Hello
My name is Jeremy, i am thinking about applying for the GSoC. I am
quite new to python and pygame, but i do know some C++ and have learnt
to how to create some basic 2d games in xna. Looking though the
topics i the writing examples for pgreloaded the most interesting
thing that i think that
hi,
checkout pyaudio... it's a python wrapper for portaudio.
http://people.csail.mit.edu/hubert/pyaudio/
You can get sound input with that pretty easily. Also check out:
http://code.google.com/p/pygalaxy/wiki/SWMixer
For an almost drop in replacement for pygame.mixer.
cheers,
On Tue, Mar 17
On Mon, Mar 16, 2009 at 2:43 PM, Luke Paireepinart
wrote:
> Use PySpeex to harness the speex codec if you want to transmit voice over
> the web.
> Why do you want to do this, though? Just for fun?
Yep.
> There are already multiple established products that meet this need (eg.
> Ventrilo, Teamsp
Use PySpeex to harness the speex codec if you want to transmit voice over
the web.
Why do you want to do this, though? Just for fun?
There are already multiple established products that meet this need (eg.
Ventrilo, Teamspeak, Google Talk, etc.)
On Mon, Mar 16, 2009 at 4:00 PM, Ian Mallett wrote
Sorry, to clarify: You still have to get audio before you compress it, and
you have to play back audio at the other end. I'm sure pygame can handle
the playback but i don't know about the audio input.
On Mon, Mar 16, 2009 at 4:43 PM, Luke Paireepinart
wrote:
> Use PySpeex to harness the speex c
Hello,
I would like to make a realtime audio chat widget thingie. I'm pretty sure
this would be difficult, if not impossible with, pygame. I wasn't sure
though. Any ideas on using pygame for audio streaming this way?
Ian
That's what PyOpenGL 2.0 was - a C extension instead of ctypes. (made with
SWIG)
I actually still use PyOpenGL 2.0 for reasons other than performance (py2exe
packaging) - I had to build it myself on windows for Python 2.5, you can get
at an installer for it here:
http://thorbrian.com/pyopengl/buil
That's called a texture atlas, but be careful with the mipmaps. They
usually have to be generated specially I think.
http://http.download.nvidia.com/developer/NVTextureSuite/Atlas_Tools/Texture_Atlas_Whitepaper.pdf
On Mon, Mar 16, 2009 at 1:49 PM, Zack Schilling
wrote:
> If someone did this and
If someone did this and I could drop it in to my code, that would be
very nice. But for right now, PyOpenGL is serving my needs just fine.
I can use about 600 independently textured and animated sprites
onscreen, scaled and rotated, without stressing a low-end system more
than 40%.
40% is
Would writing a replacement for PyOpenGL in C instead of in Python
with ctypes help? I think it really would ... PyOpenGL is internally
pretty complex, sometimes when I get tracebacks the error is 5 or 6
levels into PyOpenGL. Even a C library that only implemented the
common functions and relied on
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