On Fri, Jan 22, 2010 at 7:31 PM, Olof Bjarnason
<olof.bjarnason@xxxxxxxxx> wrote:
OS: Ubuntu 9.04
Python: 2.6.2
PyGame: 1.8.1release
I'm trying to generate some sounds with pygame.
I was hindered some by how to use sndarray - but it all got easier
once I set the mixer-init to easy/retro defaults.
The first experiment was to just play a "sawtooth" wave:
<code src="">
import pygame
import Numeric
pygame.mixer.pre_init(11025,8,1,4096) #mono, unsigned, 8-bit sound. C64 ;)
pygame.init()
print pygame.mixer.get_init() # to make sure I got what I wanted, just
watch stdout
pygame.sndarray.make_sound(Numeric.array(range(250)*100)).play()
while pygame.mixer.get_busy():
pygame.time.wait(200)
</code>
'python sndtest.py' produces slightly different audio each time.
I improved readability a little, to find out where I did go wrong, and
to my great surprise, this *silenced* my speakers:
<code src="">
import pygame
import Numeric
pygame.mixer.pre_init(11025,8,1,4096) #mono, unsigned, 8-bit sound. C64 ;)
pygame.init()
print pygame.mixer.get_init() # to make sure I got what I wanted, just
watch stdout
seq = range(250)*100
na = Numeric.array(seq)
snd = pygame.sndarray.make_sound(na)
snd.play()
while pygame.mixer.get_busy():
pygame.time.wait(200)
</code>
'python sndtest2.py' only produces a low-volume "spark" then nothing
each time run.
What am I doing wrong here? There is no randomness in 'sndtest.py',
and 'sndtest2.py' should at least produce the same output, afaiks.
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