示例#1
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    def test_set_reserved(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.set_reserved:

        # pygame.mixer.set_reserved(count): return count
        mixer.init()
        default_num_channels = mixer.get_num_channels()

        # try reserving all the channels
        result = mixer.set_reserved(default_num_channels)
        self.assertEqual(result, default_num_channels)

        # try reserving all the channels + 1
        result = mixer.set_reserved(default_num_channels + 1)
        # should still be default
        self.assertEqual(result, default_num_channels)

        # try unreserving all
        result = mixer.set_reserved(0)
        # should still be default
        self.assertEqual(result, 0)

        # try reserving half
        result = mixer.set_reserved(int(default_num_channels / 2))
        # should still be default
        self.assertEqual(result, int(default_num_channels / 2))
示例#2
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def main():
    pygame.init()
    mixer.init()

    # audio channel allocation:
    #
    #   0 - background music
    #   1 - ship engines
    #   2 - ship guns
    #   3 - alien
    #   4 to 7 - explosions
    #
    # we reserve the first four channels for us to allocate and let mixer pick
    # channels for explosions automatically
    mixer.set_reserved(4)

    surface = pygame.display.set_mode([0, 0], pygame.FULLSCREEN)
    #surface = pygame.display.set_mode([800, 600])
    pygame.mouse.set_visible(False)
    pygame.display.set_caption("Argh, it's the Asteroids!!")

    game = Game(surface)

    game.play_game()

    pygame.quit()
示例#3
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文件: player.py 项目: Totodore/1942
    def __load(self, plane_id, color_id):
        self.group_image = []
        self.ammo_image = []
        self.ammo_number = []
        self.ammo_sounds = []
        self.ammo_index = 0
        #on ouvre le fichier de specs json et on récupère le dossier des animations de l'avion
        data = json.load(open(SPEC_DIR, "r"))["body"]
        path_image = path.join(data[plane_id]["image"], str(color_id))

        #on charge des specs...
        self.speed = data[plane_id]["vitesse"]
        self.ammo = data[plane_id]["munitions"]
        self.shoot_delay = self.ammo[0]["frequence_de_tir"]
        self.max_life = data[plane_id]["vie"]
        self.actual_life = self.max_life

        #on paramètre le rectangle d'affichage de la vie avec un rect extérieur pour la bordure noir
        #et un intérieur de couleur pour l'affichage de la vie
        self.rect_life = Rect(0 + WIDTH // 4, HEIGHT - 10, WIDTH - WIDTH // 2,
                              10)
        self.rect_life_inner = self.rect_life.copy()
        self.rect_life_inner.left += 1
        self.rect_life_inner.top += 1
        self.rect_life_inner.width -= 2
        self.rect_life_inner.height -= 2

        #on génère 100 nuances de couleures entre rouge et vert
        self.color_scale = list(Color("red").range_to(Color("green"), 100))
        #on récupère la première que l'on converti du format (1, 1, 1) à (250, 250, 250)
        rgb_color = self.color_scale[99].rgb
        self.actual_color = (int(rgb_color[0] * 250), int(rgb_color[1] * 250),
                             int(rgb_color[2] * 250))

        #on réserve de channels de son pour le son de l'avion et celui de ses munitions
        mixer.set_reserved(PLAYER_CHANNEL)
        mixer.set_reserved(AMMO_CHANNEL)
        #on les récupères, on change leur volume et on lance le son de l'avion à l'infini
        self.ammo_channel = mixer.Channel(AMMO_CHANNEL)
        self.ammo_channel.set_volume(BULLET_SOUND_PLAYER)
        self.sound_channel = mixer.Channel(PLAYER_CHANNEL)
        self.sound_channel.set_volume(SOUND_PLAYER)
        self.sound_channel.play(mixer.Sound(data[plane_id]["sound"]), -1)

        #pour chaque images d'animations de l'avion on les charge, on les transforme et on les ajoute à l'array finale
        for file in os.listdir(path_image):
            img = image.load(path.join(path_image, file)).convert_alpha()
            img = transform.scale(img, (100, 75))
            self.group_image.append(img)
        #idem pour chaque munition avec les trois array representant les images, le nombre de munitions et les sons par munitions
        for file in self.ammo:
            img = image.load(path.join(file["image"])).convert_alpha()
            size = (img.get_width() // 3, img.get_height() // 3)
            img = transform.scale(img, size)
            img.set_colorkey(BLACK)
            self.ammo_image.append(img)
            self.ammo_number.append(file["base_munitions"])
            self.ammo_sounds.append(mixer.Sound(file["sound"]))
示例#4
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    def __init__(self, screen_size_, channels_: int = 8):
        """

        :param screen_size_: pygame.Rect; Size of the active display
        :param channels_   : integer; number of channels to reserved for the sound controller
        :return            : None
        """

        if not isinstance(screen_size_, pygame.Rect):
            raise ValueError(
                "\n screen_size_ argument must be a pygame.Rect type, got %s "
                % type(screen_size_))
        if not isinstance(channels_, int):
            raise ValueError(
                "\n channels_ argument must be a integer type, got %s " %
                type(channels_))

        assert channels_ >= 1, "\nArgument channel_num_ must be >=1"

        if pygame.mixer.get_init() is None:
            raise ValueError(
                "\nMixer has not been initialized."
                "\nUse pygame.mixer.init() before starting the Sound controller"
            )

        self.channel_num = channels_  # channel to init
        self.start = mixer.get_num_channels(
        )  # get the total number of playback channels
        self.end = self.channel_num + self.start  # last channel
        mixer.set_num_channels(
            self.end)  # sets the number of available channels for the mixer.
        mixer.set_reserved(
            self.end)  # reserve channels from being automatically used
        self.channels = [
            mixer.Channel(j + self.start) for j in range(self.channel_num)
        ]  # create a channel object for controlling playback
        self.snd_obj = [None
                        ] * self.channel_num  # list of un-initialised objects
        self.channel = self.start  # pointer to the bottom of the stack
        self.all = list(range(
            self.start, self.end))  # create a list with all channel number
        self.screen_size = screen_size_  # size of the display (used for stereo mode)
	def __init__(self,game,priority=1):
		super(SoundController, self).__init__(game,priority)
		self.logger = logging.getLogger('game.sound')

		try:
			self.sounds = {}
			self.music = {}
			self.queue = {}
			self.queue[SNDCHL_MUSIC]=deque() #for queing 
			self.music_track = mixer.Channel(SNDCHL_MUSIC)
			mixer.set_reserved(SNDCHL_MUSIC)

			self.queue[SNDCHL_SFX]=deque() #for queing             
			self.sfx_track = mixer.Channel(SNDCHL_SFX)
			mixer.set_reserved(SNDCHL_SFX)
			
			self.queue[SNDCHL_VOICE]=deque() #for queing             
			self.voice_track = mixer.Channel(SNDCHL_VOICE)
			mixer.set_reserved(SNDCHL_VOICE)

			# self.end_time[SNDCHL_VOICE] = 0
			# self.end_time[SNDCHL_MUSIC] = 0
			# self.end_time[SNDCHL_SFX] = 0

		except Exception, e:
			# The import mixer above may work, but init can still fail if mixer is not fully supported.
			self.enabled = False
			self.logger.error("pygame mixer init failed; sound will be disabled: "+str(e))
示例#6
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    def __init__(self,game,priority=10):
        super(SoundController, self).__init__(game,priority)
        self.logger = logging.getLogger('game.sound')
        try:
            mixer.pre_init(frequency=22050, size=-16, channels=2, buffer=256)  #256 prev
            mixer.init()
            mixer.set_num_channels(8)

            self.queue=deque() #for queing up quotes

            mixer.set_reserved(CH_MUSIC_1)
            mixer.set_reserved(CH_MUSIC_2)
            mixer.set_reserved(CH_VOICE)

            #mixer.Channel(CH_VOICE).set_endevent(pygame.locals.USEREVENT)  -- pygame event queue really needs display and cause a ton of issues, creating own

        except Exception, e:
            self.logger.error("pygame mixer init failed; sound will be disabled: "+str(e))
            self.enabled = False
示例#7
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 def init(self, game):
     mixer.set_num_channels(8)
     mixer.set_reserved(2)
     self.ui_channel = mixer.Channel(0)
     self.bg_channel = mixer.Channel(1)
     self.set_bg(self.load_sound("data/sound/background/Puzzle-Game.wav"))
示例#8
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    gameOverSound.set_volume(1.0)
    welcomeSound = mixer.Sound("sounds/welcome.wav")
    welcomeSound.set_volume(1.0)
    robotWalkSound = mixer.Sound("sounds/robot_walk.ogg")
    robotWalkSound.set_volume(.25)
    playerGunSound = mixer.Sound("sounds/player_gun.ogg")
    playerGunSound.set_volume(.10)
    robotGunSound = mixer.Sound("sounds/player_gun.ogg")
    robotGunSound.set_volume(.01)
    robotShotSound = mixer.Sound("sounds/robot_shot.wav")
    robotShotSound.set_volume(.75)
    bulletClashSound = mixer.Sound("sounds/bullet_clash.ogg")
    bulletClashSound.set_volume(.10)
    nextLevelSound = mixer.Sound("sounds/nextlevel.wav")
    nextLevelSound.set_volume(1.0)
    ottoAliveSound = mixer.Sound("sounds/otto.wav")
    ottoAliveSound.set_volume(1.0)
    soundTrack0Sound = mixer.Sound("sounds/BMUSIC.ogg")
    soundTrack0Sound.set_volume(0.25)

    mixer.set_reserved(SOUNDTRACK_CHAN)

def playSound(sound):
    chan = mixer.find_channel(False)
    # may want to queue sound on a existing channel
    # but not reserved if a open channel is not found
    # tbd
    if (chan != None):
        chan.play(sound)