For the crackle, are you using the latest version of pygame? I know a
certain version had problems on win32.
On Wed, Jul 22, 2009 at 12:32 AM, Ian Mallett geometr...@gmail.com wrote:
Hi again,
Hmmm, the note of your original approach is the same, but the timbre is
different. Mine matches a
On Wed, Jul 22, 2009 at 12:46 PM, Jake bninmonk...@gmail.com wrote:
For the crackle, are you using the latest version of pygame? I know a
certain version had problems on win32.
I am using:
* Pygame 1.8.1
* Python 2.6.2
* Xubuntu 9.04 Jaunty Jackalope
* Linux 2.6.28-13.45
* ALSA 1.0.18
It
On Wed, Jul 22, 2009 at 10:25 AM, Jerzy Jalocha N jjalo...@gmail.comwrote:
I am using:
* Pygame 1.8.1
* Python 2.6.2
* Xubuntu 9.04 Jaunty Jackalope
* Linux 2.6.28-13.45
* ALSA 1.0.18
I am using
PyGame 1.8.1
Python 2.5.4
Vista (Win32)
Hi again,
Hmmm, the note of your original approach is the same, but the timbre is
different. Mine matches a sine wave made with Audacity for tone. I notice
mine has less crackle than the original--but it's still there.
The issue then is that crackle...
I thought the issue might be the buffer
Hi, I am starting to experiment with Pygame and how to generate sounds
and play them back. Here is a code snippet, the full (working) code is
below.
def play_maxtime(sound, duration):
sound.play(loops=-1, maxtime=duration)
pygame.time.delay(duration)
I have a few questions about this:
code gets all gibberishy in the message itself attatch the .py file(s) to the
message
From: Jerzy Jalocha N jjalo...@gmail.com
To: pygame-users pygame-users@seul.org
Sent: Monday, July 20, 2009 8:44:45 AM
Subject: [pygame] noob questions about creating
On Mon, Jul 20, 2009 at 9:55 AM, Yanom Mobisya...@rocketmail.com wrote:
code gets all gibberishy in the message itself attatch the .py file(s) to
the message
Oops, sorry, I didn't know that!
I forgot to mention, that I am running Python 2.6.6 under Linux. I can
provide further information if
On Mon, Jul 20, 2009 at 09:44:45AM -0400, Jerzy Jalocha N wrote:
Hi, I am starting to experiment with Pygame and how to generate sounds
and play them back. Here is a code snippet, the full (working) code is
below.
def play_maxtime(sound, duration):
sound.play(loops=-1, maxtime=duration)
just a question: afaik, since Pygame uses SDL, Pygame only can play
sounds were loaded, and the only way to 'create' (one of the questions
of this mailinglist post) sounds is writing binary data into a .raw
file, and calling SoX for converting it as .ogg, .wav, etc.?
On 7/20/09, Jerzy Jalocha N
On Mon, Jul 20, 2009 at 6:44 AM, Jerzy Jalocha N jjalo...@gmail.com wrote:
def play_maxtime(sound, duration):
sound.play(loops=-1, maxtime=duration)
pygame.time.delay(duration)
I have a few questions about this:
* Why is it that play_maxtime doesn't work without the time.delay?
def play_maxtime(sound, duration):
sound.play(loops=-1, maxtime=duration)
pygame.time.delay(duration)
I have a few questions about this:
* Why is it that play_maxtime doesn't work without the time.delay?
When I remove the delay line, no sound is played, despite the use of
the
On Mon, Jul 20, 2009 at 11:52 AM, Paulo Silvanitrofur...@gmail.com wrote:
just a question: afaik, since Pygame uses SDL, Pygame only can play
sounds were loaded, and the only way to 'create' (one of the questions
of this mailinglist post) sounds is writing binary data into a .raw
file, and
.play() with no arguments just plays the whole sound once.
I fixed the problem, I think. The issue is in the way the sound is
created. There's sometimes a bit of static-ey stuff in there on my system
which I don't have time to track down right now. Hope it helps,
Ian
#! /usr/bin/env python
I fixed the problem, I think. The issue is in the way the sound is
created. There's sometimes a bit of static-ey stuff in there on my system
which I don't have time to track down right now. Hope it helps,
Thank you, Ian, for the correction. You are right, that my math was
not correct. I was
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