ok...
So what do we do from here?
I think this is only something we can document, and then try and get
fixed in SDL_mixer? I don't think we should wait on this for 1.8.
Instead make a really good bug report to the SDL_mixer people, and
help them fix it for a pygame 1.8.1 release.
What do you
I don't think this has been confirmed as an SDL bug, yet - playmus
didn't exhibit a problem, right?
However, there's no known problem with the current default
pygame.mixer settings either, right? (because aliens and playwave
worked...)
So it seems to me there should maybe be some documented
Aliens sounds good and used the following
Video driver: windib
Audio driver: dsound
Lenard Lindstrom skrev:
To answer Brian, the default audio driver is dsound. SDL exports
function SDL_AudioDriverName. Maybe Pygame should wrap it. I found and
compiled a C space aliens game* that uses SDL,
Thanks. This confirms what I have found.
Lenard
Bo Jangeborg wrote:
Aliens sounds good and used the following
Video driver: windib
Audio driver: dsound
Lenard Lindstrom skrev:
To answer Brian, the default audio driver is dsound. SDL exports
function SDL_AudioDriverName. Maybe Pygame should
Another thing I found is that mp3 files often don't load for
some reason and some time make pygame respond slowly.
Maybe its hogging the event queue, I am not sure.
Bo)
Lenard Lindstrom skrev:
Thanks. This confirms what I have found.
Lenard
Bo Jangeborg wrote:
Aliens sounds good and used
Does anybody know whether pygame's version of SDl_mixer is compiled with
MAD or with SMPEG for mp3 support?
Both of them are actually slightly buggy, although in different ways.
(IIRC, MAD was slightly better, but I could be remembering incorrectly)
---
James Paige
On Wed, Mar 26, 2008 at
The 1.7 and 1.8 dependencies are linked to a different C library,
msvcrt.dll and msvcr71.dll respectively. It is quite likely they will
not work together.
Lenard
Bo Jangeborg wrote:
I have dropped in newer versions of sdl.dll in pygame 1.7
other times and that has worked. However the new
Without calling pygame.mixer.pre_init the mixer defaults to a 22050
sample rate and a 3072 byte buffer. The following test program played
the attached wave file with problem.
import pygame
pygame.init()
sound = pygame.mixer.Sound(Awes.wav)
sound.play()
while pygame.mixer.get_busy():
with the release version, pygame 1.7 links to msvcr71.dll while the
sdl dlls link to msvcrt.dll, and they run together fine except for
opening things from file-like objects, so as long as you don't do
that, the sdl version should be interoperable
Here are builds of the same versions of sdl that
Hi Lenard
your not going to believe this after extensive testing, what was needed
was the import os.path for that file and only that file would not play
without the path.
I am not joking about this, for I tested all the files inside the data
folder from the folder above and all would
Bruce,
It looks like you are mixing Windows paths (backslash) with Python
strings. \awe means something different from \\awe. Python strings
are pretty smart in figuring out what you mean, but can't do it in all
cases. \a means, I think, ring the bell; \n is newline, etc.
I think if you use
Hi Doug,
Of course, I forgot! How stupid, just one of those UNIX things that when
never using that stuff any more, you forget. I should have known, but when
half asleep when writing it and testing it, it is easy to forget. It had
been months since I had an issue of using control chars and
Hi Bo,
SDL 1.2 uses DirectX 5. This may not be properly supported on Vista. I
am surprised SDL audio defaults to it rather than waveout. Anyway, to
check if it is a Pygame problem it would be useful if you could test SDL
directly. I understand you have downloaded the prebuilts from
Hello,
Yeah, it would be very useful if you could try the playmus program to
try and reproduce your problem. This will help with a bug report to
SDL.
It would also help if we could summarise all your testing to make a
better SDL bug report. eg.
I tried this, then this, then this, then this,
playmus plays ok here
Opened audio at 44100 Hz 16 bit stereo (LE), 3072 bytes audio buffer
Playing Intro_Theme.ogg
Does it default to dsound ? I tried to set the computer enviroment variable
to SDL_AUDIODRIVER dsound. Is there another place were I should set it ?
Lenard Lindstrom skrev:
Hi
Audio defaults to dsound (DirectX). The other available Windows setting
for SDL_AUDIODRIVER is waveout *. What playmus tells us is streaming
audio (pygame.mixer.music) is working for SDL. I have another program,
playwave, that tests channels (pygame.mixer). I have uploaded it to my
site where
Two things I noted with playmus. First it initializes SDL with
SDL_Init(SDL_INIT_AUDIO). Second it starts playback with
Mix_FadeInMusic(music,looping,2000). It lacks a feature to start
playback in the middle of a song unfortunately.
Lenard
René Dudfield wrote:
Hello,
Yeah, it would be
the fact that playmus SDL_Init(SDL_INIT_AUDIO) is interesting - I
wonder if having a window or not affects whether playmus can use the
dsound backend? How would one figure out what audio backend SDL chose?
On Tue, Mar 25, 2008 at 5:06 PM, Lenard Lindstrom [EMAIL PROTECTED] wrote:
Two things I
Cool. Seems like we're getting closer to figuring this thing out...
Two more tests to try:
1. Try with the dummy video driver to see if there are still scratchy noises.
import os
os.environ['SDL_VIDEODRIVER'] = 'dummy'
This will tell us if a video driver is having an effect.
2. try pygame
To answer Brian, the default audio driver is dsound. SDL exports
function SDL_AudioDriverName. Maybe Pygame should wrap it. I found and
compiled a C space aliens game* that uses SDL, SDL_image and SDL_mixer.
I altered it to use frequency 44100, format AUDIO_S16, channels 2, chunk
size 3072. It
The change with sample rate makes me think it may actually have to do
with the particular sound samples as well? I understand that SDL is
somewhat limited on the sample rate conversions it supports - got
particular sounds files that sound scratchy you can send to test with?
also, when you say you
The scratching are with all music files I have tested. The music have a
native sample rate
of 44k so there should be no need to resample, and it does work when the
output is changed
to 22k. I have tested with 15 different pieces. Furthermore it worked ok
in pygame 1.7.
If I start a bit into
Are you able to try the pygame from here ?
http://thorbrian.com/pygame/builds.php
I think this is compiled with visual C rather than mingw, so maybe
it'll be different...
cheers,
On Mon, Mar 24, 2008 at 11:21 PM, Bo Jangeborg [EMAIL PROTECTED] wrote:
The scratching are with all music files I
Just tried it, no differens I am afraid. One thing I noticed , and that
was true for
the mingw version too, was that at 44k the music was running
considerally slower.
Not sure if that's any clue.
Is the interrrupt not frequent enough for it to pump out the music ? Or
what do
think is happening
ah, ok.
hrmm.
Are you able to check to see if dma is enabled on your hard drive?
http://www.onthegosoft.com/dma_setting_nt.htm
I'll have more of a look at the sound code in the mean time.
On Tue, Mar 25, 2008 at 8:20 AM, Bo Jangeborg [EMAIL PROTECTED] wrote:
Just tried it, no differens I am
is this mixer.music or mixer.Sound/Channel that you are getting
scratchiness with?
On Mon, Mar 24, 2008 at 2:20 PM, Bo Jangeborg [EMAIL PROTECTED] wrote:
Just tried it, no differens I am afraid. One thing I noticed , and that
was true for
the mingw version too, was that at 44k the music was
I have two SATA drives, not sure if there is a DMA setting for
those, can't find any at any rate. I also have an external drive
running over USB2 and I get the same effect there.
René Dudfield skrev:
ah, ok.
hrmm.
Are you able to check to see if dma is enabled on your hard drive?
One other thing to try would be to swap out different SDL library
versions. Pygame 1.8 includes newer SDL library versions than 1.7
does, I think SDL mixer was updated as part of that.
You should be able switch being using the dll's for 1.7 here:
http://pygame.org/ftp/win32-dependencies.zip
and
Its the same with mixer.sound. Even 8k sampled soundeffects
gets distorted when the output is 44k.
Brian Fisher skrev:
is this mixer.music or mixer.Sound/Channel that you are getting
scratchiness with?
On Mon, Mar 24, 2008 at 2:20 PM, Bo Jangeborg [EMAIL PROTECTED] wrote:
Just tried it, no
Did try that yesterday but that didn't work at all.
I don't think the different versions of the mixer are
compatible.
Brian Fisher skrev:
One other thing to try would be to swap out different SDL library
versions. Pygame 1.8 includes newer SDL library versions than 1.7
does, I think SDL mixer
Tried running the music on my XP machine, but got the
same problem there. Won't work on 44k but is ok on 22k.
That machine has DMA active on the IDE device
René Dudfield skrev:
ah, ok.
hrmm.
Are you able to check to see if dma is enabled on your hard drive?
When you say that didn't work at all, what exactly do you mean? What
SDL prebuilts were you running with what pygame when you had a
problem?
In terms of not working - do you mean you get a python exception? seg
fault? stuff seemed to work but no sound played?
Also, while I haven't tried an older
I have dropped in newer versions of sdl.dll in pygame 1.7
other times and that has worked. However the new mixer that
comes with 1.8 probably requires new bindings. It simply wont
initiate the mixer using the latest dll (and the new extra dll's)
with pygame 1.7.
Brian Fisher skrev:
When you say
Hi!
I am not sure if this is related because I do not get any scratching on
my sounds when I only use pygame.init with no mixer init but the attached
file, the only one of the bunch I have will not play at all. In fact it says
error, no src. Also it says it is a null file.
It is an 8 bit,
hrmm.
Can you try using less channels to see if that has an effect?
pygame.mixer.set_num_channels(4)
On Tue, Mar 25, 2008 at 10:57 AM, Bo Jangeborg [EMAIL PROTECTED] wrote:
I have dropped in newer versions of sdl.dll in pygame 1.7
other times and that has worked. However the new mixer that
Hello,
could you also please try the different audio drivers?
import os
if 1:
# directx
os.environ['SDL_AUDIODRIVER'] = 'dsound'
else:
# waveout
os.environ['SDL_AUDIODRIVER'] = 'waveout'
cheers,
On Tue, Mar 25, 2008 at 4:26 PM, René Dudfield [EMAIL PROTECTED] wrote:
hrmm.
The buffer setting doesn't seem to make a differens.
The key seem to be the sampling rate. Lots of scratching at 44k sound
but OK at 22k. But even then I get scratches if I start some way into
the music
rather then at the start. The later problem I had in pygame 1.7 too.
In pygame 1.7 music
Thanks for your testing Bo.
I guess if you used 1024 * 3 * 2 for 44K sound then it wouldn't be
scratchy too. This is because you need twice the buffer size to avoid
scratchyness as compared to 22K sound - which is half the size of the
44K sound.
Thanks for the tip about the Sound object not
Did try * 6, now I even tried 1024*9, still sounds awful.
Have you tested 44k output on XP ?
René Dudfield skrev:
Thanks for your testing Bo.
I guess if you used 1024 * 3 * 2 for 44K sound then it wouldn't be
scratchy too. This is because you need twice the buffer size to avoid
scratchyness
ok, thanks.
Yeah. The problem only seems to happen with some machines.
I think it's related to certain inbuilt sound cards.
On Mon, Mar 24, 2008 at 10:31 AM, Bo Jangeborg [EMAIL PROTECTED] wrote:
Did try * 6, now I even tried 1024*9, still sounds awful.
Have you tested 44k output on XP ?
Well as I said earlier I am using a Soundblaster X-Fi card, I even
inactivated
the driver to the internal card on the motherboard to be on the safe
side. I'll try
and test on some other machines too.
René Dudfield skrev:
ok, thanks.
Yeah. The problem only seems to happen with some machines.
I have just tried the RC5 build from
http://www3.telus.net/len_l/pygame.htm .
Graphicly everything seem to work well so far but the music output
sounds really awful. Very scratchy sound.
I am running on python 2.5 , Windows Vista, and the machine is
an Intel core 2 cpu 6700 2.66 Ghz. Soundcard
Hi!
Did you try 4096 instead of 2048? It is a problem as the specs say. It
is what is in cash verses load speed to get the sound started...
I have just tried the RC5 build from
http://www3.telus.net/len_l/pygame.htm .
Graphicly everything seem to work well so far but the music output
sounds
Did you get scratchy sound playback with the same application on the
same computer but pygame 1.7?
does it make a difference if you set the SDL_AUDIODRIVER environment
string to waveout ?
On Sat, Mar 22, 2008 at 6:37 AM, Bo Jangeborg [EMAIL PROTECTED] wrote:
I have just tried the RC5 build from
Hi!
I think there was also an issue of pre-init for any init would wipe out
any settings. So the pre-init was setup to prevent the loss of any settings
besides the size of the buffer to hold the data. The issue comes up all the
time and is in the specs on the mixer and sound. Where it
yeah, I think generally increasing the buffer size helps people.
For rc5 I increased the default buffer size to 1024 * 3... which has
worked in the past to fix things up on most peoples computers.
Unfortunately increasing it over 3*1024 starts to make the sound lag
noticable... at least to me.
Hi,
I've tried to add a manifest with mt.exe but have not been able to get
it to work. It kept creating an executable with only 60KB size.
I think the manifest needs a bunch of tweaking.
However then I started reading up about blue screens caused by the
manifests on windows XP...
So, let's
yeah, msi seems the way to go. I think it's also better for 64-bit
windows. The original wininst developer posted in a thread that he
thinks it had a good life, and is fine with it being replaced by
bdist_msi.
I just installed vista recently, and I've been working today on making
my automated
OK, pygame building is more friendly to msi's now (rc is now called b
for beta when building msi's)
my automated builds now have an msi for py2.5:
http://thorbrian.com/pygame/builds.php
seems to work fine on vista
On Sun, Mar 16, 2008 at 3:44 PM, René Dudfield [EMAIL PROTECTED] wrote:
Nice
Nice one :)
I guess I'll do an RC5 release tonight... (+3 till 5 hours from now).
Hopefully that'll be the last one.
On Mon, Mar 17, 2008 at 3:02 PM, Brian Fisher [EMAIL PROTECTED] wrote:
OK, pygame building is more friendly to msi's now (rc is now called b
for beta when building msi's)
I couldn't find mt.exe in the platform SDK or .NET SDK's I've got
installed - but I found it bundled with Visual Studio 2005.
so I posted it here:
thorbrian.com/mt.zip
I think the usage to change a manifest is:
mt -manifest manifestfilename.xml -outputresource:target.exe
and the usage to
On Vista if a program doesn't have a manifest that tells Vista
whether it wants to ask for permissions or not, the default behavior
is for Vista to let it think that it is writing and doing a bunch of
things that would affect all users on XP, but virtualize them in a way
that is per user (and can
Hi,
I've just started testing the latest pygame build on vista basic.
- python 2.5 requires a restart of the computer after installing!!! ouch.
- the pygame installer brings up a bunch of messages about things it can't
do... but then manages to install ok. I think it's trying to do things
ah, cool.
Here's a couple of links from a search for more info:
http://channel9.msdn.com/Showpost.aspx?postid=211271
http://channel9.msdn.com/Showpost.aspx?postid=209647
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=463884SiteID=1
I think it should be fairly straight forward... but I
There's an command line mt.exe tool by microsoft that does it - I
think it comes with either the .NET or the Platform SDK, but I'm not
sure. You just create an xml manifest file with the right
requestedExecutionLevel, then run mt -manifest with some args or
something like that. all it does is
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