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reflect() returns a vector reflected of a given normal. reflect(Vector2) -> Vector2 Returns a new vector that points in the direction as if self would bounce of a surface characterized by the given surface normal. The length of the new vector is the same as self's.
pygame.ref.math#pygame.math.Vector2.reflect
reflect_ip() reflect the vector of a given normal in place. reflect_ip(Vector2) -> None Changes the direction of self as if it would have been reflected of a surface with the given surface normal.
pygame.ref.math#pygame.math.Vector2.reflect_ip
rotate() rotates a vector by a given angle in degrees. rotate(angle) -> Vector2 Returns a vector which has the same length as self but is rotated counterclockwise by the given angle in degrees.
pygame.ref.math#pygame.math.Vector2.rotate
rotate_ip() rotates the vector by a given angle in degrees in place. rotate_ip(angle) -> None Rotates the vector counterclockwise by the given angle in degrees. The length of the vector is not changed.
pygame.ref.math#pygame.math.Vector2.rotate_ip
rotate_ip_rad() rotates the vector by a given angle in radians in place. rotate_ip_rad(angle) -> None Rotates the vector counterclockwise by the given angle in radians. The length of the vector is not changed. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector2.rotate_ip_rad
rotate_rad() rotates a vector by a given angle in radians. rotate_rad(angle) -> Vector2 Returns a vector which has the same length as self but is rotated counterclockwise by the given angle in radians. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector2.rotate_rad
scale_to_length() scales the vector to a given length. scale_to_length(float) -> None Scales the vector so that it has the given length. The direction of the vector is not changed. You can also scale to length 0. If the vector is the zero vector (i.e. has length 0 thus no direction) a ValueError is raised.
pygame.ref.math#pygame.math.Vector2.scale_to_length
slerp() returns a spherical interpolation to the given vector. slerp(Vector2, float) -> Vector2 Calculates the spherical interpolation from self to the given Vector. The second argument - often called t - must be in the range [-1, 1]. It parametrizes where - in between the two vectors - the result should be. If a ne...
pygame.ref.math#pygame.math.Vector2.slerp
update() Sets the coordinates of the vector. update() -> None update(int) -> None update(float) -> None update(Vector2) -> None update(x, y) -> None update((x, y)) -> None Sets coordinates x and y in place. New in pygame 1.9.5.
pygame.ref.math#pygame.math.Vector2.update
pygame.math.Vector3 a 3-Dimensional Vector Vector3() -> Vector3 Vector3(int) -> Vector3 Vector3(float) -> Vector3 Vector3(Vector3) -> Vector3 Vector3(x, y, z) -> Vector3 Vector3((x, y, z)) -> Vector3 Some general information about the Vector3 class. dot() calculates the dot- or scalar-product with the other vect...
pygame.ref.math#pygame.math.Vector3
angle_to() calculates the angle to a given vector in degrees. angle_to(Vector3) -> float Returns the angle between self and the given vector.
pygame.ref.math#pygame.math.Vector3.angle_to
as_spherical() returns a tuple with radial distance, inclination and azimuthal angle. as_spherical() -> (r, theta, phi) Returns a tuple (r, theta, phi) where r is the radial distance, theta is the inclination angle and phi is the azimuthal angle.
pygame.ref.math#pygame.math.Vector3.as_spherical
cross() calculates the cross- or vector-product cross(Vector3) -> Vector3 calculates the cross-product.
pygame.ref.math#pygame.math.Vector3.cross
distance_squared_to() calculates the squared Euclidean distance to a given vector. distance_squared_to(Vector3) -> float
pygame.ref.math#pygame.math.Vector3.distance_squared_to
distance_to() calculates the Euclidean distance to a given vector. distance_to(Vector3) -> float
pygame.ref.math#pygame.math.Vector3.distance_to
dot() calculates the dot- or scalar-product with the other vector dot(Vector3) -> float
pygame.ref.math#pygame.math.Vector3.dot
elementwise() The next operation will be performed elementwise. elementwise() -> VectorElementwiseProxy Applies the following operation to each element of the vector.
pygame.ref.math#pygame.math.Vector3.elementwise
from_spherical() Sets x, y and z from a spherical coordinates 3-tuple. from_spherical((r, theta, phi)) -> None Sets x, y and z from a tuple (r, theta, phi) where r is the radial distance, theta is the inclination angle and phi is the azimuthal angle.
pygame.ref.math#pygame.math.Vector3.from_spherical
is_normalized() tests if the vector is normalized i.e. has length == 1. is_normalized() -> Bool Returns True if the vector has length equal to 1. Otherwise it returns False.
pygame.ref.math#pygame.math.Vector3.is_normalized
length() returns the Euclidean length of the vector. length() -> float calculates the Euclidean length of the vector which follows from the Pythagorean theorem: vec.length() == math.sqrt(vec.x**2 + vec.y**2 + vec.z**2)
pygame.ref.math#pygame.math.Vector3.length
length_squared() returns the squared Euclidean length of the vector. length_squared() -> float calculates the Euclidean length of the vector which follows from the Pythagorean theorem: vec.length_squared() == vec.x**2 + vec.y**2 + vec.z**2. This is faster than vec.length() because it avoids the square root.
pygame.ref.math#pygame.math.Vector3.length_squared
lerp() returns a linear interpolation to the given vector. lerp(Vector3, float) -> Vector3 Returns a Vector which is a linear interpolation between self and the given Vector. The second parameter determines how far between self an other the result is going to be. It must be a value between 0 and 1, where 0 means sel...
pygame.ref.math#pygame.math.Vector3.lerp
magnitude() returns the Euclidean magnitude of the vector. magnitude() -> float calculates the magnitude of the vector which follows from the theorem: vec.magnitude() == math.sqrt(vec.x**2 + vec.y**2 + vec.z**2)
pygame.ref.math#pygame.math.Vector3.magnitude
magnitude_squared() returns the squared Euclidean magnitude of the vector. magnitude_squared() -> float calculates the magnitude of the vector which follows from the theorem: vec.magnitude_squared() == vec.x**2 + vec.y**2 + vec.z**2. This is faster than vec.magnitude() because it avoids the square root.
pygame.ref.math#pygame.math.Vector3.magnitude_squared
normalize() returns a vector with the same direction but length 1. normalize() -> Vector3 Returns a new vector that has length equal to 1 and the same direction as self.
pygame.ref.math#pygame.math.Vector3.normalize
normalize_ip() normalizes the vector in place so that its length is 1. normalize_ip() -> None Normalizes the vector so that it has length equal to 1. The direction of the vector is not changed.
pygame.ref.math#pygame.math.Vector3.normalize_ip
reflect() returns a vector reflected of a given normal. reflect(Vector3) -> Vector3 Returns a new vector that points in the direction as if self would bounce of a surface characterized by the given surface normal. The length of the new vector is the same as self's.
pygame.ref.math#pygame.math.Vector3.reflect
reflect_ip() reflect the vector of a given normal in place. reflect_ip(Vector3) -> None Changes the direction of self as if it would have been reflected of a surface with the given surface normal.
pygame.ref.math#pygame.math.Vector3.reflect_ip
rotate() rotates a vector by a given angle in degrees. rotate(angle, Vector3) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise by the given angle in degrees around the given axis.
pygame.ref.math#pygame.math.Vector3.rotate
rotate_ip() rotates the vector by a given angle in degrees in place. rotate_ip(angle, Vector3) -> None Rotates the vector counterclockwise around the given axis by the given angle in degrees. The length of the vector is not changed.
pygame.ref.math#pygame.math.Vector3.rotate_ip
rotate_ip_rad() rotates the vector by a given angle in radians in place. rotate_ip_rad(angle, Vector3) -> None Rotates the vector counterclockwise around the given axis by the given angle in radians. The length of the vector is not changed. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector3.rotate_ip_rad
rotate_rad() rotates a vector by a given angle in radians. rotate_rad(angle, Vector3) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise by the given angle in radians around the given axis. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector3.rotate_rad
rotate_x() rotates a vector around the x-axis by the angle in degrees. rotate_x(angle) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise around the x-axis by the given angle in degrees.
pygame.ref.math#pygame.math.Vector3.rotate_x
rotate_x_ip() rotates the vector around the x-axis by the angle in degrees in place. rotate_x_ip(angle) -> None Rotates the vector counterclockwise around the x-axis by the given angle in degrees. The length of the vector is not changed.
pygame.ref.math#pygame.math.Vector3.rotate_x_ip
rotate_x_ip_rad() rotates the vector around the x-axis by the angle in radians in place. rotate_x_ip_rad(angle) -> None Rotates the vector counterclockwise around the x-axis by the given angle in radians. The length of the vector is not changed. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector3.rotate_x_ip_rad
rotate_x_rad() rotates a vector around the x-axis by the angle in radians. rotate_x_rad(angle) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise around the x-axis by the given angle in radians. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector3.rotate_x_rad
rotate_y() rotates a vector around the y-axis by the angle in degrees. rotate_y(angle) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise around the y-axis by the given angle in degrees.
pygame.ref.math#pygame.math.Vector3.rotate_y
rotate_y_ip() rotates the vector around the y-axis by the angle in degrees in place. rotate_y_ip(angle) -> None Rotates the vector counterclockwise around the y-axis by the given angle in degrees. The length of the vector is not changed.
pygame.ref.math#pygame.math.Vector3.rotate_y_ip
rotate_y_ip_rad() rotates the vector around the y-axis by the angle in radians in place. rotate_y_ip_rad(angle) -> None Rotates the vector counterclockwise around the y-axis by the given angle in radians. The length of the vector is not changed. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector3.rotate_y_ip_rad
rotate_y_rad() rotates a vector around the y-axis by the angle in radians. rotate_y_rad(angle) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise around the y-axis by the given angle in radians. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector3.rotate_y_rad
rotate_z() rotates a vector around the z-axis by the angle in degrees. rotate_z(angle) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise around the z-axis by the given angle in degrees.
pygame.ref.math#pygame.math.Vector3.rotate_z
rotate_z_ip() rotates the vector around the z-axis by the angle in degrees in place. rotate_z_ip(angle) -> None Rotates the vector counterclockwise around the z-axis by the given angle in degrees. The length of the vector is not changed.
pygame.ref.math#pygame.math.Vector3.rotate_z_ip
rotate_z_ip_rad() rotates the vector around the z-axis by the angle in radians in place. rotate_z_ip_rad(angle) -> None Rotates the vector counterclockwise around the z-axis by the given angle in radians. The length of the vector is not changed.
pygame.ref.math#pygame.math.Vector3.rotate_z_ip_rad
rotate_z_rad() rotates a vector around the z-axis by the angle in radians. rotate_z_rad(angle) -> Vector3 Returns a vector which has the same length as self but is rotated counterclockwise around the z-axis by the given angle in radians. New in pygame 2.0.0.
pygame.ref.math#pygame.math.Vector3.rotate_z_rad
scale_to_length() scales the vector to a given length. scale_to_length(float) -> None Scales the vector so that it has the given length. The direction of the vector is not changed. You can also scale to length 0. If the vector is the zero vector (i.e. has length 0 thus no direction) a ValueError is raised.
pygame.ref.math#pygame.math.Vector3.scale_to_length
slerp() returns a spherical interpolation to the given vector. slerp(Vector3, float) -> Vector3 Calculates the spherical interpolation from self to the given Vector. The second argument - often called t - must be in the range [-1, 1]. It parametrizes where - in between the two vectors - the result should be. If a ne...
pygame.ref.math#pygame.math.Vector3.slerp
update() Sets the coordinates of the vector. update() -> None update(int) -> None update(float) -> None update(Vector3) -> None update(x, y, z) -> None update((x, y, z)) -> None Sets coordinates x, y, and z in place. New in pygame 1.9.5.
pygame.ref.math#pygame.math.Vector3.update
pygame.midi pygame module for interacting with midi input and output. New in pygame 1.9.0. The midi module can send output to midi devices and get input from midi devices. It can also list midi devices on the system. The midi module supports real and virtual midi devices. It uses the portmidi library. Is portabl...
pygame.ref.midi
pygame.midi.frequency_to_midi() Converts a frequency into a MIDI note. Rounds to the closest midi note. frequency_to_midi(midi_note) -> midi_note example: frequency_to_midi(27.5) == 21 New in pygame 1.9.5.
pygame.ref.midi#pygame.midi.frequency_to_midi
pygame.midi.get_count() gets the number of devices. get_count() -> num_devices Device ids range from 0 to get_count() - 1
pygame.ref.midi#pygame.midi.get_count
pygame.midi.get_default_input_id() gets default input device number get_default_input_id() -> default_id The following describes the usage details for this function and the get_default_output_id() function. Return the default device ID or -1 if there are no devices. The result can be passed to the Input/Output class...
pygame.ref.midi#pygame.midi.get_default_input_id
pygame.midi.get_default_output_id() gets default output device number get_default_output_id() -> default_id See get_default_input_id() for usage details.
pygame.ref.midi#pygame.midi.get_default_output_id
pygame.midi.get_device_info() returns information about a midi device get_device_info(an_id) -> (interf, name, input, output, opened) get_device_info(an_id) -> None Gets the device info for a given id. Parameters: an_id (int) -- id of the midi device being queried Returns: if the id is out of range None is r...
pygame.ref.midi#pygame.midi.get_device_info
pygame.midi.get_init() returns True if the midi module is currently initialized get_init() -> bool Gets the initialization state of the pygame.midi module. Returns: True if the pygame.midi module is currently initialized. Return type: bool New in pygame 1.9.5.
pygame.ref.midi#pygame.midi.get_init
pygame.midi.init() initialize the midi module init() -> None Initializes the pygame.midi module. Must be called before using the pygame.midi module. It is safe to call this more than once.
pygame.ref.midi#pygame.midi.init
pygame.midi.Input Input is used to get midi input from midi devices. Input(device_id) -> None Input(device_id, buffer_size) -> None Parameters: device_id (int) -- midi device id buffer_size (int) -- (optional) the number of input events to be buffered close() closes a midi stream, flushing any pend...
pygame.ref.midi#pygame.midi.Input
close() closes a midi stream, flushing any pending buffers. close() -> None PortMidi attempts to close open streams when the application exits. Note This is particularly difficult under Windows.
pygame.ref.midi#pygame.midi.Input.close
poll() returns True if there's data, or False if not. poll() -> bool Used to indicate if any data exists. Returns: True if there is data, False otherwise Return type: bool Raises: MidiException -- on error
pygame.ref.midi#pygame.midi.Input.poll
read() reads num_events midi events from the buffer. read(num_events) -> midi_event_list Reads from the input buffer and gives back midi events. Parameters: num_events (int) -- number of input events to read Returns: the format for midi_event_list is [[[status, data1, data2, data3], timestamp], ...] Retur...
pygame.ref.midi#pygame.midi.Input.read
pygame.midi.midi_to_ansi_note() Returns the Ansi Note name for a midi number. midi_to_ansi_note(midi_note) -> ansi_note example: midi_to_ansi_note(21) == 'A0' New in pygame 1.9.5.
pygame.ref.midi#pygame.midi.midi_to_ansi_note
pygame.midi.midi_to_frequency() Converts a midi note to a frequency. midi_to_frequency(midi_note) -> frequency example: midi_to_frequency(21) == 27.5 New in pygame 1.9.5.
pygame.ref.midi#pygame.midi.midi_to_frequency
exception pygame.midi.MidiException exception that pygame.midi functions and classes can raise MidiException(errno) -> None
pygame.ref.midi#pygame.midi.MidiException
pygame.midi.midis2events() converts midi events to pygame events midis2events(midi_events, device_id) -> [Event, ...] Takes a sequence of midi events and returns list of pygame events. The midi_events data is expected to be a sequence of ((status, data1, data2, data3), timestamp) midi events (all values required). ...
pygame.ref.midi#pygame.midi.midis2events
pygame.midi.Output Output is used to send midi to an output device Output(device_id) -> None Output(device_id, latency=0) -> None Output(device_id, buffer_size=256) -> None Output(device_id, latency, buffer_size) -> None The buffer_size specifies the number of output events to be buffered waiting for output. In some...
pygame.ref.midi#pygame.midi.Output
abort() terminates outgoing messages immediately abort() -> None The caller should immediately close the output port; this call may result in transmission of a partial midi message. There is no abort for Midi input because the user can simply ignore messages in the buffer and close an input device at any time.
pygame.ref.midi#pygame.midi.Output.abort
close() closes a midi stream, flushing any pending buffers. close() -> None PortMidi attempts to close open streams when the application exits. Note This is particularly difficult under Windows.
pygame.ref.midi#pygame.midi.Output.close
note_off() turns a midi note off (note must be on) note_off(note, velocity=None, channel=0) -> None Turn a note off in the output stream. The note must already be on for this to work correctly.
pygame.ref.midi#pygame.midi.Output.note_off
note_on() turns a midi note on (note must be off) note_on(note, velocity=None, channel=0) -> None Turn a note on in the output stream. The note must already be off for this to work correctly.
pygame.ref.midi#pygame.midi.Output.note_on
pitch_bend() modify the pitch of a channel. set_instrument(value=0, channel=0) -> None Adjust the pitch of a channel. The value is a signed integer from -8192 to +8191. For example, 0 means "no change", +4096 is typically a semitone higher, and -8192 is 1 whole tone lower (though the musical range corresponding to t...
pygame.ref.midi#pygame.midi.Output.pitch_bend
set_instrument() select an instrument, with a value between 0 and 127 set_instrument(instrument_id, channel=0) -> None Select an instrument.
pygame.ref.midi#pygame.midi.Output.set_instrument
write() writes a list of midi data to the Output write(data) -> None Writes series of MIDI information in the form of a list. Parameters: data (list) -- data to write, the expected format is [[[status, data1=0, data2=0, ...], timestamp], ...] with the data# fields being optional Raises: IndexError -- if mor...
pygame.ref.midi#pygame.midi.Output.write
write_short() writes up to 3 bytes of midi data to the Output write_short(status) -> None write_short(status, data1=0, data2=0) -> None Output MIDI information of 3 bytes or less. The data fields are optional and assumed to be 0 if omitted. Examples of status byte values: 0xc0 # program change 0x90 # note on # etc...
pygame.ref.midi#pygame.midi.Output.write_short
write_sys_ex() writes a timestamped system-exclusive midi message. write_sys_ex(when, msg) -> None Writes a timestamped system-exclusive midi message. Parameters: msg (list[int] or str) -- midi message when -- timestamp in milliseconds Example: midi_output.write_sys_ex(0, '\xF0\x7D\x10\x11\x12\x13\xF7'...
pygame.ref.midi#pygame.midi.Output.write_sys_ex
pygame.midi.quit() uninitialize the midi module quit() -> None Uninitializes the pygame.midi module. If pygame.midi.init() was called to initialize the pygame.midi module, then this function will be called automatically when your program exits. It is safe to call this function more than once.
pygame.ref.midi#pygame.midi.quit
pygame.midi.time() returns the current time in ms of the PortMidi timer time() -> time The time is reset to 0 when the pygame.midi module is initialized.
pygame.ref.midi#pygame.midi.time
pygame.mixer pygame module for loading and playing sounds This module contains classes for loading Sound objects and controlling playback. The mixer module is optional and depends on SDL_mixer. Your program should test that pygame.mixer is available and initialized before using it. The mixer module has a limited n...
pygame.ref.mixer
pygame.mixer.Channel Create a Channel object for controlling playback Channel(id) -> Channel Return a Channel object for one of the current channels. The id must be a value from 0 to the value of pygame.mixer.get_num_channels(). The Channel object can be used to get fine control over the playback of Sounds. A channe...
pygame.ref.mixer#pygame.mixer.Channel
fadeout() stop playback after fading channel out fadeout(time) -> None Stop playback of a channel after fading out the sound over the given time argument in milliseconds.
pygame.ref.mixer#pygame.mixer.Channel.fadeout
get_busy() check if the channel is active get_busy() -> bool Returns True if the channel is actively mixing sound. If the channel is idle this returns False.
pygame.ref.mixer#pygame.mixer.Channel.get_busy
get_endevent() get the event a channel sends when playback stops get_endevent() -> type Returns the event type to be sent every time the Channel finishes playback of a Sound. If there is no endevent the function returns pygame.NOEVENT.
pygame.ref.mixer#pygame.mixer.Channel.get_endevent
get_queue() return any Sound that is queued get_queue() -> Sound If a Sound is already queued on this channel it will be returned. Once the queued sound begins playback it will no longer be on the queue.
pygame.ref.mixer#pygame.mixer.Channel.get_queue
get_sound() get the currently playing Sound get_sound() -> Sound Return the actual Sound object currently playing on this channel. If the channel is idle None is returned.
pygame.ref.mixer#pygame.mixer.Channel.get_sound
get_volume() get the volume of the playing channel get_volume() -> value Return the volume of the channel for the current playing sound. This does not take into account stereo separation used by Channel.set_volume(). The Sound object also has its own volume which is mixed with the channel.
pygame.ref.mixer#pygame.mixer.Channel.get_volume
pause() temporarily stop playback of a channel pause() -> None Temporarily stop the playback of sound on a channel. It can be resumed at a later time with Channel.unpause()
pygame.ref.mixer#pygame.mixer.Channel.pause
play() play a Sound on a specific Channel play(Sound, loops=0, maxtime=0, fade_ms=0) -> None This will begin playback of a Sound on a specific Channel. If the Channel is currently playing any other Sound it will be stopped. The loops argument has the same meaning as in Sound.play(): it is the number of times to repe...
pygame.ref.mixer#pygame.mixer.Channel.play
queue() queue a Sound object to follow the current queue(Sound) -> None When a Sound is queued on a Channel, it will begin playing immediately after the current Sound is finished. Each channel can only have a single Sound queued at a time. The queued Sound will only play if the current playback finished automaticall...
pygame.ref.mixer#pygame.mixer.Channel.queue
set_endevent() have the channel send an event when playback stops set_endevent() -> None set_endevent(type) -> None When an endevent is set for a channel, it will send an event to the pygame queue every time a sound finishes playing on that channel (not just the first time). Use pygame.event.get() to retrieve the en...
pygame.ref.mixer#pygame.mixer.Channel.set_endevent
set_volume() set the volume of a playing channel set_volume(value) -> None set_volume(left, right) -> None Set the volume (loudness) of a playing sound. When a channel starts to play its volume value is reset. This only affects the current sound. The value argument is between 0.0 and 1.0. If one argument is passed, ...
pygame.ref.mixer#pygame.mixer.Channel.set_volume
stop() stop playback on a Channel stop() -> None Stop sound playback on a channel. After playback is stopped the channel becomes available for new Sounds to play on it.
pygame.ref.mixer#pygame.mixer.Channel.stop
unpause() resume pause playback of a channel unpause() -> None Resume the playback on a paused channel.
pygame.ref.mixer#pygame.mixer.Channel.unpause
pygame.mixer.fadeout() fade out the volume on all sounds before stopping fadeout(time) -> None This will fade out the volume on all active channels over the time argument in milliseconds. After the sound is muted the playback will stop.
pygame.ref.mixer#pygame.mixer.fadeout
pygame.mixer.find_channel() find an unused channel find_channel(force=False) -> Channel This will find and return an inactive Channel object. If there are no inactive Channels this function will return None. If there are no inactive channels and the force argument is True, this will find the Channel with the longest...
pygame.ref.mixer#pygame.mixer.find_channel
pygame.mixer.get_busy() test if any sound is being mixed get_busy() -> bool Returns True if the mixer is busy mixing any channels. If the mixer is idle then this return False.
pygame.ref.mixer#pygame.mixer.get_busy
pygame.mixer.get_init() test if the mixer is initialized get_init() -> (frequency, format, channels) If the mixer is initialized, this returns the playback arguments it is using. If the mixer has not been initialized this returns None.
pygame.ref.mixer#pygame.mixer.get_init
pygame.mixer.get_num_channels() get the total number of playback channels get_num_channels() -> count Returns the number of currently active playback channels.
pygame.ref.mixer#pygame.mixer.get_num_channels
pygame.mixer.get_sdl_mixer_version() get the mixer's SDL version get_sdl_mixer_version() -> (major, minor, patch) get_sdl_mixer_version(linked=True) -> (major, minor, patch) Parameters: linked (bool) -- if True (default) the linked version number is returned, otherwise the compiled version number is returned ...
pygame.ref.mixer#pygame.mixer.get_sdl_mixer_version
pygame.mixer.init() initialize the mixer module init(frequency=44100, size=-16, channels=2, buffer=512, devicename=None, allowedchanges=AUDIO_ALLOW_FREQUENCY_CHANGE | AUDIO_ALLOW_CHANNELS_CHANGE) -> None Initialize the mixer module for Sound loading and playback. The default arguments can be overridden to provide sp...
pygame.ref.mixer#pygame.mixer.init
pygame.mixer.music pygame module for controlling streamed audio The music module is closely tied to pygame.mixer. Use the music module to control the playback of music in the sound mixer. The difference between the music playback and regular Sound playback is that the music is streamed, and never actually loaded a...
pygame.ref.music
pygame.mixer.music.fadeout() stop music playback after fading out fadeout(time) -> None Fade out and stop the currently playing music. The time argument denotes the integer milliseconds for which the fading effect is generated. Note, that this function blocks until the music has faded out. Calls to fadeout() and set...
pygame.ref.music#pygame.mixer.music.fadeout
pygame.mixer.music.get_busy() check if the music stream is playing get_busy() -> bool Returns True when the music stream is actively playing. When the music is idle this returns False. In pygame 2.0.1 and above this function returns False when the music is paused. In pygame 1 it returns True when the music is paused...
pygame.ref.music#pygame.mixer.music.get_busy