Python pygame.mixer() Examples
The following are 30
code examples of pygame.mixer().
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Example #1
Source File: aliens.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join(main_dir, 'data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load, %s' % file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
Example #2
Source File: aliens.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join('data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load,', file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
Example #3
Source File: resources.py From stuntcat with GNU Lesser General Public License v2.1 | 6 votes |
def music(amusic=None, load=True, play=True, stop=False): """ For loading and playing music. ::Example:: music('bla.ogg', load=True, play=True) music(stop=True) """ # perhaps the mixer is not included or initialised. if pygame.mixer and pygame.mixer.get_init(): if load and not stop: pygame.mixer.music.load(music_path(amusic)) if play and stop is None or stop is False: pygame.mixer.music.play() elif stop: pygame.mixer.music.stop()
Example #4
Source File: resources.py From stuntcat with GNU Lesser General Public License v2.1 | 6 votes |
def sfx(snd, play=False, stop=False): global _sfx_cache snd_key = snd if snd_key in _sfx_cache: asound = _sfx_cache[snd_key] else: path = os.path.join(data_path(), 'sounds', snd) asound = pygame.mixer.Sound(path) _sfx_cache[snd_key] = asound # print(snd_key, play, stop, time.time()) if play: asound.play() if stop: asound.stop() return asound
Example #5
Source File: aliens.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join(main_dir, 'data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load, %s' % file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
Example #6
Source File: aliens.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join(main_dir, 'data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load, %s' % file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
Example #7
Source File: resource.py From MCEdit-Unified with ISC License | 6 votes |
def get_sound(*names, **kwds): if sound_cache is None: return dummy_sound path = _resource_path("sounds", names, **kwds) sound = sound_cache.get(path) if not sound: try: from pygame.mixer import Sound except ImportError as e: no_sound(e) return dummy_sound try: sound = Sound(path) except pygame.error as e: missing_sound(e, path) return dummy_sound sound_cache[path] = sound return sound
Example #8
Source File: aliens.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join('data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load,', file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
Example #9
Source File: aliens.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join(main_dir, 'data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load, %s' % file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
Example #10
Source File: aliens.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join('data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load,', file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
Example #11
Source File: chimp.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def load_sound(name): class NoneSound: def play(self): pass if not pygame.mixer or not pygame.mixer.get_init(): return NoneSound() fullname = os.path.join(data_dir, name) try: sound = pygame.mixer.Sound(fullname) except pygame.error: print('Cannot load sound: %s' % fullname) raise SystemExit(str(geterror())) return sound # classes for our game objects
Example #12
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def make_sound (array): """pygame._numpysndarray.make_sound(array): return Sound Convert an array into a Sound object. Create a new playable Sound object from an array. The mixer module must be initialized and the array format must be similar to the mixer audio format. """ return mixer.Sound (array=array)
Example #13
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def array (sound): """pygame._numpysndarray.array(Sound): return array Copy Sound samples into an array. Creates a new array for the sound data and copies the samples. The array will always be in the format returned from pygame.mixer.get_init(). """ return numpy.array (sound, copy=True)
Example #14
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def samples (sound): """pygame._numpysndarray.samples(Sound): return array Reference Sound samples into an array. Creates a new array that directly references the samples in a Sound object. Modifying the array will change the Sound. The array will always be in the format returned from pygame.mixer.get_init(). """ return numpy.array (sound, copy=False)
Example #15
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def make_sound (array): """pygame._numpysndarray.make_sound(array): return Sound Convert an array into a Sound object. Create a new playable Sound object from an array. The mixer module must be initialized and the array format must be similar to the mixer audio format. """ return mixer.Sound (array=array)
Example #16
Source File: chimp.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def load_sound(name): class NoneSound: def play(self): pass if not pygame.mixer or not pygame.mixer.get_init(): return NoneSound() fullname = os.path.join(data_dir, name) try: sound = pygame.mixer.Sound(fullname) except pygame.error: print('Cannot load sound: %s' % fullname) raise SystemExit(str(geterror())) return sound # classes for our game objects
Example #17
Source File: sound_array_demos.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def sound_from_pos(sound, start_pos, samples_per_second = None, inplace = 1): """ returns a sound which begins at the start_pos. start_pos - in seconds from the begining. samples_per_second - """ # see if we want to reuse the sound data or not. if inplace: a1 = pygame.sndarray.samples(sound) else: a1 = pygame.sndarray.array(sound) # see if samples per second has been given. If not, query the mixer. # eg. it might be set to 22050 if samples_per_second is None: samples_per_second = pygame.mixer.get_init()[0] # figure out the start position in terms of samples. start_pos_in_samples = int(start_pos * samples_per_second) # cut the begining off the sound at the start position. a2 = a1[start_pos_in_samples:] # make the Sound instance from the array. sound2 = pygame.sndarray.make_sound(a2) return sound2
Example #18
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def array (sound): """pygame._numpysndarray.array(Sound): return array Copy Sound samples into an array. Creates a new array for the sound data and copies the samples. The array will always be in the format returned from pygame.mixer.get_init(). """ return numpy.array (sound, copy=True)
Example #19
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def samples (sound): """pygame._numpysndarray.samples(Sound): return array Reference Sound samples into an array. Creates a new array that directly references the samples in a Sound object. Modifying the array will change the Sound. The array will always be in the format returned from pygame.mixer.get_init(). """ return numpy.array (sound, copy=False)
Example #20
Source File: resources.py From QPong with Apache License 2.0 | 5 votes |
def load_sound(name): class NoneSound: def play(self): pass if not pygame.mixer or not pygame.mixer.get_init(): return NoneSound() fullname = os.path.join(data_dir, 'sound', name) try: sound = pygame.mixer.Sound(fullname) except pygame.error: print('Cannot load sound: %s' % fullname) raise SystemExit(str(geterror())) return sound
Example #21
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def make_sound (array): """pygame._numpysndarray.make_sound(array): return Sound Convert an array into a Sound object. Create a new playable Sound object from an array. The mixer module must be initialized and the array format must be similar to the mixer audio format. """ return mixer.Sound (array=array)
Example #22
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def samples (sound): """pygame._numpysndarray.samples(Sound): return array Reference Sound samples into an array. Creates a new array that directly references the samples in a Sound object. Modifying the array will change the Sound. The array will always be in the format returned from pygame.mixer.get_init(). """ return numpy.array (sound, copy=False)
Example #23
Source File: sound_array_demos.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def sound_from_pos(sound, start_pos, samples_per_second = None, inplace = 1): """ returns a sound which begins at the start_pos. start_pos - in seconds from the begining. samples_per_second - """ # see if we want to reuse the sound data or not. if inplace: a1 = pygame.sndarray.samples(sound) else: a1 = pygame.sndarray.array(sound) # see if samples per second has been given. If not, query the mixer. # eg. it might be set to 22050 if samples_per_second is None: samples_per_second = pygame.mixer.get_init()[0] # figure out the start position in terms of samples. start_pos_in_samples = int(start_pos * samples_per_second) # cut the begining off the sound at the start position. a2 = a1[start_pos_in_samples:] # make the Sound instance from the array. sound2 = pygame.sndarray.make_sound(a2) return sound2
Example #24
Source File: chimp.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def load_sound(name): class NoneSound: def play(self): pass if not pygame.mixer or not pygame.mixer.get_init(): return NoneSound() fullname = os.path.join(data_dir, name) try: sound = pygame.mixer.Sound(fullname) except pygame.error: print('Cannot load sound: %s' % fullname) raise SystemExit(str(geterror())) return sound # classes for our game objects
Example #25
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def make_sound (array): """pygame._numpysndarray.make_sound(array): return Sound Convert an array into a Sound object. Create a new playable Sound object from an array. The mixer module must be initialized and the array format must be similar to the mixer audio format. """ return mixer.Sound (array=array)
Example #26
Source File: _numpysndarray.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def array (sound): """pygame._numpysndarray.array(Sound): return array Copy Sound samples into an array. Creates a new array for the sound data and copies the samples. The array will always be in the format returned from pygame.mixer.get_init(). """ return numpy.array (sound, copy=True)
Example #27
Source File: sound_array_demos.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def sound_from_pos(sound, start_pos, samples_per_second = None, inplace = 1): """ returns a sound which begins at the start_pos. start_pos - in seconds from the begining. samples_per_second - """ # see if we want to reuse the sound data or not. if inplace: a1 = pygame.sndarray.samples(sound) else: a1 = pygame.sndarray.array(sound) # see if samples per second has been given. If not, query the mixer. # eg. it might be set to 22050 if samples_per_second is None: samples_per_second = pygame.mixer.get_init()[0] # figure out the start position in terms of samples. start_pos_in_samples = int(start_pos * samples_per_second) # cut the begining off the sound at the start position. a2 = a1[start_pos_in_samples:] # make the Sound instance from the array. sound2 = pygame.sndarray.make_sound(a2) return sound2
Example #28
Source File: chimp.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def load_sound(name): class NoneSound: def play(self): pass if not pygame.mixer or not pygame.mixer.get_init(): return NoneSound() fullname = os.path.join(data_dir, name) try: sound = pygame.mixer.Sound(fullname) except pygame.error: print('Cannot load sound: %s' % fullname) raise SystemExit(str(geterror())) return sound # classes for our game objects
Example #29
Source File: resource.py From MCEdit-Unified with ISC License | 5 votes |
def _i_eegecx(): try: import pygame.mixer as ghfkd return ghfkd except ImportError: print "Music not available" return None
Example #30
Source File: sound.py From rpi_lcars with MIT License | 5 votes |
def init(audio_params): """Use this instead of ``pygame.mixer.init``""" if config.SOUND: pygame.mixer.init(audio_params[0], audio_params[1], audio_params[2], audio_params[3])