So I am making a video player, and am playing sound. The audio is in a numpy array. I have a function that can play/pause the video, but I need something to be able to play/pause the playing of the sound. I am using the module 'sounddevice' to play the audio - the code to play is:
sounddevice.play(nparray)
Does anyone know how to play/pause the sound. There is an option to stop it, but not pause it.
Related
How do I make a program to shoot video along with audio? I want to make a program to record video along with sound. But how to make the sound recorded along with the video and not just the video?
I tried to write a script, but I do not know how to make the video recorded along with the sound.
I've got this Python program and would like to know how I can play a video with the original audio.
I've tried other things about this.
Like pyglet(just a quick sample, no video):
import pyglet
import ffmpeg
player = Player()
source = load("Video Recording.m4a")
player.queue(source)
And stuff on StackOverflow two.
But it's all not working.
Are any of these libraries outdated?
Or any solutions?
quick question.
I'm running pygame under linux just to play some audio files.
I've got some .wav files and I'm having problems playing them back at the right speed.
import pygame.mixer, sys, time
#plays too fast
pygame.mixer.init(44100)
pygame.mixer.music.load(sys.argv[1])
pygame.mixer.music.play()
time.sleep(5)
pygame.mixer.quit()
#plays too slow
pygame.mixer.init(22100)
pygame.mixer.music.load(sys.argv[1])
pygame.mixer.music.play()
time.sleep(5)
pygame.mixer.quit()
I've ggogle code searched some stuff but everybody seems to be fine calling the init function with its default parameters. Can others try running this script and seeing if they get the same behavior or not? Does anybody know how to speed it up? Or adjust the speed for each file?
Thanks.
I had some mp3 audio tracks playing back slowed down. I updated the mixer frequency to be based on the mp3 sample rate using mutagen like so:
import pygame, mutagen.mp3
song_file = "your_music.mp3"
mp3 = mutagen.mp3.MP3(song_file)
pygame.mixer.init(frequency=mp3.info.sample_rate)
pygame.mixer.music.load(song_file)
pygame.mixer.music.play()
And it fixed the problem.
To improve Chris H answer. Here is a example of how to use the wave library.
import wave
import pygame
file_path = '/path/to/sound.wav'
file_wav = wave.open(file_path)
frequency = file_wav.getframerate()
pygame.mixer.init(frequency=frequency)
pygame.mixer.music.load(file_path)
pygame.mixer.music.play()
Remember that if you want to change frequency or any other parameter used in pygame.mixer.init you must call pygame.mixer.quit first. Pygame documentation
Open your audio file in a free audio tool like Audacity. It will tell you the sampling rate of your media. It will also allow you to convert to a different sampling rate so all your sounds can be the same.
I figured it out...
There is a wave module http://docs.python.org/library/wave.html and it can read the sample rate for wav files.
If you're using Ogg Vorbis (.ogg) encoding, the same problem of stuttering audio happens. You'll have to read the frequency of what you're trying to play before initializing the mixer object.
Here's how to play .ogg audio with appropriate frequency using pygame.
from pyogg import VorbisFile
from pygame import mixer
# path to your audio
path = "./file.ogg"
# an object representing the audio, see https://github.com/Zuzu-Typ/PyOgg
sound = VorbisFile(path)
# pull the frequency out of the Vorbis abstraction
frequency = sound.frequency
# initialize the mixer
mixer.init(frequency=frequency)
# add the audio to the mixer's music channel
mixer.music.load(path)
# mixer.music.set_volume(1.0)
# mixer.music.fadeout(15)
# play
mixer.music.play()
I am currently making a game in Python. I am not using PyGame, just the console (non-GUI)
When you start the game, you will get the logo to the game, and a lot of information about the "journey" you just started. There is a lot of text, so while the text is scrolling, I want to have a song played in the background.
I start the music with the following code:
def new_game():
import winsound
winsound.PlaySound("intro.wav", winsound.SND_ALIAS)
LVL1_INTRO()
The only problem is: it won't continue to LVL1_INTRO() until the music have stopped playing. It's a problem, as the music is approximately 1-2 minutes long.
Is there any way to fix this? After the music have started, it will continue with LVL1_INTRO()
If it is possible, I would be happy if there is a code for stopping the music as well, so I don't need to start cutting the music, and make it exactly the same lenght as the intro.
Thank you very much!
According to the documentation you use the SND_ASYNC flag.
winsound.SND_ASYNC
Return immediately, allowing sounds to play asynchronously.
To stop playing, call PlaySound with a NONE argument.
winsound.PlaySound(None, winsound.SND_ASYNC)
I don't have experience with this module, but it looks as though you can play sounds asynchronously. See http://docs.python.org/2/library/winsound.html and look at SND_ASYNC.
I would like to move a (stereoscopic) video on a computer screen automatically. Think of the video as the ball in a Pong game. The problem is that it should be a stereoscopic 3D video. So the video size itself is kind of small. I did this kind of movements with pictures or drawing object, but I don't know how to do it with video material!
Does somebody know how I can do this? I already searched for video tools in python like pygame or pyglet. I have an external player Bino 3d which can open the desired video. But how can I make it move around the screen?
Or is there a tool in other programming languages like c/c++ or Matlab which can help?
By the way, the program will be on a Linux OS.
I'll be grateful for any help or hints!
Anna
I'd try to use a decent video client (mplayer, vlc). They can present the video in lots of ways, hopefully your stereoscopic issue can be solved by them.
Then I would let the client present a single window (not fullscreen) which I then would move around using window manager controls.
If you must not have window decorations around the video or if the output shall be a specific window, I think mplayer at least can be told to use an existing window to perform the output in. Maybe that's an approach then.