def start(self, args): """Start Function""" scene = bge.logic.getCurrentScene() cam = scene.active_camera # Loading the device... self.device = aud.Device() self.device.distance_model = aud.DISTANCE_MODEL_LINEAR # Loading the sound... sName = bge.logic.expandPath("//")+args["Sound File"] self.sound = aud.Sound(sName) # Playing the sound... self.handle = self.device.play(self.sound) # 3D Sound configuration... self.__3dSound = args["3D Sound"] self.handle.relative = (self.__3dSound == False) self.handle.distance_maximum = abs(args["Max Distance"]) self.handle.distance_reference = abs(args["Min Distance"]) self.handle.pitch = args["Pitch"] self.handle.volume = args["Volume"] if args["Loop Sound"]: self.handle.loop_count = -1 else: self.handle.loop_count = 0 self.__deleteObj = args["Delete Object After End"]
def execute(self, context): if self.clear: context.scene.rp_playlist.clear() context.window_manager.radiola_clear = True self.clear = False return {'FINISHED'} if self.make: self.dolist(urls, names) context.window_manager.radiola_clear = False self.make = False return {'FINISHED'} if not len(context.scene.rp_playlist): self.dolist(urls, names) url = context.scene.rp_playlist[self.item_play].url if self.play: context.window_manager.radiola_dev.stopAll() #music = sp.Popen(['/usr/bin/mplayer', url]) context.window_manager.radiola_dev.play(aud.Sound(url)) context.window_manager.radiola_ind = self.item_play #context.window_manager.radiola = music.pid else: #os.kill(context.window_manager.radiola, signal.SIGTERM) #music.terminate() context.window_manager.radiola_dev.stopAll() return {'FINISHED'}
def play_sound(*args): import pathlib import aud ping_path = pathlib.Path(__file__).with_name('ping.ogg') aud_dev = aud.Device() aud_sound = aud.Sound(str(ping_path)) aud_dev.play(aud_sound)
def execute(self, context): try: st_t = time.time() return_data = GlobalData.importer.ImportCreation( vanilla_skins=context.scene.bsgimp_use_vanilla_blocks, create_parent=context.scene.bsgimp_create_parent, join_line_components=context.scene. bsgimp_line_type_join_components, generate_material=context.scene.bsgimp_generate_materials, bracethreshold=context.scene. bsgimp_line_type_brace_delete_threshold, line_type_cleanup=context.scene. bsgimp_line_type_cleanup_options, node_grouping_mode=context.scene. bsgimp_make_unique_node_groups, use_node_groups=context.scene.bsgimp_use_node_group, node_group_setup=context.scene.bsgimp_node_set, merge_decor_blocks=context.scene.bsgimp_merge_decor_components, surface_block_resolution=context.scene. bsgimp_surface_type_resolution, surface_block_thickness_mult=context.scene. bsgimp_surface_type_thickness_multiplier, skip_surfaces=context.scene.bsgimp_surface_type_skip_surfaces) et_t = time.time() if (et_t - st_t) > 5 and context.scene.bsgimp_notify_on_complete: device = aud.Device() path_to_sound = os.path.join( os.path.dirname( os.path.realpath(__file__)), 'import-complete.mp3' ) if not dev_mode else 'import-complete.mp3' sound = aud.Sound(path_to_sound) device.play(sound) for material in return_data['imported_materials']: newmat = bpy.context.scene.bsgimp_purgeable_materials.add() newmat.obj_pointer = material for object_imp in return_data['imported_objects']: try: newobj = bpy.context.scene.bsgimp_selectable_imports.add() # newobj.name = object_imp.name newobj.obj_pointer = object_imp # print(object_imp) # object_imp.select_set(True) except: pass self.report({'INFO'}, 'Import complete in {:.2f} seconds'.format( (et_t - st_t))) except: self.report( {'ERROR'}, 'Error encountered in the import process. Check console') traceback.print_exc() return ({'FINISHED'})
def play_chaching_sound(self): # TODO: make pitch higher as costs rise try: import aud device = aud.Device() # chaching.mp3 is by Lucish_ CC-BY-3.0 https://freesound.org/people/Lucish_/sounds/554841/ sound = aud.Sound( os.path.join(context.scene.BIMProperties.data_dir, "chaching.mp3")) handle = device.play(sound) sound_buffered = aud.Sound.buffer(sound) handle_buffered = device.play(sound_buffered) handle.stop() handle_buffered.stop() except: pass # ah well
def init(cont): own = cont.owner #toggle menghilang own.visible = True var.w = wave.open(soundFile) w = var.w var.frameRate = w.getframerate() var.totalFrames = w.getnframes() var.totalTime = w.getnframes() / w.getframerate() own['totalTime'] = var.totalTime var.startYPos = own.worldPosition.y cont.activate(cont.actuators['s1']) device = aud.Device() factory = aud.Sound(soundFile) handle = device.play(factory) var.isStart = True var.handle = handle
def execute(self, context): check = eval(self.item_play) if check[0]: bpy.context.window_manager.mp_index = check[1] check[0] = False bpy.types.WindowManager.mp_f = aud.Sound(context.scene.mp_playlist[ context.window_manager.mp_index].playlist) bpy.types.WindowManager.mp_playsound = context.window_manager.mp_d.play( context.window_manager.mp_f.fadein(0, 3)) context.window_manager.mp_pause = False context.window_manager.mp_playsound.volume = context.scene.mp_volume threading.Thread(target=soundIsOn, args=(context, )).start() self.report({'INFO'}, 'Lets rock...') context.window_manager.mp_playing = True if bpy.context.scene.mp_playlist_names.__len__(): pl = [a.playlist for a in bpy.context.scene.mp_playlist_names] else: pl = [a.playlist for a in bpy.context.scene.mp_playlist] print("||| %s of %s ||| %s" % (str(context.window_manager.mp_index + 1), str(len(context.scene.mp_playlist)), str(pl[context.window_manager.mp_index]))) return {'FINISHED'}
""" Basic Sound Playback ++++++++++++++++++++ This script shows how to use the classes: :class:`Device`, :class:`Sound` and :class:`Handle`. """ import aud device = aud.Device() # load sound file (it can be a video file with audio) sound = aud.Sound('music.ogg') # play the audio, this return a handle to control play/pause handle = device.play(sound) # if the audio is not too big and will be used often you can buffer it sound_buffered = aud.Sound.cache(sound) handle_buffered = device.play(sound_buffered) # stop the sounds (otherwise they play until their ends) handle.stop() handle_buffered.stop()
def play_sound(scene): ping_path = pathlib.Path(__file__).with_name('ping.ogg') aud_dev = aud.Device() aud_sound = aud.Sound(str(ping_path)) aud_dev.play(aud_sound)
from bpy.app.handlers import persistent from bpy.props import * from bpy.types import Operator, AddonPreferences import requests import re import os import aud bl_info = { "name": "Render Audio", "blender": (2, 83, 0), "category": "Object", } path = "D:\Blender\Render.mp3" snd = aud.Sound(path) dev = aud.Device() @persistent def finish_render(scene): dev.play(snd) class RenderAudio(bpy.types.Operator): """Stop Audio""" bl_idname = "object.render_audio" bl_label = "Stop Audio" bl_options = {'REGISTER', 'UNDO'} total: bpy.props.IntProperty(name="Steps", default=2, min=1, max=100)