示例#1
0
def playPop():

    randomsong = random.choice(os.listdir("Playlists/Masterlist"))

    mixer.music.load("Playlists/Masterlist/" + randomsong)
    mixer.music.play()
    mixer.get_busy()
    while mixer.music.get_busy() == True:

        continue
示例#2
0
文件: pygame.py 项目: mondeja/waves
def play_sound(data,
               frequency=44100,
               size=2,
               n_channels=2,
               wait=True,
               **kwargs):
    """Plays sound using Pygame.

    Parameters
    ----------

    data : np.ndarray
      Data array of the sound to play.

    frequency : int
      Number of frames per second.
    """
    from pygame import mixer

    if mixer.get_busy():
        mixer.quit()
    mixer.init(frequency=frequency, size=size, channels=n_channels)

    pg_sound = mixer.Sound(array=data)
    pg_sound.play(**kwargs)

    if wait:
        time.sleep(wait)

    return pg_sound
def play_file_suspects(page=None, gender='f'):
    d = []
    if page == OpeningPage:
        d.append(mixer.Sound(sounds_path + 'opening_%s.wav' % gender))
    elif page == PageOne:
        d.append(mixer.Sound(sounds_path + 'diamonds_intro_0_%s.wav' % gender))
        d.append(mixer.Sound(sounds_path + 'diamonds_intro_1.wav'))
        d.append(mixer.Sound(sounds_path + 'intro0_3%s.wav' % gender))
        d.append(mixer.Sound(sounds_path + 'rate_suspects.wav'))
    elif page == PageTwo:
        d.append(mixer.Sound(sounds_path + 'suspects_c_d.wav'))
    elif page == PageThree:
        d.append(mixer.Sound(sounds_path + 'rate_suspects.wav'))
    elif page == PageFour:
        d.append(mixer.Sound(sounds_path + 'suspect_b_d.wav'))
    elif page == PageFive:
        d.append(mixer.Sound(sounds_path + 'rate_all_10_%s.wav' % gender))
    elif page == PageSix:
        d.append(mixer.Sound(sounds_path + 'who_did_it.wav'))
    elif page == PageSeven:
        d.append(mixer.Sound(sounds_path + 'robot_detective_%s.wav' % gender))
    for i in d:
        while mixer.get_busy():
            pass
        i.play()
示例#4
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 def play_song(self):
     mixer.init()
     for song in self.parent_frame.songs_to_play:
         print 'playing song!!!!!!!'
         mixer.music.load(song)
         mixer.music.play()
         print 'busy:' + str(mixer.get_busy())
示例#5
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def text_to_audio(mytext):
    from gtts import gTTS

    # This module is imported so that we can
    # play the converted audio
    import os
    import pygame
    from pygame import mixer
    import random  # Load the popular external library

    # Language in which you want to convert
    language = 'en'
    print(mytext)
    # Passing the text and language to the engine,
    # here we have marked slow=False. Which tells
    # the module that the converted audio should
    # have a high speed
    myobj = gTTS(text=mytext, lang=language, slow=False)

    # Saving the converted audio in a mp3 file named
    # welcome
    audio_name = str(random.random() * 10**10) + ".mp3"
    myobj.save(audio_name)

    mixer.init()
    mixer.music.load(audio_name)
    channel = mixer.music.play()

    while mixer.get_busy() == True:
        continue
def playSound(soundfile, blocking = True, scene = None):
    """Play sound through default mixer channel in blocking manner.
    
    This will load the whole sound into memory before playback
    """
    if not os.path.exists(soundfile):
        print(("Sound file " + soundfile + " doesn't exists."))
        return
    if blocking:
        print(("Starting playback " + soundfile + " blocking"))
    else:        
        print(("Starting playback " + soundfile))
    if scene:
        sound = scene.cache.preloadSound(soundfile)
    else:
        sound = mixer.Sound(soundfile)
        
    clock = pygame.time.Clock()
    sound.play()
    if blocking:
        while mixer.get_busy():
            clock.tick(vinfo.framerate)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
示例#7
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def playNote(note, amplitude, duration):
    new_note = Note(note, amplitude)
    new_note.play(-1, duration)
    while (get_busy()):
        #print(get_busy())
        #pass
        print()
    new_note.stop()
def play_sound(soundfile, soundplay):
    if soundplay:
        mixer.init()
        for x in range(soundplay):
            sound = mixer.Sound(soundfile)
            sound.play()
            while mixer.get_busy():
                sleep(0.5)
示例#9
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def ex_002_pushButtonGetSound_n_LedOn():
    while True:
        # If button is pressed, turn on LED and play sound
        current_state = GPIO.input(btn_pin)
        if (current_state == False) and (prev_state == True):
            if mixer.get_busy():
                sound.stop()
            else:
                GPIO.output(led_pin, GPIO.HIGH)
                sound.play()

        # Only turn off LED if sound has stopped playing
        if mixer.get_busy() == False:
            GPIO.output(led_pin, GPIO.LOW)

        # Save state of switch to use in next iteration of the loop
        prev_state = current_state
def play(ono_sound, ono_print=True, ono_block=True):
	"""
	Play an onomatopoeia 's'. If 'p' is true, also print onomatopoeia to screen.
	Called by individual onomatopoeia methods. If 'b' is true, block until audio
	completes playback.
	"""
	if ono_print:
		onomatopoeia_log(ono_sound)
	onomatopoeia[ono_sound].play()
	while mixer.get_busy() and ono_block:
		time.sleep(.1) #this is bad bad bad. Python needs a sched_yield() method
示例#11
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 def load_music(self, music):
     if music != self.music:
         mixer.music.stop()
         self.playing = False
         mixer.music.unload()
         mixer.music.load(assets.path_to("sounds", music))
         if not mixer.get_busy():
             mixer.music.play(-1)
             mixer.music.set_volume(self.current_music_volume)
             self.playing = True
         self.music = music
示例#12
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 def play(self, start=0, stop=None):  # start and stop are in seconds
     """Use pygame to play the audio. If the audio hasn't been read yet, do 
     that first.
     """
     if stop is None:
         stop = self.dur()
     start = int(start * self.sample_rate)
     stop = int(stop * self.sample_rate)
     while mixer.get_busy():
         pass
     playAudio(self.audio[start:stop], self.sample_rate)
示例#13
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 def play(self, itemNr):
     if itemNr in SOUNDS.DICTMUSIC:
         if not self.currentlyPlayingId == itemNr:  # requested song is already playing
             if mix.get_busy():  # mixer currently playing
                 mix.music.fadeout(SOUNDS.SOUND_FADEOUT_TIME)  # fadeout current song
             self.currentlyPlayingId = itemNr
             mix.music.load(SOUNDS.DICTMUSIC[itemNr])
             mix.music.play(loops=-1)  # loop indefinetely
         else:
             pass  # requested song is already playing
     else:
         mix.music.fadeout(SOUNDS.SOUND_FADEOUT_TIME)  # no song requested
示例#14
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    def check_busy(self):
        """
        When music is not playing and mixer is not busy
        Music starts and music volume is set
        """
        if not mixer.get_busy() and not self.playing:
            mixer.music.play(-1)
            mixer.music.set_volume(self.current_music_volume)
            self.playing = True

        """
        If: Music volume decreases when a sound is playing
        Elif: Music volume gets its current value when sound stops
        """
        if mixer.get_busy() and not self.changed:
            mixer.music.set_volume(self.current_music_volume * 0.6)

            self.changed = True

        elif not mixer.get_busy() and self.changed:
            mixer.music.set_volume(self.current_music_volume)
            self.changed = False
示例#15
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 def test_button(self):
     "test to see if button is being held down"
     if self.sound is None:
         return
     from pygame import mixer
     if self.play_button_down:
         if mixer.get_busy():
             wx.CallLater(0.1, self.test_button)
         else:
             self.looping = True
             (Opioid2D.Delay(0) + \
                         Opioid2D.CallFunc(self.sound.play,loops=-1)).do()
             wx.CallLater(0.1, self.test_button)
     elif self.looping:
         self.sound.stop()
示例#16
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    def test_button(self):
        "test to see if button is being held down"
        if self.sound is None:
            return
        from pygame import mixer

        if self.play_button_down:
            if mixer.get_busy():
                wx.CallLater(0.1, self.test_button)
            else:
                self.looping = True
                (Opioid2D.Delay(0) + Opioid2D.CallFunc(self.sound.play, loops=-1)).do()
                wx.CallLater(0.1, self.test_button)
        elif self.looping:
            self.sound.stop()
示例#17
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def collide(p1, p2):
    """ Tests whether two particles overlap
        If they do, make them bounce, i.e. update their angle, speed and position """

    dx = p1.x - p2.x
    dy = p1.y - p2.y

    dist = math.hypot(dx, dy)
    if dist < p1.size + p2.size:
        angle = math.atan2(dy, dx) + 0.5 * math.pi
        if p1.mass == p2.mass:
            p1.mass += 1
        total_mass = p1.mass + p2.mass
        (p1angle, p1speed) = addVectors(
            (p1.angle, p1.speed * (p1.mass - p2.mass) / total_mass),
            (angle, 2 * p2.speed * p2.mass / total_mass))
        (p2angle, p2speed) = addVectors(
            (p2.angle, p2.speed * (p2.mass - p1.mass) / total_mass),
            (angle + math.pi, 2 * p1.speed * p1.mass / total_mass))
        (p2.angle, p2.speed, p1.angle, p1.speed) = (p2angle, p2speed, p1angle,
                                                    p1speed)

        elasticity = p2.elasticity * p1.elasticity
        total_speed = (p1.speed + p2.speed)

        p1.hitpoints -= elasticity * 2
        p2.hitpoints -= elasticity * 2
        p1.speed *= elasticity
        p2.speed *= elasticity

        overlap = 0.5 * (p1.size + p2.size - dist + 1)
        p1.x += math.sin(angle) * overlap
        p1.y -= math.cos(angle) * overlap
        p2.x -= math.sin(angle) * overlap
        p2.y += math.cos(angle) * overlap
        ### VIBRATION
        if VIBRATE and p1.vibrate and p2.vibrate:
            if android:
                android.vibrate(0.05)
        if SOUND and p1.sound and p2.sound:
            if p1.hitpoints <= 0 or p2.hitpoints <= 0:
                DEATH_SOUND.play()
            if not mixer.get_busy():
                vol = float((total_speed * 2) / 100)
                if vol > 100:
                    vol = 100
                BOP_SOUND.set_volume(vol)
                BOP_SOUND.play()
示例#18
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def play_next_song():
    song = SONG_PATH + song_list[current_index]
    print("Index: " + str(current_index))
    print("Playing: " + song)
    sound = mixer.Sound(file=song)
    sound.play()

    while mixer.get_busy():
        pass
    # Fix for small song. If default song of "ding" is biggest than custom song
    if sound.get_length() < MIN_SOUND_TIME:
        print("Original song not finish, waiting " +
              str(MIN_SOUND_TIME - sound.get_length()) + "s more")
        time.sleep(MIN_SOUND_TIME - sound.get_length())

    update_index()
示例#19
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    def wait(self):
        """<DOC>
		Blocks until the sound has finished playing or returns right away if no #
		sound is playing.
		
		Example:
		>>> from openexp.sampler import sampler
		>>> src = exp.get_file('my_sound.ogg')
		>>> my_sampler = sampler(exp, src)
		>>> my_sampler.play()
		>>> my_sampler.wait()
		>>> print 'The sampler is finished!'
		</DOC>"""

        while mixer.get_busy():
            pass
示例#20
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def notifier(dt,eLists=myLists,loud=True):
    global allMail
    global newMail
    print "notify"
    if mixer.get_busy()==False:
        print "not busy"
        playMessage=False
        for e in eLists:
            try:
                mails=get_mail('Walconiator','fuckthisshit7', e)
            except:
                print "auth error"
                mails=[]
            for mail in mails:
                allMail.insert(0,mail)
                newMail.insert(0,mail)
示例#21
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def play(str) :
    mixer.init()

    long_sound = mixer.Sound("beep500.wav")
    short_sound = mixer.Sound("beep200.wav")

    for char in str :
        while mixer.get_busy() :
            time.sleep(0.1)

        if char == '-' :
            long_sound.play()
        elif char == '.' :
            short_sound.play()
        elif char == ' ' :
            time.sleep(0.5)
示例#22
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    def on_touch_up(self, touch):

        if self.value > 0:

            # If the sound is not playing, start it
            if not mixer.get_busy():

                self.rain.play(loops=-1)

            self.rain.set_volume(self.value)

        else:

            self.rain.fadeout(2000)

        return True
示例#23
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 def get(self):
     parser = reqparse.RequestParser()
     parser.add_argument(
         'song', type=str)  # looks for the argument holding song name
     parser.add_argument(
         'function', type=str)  # looks for the argument holding function
     args = parser.parse_args()
     print args
     # if song is not in queue doesn't crash
     try:
         print m.queue[0]
         m.playsong(m.queue[0])
     except:
         m.decode(args['function'], args['song'])
         if mixer.get_busy() == True:
             m.playnext()
     return
示例#24
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    def start_player(self):
        mixer.init()
        rospy.loginfo("busy initializing player")

        last_played = ''

        # Main loop
        rate = rospy.Rate(10)
        rospy.loginfo("Spinning at 10Hz")
        while not rospy.is_shutdown():
            self.busy = False
            rospy.loginfo("Audio player ready, new file: '" + self.new_file +
                          "' last file played: '" + last_played +
                          "' extension:" + self.file_extention)
            # check if the command has been played
            if ((self.new_file != last_played) &
                (self.new_file != self.no_file)):
                last_played = self.new_file
                rospy.loginfo("File different from previous\n")
                file_full_name = self.file_path + self.new_file + self.file_extention

                # check if it exist, else select a default file to play
                if os.path.isfile(file_full_name):
                    rospy.loginfo("Audio file found\n")
                else:
                    file_full_name = self.file_path + self.default_file + self.file_extention
                    rospy.loginfo("Audio file not found\n")

                # load and play file
                print(self.file_extention)
                print(file_full_name)
                s = mixer.Sound(file_full_name)
                rospy.loginfo("Audio file loaded\n")
                # mixer.Sound.play(s)
                s.play(loops=0, maxtime=0, fade_ms=0)
                rospy.loginfo("Audio file played\n")
                # wait for file to finish
                while mixer.get_busy():
                    # pygame.time.Clock().tick(10)
                    rospy.loginfo("Playing audio file\n")
                    self.busy = True
                    self.publish_result()
            self.publish_result()
            rate.sleep()

        mixer.quit()
示例#25
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    def wait(self):

        """<DOC>
		Blocks until the sound has finished playing or returns right away if no #
		sound is playing.

		Example:
		>>> from openexp.sampler import sampler
		>>> src = exp.get_file('my_sound.ogg')
		>>> my_sampler = sampler(exp, src)
		>>> my_sampler.play()
		>>> my_sampler.wait()
		>>> print('The sampler is finished!')
		</DOC>"""

        while mixer.get_busy():
            self.keyboard.flush()
示例#26
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    def is_playing(self):
        """<DOC>
		Checks if a sound is currently playing.

		Returns:
		True if a sound is playing, False if not.

		Example:
		>>> from openexp.sampler import sampler
		>>> src = exp.get_file('my_sound.ogg')
		>>> my_sampler = sampler(exp, src)
		>>> my_sampler.play()
		>>> self.sleep(100)
		>>> if my_sampler.is_playing():
		>>> 	print 'The sampler is still playing!'
		</DOC>"""

        return bool(mixer.get_busy())
示例#27
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def collide(p1, p2):
    """ Tests whether two particles overlap
        If they do, make them bounce, i.e. update their angle, speed and position """
    
    dx = p1.x - p2.x
    dy = p1.y - p2.y
    
    dist = math.hypot(dx, dy)
    if dist < p1.size + p2.size:
        angle = math.atan2(dy, dx) + 0.5 * math.pi
        if p1.mass == p2.mass:
            p1.mass += 1
        total_mass = p1.mass + p2.mass
        (p1angle, p1speed) = addVectors((p1.angle, p1.speed*(p1.mass-p2.mass)/total_mass), (angle, 2*p2.speed*p2.mass/total_mass))
        (p2angle, p2speed) = addVectors((p2.angle, p2.speed*(p2.mass-p1.mass)/total_mass), (angle+math.pi, 2*p1.speed*p1.mass/total_mass))
        (p2.angle, p2.speed, p1.angle, p1.speed) = (p2angle, p2speed, p1angle, p1speed)

        elasticity = p2.elasticity * p1.elasticity
        total_speed = (p1.speed + p2.speed)

        p1.hitpoints -= elasticity*2
        p2.hitpoints -= elasticity*2
        p1.speed *= elasticity
        p2.speed *= elasticity

        overlap = 0.5*(p1.size + p2.size - dist+1)
        p1.x += math.sin(angle)*overlap
        p1.y -= math.cos(angle)*overlap
        p2.x -= math.sin(angle)*overlap
        p2.y += math.cos(angle)*overlap
        ### VIBRATION
        if VIBRATE and p1.vibrate and p2.vibrate:
            if android:
                android.vibrate(0.05)
        if SOUND and p1.sound and p2.sound:
            if p1.hitpoints <= 0 or p2.hitpoints <= 0:
                DEATH_SOUND.play()
            if not mixer.get_busy():
                vol = float((total_speed*2)/100)
                if vol > 100:
                    vol = 100
                BOP_SOUND.set_volume(vol)
                BOP_SOUND.play()
示例#28
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    def is_playing(self):

        """<DOC>
		Checks if a sound is currently playing.

		Returns:
		True if a sound is playing, False if not.

		Example:
		>>> from openexp.sampler import sampler
		>>> src = exp.get_file('my_sound.ogg')
		>>> my_sampler = sampler(exp, src)
		>>> my_sampler.play()
		>>> self.sleep(100)
		>>> if my_sampler.is_playing():
		>>> 	print('The sampler is still playing!')
		</DOC>"""

        return bool(mixer.get_busy())
示例#29
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    def doorbell_pressed(self, test=False, test_string=''):
        print("Doorbell pressed.")
        if self.silenced == False:
            # play the ding sound file
            if mixer.get_busy() == True:
                mixer.stop()
            # end if
            self.play_sound("ding")
        # end if

            # time format = string
            # format = 2018-01-13 08:48:00
        if (test == False):
            message = {"timestamp": self.get_time(), "status": "HIGH"}
        else:
            message = {"timestamp": self.get_time(), "status": test_string}
        # end if

        self.publish_message(message)
def play_file(page=None, gender='f'):
    d = []
    if page == PageOne:
        d.append(mixer.Sound(sounds_path + 'intor0_1.wav'))
        d.append(mixer.Sound(sounds_path + 'intro0_2.wav'))
        d.append(mixer.Sound(sounds_path + 'intro0_3%s.wav' % gender))
        d.append(mixer.Sound(sounds_path + 'rate.wav'))
    elif page == PageTwo:
        d.append(mixer.Sound(sounds_path + 'suspect_c_and_d_intro.wav'))
    elif page == PageThree:
        d.append(mixer.Sound(sounds_path + 'rate.wav'))
    elif page == PageFour:
        d.append(mixer.Sound(sounds_path + 'suspect_b_and_d_intro.wav'))
    elif page == PageSix:
        d.append(mixer.Sound(sounds_path + 'who_did_it.wav'))
    elif page == PageSeven:
        d.append(mixer.Sound(sounds_path + 'hire_%s.wav' % gender))
    for i in d:
        while mixer.get_busy():
            pass
        i.play()
示例#31
0
 def play(self, event):
     from pygame import mixer
     if not mixer.get_init():
         mixer.init()
     if mixer.get_busy() and self.sound:
         self.sound.stop()
         return
     volume_attr = self.aguidata.get('volume')
     if volume_attr:
         volume = getattr(self.window.object, volume_attr)
     else:
         volume = 1
     try:
         sound = get_sound(self.get_control_value(), volume=volume)
         sound.play()
         self.sound = sound
     except:
         self.sound = None
     self.play_button_down = True
     self.looping = False
     wx.CallLater(0.1, self.test_button)
     event.Skip()
示例#32
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def polly_say(text):
    os.environ["AWS_PROFILE"] = "soundboard-polly"
    client = boto3.client('polly', 'eu-central-1')

    response = client.synthesize_speech(OutputFormat='mp3',
                                        Text=text,
                                        VoiceId='Brian')

    if "AudioStream" in response:
        file_name = "polly_audio_%s.mp3" % uuid.uuid4()
        pf = open(file_name, "wb")
        audiostream = response["AudioStream"]
        with closing(audiostream):
            data = audiostream.read()
            pf.write(data)
            pf.flush()
        pf.close()
        mixer.music.load(file_name)
        mixer.music.play()
        while mixer.get_busy():
            sleep(0.1)
        os.remove(file_name)
示例#33
0
    def play(self, event):
        from pygame import mixer

        if not mixer.get_init():
            mixer.init()
        if mixer.get_busy() and self.sound:
            self.sound.stop()
            return
        volume_attr = self.aguidata.get("volume")
        if volume_attr:
            volume = getattr(self.window.object, volume_attr)
        else:
            volume = 1
        try:
            sound = get_sound(self.get_control_value(), volume=volume)
            sound.play()
            self.sound = sound
        except:
            self.sound = None
        self.play_button_down = True
        self.looping = False
        wx.CallLater(0.1, self.test_button)
        event.Skip()
def play_file_art(page=None, gender='f'):
    d = []
    if page == artOne:
        d.append(mixer.Sound(sounds_path + 'art_intro_0.wav'))
        d.append(mixer.Sound(sounds_path + 'art_intro_1_%s.wav' % gender))
        d.append(mixer.Sound(sounds_path + 'rate_art.wav'))
    elif page == artTwo:
        d.append(mixer.Sound(sounds_path + 'caught_young.wav'))
    elif page == artThree:
        d.append(mixer.Sound(sounds_path + 'rate_art.wav'))
    elif page == artFour:
        d.append(mixer.Sound(sounds_path + 'most_expensive.wav'))
    elif page == artFive:
        d.append(mixer.Sound(sounds_path + 'rank_all_9.wav'))
    elif page == artSix:
        d.append(mixer.Sound(sounds_path +
                             'what_was_most_expensive_piece.wav'))
    elif page == artSeven:
        d.append(mixer.Sound(sounds_path + 'robot_art_buyer_%s.wav' % gender))
    for i in d:
        while mixer.get_busy():
            pass
        i.play()
示例#35
0
def expt4():
    print '-------------------------'
    print 'Demo 2: Brain music'
    raw_input('This demo will record your brain signal for 15s and ' +
        'play it back at 2x time speed (so you can hear it). \n' \
        'Hit enter to start.')
    data, blinks = startEEG(15, music=True)
    print 'One moment, playing your brain music...\n'
    mixer.quit()
    mixer.init(frequency=1024, size=-16, channels=1, buffer=4096)

    soundVals = []
    file = open("brain_music.raw", 'r')
    for line in file:
        soundVals.append(int(line.rstrip('\n').split(',')[1]))
    file.close()
    soundVals = array(soundVals)
    sound = sndarray.make_sound(soundVals)
    mixer.Sound.play(sound)
    while mixer.get_busy():
        time.sleep(1)
    mixer.quit()
    raw_input('Hit enter to continue...')
    print('\n\n')
示例#36
0
def playSound(soundfile, blocking = True):
    """Play sound through default mixer channel in blocking manner.
This will load the whole sound into memory before playback
"""
    
    if not os.path.exists(soundfile):
        print(("Sound file " + soundfile + " doesn't exists."))
        return
        
        
    if blocking:
        print(("Starting playback " + soundfile + " blocking"))
    else:
        
        print(("Starting playback " + soundfile))

    sound = mixer.Sound(soundfile)
    clock = pygame.time.Clock()
    sound.play()
    if blocking:
        while mixer.get_busy():
            for event in pygame.event.get():
                pass
        print("Playback Finished.")
示例#37
0
def expt4():
    print '-------------------------'
    print 'Demo 2: Brain music'
    raw_input('This demo will record your brain signal for 15s and ' +
        'play it back at 2x time speed (so you can hear it). \n' \
        'Hit enter to start.')
    data, blinks=startEEG(15, music=True)    
    print 'One moment, playing your brain music...\n'
    mixer.quit()
    mixer.init(frequency=1024, size=-16, channels=1, buffer=4096)
    
    soundVals = []
    file = open("brain_music.raw",'r')
    for line in file:
        soundVals.append(int(line.rstrip('\n').split(',')[1]))
    file.close()
    soundVals = array(soundVals)
    sound = sndarray.make_sound(soundVals)
    mixer.Sound.play(sound)
    while mixer.get_busy():
    	time.sleep(1)
    mixer.quit()
    raw_input('Hit enter to continue...')
    print('\n\n')
示例#38
0
    "B1": 44,
    "C2": 42,
    "#C2": 39,
    "D2": 37,
    "#D2": 35,
    "E2": 33,
    "F2": 31,
    "#F2": 29,
    "G2": 28,
    "#G2": 26,
    "A2": 25,
    "#A2": 23,
    "B2": 22,
    "C3": 21,
    "-": 0
    }

jgm = "4C2 4D2 4E2 4E2 4E2 4E2 4E2 4E2 2E2 4E2 4E2 4D2 4E2 2F2 2E2 4E2 4E2 2D2 4D2 4d2 4b1 4d2 1c2 2c2 2g2 4g2 2g2 4g2 4g2 4g2 2g2 4g2 4g2 4f2 4a2 2g2 2F2 4f2 4f2 2e2 4e2 4e2 4d2 4f2 1e2 2e2 2E2 4e2 4e2 2e2 4e2 4e2 4g2 4g2 2g2 4f2 4f2 2f2 2e2 4e2 4e2 4d2 4d2 4d2 4d2 4b1 4d2 1c2 2c2 4C3 4b2 1c3 2c3 4b2 4a2 1b2 2b2 4a2 4g2 1a2 1a2 4c2 4c2 4d2 4d2 4e2 4e2 4d2 4e2 1f2" 

mytune = jgm
mytune = mytune.replace(',', ' ')
mytune = mytune.split()

if __name__ == "__main__":
    t = find_tune(mytune)
    t.play()
    running = True
    while running:
        running = mix.get_busy()
            
示例#39
0
 def play(self, soundObject):
     if not mixer.get_busy():
         soundObject.play()
示例#40
0
def main(arraytype=None):
    """play various sndarray effects

    If arraytype is provided then use that array package. Valid
    values are 'numeric' or 'numpy'. Otherwise default to NumPy,
    or fall back on Numeric if NumPy is not installed.

    """

    main_dir = os.path.split(os.path.abspath(__file__))[0]

    if arraytype not in ("numpy", None):
        raise ValueError("Array type not supported: %r" % arraytype)

    print("Using %s array package" % sndarray.get_arraytype())
    print("mixer.get_init %s" % (mixer.get_init(),))

    samples_per_second = pygame.mixer.get_init()[0]

    print(("-" * 30) + "\n")
    print("loading sound")
    sound = mixer.Sound(os.path.join(main_dir, "data", "car_door.wav"))

    print("-" * 30)
    print("start positions")
    print("-" * 30)

    start_pos = 0.1
    sound2 = sound_from_pos(sound, start_pos, samples_per_second)

    print("sound.get_length %s" % (sound.get_length(),))
    print("sound2.get_length %s" % (sound2.get_length(),))
    sound2.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print("waiting 2 seconds")
    pygame.time.wait(2000)
    print("playing original sound")

    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print("waiting 2 seconds")
    pygame.time.wait(2000)

    # if 0:
    #    #TODO: this is broken.
    #    print (("-" * 30) + "\n")
    #    print ("Slow down the original sound.")
    #    rate = 0.2
    #    slowed_sound = slow_down_sound(sound, rate)
    #    slowed_sound.play()
    #    while mixer.get_busy():
    #        pygame.time.wait(200)

    print("-" * 30)
    print("echoing")
    print("-" * 30)

    t1 = time.time()
    sound2 = make_echo(sound, samples_per_second)
    print("time to make echo %i" % (time.time() - t1,))

    print("original sound")
    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print("echoed sound")
    sound2.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    sound = mixer.Sound(os.path.join(main_dir, "data", "secosmic_lo.wav"))

    t1 = time.time()
    sound3 = make_echo(sound, samples_per_second)
    print("time to make echo %i" % (time.time() - t1,))

    print("original sound")
    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print("echoed sound")
    sound3.play()
    while mixer.get_busy():
        pygame.time.wait(200)
示例#41
0
	def wait(self):

		while mixer.get_busy():
			self.keyboard.flush()
示例#42
0
GPIO.setup(IR_PIN, GPIO.OUT)

# Initialize pygame mixer
mixer.init()

# Remember the current and previous button states
current_state = True
prev_state = True

# Load the sounds
sound = mixer.Sound("applause-1.wav")

# If button is pushed, light up LED
try:
    while True:
        current_state = GPIO.input(btn_pin)
        print(current_state)
        if (current_state == False) and (prev_state == True):
            if mixer.get_busy():
                mixer.stop()
            sound.play()
            GPIO.output(IR_PIN, GPIO.HIGH)
        if not mixer.get_busy():
            GPIO.output(IR_PIN, GPIO.LOW)
        prev_state = current_state

# When you press ctrl+c, this will be called
finally:
    mixer.quit()
    GPIO.cleanup()
示例#43
0
def make_noise():
  sound.play()

  while mixer.get_busy():
    sleep(1)
示例#44
0
def PlayBlocking(fn):
    mixer.Sound(fn).play()
    while mixer.get_busy():
        pass
示例#45
0
 def beep(freq, duration):
     samples = (sin(arrayrange(duration/1000.0 * samplerate) * (2 * pi * (freq / samplerate))) * float(1 << (bits - 2))).astype(Int16)
     snd = sndarray.make_sound(samples)
     snd.play()
     while mixer.get_busy():
         pass
示例#46
0
def play(sound):
    """Play a sound and wait for it to finish."""
    sound.play()
    while mixer.get_busy():
        time.wait(10)
示例#47
0
 def isTalking(self):
     return mixer.get_busy()
示例#48
0
def busy():
    """ Is the mixer busy? """
    return (not loop_sound[0] and not loop_sound[1] and not loop_sound[2] and not loop_sound[3]) and mixer.get_busy()
def main(arraytype=None):
    """play various sndarray effects

    If arraytype is provided then use that array package. Valid
    values are 'numeric' or 'numpy'. Otherwise default to NumPy,
    or fall back on Numeric if NumPy is not installed.

    """

    main_dir = os.path.split(os.path.abspath(__file__))[0]

    if arraytype not in ('numpy', None):
        raise ValueError('Array type not supported: %r' % arraytype)

    print ("Using %s array package" % sndarray.get_arraytype())
    print ("mixer.get_init %s" % (mixer.get_init(),))
    inited = mixer.get_init()

    samples_per_second = pygame.mixer.get_init()[0]

    

    print (("-" * 30) + "\n")
    print ("loading sound")
    sound = mixer.Sound(os.path.join(main_dir, 'data', 'car_door.wav'))



    print ("-" * 30)
    print ("start positions")
    print ("-" * 30)

    start_pos = 0.1
    sound2 = sound_from_pos(sound, start_pos, samples_per_second)

    print ("sound.get_length %s" % (sound.get_length(),))
    print ("sound2.get_length %s" % (sound2.get_length(),))
    sound2.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print ("waiting 2 seconds")
    pygame.time.wait(2000)
    print ("playing original sound")

    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print ("waiting 2 seconds")
    pygame.time.wait(2000)



    if 0:
        #TODO: this is broken.
        print (("-" * 30) + "\n")
        print ("Slow down the original sound.")
        rate = 0.2
        slowed_sound = slow_down_sound(sound, rate)

        slowed_sound.play()
        while mixer.get_busy():
            pygame.time.wait(200)


    print ("-" * 30)
    print ("echoing")
    print ("-" * 30)

    t1 = time.time()
    sound2 = make_echo(sound, samples_per_second)
    print ("time to make echo %i" % (time.time() - t1,))


    print ("original sound")
    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)

    print ("echoed sound")
    sound2.play()
    while mixer.get_busy():
        pygame.time.wait(200)


    sound = mixer.Sound(os.path.join(main_dir, 'data', 'secosmic_lo.wav'))

    t1 = time.time()
    sound3 = make_echo(sound, samples_per_second)
    print ("time to make echo %i" % (time.time() - t1,))

    print ("original sound")
    sound.play()
    while mixer.get_busy():
        pygame.time.wait(200)


    print ("echoed sound")
    sound3.play()
    while mixer.get_busy():
        pygame.time.wait(200)
示例#50
0
	def is_playing(self):

		return bool(mixer.get_busy())