def load_sound(self, filename, sound_type=SOUND_PLAY): this_sound = sound.load_sound(filename) if sound_type == SOUND_BLOCK: self.sound_block = this_sound elif sound_type == SOUND_HIT: self.sound_hit = this_sound elif sound_type == SOUND_MISS: self.sound_miss = this_sound else: self.sound = this_sound
def invert_noisy_subbands(target_envs, final_sr, env_sr, mid_sr=20000, low_lim=20, hi_lim=10000, comp_exp=0.3, scale_volume=2.): # number of subbands (w/o high/low pass) nbands = target_envs.shape[1] - 2 snd_len = int(np.ceil(target_envs.shape[0] * float(mid_sr) / float(env_sr))) snd_len -= (snd_len % 100) target_envs = np.clip(target_envs, 0, 1) filts, _, _ = erb_filters(snd_len, mid_sr, nbands, low_lim, hi_lim) synth_sound = np.random.randn(snd_len) if 0: print('using pink noise') noise_snd = sound.load_sound( '/data/vision/billf/aho-stuff/vis/lib/soundtex/pink_noise_20s_20kHz.wav' ) noise_snd = noise_snd.normalized().to_mono() noise_snd = noise_snd.samples i = np.random.choice( list(range(noise_snd.shape[0] - synth_sound.shape[0]))) synth_sound = 100 * noise_snd[i:i + synth_sound.shape[0]] print('stdev', np.std(synth_sound)) #sound.play(synth_sound, mid_sr) # Forward pass: current sound -> downsampled envelopes and full-res phases synth_subbands = subbands_from_sound(synth_sound, filts) analytic = scipy.signal.hilbert(synth_subbands, axis=0) synth_envs = np.abs(analytic) #phases = analytic / synth_envs phases = analytic #up_target_envs = resample(target_envs, mid_sr / env_sr) up_target_envs = scipy.signal.resample(target_envs, phases.shape[0]) up_target_envs = np.maximum(up_target_envs, 0.) up_target_envs **= (1. / comp_exp) new_analytic = phases * up_target_envs synth_subbands = np.real(new_analytic) synth_sound = sound_from_subbands(synth_subbands, filts) synth_sound = resample(synth_sound, final_sr / float(mid_sr)) synth_sound = synth_sound * scale_volume synth_sound = np.clip(synth_sound, -1., 1.) return sound.Sound(None, final_sr, synth_sound)
while i < patrol: arranged = 0 if (float(patrol) / (minimum)) > 0.85: arranged = 5 board2.random_placing(ships[k][0] + str(i), 5 - k, arranged) i += 1 k += 1 return e_list if __name__ == "__main__": save = "no" sink = sound.load_sound("sink.wav") ship_dict = {"p": "patrol", "d": "destroyer", "s": "submarine", \ "a": "aircraft"} print "\n***********WELCOME TO BATTLESHIP******************************" new_user = raw_input("Are you a new user? (if yes please type new) : ") print "Please type your username and password " username = raw_input("Username : "******"Password : "******"if you want to create new account please type\ 'new' : ") username = raw_input("Username : "******"Password : ") users = validation(username, password, new_user)
import pygcurse, pygame, game, sound, var from pygame.locals import * pygame.font.init() pygame.mixer.init() var.snd_explode1 = sound.load_sound('explode1.wav') _font = pygame.font.Font('ProggySquare.ttf', 24) var.main_menu = [{'text':'Start','action':'game'},{'text':'Options','action':'options'},{'text':'Exit','action':'exit'}] var.clock = pygame.time.Clock() var.window = pygcurse.PygcurseWindow(var.win_size[0], var.win_size[1],font=_font,caption='ASCIItest') var.window.autoupdate = False game.setup()
def load_sound(self, filename, sound_type=SOUND_PLAY): this_sound = sound.load_sound(filename) self.sound = this_sound
end (type: int): The ending index for the range of samples. This is non-inclusive. Returns: (type: int) The maximum left channel value in samples between the start and end indices. """ # initialize max value to left channel value in the first sample in the range first = my_sound[start] max_val = abs(first.left) # loop through all other samples in the range and keep track of the # largest left channel sample value. for i in range(start + 1, end): sample = my_sound[i] left_val = abs(sample.left) if (left_val > max_val): max_val = left_val return max_val # To Do: Define your set_extremes function below this line. jolly = sound.load_sound("jolly.wav") jolly.play() sound.wait_until_played() # waits until jolly is done playing jolly.display() # To Do: Add new test code after this line.
""" Module: comp110_lab03 Practice code for working with sounds in Python. """ import sound love_sound = sound.load_sound("love.wav") love_sound.play() sound.wait_until_played() # waits until love_sound is done playing # change the volume of the love sound for i in range(len(love_sound)): sample = love_sound.get_sample(i) new_left_val = sample.get_left() * 2 new_right_val = sample.get_right() * 2 sample.set_left(new_left_val) sample.set_right(new_right_val) love_sound.play() sound.wait_until_played() # waits until love_sound is done playing
def main(): print "Working" mysound = sound.load_sound("/Users/eos/Desktop/Vocal Processing/airplane.wav") fade(mysound, 2000)
def game_loop(): global BORDER_LOWER, BORDER_LEFT, BORDER_RIGHT global TICKS_PER_SECOND global SHOT_SPEED,SHIP_SPEED enemies = [] generate_enemy_wave(enemies) screen = pygame.display.get_surface() shoot_sound = sound.load_sound('psh.ogg') enemy_explosion_sound = sound.load_sound('uddh.ogg') position = [(SCREEN_SIZE[0]) / 2, BORDER_LOWER-10] ship_sprite = PlayerShip.PlayerShip(position) shot_sprite = Shot.Shot([0,0]) enemy_shot_sprite = Shot.Shot([0,0]) ship_sprite.size = ship_sprite.image.get_size() # shotX, shotY = shot_sprite.image.get_size() # enemy_shotX, enemy_shotY = shotX, shotY ship_sprite.coorX = ship_sprite.position[0] ship_sprite.coorY = ship_sprite.position[1] # shot_coorX = 0.0 # shot_coorY = 0.0 ship_sprite.coorX = (SCREEN_SIZE[0] - ship_sprite.size[0]) / 2 ship_sprite.coorY = BORDER_LOWER - ship_sprite.size[1] shot_exists = False enemy_shot_exists = False score = 0 clock = pygame.time.Clock() ticks = 0 done = False # Main game loop while not done: clock.tick(TICKS_PER_SECOND) ticks += 1 if (ticks % TICKS_PER_SECOND) == 0: fps = clock.get_fps() # print fps ##################################################################################### # read keyboard and move player ship events = pygame.event.get() keystate = pygame.key.get_pressed() if keystate[K_ESCAPE] == 1: done = True break if keystate[K_a] == 1: ship_sprite.move_left() if keystate[K_d] == 1: ship_sprite.move_right() if keystate[K_SPACE] == 1: if not shot_exists: shoot_sound.play() shot_exists = True shot_sprite.position[0], shot_sprite.position[1] = ship_sprite.position[0] + (ship_sprite.size[0] - shot_sprite.size[0]) / 2, ship_sprite.position[1] - shot_sprite.size[1] #generate shot near top middle of gun if keystate[K_e] == 1: if not enemy_shot_exists: #shoot_sound.play() enemy_shot_exists = True enemy_shot_sprite.position[0] = 400.0 #random.randint(BORDER_LEFT, BORDER_RIGHT) enemy_shot_sprite.position[1] = 400.0 #shot_coorX, shot_coorY = ship_sprite.coorX + (ship_sprite.size[0] - shotX) / 2, ship_sprite.coorY - shotY #generate shot near top middle of gun for event in events: if event.type == QUIT: done = True break ####################################################################################### # collision detection shot <-> enemies dying_enemies = [] # empty list that gets filled as enemies get shot for i in range(len(enemies)): if shot_exists: if collidesWith(shot_sprite,enemies[i]): # Collision! score += enemies[i].get_score() dying_enemies.append(i) shot_exists = False enemy_explosion_sound.play() # TODO: enemy explosion graphics explosion.create(enemies[i].position) #print "zerstort" # remove all enemies that were hit. delta = 0 for i in range(len(dying_enemies)): del enemies[dying_enemies[i + delta]] delta += 1 # each time we remove one, the index of all the others must be reduced. This assumes that the list of dying enemies is sorted # collision detection enemy_shot <-> PlayerShip #dying_enemies = [] # empty list that gets filled as enemies get shot if enemy_shot_exists: if collidesWith(enemy_shot_sprite,ship_sprite): # Collision! enemy_shot_exists = False enemy_explosion_sound.play() # TODO: ship explosion graphics # remove all enemies that were hit. # detect end of wave if len(enemies) == 0: generate_enemy_wave(enemies) ############################################################################################ if shot_exists: #move shot shot_sprite.position[1] -= SHOT_SPEED if shot_sprite.position[1] <= BORDER_UPPER: shot_exists = False if enemy_shot_exists: #move shot enemy_shot_sprite.position[1] += SHOT_SPEED if enemy_shot_sprite.position[1] >= BORDER_LOWER: enemy_shot_exists = False ############################################################################################ graphics.draw_background(screen) text.draw_text(screen, score) if shot_exists: # draw shot screen.blit (shot_sprite.image, (shot_sprite.position[0], shot_sprite.position[1])) if enemy_shot_exists: # draw shot screen.blit (shot_sprite.image, (enemy_shot_sprite.position[0], enemy_shot_sprite.position[1])) for i in range(len(enemies)): enemies[i].draw(screen) explosion.draw(screen) # draw player ship ship_sprite.draw(screen) # swap back and front buffers pygame.display.flip()
def open_file(file_path): ''' return a sound object for the given file name''' return sound.load_sound(file_path)
def change_volume(original_sound): """ Modifies the volume of the given sound. Parameters: original_sound (type: Sound): The original sound. Returns: Sound object: Like the original sound, but with the volume changed. """ pass # replace this line with your code # First, test the change_volume with the love.wav audio love = sound.load_sound("love.wav") love.play() sound.wait_until_played() changed_love = change_volume(love) changed_love.play() sound.wait_until_played() # Now, test our function with the doglake.wav audio doglake_sound = sound.load_sound("doglake.wav") doglake_sound.play() sound.wait_until_played() changed_doglake_sound = change_volume(doglake_sound) changed_doglake_sound.play() sound.wait_until_played()