我有一些python代码用于在pygame中生成一些正弦波音频:
import pygame
from pygame.locals import *
import math
import numpy
def generate_sound(freq):
#setup our numpy array to handle 16 bit ints, which is what we set our mixer to expect with "bits" up above
buf = numpy.zeros((n_samples, 2), dtype = numpy.int16)
max_sample = 2**(bits - 1) - 1
for s in range(n_samples):
t = float(s)/sample_rate # time in seconds
buf[s][0] = int(round(max_sample*math.sin(2*math.pi*freq*t))) # left
buf[s][1] = int(round(max_sample*math.sin(2*math.pi*freq*t))) # right
return pygame.sndarray.make_sound(buf)
bits = 16
pygame.mixer.pre_init(44100, -bits, 2)
pygame.init()
pygame.mixer.fadeout(4000) #fade out time in milliseconds
size = (1200, 720)
screen = pygame.display.set_mode(size, pygame.HWSURFACE | pygame.DOUBLEBUF)
duration = 1.0 # in seconds
sample_rate = 44100
n_samples = int(round(duration*sample_rate))
#lower
sound_130_81 = generate_sound(130.81) #C
sound_146_83 = generate_sound(146.83) #D
sound_164_81 = generate_sound(164.81) #E
sound_174_61 = generate_sound(174.61) #F
sound_196_00 = generate_sound(196.00) #G
sound_220_00 = generate_sound(220.00) #A
sound_246_94 = generate_sound(246.94) #B
#middle
sound_261_63 = generate_sound(261.63) #C
sound_293_66 = generate_sound(293.66) #D
sound_329_63 = generate_sound(329.63) #E
sound_349_23 = generate_sound(349.23) #F
sound_392_00 = generate_sound(392.00) #G
sound_440_00 = generate_sound(440.00) #A
sound_493_88 = generate_sound(493.88) #B
#higher
sound_523_25 = generate_sound(523.25) #C
sound_587_33 = generate_sound(587.33) #D
sound_659_25 = generate_sound(659.25) #E
sound_698_46 = generate_sound(698.46) #F
sound_783_99 = generate_sound(783.99) #G
sound_880_00 = generate_sound(880.00) #A
sound_987_77 = generate_sound(987.77) #B
sound_1046_50 = generate_sound(1046.50) #C
#This will keep the sound playing forever, the quit event handling allows the pygame window to close without crashing
_running = True
while _running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
_running = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
_running = False
#lower notes DOWN
elif event.key == K_z:
sound_130_81.play(loops = -1)
elif event.key == K_x:
sound_146_83.play(loops = -1)
elif event.key == K_c:
sound_164_81.play(loops = -1)
elif event.key == K_v:
sound_174_61.play(loops = -1)
elif event.key == K_b:
sound_196_00.play(loops = -1)
elif event.key == K_n:
sound_220_00.play(loops = -1)
elif event.key == K_m:
sound_246_94.play(loops = -1)
elif event.key == K_COMMA:
sound_261_63.play(loops = -1)
#middle notes DOWN
elif event.key == K_a:
sound_261_63.play(loops = -1)
elif event.key == K_s:
sound_293_66.play(loops = -1)
elif event.key == K_d:
sound_329_63.play(loops = -1)
elif event.key == K_f:
sound_349_23.play(loops = -1)
elif event.key == K_g:
sound_392_00.play(loops = -1)
elif event.key == K_h:
sound_440_00.play(loops = -1)
elif event.key == K_j:
sound_493_88.play(loops = -1)
elif event.key == K_k:
sound_523_25.play(loops = -1)
#higher notes DOWN
elif event.key == K_q:
sound_523_25.play(loops = -1)
elif event.key == K_w:
sound_587_33.play(loops = -1)
elif event.key == K_e:
sound_659_25.play(loops = -1)
elif event.key == K_r:
sound_698_46.play(loops = -1)
elif event.key == K_t:
sound_783_99.play(loops = -1)
elif event.key == K_y:
sound_880_00.play(loops = -1)
elif event.key == K_u:
sound_987_77.play(loops = -1)
elif event.key == K_i:
sound_1046_50.play(loops = -1)
if event.type == KEYUP:
#lower notes UP
if event.key == K_z:
sound_130_81.stop()
elif event.key == K_x:
sound_146_83.stop()
elif event.key == K_c:
sound_164_81.stop()
elif event.key == K_v:
sound_174_61.stop()
elif event.key == K_b:
sound_196_00.stop()
elif event.key == K_n:
sound_220_00.stop()
elif event.key == K_m:
sound_246_94.stop()
elif event.key == K_COMMA:
sound_261_63.stop()
#middle notes UP
elif event.key == K_a:
sound_261_63.stop()
elif event.key == K_s:
sound_293_66.stop()
elif event.key == K_d:
sound_329_63.stop()
elif event.key == K_f:
sound_349_23.stop()
elif event.key == K_g:
sound_392_00.stop()
elif event.key == K_h:
sound_440_00.stop()
elif event.key == K_j:
sound_493_88.stop()
elif event.key == K_k:
sound_523_25.stop()
#higher notes UP
elif event.key == K_q:
sound_523_25.stop()
elif event.key == K_w:
sound_587_33.stop()
elif event.key == K_e:
sound_659_25.stop()
elif event.key == K_r:
sound_698_46.stop()
elif event.key == K_t:
sound_783_99.stop()
elif event.key == K_y:
sound_880_00.stop()
elif event.key == K_u:
sound_987_77.stop()
elif event.key == K_i:
sound_1046_50.stop()
pygame.quit()
当pygame窗口最初打开时,我得到了延迟。任何人都可以帮助优化此代码以消除此延迟?另外,如何让声音作为连续音符播放,而不是重复播放?
答案 0 :(得分:1)
我修改了你的代码以显示启动序列中的时间延迟(在我移动到开头的pygame.init()之后) 通过pygame.time.get_ticks()获取开始时间并在每个值得注意的点比较这是输出(数字是以毫秒为单位的时间)
right at the start 0
post mixer preinit 6
post mixer fadeout 21
screen made 373
before generating sounds 377
after generating sounds 3686
after full init 3689
基本上这个延迟都在“generate_sound()”调用的块中,你永远不会摆脱这个延迟,你正在生成大量的数组。您应该做的是在程序中使用单独的加载屏幕优雅地处理加载(查看线程以保持实时窗口并同时加载)