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pygame.mixer.music
- pygame module for controlling streamed audio
— Load a music file for playback — Unload the currently loaded music to free up resources — Start the playback of the music stream — restart music — stop the music playback — temporarily stop music playback — resume paused music — stop music playback after fading out — set the music volume — get the music volume — check if the music stream is playing — set position to play from — get the music play time — queue a sound file to follow the current — have the music send an event when playback stops — get the event a channel sends when playback stops The music module is closely tied to
pygame.mixer
pygame module for loading and playing sounds. 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 all at once. The mixer system only supports a single music stream at once.
Be aware that
MP3
support is limited. On some systems an unsupported format can crash the program,e.g
. Debian Linux. Consider usingOGG
instead.-
pygame.mixer.music.
load
()¶ - Load a music file for playbackload(filename) -> Noneload(fileobj, namehint="") -> None
This will load a music filename/file object and prepare it for playback. If a music stream is already playing it will be stopped. This does not start the music playing.
If you are loading from a file object, the namehint parameter can be used to specify the type of music data in the object. For example:
load(fileobj, "ogg")
.Changed in pygame 2.0.2: Added optional
namehint
argument
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pygame.mixer.music.
unload
()¶ - Unload the currently loaded music to free up resourcesunload() -> None
This closes resources like files for any music that may be loaded.
New in pygame 2.0.0.
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pygame.mixer.music.
play
()¶ - Start the playback of the music streamplay(loops=0, start=0.0, fade_ms=0) -> None
This will play the loaded music stream. If the music is already playing it will be restarted.
loops
is an optional integer argument, which is0
by default, which indicates how many times to repeat the music. The music repeats indefinitely if this argument is set to-1
.start
is an optional float argument, which is0.0
by default, which denotes the position in time from which the music starts playing. The starting position depends on the format of the music played.MP3
andOGG
use the position as time in seconds. ForMP3
files the start time position selected may not be accurate as things like variable bit rate encoding and ID3 tags can throw off the timing calculations. ForMOD
music it is the pattern order number. Passing a start position will raise a NotImplementedError if the start position cannot be set.fade_ms
is an optional integer argument, which is0
by default, which denotes the period of time (in milliseconds) over which the music will fade up from volume level0.0
to full volume (or the volume level previously set byset_volume()
). The sample may end before the fade-in is complete. If the music is already streamingfade_ms
is ignored.Changed in pygame 2.0.0: Added optional
fade_ms
argument
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pygame.mixer.music.
rewind
()¶ - restart musicrewind() -> None
Resets playback of the current music to the beginning. If
pause()
has previoulsy been used to pause the music, the music will remain paused.
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pygame.mixer.music.
stop
()¶ - stop the music playbackstop() -> None
Stops the music playback if it is currently playing. endevent will be triggered, if set. It won't unload the music.
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pygame.mixer.music.
pause
()¶ - temporarily stop music playbackpause() -> None
Temporarily stop playback of the music stream. It can be resumed with the
unpause()
function.
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pygame.mixer.music.
unpause
()¶ - resume paused musicunpause() -> None
This will resume the playback of a music stream after it has been paused.
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pygame.mixer.music.
fadeout
()¶ - stop music playback after fading outfadeout(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()
andset_volume()
will have no effect during this time. If an event was set usingset_endevent()
it will be called after the music has faded.
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pygame.mixer.music.
set_volume
()¶ - set the music volumeset_volume(volume) -> None
Set the volume of the music playback.
The
volume
argument is a float between0.0
and1.0
that sets the volume level. When new music is loaded the volume is reset to full volume. Ifvolume
is a negative value it will be ignored and the volume will remain set at the current level. If thevolume
argument is greater than1.0
, the volume will be set to1.0
.
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pygame.mixer.music.
get_volume
()¶ - get the music volumeget_volume() -> value
Returns the current volume for the mixer. The value will be between
0.0
and1.0
.
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pygame.mixer.music.
get_busy
()¶ - check if the music stream is playingget_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.
Changed in pygame 2.0.1: Returns False when music paused.
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pygame.mixer.music.
set_pos
()¶ - set position to play fromset_pos(pos) -> None
This sets the position in the music file where playback will start. The meaning of "pos", a float (or a number that can be converted to a float), depends on the music format.
For
MOD
files, pos is the integer pattern number in the module. ForOGG
it is the absolute position, in seconds, from the beginning of the sound. ForMP3
files, it is the relative position, in seconds, from the current position. For absolute positioning in anMP3
file, first callrewind()
.Other file formats are unsupported. Newer versions of SDL_mixer have better positioning support than earlier ones. An SDLError is raised if a particular format does not support positioning.
Function
set_pos()
calls underlining SDL_mixer functionMix_SetMusicPosition
.New in pygame 1.9.2.
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pygame.mixer.music.
get_pos
()¶ - get the music play timeget_pos() -> time
This gets the number of milliseconds that the music has been playing for. The returned time only represents how long the music has been playing; it does not take into account any starting position offsets.
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pygame.mixer.music.
queue
()¶ - queue a sound file to follow the currentqueue(filename) -> Nonequeue(fileobj, namehint="", loops=0) -> None
This will load a sound file and queue it. A queued sound file will begin as soon as the current sound naturally ends. Only one sound can be queued at a time. Queuing a new sound while another sound is queued will result in the new sound becoming the queued sound. Also, if the current sound is ever stopped or changed, the queued sound will be lost.
If you are loading from a file object, the namehint parameter can be used to specify the type of music data in the object. For example:
queue(fileobj, "ogg")
.The following example will play music by Bach six times, then play music by Mozart once:
pygame.mixer.music.load('bach.ogg') pygame.mixer.music.play(5) # Plays six times, not five! pygame.mixer.music.queue('mozart.ogg')
Changed in pygame 2.0.2: Added optional
namehint
argument
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pygame.mixer.music.
set_endevent
()¶ - have the music send an event when playback stopsset_endevent() -> Noneset_endevent(type) -> None
This causes pygame to signal (by means of the event queue) when the music is done playing. The argument determines the type of event that will be queued.
The event will be queued every time the music finishes, not just the first time. To stop the event from being queued, call this method with no argument.
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pygame.mixer.music.
get_endevent
()¶ - get the event a channel sends when playback stopsget_endevent() -> type
Returns the event type to be sent every time the music finishes playback. If there is no endevent the function returns
pygame.NOEVENT
.
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