本文整理汇总了Python中pygame.mixer方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.mixer方法的具体用法?Python pygame.mixer怎么用?Python pygame.mixer使用的例子?那么, 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
的用法示例。
在下文中一共展示了pygame.mixer方法的15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: pygamesound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def pygamesound(sound):
''' Create numpy array from pygame sound object
rate is determined by pygame.mixer settings
'''
import pygame
pygame.sndarray.use_arraytype('numpy')
array = pygame.sndarray.array(sound)
rate, format, channels = pygame.mixer.get_init()
data = numpy.zeros(len(array))
for i, sample in enumerate(array):
data[i] = sum(sample)
if format < 0:
data /= (2 ** -format) / 2
else:
data = (data / (2 ** format)) * 2 - 1
return data
示例2: get_sound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def get_sound(*names, **kwds):
if sound_cache is None:
return dummy_sound
path = _resource_path("sounds", names, **kwds)
sound = sound_cache.get(path)
if not sound:
try:
from pygame.mixer import Sound
except ImportError, e:
no_sound(e)
return dummy_sound
try:
sound = Sound(path)
except pygame.error, e:
missing_sound(e, path)
return dummy_sound
示例3: music
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def music(amusic=None, load=True, play=True, stop=False):
""" For loading and playing music.
::Example::
music('bla.ogg', load=True, play=True)
music(stop=True)
"""
# perhaps the mixer is not included or initialised.
if pygame.mixer and pygame.mixer.get_init():
if load and not stop:
pygame.mixer.music.load(music_path(amusic))
if play and stop is None or stop is False:
pygame.mixer.music.play()
elif stop:
pygame.mixer.music.stop()
示例4: sfx
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def sfx(snd, play=False, stop=False):
global _sfx_cache
snd_key = snd
if snd_key in _sfx_cache:
asound = _sfx_cache[snd_key]
else:
path = os.path.join(data_path(), 'sounds', snd)
asound = pygame.mixer.Sound(path)
_sfx_cache[snd_key] = asound
# print(snd_key, play, stop, time.time())
if play:
asound.play()
if stop:
asound.stop()
return asound
示例5: get_sound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def get_sound(*names, **kwds):
if sound_cache is None:
return dummy_sound
path = _resource_path("sounds", names, **kwds)
sound = sound_cache.get(path)
if not sound:
try:
from pygame.mixer import Sound
except ImportError as e:
no_sound(e)
return dummy_sound
try:
sound = Sound(path)
except pygame.error as e:
missing_sound(e, path)
return dummy_sound
sound_cache[path] = sound
return sound
示例6: load_sound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def load_sound(file):
if not pygame.mixer: return dummysound()
file = os.path.join(main_dir, 'data', file)
try:
sound = pygame.mixer.Sound(file)
return sound
except pygame.error:
print ('Warning, unable to load, %s' % file)
return dummysound()
# each type of game object gets an init and an
# update function. the update function is called
# once per frame, and it is when each object should
# change it's current position and state. the Player
# object actually gets a "move" function instead of
# update, since it is passed extra information about
# the keyboard
示例7: load_sound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def load_sound(file):
if not pygame.mixer: return dummysound()
file = os.path.join('data', file)
try:
sound = pygame.mixer.Sound(file)
return sound
except pygame.error:
print ('Warning, unable to load,', file)
return dummysound()
# each type of game object gets an init and an
# update function. the update function is called
# once per frame, and it is when each object should
# change it's current position and state. the Player
# object actually gets a "move" function instead of
# update, since it is passed extra information about
# the keyboard
示例8: load_sound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def load_sound(name):
class NoneSound:
def play(self): pass
if not pygame.mixer or not pygame.mixer.get_init():
return NoneSound()
fullname = os.path.join(data_dir, 'sound', name)
try:
sound = pygame.mixer.Sound(fullname)
except pygame.error:
print('Cannot load sound: %s' % fullname)
raise SystemExit(str(geterror()))
return sound
示例9: _i_eegecx
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def _i_eegecx():
try:
import pygame.mixer as ghfkd
return ghfkd
except ImportError:
print "Music not available"
return None
示例10: init
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def init(audio_params):
"""Use this instead of ``pygame.mixer.init``"""
if config.SOUND:
pygame.mixer.init(audio_params[0], audio_params[1], audio_params[2], audio_params[3])
示例11: load_sound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def load_sound(name):
class NoneSound:
def play(self): pass
if not pygame.mixer or not pygame.mixer.get_init():
return NoneSound()
fullname = os.path.join(data_dir, name)
try:
sound = pygame.mixer.Sound(fullname)
except pygame.error:
print('Cannot load sound: %s' % fullname)
raise SystemExit(str(geterror()))
return sound
# classes for our game objects
示例12: sound_from_pos
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def sound_from_pos(sound, start_pos, samples_per_second = None, inplace = 1):
""" returns a sound which begins at the start_pos.
start_pos - in seconds from the begining.
samples_per_second -
"""
# see if we want to reuse the sound data or not.
if inplace:
a1 = pygame.sndarray.samples(sound)
else:
a1 = pygame.sndarray.array(sound)
# see if samples per second has been given. If not, query the mixer.
# eg. it might be set to 22050
if samples_per_second is None:
samples_per_second = pygame.mixer.get_init()[0]
# figure out the start position in terms of samples.
start_pos_in_samples = int(start_pos * samples_per_second)
# cut the begining off the sound at the start position.
a2 = a1[start_pos_in_samples:]
# make the Sound instance from the array.
sound2 = pygame.sndarray.make_sound(a2)
return sound2
示例13: array
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def array (sound):
"""pygame._numpysndarray.array(Sound): return array
Copy Sound samples into an array.
Creates a new array for the sound data and copies the samples. The
array will always be in the format returned from
pygame.mixer.get_init().
"""
return numpy.array (sound, copy=True)
示例14: make_sound
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def make_sound (array):
"""pygame._numpysndarray.make_sound(array): return Sound
Convert an array into a Sound object.
Create a new playable Sound object from an array. The mixer module
must be initialized and the array format must be similar to the mixer
audio format.
"""
return mixer.Sound (array=array)
示例15: samples
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import mixer [as 别名]
def samples (sound):
"""pygame._numpysndarray.samples(Sound): return array
Reference Sound samples into an array.
Creates a new array that directly references the samples in a Sound
object. Modifying the array will change the Sound. The array will
always be in the format returned from pygame.mixer.get_init().
"""
return numpy.array (sound, copy=False)