Re: pygame sound

  • From: "Alex Hall" <mehgcap@xxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Sat, 12 Sep 2009 21:18:08 -0400

I got it. I used the cmd.exe command to run python.exe and manually passed it 
my path/file.py arg, and it worked. Not as good as having python.exe on the 
search path, but at least I can run things.


Have a great day,
Alex
New email address: mehgcap@xxxxxxxxx
  ----- Original Message ----- 
  From: BlueScale 
  To: programmingblind@xxxxxxxxxxxxx 
  Sent: Saturday, September 12, 2009 8:26 PM
  Subject: Re: pygame sound


  Hi,
  I am not sure how to help with that.  I use Linux, so I just type python and 
the file name, and it just works.

       

  On Sat, 2009-09-12 at 19:45 -0400, Alex Hall wrote: 
    I downloaded the tutorials (2 .py files) but they do not work. I know this 
is a basic question, but I never seem to get it right: how do I tell edSharp to 
run these py files? It says that python.exe is not on the search path. 
     
     
    Have a great day,
    Alex
    New email address: mehgcap@xxxxxxxxx 
      ----- Original Message ----- 
      From: BlueScale 
      To: programmingblind@xxxxxxxxxxxxx 
      Sent: Saturday, September 12, 2009 7:23 PM 
      Subject: Re: pygame sound 



      the Mixer is a media player with multple channels.  If you keep track of 
each channel you are using, you can do things like start, stop, change volume, 
set playback position, get length of the file, etc.  The creater of Soundrts 
has a small tutorial.  Be sure to read the comments too because there are some 
helpful tidbits ther as well  The tutorial is at:
      http://soundrts.blogspot.com/search/label/pygame%20tutorial


           

      On Sat, 2009-09-12 at 18:16 -0400, Haden Pike wrote: 
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
>>> __________
>>> View the list's information and change your settings at 
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>>
>>
>> -- 
>>
>> ---
>> Haden Pike
>> Email: haden.pike@xxxxxxxxx
>>
>> __________
>> View the list's information and change your settings at 
>> //www.freelists.org/list/programmingblind
>>
>
> __________
> View the list's information and change your settings at 
> //www.freelists.org/list/programmingblind
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