def __init__(self, **kwargs): super(MusicSlider, self).__init__(**kwargs) # Audio mixer.init() mixer.set_num_channels(1) self.rain = mixer.Sound("media/audio/rain.ogg")
def __init__(self): self._files = FileResolver() # Store keyboard keys and corresponded sounds self._key_sound = {} # Load keymap settings with open(self._files.keymap_path) as f: self._keymap = yaml.safe_load(f) # Lower buffer to lower sound delay mixer.init(44100, -16, 2, 256) # Set higher channels number, allows to play many sounds # at the same time without stopping previously started ones mixer.set_num_channels(20) # Get any mono font, if no mono fonts use system default fonts = tuple(filter(lambda txt: 'mono' in txt, font.get_fonts())) win_font = fonts[0] if fonts else None font.init() self._font = font.SysFont(win_font, self.FONT_SIZE) # Set up the window win_height = len(self._keymap) * self.FONT_SIZE + 2 * self.MARGIN self._screen = display.set_mode((self.WINDOW_WIDTH, win_height)) display.set_caption(self.WINDOW_CAPTION)
def init(): global colours, tap, pixels, posScan, stepTime, markTime global colBuffer, sounds # put your own colours here colours = [(255, 0, 0), (255, 72, 0), (255, 145, 0), (255, 218, 0), (218, 255, 0), (145, 255, 0), (72, 255, 0), (0, 255, 0), (255, 255, 255)] tap = CalTap() pixel_pin = board.D18 num_pixels = 128 # RGB or GRB. Some NeoPixels have red and green reversed ORDER = neopixel.GRB BRIGHTNESS = 0.1 # 0.6 is maximum brightness for 3A external supply pixels = neopixel.NeoPixel(pixel_pin, num_pixels, brightness=BRIGHTNESS, auto_write=False, pixel_order=ORDER) pixels.fill((0, 0, 0)) posScan = 0 stepTime = 0.3 markTime = time.time() colBuffer = [(0, 0, 0)] * 8 mixer.pre_init(44100, -16, 12, 512) mixer.init() # change these to other sample names soundNames = ["0", "1", "2", "3", "4", "5", "6", "7"] # change Marimba to another directory containing your samples sounds = [ mixer.Sound("Marimba/" + soundNames[i] + ".wav") for i in range(0, len(soundNames)) ] mixer.set_num_channels(16)
def test_set_num_channels(self): mixer.init() default_num_channels = mixer.get_num_channels() for i in range(1, default_num_channels + 1): mixer.set_num_channels(i) self.assertEqual(mixer.get_num_channels(), i)
def __init__(self): logging.basicConfig(filename="SoundPlayer.log", level=logging.DEBUG) mixer.init() mixer.set_num_channels(8) self.audio_root = "../../sound_effects/animals" self.playlist = read_playlist(self.audio_root) self.sounds = {}
def main(argv): mixer.init(44100) mixer.set_num_channels(20) load_res("./res") app = App() app.MainLoop()
def initialize_audio_settings(self): """Initialize mixer settings.""" # Allows for other sounds to be played with background music mixer.init() mixer.set_num_channels(self.audio_channels) mixer.music.load('sounds/background_music.wav') mixer.music.set_volume(0.75)
def play_audio(audio): mixer.init() mixer.music.load(f"{audio}.mp3") mixer.music.set_volume(60) mixer.set_num_channels(100) mixer.music.play(-1) # infinite loop while True: print("Press 'p' to pause, 'r' to resume") print("Press 'done' to exit the program") query = input() if query == 'p': # Pausing the music mixer.music.pause() elif query == 'r': # Resuming the music mixer.music.unpause() elif query == 'done': # Stop the mixer mixer.music.stop() send_to_file(audio) break
def __init__(self) -> None: # initialize game objects random.seed() pygame.init() mixer.set_num_channels(64) # continous fire alone needs 20 mixer.music.set_volume(0.2) pygame.display.set_caption("Euclides") # restore hall of fame self._hall_of_fame = HallOfFame(HOF_FILE) self._hall_of_fame.restore() self._hiscore = self._hall_of_fame.hiscore # setup scores self._score = Score("font/Monofett-Regular.ttf", 40, WHITE, SCORE_POS) self._highscore = HiScore("font/Monofett-Regular.ttf", 40, WHITE, HISCORE_POS) # setup sprite groups self._fire = Swarm() # container for player's projectiles self._hostile = Wave() # container for enemy spacecrafts self._hostile_fire = Swarm() # container for enemy projectiles self._exploding = Exploding() # container for exploding spacecrafts self._onscreen = OnScreen() # container for sprites on screen # setup sound self._engine_startup = mixer.Sound("wav/engine_startup.wav") self._engine_startup.set_volume(0.5) self._energy_hum = mixer.Sound("wav/energy_hum.wav") self._energy_hum.set_volume(0.5) self._ship_destroyed_sound = mixer.Sound(EXPLOSION) self._ship_destroyed_sound.set_volume(1) self._main()
def test_set_num_channels(self): mixer.init() for i in xrange_(1, mixer.get_num_channels() + 1): mixer.set_num_channels(i) self.assert_(mixer.get_num_channels() == i) mixer.quit()
def init_player(sr): pre_init(sr, -16, 1) init() set_num_channels(4) for i in range(4): Channel(i).stop() wait_for_channels() sleep(2)
def __init__(self): self.sound = {} self.music = {} self.music_channels = {} self.channelIndex = 5 self.MAX_INDEX = 15 self.loadSound(resources.backgroundSound, 'background', True) mixer.set_num_channels( self.MAX_INDEX) # Being safe and getting 15 channels
def init_vars(self): self.num_channels = 10 mixer.set_num_channels(self.num_channels) self.builtinsounds = {} self.filesounds = {} self.voicesounds = {} self.hotlist = [] if not self.initialized: rospy.loginfo('sound_play node is ready to play sound')
def play(regs): set_num_channels(0x10) control = ApuControl(regs[15], regs[17]) # if control.get_triangle_lc_enable() == 1: APUPlayState.play_tri(regs) APUPlayState.play_pulse(regs, 0) APUPlayState.play_pulse(regs, 4)
def ring_bells(addr, port): app_path = getattr(sys, '_MEIPASS', os.path.abspath(os.path.dirname(__file__))) config = Config() COMMAND_START = config.getint('STRIKE_COMMANDS', 'command_start') EXIT = config.getint('STRIKE_COMMANDS', 'exit') LOOK_TO = config.getint('STRIKE_COMMANDS', 'look_to') GO = config.getint('STRIKE_COMMANDS', 'go') BOB = config.getint('STRIKE_COMMANDS', 'bob') SINGLE = config.getint('STRIKE_COMMANDS', 'single') THATS_ALL = config.getint('STRIKE_COMMANDS', 'thats_all') STAND = config.getint('STRIKE_COMMANDS', 'stand_next') mixer.init(frequency=8000, channels=1, buffer=256) mixer.set_num_channels(8) bells = { } # A dict so that bells can be accessed by bell number starting with one for ndx in range(1, config.getint('BELLS', 'bells') + 1): bells[ndx] = mixer.Sound(app_path + '/data/bell_' + str(ndx) + '.wav') look_to = mixer.Sound(app_path + '/data/LookTo.wav') go = mixer.Sound(app_path + '/data/Go.wav') bob = mixer.Sound(app_path + '/data/Bob.wav') single = mixer.Sound(app_path + '/data/Single.wav') thats_all = mixer.Sound(app_path + '/data/ThatsAll.wav') stand = mixer.Sound(app_path + '/data/Stand.wav') sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) sock.bind((addr, port)) while True: data, addr = sock.recvfrom(8) command = int.from_bytes(data, byteorder) if command == EXIT: break elif command >= COMMAND_START: if command == LOOK_TO: look_to.play() elif command == GO: go.play() elif command == BOB: bob.play() elif command == SINGLE: single.play() elif command == THATS_ALL: thats_all.play() elif command == STAND: stand.play() else: # Command is just a bell to be played bells[command].play()
def __init__(self, delegate): super(SoundController, self).__init__() self.logger = logging.getLogger('game.sound') try: mixer.pre_init(44100,-16,2,1024) mixer.init() mixer.set_num_channels(32) except Exception, e: # The import mixer above may work, but init can still fail if mixer is not fully supported. self.enabled = False self.logger.error("pygame mixer init failed; sound will be disabled: "+str(e))
def __init__(self, delegate): super(SoundController, self).__init__() self.logger = logging.getLogger('game.sound') try: mixer.pre_init(44100, -16, 2, 1024) mixer.init() mixer.set_num_channels(32) except Exception, e: # The import mixer above may work, but init can still fail if mixer is not fully supported. self.enabled = False self.logger.error( "pygame mixer init failed; sound will be disabled: " + str(e))
def init_feedback_sounds(path1, path2): """ Initialize the sounds for alpha and theta feedbacks """ pgmixer.init() pgmixer.set_num_channels(4) m1 = pgmixer.Sound(path1) m2 = pgmixer.Sound(path2) m1.set_volume(1.0) m2.set_volume(0.0) return m1, m2
def _InitializeComponents(self, frequency, channels): # Initialize pygame. font.init() display.init() mixer.pre_init(frequency) mixer.init() mixer.set_num_channels(channels) mouse.set_visible(False)
def preview_notes(self): ''' Previews the self.keys list audibly and visually simultaneously. ''' self.process_H_W() self.message('Previewing notes...') fn_font=os.path.join(os.path.dirname(os.path.abspath(__file__)),'anthem_soundfonts','font.sf2') fn_midi=os.path.join(os.path.dirname(os.path.abspath(__file__)),'preview.mid') fn_wav=os.path.join(os.path.dirname(os.path.abspath(__file__)),'preview.wav') if get_init() is None: # Checks if pygame has initialized audio engine. Only needs to be run once per instance pre_init(fs, -16, 2, 1024) init() set_num_channels(128) # We will never need more than 128... mid=mido.MidiFile() track=mido.MidiTrack() mid.tracks.append(track) mid.ticks_per_beat=1000 track.append(mido.MetaMessage('set_tempo', tempo=int(1e6))) track.append(mido.Message('program_change', program=sound_presets[self.cfg['sound_preset']], time=0)) for i in range(len(self.keys)): track.append(mido.Message('note_on', note=self.keys[i], velocity=100, time=250)) track.append(mido.Message('note_off', note=self.keys[i], time=250)) track.append(mido.Message('note_off', note=self.keys[i], time=500)) mid.save(fn_midi) cmd='fluidsynth -ni {} -F {} -r {} {} {} '.format(self.cfg['fluidsynthextracommand'],fn_wav,fs,fn_font,fn_midi) os.system(cmd) music.load(fn_wav) for i in range(len(self.keys)): t=time.time() self.imW.remove() Wtmp=self.data['W_pp'][:,i] cmaptmp=self.cmap[i,:-1] self.imW=self.Wax2.imshow((Wtmp[:,None]@cmaptmp[None,:]*255/np.max(self.data['W_pp'])).reshape(self.data['W_shape'][0],self.data['W_shape'][1],3).clip(min=0,max=255).astype('uint8')) self.canvas_W.draw() self.update() if i==0: music.play(0) time.sleep(.5-np.min(((time.time()-t),.5))) time.sleep(.5) music.unload() try: os.remove(fn_midi) os.remove(fn_wav) except OSError as e: print("Failed with:", e.strerror) self.refresh_GUI()
def main(): pygame.mixer.pre_init(44100, -16, 2, 1024 * 3) mixer = pygame.mixer mixer.init(44100) mixer.set_num_channels(10) # mixer.music.load(os.path.join('./choons/', 'ethergrind.xm')) # mixer.music.play(-1) sounds = [None] * 15 sounds[0] = mixer.Sound(os.path.join('./sounds/', 'logo.wav')) sounds[1] = mixer.Sound(os.path.join('./sounds/', 'break.wav')) sounds[2] = mixer.Sound(os.path.join('./sounds/', 'golds.wav')) sounds[3] = mixer.Sound(os.path.join('./sounds/', 'hitground.wav')) sounds[4] = mixer.Sound(os.path.join('./sounds/', 'jump.wav')) sounds[5] = mixer.Sound(os.path.join('./sounds/', 'pickup.wav')) sounds[6] = mixer.Sound(os.path.join('./sounds/', 'throw.wav')) sounds[7] = mixer.Sound(os.path.join('./sounds/', 'tite.wav')) sounds[8] = mixer.Sound(os.path.join('./sounds/', 'smush.wav')) sounds[9] = mixer.Sound(os.path.join('./sounds/', 'cryingoutloud.wav')) sounds[10] = mixer.Sound(os.path.join('./sounds/', 'cartblow.wav')) sounds[11] = mixer.Sound(os.path.join('./sounds/', 'turnon.wav')) screen = pygame.display.set_mode((640, 480)) # pygame.display.set_caption("::ethergrind::") pygame.mouse.set_visible(False) pygame.font.init() game = engine.Game() flags = 0 nextfile = False editor = False filename = "" for arg in sys.argv: if (nextfile): filename = arg nextfile = False editor = True elif (arg == "-f"): flags = pygame.fullscreen elif (arg == "-e"): nextfile = True if (editor): pygame.display.set_caption("xml level editor") game.run(editscreen(game, sounds, mixer, filename), screen) else: pygame.display.set_caption("Super Bean Kid") game.run(titlescreen(game, sounds, mixer), screen)
def __init__(self,game,priority=10): super(SoundController, self).__init__(game,priority) self.logger = logging.getLogger('game.sound') try: mixer.pre_init(frequency=22050, size=-16, channels=2, buffer=256) #256 prev mixer.init() mixer.set_num_channels(8) self.queue=deque() #for queing up quotes mixer.set_reserved(CH_MUSIC_1) mixer.set_reserved(CH_MUSIC_2) mixer.set_reserved(CH_VOICE) #mixer.Channel(CH_VOICE).set_endevent(pygame.locals.USEREVENT) -- pygame event queue really needs display and cause a ton of issues, creating own except Exception, e: self.logger.error("pygame mixer init failed; sound will be disabled: "+str(e)) self.enabled = False
def __init__(self, screen_size_, channels_: int = 8): """ :param screen_size_: pygame.Rect; Size of the active display :param channels_ : integer; number of channels to reserved for the sound controller :return : None """ if not isinstance(screen_size_, pygame.Rect): raise ValueError( "\n screen_size_ argument must be a pygame.Rect type, got %s " % type(screen_size_)) if not isinstance(channels_, int): raise ValueError( "\n channels_ argument must be a integer type, got %s " % type(channels_)) assert channels_ >= 1, "\nArgument channel_num_ must be >=1" if pygame.mixer.get_init() is None: raise ValueError( "\nMixer has not been initialized." "\nUse pygame.mixer.init() before starting the Sound controller" ) self.channel_num = channels_ # channel to init self.start = mixer.get_num_channels( ) # get the total number of playback channels self.end = self.channel_num + self.start # last channel mixer.set_num_channels( self.end) # sets the number of available channels for the mixer. mixer.set_reserved( self.end) # reserve channels from being automatically used self.channels = [ mixer.Channel(j + self.start) for j in range(self.channel_num) ] # create a channel object for controlling playback self.snd_obj = [None ] * self.channel_num # list of un-initialised objects self.channel = self.start # pointer to the bottom of the stack self.all = list(range( self.start, self.end)) # create a list with all channel number self.screen_size = screen_size_ # size of the display (used for stereo mode)
def player_play(self) -> None: # self.sliders_enable() if self.current_album: self.ui.setWindowTitle( f"{self.current_album.title} - {WindowProp.TITLE}") self.player_status = PlayerStatus.PLAYING self.ui.btn_pause_play.setIcon( QtGui.QIcon( str(Path(BASE_PATH, self.cfg.svg_path, self.cfg.svg_btn_pause)))) self.ui.btn_pause_play.clicked.disconnect() self.ui.btn_pause_play.clicked.connect(self.player_pause) f_len = len(self.current_album.files) pmixer.init(frequency=22050, size=-16, channels=4) pmixer.set_num_channels(f_len) self.used_channels = [] for ch in self.current_album.files: slider = getattr(self.ui, "vertical_slider_%da" % ch.channel) slider.setToolTip("") slider.setDisabled(True) if os.path.isfile(ch.file): slider.setToolTip(ch.title) slider.setDisabled(False) pmixer.Channel(ch.channel).play(pmixer.Sound(ch.file), loops=-1) position = slider.value() pmixer.Channel(ch.channel).set_volume( self.position_to_volume(position)) self.used_channels.append(ch.channel) else: self.alert_message(header="Missing File", text=f"File does not exist:\n {ch.file}") for ch in range(0, MAX_NUM_CHANNELS): if ch not in self.used_channels: slider = getattr(self.ui, "vertical_slider_%da" % ch) slider.setToolTip("") slider.setDisabled(True)
import time mixer.init(frequency=22050, size=-16, channels=2, buffer=128) musicLoad = mixer.music.load musicPlay = mixer.music.play musicStop = mixer.music.stop musicPause = mixer.music.pause musicUnpause = mixer.music.unpause musicFade = mixer.music.fadeout musicSetVolume = mixer.music.set_volume musivVolume = mixer.music.get_volume musicIsPlay = mixer.music.get_busy musicSetPos = mixer.music.set_pos musicPos = mixer.music.get_pos mixer.set_num_channels(16) twoHands = 1 __hitsounds = { 'l1': mixer.Sound("sfx/hit0.wav"), 'l2': mixer.Sound("sfx/hit1.wav"), 'l3': mixer.Sound("sfx/hit2.wav"), 'l4': mixer.Sound("sfx/hit3.wav"), 'r1': mixer.Sound("sfx/hit0.wav"), 'r2': mixer.Sound("sfx/hit1.wav"), 'r3': mixer.Sound("sfx/hit2.wav"), 'r4': mixer.Sound("sfx/hit3.wav") } __startsound = mixer.Sound("sfx/start.wav") __beepSound = mixer.Sound("sfx/beep.wav") __errorSound = mixer.Sound("sfx/error.wav")
import sched import os from gpiozero import PWMLED from gpiozero import LoadAverage, PingServer # sound config try: import contextlib with contextlib.redirect_stdout( None): # disabled de irritante welkom tekst van pygame from pygame import mixer except: from pygame import mixer mixer.init() mixer.set_num_channels(50) # default is 8 from PIL import Image from PIL import ImageChops # white LEDS led = PWMLED(20) led.value = 0 #0..1 # heat hotRes = PWMLED(16) hotRes.value = 0 #0..1 # addressable LEDS from neopixel import * LED_COUNT = 200 # Number of LED pixels. LED_PIN = 13 # GPIO pin connected to the pixels (18 uses PWM!).
def run_game(): # Game parameters SCREEN_WIDTH, SCREEN_HEIGHT = 400, 400 BG_COLOR = 150, 150, 80 CREEP_FILENAMES = [ 'bonehunter2.png', 'skorpio.png', 'tuma.png', 'skrals.png', 'stronius1.png', 'stronius2.png', 'metus_with_guards.png'] TOWER_FILENAMES = [ 'matanui.png', 'malum.png', 'gresh.png', 'gelu.png', 'vastus.png', 'kiina.png', 'ackar.png', 'straak.png' ] SELL_FILENAME = 'Sell.png' RAIN_OF_FIRE = 'rain_of_fire.png' TORNADO = 'tornado.png' TORNADO_BIG = 'tornado_big.png' BUTTON_FILENAMES = TOWER_FILENAMES + [RAIN_OF_FIRE, TORNADO, SELL_FILENAME] money = 643823726935627492742129573207 mixer.pre_init(44100, -16, 2, 2048) # setup mixer to avoid sound lag mixer.init() mixer.set_num_channels(30) print "mix", mixer.get_num_channels() EXPLOSIONS = [mixer.Sound('expl%d.wav'%(i)) for i in range(1, 7)] FIRING = [mixer.Sound('fire%d.wav'%(i)) for i in range(1, 4)] N_CREEPS = 10 N_TOWERS = 0 pygame.init() background = pygame.image.load("Background_Level_1.JPG") path = pygame.image.load("Path_Level_1.png") w, h = background.get_size() assert (w, h) == path.get_size() sc = min(1024.0/w, 1024.0/h) background = pygame.transform.scale(background, (int(w * sc), int(h * sc))) path = pygame.transform.scale(path, (int(w * sc), int(h * sc))) backgroundRect = background.get_rect() starts, paths = create_paths(path) screen = pygame.display.set_mode( background.get_size(), 0, 32) clock = pygame.time.Clock() # Create N_CREEPS random creeps. creeps = [] for i in range(N_CREEPS): creeps.append(Creep(screen, choice(CREEP_FILENAMES), ( choice(starts)[::-1]), # reversed x and y ( choice([-1, 1]), choice([-1, 1])), 0.05, paths, choice(EXPLOSIONS))) towers = [Tower(screen, choice(TOWER_FILENAMES), (randint(0, background.get_size()[0]), randint(0, background.get_size()[1])), (1, 1), 0.0, paths, radius=100, max_attacks=3, firing_sounds=FIRING) for i in range (N_TOWERS)] buttons = [Button(screen, buttonfile, (randint(0, background.get_size()[0]), randint(0, background.get_size()[1])), (1, 1), 0.0, paths) for buttonfile in BUTTON_FILENAMES] rightedge = screen.get_width() - 5 for b in buttons[:len(buttons)//2]: b.pos = vec2d(rightedge - b.image.get_width() / 2, 5 + b.image.get_height() / 2) rightedge -= (b.image.get_width() + 5) rightedge = screen.get_width() - 5 for b in buttons[len(buttons)//2:]: b.pos = vec2d(rightedge - b.image.get_width() / 2, 5 + b.image.get_height() / 2 + 80) rightedge -= (b.image.get_width() + 5) next_tower = TOWER_FILENAMES[0] cursor = Cursor(screen, TOWER_FILENAMES[0], (0, 0), (1,1), 0.0, paths) font = pygame.font.SysFont(pygame.font.get_default_font(), 20, bold=True) tornado_img = pygame.image.load(TORNADO_BIG).convert_alpha() global_attacks = GlobalAttacks(screen, RAIN_OF_FIRE, (randint(0, background.get_size()[0]), randint(0, background.get_size()[1])), (1, 1), 0.0, paths, radius=100, max_attacks=3, firing_sounds=FIRING) # The main game loop # rect = pygame.Rect((1, 1), (10, 10)) selling = False while True: # Limit frame speed to 50 FPS # time_passed = clock.tick(50) for event in pygame.event.get(): if event.type == pygame.QUIT: exit_game() if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: rect.center = pygame.mouse.get_pos() collided = False for b in buttons: if b.rect.colliderect(rect): selling = (b.img_filename == SELL_FILENAME) rain_of_fire = (b.img_filename == RAIN_OF_FIRE) tornado = (b.img_filename == TORNADO) buying = (not selling) and (not rain_of_fire) if buying: next_tower = BUTTON_FILENAMES[buttons.index(b)] cursor.change_image(next_tower) # only one rain of fire available at a time if global_attacks.ready(): if rain_of_fire: for i in range(20): target = choice(creeps) global_attacks.target(target) if tornado: targets = [choice(creeps) for i in range(20)] tornado_attack = MobileAttack(global_attacks, targets, img=tornado_img, pos=vec2d((randint(0, background.get_size()[0]), randint(0, background.get_size()[1])))) tornado_attack.speed = 0.2 global_attacks.add_attack(tornado_attack) collided = True for t in towers: if cursor.rect.colliderect(t.rect): collided = t if not collided and not selling and money >= 100: towers += [Tower(screen, next_tower, pygame.mouse.get_pos(), (1, 1), 0.0, paths, radius=100, max_attacks=3, firing_sounds=FIRING)] money -= 100 if selling and collided: if collided in towers: towers.remove(collided) money += 50 # Redraw the background screen.blit(background, backgroundRect) # Update and redraw all creeps for creep in creeps: creep.update(time_passed) for tower in towers: tower.attack(creeps) money += tower.update(time_passed) money += global_attacks.update(time_passed) cursor.update() for obj in creeps + towers + buttons + [global_attacks, cursor]: obj.blitme() money_text = font.render("%d"%(money), True, pygame.Color(0, 0, 0)) screen.blit(money_text, (rightedge - 5 - money_text.get_width(), 5 + money_text.get_height())) pygame.display.flip()
mixer.init(frequency=22050, size=-16, channels=2, buffer=128) musicLoad = mixer.music.load musicPlay = mixer.music.play musicStop = mixer.music.stop musicPause = mixer.music.pause musicUnpause = mixer.music.unpause musicFade = mixer.music.fadeout musicSetVolume = mixer.music.set_volume musivVolume = mixer.music.get_volume musicIsPlay = mixer.music.get_busy musicSetPos = mixer.music.set_pos musicPos = mixer.music.get_pos mixer.set_num_channels(16) twoHands = 1 __hitsounds = {'l1': mixer.Sound("sfx/hit0.wav"), 'l2': mixer.Sound("sfx/hit1.wav"), 'l3': mixer.Sound("sfx/hit2.wav"), 'l4': mixer.Sound("sfx/hit3.wav"),'r1': mixer.Sound("sfx/hit0.wav"), 'r2': mixer.Sound("sfx/hit1.wav"), 'r3': mixer.Sound("sfx/hit2.wav"), 'r4': mixer.Sound("sfx/hit3.wav")} __startsound = mixer.Sound("sfx/start.wav") __beepSound = mixer.Sound("sfx/beep.wav") __errorSound = mixer.Sound("sfx/error.wav") __acceptsound = mixer.Sound("sfx/accept.wav") __moveSound = mixer.Sound("sfx/change.wav") __backSound = mixer.Sound("sfx/back.wav") __deathSound = mixer.Sound("sfx/death.wav") __lowHpSound = mixer.Sound("sfx/lowhp.wav") __damageSound = mixer.Sound("sfx/damage.wav") __restoreHP = mixer.Sound("sfx/restorehp.wav") def playDamage():
def initialize_audio_settings(self): """sound settings""" mixer.init() mixer.set_num_channels(self.audio_channels) self.music_channel.set_volume(0.7)
def init_audio(self): mixer.init() mixer.set_num_channels(8) self.voice = mixer.Channel(5) self.sound = mixer.Sound(sound_file)
def init(self, game): mixer.set_num_channels(8) mixer.set_reserved(2) self.ui_channel = mixer.Channel(0) self.bg_channel = mixer.Channel(1) self.set_bg(self.load_sound("data/sound/background/Puzzle-Game.wav"))
import pianohat import time from pygame import mixer def handle_note(channel, pressed): if pressed: my_sounds[channel].play(loops=0) print("You pressed key {}".format(channel)) else: print("You released key {}".format(channel)) mixer.init(22050, -16, 2, 512) mixer.set_num_channels(13) my_sound_files = [ "/home/pi/moo.wav", "/home/pi/dog.wav", "/home/pi/dog.wav", "/home/pi/moo.wav", "/home/pi/dog.wav", "/home/pi/moo.wav", "/home/pi/dog.wav", "/home/pi/moo.wav", "/home/pi/dog.wav", "/home/pi/moo.wav", "/home/pi/dog.wav", "/home/pi/moo.wav", "/home/pi/dog.wav" ] my_sounds = [mixer.Sound(sound_file) for sound_file in my_sound_files] pianohat.on_note(handle_note) while True: time.sleep(0.001)
def __init__(self): '''Initializes mixer, number of channels to 8, and state to not paused''' mixer.init() mixer.set_num_channels(8) self.paused = False
except ImportError: import android.mixer as mixer try: import android except ImportError: android = None #pygame 初始化 pygame.init() ScreenSize = (800, 640) clock = pygame.time.Clock() #设置窗口模式及大小 screen = pygame.display.set_mode(ScreenSize) #鼠标可用 pygame.mouse.set_visible(False) mixer.set_num_channels(32) #设置窗口标题 pygame.display.set_caption("放置传奇") screenwidth = screen.get_width() screenheight = screen.get_height() running = True explosions=0
if __name__ != '__main__': from pygame.mixer import Sound from pygame import mixer mixer.pre_init(44100, -16, 1, 1000) mixer.init() mixer.set_num_channels(30) sounds = { 'gun': { 'shoot': Sound('data/Sounds/gun.wav'), 'reload': Sound('data/Sounds/gun_reload.wav') }, 'ak47': { 'shoot': Sound('data/Sounds/ak47.wav'), 'reload': Sound('data/Sounds/ak47_reload.wav') }, 'm249': { 'shoot': Sound('data/Sounds/m249.wav'), 'reload': Sound('data/Sounds/m249_reload.wav') }, 'rifle': { 'shoot': Sound('data/Sounds/rifle.wav'), 'reload': Sound('data/Sounds/rifle_reload.wav') }, 'shotgun': { 'shoot': Sound('data/Sounds/shotgun.wav'), 'reload': Sound('data/Sounds/shotgun_reload.wav') }, 'flamethrower': { 'shoot': Sound('data/Sounds/flamethrower.wav'),
key_width_extra = (key_rightmost - key_leftmost) % n key_rightmost = key_rightmost - key_width_extra key_width = (key_rightmost - key_leftmost) // n key_height = key_bottommost - key_topmost key_area = key_height * key_width threshold_area_value = key_area * 0.1 * 255 key = cv2.resize(cv2.imread('Images/OneWhiteKey.png'), (key_width, key_height), interpolation=cv2.INTER_CUBIC) #disp("img",key) #key.shape PianoImage = np.tile(key, [1, n, 1]) #PianoImage.shape #disp("piano",PianoImage) mixer.init() #mixer.set_num_channels(n) mixer.set_num_channels(n * 50) soundList = [ mixer.Sound("../Music_Notes/" + sounds[i + 1] + '.wav') for i in range(n) ] yellowTouch = np.zeros([key_height, key_width, 3], dtype="uint8") yellowTouch[:, :, 0] = 0 yellowTouch[:, :, 1] = 247 yellowTouch[:, :, 2] = 255 def key_Addr(): keyAddr = [] prevLeft = key_leftmost for i in range(n): keyAddr.append([prevLeft, prevLeft + key_width]) prevLeft = keyAddr[i][1]
import math from pygame import mixer as mx from pygame.math import Vector2 as vec ###SETTING VARIABLES WIDTH = 960 HEIGHT = 544 TITLE = "Slime Invasion" disp = pg.display.set_mode((WIDTH, HEIGHT)) pg.display.set_caption(TITLE) pg.display.set_icon(pg.image.load('Images/icon.png')) pg.init() mx.pre_init(44100, -16, 2, 512) mx.set_num_channels(16) sounds = { 'CrossbowShoot': mx.Sound('Sounds/crossbowsound.wav'), 'SlimeHit': mx.Sound('Sounds/slimehit.ogg'), 'SlimeDie': mx.Sound('Sounds/slimedie.wav'), 'TripleCrossbowShoot': mx.Sound('Sounds/triplecrossbowsound.wav'), 'CannonShoot': mx.Sound('Sounds/cannonsound.wav'), 'GameOver': mx.Sound('Sounds/GameOver.wav'), 'Click': mx.Sound('Sounds/click.wav'), 'Hover': mx.Sound('Sounds/hover.wav'), 'WaveStart': mx.Sound('Sounds/WaveStart.wav') } music = { 'Shop': 'Sounds/Loop.wav', 'Wave': 'Sounds/Loop1.wav',