Re: [pygame] Playing MP3 problem (background noise)

2007-12-10 Thread Nelson
Well..., I've been looking around and I'm almost convinced that this 
isn't an pygame/SDL problem. Since it also happens to .ogg and .wav 
files and I have the same problem when using play (sox) to play an wav 
file, but not with other players like mplayer. It seems some kind of 
ALSA init stuff.


Thanks,
Nelson
Luke Paireepinart wrote:

Nelson wrote:

Hi,

  The scenario is an fully updated FC6, with the SDL.mixer recompiled 
to enable mp3 support like this:
1) download SDL_mixer-1.2.7-2.fc6.src.rpm from source rpm repository. 
2) rpm -i SDL_mixer-1.2.7-2.fc6.src.rpm 3) cd /usr/src/redhat/SPECS 
4) edit SDL_mixer.spec, and change line 48 from: %configure 
--disable-dependency-tracking --disable-static to  %configure 
--disable-dependency-tracking --disable-static --enable-music-mp3 5) 
build the rpms: rpmbuild -bb SDL_mixer.spec 6) install: cd 
/usr/src/redhat/RPMS/i386; rpm -i SDL_mixer-1.2.7-2.i386.rpm; rpm -i 
SDL_mixer-devel-1.2.7-2.i386.rpm 7) yum install pygame pygame-devel



  The code is:
import pygame
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load('s.mp3')
pygame.mixer.music.play()
while 1:
  pass

  The s.mp3 is an valid MP3 that mplayer plays without problems, but 
the above code plays the mp3 with an annoying background noise (it 
looks like an very old vinyl LP disc). Is this an pygame problem or 
an SDL problem? Did anyone had the same problem (i tryed on 2 
different systems with the same effect (FC6 and CentOS5).


Thanks,
Nelson

Lots of other people had this problem when Feisty Fawn came out.  Look 
in the archives and see if any of those fixes work for you.






[pygame] Mac OS X 10.5, Leopard Support

2007-12-10 Thread Olle Olsson

Hello.

What's the statup of PyGame for Leopard?

Compiling with Macports or Fink doesn't work due to the dependancy on PyObjC.

PyObjC got re-written for Leopard and is now v2.0. It is included with the OS 
version
of Python (v1.4 simply won't compile under Leopard). The OS Python version 
ofcourse
lacks other stuff that pygame needs like numeric and SDL.

One strange detail is that PyObjC's sourceforge page hasn't been updated to 
reflect the
v2.0 re-write. Maybe that's why the fink people can't the pygame build work for 
leopard.

Anyways, if any of you guys got pygame running under leopard, please tell how.

If you know anything that might help on the matter, please also tell :)

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Re: [pygame] Good code

2007-12-10 Thread Mundial 82

Hi all,

Thanks a bunch for the advice! I will try to follow it (even though I  
can already tell I am terrible at using functions :)


mundial


On Dec 9, 2007, at 10:33 AM, David Gowers wrote:


Hi Laura

On Dec 9, 2007 6:04 PM, Laura Creighton [EMAIL PROTECTED] wrote:


I think one of the most useful places to write comments -- and one
which I think is rarely done -- is

# hack hack hack ! this function should really do XXX instead of YYY
# that it does now


This is a great use of comments.
In open source software, there is a casual convention like:

# XXX simplify the logic of this function

. In some games, notably *angband, this evolves into

# XXX hack: force a 'good' depth.
(in distinction from XXX - 'XXX' just meaning code that does not give
you a good feeling about how it does things, whereas 'XXX hack' is
meaning something that you know is inappropriate to do but currently
works.)



That way, when you come across it later, you can be sure that
this is code you meant to clean up and never got around to, rather
than code that was done in this strange way on purpose.

Laura






[pygame] split newbie strikes back

2007-12-10 Thread Mundial 82

Hi all,

Following your wise advice, I have used the split screen technique  
that Casey wrote about, and everything worked great ... until I tried  
to create sprites that spawned on the bottom screen, to which it  
politely refuses. All the sprites are instantiated in the top screen,  
and I have no idea why (I think it's because this subsurface method  
creates a child of the top_screen, and then when assigning random  
positions, it all gets messed up).

Anyway, if any can help, my code is here:
http://tinyurl.com/349wk9

thanks for the help!

mundial

PS: any feedback on the (messy, ugly) code, is very welcome

Re: [pygame] split newbie strikes back

2007-12-10 Thread Ethan Glasser-Camp
Mundial 82 wrote:
 Following your wise advice, I have used the split screen technique that
 Casey wrote about, and everything worked great ... until I tried to
 create sprites that spawned on the bottom screen, to which it politely
 refuses. All the sprites are instantiated in the top screen, and I have
 no idea why (I think it's because this subsurface method creates a child
 of the top_screen, and then when assigning random positions, it all gets
 messed up).

playerTop.draw(screen)
playerBot.draw(screen)
topPoints.draw(screen)
botPoints.draw(screen)

Try changing to:

playerTop.draw(top_screen)
playerBot.draw(bot_screen)
topPoints.draw(top_screen)
botPoints.draw(bot_screen)

etc.

Also, your check_bounds for the Square class doesn't make sense. The
purpose of using subsurfaces is that you don't have to worry about
where the sprite.rect is relative to the parent surface, only the
child surface. I changed that to this:

def checkBounds(self):
if self.rect.centerx  self.screen.get_width():
self.rect.centerx = 0
if self.rect.centerx  0:
self.rect.centerx = self.screen.get_width()
if self.rect.centery  self.screen.get_height():
self.rect.centery = 0
if self.rect.centery  0:
self.rect.centery = self.screen.get_height()

I'd be a little wary of blending your sprite-drawing code and your
physics code like this, though.

Hope this helps!

Ethan



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Re: [pygame] Hi I'm New

2007-12-10 Thread earlylight publishing
Thank you for bringing that to my attention.  I've never had trouble with that 
so I was unaware of the problem.  I was trying to save steps but I certainly 
don't want to cause confusion.

Luke Paireepinart [EMAIL PROTECTED] wrote:  Please, don't hit reply and 
change the subject when creating a new thread.
There are other factors than just the subject that e-mail clients use to 
thread messages, so your post (and all replies) end up under the 
Playing MP3 Problem thread in my e-mail client, instead of in a 
separate one.
Thanks,
-luke



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Re: [pygame] Mac OS X 10.5, Leopard Support

2007-12-10 Thread Nathan
I've asked the same thing twice on this list, and gotten zero
response.  I also asked the macports people for help, zero response.
I also asked the PyObjC people for help, and basically got PyObjC 2
is included with Leopard, duh as a response - as if that somehow
helps.

I've since discovered and migrated half of my projects to pyglet, (
http://pyglet.org ).  One binary OS X installer, no dependencies, and
it works with the system python (so I don't have to worry about
macports, hooray!).  YMMV.

The PyObjC people said their pages haven't been updated because
(basically) they're busy.

If you're dead set on using pygame, I do know that you can copy a
Tiger macports installation of pygame, and it will work.  I didn't go
that route, because I wanted to use python 2.5 and I found pyglet to
be easier to use anyway.

~ Nathan

On Dec 10, 2007 5:11 AM, Olle Olsson [EMAIL PROTECTED] wrote:

 Hello.

 What's the statup of PyGame for Leopard?

 Compiling with Macports or Fink doesn't work due to the dependancy on PyObjC.

 PyObjC got re-written for Leopard and is now v2.0. It is included with the OS 
 version
 of Python (v1.4 simply won't compile under Leopard). The OS Python version 
 ofcourse
 lacks other stuff that pygame needs like numeric and SDL.

 One strange detail is that PyObjC's sourceforge page hasn't been updated to 
 reflect the
 v2.0 re-write. Maybe that's why the fink people can't the pygame build work 
 for leopard.

 Anyways, if any of you guys got pygame running under leopard, please tell how.

 If you know anything that might help on the matter, please also tell :)

 _
 Spara, redigera och organisera dina foton enkelt med Photo Gallery!
 http://get.live.com/photogallery/overview


Re: [pygame] split newbie strikes back

2007-12-10 Thread Miguel Sicart
Hi,
Ethan, that was right on spot! Now I do feel like an idiot! (i was just
drawing things in the wrong place, d'oh!)

About the physics code - it is the method I learned from Andy Harris' Game
Programming book. I think it's a great book (it put me up to speed with
pygame in about a month), but I guess it is a beginners book after all.
So what should I do, a function that checks the boundaries? (and same goes
for all the physics checking?)

thanks a bunch once again!


mundial

On 12/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote:

 Mundial 82 wrote:
  Following your wise advice, I have used the split screen technique that
  Casey wrote about, and everything worked great ... until I tried to
  create sprites that spawned on the bottom screen, to which it politely
  refuses. All the sprites are instantiated in the top screen, and I have
  no idea why (I think it's because this subsurface method creates a child
  of the top_screen, and then when assigning random positions, it all gets
  messed up).

 playerTop.draw(screen)
 playerBot.draw(screen)
 topPoints.draw(screen)
 botPoints.draw(screen)

 Try changing to:

 playerTop.draw(top_screen)
 playerBot.draw(bot_screen)
 topPoints.draw(top_screen)
 botPoints.draw(bot_screen)

 etc.

 Also, your check_bounds for the Square class doesn't make sense. The
 purpose of using subsurfaces is that you don't have to worry about
 where the sprite.rect is relative to the parent surface, only the
 child surface. I changed that to this:

 def checkBounds(self):
 if self.rect.centerx  self.screen.get_width():
 self.rect.centerx = 0
 if self.rect.centerx  0:
 self.rect.centerx = self.screen.get_width()
 if self.rect.centery  self.screen.get_height():
 self.rect.centery = 0
 if self.rect.centery  0:
 self.rect.centery = self.screen.get_height()

 I'd be a little wary of blending your sprite-drawing code and your
 physics code like this, though.

 Hope this helps!

 Ethan





Re: [pygame] split newbie strikes back

2007-12-10 Thread Ethan Glasser-Camp
Miguel Sicart wrote:
 About the physics code - it is the method I learned from Andy Harris'
 Game Programming book. I think it's a great book (it put me up to speed
 with pygame in about a month), but I guess it is a beginners book after
 all. 
 So what should I do, a function that checks the boundaries? (and same
 goes for all the physics checking?)

I personally would prefer to structure things as:

Sprite keeps a reference to the object it represents.
Sprite.update() changes self.rect.center to be object.pos
A separate function or class or something changes the velocity of the
object and its position as needed.

But note that I don't speak with authority here; it's possible that
your structure works better for some types of games. (I was developing
using an external physics library, Open Dynamics Engine, so I *had* to
keep my physics separate in some way.)

Ethan



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