I am looking to iterate through a list of songs such as Songs = ["Song1.mp3", "Song2.mp3", "Song3.mp3"] and I want to play each song one after each other.
I have tried various methods, the most suggested seemed to use pygame, however, I have not been able to debug the tremendous amount of errors that come with using it. My main source code and attempt at this is as shown below:
from tkinter import *
import pygame
from random import choice
import os
pygame.mixer.init()
Songs = os.listdir("Music\\")
def Play():
Song = choice(Songs)
pygame.mixer.music.load("Music\\" + Song)
pygame.mixer.music.play()
while True:
play()
Upon running this I receive error pygame.error: ModPlug_Load failed.
I am running this concurrently inside of a slideshow program I have, I want this code to run as background music and I plan on checking for the end of the song in a Function I already have set.
Use pygame.mixer.music.get_busy() to detect if a music stream is actively playing. Play the next song from the list when no stream is active. e.g:
import pygame
play_list = ["song1.mp3", "song2.mp3", "song3.mp3"]
current_list = []
pygame.init()
clock = pygame.time.Clock()
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if not pygame.mixer.music.get_busy():
if not current_list:
current_list = play_list[:]
current_song = current_list.pop(0)
pygame.mixer.music.load(current_song)
pygame.mixer.music.play()
pygame.quit()
exit()
You can register a custom event which will be triggered when the music is done playing using pygame.mixer.music.set_endevent().
Also you need to run the while loop in a child thread if you want to run concurrently with main application.
Below is an example:
import os
import random
import threading
import tkinter as tk
import pygame
pygame.init()
# create a custom event
MUSIC_DONE = pygame.event.custom_type()
# register the event
pygame.mixer.music.set_endevent(MUSIC_DONE)
folder = "Music\\"
Songs = os.listdir(folder)
def next_song():
try:
song = random.choice(Songs)
pygame.mixer.music.load(os.path.join(folder, song))
pygame.mixer.music.play()
# update song name
song_var.set(song)
except Exception as e:
print(e)
def pygame_loop():
next_song()
while pygame.get_init():
for event in pygame.event.get():
if event.type == MUSIC_DONE:
# current song done playing, play next song
next_song()
root = tk.Tk()
# label to show the current song being played
song_var = tk.StringVar()
tk.Label(root, textvariable=song_var).pack()
# start the pygame loop in a child thread
threading.Thread(target=pygame_loop).start()
root.mainloop()
# quit pygame
pygame.quit()
If it's a desktop app, you have multiple options to play a file, usually, it depends:
Also to avoid Tkinter being stuck, you need to use threads or multiprocess. I recommend you soundfile player, you will find examples here https://realpython.com/playing-and-recording-sound-python/
Related
I am looking to iterate through a list of songs such as Songs = ["Song1.mp3", "Song2.mp3", "Song3.mp3"] and I want to play each song one after each other.
I have tried various methods, the most suggested seemed to use pygame, however, I have not been able to debug the tremendous amount of errors that come with using it. My main source code and attempt at this is as shown below:
from tkinter import *
import pygame
from random import choice
import os
pygame.mixer.init()
Songs = os.listdir("Music\\")
def Play():
Song = choice(Songs)
pygame.mixer.music.load("Music\\" + Song)
pygame.mixer.music.play()
while True:
play()
Upon running this I receive error pygame.error: ModPlug_Load failed.
I am running this concurrently inside of a slideshow program I have, I want this code to run as background music and I plan on checking for the end of the song in a Function I already have set.
Use pygame.mixer.music.get_busy() to detect if a music stream is actively playing. Play the next song from the list when no stream is active. e.g:
import pygame
play_list = ["song1.mp3", "song2.mp3", "song3.mp3"]
current_list = []
pygame.init()
clock = pygame.time.Clock()
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if not pygame.mixer.music.get_busy():
if not current_list:
current_list = play_list[:]
current_song = current_list.pop(0)
pygame.mixer.music.load(current_song)
pygame.mixer.music.play()
pygame.quit()
exit()
You can register a custom event which will be triggered when the music is done playing using pygame.mixer.music.set_endevent().
Also you need to run the while loop in a child thread if you want to run concurrently with main application.
Below is an example:
import os
import random
import threading
import tkinter as tk
import pygame
pygame.init()
# create a custom event
MUSIC_DONE = pygame.event.custom_type()
# register the event
pygame.mixer.music.set_endevent(MUSIC_DONE)
folder = "Music\\"
Songs = os.listdir(folder)
def next_song():
try:
song = random.choice(Songs)
pygame.mixer.music.load(os.path.join(folder, song))
pygame.mixer.music.play()
# update song name
song_var.set(song)
except Exception as e:
print(e)
def pygame_loop():
next_song()
while pygame.get_init():
for event in pygame.event.get():
if event.type == MUSIC_DONE:
# current song done playing, play next song
next_song()
root = tk.Tk()
# label to show the current song being played
song_var = tk.StringVar()
tk.Label(root, textvariable=song_var).pack()
# start the pygame loop in a child thread
threading.Thread(target=pygame_loop).start()
root.mainloop()
# quit pygame
pygame.quit()
If it's a desktop app, you have multiple options to play a file, usually, it depends:
Also to avoid Tkinter being stuck, you need to use threads or multiprocess. I recommend you soundfile player, you will find examples here https://realpython.com/playing-and-recording-sound-python/
I am trying to create a media player with Python that will play mp3 files one after the other and allow me to play and pause the music at any time (similar to spotify).
I have used the vlc library and pygame music function to play the files, but my problem comes when the song has finished and I want it to play the next file. I have manged to do this but not with a play and pause functionality.
My rough code:
import pygame
import time
#plays first mp3 file
file = '4c68Z9wLdHc36y3CNjwQKM.ogg'
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load(file)
pygame.mixer.music.play()
#play and pause funtionnality
while pygame.mixer.music.get_busy():
timer = pygame.mixer.music.get_pos()
time.sleep(1)
control = input()
pygame.time.Clock().tick(10)
if control == "pause":
pygame.mixer.music.pause()
elif control == "play" :
pygame.mixer.music.unpause()
elif control == "time":
timer = pygame.mixer.music.get_pos()
timer = timer/1000
print (str(timer))
elif int(timer) > 10:
print ("True")
pygame.mixer.music.stop()
break
else:
pass
#next mp3 file
file = '3qiyyUfYe7CRYLucrPmulD.ogg'
pygame.mixer.music.load(file)
pygame.mixer.music.play()
When I run this my hope is that it will play the first file and allow me to play and pause, but it stops when a song ends and not play the next one, as it gets stuck waiting for an input.
I want it to play the first file, allowing me to pause and resume it at any time, and then when the song has finished, it automatically plays the next file.
Thanks in advance.
To narrow it down I would like to know how to create a while that has a user input that will always check for a condition and not just at the start of the while loop.
I'm not sure why you tagged this question vlc if you are using pygame as arguably vlc.py has this functionallity pretty much built in.
However, all you need to do is use a double while statement.
The first controls the file to be played and the second performs your play/pause control. e.g.
import pygame
import time
files = ['./vp1.mp3','./vp.mp3']
pygame.init()
pygame.mixer.init()
stepper = 0
#file loading
while stepper < len(files):
pygame.mixer.music.load(files[stepper])
print("Playing:",files[stepper])
stepper += 1
pygame.mixer.music.play()
#play and pause
while pygame.mixer.music.get_busy():
timer = pygame.mixer.music.get_pos()
time.sleep(1)
control = input()
pygame.time.Clock().tick(10)
if control == "pause":
pygame.mixer.music.pause()
elif control == "play" :
pygame.mixer.music.unpause()
elif control == "time":
timer = pygame.mixer.music.get_pos()
timer = timer/1000
print (str(timer))
elif int(timer) > 10:
print ("True")
pygame.mixer.music.stop()
break
else:
continue
I have written some Python code in an attempt to show one video after the other where I want to in Pygame:
import pygame
import time
def playvid(vidfile, runtime, FPS):
print("playing" + vidfile)
playmovie = pygame.movie.Movie(vidfile)
movie_screen = pygame.Surface(playmovie.get_size()).convert()
playmovie.set_display(movie_screen)
playmovie.play()
thentime = time.time()
playing = True
while playing:
screen.blit(movie_screen,(0,0))
pygame.display.update()
clock.tick(FPS)
nowtime = time.time()
#Play the video for 5s
if nowtime - thentime > runtime + 1: playing = False
print("done this one")
#FPS = 29.97
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((0, 0),pygame.FULLSCREEN)
run = True
while run:
playvid('snowdone.mpg', 10, 29.97)
playvid('snowdone1.mpg', 10, 29.97)
run = False
pygame.quit()
Playing the first video is fine, however, playing the second gives the warning:
"Runtime Error!
Program: C:\Python27\pythonw.exe
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."
Both videos play fine on their own so this is not an mpg problem. Any suggestions?
I do not know the specific reason as to why the change I am suggesting works, but apparently it works.
Using your code as is, my first movie would not run for more than 4-5 seconds no matter what (it always stopped at roughly the same point) and then the pygame window would crash.
Adding a simple piece of pygame.event.get code in the while playing loop, however, fixed everything
while playing:
for event in pygame.event.get():
pass
screen.blit(movie_screen,(0,0))
pygame.display.update()
clock.tick(FPS)
nowtime = time.time()
#Play the video for 5s
if nowtime - thentime > runtime + 1: playing = False
It seems strange that even doing nothing in the loop for events runs the code without an issue.
I'm making an game for ending my programming course and I sometimes have some longer scenes displayed and the loop ain't checking for if there is QUIT event and then stop everything and close the loop. So I thought multi-threading would help, but apparently it doesn't seem to get events, I have tried printing out - it gets events, but it simply aint getting QUIT event.
Here is the code:
from pygame import *
from threading import Thread
def closesearcher():
global running
while running:
for i in event.get():
if i.type == QUIT:
print ("QUIT event in closesearcher")
running = False
quit()
exit()
clock.tick(60)
def main():
init()
#True while game is running
global running
running = True
global window
window = display.set_mode([640, 480])
global clock
clock = time.Clock()
#Let's start closesearcher
searcherclose = Thread(target = closesearcher)
searcherclose.start()
scenegame = gamescene()
def gamescene():
#Render some scenery, wait for user to press button, etc in the following loop
while running:
for i in event.get():
if i.type == QUIT:
print ("QUIT event in game loop")
clock.tick(60)
if __name__ == "__main__":
main()
Any solutions that would be similiar to the structure of my current code?
Note: I use Python 3.2
How about actually exiting the loops with return instead of only printing that you got the quit event?
Currently, you only exit the loop in closesearcher but not in gamescene.
Also, I think event.get() will remove the event. So calling get in the other loop will not return anything. You need to set a global flag playerWantsToQuit and use that instead of the local running variables.
I'm running it through the livewires wrapper which is just training wheels for pygame and other python modules in general; but everytime I run it, it'll execute and when I try to exit, it will not respond and then crash.
Any input on how I could go about fixing this would be great. There isn't any input in my textbook and all google seems to yield are results to this problem using pygame itself.
Apparently pygame and Tkinter seem to conflict?
Thanks in advance!
Addendum - This is the code I was trying to run:
from livewires import games
screen_w = 640
screen_h = 480
my_screen = games.Screen (wid, heit)
my_screen.mainloop()
Similar question: Pygame screen freezes when I close it
There isn't any input in my textbook
and all google seems to yield are
results to this problem using pygame
itself.
Those results probably address the same problem you're having. This is the relevant part of the games.py file from livewires, and nowhere does it call pygame.quit():
def handle_events (self):
"""
If you override this method in a subclass of the Screen
class, you can specify how to handle different kinds of
events. However you must handle the quit condition!
"""
events = pygame.event.get ()
for event in events:
if event.type == QUIT:
self.quit ()
elif event.type == KEYDOWN:
self.keypress (event.key)
elif event.type == MOUSEBUTTONUP:
self.mouse_up (event.pos, event.button-1)
elif event.type == MOUSEBUTTONDOWN:
self.mouse_down (event.pos, event.button-1)
def quit (self):
"""
Calling this method will stop the main loop from running and
make the graphics window disappear.
"""
self._exit = 1
def mainloop (self, fps = 50):
"""
Run the pygame main loop. This will animate the objects on the
screen and call their tick methods every tick.
fps -- target frame rate
"""
self._exit = 0
while not self._exit:
self._wait_frame (fps)
for object in self._objects:
if not object._static:
object._erase ()
object._dirty = 1
# Take a copy of the _objects list as it may get changed in place.
for object in self._objects [:]:
if object._tickable: object._tick ()
self.tick ()
if Screen.got_statics:
for object in self._objects:
if not object._static:
for o in object.overlapping_objects ():
if o._static and not o._dirty:
o._erase ()
o._dirty = 1
for object in self._objects:
if object._dirty:
object._draw ()
object._dirty = 0
self._update_display()
self.handle_events()
# Throw away any pending events.
pygame.event.get()
The QUIT event just sets a flag which drops you out of the while loop in the mainloop function. I'm guessing that if you find this file in your Python directory and stick a pygame.quit() after the last line in mainloop, it will solve your problem.
I agree. you need to put the whole program (the part to be executed, not the definitions and such) into a while loop.The problem is that pygame is not told to close when exited in IDLE, but outside of IDLE the closure of the program overrides the need to close pygame.
here is the loop:
done = False
while done==False:
# ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
#Main program here
pygame.quit()