(True)
stdscr.timeout(100)
sh, sw = stdscr.getmaxyx()
columns = [0] * sw
audio_history = [0] * 10 # histórico de níveis de áudio
# Show audio mode for 3 seconds
audio_mode_timer = 60 # 3 seconds at 20fps
# inicializa cores
curses.start_color()
curses.use_default_colors()
curses.init_pair(1, curses.COLOR_GREEN, -1) # baixo
curses.init_pair(2, curses.COLOR_YELLOW, -1) # médio
curses.init_pair(3, curses.COLOR_RED, -1) # alto
curses.init_pair(4, curses.COLOR_MAGENTA, -1) # muito alto
curses.init_pair(5, curses.COLOR_WHITE, -1) # pico
curses.init_pair(6, curses.COLOR_CYAN, -1) # beat
beat_threshold = 70
last_beat_time = 0
while True:
key = stdscr.getch()
if key == ord('q'):
break
# obtém nível de áudio atual
current_audio = get_audio_level()
audio_history.append(current_audio)
audio_history.pop(0)
# detecta beat (aumento súbito no áudio)
avg_audio = sum(audio_history) / len(audio_history)
is_beat = current_audio > beat_threshold and current_audio > avg_audio * 1.5
current_time = time.time()
if is_beat:
last_beat_time = current_time
# efeito baseado no áudio
for x in range(sw):
y = columns[x]
char = chr(random.randint(33, 126))
# velocidade baseada no áudio
if current_audio > 80:
speed_multiplier = 3
elif current_audio > 60:
speed_multiplier = 2
else:
speed_multiplier = 1
# cor baseada no nível de áudio
if current_time - last_beat_time < 0.2: # efeito beat recente
color_pair = curses.color_pair(6) # ciano
elif current_audio > 90:
color_pair = curses.color_pair(5) # branco
elif current_audio > 70:
color_pair = curses.color_pair(4) # magenta
elif current_audio > 50:
color_pair = curses.color_pair(3) # vermelho
elif current_audio > 30:
color_pair = curses.color_pair(2) # amarelo
else:
color_pair = curses.color_pair(1) # verde
try:
stdscr.addch(y, x, char, color_pair)
except curses.error:
pass
# movimento baseado no áudio
if random.randint(1, 4 - speed_multiplier) == 1:
columns[x] = 0 if y >= sh - 1 else y + 1
# visualizador de áudio no topo
try:
audio_bar = "♪" * (current_audio // 5)
audio_text = f"AUDIO: {current_audio:3d}% {audio_bar}"
stdscr.addstr(0, 0, audio_text[:sw], curses.color_pair(6))
# indicador de beat
if current_time - last_beat_time < 0.1:
beat_text = "BEAT!"
stdscr.addstr(0, sw - len(beat_text), beat_text,
curses.color_pair(5) | curses.A_BOLD)
# mostra modo de áudio por 3 segundos
if audio_mode_timer > 0:
if AUDIO_AVAILABLE:
mode_text = f"REAL AUDIO MODE: {audio_lib.upper()}"
color = curses.color_pair(5) # branco
else:
mode_text = "SIMULATED AUDIO MODE - Install sounddevice/pyaudio for real audio"
color = curses.color_pair(2) # amarelo
mode_y = sh // 2
mode_x = max(0, (sw - len(mode_text)) // 2)
stdscr.addstr(mode_y, mode_x, mode_text[:sw], color | curses.A_BOLD)
audio_mode_timer -= 1
except curses.error:
pass
stdscr.refresh()
time.sleep(0.05)
if __name__ == '__main__':
try:
curses.wrapper(main)
except KeyboardInterrupt:
pass |