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Re: [pygame] pygame.midi using portmidi?



Regarding PortTime, the necessary change to the Windows dependency builder is committed to SVN. Thanks for the complement on the keyboard example. I used POV-Ray to get the 3D effect in the sprite images.

Lenard


René Dudfield wrote:
Hi,

this is because I guess it could be possible that portmidi is
installed, but port time is not... However that's probably a silly
reason... since I think portmidi depends on porttime.

Also, I didn't think to do that :)


ps.  that keyboard in the midi example looks really nice.



On Wed, Jan 14, 2009 at 5:59 AM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
Hi René,

Good stuff. I added a main() function to midi.py, for consistency, as well
as a --list option. As for porttime it is no big problem to repair the
Windows build. Just curious though, why did add a new PORTTIME macro to
Setup.in instead of:

PORTMIDI = -lportmidi -lporttime


Lenard

P.S.  Brian, just add the line

PORTTIME =

to prebuilt\Setup_Win.in and the automated Windows builds will continue to
work.


René Dudfield wrote:
Hi,

I added a get_device_info(device_id) function... to allow seeing which
devices are available.  The midi.py example prints out the available
devices.

it is also compiling on ubuntu... (ya! I finally got my ubuntu
partition working again).

Had to link in libporttime... and therefore add it as a dependency,
which may have broken msys build.

Added allowing to specify an optional device_id  on the cmd line  eg,
--input 3


cu,



On Wed, Dec 24, 2008 at 6:10 PM, René Dudfield <renesd@xxxxxxxxx> wrote:

Hi,

yes, something like that would be good.  There could be a separate
function running in a background thread to handle all of the input
midi.  Which I think would just run code similar to what is in the
example.  Probably something very useful to add.

A piano keyboard example would be a very nice one I think :)

cu,



On Wed, Dec 24, 2008 at 5:19 PM, Lenard Lindstrom <len-l@xxxxxxxxx>
wrote:

Hi René,

I will look at the new midi.py and flesh out the keyboard example: port
selection, a piano keyboard in the window, more notes, etc. It's good
news
about the pypm wrapper. One thing I was wondering, is it possible to
hide
the portmidi event to Pygame event translation, so only Pygame events
are
visible in the main loop?

Lenard

René Dudfield wrote:

hey,

that's cool.  I checked in a new pygame.midi which uses a modified
version of your output class.

I also put an examples/midi.py in there.  It contains an input
example, and your output example converted to use the pygame.midi
module.

python midi.py --output
python midi.py --input


Also John Harrison said we could use his pyrex pypm portmidi wrapper
in pygame :)

cu,

On Wed, Dec 24, 2008 at 6:57 AM, Lenard Lindstrom <len-l@xxxxxxxxx>
wrote:


Hi,

I'm reposting my keyboard pyportmidi example. It has been changed to
use
pygame.pypm. The midiport module may be of interest as it contains an
output
class. The keyboard program could go into the examples, with some
improvements. Once midi has been fixed if you want to add keyboard.py
to
the
examples, with the needed changes for pygame.midi, I can spruce it up
to
make it more intuitive.

Usage: The q,w,e and r keys play four notes on the Church Organ
instrument.
Also the four notes can be played by clicking horizontally across the
blue
window. It is very simple for now but could be developed into a proper
keyboard.

Lenard

René Dudfield wrote:


hi again,

Another note:

Tim Thompson said we could include his patches to pyportmidi, and
also
include some of his other midi code...

"""You'll also find there a python module (nosuch.midiutil) that
contains higher-level routines for MIDI things, including a MIDI file
reader, simple scheduler, etc."""







--
Lenard Lindstrom
<len-l@xxxxxxxxx>