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Rennes Emotion Map 2010-11
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"FFmpeg : Error not transitioning to the next song in Discord Bot's queue."
1er avril 2024, par nooberI have 3 modules, but I'm sure the error occurs within this module, and here is the entire code within that module :


import asyncio
import discord
from discord import FFmpegOpusAudio, Embed
import os

async def handle_help(message):
 embed = discord.Embed(
 title="Danh sách lệnh cho Bé Mèo",
 description="Dưới đây là các lệnh mà chủ nhân có thể bắt Bé Mèo phục vụ:",
 color=discord.Color.blue()
 )
 embed.add_field(name="!play", value="Phát một bài hát từ YouTube.", inline=False)
 embed.add_field(name="!pause", value="Tạm dừng bài hát đang phát.", inline=False)
 embed.add_field(name="!resume", value="Tiếp tục bài hát đang bị tạm dừng.", inline=False)
 embed.add_field(name="!skip", value="Chuyển đến bài hát tiếp theo trong danh sách chờ.", inline=False)
 embed.add_field(name="!stop", value="Dừng phát nhạc và cho phép Bé Mèo đi ngủ tiếp.", inline=False)
 # Thêm các lệnh khác theo cùng mẫu trên
 await message.channel.send(embed=embed)

class Song:
 def __init__(self, title, player):
 self.title = title # Lưu trữ tiêu đề bài hát ở đây
 self.player = player

# Thêm đối tượng Song vào hàng đợi
def add_song_to_queue(guild_id, queues, song):
 queues.setdefault(guild_id, []).append(song)

async def handle_list(message, queues):
 log_file_path = "C:\\Bot Music 2\\song_log.txt"
 if os.path.exists(log_file_path):
 with open(log_file_path, "r", encoding="utf-8") as f:
 song_list = f.readlines()

 if song_list:
 embed = discord.Embed(
 title="Danh sách bài hát",
 description="Danh sách các bài hát đã phát:",
 color=discord.Color.blue()
 )

 for i, song in enumerate(song_list, start=1):
 if i == 1:
 song = "- Đang phát: " + song.strip()
 embed.add_field(name=f"Bài hát {i}", value=song, inline=False)

 await message.channel.send(embed=embed)
 else:
 await message.channel.send("Hiện không có dữ liệu trong file log.")
 else:
 await message.channel.send("File log không tồn tại.")

async def handle_commands(message, client, queues, voice_clients, yt_dl_options, ytdl, ffmpeg_options=None, guild_id=None, data=None):
 # Nếu không có ffmpeg_options, sử dụng các thiết lập mặc định
 if ffmpeg_options is None:
 ffmpeg_options = {
 'before_options': '-reconnect 1 -reconnect_streamed 1 -reconnect_delay_max 5',
 'options': '-vn -filter:a "volume=0.25"'
 }
 
 # Khởi tạo voice_client
 if guild_id is None:
 guild_id = message.guild.id

 if guild_id in voice_clients:
 voice_client = voice_clients[guild_id]
 else:
 voice_client = None

 # Xử lý lệnh !play
 if message.content.startswith("!play"):
 try:
 # Kiểm tra xem người gửi tin nhắn có đang ở trong kênh voice không
 voice_channel = message.author.voice.channel
 # Kiểm tra xem bot có đang ở trong kênh voice của guild không
 if voice_client and voice_client.is_connected():
 await voice_client.move_to(voice_channel)
 else:
 voice_client = await voice_channel.connect()
 voice_clients[guild_id] = voice_client
 except Exception as e:
 print(e)

 try:
 query = ' '.join(message.content.split()[1:])
 if query.startswith('http'):
 url = query
 else:
 query = 'ytsearch:' + query
 loop = asyncio.get_event_loop()
 data = await loop.run_in_executor(None, lambda: ytdl.extract_info(query, download=False))
 if not data:
 raise ValueError("Không có dữ liệu trả về từ YouTube.")
 url = data['entries'][0]['url']

 player = FFmpegOpusAudio(url, **ffmpeg_options)
 # Lấy thông tin của bài hát mới đang được yêu cầu
 title = data['entries'][0]['title']
 duration = data['entries'][0]['duration']
 creator = data['entries'][0]['creator'] if 'creator' in data['entries'][0] else "Unknown"
 requester = message.author.nick if message.author.nick else message.author.name
 
 # Tạo embed để thông báo thông tin bài hát mới
 embed = discord.Embed(
 title="Thông tin bài hát mới",
 description=f"**Bài hát:** *{title}*\n**Thời lượng:** *{duration}*\n**Tác giả:** *{creator}*\n**Người yêu cầu:** *{requester}*",
 color=discord.Color.green()
 )
 await message.channel.send(embed=embed)
 
 # Sau khi lấy thông tin của bài hát diễn ra, gọi hàm log_song_title với title của bài hát
 # Ví dụ:
 title = data['entries'][0]['title']
 await log_song_title(title)

 # Thêm vào danh sách chờ nếu có bài hát đang phát
 if voice_client.is_playing():
 queues.setdefault(guild_id, []).append(player)
 else:
 voice_client.play(player)
 
 except Exception as e:
 print(e)
 
 if message.content.startswith("!link"):
 try:
 voice_client = await message.author.voice.channel.connect()
 voice_clients[voice_client.guild.id] = voice_client
 except Exception as e:
 print(e)

 try:
 url = message.content.split()[1]

 loop = asyncio.get_event_loop()
 data = await loop.run_in_executor(None, lambda: ytdl.extract_info(url, download=False))

 song = data['url']
 player = discord.FFmpegOpusAudio(song, **ffmpeg_options)

 voice_clients[message.guild.id].play(player)
 except Exception as e:
 print(e)

 # Xử lý lệnh !queue
 elif message.content.startswith("!queue"):
 queue = queues.get(guild_id, [])
 if queue:
 await message.channel.send("Danh sách chờ:")
 for index, item in enumerate(queue, 1):
 await message.channel.send(f"{index}. {item.title}")
 else:
 await message.channel.send("Không có bài hát nào trong danh sách chờ.")

 # Xử lý lệnh !skip
 elif message.content.startswith("!skip"):
 try:
 if voice_client and voice_client.is_playing():
 voice_client.stop()
 await play_next_song(guild_id, queues, voice_client, skip=True)
 await remove_first_line_from_log()
 except Exception as e:
 print(e)

 # Xử lý các lệnh như !pause, !resume, !stop
 elif message.content.startswith("!pause"):
 try:
 if voice_client and voice_client.is_playing():
 voice_client.pause()
 except Exception as e:
 print(e)

 elif message.content.startswith("!resume"):
 try:
 if voice_client and not voice_client.is_playing():
 voice_client.resume()
 except Exception as e:
 print(e)

 elif message.content.startswith("!stop"):
 try:
 if voice_client:
 voice_client.stop()
 await voice_client.disconnect()
 del voice_clients[guild_id] # Xóa voice_client sau khi dừng
 except Exception as e:
 print(e)

async def log_song_title(title):
 log_file_path = "C:\\Bot Music 2\\song_log.txt"
 try:
 # Kiểm tra xem tệp tin log đã tồn tại chưa
 if not os.path.exists(log_file_path):
 # Nếu chưa tồn tại, tạo tệp tin mới và ghi title vào tệp tin đó
 with open(log_file_path, 'w', encoding='utf-8') as file:
 file.write(title + '\n')
 else:
 # Nếu tệp tin log đã tồn tại, mở tệp tin và chèn title vào cuối tệp tin
 with open(log_file_path, 'a', encoding='utf-8') as file:
 file.write(title + '\n')
 except Exception as e:
 print(f"Error logging song title: {e}")

async def remove_first_line_from_log():
 log_file_path = "C:\\Bot Music 2\\song_log.txt"
 try:
 with open(log_file_path, "r", encoding="utf-8") as f:
 lines = f.readlines()
 # Xóa dòng đầu tiên trong list lines
 lines = lines[1:]
 with open(log_file_path, "w", encoding="utf-8") as f:
 for line in lines:
 f.write(line)
 except Exception as e:
 print(f"Error removing first line from log: {e}")
 
async def clear_log_file():
 log_file_path = "C:\\Bot Music 2\\song_log.txt"
 try:
 with open(log_file_path, "w", encoding="utf-8") as f:
 f.truncate(0)
 except Exception as e:
 print(f"Error clearing log file: {e}")


async def play_next_song(guild_id, queues, voice_client, skip=False):
 queue = queues.get(guild_id, [])
 if queue:
 player = queue.pop(0)
 voice_client.play(player, after=lambda e: asyncio.run_coroutine_threadsafe(play_next_song(guild_id, queues, voice_client, skip=False), voice_client.loop))
 if skip:
 return
 else:
 await remove_first_line_from_log() # Xóa dòng đầu tiên trong file log
 elif skip:
 await remove_first_line_from_log() # Xóa dòng đầu tiên trong file log
 await voice_client.disconnect()
 del voice_client[guild_id] # Xóa voice_client sau khi dừng
 else:
 await clear_log_file() # Xóa dòng đầu tiên trong file log
 await voice_client.disconnect()
 del voice_client[guild_id] # Xóa voice_client sau khi dừng



I have tried asking ChatGPT, Gemini, or Bing, and they always lead me into a loop of errors that cannot be resolved. This error only occurs when the song naturally finishes playing due to its duration. If the song is playing and I use the command !skip, the next song in the queue will play and function normally. I noticed that it seems like if a song ends naturally, the song queue is also cleared immediately. I hope someone can help me with this


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Adding C64 SID Music
1er novembre 2012, par Multimedia Mike — GeneralI have been working on adding support for SID files — the music format for the Commodore 64 — to the game music website for awhile. I feel a bit out of my element since I’m not that familiar with the C64. But why should I let that slow me down ? Allow me to go through the steps I have previously outlined in order to make this happen.
I need to know what picture should represent the system in the search results page. The foregoing picture should be fine, but I’m getting way ahead of myself.
Phase 1 is finding adequate player software. The most venerable contender in this arena is libsidplay, or so I first thought. It turns out that there’s libsidplay (originally hosted at Geocities, apparently, and no longer on the net) and also libsidplay2. Both are kind of old (libsidplay2 was last updated in 2004). I tried to compile libsidplay2 and the C++ didn’t agree with current version of g++.
However, a recent effort named libsidplayfp is carrying on the SID emulation tradition. It works rather well, notwithstanding the fact that compiling the entire library has a habit of apparently hanging the Linux VM where I develop this stuff.
Phase 2 is to develop a testbench app around the playback library. With the help of the libsidplayfp library maintainers, I accomplished this. The testbench app consistently requires about 15% of a single core of a fairly powerful Core i7. So I look forward to recommendations that I port that playback library to pure JavaScript.
Phase 3 is plug into the web player. I haven’t worked on this yet. I’m confident that this will work since phase 2 worked (plus, I have a plan to combine phases 2 and 3).
One interesting issue that has arisen is that proper operation of libsidplayfp requires that 3 C64 ROM files be present (the, ahem, KERNAL, BASIC interpreter, and character generator). While these are copyrighted ROMs, they are easily obtainable on the internet. The goal of my project is to eliminate as much friction as possible for enjoying these old tunes. To that end, I will just bake the ROM files directly into the player.
Phase 4 is collecting a SID song corpus. This is the simplest part of the whole process thanks to the remarkable curation efforts of the High Voltage SID Collection (HVSC). Anyone can download a giant archive of every known SID file. So that’s a done deal.
Or is it ? One small issue is that I was hoping that the first iteration of my game music website would focus on, well, game music. There is a lot of music in the HVSC that are original compositions or come from demos. The way that the archive is organized makes it difficult to automatically discern whether a particular SID file comes from a game or not.
Phase 5 is munging the metadata. The good news here is that the files have the metadata built in. The not-so-great news is that there isn’t quite as much as I might like. Each file is tagged with title, author, and publisher/copyright. If there is more than one song in a file, they all have the same metadata. Fortunately, if I can import them all into my game music database, there is an opportunity to add a lot more metadata.
Further, there is no play length metadata for these files. This means I will need to set each to a default length like 2 minutes and do something like I did before in order to automatically determine if any songs terminate sooner.
Oddly, the issue I’m most concerned about is character encoding. This is the first project for which I’m making certain that I understand character encoding since I can’t reasonably get away with assuming that everything is ASCII. So far, based on the random sampling of SID files I have checked, there is a good chance of encountering metadata strings with characters that are not in the lower ASCII set. From what I have observed, these characters map to Unicode code points. So I finally get to learn about manipulating strings in such a way that it preserves the character encoding. At the very least, I need Python to rip the strings out of the binary SID files and make sure the Unicode remains intact while being inserted into an SQLite3 database.
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Grand Unified Theory of Compact Disc
1er février 2013, par Multimedia Mike — GeneralThis is something I started writing about a decade ago (and I almost certainly have some of it wrong), back when compact discs still had a fair amount of relevance. Back around 2002, after a few years investigating multimedia technology, I took an interest in compact discs of all sorts. Even though there may seem to be a wide range of CD types, I generally found that they’re all fundamentally the same. I thought I would finally publishing something, incomplete though it may be.
Physical Perspective
There are a lot of ways to look at a compact disc. First, there’s the physical format, where a laser detects where pits/grooves have disturbed the smooth surface (a.k.a. lands). A lot of technical descriptions claim that these lands and pits on a CD correspond to ones and zeros. That’s not actually true, but you have to decide what level of abstraction you care about, and that abstraction is good enough if you only care about the discs from a software perspective.Grand Unified Theory (Software Perspective)
Looking at a disc from a software perspective, I have generally found it useful to view a CD as a combination of a 2 main components :- table of contents (TOC)
- a long string of sectors, each of which is 2352 bytes long
I like to believe that’s pretty much all there is to it. All of the information on a CD is stored as a string of sectors that might be chopped up into a series of anywhere from 1-99 individual tracks. The exact sector locations where these individual tracks begin are defined in the TOC.
Audio CDs (CD-DA / Red Book)
The initial purpose for the compact disc was to store digital audio. The strange sector size of 2352 bytes is an artifact of this original charter. “CD quality audio”, as any multimedia nerd knows, is formally defined as stereo PCM samples that are each 16 bits wide and played at a frequency of 44100 Hz.
(44100 audio frames / 1 second) * (2 samples / audio frame) * (16 bits / 1 sample) * (1 byte / 8 bits) = 176,400 bytes / second (176,400 bytes / 1 second) / (2352 bytes / 1 sector) = 75
75 is the number of sectors required to store a single second of CD-quality audio. A single sector stores 1/75th of a second, or a ‘frame’ of audio (though I think ‘frame’ gets tossed around at all levels when describing CD formats).
The term “red book” is thrown around in relation to audio CDs. There is a series of rainbow books that define various optical disc standards and the red book describes audio CDs.
Basic Data CD-ROMs (Mode 1 / Yellow Book)
Somewhere along the line, someone decided that general digital information could be stored on these discs. Hence, the CD-ROM was born. The standard model above still applies– TOC and string of 2352-byte sectors. However, it’s generally only useful to have a single track on a CD-ROM. Thus, the TOC only lists a single track. That single track can easily span the entire disc (something that would be unusual for a typical audio CD).While the model is mostly the same, the most notable difference between and audio CD and a plain CD-ROM is that, while each sector is 2352 bytes long, only 2048 bytes are used to store actual data payload. The remaining bytes are used for synchronization and additional error detection/correction.
At least, the foregoing is true for mode 1 / form 1 CD-ROMs (which are the most common). “Mode 1″ CD-ROMs are defined by a publication called the yellow book. There is also mode 1 / form 2. This forgoes the additional error detection and correction afforded by form 1 and dedicates 2336 of the 2352 sector bytes to the data payload.
CD-ROM XA (Mode 2 / Green Book)
From a software perspective, these are similar to mode 1 CD-ROMs. There are also 2 forms here. The first form gives a 2048-byte data payload while the second form yields a 2324-byte data payload.Video CD (VCD / White Book)
These are CD-ROM XA discs that carry MPEG-1 video and audio data.Photo CD (Beige Book)
This is something I have never personally dealt with. But it’s supposed to conform to the CD-ROM XA standard and probably fits into my model. It seems to date back to early in the CD-ROM era when CDs were particularly cost prohibitive.Multisession CDs (Blue Book)
Okay, I admit that this confuses me a bit. Multisession discs allow a user to burn multiple sessions to a single recordable disc. I.e., burn a lump of data, then burn another lump at a later time, and the final result will look like all the lumps were recorded as the same big lump. I remember this being incredibly useful and cost effective back when recordable CDs cost around US$10 each (vs. being able to buy a spindle of 100 CD-Rs for US$10 or less now). Studying the cdrom.h file for the Linux OS, I found a system call named CDROMMULTISESSION that returns the sector address of the start of the last session. If I were to hypothesize about how to make this fit into my model, I might guess that the TOC has some hint that the disc was recorded in multisession (which needs to be decided up front) and the CDROMMULTISESSION call is made to find the last session. Or it could be that a disc read initialization operation always leads off with the CDROMMULTISESSION query in order to determine this.I suppose I could figure out how to create a multisession disc with modern software, or possibly dig up a multisession disc from 15+ years ago, and then figure out how it should be read.
CD-i
This type puzzles my as well. I do have some CD-i discs and I thought that I could read them just fine (the last time I looked, which was many years ago). But my research for this blog post has me thinking that I might not have been seeing the entire picture when I first studied my CD-i samples. I was able to see some of the data, but sources indicate that only proper CD-i hardware is able to see all of the data on the disc (apparently, the TOC doesn’t show all of the sectors on disc).Hybrid CDs (Data + Audio)
At some point, it became a notable selling point for an audio CD to have a data track with bonus features. Even more common (particularly in the early era of CD-ROMs) were computer and console games that used the first track of a disc for all the game code and assets and the remaining tracks for beautifully rendered game audio that could also be enjoyed outside the game. Same model : TOC points to the various tracks and also makes notes about which ones are data and which are audio.There seems to be 2 distinct things described above. One type is the mixed mode CD which generally has the data in the first track and the audio in tracks 2..n. Then there is the enhanced CD, which apparently used multisession recording and put the data at the end. I think that the reasoning for this is that most audio CD player hardware would only read tracks from the first session and would have no way to see the data track. This was a positive thing. By contrast, when placing a mixed-mode CD into an audio player, the data track would be rendered as nonsense noise.
Subchannels
There’s at least one small detail that my model ignores : subchannels. CDs can encode bits of data in subchannels in sectors. This is used for things like CD-Text and CD-G. I may need to revisit this.In Summary
There’s still a lot of ground to cover, like how those sectors might be formatted to show something useful (e.g., filesystems), and how the model applies to other types of optical discs. Sounds like something for another post.