Python pygame 模块,mixer() 实例源码

我们从Python开源项目中,提取了以下50个代码示例,用于说明如何使用pygame.mixer()

项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_init__keyword_args(self):
        # Fails on a Mac; probably older SDL_mixer
## Probably don't need to be so exhaustive. Besides being slow the repeated
## init/quit calls may be causing problems on the Mac.
##        configs = ( {'frequency' : f, 'size' : s, 'channels': c }
##                    for f in FREQUENCIES
##                    for s in SIZES
##                    for c in CHANNELS )
####        configs = [{'frequency' : 44100, 'size' : 16, 'channels' : 1}]
        configs = [{'frequency' : 22050, 'size' : -16, 'channels' : 2}]

        for kw_conf in configs:
            mixer.init(**kw_conf)

            mixer_conf = mixer.get_init()

            self.assertEquals(
                # Not all "sizes" are supported on all systems.
                (mixer_conf[0], abs(mixer_conf[1]), mixer_conf[2]),
                (kw_conf['frequency'],
                 abs(kw_conf['size']),
                 kw_conf['channels'])
            )

            mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_pre_init__keyword_args(self):
        # Fails on Mac; probably older SDL_mixer
## Probably don't need to be so exhaustive. Besides being slow the repeated
## init/quit calls may be causing problems on the Mac.
##        configs = ( {'frequency' : f, 'size' : s, 'channels': c }
##                    for f in FREQUENCIES
##                    for s in SIZES
##                    for c in CHANNELS )
        configs = [{'frequency' : 44100, 'size' : 16, 'channels' : 1}]

        for kw_conf in configs:
            mixer.pre_init(**kw_conf)
            mixer.init()

            mixer_conf = mixer.get_init()

            self.assertEquals(
                # Not all "sizes" are supported on all systems.
                (mixer_conf[0], abs(mixer_conf[1]), mixer_conf[2]),
                (kw_conf['frequency'],
                 abs(kw_conf['size']),
                 kw_conf['channels'])
            )

            mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def _test_array_argument(self, format, a, test_pass):
        from numpy import array, all as all_

        try:
            snd = mixer.Sound(array=a)
        except ValueError:
            if not test_pass:
                return
            self.fail("Raised ValueError: Format %i, dtype %s" %
                      (format, a.dtype))
        if not test_pass:
            self.fail("Did not raise ValueError: Format %i, dtype %s" %
                      (format, a.dtype))
        a2 = array(snd)
        a3 = a.astype(a2.dtype)
        lshift = abs(format) - 8 * a.itemsize
        if lshift >= 0:
            # This is asymmetric with respect to downcasting.
            a3 <<= lshift
        self.assert_(all_(a2 == a3),
                     "Format %i, dtype %s" % (format, a.dtype))
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_array_interface(self):
        mixer.init(22050, -16, 1)
        try:
            snd = mixer.Sound(as_bytes('\x00\x7f') * 20)
            d = snd.__array_interface__
            self.assertTrue(isinstance(d, dict))
            if pygame.get_sdl_byteorder() == pygame.LIL_ENDIAN:
                typestr = '<i2'
            else:
                typestr = '>i2'
            self.assertEqual(d['typestr'], typestr)
            self.assertEqual(d['shape'], (20,))
            self.assertEqual(d['strides'], (2,))
            self.assertEqual(d['data'], (snd._samples_address, False))
        finally:
            mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_get_raw(self):
        from ctypes import pythonapi, c_void_p, py_object

        try:
            Bytes_FromString = pythonapi.PyBytes_FromString
        except:
            Bytes_FromString = pythonapi.PyString_FromString
        Bytes_FromString.restype = c_void_p
        Bytes_FromString.argtypes = [py_object]
        mixer.init()
        try:
            samples = as_bytes('abcdefgh') # keep byte size a multiple of 4
            snd = mixer.Sound(buffer=samples)
            raw = snd.get_raw()
            self.assertTrue(isinstance(raw, bytes_))
            self.assertNotEqual(snd._samples_address, Bytes_FromString(samples))
            self.assertEqual(raw, samples)
        finally:
            mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_find_channel(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.find_channel:

          # pygame.mixer.find_channel(force=False): return Channel
          # find an unused channel
          #
          # This will find and return an inactive Channel object. If there are
          # no inactive Channels this function will return None. If there are no
          # inactive channels and the force argument is True, this will find the
          # Channel with the longest running Sound and return it.
          #
          # If the mixer has reserved channels from pygame.mixer.set_reserved()
          # then those channels will not be returned here.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_pre_init(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.pre_init:

          # pygame.mixer.pre_init(frequency=0, size=0, channels=0,
          # buffersize=0): return None
          #
          # preset the mixer init arguments
          #
          # Any nonzero arguments change the default values used when the real
          # pygame.mixer.init() is called. The best way to set custom mixer
          # playback values is to call pygame.mixer.pre_init() before calling
          # the top level pygame.init().
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_set_reserved(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.set_reserved:

          # pygame.mixer.set_reserved(count): return None
          # reserve channels from being automatically used
          #
          # The mixer can reserve any number of channels that will not be
          # automatically selected for playback by Sounds. If sounds are
          # currently playing on the reserved channels they will not be stopped.
          #
          # This allows the application to reserve a specific number of channels
          # for important sounds that must not be dropped or have a guaranteed
          # channel to play on.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_Channel(self):
        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel:

          # pygame.mixer.Channel(id): return Channel
          # Create a Channel object for controlling playback
          #
          # Return a Channel object for one of the current channels. The id must
          # be a value from 0 to the value of pygame.mixer.get_num_channels().
          #
          # The Channel object can be used to get fine control over the playback
          # of Sounds. A channel can only playback a single Sound at time. Using
          # channels is entirely optional since pygame can manage them by
          # default.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_play(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.play:

          # Channel.play(Sound, loops=0, maxtime=0, fade_ms=0): return None
          # play a Sound on a specific Channel
          #
          # This will begin playback of a Sound on a specific Channel. If the
          # Channel is currently playing any other Sound it will be stopped.
          #
          # The loops argument has the same meaning as in Sound.play(): it is
          # the number of times to repeat the sound after the first time. If it
          # is 3, the sound will be played 4 times (the first time, then three
          # more). If loops is -1 then the playback will repeat indefinitely.
          #
          # As in Sound.play(), the maxtime argument can be used to stop
          # playback of the Sound after a given number of milliseconds.
          #
          # As in Sound.play(), the fade_ms argument can be used fade in the sound.

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_queue(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.queue:

          # Channel.queue(Sound): return None
          # queue a Sound object to follow the current
          #
          # When a Sound is queued on a Channel, it will begin playing
          # immediately after the current Sound is finished. Each channel can
          # only have a single Sound queued at a time. The queued Sound will
          # only play if the current playback finished automatically. It is
          # cleared on any other call to Channel.stop() or Channel.play().
          #
          # If there is no sound actively playing on the Channel then the Sound
          # will begin playing immediately.
          #

        self.fail()
项目:code    作者:ActiveState    | 项目源码 | 文件源码
def playmusic2(soundfile):
    """Stream music with mixer.music module using the event module to wait
       until the playback has finished.

    This method doesn't use a busy/poll loop, but has the disadvantage that 
    you neet to initialize the video module to use the event module.

    Also, interrupting the playback with Ctrl-C does not work :-(

    Change the call to 'playmusic' in the 'main' function to 'playmusic2'
    to use this method.
    """

    pygame.init()

    pygame.mixer.music.load(soundfile)
    pygame.mixer.music.set_endevent(pygame.constants.USEREVENT)
    pygame.event.set_allowed(pygame.constants.USEREVENT)
    pygame.mixer.music.play()
    pygame.event.wait()
项目:solarwolf    作者:pygame    | 项目源码 | 文件源码
def play(name, volume=1.0, pos=-1):
    prefvolume = [0, 0.6, 1.0][game.volume]
    volume *= prefvolume
    if not volume:
        return
    sound = fetch(name)
    if sound:
        chan = sound.play()
        if not chan:
            chan = pygame.mixer.find_channel(1)
            chan.play(sound)
        if chan:
            if pos == -1:
                percent = 0.5
            else:
                percent = (pos / 700.0)
            inv = 1.0 - percent
            chan.set_volume(inv*volume, percent*volume)
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def make_sound (array):
    """pygame._numpysndarray.make_sound(array): return Sound

    Convert an array into a Sound object.

    Create a new playable Sound object from an array. The mixer module
    must be initialized and the array format must be similar to the mixer
    audio format.
    """
    # Info is a (freq, format, stereo) tuple
    info = pygame.mixer.get_init ()
    if not info:
        raise pygame.error("Mixer not initialized")
    channels = info[2]

    shape = array.shape
    if channels == 1:
        if len (shape) != 1:
            raise ValueError("Array must be 1-dimensional for mono mixer")
    else:
        if len (shape) != 2:
            raise ValueError("Array must be 2-dimensional for stereo mixer")
        elif shape[1] != channels:
            raise ValueError("Array depth must match number of mixer channels")
    return mixer.Sound (array)
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def load_sound(file):
    if not pygame.mixer: return dummysound()
    file = os.path.join('data', file)
    try:
        sound = pygame.mixer.Sound(file)
        return sound
    except pygame.error:
        print 'Warning, unable to load,', file
    return dummysound()



# each type of game object gets an init and an
# update function. the update function is called
# once per frame, and it is when each object should
# change it's current position and state. the Player
# object actually gets a "move" function instead of
# update, since it is passed extra information about
# the keyboard
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def load_sound(file):
    if not pygame.mixer: return dummysound()
    file = os.path.join(main_dir, 'data', file)
    try:
        sound = pygame.mixer.Sound(file)
        return sound
    except pygame.error:
        print ('Warning, unable to load, %s' % file)
    return dummysound()



# each type of game object gets an init and an
# update function. the update function is called
# once per frame, and it is when each object should
# change it's current position and state. the Player
# object actually gets a "move" function instead of
# update, since it is passed extra information about
# the keyboard
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def test_init__keyword_args(self):
        # Fails on a Mac; probably older SDL_mixer
## Probably don't need to be so exhaustive. Besides being slow the repeated
## init/quit calls may be causing problems on the Mac.
##        configs = ( {'frequency' : f, 'size' : s, 'channels': c }
##                    for f in FREQUENCIES
##                    for s in SIZES
##                    for c in CHANNELS )
####        configs = [{'frequency' : 44100, 'size' : 16, 'channels' : 1}]
        configs = [{'frequency' : 22050, 'size' : -16, 'channels' : 2}]

        for kw_conf in configs:
            mixer.init(**kw_conf)

            mixer_conf = mixer.get_init()

            self.assertEquals(
                # Not all "sizes" are supported on all systems.
                (mixer_conf[0], abs(mixer_conf[1]), mixer_conf[2]),
                (kw_conf['frequency'],
                 abs(kw_conf['size']),
                 kw_conf['channels'])
            )

            mixer.quit()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_pre_init__keyword_args(self):
        # Fails on Mac; probably older SDL_mixer
## Probably don't need to be so exhaustive. Besides being slow the repeated
## init/quit calls may be causing problems on the Mac.
##        configs = ( {'frequency' : f, 'size' : s, 'channels': c }
##                    for f in FREQUENCIES
##                    for s in SIZES
##                    for c in CHANNELS )
        configs = [{'frequency' : 44100, 'size' : 16, 'channels' : 1}]

        for kw_conf in configs:
            mixer.pre_init(**kw_conf)
            mixer.init()

            mixer_conf = mixer.get_init()

            self.assertEquals(
                # Not all "sizes" are supported on all systems.
                (mixer_conf[0], abs(mixer_conf[1]), mixer_conf[2]),
                (kw_conf['frequency'],
                 abs(kw_conf['size']),
                 kw_conf['channels'])
            )

            mixer.quit()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_find_channel(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.find_channel:

          # pygame.mixer.find_channel(force=False): return Channel
          # find an unused channel
          # 
          # This will find and return an inactive Channel object. If there are
          # no inactive Channels this function will return None. If there are no
          # inactive channels and the force argument is True, this will find the
          # Channel with the longest running Sound and return it.
          # 
          # If the mixer has reserved channels from pygame.mixer.set_reserved()
          # then those channels will not be returned here.
          # 

        self.fail()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_pre_init(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.pre_init:

          # pygame.mixer.pre_init(frequency=0, size=0, channels=0,
          # buffersize=0): return None
          # 
          # preset the mixer init arguments
          # 
          # Any nonzero arguments change the default values used when the real
          # pygame.mixer.init() is called. The best way to set custom mixer
          # playback values is to call pygame.mixer.pre_init() before calling
          # the top level pygame.init().
          # 

        self.fail()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_Channel(self):
        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel:

          # pygame.mixer.Channel(id): return Channel
          # Create a Channel object for controlling playback
          # 
          # Return a Channel object for one of the current channels. The id must
          # be a value from 0 to the value of pygame.mixer.get_num_channels().
          # 
          # The Channel object can be used to get fine control over the playback
          # of Sounds. A channel can only playback a single Sound at time. Using
          # channels is entirely optional since pygame can manage them by
          # default.
          # 

        self.fail()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_play(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.play:

          # Channel.play(Sound, loops=0, maxtime=0, fade_ms=0): return None
          # play a Sound on a specific Channel
          # 
          # This will begin playback of a Sound on a specific Channel. If the
          # Channel is currently playing any other Sound it will be stopped.
          # 
          # The loops argument has the same meaning as in Sound.play(): it is
          # the number of times to repeat the sound after the first time. If it
          # is 3, the sound will be played 4 times (the first time, then three
          # more). If loops is -1 then the playback will repeat indefinitely.
          # 
          # As in Sound.play(), the maxtime argument can be used to stop
          # playback of the Sound after a given number of milliseconds.
          # 
          # As in Sound.play(), the fade_ms argument can be used fade in the sound. 

        self.fail()
项目:Slither    作者:PySlither    | 项目源码 | 文件源码
def loadSound(self, name):
        '''Load a sound. Set this function to a variable then call variable.play()'''
        try:
            pygame.mixer.get_init()
        except:
            pass
        class NoneSound:
            def play(self): pass
        if not pygame.mixer:
            return NoneSound()
        fullname = os.path.join(scriptdir, name)
        try:
            sound = pygame.mixer.Sound(fullname)
        except pygame.error as e:
            print ('Cannot load sound: %s' % fullname)
            raise e
        return sound
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def array (sound):
    """pygame._numpysndarray.array(Sound): return array

    Copy Sound samples into an array.

    Creates a new array for the sound data and copies the samples. The
    array will always be in the format returned from
    pygame.mixer.get_init().
    """

    return numpy.array (sound, copy=True)
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def samples (sound):
    """pygame._numpysndarray.samples(Sound): return array

    Reference Sound samples into an array.

    Creates a new array that directly references the samples in a Sound
    object. Modifying the array will change the Sound. The array will
    always be in the format returned from pygame.mixer.get_init().
    """

    return numpy.array (sound, copy=False)
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def make_sound (array):
    """pygame._numpysndarray.make_sound(array): return Sound

    Convert an array into a Sound object.

    Create a new playable Sound object from an array. The mixer module
    must be initialized and the array format must be similar to the mixer
    audio format.
    """

    return mixer.Sound (array=array)
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def load_sound(file):
    if not pygame.mixer: return dummysound()
    file = os.path.join('data', file)
    try:
        sound = pygame.mixer.Sound(file)
        return sound
    except pygame.error:
        print ('Warning, unable to load,', file)
    return dummysound()



# each type of game object gets an init and an
# update function. the update function is called
# once per frame, and it is when each object should
# change it's current position and state. the Player
# object actually gets a "move" function instead of
# update, since it is passed extra information about
# the keyboard
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def load_sound(name):
    class NoneSound:
        def play(self): pass
    if not pygame.mixer or not pygame.mixer.get_init():
        return NoneSound()
    fullname = os.path.join(data_dir, name)
    try:
        sound = pygame.mixer.Sound(fullname)
    except pygame.error:
        print ('Cannot load sound: %s' % fullname)
        raise SystemExit(str(geterror()))
    return sound


#classes for our game objects
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def sound_from_pos(sound, start_pos, samples_per_second = None, inplace = 1):
    """  returns a sound which begins at the start_pos.
         start_pos - in seconds from the begining.
         samples_per_second - 
    """

    # see if we want to reuse the sound data or not.
    if inplace:
        a1 = pygame.sndarray.samples(sound)
    else:
        a1 = pygame.sndarray.array(sound)

    # see if samples per second has been given.  If not, query the mixer.
    #   eg. it might be set to 22050
    if samples_per_second is None:
        samples_per_second = pygame.mixer.get_init()[0]

    # figure out the start position in terms of samples.
    start_pos_in_samples = int(start_pos * samples_per_second)

    # cut the begining off the sound at the start position.
    a2 = a1[start_pos_in_samples:]

    # make the Sound instance from the array.
    sound2 = pygame.sndarray.make_sound(a2)

    return sound2
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_pre_init__zero_values(self):
        # Ensure that argument values of 0 are replaced with
        # default values. No way to check buffer size though.
        mixer.pre_init(44100, -8, 1)  # Non default values
        mixer.pre_init(0, 0, 0)       # Should reset to default values
        mixer.init()
        try:
            self.failUnlessEqual(mixer.get_init(), (22050, -16, 2))
        finally:
            mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_init__zero_values(self):
        # Ensure that argument values of 0 are replaced with
        # preset values. No way to check buffer size though.
        mixer.pre_init(44100, 8, 1)  # None default values
        mixer.init(0, 0, 0)
        try:
            self.failUnlessEqual(mixer.get_init(), (44100, 8, 1))
        finally:
            mixer.quit()
            mixer.pre_init(0, 0, 0, 0)
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_get_init__returns_None_if_mixer_not_initialized(self):
        self.assert_(mixer.get_init() is None)
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_get_num_channels__defaults_eight_after_init(self):
        mixer.init()

        num_channels = mixer.get_num_channels()

        self.assert_(num_channels == 8)

        mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_set_num_channels(self):
        mixer.init()

        for i in xrange_(1, mixer.get_num_channels() + 1):
            mixer.set_num_channels(i)
            self.assert_(mixer.get_num_channels() == i)

        mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_quit(self):
        """ get_num_channels() Should throw pygame.error if uninitialized
        after mixer.quit() """

        mixer.init()
        mixer.quit()

        self.assertRaises (
            pygame.error, mixer.get_num_channels,
        )
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def NEWBUF_test_newbuf(self):
        mixer.init(22050, -16, 1)
        try:
            self.NEWBUF_export_check()
        finally:
            mixer.quit()
        mixer.init(22050, -16, 2)
        try:
            self.NEWBUF_export_check()
        finally:
            mixer.quit()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_fadeout(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.fadeout:

          # pygame.mixer.fadeout(time): return None
          # fade out the volume on all sounds before stopping
          #
          # This will fade out the volume on all active channels over the time
          # argument in milliseconds. After the sound is muted the playback will
          # stop.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_init(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.init:

          # pygame.mixer.init(frequency=22050, size=-16, channels=2,
          # buffer=3072): return None
          #
          # initialize the mixer module
          #
          # Initialize the mixer module for Sound loading and playback. The
          # default arguments can be overridden to provide specific audio
          # mixing. The size argument represents how many bits are used for each
          # audio sample. If the value is negative then signed sample values
          # will be used. Positive values mean unsigned audio samples will be
          # used.
          #
          # The channels argument is used to specify whether to use mono or
          # stereo.  1 for mono and 2 for stereo. No other values are supported.
          #
          # The buffer argument controls the number of internal samples used in
          # the sound mixer. The default value should work for most cases. It
          # can be lowered to reduce latency, but sound dropout may occur. It
          # can be raised to larger values to ensure playback never skips, but
          # it will impose latency on sound playback. The buffer size must be a
          # power of two.
          #
          # Some platforms require the pygame.mixer module to be initialized
          # after the display modules have initialized. The top level
          # pygame.init() takes care of this automatically, but cannot pass any
          # arguments to the mixer init. To solve this, mixer has a function
          # pygame.mixer.pre_init() to set the proper defaults before the
          # toplevel init is used.
          #
          # It is safe to call this more than once, but after the mixer is
          # initialized you cannot change the playback arguments without first
          # calling pygame.mixer.quit().
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_pause(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.pause:

          # pygame.mixer.pause(): return None
          # temporarily stop playback of all sound channels
          #
          # This will temporarily stop all playback on the active mixer
          # channels. The playback can later be resumed with
          # pygame.mixer.unpause()
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_stop(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.stop:

          # pygame.mixer.stop(): return None
          # stop playback of all sound channels
          #
          # This will stop all playback of all active mixer channels.

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_fadeout(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.fadeout:

          # Channel.fadeout(time): return None
          # stop playback after fading channel out
          #
          # Stop playback of a channel after fading out the sound over the given
          # time argument in milliseconds.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_get_busy(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.get_busy:

          # Channel.get_busy(): return bool
          # check if the channel is active
          #
          # Returns true if the channel is activily mixing sound. If the channel
          # is idle this returns False.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_get_endevent(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.get_endevent:

          # Channel.get_endevent(): return type
          # get the event a channel sends when playback stops
          #
          # Returns the event type to be sent every time the Channel finishes
          # playback of a Sound. If there is no endevent the function returns
          # pygame.NOEVENT.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_get_queue(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.get_queue:

          # Channel.get_queue(): return Sound
          # return any Sound that is queued
          #
          # If a Sound is already queued on this channel it will be returned.
          # Once the queued sound begins playback it will no longer be on the
          # queue.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_get_volume(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.get_volume:

          # Channel.get_volume(): return value
          # get the volume of the playing channel
          #
          # Return the volume of the channel for the current playing sound. This
          # does not take into account stereo separation used by
          # Channel.set_volume. The Sound object also has its own volume which
          # is mixed with the channel.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_pause(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.pause:

          # Channel.pause(): return None
          # temporarily stop playback of a channel
          #
          # Temporarily stop the playback of sound on a channel. It can be
          # resumed at a later time with Channel.unpause()
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_set_endevent(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.set_endevent:

          # Channel.set_endevent(): return None
          # Channel.set_endevent(type): return None
          # have the channel send an event when playback stops
          #
          # When an endevent is set for a channel, it will send an event to the
          # pygame queue every time a sound finishes playing on that channel
          # (not just the first time). Use pygame.event.get() to retrieve the
          # endevent once it's sent.
          #
          # Note that if you called Sound.play(n) or Channel.play(sound,n), the
          # end event is sent only once: after the sound has been played "n+1"
          # times (see the documentation of Sound.play).
          #
          # If Channel.stop() or Channel.play() is called while the sound was
          # still playing, the event will be posted immediately.
          #
          # The type argument will be the event id sent to the queue. This can
          # be any valid event type, but a good choice would be a value between
          # pygame.locals.USEREVENT and pygame.locals.NUMEVENTS. If no type
          # argument is given then the Channel will stop sending endevents.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_stop(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.stop:

          # Channel.stop(): return None
          # stop playback on a Channel
          #
          # Stop sound playback on a channel. After playback is stopped the
          # channel becomes available for new Sounds to play on it.
          #

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_unpause(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Channel.unpause:

          # Channel.unpause(): return None
          # resume pause playback of a channel
          #
          # Resume the playback on a paused channel.

        self.fail()

############################### SOUND CLASS TESTS ##############################
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_fadeout(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.Sound.fadeout:

          # Sound.fadeout(time): return None
          # stop sound playback after fading out
          #
          # This will stop playback of the sound after fading it out over the
          # time argument in milliseconds. The Sound will fade and stop on all
          # actively playing channels.
          #

        self.fail()