Pygame's sound stuff is geared for exactly that, games. Though iMuse and other stuff with realtime mixing and games controlling sound was a really cool thing, most games require background music and sound effects.
Insert an "only simple" between require and background.
Actually, that's *exactly* what iMuse does, which is why I used it as an example =]I am asking purely for game use - I think you misunderstood... typically canned background music is used in most games - rather than it being based around multiple game variables influencing and dictating what is played and how its played - making it more connected to the current emotional feel of the game... with interactive music - you have samples say of an orchestra and based on some predefined composition patterns these can be mixed at runtime based on current game status / game variables so music never sounds looped or un-connected to the current game state...
No, mainly my game just requires everything to be synchronised to the music. I am working on a second game that will play samples when you press the buttons to the music to make more music, but again, it won't involve multiple frequencies or anything without having multiple samples.Did you create a composition/sequencing application using pygame? (cool if you did!)
The only problem with this is that you're leaving anyone that doesn't use Windows out of the loop. And that's probably around half of the people that use pygame or more.Based on your answers - it seems like extending to the DirectAudio api would be an interesting idea - maybe someone has begun undertaking it??