def play_sound_effect(name: str, volume: float = 1.0): """Play a sound effect.""" player = Player() player.queue(load(f'{ASSETS}audio/{name}.wav')) player.volume = volume * settings.get_sfx_volume() player.play() sfxs.append(player)
def set_volume(self, volume, player: media.Player) -> None: """ Set the volume of a sound as it is playing. :param float volume: Floating point volume. 0 is silent, 1 is full. :param pyglet.media.Player player: Player returned from :func:`play_sound`. """ player.volume = volume
def play_sound_once(self,soundfile,volume): if self.config.sound_switch>0: play_sound = Player() play_sound_source = load(soundfile) play_sound_group = SourceGroup(play_sound_source.audio_format, None) play_sound_group.loop = False play_sound_group.queue(play_sound_source) play_sound.queue(play_sound_group) play_sound.volume=float(volume) * self.config.sound_switch play_sound.play()
def on_key_press(symbol, modifiers): p = Player() p.queue(drums[symbol]) in_q.put(None) v = out_q.get(block=True)[1] print v p.volume = v print p.volume p.play()
def playEffect(self, soundName): if not self.enabled: return soundName = soundName.lower() snd = self.getSound(soundName) assert snd p = Player() p.volume = self.soundEffectVolume p.queue(snd) p.play()
state = 'playing' pause_label = Label('PAUSED', font_size=36, x = window.width/2, y = window.height/2, anchor_x = 'center', anchor_y = 'center') bounce_sound = resource.media('sounds/bounce.wav', streaming=False) goal_sound = resource.media('sounds/goal.wav', streaming=False) music = resource.media('sounds/ride-the-storm.ogg') music_player = Player() music_player.queue(music) music_player.volume = 0.5 music_player.eos_action = music_player.EOS_LOOP music_player.play() @window.event def on_draw(): window.clear() if state == 'playing' or state == 'scored': ball.draw() paddle1.draw() paddle2.draw() score_label_1.draw() score_label_2.draw() if state == 'paused': pause_label.draw()
songs = pl.buildPlaylist(playlist) for song in songs: queue(song) # source = load(songPath(song)) def initialize(): t = threading.Thread(target=loop) t.start() if __name__ == '__main__': queuePlaylist(db.getPlaylist('test')) # queue(pl.buildPlaylist(db.getPlaylist('test')).pop()) play() player.volume = .3 # songIndex = len(songQueue) - 2 # nextSong() seekRatio(.97) initialize() # play = player.play # pause = player.pause # seek = player.seek # next = player.next_source() # ### testing eos ### # queuePlaylist(db.getPlaylist('test')) # player.play() # player.seekRatio(.97) # # # e=input()
#!/bin/python from pyglet.resource import media from pyglet.media import Player player_fx_interact = Player() player_fx_walk = Player() player_music = Player() player_ambience = Player() player_fx_interact.volume = 0.8 player_fx_walk.volume = 0.3 player_music.volume = 0.1 player_ambience.volume = 0.8 player_ambience.pitch = 0.6 effects = {'player_respawn': media('assets/music/opengameart-org/magic-missile.wav', streaming=False), 'player_interact_block_dirt': media('assets/music/freesound-org/crunch1.wav', streaming=False), 'player_jump': media('assets/music/freesound-org/jump2.wav', streaming=False), 'player_walk': media('assets/music/opengameart-org/stepdirt_1.wav', streaming=False) } songs = {'nice1': media('assets/music/soundimage-org/monkey-island-band_looping.wav', streaming=False) } ambience = {'wind': [media('assets/music/opengameart-org/wind0.wav', streaming=False), media('assets/music/opengameart-org/wind1.wav', streaming=False), media('assets/music/opengameart-org/wind2.wav', streaming=False)] }