I too had to use the pygame.mixer.pre_init I completely forgot about it until I saw the code.
On Sun, 12 Dec 2010 22:31:31 -0500, Brian Gryder <bgrydercl...@gmail.com> wrote:
Thank you for your replies: Dan, Greg, Inigo, and Ian I changed the sound buffer size and it helped a lot. I verified that there was no empty space in the loop with Audacity. I changed the program to queue the next sound on the key press events and play the queued sound when the previous sound ends. This way there is less chance for weird uneven drum loops. My long term goal is to replace the key press events with Midi events. Here is my updated code ( from the terminal "export SDL_AUDIODRIVER=pulse && python -u sampler.py") #---------------------------------------------------------- import pygame from pygame.locals import * from sys import exit pygame.mixer.pre_init(44100,-16,2,2048) pygame.init() #pygame.mixer.set_reserved(1) reserved_channel_0 = pygame.mixer.Channel(0) sound1 = pygame.mixer.Sound("beat1.wav") sound2 = pygame.mixer.Sound("beat2.wav") sound3 = pygame.mixer.Sound("beat3.wav") sound4 = pygame.mixer.Sound("beat4.wav") green = (138,226,52) blue = (114,159,207) black = (46,52,54) white = (238,238,236) pygame.display.set_caption("badp3nn1 sampler") my_font = pygame.font.SysFont("Arial",32) SCREEN_SIZE = (400, 300) screen = pygame.display.set_mode(SCREEN_SIZE, RESIZABLE, 32) TRACK_END = USEREVENT + 1 reserved_channel_0.set_endevent(TRACK_END) def updateScreenAndQueueNextSound(): if reserved_channel_0.get_busy() == False: print "Channel is not busy" reserved_channel_0.queue(nextsound) screen.fill(blue) screen.blit(my_font.render("Change Queued",True,white),(0,0) ) pygame.display.update() while True: for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_UP: nextsound = sound1 updateScreenAndQueueNextSound() elif event.key == K_DOWN: nextsound = sound2 updateScreenAndQueueNextSound() elif event.key == K_LEFT: nextsound = sound3 updateScreenAndQueueNextSound() elif event.key == K_RIGHT: nextsound = sound4 updateScreenAndQueueNextSound() elif event.type == TRACK_END: reserved_channel_0.queue(nextsound) screen.fill(green) screen.blit(my_font.render("Looping",True,black),(0,0) ) pygame.display.update() elif event.type == QUIT: exit() #---------------------------------------------------------- On Sun, Dec 12, 2010 at 6:34 PM, Greg Ewing wrote: Brian Gryder wrote: There is a noticeable lag between the key press events and the sound changes. Have you tried reducing the size of the sound buffer? It seems that the pygame mixer can only start a sound on a buffer boundary, so for accurate sound timing you need quite a small buffer size. -- Greg Links: ------ [1] mailto:greg.ew...@canterbury.ac.nz