PlaySound() slows down process - python

I have the following code in my program:
self["text"]="✖"
self["bg"]="red"
self["relief"] = SUNKEN
self.banged = True
self.lost = True
self.lettersLeft = 0
self.lettersBanged = self.lettB
winsound.PlaySound('sound.wav', winsound.SND_FILENAME)
messagebox.showerror("Letter Banging","Sorry, you lost the game!", parent=self)
for key in self.squares.keys():
if self.squares[key].value == 3:
self.squares[key].banged = False
self.squares[key].expose()
I have just added the winsound.PlaySound('sound.wav', winsound.SND_FILENAME) part and it has slowed down my program. Infact, it plays the sound first and then does what is before it. I am using Python with tKinter. Any suggestions?

When you alter the property of a widget, such as editing content, background and relief, this change does not appear immediately, they are recorded, and only take effect when you give hand to the mainloop which provoke redraw of your application. This lead to the behavior you observed: the sound is played, then the callback ends and the redraw showing your change happens.
All the time that you will spend in a callback playing the sound, your application will be not responsive. If you estimate your sound is short enough, you can add self.update() somewhere between the UI change you want to show first and the call to PlaySound.
If you want to avoid any unresponsiveness in your app, you can play the sound in another thread
sound_thread = threading.Thread(target=lambda:winsound.PlaySound('sound.wav', winsound.SND_FILENAME))
sound_thread.start()

Related

How to stop repeat on button press/hold - Python

I was hoping someone might have some insight on how to stop a script from continuing to repeat if a button is held (or in my case pressed longer than a second)?
Basically i've a button setup on the breadboard, and I have it coded to play an audio file when the button is pressed. This works, however if the button isn't very quickly tapped, then the audio will repeat itself until button is fully released. Also if the button is pressed and held, the audio file will just repeat indefinitely.
I've recorded a quick recording to demonstrate the issue if its helpful, here: https://streamable.com/esvoy6
I should also note that I am very new to python (coding in general actually), so its most likely something simple that I just haven't been able to find yet. I am using gpiozero for my library.
Any help or insight is greatly appreciated!
Here is what my code looks like right now:
from gpiozero import LED, Button
import vlc
import time
import sys
def sleep_minute(minutes):
sleep(minutes * 60)
# GPIO Pins of Green LED
greenLight = LED(17)
greenButton = Button(27)
# Green Button Pressed Definition
def green_btn_pressed():
print("Green Button Pressed")
greenButton.when_pressed = greenLight.on
greenButton.when_released = greenLight.on
# Executed Script
while True:
if greenButton.is_pressed:
green_btn_pressed()
time.sleep(.1)
print("Game Audio Start")
p = vlc.MediaPlayer("/home/pi/Desktop/10 Second Countdown.mp3")
p.play()
So from a brief look at it, it seems that 'time.sleep(.1)' is not doing what you are expecting. Ie. it is obviously interrupted by button presses. This is not abnormal behaviour as button presses on Ardiuno and raspPi (guessing here) would be processed as interrupts.
The script itself does not contain any prevention from double pressing or press and hold etc.
Have you put in any debug lines to see what is executing when you press the button?
I would start there and make adjustments based on what you are seeing.
I am not familiar with this gpiozero, so I can't give any insight about what it may be doing, but looking at the code and given the issue you are having, I would start with some debug lines in both functions to confirm what is happening.
Thinking about it for a minute though, could you not just change the check to 'if greenButton.is_released:'? As then you know the button has already been pressed, and the amount of time it is held in for becomes irrelevant. May also want to put in a check for if the file is already playing to stop it and start it again, or ignore and continue playing (if that is the desired behaviour).
Further suggestions:
For this section of code:
# Executed Script
while True:
if greenButton.is_pressed:
green_btn_pressed()
time.sleep(.1)
print("Game Audio Start")
p = vlc.MediaPlayer("/home/pi/Desktop/10 Second Countdown.mp3")
p.play()
You want to change this to something along these lines:
alreadyPlaying = 0
# Executed Script
while True:
if greenButton.is_pressed:
green_btn_pressed()
#Check if already playing file.
if alreadyPlaying == 1:
# Do check to see if file is still playing (google this, not sure off the top of head how to do this easiest).
# If file still playing do nothing,
#else set 'alreadyPlaying' back to '0'
break
#Check if already playing file.
if alreadyPlaying == 0:
time.sleep(.1)
print("Game Audio Start")
p = vlc.MediaPlayer("/home/pi/Desktop/10 Second Countdown.mp3")
p.play()
alreadyPlaying = 1
Hopefully you get the idea of what I am saying. Best of luck!
i think you have to write something like this in your loop:
import time, vlc
def Sound(sound):
vlc_instance = vlc.Instance()
player = vlc_instance.media_player_new()
media = vlc_instance.media_new(sound)
player.set_media(media)
player.play()
time.sleep(1.5)
duration = player.get_length() / 1000
time.sleep(duration)

How to move from one screen to another, with any input from the user, in pygame? [duplicate]

I'm making a little game and I want to make another window separately from my main one.
I have the the main game in a main window, and I want to open a new window and do a little animation when the user does something.
In my example code below, when the user presses "a" I want it to open a new window and blit to there.
Here I set up the two windows: (I know this doesnt work, its what I'm asking how to do)
SCREEN_X = 400
SCREEN_Y = 400
BSCREEN_X = 240
BSCREEN_Y = 160
BATTLE_SCENE = pygame.display.set_mode((BSCREEN_X, BSCREEN_Y))
SCREEN = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
and then the program:
def run_ani ():
#Do animation, blitting to BATTLE_SCENE
return
def main_game():
ending=False
while ending==False:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT: ending=True
if event.type == KEYDOWN: # key down or up?
if event.key == K_ESCAPE:
ending=True # Time to leave
print("Stopped Early by user")
elif event.key == K_a:
run_ani()
#Normal screen motion, blitting to SCREEN
if ending: pygame.quit()
return
So far what this does is draws the main screen, then when A is pressed, it stops drawing the main screen animations, but still draws the other animations on the main screen and draws in the top left corner.
I'm pretty sure it does this because I am setting BATTLE_SCENE to be smaller than the main screen, thus when blitting to BATTLE_SCENE it blits to the area I created (240x160) in the top corner of the main screen.
However I want BATTLE_SCENE to be a seperate window, so that when I press 'a' it will pop up, do its thing, then close or at least go behind the main screen.
How to do this? Is it even possible?
Do you really need multiple windows? I mean, do you really need them?
If yes, then you should probably use pyglet/cocos2d instead.
To have multiple windows in pygame, you need multiple processes (one for each window). While this is doable, it's not worth the efford. You'll need IPC to exchange data between the windows, and I guess your code will become error-prone and ugly.
Go with pyglet when you need more than one window.
The better solution is probably to divide your game into scenes. Create multiple scenes so that each one represent one stage of the game, something like MenuScene, MainScene, BattleScene, GameOverScene, OptionScene etc.
Then let each of those scenes handle input/drawing of that very part of the game.
MenuScene handles drawing and input etc. of the game's menu
MainScene handles drawing and input etc. of the running game
BattleScene handles drawing and input etc. of whatever you do in run_ani
In your mainloop, just pass control over to the current scene by implementing the methods draw(), handle_event(), and update().
Some example code to get the idea:
scenes = {'Main': MainScene(),
'Battle': BattleScene()} #etc
scene = scenes['Main']
class MainScene():
...
def handle_event(self, event):
if event.type == KEYUP:
if event.key == K_a:
scene = scenes['Battle']
...
class BattleScene():
...
def draw(self):
# draw your animation
def update(self):
# if animation is over:
scene = scenes['Main']
...
def main_game():
ending=False
While Not ending:
clock.tick(30)
for event in pygame.event.get():
scene.handle_event(event)
scene.update()
scene.draw()
This is an easy way to cleanly seperate the game logic and allow context switching.
======================================Edit=========================================
Actually it won't work. Apperantly pygame only supports one display screen, and when you initialize another, it will close the first. You will stay with two varibles, which in fact are the same surface. You can have instead the game increasing the window size and playing the battle scene on the side of it, to do this, you can call the pygame.display.set_mode() again with different values. The varible which references the display screen will still be usable, as it change its reference to the new one. After the scene is over you can decrease the window back the same way.
==================================================================================
What basically happens is you run a loop, and each iteration of it is rendering and displaying a new frame.
When you call a function inside a loop, it doesn't continue to run until you finish running the function.
One way to solve this problen is just keep calling the function that updates the battle scene in the main loop.
Another way is by using threading. Threading is basically running multiple scripts ("Threads") in the same time.
Luckily, python already implemented this for us with the threading module.
It's too long for me to explain the module here, but you can learn it here. It might be a little complex if you haven't use threads before, but after some time it will be easier.
And If you want to learn more about threading you can go here.
Specificly here, you can have two threads, one for each loop/window, and run them in the same time.
Hope I helped you!
Yes, that is possible. SDL2 is able to open multiple windows. In the example folder you can take a look at "video.py".
https://github.com/pygame/pygame/blob/main/examples/video.py
"This example requires pygame 2 and SDL2. _sdl2 is experimental and will change."

trying to draw over sprite or change picture pyglet

I am trying to learn pyglet and practice some python coding with a questionnaire thing, but I am unable to find a way to make the background picture be removed or drawn on top of or something for 10 seconds. I am new and am lacking in a lot of the knowledge I would need, thank you for helping!
import pyglet
from pyglet.window import Window
from pyglet.window import key
from pyglet import image
import time
card1 = False
cat_image = pyglet.image.load("cat.png")
dog_image = pyglet.image.load("dog.png")
image = pyglet.image.load("backg.png")
background_sprite = pyglet.sprite.Sprite(image)
cat = pyglet.sprite.Sprite(cat_image)
dog = pyglet.sprite.Sprite(dog_image)
window = pyglet.window.Window(638, 404, "Life")
mouse_pos_x = 0
mouse_pos_y = 0
catmeme = pyglet.image.load("catmeme.png")
sprite_catmeme = pyglet.sprite.Sprite(catmeme)
#window.event
def on_draw():
window.clear()
background_sprite.draw()
card_draw1(63, 192, 385, 192)
def card1():
while time.time() < (time.time() + 10):
window.clear()
sprite_catmeme.draw()
#window.event
def card_draw1(x1, y1, x2, y2):
cat.set_position(x1, y1)
dog.set_position(x2, y2)
cat.draw()
dog.draw()
def card_draw2():
pass
#window.event
def on_mouse_press(x, y, button, modifiers):
if x > cat.x and x < (cat.x + cat.width):
if y > cat.y and y < (cat.y + cat.height):
card1()
game = True
while game:
on_draw()
pyglet.app.run()
There's a few flaws in the order and in which you do things.
I will try my best to describe them and give you a piece of code that might work better for what your need is.
I also think your description of the problem is a bit of an XY Problem which is quite common when asking for help on complex matters where you think you're close to a solution, so you're asking for help on the solution you've come up with and not the problem.
I'm assuming you want to show a "Splash screen" for 10 seconds, which happens to be your background? And then present the cat.png and dog.png ontop of it, correct?
If that's the case, here's where you probably need to change things in order for it to work:
The draw() function
It doesn't really update the screen much, it simply adds things to the graphical memory. What updates the screen is you or something telling the graphics library that you're done adding things to the screen and it's time to update everything you've .draw()'n. So the last thing you need in the loop would be window.flip() in order for the things you've drawn to actually show.
Your things might show if you try to wiggle the window around, it should trigger a re-draw of the scene because of how the internal mechanics of pyglet work..
If you don't call .flip() - odds are probable that the redraw() call will never occur - which again, is a internal mechanism of Pyglet/GL that tells the graphics card that something has been updated, we're done updating and it's time to redraw the scene.
a scene
This is the word most commonly used for what the user is seeing.
I'll probably throw this around a lot in my text, so it's good to know that this is what the user is seeing, not what you've .draw()'n or what's been deleted, it's the last current rendering of the graphics card to the monitor.
But because of how graphical buffers work we've might have removed or added content to the memory without actually drawing it yet. Keep this in mind.
The pyglet.app.run() call
This is a never ending loop in itself, so having that in a while game: loop doesn't really make sense because .run() will "hang" your entire application, any code you want to execute needs to be in def on_draw or an event that is generated from within the graphical code itself.
To better understand this, have a look at my code, i've pasted it around a couple of times here on SO over the years and it's a basic model of two custom classes that inherits the behavior of Pyglet but lets you design your own classes to behave slightly differently.
And most of the functionality is under on_??? functions, which is almost always a function used to catch Events. Pyglet has a lot of these built in, and we're going to override them with our own (but the names must be the same)
import pyglet
from pyglet.gl import *
key = pyglet.window.key
class CustomSprite(pyglet.sprite.Sprite):
def __init__(self, texture_file, x=0, y=0):
## Must load the texture as a image resource before initializing class:Sprite()
self.texture = pyglet.image.load(texture_file)
super(CustomSprite, self).__init__(self.texture)
self.x = x
self.y = y
def _draw(self):
self.draw()
class MainScreen(pyglet.window.Window):
def __init__ (self):
super(MainScreen, self).__init__(800, 600, fullscreen = False)
self.x, self.y = 0, 0
self.bg = CustomSprite('bg.jpg')
self.sprites = {}
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
elif symbol == key.C:
print('Rendering cat')
self.sprites['cat'] = CustomSprite('cat.png', x=10, y=10)
elif symbol == key.D:
self.sprites['dog'] = CustomSprite('dog.png', x=100, y=100)
def render(self):
self.clear()
self.bg.draw()
for sprite_name, sprite_obj in self.sprites.items():
sprite_obj._draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
x = MainScreen()
x.run()
Now, this code is kept simple on purpose, the full code I usually paste on SO can be found at Torxed/PygletGui, the gui.py is where most of this comes from and it's the main loop.
What I do here is simply replace the Decorators by using "actual" functions inside a class. The class itself inherits the functions from a traditional pyglet.window.Window, and as soon as you name the functions the same as the inherited onces, you replace the core functionality of Window() with whatever you decide.. In this case, i mimic the same functions but add a few of my own.
on_key_press
One such example is on_key_press(), which normally just contain a pass call and does nothing, here, we check if key.C is pressed, and if so - we add a item to self.sprites.. self.sprites just so happen to be in our render() loop, anything in there will be rendered ontop of a background.
Here's the pictures I used:
(named bg.jpg, cat.png, dog.png - note the different file endings)
class:CustomSprite
CustomSprite is a very simple class designed to make your life easier at this point, nothing else. It's very limited in functionality but the little it do is awesome.
It's soul purpose is to take a file name, load it as an image and you can treat the object like a traditional pyglet.sprite.Sprite, meaning you can move it around and manipulate it in many ways.
It saves a few lines of code having to load all the images you need and as you can see in gui_classes_generic.py you can add a heap of functions that's "invisible" and normally not readily availbale to a normal sprite class.
I use this a bunch! But the code gets complicated real fast so I kept this post simple on purpose.
the flip function
Even in my class, I still need to use flip() in order to update the contents of the screen. This is because .clear() clears the window as you would expect, that also triggers a redraw of the scene.
bg.draw() might in some cases trigger a redraw if the data is big enough or if something else happens, for instance you move the window.
but calling .flip() will tell the GL backend to force a redraw.
Further optimizations
There's a thing called batched rendering, basically the graphic card is designed to take enormous ammounts of data and render it in one go, so calling .draw() on several items will only clog the CPU before the GPU even gets a chance to shine. Read more about Batched rendering and graphics! It will save you a lot of frame rates.
Another thing is to keep as little functionality as possible in the render() loop and use the event triggers as your main source of coding style.
Pyglet does a good job of being fast, especially if you only do things on event driven tasks.
Try to avoid timers, but if you really do need to use time for things, such as removing cat.png after a certain ammount of time, use the clock/time event to call a function that removes the cat. Do not try to use your own t = time() style of code unless you know where you're putting it and why. There's a good timer, I rarely use it.. But you should if you're starting off.
This has been one hell of a wall of text, I hope it educated you some what in the life of graphics and stuff. Keep going, it's a hurdle to get into this kind of stuff but it's quite rewarding once you've mastered it (I still haven't) :)

Sound not playing fully?

The problem is when i play a sound it stops/cuts before finishing playing. (sound being under 1 second)
import pyglet
#from time import sleep
window = pyglet.window.Window()
# i use this for my code.
#pyglet.resource.path = ['/resources']
#pyglet.resource.reindex()
#bullet_sound = pyglet.resource.media("bullet.wav", streaming=False)
## streaming fix's an error message
bullet_sound = pyglet.media.load("/resources/bullet.wav", streaming=False)
#window.event
def on_key_press(symbol, modifiers):
# sound only plays for a millisecond
bullet_sound.play()
# this lets the sound complete
#sleep(1)
# also tried this with 'update()'
#player.queue(bullet_sound)
#def update(dt):
# player.play()
#pyglet.clock.schedule_interval(update, 1/120.0)
pyglet.app.run()
I can't seem to find anything about this when google searching. Sleeping makes the sound finish, so i suppose it has something to do with it dropping the sound prematurely. But how to i get it not to do so?
I even tried using the player, putting it in an update function and queuing it from the event, but that din't change anything.
Segmentation faults, sound cutting, too large exceptions, sound related issues on linux mint might be caused by Linux/PulseAudio, the fix is using OpanAL, installing(might be pre-installed on mint) then adding a line to use it after importing pyglet:
pyglet.options['audio'] = ('openal', 'silent')

Kivy: Sound starts to play, but is 'unstoppable' on Android, but on Windows it works

I got a series of ToggleButtons in kivy, with each loaded with a different sound file. When I try my Code in Windows, everything works as expected, but on Android via the Kivy Launcher, the sound doesn't get stopped.
class AudioButton(ToggleButton):
sound = ObjectProperty(None)
def killsound(self, state, dt):
self.sound.stop()
if 'Click to stop' in self.text:
self.text = self.text.strip('\nClick to stop')
self.height = 60
else:
pass
def on_press(self):
self.bind(state=self.killsound)
if self.state == 'normal':
self.sound.stop()
else:
self.sound.play()
self.text = self.text+'\nClick to stop'
self.height=240
Here's what it does / should do:
Create an AudioButton instance with a previously specified sound file (also specified: size_hint, font_size, and group(to act as radio buttons)
on_press fires the callback killsound when the state of the Button changes
When the Button is state=='down' the sound plays, and the Text of the Button gets a Caption appended
If the Button is state=='normal' it stops the currently playing sound, if the concerning Button gets pressed, if another Button gets pressed, there's the Callback:
Callback(killsound):
directly stops the sound when the state changes
removes previously added Caption and resizes the Button
On Windows, everything works fine with this code.
On Android, however, when the killsound gets called, it removes the caption and resizes the Button, but it won't stop the sound - The old sound (which should be stopped) is still playing, and the new one starts, so I got both sounds playing at the same time, same with more than two sounds.
Any help is appreciated.
This have been fixed in Kivy 1.4.1. You should talk to us via mailing list, or report a github issue instead of posting here :)

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