Cool! I'll await the fix whenever SDL and then Pygame release the change.
Cheers
Lenard Lindstrom wrote:
This bug was already known and was fixed in the SDL SVN.
Lenard
Lenard Lindstrom wrote:
The problem is with Mix_SetPanning in SDL_mixer. The function is
called by Pygame.mixer.Channel
This bug was already known and was fixed in the SDL SVN.
Lenard
Lenard Lindstrom wrote:
The problem is with Mix_SetPanning in SDL_mixer. The function is
called by Pygame.mixer.Channel.set_volume.
Lenard
Wyatt Olson wrote:
Oh well, that's fine. I will just inform potential users that th
The problem is with Mix_SetPanning in SDL_mixer. The function is called
by Pygame.mixer.Channel.set_volume.
Lenard
Wyatt Olson wrote:
Oh well, that's fine. I will just inform potential users that they
must convert all samples to a specific format first, and then not
restart the mixer when
Oh well, that's fine. I will just inform potential users that they must
convert all samples to a specific format first, and then not restart the
mixer when loading new sounds.
Given that this software is to be used in a (relatively complex) open
source DIY electronic drum brain, I would imagi
Hi!
It never worked, it is just that it never worked.
Wyatt Olson
To: pygame-users@seul.org
This appears to get the total number of channels, not the number of active
channels. However, I tried using get_busy(), but it still does not seem to
work.
See the following modifications to m
This appears to get the total number of channels, not the number of
active channels. However, I tried using get_busy(), but it still does
not seem to work.
See the following modifications to my original code:
import pygame, time
for x in range(10):
print("Starting iteration " + str(x))
On 7/2/08, Wyatt Olson <[EMAIL PROTECTED]> wrote:
>
> Is there anything which can return a list of all currently active channels?
pygame.mixer.get_num_channels()
This returns 0 if none are playing and > 0 if there are.
I have not done that, as I don't keep track of channels after they are
obtained and started playing. Is there anything which can return a list
of all currently active channels?
Now that being said, in my real program, I am able to recreate the bug
even when waiting for all currently playing s
Did you try calling Channel.stop before calling quit?
Lenard
Wyatt Olson wrote:
This seems to work. It would be nice to be able to re-init the mixer,
in case there were different bitrates, but if that can't work, I can
just specify that the samples must all be the same bitrate.
Thanks for
This seems to work. It would be nice to be able to re-init the mixer, in
case there were different bitrates, but if that can't work, I can just
specify that the samples must all be the same bitrate.
Thanks for the quick replies, all!
Cheers
On Tue, Jul 1, 2008 at 2:22 PM, Wyatt Olson <[EMAIL PR
Cool, I'll give that a shot, and let you know what happens.
Cheers
On Tue, Jul 1, 2008 at 2:20 PM, Ian Mallett <[EMAIL PROTECTED]> wrote:
> James, yes, I realized this was a test case, the questions apply to that.
> Thanks for clearing that up. :-)
>
> Why reinit the mixer? Are the sounds neces
James, yes, I realized this was a test case, the questions apply to that.
Thanks for clearing that up. :-)
Why reinit the mixer? Are the sounds necessarily different bitrates?
If you want to delete things, I believe you can use del(pointer_to_sound) or
something, which should not require a mixer
This is correct; this is just an example showing the problem. In my real
program (a drum sequencer), I load a number of samples which correlate to
various elements in a drum set, then play a bunch of stuff. At some point
in the future, the user can switch to a different set. When they do this, I
On Tue, Jul 01, 2008 at 11:43:42AM -0700, Ian Mallett wrote:
>Note that if this were to work (init/deinit aside), the sound would start
>playing, then the mixer would be deinited immediately, so you would likely
>hear nothing or at most ten little clicks.
>
>I'm curious about this
Note that if this were to work (init/deinit aside), the sound would start
playing, then the mixer would be deinited immediately, so you would likely
hear nothing or at most ten little clicks.
I'm curious about this problem--why deinitialize the mixer between sounds?
Are they all different bitrates
Hello,
This is probably a stupid question, but I am unable to find an answer in
the documentation. I am having a problem when stopping / restarting
Pygame Mixer. I have the following test code:
import pygame
for x in range(10):
print("Starting iteration " + str(x))
print("Initializin
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