本文整理汇总了Python中pygame.mixer.Sound.set_volume方法的典型用法代码示例。如果您正苦于以下问题:Python Sound.set_volume方法的具体用法?Python Sound.set_volume怎么用?Python Sound.set_volume使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pygame.mixer.Sound
的用法示例。
在下文中一共展示了Sound.set_volume方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: _make_sample
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import set_volume [as 别名]
def _make_sample(slot):
"""
Makes Sound instances tuple and sets Sound volumes
"""
global SAMPLES_DIR
sample_file = os.path.join(SAMPLES_DIR, slot['sample'])
sample = Sound(sample_file)
sample.set_volume(slot.get('volume', 100) / 100.0)
return sample
示例2: __init__
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import set_volume [as 别名]
class Audio:
PLAY = 0
PAUSE = 1
STOP = 2
GRAVITY = 0
DEATH = 1
def __init__(self):
mixer.init(frequency=44100, size=-16, channels=4, buffer=128)
self._background_s = Sound(os.path.join("res", "background.ogg"))
self._background_s.set_volume(0.8)
self._grav_fxs_s = [
Sound(os.path.join("res", "grav1.wav")),
Sound(os.path.join("res", "grav2.wav")),
Sound(os.path.join("res", "grav3.wav")),
]
for s in self._grav_fxs_s:
s.set_volume(0.1)
self._death_s = Sound(os.path.join("res", "death.wav"))
self._background_channel = mixer.Channel(0)
self._fx_channel = mixer.Channel(1)
self.effect_playing = False
self.bg_playing = False
def bg(self, state=0):
if state == self.PLAY:
if self._background_channel.get_sound() == None:
self._background_channel.play(self._background_s, loops=-1, fade_ms=250)
else:
self._background_channel.unpause()
self.bg_playing = True
elif state == self.PAUSE:
self._background_channel.pause()
self.bg_playing = False
else:
self._background_channel.stop()
self.bg_playing = False
def fx(self, state=0, fx=0):
if state == self.PLAY:
if fx == self.GRAVITY:
if self._fx_channel.get_sound() not in self._grav_fxs_s:
self._fx_channel.stop()
self._fx_channel.play(choice(self._grav_fxs_s), loops=0, fade_ms=0)
else:
if self._fx_channel.get_sound() != self._death_s:
self._fx_channel.stop()
self._fx_channel.play(self._death_s, loops=0, fade_ms=0)
elif state == self.PAUSE:
self._fx_channel.pause()
else:
self._fx_channel.stop()
示例3: __init__
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import set_volume [as 别名]
class Sound:
"""Class wrapping ``pygame.mixer.Sound`` with the ability to enable/disable sound globally
Use this instead of ``pygame.mixer.Sound``. The interface is fully transparent.
"""
def __init__(self, source):
if config.SOUND:
self.sound = OldSound(source)
def play(self, loops=0, maxtime=0, fade_ms=0):
if config.SOUND:
self.sound.play(loops, maxtime, fade_ms)
def stop(self):
if config.SOUND:
self.sound.stop()
def fadeout(self, time):
if config.SOUND:
self.sound.fadeout(time)
def set_volume(self, value):
if config.SOUND:
self.sound.set_volume(value)
def get_volume(self):
if config.SOUND:
return self.sound.get_volume()
def get_num_channels(self):
if config.SOUND:
return self.sound.get_num_channels()
def get_length(self):
if config.SOUND:
return self.get_length()
def get_raw(self):
if config.SOUND:
return self.sound.get_raw()
示例4: __init__
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import set_volume [as 别名]
class Rocket:
def __init__(self,
obj_file,
gravity,
maximum_speed,
maximum_acceleration,
maximum_roll_rate,
controls,
blaster_list,
blaster_color):
self.gravity=gravity
self.maximum_speed=maximum_speed
self.maximum_acceleration=maximum_acceleration
self.maximum_roll_rate=maximum_roll_rate
self.controls=controls
self.blaster_list=blaster_list
self.blaster_color=blaster_color
self.angle=0.0
self.model=OBJ(config.basedir+"/assets", obj_file)
self.position=Vector2D(0.0,0.0)
self.velocity=Vector2D(0.0,0.0)
self.bounding_box=BoundingPolygon( (Vector2D(-1.0, 1.0),
Vector2D(1.0, 1.0),
Vector2D(1.0, -1.0),
Vector2D(0.0, -2.0),
Vector2D(-1.0, -1.0)) )
self.weight=1.0
self.beam=Beam()
self.plume=Plume()
self.blaster_sound=Sound(config.basedir+"/assets/Laser_Shoot_2.wav")
self.engine_sound=Sound(config.basedir+"/assets/engine.wav")
self.engine_sound.set_volume(0.075)
self.fire_counter=3
@gl_utilities.sprites_configuration
def _draw_sprites(self):
self.beam.draw()
self.plume.draw()
@gl_utilities.shader_configuration(config.basedir+"/shaders/vertex.txt",
config.basedir+"/shaders/fragment.txt")
def _draw_shader(self):
glPushMatrix()
glRotate(self.angle,0.0,0.0,1.0)
glRotate(90.0,-1.0,0.0,0.0)
glCallList(self.model.gl_list)
glPopMatrix()
def draw(self):
glPushMatrix()
glTranslate(-self.position.x, -self.position.y, 0.0)
self._draw_sprites()
self._draw_shader()
glPopMatrix()
# _draw_bounding_box(self.bounding_box)
def _fire(self):
# angle, position, blaster_color, blaster_list):
direction=Vector2D(math.sin(math.radians(self.angle)),
-math.cos(math.radians(self.angle)))
self.blaster_list.append(Blaster(self.blaster_color,
self.position+2.001*direction,
direction))
def update(self,clock):
seconds_passed=clock.get_time()/1000.0
self.angle += (self.maximum_roll_rate*
self.controls.get_rotate()*
seconds_passed)
if 0 < self.controls.get_throttle():
if self.plume.is_off():
self.plume.on()
self.engine_sound.play()
#.........这里部分代码省略.........
示例5: ScreenMain
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import set_volume [as 别名]
class ScreenMain(LcarsScreen):
def setup(self, all_sprites):
areset(a)
all_sprites.add(LcarsBackgroundImage("assets/lcars_screen_1.png"),
layer=0)
# panel text
all_sprites.add(LcarsText(colours.BLACK, (11, 75), "MOSF"),
layer=1)
all_sprites.add(LcarsText(colours.ORANGE, (0, 135), "LONG RANGE PROBE", 2.5),
layer=1)
all_sprites.add(LcarsText(colours.BLACK, (54, 667), "192 168 0 3"),
layer=1)
# date display
self.stardate = LcarsText(colours.BLACK, (444, 506), "", 1)
self.lastClockUpdate = 0
all_sprites.add(self.stardate, layer=1)
# permanent buttons
all_sprites.add(LcarsButton(colours.RED_BROWN, (6, 662), "LOGOUT", self.logoutHandler),
layer=1)
all_sprites.add(LcarsBlockSmall(colours.ORANGE, (211, 16), "ABOUT", self.aboutHandler),
layer=1)
all_sprites.add(LcarsBlockLarge(colours.BLUE, (145, 16), "DEMO", self.demoHandler),
layer=1)
all_sprites.add(LcarsBlockHuge(colours.PEACH, (249, 16), "EXPLORE", self.exploreHandler),
layer=1)
all_sprites.add(LcarsElbow(colours.BEIGE, (400, 16), "MAIN"),
layer=1)
# Sounds
self.beep_1 = Sound("assets/audio/panel/201.wav")
self.fwoosh = Sound("assets/audio/panel/250.m4a")
self.fwoosh.set_volume(1.0)
self.fwoosh.play()
time.sleep(6)
# Sound("assets/audio/panel/220.wav").play()
#-----Screens-----#
# Main Screen ------------------------------------------------------------------------------------
#116-800: 684 : 342
#90-440 : 350 : 175
all_sprites.add(LcarsText(colours.WHITE, (192, 174), "WELCOME", 1.5),
layer=3)
all_sprites.add(LcarsText(colours.BLUE, (244, 174), "TO THE Museum of Science Fiction", 1.5),
layer=3)
all_sprites.add(LcarsText(colours.BLUE, (286, 174), "LONG RANGE PROBE EXHIBIT", 1.5),
layer=3)
all_sprites.add(LcarsText(colours.BLUE, (330, 174), "LOOK AROUND", 1.5),
layer=3)
self.main_text = all_sprites.get_sprites_from_layer(3)
# Logout Screen ----------------------------------------------------------------------------------
self.logout_image = LcarsImage("assets/intro_screen.png", (0,0), self.mainHandler)
self.logout_image.visible = False
all_sprites.add(self.logout_image, layer=49) #Previously layer2
self.logout_gif = LcarsGifImage("assets/gadgets/MOSF.gif", (90, 330), 35)
self.logout_gif.visible = False
all_sprites.add(self.logout_gif, layer=49) #Previously 2
all_sprites.add(LcarsText(colours.ORANGE, (270, -1), "LONG RANGE PROBE", 3), layer=50)
all_sprites.add(LcarsText(colours.ORANGE, (390, -1), "TOUCH TERMINAL TO PROCEED", 1.5), layer=50)
self.logout_text = all_sprites.get_sprites_from_layer(50)
self.hideText(self.logout_text)
# Demo Screen ------------------------------------------------------------------------------------
# About Screen -----------------------------------------------------------------------------------
self.purpose = LcarsButton(colours.GREY_BLUE, (107, 127), "PURPOSE", self.purposeHandler)
self.purpose.visible = False
all_sprites.add(self.purpose, layer=4)
self.details = LcarsButton(colours.ORANGE, (107, 262), "DETAILS", self.detailsHandler)
self.details.visible = False
all_sprites.add(self.details, layer=4)
self.personnel = LcarsButton(colours.GREY_BLUE, (107, 398), "PERSONNEL", self.personnelHandler)
self.personnel.visible = False
all_sprites.add(self.personnel, layer=4)
self.sources = LcarsButton(colours.ORANGE, (107, 533), "SOURCES", self.sourcesHandler)
self.sources.visible = False
all_sprites.add(self.sources, layer=4)
# Purpose
all_sprites.add(LcarsText(colours.WHITE, (192, 140), "To inspire", 1.25),
layer=5)
#all_sprites.add(LcarsText(colours.BLUE, (244, 174), "TO THE Museum of Science Fiction", 1),
# layer=3)
#all_sprites.add(LcarsText(colours.BLUE, (286, 174), "LONG RANGE PROBE EXHIBIT", 1),
# layer=3)
#all_sprites.add(LcarsText(colours.BLUE, (330, 174), "LOOK AROUND", 1),
#.........这里部分代码省略.........