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Re: [pygame] Recording sound



I'll definitely try your modules.  They sound like just what I need.
That Canta game Brad linked to may cover my use case already.  If I
get around to testing your library, whether or not anything comes of
it, I'll give you feedback on my experiences with it.

On Wed, Oct 29, 2008 at 2:09 PM, Nathan Whitehead <nwhitehe@xxxxxxxxx> wrote:
> On Wed, Oct 29, 2008 at 11:42 AM, Luke Paireepinart
> <rabidpoobear@xxxxxxxxx> wrote:
>> Cool, Nathan.  I was thinking about writing a singing game - well
>> maybe not a game so much as a tool.  It plays scales and gives you
>> your statistical accuracy as far as hitting the correct note (just
>> based on pitch - also would do intervals etc.)
>
> Ah, then you want my SoundAnalyse module.  It is C code with a python
> wrapper for realtime pitch and volume detection.
> http://code.google.com/p/pygalaxy/wiki/SoundAnalyse
>
> I separated it out from SWMixer just because compiling C code as part
> of the install is harder than installing a pure python package.
>
>> I was thinking about also adding support for music...
>
> To play notes from python, I use FluidSynth.  It uses SF2 soundfont
> files, then you send it NOTEON events and such to play music.  I have
> a preliminary binding for it, pyFluidSynth.
> http://code.google.com/p/pygalaxy/wiki/pyFluidSynth
>
>> Is your API stable at this point?
>
> All the packages and APIs should be relatively stable, but they have
> not been tested on all architectures by lots of people.  Bug reports
> are encouraged.
> --
> Nathan Whitehead
>