I am working on a program to play a song and at the same time light up a 45 led Neopixel strip. The problem is when I am running the code using sudo the sound is not working (I am using a soundwave USB to audio sound card) but the lights work (i tried it using a separate test program for just lights) and on the other hand when I run the program without sudo in terminal using (python3 test_light_led.py) the sound works but now the lights don't work.
Has anyone worked on something like this? I have been searching a lot of places for a solution but couldn't find one.
THis is my current code. Any help would be appriciated.
import os
import playsound
import neopixel
import board
from adafruit_led_animation.animation.pulse import Pulse
from adafruit_led_animation.color import AMBER
pixel_pin = board.D18
pixel_num = 45
pixels = neopixel.NeoPixel(pixel_pin, pixel_num, brightness = 1, auto_write = False)
pulse = Pulse(pixels, speed = 0.1, color = AMBER, period = 3)
while True:
playsound.playsound("Happy_Voice.wav")
pulse.animate()
I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
The reason I told the program to sleep is because I wanted a way to keep it running without typing lots of code. I had the same problem and the sound didn't play because the program closed immediately after trying to play the music.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
If you want to play a single wav file, you have to initialize the module and create a pygame.mixer.Sound() object from the file. Invoke play() to start playing the file. Finally, you have to wait for the file to play.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
Alternatively you can use pygame.mixer.get_busy to test if a sound is being mixed. Query the status of the mixer continuously in a loop.
In the loop, you need to delay the time by either pygame.time.delay or pygame.time.Clock.tick. In addition, you need to handle the events in the application loop. See pygame.event.get() respectively pygame.event.pump():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
Many of the posts are running all of this at toplevel, which is why the sound may seem to close. The final method will return while the sound is playing, which closes the program/terminal/process (depending on how called).
What you will eventually want is a probably a class that can call either single time playback or a looping function (both will be called, and will play over each other) for background music and single sound effects.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
this code covers the init for ONLY mixer (you need to figure our your root context and where the individual calls should be made for playback, at least 1 level inside root context to be able to rely on the main event loop preventing premature exit of sound files, YOU SHOULD NOT NEED TIME.SLEEP() AT ALL (very anti-pattern here).... ALSO whatever context calls the looping forever bg_music, it will probably be some 'level' or 'scene' or similar in your game/app context, when passing from one 'scene' to the next you will probably want to immediately replace the bg_music with the file for next 'scene', and if you need the fine-grained control stopping the sound_effect objects that are set to play once (or N times)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.
I am writing a script in kivymd to toggle an LED which is connected to a microcontroller. The script is supposed to send a socket UDP msg to the MCU server, which includes a command to toggle the LED. The script works fine on windows, and the building with buildozer is successful (although not shown in this script but I tried another version to simply print hello world to an MDLabel and it worked) but whenever I press the btn_led on Android, the application shuts down. Any ideas why this is happening and how to fix it?
from kivymd.app import MDApp
from kivymd.uix.button import MDFlatButton
from kivy.uix.screenmanager import Screen
import socket
class TableApp(MDApp):
def build(self):
# Add Widgets
screen = Screen()
btn_led = MDFlatButton(text="Toggle LED", on_release=self.toggle_led,
pos_hint={"center_x": 0.5, "center_y": 0.5})
screen.add_widget(btn_led)
return screen
def toggle_led(self, event):
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
s.sendto(b"LED", ("10.0.0.167", 1111))
s.close()
TableApp().run()
I just learned that the buildozer.spec file contains permissions which can be configured to include INTERNET. I uncommented the permissions line which contains INTERNET by default and everything worked like a charm!
The LED of my camera is not turning off even when the process is finished. I've simply created a function to capture the image and then the camera must be turned off, but that's not happening.
I've even tried writing .release() function and .VideoCaptureRelease() function, but all went in vain.
The Python version I'm using is 3.6.9, on Linux (Ubuntu 18.04), on PyCharm IDE 19.3.2. On top of all openCV version is 4.1.2.30.
The problem didn't occur in openCV 4.1.0.25!
Anyhow, in the latest version of OpenCV, out of the blue, the LED is permanently on after using the camera. Here's the code of my small task:
from cv2 import *
import os
class Camera:
def capture_pic():
cam = VideoCapture(0)
s, img = cam.read()
if s:
namedWindow("cam-test", flags=WINDOW_AUTOSIZE)
imshow("cam-test", img)
waitKey(0)
destroyWindow("cam-test")
imwrite("test_pic.jpg", img) # save image
imshow('test_pic.jpg', img)
waitKey(0)
destroyAllWindows()
cam.release() # Used but no results
Camera.capture_pic()
Any suggestions or help would be appreciated.
Thanks in advance
This issue was first reported here and it seems to be caused by a problem in the MSMF capture backend.
Some people report that a temporary fix is to set the following environment variable to 0 before running the script:
export OPENCV_VIDEOIO_PRIORITY_MSMF=0
You could release the cam after your if statement and just after that enter in an infinite while loop to keep the openCV screen opened.
Additionally, You could add a conditional with a waitkey to break the loop and then close the window.
from cv2 import *
import os
class Camera:
def capture_pic():
cam = VideoCapture(0)
s, img = cam.read()
if s:
namedWindow("cam-test", flags=WINDOW_AUTOSIZE)
imshow("cam-test", img)
destroyWindow("cam-test")
imwrite("test_pic.jpg", img) # save image
cv2.imshow('test_pic.jpg', img)
cam.release() # release the cam just after showing your image.
while True:
if cv2.waitKey(1) & 0xFF == ord('q'):
destroyAllWindows()
break
Camera.capture_pic()
I am writing a specific program.
This program is supposed to work with a Raspberry Pi,
I will be using Raspbian with Python.
I want to try and make a colour sequence using really simple print statements.
I want to be able to adapt this code for the raspberry pi.
Here's my code so far, but I wanted to put seperate colours, the reason for this is because there ware going to be seperate LEDs on the breadboard, each that have a different colour.
I also want the program to end, once I press a key, but i don't really know if I'm doing any of this right.
Here's what I've got so far:
import RPi.GPIO
import time
LED = ["Red", "Pink", "Green", "Purple"]
def setup():
GPIO.setmode(GPIO.BCM)
GPIO.setmode(GPIO.BOARD)
GPIO.setup(18,GPIO.OUT)
GPIO.setwarnings(false)
print ("LED On!")
def led():
while True:
GPIO.output(18,GPIO.HIGH)
time.sleep(1)
GPIO.output(18,GPIO.LOW)
time.sleep(1)
def destroy():
GPIO.output(LED, GPIO.LOW)
GPIO.cleanup()
setup()
try:
led()
except KeyboardInterrupt:
destroy()