I'm doing a project which is making a music player using PyGame and Tkinter. So far I've built the interface and got the player to play two different songs, but I need a piece of advice on how to use PyGame mixer better. My code is:
So when I run the code and click PLAY, it looks like the player is stopped responding. Although it starts playing the music right away, it does not show the title. I have code that inserts the title of the song into Tkinter entry first, and then mixer function comes after but it seems like the mixer function always comes first. This is the part I'm having a problem (I think):
The PyGame mixer functions already play the music in a separate thread. So in your case, there's no real need to do anything except poll to see if the music has finished. All the "PLAY" code needs to do is start playing the next sound-file, and return.
On older pygame versions, MP3 support was limited under Mac and Linux. Thischanged in pygame v2.0.2 which got improved MP3 support. Consider usingOGG file format for music as that can give slightly better compression thanMP3 in most cases.
start is an optional float argument, which is 0.0 by default, whichdenotes the position in time from which the music starts playing. The startingposition depends on the format of the music played. MP3 and OGG usethe position as time in seconds. For MP3 files the start time positionselected may not be accurate as things like variable bit rate encoding and ID3tags can throw off the timing calculations. For MOD music it is the patternorder number. Passing a start position will raise a NotImplementedError ifthe start position cannot be set.
fade_ms is an optional integer argument, which is 0 by default,which denotes the period of time (in milliseconds) over which the musicwill fade up from volume level 0.0 to full volume (or the volume levelpreviously set by set_volume()). The sample may end before the fade-inis complete. If the music is already streaming fade_ms is ignored.
rewind() supports a limited number of file types and notablyWAV files are NOT supported. For unsupported file types use play()which will restart the music that's already playing (note that thiswill start the music playing again even if previously paused).
The volume argument is a float between 0.0 and 1.0 that setsthe volume level. When new music is loaded the volume is reset to fullvolume. If volume is a negative value it will be ignored and thevolume will remain set at the current level. If the volume argumentis greater than 1.0, the volume will be set to 1.0.
Returns True when the music stream is actively playing. When the music isidle this returns False. In pygame 2.0.1 and above this function returnsFalse when the music is paused. In pygame 1 it returns True when the musicis paused.
This gets the number of milliseconds that the music has been playing for.The returned time only represents how long the music has been playing; itdoes not take into account any starting position offsets.
The reason I told the program to sleep is because I wanted a way to keep it running without typing lots of code. I had the same problem and the sound didn't play because the program closed immediately after trying to play the music.
If you want to play a single wav file, you have to initialize the module and create a pygame.mixer.Sound() object from the file. Invoke play() to start playing the file. Finally, you have to wait for the file to play.
Alternatively you can use pygame.mixer.get_busy to test if a sound is being mixed. Query the status of the mixer continuously in a loop.
In the loop, you need to delay the time by either pygame.time.delay or pygame.time.Clock.tick. In addition, you need to handle the events in the application loop. See pygame.event.get() respectively pygame.event.pump():
Many of the posts are running all of this at toplevel, which is why the sound may seem to close. The final method will return while the sound is playing, which closes the program/terminal/process (depending on how called).What you will eventually want is a probably a class that can call either single time playback or a looping function (both will be called, and will play over each other) for background music and single sound effects.
this code covers the init for ONLY mixer (you need to figure our your root context and where the individual calls should be made for playback, at least 1 level inside root context to be able to rely on the main event loop preventing premature exit of sound files, YOU SHOULD NOT NEED TIME.SLEEP() AT ALL (very anti-pattern here).... ALSO whatever context calls the looping forever bg_music, it will probably be some 'level' or 'scene' or similar in your game/app context, when passing from one 'scene' to the next you will probably want to immediately replace the bg_music with the file for next 'scene', and if you need the fine-grained control stopping the sound_effect objects that are set to play once (or N times)....
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The Xbox Music Mixer is a multimedia utility developed by WildTangent and published by Microsoft Game Studios for the Xbox in 2003. The software allows the user to transfer certain types of music and pictures directly from a PC to the Xbox, create custom soundtracks, and features a karaoke mode to sing pre-loaded or custom songs using a packaged karaoke microphone. Xbox Music Mixer was announced at E3 in 2003 as part of a 'Digital Entertainment Lifestyle' initiative, with expectations that the software would lead the console towards functionality as an all-in-one media centre. Upon release, the software received negative reception, with reviewers observing compatibility and usability issues and limitations to the game's karaoke features. The software was subsequently influential to the features of the similar Windows Media Center Extender for the Xbox 360.
The Xbox Music Mixer has several features that enhance the Xbox's multimedia capabilities. The primary feature of the software were media playback features, including music player that is able to play Audio CDs and .wma and .mp3 music files on the Xbox hard drive. Users are able to create custom playlists as a soundtrack. Playback includes options for an audio equalizer and 2D and 3D visualizers. Users are also able to record songs on an Audio CD to the hard drive using a record function. The Xbox Music Mixer also featured a slide show feature in which players could view .jpeg images imported from their computer. Users could import audio and image files from their computer using the Xbox Music Mixer PC Tool, external software that allowed users to transfer files using an ethernet connection with the Xbox System Link Cable.[1]
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Xbox Music Mixer received "generally unfavorable" reviews according to the review aggregation website Metacritic, with an average score of 49% across 12 reviews.[9] Several reviewers expressed disappointment in the software's usefulness as a media centre. Evan Shamoon of GMR stated the software was "a bit underwhelming at first glance", noting the "compatibility issues" with music file formats and Macintosh systems, limiting the software's capability of turning the Xbox into a "true home entertainment device".[14] Similarly, Tom Bramwell of Eurogamer faulted the software's "obtuse" and "unhelpfully designed" user interface, faulting the game's "horrible list visuals, chunky buttons to press and a bizarre lack of widescreen support", stating "you're quickly reminded why PCs are better for organising huge numbers of disparate files than console applications."[10] Similarly, Hilary Goldstein of IGN also critiqued the navigability of the software, stating whilst "some aspects of the interface are simple", "there's far too many areas in Mixer where nothing is labeled...that lack of easy identification is all over Music Mixer and turns it from an everyman machine into a complex device that requires a little dedication to learn."[13]
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