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Re: [pygame] Sound to String



On windows, you must open binary files as binary: f = open("sound.wav", "rb")

If you don't do this, windows will truncate the file and give no
error, though it will work on linux.

On 29/02/2008, PyMike <pymike93@xxxxxxxxx> wrote:
> I tried some others and still get the same error. (error: Unrecognized sound
> file type)
>
>
> On Fri, Feb 29, 2008 at 8:00 AM, PyMike <pymike93@xxxxxxxxx> wrote:
>
> > Hi Douglas
> >
> > Just to let you know, my sound will load and play with pygame without the
> string compression. It's a mere 0.18 seconds long. I tried some other sounds
> that were short and I got ~around~ the same results.
> >
> > After editing sound2.py,
> >
> > "RIFF\x16\xe9\x00\x00WAVEfmt
> \x10\x00\x00\x00\x01\x00\x01\x00D\xac\x00\x00\x88X\x01\x00\x02\x00\x10\x00data\xf2\xe8\x00\x00\xd2$\xcf(U\xf0r+\xc3\x16\x0c\xf6\xa7\xdc2\x0bH\xf8\x95\xdcy\xd6\x06!\xbc\x05\x17\xe5\xbf\xe4\xd5\xfa\n\xea'\xedN\xfb\xec!\x055\x88\xecy\xcb\xdf\xc8#\xd2x\x16\xf1\xd0|\xf9\x1f\x02\x86\xe2\x04\xf3\xa4'G\x1c\xfd\xfb7B\x86"
> >
> >
> > import binascii
> > from cStringIO import StringIO
> > from pygame import mixer
> >
> > snd = binascii.a2b_base64(__doc__)
> > f = StringIO(snd)
> >
> > mixer.init()
> > sound = mixer.Sound(f)
> > sound.play()
> >
> > I get this traceback:
> >
> > >>>
> > Traceback (most recent call last):
> >   File "C:\Documents and
> Settings\Michael\Desktop\sound2.py", line 8, in <module>
> >
> >     snd = binascii.a2b_base64(__doc__)
> > Error: Incorrect padding
> > >>>
> >
> > Then I switched a2b_base64 to b2a_base64 and got this traceback:
> >
> > >>>
> > Traceback (most recent call last):
> >   File "C:\Documents and
> Settings\Michael\Desktop\sound2.py", line 12, in <module>
> >     sound = mixer.Sound(f)
> > error: Unrecognized sound file type
> > >>>
> >
> > I'm going to try a few other sound files real quick.
> >
> >
> >
> >
> >
> >
> > On Fri, Feb 29, 2008 at 1:56 AM, Douglas Bagnall <douglas@xxxxxxxxxxxxxxx>
> wrote:
> >
> > > hi Mike
> > >
> > > This is your main problem:
> > >
> > > >> print len(s)
> > > >>
> > > >> 217
> > >
> > > Your wave file is broken. In 16 bit mono, 217 bytes leaves room for 94
> > > samples when you take away the headers. That's about 1/500 of a second
> > > at 44.1 kHz.  Your sound is not actually that short: the file is broken.
> > >
> > >
> > > Then later you wrote:
> > >
> > > > f = open("shoot.wav")
> > > > s = f.read()
> > > > f.close()
> > > > print len(s)
> > > > print len(repr(s))
> > > > print len(eval(repr(s)))
> > > >
> > >
> > > > b64 = binascii.b2a_base64(snd)
> > >
> > >
> > > You mean binascii.b2a_base64(s).
> > > snd is not defined yet.
> > >
> > >
> > > >
> > > > f = open("sound2.py", "wr").write(str(repr(b64)))
> > >
> > > repr() always returns a string -- there's no need for str().
> > > Also, f here will always be None, because it is the result of
> > > open().write() not open().
> > >
> > > Anyway, at this point sound2.py will contain a python representation of
> > > a sound, and nothing else, which incidentally makes it the module's
> > > __doc__ string.
> > >
> > > So then, if you modify sound2.py, adding the following lines:
> > >
> > >
> > > 'RIFFZB\x00\x00WAVEfmt \x10\x00[...]' #this is the existing line
> > >
> > > import binascii
> > > from cStringIO import StringIO
> > > from pygame import mixer
> > >
> > > snd = binascii.a2b_base64(__doc__)
> > >
> > > f = StringIO(snd)
> > >
> > > mixer.init()
> > > sound = mixer.Sound(f)
> > > sound.play()
> > >
> > >
> > > It will play. At least it would if you didn't have a corrupt wav file.
> > >
> > >
> > >
> > > >>>>>> I tried that out, and it got close to working. But I get an
> > > >>>>> "unrecognized file-type"' error
> > >
> > >
> > > It always helps if you say where an exception occurs. Pasting the
> > > traceback is good.
> > >
> > >
> > >
> > > douglas
> > >
> >
> >
> >
> > --
> > - PyMike
>
>
>
> --
> - PyMike


-- 
Alistair Buxton
a.j.buxton@xxxxxxxxx