pygame.mixer.Sound.play is irregular although fired regularly - python

I currently try to repeat a sound every x ms - where x is dependent on an UDP packet I receive via socket - and I decided to use pygame for that. I used this SO answer to repeat something every x ms: https://stackoverflow.com/a/18954902/3475778
But now I have the problem, that the sound is played very irregular and made a minimal-working example where the problem persists:
import pygame
from pygame.locals import *
pygame.mixer.init()
sound = pygame.mixer.Sound('sound.wav')
def play_sound():
sound.stop()
sound.play()
pygame.init()
clock = pygame.time.Clock()
pygame.time.set_timer(USEREVENT+1, 200)
while True:
# clock.tick(30)
for event in pygame.event.get():
if event.type == USEREVENT+1:
play_sound()
Here is the waveform of what I have recorded from the script via Audacity:
You see that for some reason some samples were played longer than the others. Not very nice for some kind of metronome I want to build.
edit UPDATE:
It is not a problem of pygame.time.set_timer, because this code doesn't solve the problem and doesn't rely on pygame.time.set_timer:
import pygame
from datetime import datetime
d = datetime.now()
pygame.mixer.init()
sound = pygame.mixer.Sound('horn_short.wav')
pygame.init()
while True:
if (datetime.now() - d).total_seconds() > 0.2:
sound.play()
d = datetime.now()
has the same problem. The Problem is also under Ubuntu 16.04, Python 3.5 64bit (Anaconda) and a fresh installed pygame.

Here is an idea for an alternative approach.
If the goal is to play a sound in regular intervals,
you might get better results if you (dynamically) pad the sound to the desired interval length,
and then simply loop it with Sound.play(loops=-1).
If there are just a handful of valid intervals, it might be easiest to
store dedicated sound files and load the appropriate one.
Otherwise, the pygame.sndarray module provides access to
a numpy array of the raw sound data, which makes it possible
to dynamically generate sound objects of the desired length:
import pygame
import numpy
# Helper function
def getResizedSound(sound, seconds):
frequency, bits, channels = pygame.mixer.get_init()
# Determine silence value
silence = 0 if bits < 0 else (2**bits / 2) - 1
# Get raw sample array of original sound
oldArray = pygame.sndarray.array(sound)
# Create silent sample array with desired length
newSampleCount = int(seconds * frequency)
newShape = (newSampleCount,) + oldArray.shape[1:]
newArray = numpy.full(newShape, silence, dtype=oldArray.dtype)
# Copy original sound to the beginning of the
# silent array, clipping the sound if it is longer
newArray[:oldArray.shape[0]] = oldArray[:newArray.shape[0]]
return pygame.mixer.Sound(newArray)
pygame.mixer.init()
pygame.init()
sound = pygame.mixer.Sound('sound.wav')
resizedSound = getResizedSound(sound, 0.2)
resizedSound.play(loops=-1)
while True:
pass
Using just pygame (and numpy), this approach should have a good chance for an accurate playback.

For me the thing worked much better, if i did:
pygame.mixer.pre_init(44100, -16, 2, 256)
before any of the pygame init functions.

Ok, you should try using the other way to load a sound:
pygame.mixer.music.load(file=file_directory str)
To play the sound use:
pygame.mixer.music.play(loops=*optional* int, start=*optional* float)
Your code may look like this:
import pygame
pygame.init()
pygame.mixer.init()
sound = pygame.mixer.music.load('sound.wav')
def playSound():
sound.pause()
sound.play()
while True:
pass
For me, that worked better but I am on python 3.7.2 . I don't know about python 3.5, but there aren't many difference between 3.5 and 3.7.2. That should work!

Related

TypeError: Source object must be a surface [duplicate]

I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
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.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
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.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
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():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
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.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
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)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.

How to use pyttsx3 together with pygame on Linux [duplicate]

I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
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.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
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.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
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():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
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.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
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)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.

not able to load .mp3 format audio. Failed loading libmpg123.dll [duplicate]

I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
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.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
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.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
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():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
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.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
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)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.

Pygame wont stream audio over bluetooth but other applications will [duplicate]

I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
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.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
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.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
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():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
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.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
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)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.

Python: Inaccurate timing playing audio at a set BPM interval (<1s)

I am trying to make a very simple metronome on a Raspberry Pi that plays a .wav file at a set interval, but the timing is audibly inaccurate.
I really can't figure out why, is python's time module that inaccurate?
I don't think the code that handles playing the audio is the bottleneck since if I put it in a loop with no timer it will rattle consistently.
With the simple code below, the sound will play on beat a few times and then one beat will be off randomly, over and over.
import pygame
from time import sleep
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.mixer.init()
pygame.init()
BPM = 160
sound = pygame.mixer.Sound('sounds/hihat1.wav')
while True:
sound.play()
sleep(60/BPM)
I expect to get the sound to repeat every X milliseconds with an accuracy of at least +/-10ms or so. Is that unrealistic? If so please suggest an alternative.
the issue turned out to be using overly large chunk sizes which likely caused pygame to play sounds late as earlier chunks had already been queued. my first suggestion was that I'd expected the OP's code to slowly drift over time, suggesting that something like this would do better:
import pygame
from time import time, sleep
import gc
pygame.mixer.pre_init(44100, -16, 2, 256)
pygame.mixer.init()
pygame.init()
BPM = 160
DELTA = 60/BPM
sound = pygame.mixer.Sound('sounds/hihat1.wav')
goal = time()
while True:
print(time() - goal)
sound.play()
goal += DELTA
gc.collect()
sleep(goal - time())
i.e. keep track of the "current time" and adjust sleeps according to how much time has elapsed. I explicitly perform a "garbage collect" (i.e. gc.collect()) before each sleep to keep things more deterministic.
When I tested your code on my local machine it seems like the sleep doesnt care about the pygame thread so you will get your sound overlapping itself.
Furthermore I think you should use pygames own timer for delayed actions.
Can you try the following code on your py?
import pygame
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.mixer.init()
pygame.init()
BPM = 160
sound = pygame.mixer.Sound('sounds/hihat1.wav')
while True:
sound.play()
pygame.time.delay(int(sound.get_length()*1000))
pygame.time.delay(int(60/BPM*1000))

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