def _load_sounds(self):
        """Load sounds to be played."""

        self.sound_files = dict()
        # Get address files
        for key in self.sound_type.keys():
            limit = len(self.sound_type[key]) - 1
            index = random.randint(0, limit)
            self.sound_files[key] = self.sound_type[key][index]

        self.opened_sounds, self.channels = dict(), dict()
        i = 0
        # For shots, exploded_alien, lost_ship, new_level
        for key in list(self.sound_type.keys())[2:]:
            self.opened_sounds[key] = Sound(self.sound_files[key])
            self.channels[key] = pygame.mixer.Channel(i)
            i += 1

        music.load(self.sound_files['menu'])
        music.play(loops=-1)
        self.channels['shots'].set_volume(0.1)
        self.channels['exploded_alien'].set_volume(0.2)
        self.channels['lost_ship'].set_volume(1.0)
        self.channels['new_level'].set_volume(0.6)
        self.channels['game_over'].set_volume(1.0)
Exemple #2
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    def teclado(self, tecla, x, y):
        if tecla == b'a' and self.axisX >= -1:
            self.esqdir += - 20
            self.axisX -= .1

        if tecla == b's'and self.axisZ <= 1.7:
            self.cimabaixo += - 20
            self.axisZ += .1

        if tecla == b'w' and self.axisZ >= -12.8:
            self.cimabaixo += + 20
            self.axisZ -= .1

        if tecla == b'd' and self.axisX <= 6.9:
            self.esqdir += + 20
            self.axisX += .1

        # TRAVE - X 2.4 a 3.7
        if self.axisZ < -12.8 and 2.4 <= self.axisX <= 3.7:
            music.play(0)

        # 1.8 / 3.7 a 2.4
        if self.axisZ > 1.7 and 2.4 <= self.axisX <= 3.7:
            music.play(0)

        print self.axisX
        print self.axisZ

        glutPostRedisplay()
Exemple #3
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  def __init__(self, settings):
    self.speed = int(settings['-r']) if '-r' in settings else 20
    self.scale = float(settings['-s']) if '-s' in settings else 1.0
    self.screen = curses.initscr()
    self.height, self.width = self.screen.getmaxyx()#[:2]
    self.START_INTENSITY = int(settings['-i']) if '-i' in settings else self.MAX_INTENSITY
    self.START_OFFSET = int(settings['-w']) if '-w' in settings else 0
    self.START_HEIGHT = int(settings['-h']) if '-h' in settings else 0
    self.screen.clear()
    self.screen.nodelay(1)
    mixer.init()
    music.load('../fire.wav')
    music.play(-1)
    self.volume = 1.0

    curses.curs_set(0)
    curses.start_color()
    curses.use_default_colors()
    for i in range(0, curses.COLORS):
      curses.init_pair(i, i, -1)

    def color(r, g, b):
      return (196+r//48*6+g//48*36+b//48)
    self.heat = [color(16 * i,0,0) for i in range(0,16)] #+ [color(255,16 * i,0) for i in range(0,16)]
    self.particles = [ord(i) for i in (' ', '.', '*', '#', '@')]
    assert(len(self.particles) == self.NUM_PARTICLES)

    self.resize()
Exemple #4
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def play_song(filename):
    global current_song
    global MUSIC_PATH
    if filename != current_song:
        music.load(MUSIC_PATH + filename)
        music.play(-1)
        current_song = filename
Exemple #5
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  def __init__(self, settings):
    self.speed = int(settings['-r']) if '-r' in settings else 20
    self.scale = float(settings['-s']) if '-s' in settings else 1.0
    self.screen = curses.initscr()
    self.START_INTENSITY = int(settings['-i']) if '-i' in settings else self.MAX_INTENSITY
    self.START_OFFSET = int(settings['-w']) if '-w' in settings else 0
    self.START_HEIGHT = int(settings['-h']) if '-h' in settings else 0
    self.screen.clear()
    self.screen.nodelay(1)

    curses.curs_set(0)
    curses.start_color()
    curses.use_default_colors()
    for i in range(0, curses.COLORS):
      curses.init_pair(i, i, -1)

    def color(r, g, b):
      return (16+r//48*36+g//48*6+b//48)
    self.heat = [color(16 * i,0,0) for i in range(0,16)] + [color(255,16 * i,0) for i in range(0,16)]
    self.particles = [ord(i) for i in (' ', '.', '*', '#', '@')]
    assert(len(self.particles) == self.NUM_PARTICLES)

    self.resize()
    self.volume = 1.0
    if pygame_available:
      mixer.init()
      music.load('fire.wav')
      music.play(-1)
    elif pyaudio_available:
      self.loop = True
      self.lock = threading.Lock()
      t = threading.Thread(target=self.play_fire)
      t.start()
Exemple #6
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    def level_menu(g, keys):

        if keys[K_r]:
            g.restart_game()
            g.mode = F_GAME
            if (g.opt_music == True):
                music.rewind()
                music.play(-1)
        if keys[K_q]:
            g.mode = F_MAIN_MENU
            if (g.opt_music == True):
                music.load(os.path.join(media_folder, 'main_menu_music.wav'))
                music.play(-1)

        g.menu_timer -= g.dt
        if g.menu_timer <= 0:
            if keys[K_RETURN]:
                g.level_menu.function[g.level_menu.text.new_pos -
                                      g.level_menu.text.offset_title_select](g)
                g.menu_timer = MENU_INPUT_DELAY
            if keys[K_UP]:
                if (g.opt_sfx is True):
                    g.sound_move_cursor.play()
                g.level_menu.text.move_up()
                g.menu_timer = MENU_INPUT_DELAY
            if keys[K_DOWN]:
                if (g.opt_sfx is True):
                    g.sound_move_cursor.play()
                g.level_menu.text.move_down()
                g.menu_timer = MENU_INPUT_DELAY
Exemple #7
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 def __init__(self):
     self._playing = False
     self._filename = None
     self._end_time = self._start_time = 0
     if not mainconfig["previewmusic"]:
         music.load(os.path.join(sound_path, "menu.ogg"))
         music.play(4, 0.0)
    def run(self):
        while True:
            target, nontarget, tname, ntname, evalue, word, t, count, allele = self.blastqueue.get()
            threadlock.acquire()
            if os.path.getsize(target) != 0:
                # BLASTn parameters
                blastn = NcbiblastnCommandline(query=target,
                                               db=nontarget,
                                               evalue=evalue,
                                               outfmt=6,
                                               perc_identity=85,
                                               word_size=word,
                                               # ungapped=True,
                                               # penalty=-20,
                                               # reward=1,
                                               )
                stdout, stderr = blastn()
                sys.stdout.write('[%s] [%s/%s] ' % (time.strftime("%H:%M:%S"), count, t))
                if not stdout:
                    print colored("%s has no significant similarity to \"%s\"(%i) with an elimination E-value: %g"
                                  % (tname, ntname, allele, evalue), 'red')

                else:
                    music.load('/run/media/blais/blastdrive/coin.wav')
                    music.play()
                    print colored("Now eliminating %s sequences with significant similarity to \"%s\"(%i) with an "
                                  "elimination E-value: %g" % (tname, ntname, allele, evalue), 'blue', attrs=['blink'])
                    blastparse(stdout, target, tname, ntname)
            else:
                global result
                result = None
            threadlock.release()
            self.blastqueue.task_done()
Exemple #9
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def init(fname):
    mixer.init(22050, -16, 2, 1024)
    music.load(fname)
    music.rewind()
    music.play()
    music.pause()
    music.rewind()
Exemple #10
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    def set_music_enabled(state: bool):
        """
        Enables or disables music.

        .. Note::
            To work around a bug in the pygame music system, disabling music will cause the currently playing
            music to be started again from the beginning when music is re-enabled.

        Args:
            state:   The new state
        """
        global music_enabled
        if music_enabled != state:
            music_enabled = state
            if state:
                if current_music:
                    # After stopping and restarting currently loaded music,
                    # fadeout no longer works.
                    # print "albow.music: reloading", repr(current_music) ###
                    music.load(current_music)
                    music.play()
                else:
                    MusicUtilities.jog_music()
            else:
                music.stop()
Exemple #11
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 def update(self, time):
   print ('update', self._filename, self._playing, time, self._start_time, self._end_time)
   if time < self._start_time: pass
   elif self._playing == 'no':
     try:
       music.stop()
       music.load(self._filename)
       music.set_volume(0.01) # 0.0 stops pygame.mixer.music.
       # Workaround for a pygame/libsdl mixer bug.
       #music.play(0, self._start)
       music.play(0, 0)
       self._playing = 'yes'
     except: # Filename not found? Song is too short? SMPEG blows?
       music.stop()
       self._playing = 'no'
   elif time < self._start_time + 1000: # mixer.music can't fade in
     music.set_volume((time - self._start_time) / 1000.0)
   elif (time > self._end_time - 1000) and self._playing == 'yes':
     self._playing = 'fadeout'
     music.fadeout(1000)
   elif time > self._end_time:
     music.stop()
     dt = pygame.time.get_ticks() + 1000 - self._start_time
     self._end_time = dt + self._end_time
     self._start_time = dt + self._start_time
     self._playing = 'no'
Exemple #12
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 def update(self, time):
     print('update', self._filename, self._playing, time, self._start_time,
           self._end_time)
     if time < self._start_time: pass
     elif self._playing == 'no':
         try:
             music.stop()
             music.load(self._filename)
             music.set_volume(0.01)  # 0.0 stops pygame.mixer.music.
             # Workaround for a pygame/libsdl mixer bug.
             #music.play(0, self._start)
             music.play(0, 0)
             self._playing = 'yes'
         except:  # Filename not found? Song is too short? SMPEG blows?
             music.stop()
             self._playing = 'no'
     elif time < self._start_time + 1000:  # mixer.music can't fade in
         music.set_volume((time - self._start_time) / 1000.0)
     elif (time > self._end_time - 1000) and self._playing == 'yes':
         self._playing = 'fadeout'
         music.fadeout(1000)
     elif time > self._end_time:
         music.stop()
         dt = pygame.time.get_ticks() + 1000 - self._start_time
         self._end_time = dt + self._end_time
         self._start_time = dt + self._start_time
         self._playing = 'no'
Exemple #13
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 def __init__(self):
   self._playing = False
   self._filename = None
   self._end_time = self._start_time = 0
   if not mainconfig["previewmusic"]:
     music.load(os.path.join(sound_path, "menu.ogg"))
     music.play(4, 0.0)
Exemple #14
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def play_song(filename, volume=0.75):
    global current_song
    global MUSIC_PATH
    if filename != current_song:
        music.load(MUSIC_PATH + filename)
        music.set_volume(volume)
        music.play(-1)
        current_song = filename
Exemple #15
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 def play_music(self):
     if music_player.get_busy():
         return
     music_player.load(MUSIC[self.current_track])
     music_player.play(1)
     self.current_track += 1
     if self.current_track == len(MUSIC):
         self.current_track = 0
Exemple #16
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def playOffline(matrix):
    mp3 = ['small.mp3', 'hihat.mp3', 'down.mp3', 'snare.mp3']
    now = matrix.maps[matrix.now_layer]
    # print('=====', self.maps[self.now_layer], '=====')
    # print('-----', now.index('1'), '-----')
    init()
    music.load('music/' + mp3[now.index('1')])
    music.play()
Exemple #17
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def but_pushD():
    global cycle
    if button[5].is_pressed:
        a = 3
    else:
        a = cycle
    music.load(buttonsound[a][3])
    music.play()
Exemple #18
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 def play_bgm(self, path, stream=False):
     self.stop_current_channel()
     if stream:
         music.load(path)
         music.play(-1)
     else:
         self.current_channel = Sound(path).play(-1)
     self.set_volume()
 def start(self):
     #line
     music.load(os.path.join("games", "lineMathCombo", "finalSound.wav"))
     music.play()
     #maths
     self.answer = self.addans
     self.winner = False
     self.losing = 0
Exemple #20
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 def restart_level(g):
     g.restart_level()
     g.mode = F_GAME
     music.rewind()
     if (g.opt_sfx is True):
         g.sound_select.play()
     if (g.opt_music == True):
         music.play(-1)
Exemple #21
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 def __play(self, music_file):
     # self.playing_flag = True
     # while self.playing_flag:
     #     if not music.get_busy():
     #         music.load(music_file)
     #         music.play(-1)
     music.load(music_file)
     music.play(1)
Exemple #22
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def but_pushA():
    global cycle
    if button[5].is_pressed:
        a = 3
    else:
        a = cycle
    print(a)
    music.load(buttonsound[a][0])
    music.play()
Exemple #23
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def CreditsMenu():
    music.load(join(f_music, 'Credits_Music.ogg'))
    music.set_volume(0.5)
    music.play(loops=-1)
    check_credits_menu = True
    coin_animation = 1
    coin_animation_control = 0
    num_image = 1
    y_mov = 0
    background_animation_control = 0
    button_back = Rect(400, 690, 192, 42)
    button_cat_sound = Rect(850, 500, 100, 100)
    while check_credits_menu:

        CLOCK.tick(60)
        mouse_pos = mouse.get_pos()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()
            if event.type == MOUSEBUTTONDOWN and event.button == 1:
                if button_back.collidepoint(mouse.get_pos()):
                    sfxButtonClick.play()
                    check_credits_menu = False
                if button_cat_sound.collidepoint(mouse.get_pos()):
                    sfxCat.play()

        ButtonsPrint(button_cat_sound, ':3', menuFont)
        SCREEN.blit(scale(load(join(f_backgrounds, f'Credits_{num_image}.png'))
                          .convert_alpha(), (1040, 701)), (0, 80))
        y_move = y_mov % imgCredits.get_rect().height
        SCREEN.blit(imgCredits, (0, (y_move - imgCredits.get_rect().height)))
        if y_move < Height:
            SCREEN.blit(imgCredits, (0, y_move))
        SCREEN.blit(scale(load(join(f_backgrounds, f'CreditsT_{num_image}.png'))
                          .convert_alpha(), (1040, 701)), (0, 80))
        ButtonsPrint(button_back, 'BACK', menuFont)
        SCREEN.blit(imgCursor, (mouse_pos[0], mouse_pos[1]))
        SCREEN.blit(bgArcadeMenu, (0, 0))
        SCREEN.blit(scale(load(join(f_coin, f'Coin_{coin_animation}.png'))
                          .convert_alpha(), (220, 150)), (370, 855))

        y_mov -= 0.75
        coin_animation_control += 0.5
        background_animation_control += 1

        if background_animation_control % 8 == 0:
            num_image += 1
        if num_image == 9:
            num_image = 1

        if coin_animation_control % 6 == 0:
            coin_animation += 1
        if coin_animation > 6:
            coin_animation = 1
            coin_animation_control = 0
        display.update()
    music.stop()
Exemple #24
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 def begin(self):
     music.load('hamster_dance.wav')
     music.play(-1)
     box = self.root.ids.box
     box.clear_widgets()
     label = ColourLabel()
     box.add_widget(label)
     Clock.schedule_once(self.flash, 0)
     self.interval_flash = Clock.schedule_interval(self.flash, 0.45)
Exemple #25
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    def start(self):
        self._engine.render()  # initial render to init graphics
        self.put_robots()

        for robot in self._robots.itervalues():
            self.robot_born(robot)

        music.play()
        capture = self._config["system"]["capture"]
        paused = False
        while True:
            terminate = False
            for event in pygame.event.get():
                if event.type == QUIT:
                    terminate = True
                    break
                elif event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        terminate = True
                        break
                    elif event.key == K_SPACE:
                        paused = not paused
                        if paused:
                            music.pause()
                        else:
                            music.unpause()
            if terminate:
                break

            time_passed = self._engine.tick()
            if paused:
                continue

            for shoot in self._gp_shoots:
                shoot.step(self, time_passed)

            # TODO: terminate the game when all
            # robot of one team is dead
            all_dead = True
            for robot in self._robots.itervalues():
                if robot["k.alive"] == True:
                    all_dead = False
                    self.perform_action(robot, time_passed)

                if all_dead:
                    break
            self._engine.render()

            self.recover_property(time_passed, prop="cp")

            if capture:
                self._frames.append(self._engine.screen.copy())

        music.fadeout(1000)
        if capture:
            self.save_capture()
        sys.exit()
Exemple #26
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 def start(self, frame_rate):
     self.group.draw(self.screen)
     music.play(-1)
     self.running = True
     while self.running:
         deltaT = self.clock.tick(frame_rate)
         self.update(deltaT)
     if self.music:
         music.stop(self.music)
Exemple #27
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 def play(self, filename: Optional[str] = None) -> None:
     if filename:
         self.load(filename)
     if self.status == Status.stopped:
         pgmusic.play()
         self.status = Status.playing
     elif self.status == Status.paused:
         pgmusic.unpause()
         self.status = Status.playing
Exemple #28
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    def __init__(self, songs, courses, screen, game):
        InterfaceWindow.__init__(self, screen, "courseselect-bg.png")

        recordkeys = dict([(k.info["recordkey"], k) for k in songs])

        self._courses = [CourseDisplay(c, recordkeys, game) for c in courses]
        self._all_courses = self._courses
        self._index = 0
        self._clock = pygame.time.Clock()
        self._game = game
        self._config = dict(game_config)
        self._configs = []

        self._list = ListBox(FontTheme.Crs_list, [255, 255, 255], 32, 10, 256,
                             [373, 150])
        if mainconfig["folders"]:
            self._create_folders()
            self._create_folder_list()
        else:
            self._folders = None
            self._base_text = _("All Courses")
            self._courses.sort(SORTS[SORT_NAMES[mainconfig["sortmode"] %
                                                NUM_SORTS]])
            self._list.set_items([s.name for s in self._courses])

        self._course = self._courses[self._index]
        self._course.render()

        players = games.GAMES[game].players

        for i in range(players):
            self._configs.append(dict(player_config))

        ActiveIndicator([368, 306], height=32, width=266).add(self._sprites)
        HelpText(CS_HELP, [255, 255, 255], [0, 0, 0], FontTheme.help,
                 [186, 20]).add(self._sprites)

        self._list_gfx = ScrollingImage(self._course.image, [15, 80], 390)
        self._coursetitle = TextDisplay('Crs_course_name', [345, 28], [20, 56])
        self._title = TextDisplay('Crs_course_list_head', [240, 28], [377, 27])
        self._banner = ImageDisplay(self._course.banner, [373, 56])
        self._sprites.add([
            self._list, self._list_gfx, self._title, self._coursetitle,
            self._banner
        ])
        self._screen.blit(self._bg, [0, 0])
        pygame.display.update()
        self.loop()
        music.fadeout(500)
        pygame.time.wait(500)
        # FIXME Does this belong in the menu code? Probably.
        music.load(os.path.join(sound_path, "menu.ogg"))
        music.set_volume(1.0)
        music.play(4, 0.0)
        player_config.update(self._configs[0])  # Save p1's settings
        game_config.update(self._config)  # save game settings
Exemple #29
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    def set_music(self, on):
        if not self.has_audio:
            return

        if on and not self.music_on:
            music.play(-1)
            self.music_on = True
        elif not on and self.music_on:
            music.stop()
            self.music_on = False
Exemple #30
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def next():
    global index
    global playing
    displayH("next")
    mp3.load(l[index])
    mp3.play()
    playing = True
    displayCL()
    sleep(1)
    displayH("play")
Exemple #31
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def previous():
    global index
    global playing
    displayH("previous")
    mp3.load(l[index])
    mp3.play()
    playing = True
    displayCL()
    sleep(1)
    displayH("play")
def play_next():
    global AUDIO_LIBRARY
    global CURRENT_POS

    CURRENT_POS = (CURRENT_POS + 1) % len(AUDIO_LIBRARY)
    print("Now playing {} ({}) - audio file {} of {}.".format(
        _get_current_song(),
        str(timedelta(seconds=_get_length_of_mp3(_get_current_song()))),
        CURRENT_POS + 1, len(AUDIO_LIBRARY)))
    music.load(_get_current_song())
    music.play()
 def on_click(self, pos):
     pos = (pos[0] - self.pos[0], pos[1] - self.pos[1])
     if self.sprite_rect.h != 0 and self.sprite_rect.collidepoint(pos[0], pos[1]):
         global HIT
         self.status = HIT
         self.time = 0
         self.sprite_rect.h, self.sprite_rect.y = 0, int(self.rect.centery)
         music.load("ow.mp3")
         music.play(0, 0)
         return 1
     return 0
    def play_menu_music(self):
        """Проигрывание музыки во время нахождения в меню"""

        if self.sound:
            for sound in self.sounds.values():
                sound: Sound
                sound.stop()
            music.unpause()
            music.unload()
            music.load('music/background.mp3')
            music.set_volume(1)
            music.play(-1)
Exemple #35
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def start_next_music():
    """Start playing the next item from the current playlist immediately."""
    #print "albow.music: start_next_music" ###
    global current_music, next_change_delay
    if music_enabled and current_playlist:
        next_music = current_playlist.next()
        if next_music:
            print "albow.music: loading", repr(next_music) ###
            music.load(next_music)
            music.play()
            next_change_delay = change_delay
        current_music = next_music
Exemple #36
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def playmusic(_file: str) -> None:
    """Play an MP3, WAV, or other audio file via Pygame3"""
    try:
        from pygame.mixer import init, music
    except ImportError:
        raise Exception(r'Pygame is not installed or found.')
    init()
    music.load(_file)
    music.play()
    while music.get_busy() is True:
        continue
    return None
def orchestrate(phonograph_name, once=False):
    if not SOUND_ON:
        return
    global MUSIC_PLAYING
    if MUSIC_PLAYING == phonograph_name:
        return
    path = data.filepath(os.path.join("numerical_phonographs", phonograph_name))
    if MUSIC_PLAYING:
        music.fadeout(1000)
    music.load(path)
    music.play(0 if once else -1)
    MUSIC_PLAYING = phonograph_name
Exemple #38
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def start_next_music():
    """Start playing the next item from the current playlist immediately."""
    #print "albow.music: start_next_music" ###
    global current_music, next_change_delay
    if music_enabled and current_playlist:
        next_music = current_playlist.next()
        if next_music:
            print "albow.music: loading", repr(next_music)  ###
            music.load(next_music)
            music.play()
            next_change_delay = change_delay
        current_music = next_music
Exemple #39
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  def __init__(self, songs, courses, screen, game):
    InterfaceWindow.__init__(self, screen, "courseselect-bg.png")

    recordkeys = dict([(k.info["recordkey"], k) for k in songs])

    self._courses = [CourseDisplay(c, recordkeys, game) for c in courses]
    self._all_courses = self._courses
    self._index = 0
    self._clock = pygame.time.Clock()
    self._game = game
    self._config = dict(game_config)
    self._configs = []

    self._list = ListBox(FontTheme.Crs_list,
                         [255, 255, 255], 32, 10, 256, [373, 150])
    if len(self._courses) > 60 and mainconfig["folders"]:
      self._create_folders()
      self._create_folder_list()
    else:
      self._folders = None
      self._base_text = _("All Courses")
      self._courses.sort(SORTS[SORT_NAMES[mainconfig["sortmode"] % NUM_SORTS]])
      self._list.set_items([s.name for s in self._courses])

    self._course = self._courses[self._index]
    self._course.render()

    players = games.GAMES[game].players

    for i in range(players):
      self._configs.append(dict(player_config))

    ActiveIndicator([368, 306], height = 32, width = 266).add(self._sprites)
    HelpText(CS_HELP, [255, 255, 255], [0, 0, 0], FontTheme.help,
             [186, 20]).add(self._sprites)

    self._list_gfx = ScrollingImage(self._course.image, [15, 80], 390)
    self._coursetitle = TextDisplay('Crs_course_name', [345, 28], [20, 56])
    self._title = TextDisplay('Crs_course_list_head', [240, 28], [377, 27])
    self._banner = ImageDisplay(self._course.banner, [373, 56])
    self._sprites.add([self._list, self._list_gfx, self._title,
                       self._coursetitle, self._banner])
    self._screen.blit(self._bg, [0, 0])
    pygame.display.update()
    self.loop()
    music.fadeout(500)
    pygame.time.wait(500)
    # FIXME Does this belong in the menu code? Probably.
    music.load(os.path.join(sound_path, "menu.ogg"))
    music.set_volume(1.0)
    music.play(4, 0.0)
    player_config.update(self._configs[0]) # Save p1's settings
    def play_game_music(self):
        """Проигрывание музыки во время нахождения в игре"""

        if self.sound:
            for sound in self.sounds.values():
                sound: Sound
                sound.stop()

            music.unpause()
            music.unload()
            music.load('music/background_tango_short.wav')
            music.set_volume(0.1)
            music.play(-1)
Exemple #41
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def alarm(delay, times, song):
    mixer.init()
    if song == None: song = '/usr/share/cinnamon/sounds/bell.ogg'
    if times == 0:
        while True:
            time.sleep(time_converter(delay))
            music.load(song)
            music.play(0)
    else:
        for i in range(times):
            time.sleep(time_converter(delay))
            music.load(song)
            music.play(0)
Exemple #42
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 def new_game(self, game_level = 1):
     running = True
     platforms = []
     for i in Screen.PLATFORM_LOCATIONS[(game_level-1) % 5]:
         platforms.append(Platforms(self.surface, *i))
     platform_rects = [i.rect for i in platforms]
     player = Player(self.surface)
     collectables = Collectables(self.surface)
     ship = Ship(self.surface)
     enemies = []
     self.reset(running, player, ship, platforms, platform_rects, enemies, collectables, game_level)
     if game_level == 1 :
         music.load(Screen.GAME_MUSIC)
         music.play(-1)
Exemple #43
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def shuffle():  #5 zene lista megkeverése
    global playing
    global index
    random.shuffle(l)
    index = 0
    mp3.load(l[index])
    mp3.play()
    playing = True
    displayH("shuffle")  # uncomment on rPI
    newlogline("rPI Shuffled")
    print("rPI Shuffled")
    displayCL()
    sleep(1)
    displayH("play")  # uncomment on rPI
Exemple #44
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 def play(self,file,cdImage=None,pos=0.0):
     '''
     play a music file (file)
     show the cdImage(album art) if passed.
     '''
     print "Starting playback of: "+file;
     self.meta=self.parseMetadata(file);
     music.load(file);
     if(cdImage!=None):
         img=pygame.image.load(cdImage);
         self.cdImg=pygame.transform.scale(img, (75,75))
     else:
         self.cdImg=self.emptyCD;
     self.forceRefresh=True;
     music.play(0,pos);
Exemple #45
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    def input(self, event, next_state):
        next_state = super(InGame, self).input(event, next_state)

        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                next_state = set_next_state(next_state, STATES.MENU)
            elif event.key == K_m:
                if music.get_busy():
                    music.stop()
                else:
                    music.play()

        self.camera.input(event)
        self.unitmgr.input(event, self.camera, self.mouse_rect, self.tilemgr)
        self.input_mouse(event)

        return next_state
Exemple #46
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def set_music_enabled(state):
    global music_enabled
    if music_enabled != state:
        music_enabled = state
        if state:
            # Music pausing doesn't always seem to work.
            #music.unpause()
            if current_music:
                # After stopping and restarting currently loaded music,
                # fadeout no longer works.
                #print "albow.music: reloading", repr(current_music) ###
                music.load(current_music)
                music.play()
            else:
                jog_music()
        else:
            #music.pause()
            music.stop()
Exemple #47
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 def play(self,filename,loops=-1,start=0.0):
     if not self.filename:
         self.stop()
     self.filename = filename
     try:
         music.load(filename)
     except:
         print "bad filename or i/o error on "+filename+"check file name and its status"
         
     self.channel = music.play(loops,start)
Exemple #48
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 def update(self, time):
   if self._filename is None: pass
   elif time < self._start_time: pass
   elif not self._playing:
     try:
       music.stop()
       music.load(self._filename)
       music.set_volume(0.01) # 0.0 stops pygame.mixer.music.
       # Workaround for a pygame/libsdl mixer bug.
       #music.play(0, self._start)
       music.play(0, 0)
       self._playing = True
     except: # Filename not found? Song is too short? SMPEG blows?
       music.stop()
       self.playing = False
   elif time < self._start_time + 1000: # mixer.music can't fade in
     music.set_volume((time - self._start_time) / 1000.0)
   elif time > self._end_time - 1000:
     music.fadeout(1000)
     self._playing = False
     self._filename = None
Exemple #49
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def setcolors():
    global state, r, g, b
    global play
    while 1:
        if state == 'b0':
            a.timedfade(r,g,b,1)
            music.stop()
            play = False
            state = 'b1'
        elif state == 'b1':
            time.sleep(.1)
        elif state == 'r1':
            a.timedfade(255,0,0,.4)
            if not play:
            	music.play(-1)
                play = True
            state = 'r2'
            time.sleep(.4);
        elif state == 'r2':
            a.timedfade(0,0,0,.4)
            state = 'r1'
            time.sleep(.4)
Exemple #50
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def playmusic(_filename: str) -> None:
    """Play an MP3, WAV, or other audio files"""
    if PYGAME_IMPORTED:
        init()
        music.load(_filename)
        music.play()
        while music.get_busy() is True:
            continue
    elif is_program_aval(r'ffplay'):
        _process = Popen(shlex.split(r'ffplay -hide_banner -loglevel panic -sn -vn -nodisp ' + _filename), stdout=PIPE, stderr=PIPE)
        _stdout, _stderr = _process.communicate()
    elif is_program_aval(r'play'):
        _process = Popen(shlex.split(r'play -q -V1 ' + _filename), stdout=PIPE, stderr=PIPE)
        _stdout, _stderr = _process.communicate()
    elif _filename.endswith(r'.mp3') and is_program_aval(r'mpeg321'):
        _process = Popen(shlex.split(r'mpg321 --quiet ' + _filename), stdout=PIPE, stderr=PIPE)
        _stdout, _stderr = _process.communicate()
    elif _filename.endswith(r'.mp3') and is_program_aval(r'mpg123'):
        _process = Popen(shlex.split(r'mpg123 --quiet ' + _filename), stdout=PIPE, stderr=PIPE)
        _stdout, _stderr = _process.communicate()
    elif _filename.endswith(r'.ogg') and is_program_aval(r'ogg123'):
        _process = Popen(shlex.split(r'ogg123 --quiet ' + _filename), stdout=PIPE, stderr=PIPE)
        _stdout, _stderr = _process.communicate()
Exemple #51
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 def play(self):
     u"""音楽を再生する。ループに放り込んで使う"""
     if not self.stop:
         if not self.loopfile:
             if not self.looping and not music.get_busy():
                 music.play(self.loop)
                 self.looping = True
         else:  # イントロとループに分かれてる場合
             if self.intro:  # イントロ再生要求時
                 if not music.get_busy():
                     music.play()
                 self.intro = False
             else:
                 if not self.looping:
                     if not music.get_busy():
                         music.load(self.loopfile)
                         music.play(-1)
                         self.looping = True
Exemple #52
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 def start(self):
     music.load('games/pong/music.mp3')
     music.play(0, 0.5)
Exemple #53
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  def __init__(self, songs, courses, screen, game):

    InterfaceWindow.__init__(self, screen, "newss-bg.png")
    songs = [s for s in songs if s.difficulty.has_key(game)]
    
    if len(songs) == 0:
      error.ErrorMessage(screen, _("You don't have any songs for the game mode (")
                         + game + _(") that you selected.")) #TODO: format using % for better i18n
      return


    # Construct a mapping between songs displays and dance displays.
    songs_and_dances = [(SongItemDisplay(s, game),
                         [DanceItemDisplay(s, game, diff) for diff in s.diff_list[game]])
                        for s in songs]

    for (s,ds) in songs_and_dances:
      for d in ds:
        s.danceitems[d.diff]=d
        d.songitem=s

    self._songs = [s[0] for s in songs_and_dances]
    self._dances = reduce(lambda x,y: x+y[1],songs_and_dances,[])

    self._index = 0
    self._game = game
    self._config = dict(game_config)
    self._all_songs = self._songs
    self._all_dances = self._dances
    self._all_valid_songs = [s for s in self._songs if s.info["valid"]]
    self._all_valid_dances = [d for d in self._dances if d.info["valid"]]

    self._list = ListBox(FontTheme.SongSel_list,
                         [255, 255, 255], 26, 16, 220, [408, 56])
    # please use set constructions after python 2.4 is adopted
    sort_name = self._update_songitems()

    if len(self._songs) > 60 and mainconfig["folders"]:
      self._create_folders()
      self._create_folder_list()
    else:
      self._folders = None
      self._base_text = sort_name.upper()

      self._songitems.sort(key=SORTS[sort_name])
      self._list.set_items([s.info["title"] for s in self._songitems])

    self._preview = SongPreview()
    self._preview.preview(self._songitems[self._index])
    self._song = self._songitems[self._index]

    # Both players must have the same difficulty in locked modes.
    self._locked = games.GAMES[self._game].couple

    players = games.GAMES[game].players
#    self._diffs = [] # Current difficulty setting
    self._diff_widgets = [] # Difficulty widgets
    self._configs = []
    self._diff_names = [] # Current chosen difficulties
    self._pref_diff_names = [] # Last manually selected difficulty names
    self._last_player = 0 # Last player to change a difficulty

    for i in range(players):
      self._configs.append(dict(player_config))
      d = DifficultyBox([84 + (233 * i), 434])
      self._pref_diff_names.append(util.DIFFICULTY_LIST[0])
      if not self._song.isfolder:
        self._diff_names.append(self._song.diff_list[0])
        diff_name = self._diff_names[i]
        rank = records.get(self._song.info["recordkey"],
                           diff_name, self._game)[0]
        grade = grades.grades[self._config["grade"]].grade_by_rank(rank)
        d.set(diff_name, DIFF_COLORS.get(diff_name, [127, 127, 127]),
              self._song.difficulty[diff_name], grade)
      else:
        self._diff_names.append(" ")        
        d.set(_("None"), [127, 127, 127], 0, "?")
      self._diff_widgets.append(d)
    
    ActiveIndicator([405, 259], width = 230).add(self._sprites)
    self._banner = BannerDisplay([205, 230])
    self._banner.set_song(self._song)
    self._sprites.add(HelpText(SS_HELP, [255, 255, 255], [0, 0, 0],
                               FontTheme.help, [206, 20]))

    self._title = TextDisplay('SongSel_sort_mode', [210, 28], [414, 27])
    self._sprites.add(self._diff_widgets +
                      [self._banner, self._list, self._title])
    self._screen.blit(self._bg, [0, 0])
    pygame.display.update()
    self.loop()
    music.fadeout(500)
    pygame.time.wait(500)
    # FIXME Does this belong in the menu code? Probably.
    music.load(os.path.join(sound_path, "menu.ogg"))
    music.set_volume(1.0)
    music.play(4, 0.0)
    player_config.update(self._configs[0]) # Save p1's settings
Exemple #54
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def main():
  print "pydance", VERSION, "<*****@*****.**> - irc.freenode.net/#pyddr"

  if mainconfig["usepsyco"]:
    try:
      import psyco
      print _("Psyco optimizing compiler found. Using psyco.full().")
      psyco.full()
    except ImportError: print _("W: Psyco optimizing compiler not found.")

  # default settings for play_and_quit.
  mode = "SINGLE"
  difficulty = "BASIC"
  test_file = None
  for opt, arg in getopt(sys.argv[1:],
                         "hvf:d:m:", ["help", "version", "filename=",
                                      "difficulty=", "mode="])[0]:
    if opt in ["-h", _("--help")]: print_help()
    elif opt in ["-v", _("--version")]: print_version()
    elif opt in ["-f", _("--filename")]: test_file = arg
    elif opt in ["-m", _("--mode")]: mode = arg
    elif opt in ["-d", _("--difficulty")]: difficulty = arg

  if test_file: play_and_quit(test_file, mode, difficulty)

  song_list = {}
  course_list = []
  for dir in mainconfig["songdir"].split(os.pathsep):
    print _("Searching for songs in"), dir
    song_list.update(util.find_songs(dir, ['*.dance', '*.sm', '*.dwi', '*/song.*']))
  for dir in mainconfig["coursedir"].split(os.pathsep):
    print _("Searching for courses in"), dir
    course_list.extend(util.find(dir, ['*.crs']))

  screen = set_display_mode()
  
  pygame.display.set_caption("pydance " + VERSION)
  pygame.mouse.set_visible(False)
  try:
    if os.path.exists("/usr/share/pixmaps/pydance.png"):
      icon = pygame.image.load("/usr/share/pixmaps/pydance.png")
    else: icon = pygame.image.load(os.path.join(pydance_path, "icon.png"))
    pygame.display.set_icon(icon)
  except: pass

  music.load(os.path.join(sound_path, "menu.ogg"))
  music.play(4, 0.0)

  songs = load_files(screen, song_list.values(), _("songs"), SongItem, (False,))

  # Construct the song and record dictionaries for courses. These are
  # necessary because courses identify songs by title and mix, rather
  # than filename. The recordkey dictionary is needed for player's
  # picks courses.
  song_dict = {}
  record_dict = {}
  for song in songs:
    mix = song.info["mix"].lower()
    title = song.info["title"].lower()
    if song.info["subtitle"]: title += " " + song.info["subtitle"].lower()
    if not song_dict.has_key(mix): song_dict[mix] = {}
    song_dict[mix][title] = song
    record_dict[song.info["recordkey"]] = song

  crs = load_files(screen, [course_list], _("courses"), courses.CourseFile,
                   (song_dict, record_dict))
  crs.extend(courses.make_players(song_dict, record_dict))
  records.verify(record_dict)

  # Let the GC clean these up if it needs to.
  song_list = None
  course_list = None
  record_dict = None
  pad.empty()

  if len(songs) < 1:
    ErrorMessage(screen,
                 (_("You don't have any songs or step files. Check out "
                  "http://icculus.org/pyddr/get.php#songs "
                  "and download some free ones. "
                  "If you already have some, make sure they're in ")) +
                 mainconfig["songdir"])
    raise SystemExit(_("You don't have any songs. Check http://icculus.org/pyddr/get.php#songs ."))

  menudriver.do(screen, (songs, crs, screen))

  # Clean up shit.
  music.stop()
  pygame.quit()
  mainconfig.write(os.path.join(rc_path, "pydance.cfg"))
  # FIXME -- is this option a good idea?
  if mainconfig["saveinput"]: pad.write(os.path.join(rc_path, "input.cfg"))
  records.write()
Exemple #55
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 def exibe_musica(diretoriomusica, nomemusica):
     music.load(os.path.join(diretoriomusica, nomemusica))
     music.play(-1)
Exemple #56
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import os
import time
from pygame import mixer #I am using Pygame for this, though it would be nice to make a few different files to play from the built in player
#Pygame can be downloaded from: http://www.pygame.org/download.shtml
from pygame.mixer import music

for i in os.listdir(os.getcwd()): #Goes through the folder. The current file is put in variable "i"
    if i.endswith(".wav"): #Looks for .wav file types. m4a files don't work with Pygame
        #mixer.init(frequency=16000) #Determines how high pitch the voice is played back. 16000 is normal
        mixer.init() 
        music.load(i) #Loads the file that it is currently on ("i") to play
        music.play() #Plays the file
        time.sleep(3) #Delays the player to stop after X seconds
        music.stop() #stops the music
        mixer.quit() #Quits Pygame
        continue
    else:
        continue
Exemple #57
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        songList = randomizedList(list(orderedList))

    start = 0
    #Checks the last played position of the randomized list.
    if os.path.isfile(currentSong):
        if os.path.getsize(currentSong) > 0:
            currentSongFile = open(currentSong, 'r')
            start = int(currentSongFile.read())
            currentSongFile.close()
        else:
            songList = randomizedList(list(orderedList))

    #Plays every song in the song list from the starting position.
    for x in range(start, len(songList)):
        music.load(songList[x])
        music.play()
        print("Now playing: " + getSongNameFromDirectoryName(songList[x]))
        switchSong = True

        #Writes the new position to the current song file.
        if os.path.isfile(currentSong):
            os.remove(currentSong)
        currentSongFile = open(currentSong, 'wb')
        currentSongFile.write(str(x))
        currentSongFile.close()

        #Breaks out of this loop when the song ends to play the
        #next song.
        while switchSong:
            for event in pygame.event.get():
                if event.type == SONG_END:
Exemple #58
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 def exibe_musica(musica):
     music.load(musica)
     music.play()
Exemple #59
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 def start(self):
     # TODO: Startup code here
     music.load(join('games','fall','fall.wav'))
     music.play()