Hi Diliup,

I believe that there is a slight gain in performance when using set_allowed
so that only certain events are added to the queue.  I have never profiled
it, but I doubt that it's terribly more efficient. I would just do the
usual method of polling for events each loop, tracking the held keys, and
handling them appropriately, and see if that meets your requirements.  For
your case, you may not really have to track held keys, and could just run a
function to turn tones on if a key pressed, and off when it is released:

while True:

    tslf = fpsClock.tick( FPS )

    for event in pygame.events.get():
        if event.type == KEYDOWN:
            if event.key == K_q:
                play_tone( q )
            elif event.key == K_2:
                play_tone( 2 )
            .....
        elif event.type == KEYUP:
            if event.key == K_q:
                stop_tone( q )
            elif event.key == K_2:
                stop_tone( 2 )

    # draw and update buttons here...

    pygame.display.update()

Thank you,
Noel


On Tue, Apr 15, 2014 at 9:25 AM, diliup gabadamudalige <dili...@gmail.com>wrote:

> not sure if this is correct to do but I have a question re. Pygame.
>
> Is it faster to set the number of keys being scanned rather than scanning
> the entire keyboard, mouse etc. when getting input in Pygame. I mainly need
> the mouse, arrow keys, , q,2,w,3,e,r,5,t,6,y,7,u,i9,o,0,p,,[,=,] keys ( to
> simulate a 1 1/2 octave MIDI keyboard), the space bar and the Esc keys only
> which are a lot less than the whole lot. Can I Limit to only these keys
> with Pygame.event.set_allowed()
> or
> is there a better way to do this?
>
> Please pardon if i asked the question in the wrong place.
>
>
> On Wed, Mar 19, 2014 at 10:05 PM, René Dudfield <ren...@gmail.com> wrote:
>
>> Very cool :)  Thanks for sharing.
>>
>
>
>
> --
> Diliup Gabadamudalige
>
>
> http://www.diliupg.com
> http://soft.diliupg.com/
>
>
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