Source code for arcade.sound

Sound library.

import pyglet
from pathlib import Path

[docs]class Sound: def __init__(self, file_name: str): # If we should pull from local resources, replace with proper path if file_name.startswith(":resources:"): import os path = os.path.dirname(os.path.abspath(__file__)) file_name = f"{path}/resources/{file_name[11:]}" if not Path(file_name).is_file(): raise FileNotFoundError(f"The sound file '{file_name}' is not a file or can't be read") self.file_name = file_name self.player =
[docs] def play(self): if self.player.is_queued: player = else:
[docs]class PlaysoundException(Exception): pass
def _load_sound_library(): """ Special code for Windows so we grab the proper library from our directory. Otherwise hope the correct package is installed. """ import pyglet_ffmpeg2 pyglet_ffmpeg2.load_ffmpeg() # Initialize static function variable _load_sound_library._sound_library_loaded = False # type: ignore # dynamic attribute on function obj
[docs]def load_sound(file_name: str): """ Load a sound. Support for .wav files. If ffmpeg is available, will work with ogg and mp3 as well. :param str file_name: Name of the sound file to load. :returns: Sound object :rtype: Sound """ try: sound = Sound(file_name) return sound except Exception as e: print(f"Unable to load sound file: \"{file_name}\". Exception: {e}") return None
[docs]def play_sound(sound: Sound): """ Play a sound. :param Sound sound: Sound loaded by load_sound. Do NOT use a string here for the filename. """ if sound is None: print("Unable to play sound, no data passed in.") return elif isinstance(sound, str): msg = "Error, passed in a string as a sound. " +\ "Make sure to use load_sound first, and use that result in play_sound." raise Exception(msg) try: except Exception as e: print("Error playing sound.", e)
[docs]def stop_sound(sound: """ Stop a sound that is currently playing. :param sound: """ # noinspection PyUnresolvedReferences sound.pause()