def main(): #cause I don't want to pass these around global WINDOW, REN, SPRITE_FACTORY, SPRITE_RENDERER, MUSIC SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) WINDOW = ext.Window("Tetromino", size=(WINDOWWIDTH, WINDOWHEIGHT)) REN = ext.Renderer(WINDOW) WINDOW.show() font_file = sysfont.get_font("freesans", sysfont.STYLE_BOLD) font_manager = ext.FontManager(font_file, size=18) #fontmanager=font_manager will be default_args passed to every sprite creation method SPRITE_FACTORY = ext.SpriteFactory(renderer=REN, fontmanager=font_manager, free=True) SPRITE_RENDERER = SPRITE_FACTORY.create_sprite_render_system(WINDOW) sdlmixer.Mix_Init(sdlmixer.MIX_INIT_OGG) sdlmixer.Mix_OpenAudio(22050, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024) #BEEP1 = sdlmixer.Mix_LoadWAV(b"beep1.ogg") showTextScreen("Tetromino") while True: if random.randint(0, 1) == 0: MUSIC = sdlmixer.Mix_LoadMUS(b"tetrisb.mid") else: MUSIC = sdlmixer.Mix_LoadMUS(b"tetrisc.mid") sdlmixer.Mix_PlayMusic(MUSIC, -1) runGame() sdlmixer.Mix_HaltMusic() showTextScreen("Game Over")
def __init__(self, app): self.app = app # initialize audio sdlmixer.Mix_Init(sdlmixer.MIX_INIT_OGG | sdlmixer.MIX_INIT_MOD) sdlmixer.Mix_OpenAudio(self.sample_rate, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024) self.reset() # sound callback # retain handle to C callable even though we don't use it directly self.sound_cb = ctypes.CFUNCTYPE(None, ctypes.c_int)(self.channel_finished) sdlmixer.Mix_ChannelFinished(self.sound_cb)
def __enter__(self): LOG.debug('Initializing SDL context') sdl.SDL_Init(sdl.SDL_INIT_EVERYTHING) LOG.debug('Initializing SDL mixer') if sdlmixer.Mix_OpenAudio(44100, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024): raise RuntimeError( 'Cannot open mixed audio: {}'.format(sdlmixer.Mix_GetError())) if sdlmixer.Mix_Init(0) == -1: raise RuntimeError( 'Cannot initialize mixer: {}'.format(sdlmixer.Mix_GetError())) return self
def __init__(self, game): super(SoundMixer, self).__init__() self.mute = False self.sounds = [] if sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO) != 0: raise RuntimeError("Cannot initialize audio system: {}".format( sdl2.SDL_GetError())) if sdlmixer.Mix_OpenAudio(44100, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024): raise RuntimeError("Cannot open mixed audio: {}".format( sdlmixer.Mix_GetError())) if sdlmixer.Mix_AllocateChannels(64) != 64: raise RuntimeError("Cannot allocate audio channels: {}".format( sdlmixer.Mix_GetError()))
def init_sdl(): initialized = getattr(init_sdl, "initialized", False) if initialized: return True sdl2.SDL_Init(0) sdl2.SDL_InitSubSystem(sdl2.SDL_INIT_AUDIO) sdl2.SDL_InitSubSystem(sdl2.SDL_INIT_JOYSTICK) sdl2.SDL_SetHint(sdl2.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, b"1") result = (sdlmixer.Mix_OpenAudio( sdlmixer.MIX_DEFAULT_FREQUENCY, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024, ) != -1) if result: setattr(init_sdl, "initialized", True) return result
def open(self, configuration): '''Open and configure audio system *Parameters:* - `configuration`: Configuration parameters from Application ''' if sdl2.SDL_InitSubSystem(sdl2.SDL_INIT_AUDIO) != 0: msg = "Cannot initialize audio system: %s" % sdl2.SDL_GetError() logger.critical(msg) raise SDL2Error(msg) if mixer.Mix_OpenAudio(mixer.MIX_DEFAULT_FREQUENCY, mixer.MIX_DEFAULT_FORMAT, 2, 1024): msg = "Cannot open mixed audio: %s" % mixer.Mix_GetError() logger.critical(msg) raise SDL2Error(msg) mixer.Mix_AllocateChannels(configuration.audio_channel) logger.info("Audio initialized")
def main(): #cause I don't want to pass these around global REN, SPRITE_FACTORY, SPRITE_RENDERER global CLICKEDBUTTON, BEEP1, BEEP2, BEEP3, BEEP4 sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO|sdl2.SDL_INIT_AUDIO) window = sdl2.ext.Window("Simulate", size=(WINDOWWIDTH, WINDOWHEIGHT)) REN = sdl2.ext.Renderer(window) REN.blendmode = sdl2.SDL_BLENDMODE_BLEND window.show() font_file = sysfont.get_font("freesans", sysfont.STYLE_BOLD) font_manager = sdl2.ext.FontManager(font_file, size=16) #fontmanager=font_manager will be default_args passed to every sprite creation method SPRITE_FACTORY = sdl2.ext.SpriteFactory(renderer=REN, fontmanager=font_manager, free=True) SPRITE_RENDERER = SPRITE_FACTORY.create_sprite_render_system(window) sdlmixer.Mix_Init(sdlmixer.MIX_INIT_OGG) sdlmixer.Mix_OpenAudio(44100, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024) BEEP1 = sdlmixer.Mix_LoadWAV(b"beep1.ogg") BEEP2 = sdlmixer.Mix_LoadWAV(b"beep2.ogg") BEEP3 = sdlmixer.Mix_LoadWAV(b"beep3.ogg") BEEP4 = sdlmixer.Mix_LoadWAV(b"beep4.ogg") #channel = sdlmixer.Mix_PlayChannel(-1, BEEP1, 0) # Initialize some variables for a new game pattern = [] # stores the pattern of colors currentStep = 0 # the color the player must push next lastClickTime = 0 # timestamp of the player's last button push score = 0 # when False, the pattern is playing. when True, waiting for the player to click a colored button: waitingForInput = False #directions text sprite info_text = make_text(SPRITE_FACTORY, "Match the pattern by clicking on the button or using the Q, W, A, S keys.", 10, WINDOWHEIGHT-25) CLICKEDBUTTON = [] while True: REN.fill((0, 0, WINDOWWIDTH, WINDOWHEIGHT), BGCOLOR) drawButtons() score_text = make_text(SPRITE_FACTORY, "Score: "+str(score), WINDOWWIDTH - 100, 10) SPRITE_RENDERER.render([score_text, info_text]) handle_events() if not waitingForInput: # play the pattern sdl2.SDL_Delay(1000) pattern.append(random.choice((YELLOW, BLUE, RED, GREEN))) for button in pattern: handle_events() flashButtonAnimation(button) sdl2.SDL_Delay(FLASHDELAY) waitingForInput = True else: # wait for the player to enter buttons if CLICKEDBUTTON and CLICKEDBUTTON[0] == pattern[currentStep]: # pushed the correct button flashButtonAnimation(CLICKEDBUTTON[0]) currentStep += 1 lastClickTime = sdl2.SDL_GetTicks() #could replace with collections.deque but premature optimizations and all that CLICKEDBUTTON.pop(0) if currentStep == len(pattern): # pushed the last button in the pattern changeBackgroundAnimation() score += 1 waitingForInput = False currentStep = 0 # reset back to first step #CLICKEDBUTTON.clear() clear added in 3.3! ... I'm surprised it hasn't been there forever since it's way better than del l[:] or l[:] = [] #and it parallels other collection clear functions del CLICKEDBUTTON[:] elif (CLICKEDBUTTON and CLICKEDBUTTON[0] != pattern[currentStep]) or (currentStep != 0 and sdl2.SDL_GetTicks() - TIMEOUT*1000 > lastClickTime): # pushed the incorrect button, or has timed out gameOverAnimation() # reset the variables for a new game: pattern = [] #CLICKEDBUTTON.clear() del CLICKEDBUTTON[:] currentStep = 0 waitingForInput = False score = 0 sdl2.SDL_Delay(1000) changeBackgroundAnimation() sdl2.SDL_Delay(1000//FPS) shutdown()
def __init__(self, model): sdlmixer.Mix_Init(0) sdlmixer.Mix_OpenAudio(22050, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024) self.model = model self.loadaudiofx() self.player = self.play()
except ImportError: import traceback traceback.print_exc() sys.exit(1) if __name__ == "__main__": RESOURCES = sdl2.ext.Resources(__file__, "") # Audio if sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO) != 0: raise RuntimeError("Cannot initialize audio system: {}".format( sdl2.SDL_GetError())) # int Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize) if sdlmixer.Mix_OpenAudio(44100, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024): raise RuntimeError("Cannot open mixed audio: {}".format( sdlmixer.Mix_GetError())) sdlmixer.Mix_AllocateChannels(64) sound_file = RESOURCES.get_path("Cat.wav") sample = sdlmixer.Mix_LoadWAV(sdl2.ext.compat.byteify(sound_file, "utf-8")) if sample is None: raise RuntimeError("Cannot open audio file: {}".format( sdlmixer.Mix_GetError())) count = 5 while count > 0: channel = sdlmixer.Mix_PlayChannel(channel=-1, chunk=sample, loops=0) sdlmixer.Mix_SetPosition(channel, 270, 100) print(channel)