Python Pygame-永久调整主音量
我有一个在按键上播放正弦波音符的程序。这个想法是模拟一种仪器。我添加了一些调整音量的代码,但是每次播放新音符时,音量的这个值似乎都会刷新。如何调整此值,以便在按下键调整音量时,音量保持在此值,直到再次更改为止Python Pygame-永久调整主音量,python,audio,numpy,pygame,volume,Python,Audio,Numpy,Pygame,Volume,我有一个在按键上播放正弦波音符的程序。这个想法是模拟一种仪器。我添加了一些调整音量的代码,但是每次播放新音符时,音量的这个值似乎都会刷新。如何调整此值,以便在按下键调整音量时,音量保持在此值,直到再次更改为止 import pygame from pygame.locals import * import math import numpy pygame.init() bits = 16 pygame.mixer.pre_init(44100, -bits, 2) def generat
import pygame
from pygame.locals import *
import math
import numpy
pygame.init()
bits = 16
pygame.mixer.pre_init(44100, -bits, 2)
def generate_sound(freq):
volume = 0.5
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(volume)
for s in range(n_samples):
t = float(s)/sample_rate # time in seconds
buf[s][0] = int(round(max_sample*math.sin(2*math.pi*freq*t))) # left
buf[s][1] = int(round(max_sample*math.sin(2*math.pi*freq*t))) # right
return pygame.sndarray.make_sound(buf)
size = (1200, 720)
screen = pygame.display.set_mode(size, pygame.HWSURFACE | pygame.DOUBLEBUF)
duration = 2.0 # in seconds
sample_rate = 44100
n_samples = int(round(duration*sample_rate))
#lower
sound_130_81 = generate_sound(130.81) #C
_running = True
while _running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
_running = False
if event.type == KEYDOWN:
#Volume control
if event.key == K_1:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.1)
elif event.key == K_2:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.2)
elif event.key == K_3:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.3)
elif event.key == K_4:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.4)
elif event.key == K_5:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.5)
elif event.key == K_6:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.6)
elif event.key == K_7:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.7)
elif event.key == K_8:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.8)
elif event.key == K_9:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.9)
elif event.key == K_0:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(1.0)
elif event.key == K_BACKSPACE:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.0)
volume = c.get_volume()
if event.key == K_ESCAPE:
_running = False
#lower notes DOWN
elif event.key == K_z:
sound_130_81.play(-1)
if event.type == KEYUP:
#lower notes UP
if event.key == K_z:
sound_130_81.fadeout(350) #fade sound by .35 seconds
pygame.quit()
您正在“生成声音”方法开始时设置音量。您需要为其使用现有值,而不是每次都将其设置为固定值。可以将其作为可在调用者中调整的参数传入(最好是这样),也可以将其设置为全局值(如果您的语言支持) 我不太了解python,但它可能会像下面这样工作:
import pygame
from pygame.locals import *
import math
import numpy
pygame.init()
bits = 16
volume = 0.5
pygame.mixer.pre_init(44100, -bits, 2)
def generate_sound(freq, volume):
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(volume)
#setup our numpy array to handle 16 bit ints, which is what we set our mixer to expect with "bits" up above
buf = numpy.zeros((n_samples, 2), dtype = numpy.int16)
max_sample = 2**(bits - 1) - 1
for s in range(n_samples):
t = float(s)/sample_rate # time in seconds
buf[s][0] = int(round(max_sample*math.sin(2*math.pi*freq*t))) # left
buf[s][1] = int(round(max_sample*math.sin(2*math.pi*freq*t))) # right
return pygame.sndarray.make_sound(buf)
size = (1200, 720)
screen = pygame.display.set_mode(size, pygame.HWSURFACE | pygame.DOUBLEBUF)
duration = 2.0 # in seconds
sample_rate = 44100
n_samples = int(round(duration*sample_rate))
#lower
sound_130_81 = generate_sound(130.81, volume) #C
sound_146_83 = generate_sound(146.83, volume) #D
sound_164_81 = generate_sound(164.81, volume) #E
sound_174_61 = generate_sound(174.61, volume) #F
sound_196_00 = generate_sound(196.00, volume) #G
sound_220_00 = generate_sound(220.00, volume) #A
sound_246_94 = generate_sound(246.94, volume) #B
#middle
sound_261_63 = generate_sound(261.63, volume) #C
sound_293_66 = generate_sound(293.66, volume) #D
sound_329_63 = generate_sound(329.63, volume) #E
sound_349_23 = generate_sound(349.23, volume) #F
sound_392_00 = generate_sound(392.00, volume) #G
sound_440_00 = generate_sound(440.00, volume) #A
sound_493_88 = generate_sound(493.88, volume) #B
#higher
sound_523_25 = generate_sound(523.25, volume) #C
sound_587_33 = generate_sound(587.33, volume) #D
sound_659_25 = generate_sound(659.25, volume) #E
sound_698_46 = generate_sound(698.46, volume) #F
sound_783_99 = generate_sound(783.99, volume) #G
sound_880_00 = generate_sound(880.00, volume) #A
sound_987_77 = generate_sound(987.77, volume) #B
sound_1046_50 = generate_sound(1046.50, volume) #C
#This will keep the sound playing forever, the quit event handling allows the pygame window to close without crashing
_running = True
while _running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
_running = False
if event.type == KEYDOWN:
#Volume control
if event.key == K_1:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.1)
elif event.key == K_2:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.2)
elif event.key == K_3:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.3)
elif event.key == K_4:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.4)
elif event.key == K_5:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.5)
elif event.key == K_6:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.6)
elif event.key == K_7:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.7)
elif event.key == K_8:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.8)
elif event.key == K_9:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.9)
elif event.key == K_0:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(1.0)
elif event.key == K_BACKSPACE:
for i in range(pygame.mixer.get_num_channels()):
c = pygame.mixer.Channel(i)
c.set_volume(0.0)
volume = c.get_volume()
if event.key == K_ESCAPE:
_running = False
#lower notes DOWN
elif event.key == K_z:
sound_130_81.play(-1)
elif event.key == K_x:
sound_146_83.play(-1)
elif event.key == K_c:
sound_164_81.play(-1)
elif event.key == K_v:
sound_174_61.play(-1)
elif event.key == K_b:
sound_196_00.play(-1)
elif event.key == K_n:
sound_220_00.play(-1)
elif event.key == K_m:
sound_246_94.play(-1)
elif event.key == K_COMMA:
sound_261_63.play(-1)
#middle notes DOWN
elif event.key == K_a:
sound_261_63.play(-1)
elif event.key == K_s:
sound_293_66.play(-1)
elif event.key == K_d:
sound_329_63.play(-1)
elif event.key == K_f:
sound_349_23.play(-1)
elif event.key == K_g:
sound_392_00.play(-1)
elif event.key == K_h:
sound_440_00.play(-1)
elif event.key == K_j:
sound_493_88.play(-1)
elif event.key == K_k:
sound_523_25.play(-1)
#higher notes DOWN
elif event.key == K_q:
sound_523_25.play(-1)
elif event.key == K_w:
sound_587_33.play(-1)
elif event.key == K_e:
sound_659_25.play(-1)
elif event.key == K_r:
sound_698_46.play(-1)
elif event.key == K_t:
sound_783_99.play(-1)
elif event.key == K_y:
sound_880_00.play(-1)
elif event.key == K_u:
sound_987_77.play(-1)
elif event.key == K_i:
sound_1046_50.play(-1)
if event.type == KEYUP:
#lower notes UP
if event.key == K_z:
sound_130_81.fadeout(350) #fade sound by .35 seconds
elif event.key == K_x:
sound_146_83.fadeout(1000)
elif event.key == K_c:
sound_164_81.fadeout(350)
elif event.key == K_v:
sound_174_61.fadeout(350)
elif event.key == K_b:
sound_196_00.fadeout(350)
elif event.key == K_n:
sound_220_00.fadeout(350)
elif event.key == K_m:
sound_246_94.fadeout(350)
elif event.key == K_COMMA:
sound_261_63.fadeout(350)
#middle notes UP
elif event.key == K_a:
sound_261_63.fadeout(350)
elif event.key == K_s:
sound_293_66.fadeout(350)
elif event.key == K_d:
sound_329_63.fadeout(350)
elif event.key == K_f:
sound_349_23.fadeout(350)
elif event.key == K_g:
sound_392_00.fadeout(350)
elif event.key == K_h:
sound_440_00.fadeout(350)
elif event.key == K_j:
sound_493_88.fadeout(350)
elif event.key == K_k:
sound_523_25.fadeout(350)
#higher notes UP
elif event.key == K_q:
sound_523_25.fadeout(350)
elif event.key == K_w:
sound_587_33.fadeout(350)
elif event.key == K_e:
sound_659_25.fadeout(350)
elif event.key == K_r:
sound_698_46.fadeout(350)
elif event.key == K_t:
sound_783_99.fadeout(350)
elif event.key == K_y:
sound_880_00.fadeout(350)
elif event.key == K_u:
sound_987_77.fadeout(350)
elif event.key == K_i:
sound_1046_50.fadeout(350)
pygame.quit()
我已经试过了,但我看不到一种方法可以让它工作,我尝试的任何方法都会导致卷未定义。你能从我的代码中提供一个例子吗?我可以猜一猜,但我不懂python,也没有python开发环境。@user3856722:不要说“我尝试的任何东西最终都会导致卷未定义”,而是告诉我们你尝试了什么,以及发生了什么以及发生了什么(如果发生了异常,则进行完整的回溯).我无法回顾我尝试过的所有内容,因为我做了很多变体,我基本上使用了上面的代码,在不同的地方定义了音量变量,但尝试过,例如,将音量设置为按键创建的当前音量的值,不管怎么说,不这样做没有什么不同的结果…@user3856722:这个答案中显示的代码不会“最终导致卷未定义”(我假设你的意思是
namererror
?),因此如果你看到的是这样的话,显然你没有实际运行这个代码。我们无法帮助您调试我们看不到的代码。删除所有无关的代码并放弃一个精简的示例将非常有帮助,只需演示问题即可。请参阅了解更多详细信息。我不确定有多少相关,因为相关部分都贯穿于整个代码中,而不仅仅是一个部分。请遵循MCVE的链接,它比我在简短的评论中解释得更好。但是您可以将其拆分为相关部分,即使它们都贯穿于整个代码中,并且只需要搭建足够的脚手架就可以将它们连接起来。例如,很明显,您不需要几十个调用来生成声音,几十个键处理程序等等来演示问题。