Re: pygame sound

  • From: Haden Pike <haden.pike@xxxxxxxxx>
  • To: programmingblind@xxxxxxxxxxxxx
  • Date: Sat, 12 Sep 2009 18:16:10 -0400

I could be completely wrong, but from the little reading I have done so far, it would seem that the mixer is like a media player. You should be able to set the volume, but I can't find a reference to how this is done...I'll try googling for it. Again, this could be completely wrong...

Haden

On 9/12/2009 5:44 PM, Alex Hall wrote:
Makes sense. How do I do this programatically? Is mixer the only sound object I have, or are there others? Can I set the pitch of a sound dynamically? Is each mixer a sound, or is one mixer like a media player that I pass multiple sounds? Thanks.


Have a great day,
Alex
New email address: mehgcap@xxxxxxxxx
----- Original Message ----- From: "Haden Pike" <haden.pike@xxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx>
Sent: Saturday, September 12, 2009 5:38 PM
Subject: Re: pygame sound


I'm not sure how to play the sound, as I am just starting my adventures into pygame. However, I suggest you use python 2.6. More software is compatible with it. Just my suggestion...you are free to do what you want.
Haden

On 9/12/2009 5:07 PM, Alex Hall wrote:
Hi all,

I have pygame working, I think, on Python 3.1, though I still have python 2.6 and 2.3 on the computer. The documentation for pySonic made sense; you create a world, put the player in it, then have sound sources with properties like location. How would I do this in pygame? I found the mixer object, but I am not sure how to use it to generate sounds that relate to where the user is in the game world. Actually, I am not even sure how to create the user's location for other sounds to be compared to the player. I hope this makes sense and that I am just missing something easy here.


Have a great day,
Alex
New email address: mehgcap@xxxxxxxxx
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Haden Pike
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Haden Pike
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