Python pygame-pygame.mixer.Sound()目录问题-无法打开文件

Python pygame-pygame.mixer.Sound()目录问题-无法打开文件,python,audio,pygame,mixer,Python,Audio,Pygame,Mixer,更新:我在pygame中使用了一个不同的声音功能来尝试进行故障排除。这是我的新节目 #pygame mixer testing import pygame pygame.init() sound = pygame.mixer.music.load("jan_amit.wav") 这就是错误所在 Traceback (most recent call last): File "C:\Users\Will\Desktop\Programming\Python\Programs\shmup\

更新:我在pygame中使用了一个不同的声音功能来尝试进行故障排除。这是我的新节目

#pygame  mixer testing
import pygame

pygame.init()
sound = pygame.mixer.music.load("jan_amit.wav")
这就是错误所在

Traceback (most recent call last):
  File "C:\Users\Will\Desktop\Programming\Python\Programs\shmup\snd\pygame  mixer testing.py", line 5, in <module>
    pygame.mixer.music.load("jan_amit.wav")
pygame.error: Unknown WAVE data format
这个pygame函数似乎在每隔一个反斜杠旁边插入了一个额外的反斜杠。所以为了排除故障,我将输入函数的字符串打印出来。没错,一个反斜杠

C:\Users\Will\Desktop\Programming\Python\Programs\shmup\snd\bullet_shoot.wav
这是完整的代码,因为我不确定发生了什么

#shmup
#music by Jan Amit
import pygame
import random
from os import path

img_dir = path.join(path.dirname(__file__),'img')
snd_dir = path.join(path.dirname(__file__),'snd')

WIDTH = 480
HEIGHT = 480
FPS = 60

WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
YELLOW = (255,255,0)

pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("Shoot'em Up!")
clock = pygame.time.Clock()

font_name = pygame.font.match_font("arial")
def draw_text(surf,text,size,x,y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(player_img,(50,38))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 19
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0

    def update(self):
        speed = 8
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if not keystate[pygame.K_LEFT] or not keystate[pygame.K_RIGHT]:
            if keystate[pygame.K_LEFT]:
                self.speedx = -speed
            if keystate[pygame.K_RIGHT]:
                self.speedx = speed
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:   
            self.rect.left = 0

    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)
        shoot_sound.play()

class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = meteor_img
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width * .85 / 2)
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100,-40)
        self.speedy = random.randrange(1,8)
        self.speedx = random.randrange(-3,3)
        self.rot = 0
        self.rot_speed = random.randrange(-8,8)
        self.last_update = pygame.time.get_ticks()

    def update(self):
        self.rotate()
        self.rect.y += self.speedy
        self.rect.x += self.speedx
        if self.rect.top > HEIGHT + 10 or self.rect.left < -20 or self.rect.right > WIDTH + 20:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100,-40)
            self.speedy = random.randrange(1,8)
            self.speedx = random.randrange(-3,3)

    def rotate(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > 50:
            self.last_update = now
            self.rot = (self.rot + self.rot_speed) % 360
            new_image = pygame.transform.rotate(self.image_orig,self.rot)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center

class Bullet(pygame.sprite.Sprite):
    def __init__(self,x,y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img 
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 10:
            self.kill()

#load all game graphics
background = pygame.image.load(path.join(img_dir,'space_field.png')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir,"playerShip1_orange.png")).convert()
meteor_img = pygame.image.load(path.join(img_dir,"meteorBrown_med1.png")).convert()
bullet_img = pygame.image.load(path.join(img_dir,"laserBlue05.png")).convert()
#load game sounds
print(path.join(snd_dir, 'bullet_shoot.wav'))
shoot_sound = pygame.mixer.Sound(path.join(snd_dir,"bullet_shoot.wav"))

all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)
score = 1

#game loop
GAME_RUNNING = True
while GAME_RUNNING == True:
    clock.tick(FPS)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            GAME_RUNNING = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()

    all_sprites.update()

    hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
    for hit in hits:
        score += 1
        m = Mob()
        all_sprites.add(m)
        mobs.add(m)

    hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
    if hits:
        GAME_RUNNING = False

    #draw and render
    screen.fill(BLACK)
    screen.blit(background, background_rect)
    all_sprites.draw(screen)
    draw_text(screen,str(score), 18, WIDTH/2, 15)
    pygame.display.flip()

pygame.quit()
#shmup
#简·埃米特音乐
导入pygame
随机输入
从操作系统导入路径
img_dir=path.join(path.dirname(_文件,'img'))
snd_dir=path.join(path.dirname(_文件,'snd'))
宽度=480
高度=480
FPS=60
白色=(255255)
黑色=(0,0,0)
红色=(255,0,0)
绿色=(0255,0)
蓝色=(0,0255)
黄色=(255255,0)
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_模式((宽度、高度))
pygame.display.set_标题(“射击他们!”)
clock=pygame.time.clock()
font\u name=pygame.font.match\u font(“arial”)
def绘图文字(冲浪、文字、大小、x、y):
font=pygame.font.font(字体名称、大小)
text\u surface=font.render(文本、真、白色)
text_rect=text_surface.get_rect()
text_rect.midtop=(x,y)
冲浪板(文字表面,文字直线)
职业玩家(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=pygame.transform.scale(player_img,(50,38))
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
自半径=19
self.rect.centerx=宽度/2
self.rect.bottom=高度-10
self.speedx=0
def更新(自我):
速度=8
self.speedx=0
keystate=pygame.key.get_pressed()
如果不是keystate[pygame.K_LEFT]或不是keystate[pygame.K_RIGHT]:
如果keystate[pygame.K_左]:
self.speedx=-speed
如果keystate[pygame.K_RIGHT]:
self.speedx=速度
self.rect.x+=self.speedx
如果self.rect.right>宽度:
self.rect.right=宽度
如果self.rect.left<0:
self.rect.left=0
def喷射(自):
bullet=bullet(self.rect.centerx,self.rect.top)
所有精灵。添加(项目符号)
项目符号。添加(项目符号)
放音
类怪物(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image\u orig=流星\u img
self.image\u orig.set\u colorkey(黑色)
self.image=self.image\u orig.copy()
self.rect=self.image.get_rect()
self.radius=int(self.rect.width*.85/2)
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
self.speedx=random.randrange(-3,3)
self.rot=0
自旋转速度=随机随机随机范围(-8,8)
self.last\u update=pygame.time.get\u ticks()
def更新(自我):
self.rotate()
self.rect.y+=自加速
self.rect.x+=self.speedx
如果self.rect.top>HEIGHT+10或self.rect.left<-20或self.rect.right>WIDTH+20:
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
self.speedx=random.randrange(-3,3)
def旋转(自):
now=pygame.time.get_ticks()
如果现在-self.last_update>50:
self.last_update=现在
自旋转=(自旋转+自旋转速度)%360
new\u image=pygame.transform.rotate(self.image\u orig,self.rot)
旧中心=自整中心
self.image=新图像
self.rect=self.image.get_rect()
self.rect.center=旧中心
类子弹(pygame.sprite.sprite):
定义初始化(self,x,y):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=bullet\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
self.rect.bottom=y
self.rect.centerx=x
self.speedy=-10
def更新(自我):
self.rect.y+=自加速
如果self.rect.bottom<10:
self.kill()
#加载所有游戏图形
background=pygame.image.load(path.join(img\u dir,'space\u field.png')).convert()
background\u rect=background.get\u rect()
player\u img=pygame.image.load(path.join(img\u dir,“playerShip1\u orange.png”)).convert()
meteor\u img=pygame.image.load(path.join(img\u dir,“meteorBrown\u med1.png”).convert()
bullet\u img=pygame.image.load(path.join(img\u dir,“laserBlue05.png”)).convert()
#加载游戏声音
打印(path.join(snd_dir,'bullet_shoot.wav'))
shoot\u sound=pygame.mixer.sound(path.join(snd\u dir,“bullet\u shoot.wav”))
all_sprites=pygame.sprite.Group()
mobs=pygame.sprite.Group()
子弹=pygame.sprite.Group()
player=player()
所有精灵。添加(玩家)
对于范围(8)中的i:
m=Mob()
所有精灵。添加(m)
暴徒。添加(m)
分数=1
#游戏循环
游戏运行=正确
当游戏运行时==真:
时钟滴答声(FPS)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
游戏运行=错误
elif event.type==pygame.KEYDOWN:
如果event.key==pygame.K_空间:
player.shoot()
所有精灵更新()
hits=pygame.sprite.groupcollide(怪物,子弹,真,真)
点击率:
分数+=1
m=Mob()
所有精灵。添加(m)
暴徒。添加(m)
hits=pygame.sprite.SpriteClide(玩家,怪物,False,pygame.sprite.collide_圈)
如果点击:
游戏运行=错误
#画画
屏幕填充(黑色)
屏幕。blit(背景,背景)
所有精灵。绘制(屏幕)
绘制文本(屏幕,str(分数),18,宽度/2,15)
pygame.display.flip()
pygame.quit()

TL;TR.您能简化一下您的示例吗?您是否尝试使用PyGame
C:\Users\Will\Desktop\Programming\Python\Pro的完整路径在某些播放器中打开文件
#shmup
#music by Jan Amit
import pygame
import random
from os import path

img_dir = path.join(path.dirname(__file__),'img')
snd_dir = path.join(path.dirname(__file__),'snd')

WIDTH = 480
HEIGHT = 480
FPS = 60

WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
YELLOW = (255,255,0)

pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("Shoot'em Up!")
clock = pygame.time.Clock()

font_name = pygame.font.match_font("arial")
def draw_text(surf,text,size,x,y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(player_img,(50,38))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 19
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0

    def update(self):
        speed = 8
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if not keystate[pygame.K_LEFT] or not keystate[pygame.K_RIGHT]:
            if keystate[pygame.K_LEFT]:
                self.speedx = -speed
            if keystate[pygame.K_RIGHT]:
                self.speedx = speed
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:   
            self.rect.left = 0

    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)
        shoot_sound.play()

class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = meteor_img
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width * .85 / 2)
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100,-40)
        self.speedy = random.randrange(1,8)
        self.speedx = random.randrange(-3,3)
        self.rot = 0
        self.rot_speed = random.randrange(-8,8)
        self.last_update = pygame.time.get_ticks()

    def update(self):
        self.rotate()
        self.rect.y += self.speedy
        self.rect.x += self.speedx
        if self.rect.top > HEIGHT + 10 or self.rect.left < -20 or self.rect.right > WIDTH + 20:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100,-40)
            self.speedy = random.randrange(1,8)
            self.speedx = random.randrange(-3,3)

    def rotate(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > 50:
            self.last_update = now
            self.rot = (self.rot + self.rot_speed) % 360
            new_image = pygame.transform.rotate(self.image_orig,self.rot)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center

class Bullet(pygame.sprite.Sprite):
    def __init__(self,x,y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img 
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 10:
            self.kill()

#load all game graphics
background = pygame.image.load(path.join(img_dir,'space_field.png')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir,"playerShip1_orange.png")).convert()
meteor_img = pygame.image.load(path.join(img_dir,"meteorBrown_med1.png")).convert()
bullet_img = pygame.image.load(path.join(img_dir,"laserBlue05.png")).convert()
#load game sounds
print(path.join(snd_dir, 'bullet_shoot.wav'))
shoot_sound = pygame.mixer.Sound(path.join(snd_dir,"bullet_shoot.wav"))

all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)
score = 1

#game loop
GAME_RUNNING = True
while GAME_RUNNING == True:
    clock.tick(FPS)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            GAME_RUNNING = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()

    all_sprites.update()

    hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
    for hit in hits:
        score += 1
        m = Mob()
        all_sprites.add(m)
        mobs.add(m)

    hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
    if hits:
        GAME_RUNNING = False

    #draw and render
    screen.fill(BLACK)
    screen.blit(background, background_rect)
    all_sprites.draw(screen)
    draw_text(screen,str(score), 18, WIDTH/2, 15)
    pygame.display.flip()

pygame.quit()