Reputation: 317
Here is a function from my program, it called when a key is pressed. What is supposed to happen is the key is pressed and a corresponding note is played, and a sine wave appears on the screen also. The sound plays fine, so I won't post any more code for the sound, but it is just the visual side of things that don't work, why won't this wave show?
WINDOWWIDTH = 640 # width of the program's window, in pixels
WINDOWHEIGHT = 480 # height in pixels
WIN_CENTERX = int(WINDOWWIDTH / 2) # the midpoint for the width of the window
WIN_CENTERY = int(WINDOWHEIGHT / 2) # the midpoint for the height of the window
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
fontObj = pygame.font.SysFont('freesansbold.ttf', 16)
FPSCLOCK = pygame.time.Clock()
# set up a bunch of constants
BLUE = ( 0, 0, 255)
WHITE = (255, 255, 255)
DARKRED = (128, 0, 0)
DARKBLUE = ( 0, 0, 128)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
DARKGREEN = ( 0, 128, 0)
YELLOW = (255, 255, 0)
DARKYELLOW = (128, 128, 0)
BLACK = ( 0, 0, 0)
BGCOLOR = WHITE
FPS = 160 # frames per second to run at
pause = False
# making text Surface and Rect objects for various labels
sinLabelSurf = fontObj.render('sine', True, RED, BGCOLOR)
squareLabelSurf = fontObj.render('square', True, BLUE, BGCOLOR)
sinLabelRect = sinLabelSurf.get_rect()
squareLabelRect = squareLabelSurf.get_rect()
def MakeSineWave(freq=1000):
#### visual part ####
xPos = 0
step = 0
AMPLITUDE = 80 # how many pixels tall the waves with rise/fall.
posRecord = {'sin': [], 'line': []}
yPos = -1 * math.sin(step) * AMPLITUDE
posRecord['sin'].append((int(xPos), int(yPos) + WIN_CENTERY))
# draw the sine ball and label
pygame.draw.circle(DISPLAYSURF, DARKRED, (int(xPos), int(yPos) + WIN_CENTERY), 10)
sinLabelRect.center = (int(xPos), int(yPos) + WIN_CENTERY + 20)
DISPLAYSURF.blit(sinLabelSurf, sinLabelRect)
# draw the waves from the previously recorded ball positions
for x, y in posRecord['sin']:
pygame.draw.circle(DISPLAYSURF, DARKRED, (x, y), 4)
# draw the border
pygame.draw.rect(DISPLAYSURF, BLACK, (0, 0, WINDOWWIDTH, WINDOWHEIGHT), 1)
pygame.display.update()
FPSCLOCK.tick(FPS)
if not pause:
xPos += 0.5
if xPos > WINDOWWIDTH:
xPos = 0
posRecord = {'sin': []}
step = 0
else:
step += 0.008
#### audial part ####
return MakeSound(SineWave(freq))
Upvotes: 0
Views: 2243
Reputation: 142651
You run MakeSineWave
only once - when button is pressed - but code which draws wave have to be run all the time in all loop. It draws longer wave in every loop.
It seems you ask in another question how to draw all wave and move only red ball - and answer need differen changes in MakeSineWave
then changes for this question.
EDIT: It is working code - but there is a mess - it needs less code directly in mainloop but more code in some new functions.
import pygame
from pygame.locals import *
import math
import numpy
#----------------------------------------------------------------------
# functions
#----------------------------------------------------------------------
def SineWave(freq=1000, volume=16000, length=1):
num_steps = length * SAMPLE_RATE
s = []
for n in range(num_steps):
value = int(math.sin(n * freq * (6.28318/SAMPLE_RATE) * length) * volume)
s.append( [value, value] )
return numpy.array(s)
#-------------------
def SquareWave(freq=1000, volume=100000, length=1):
num_steps = length * SAMPLE_RATE
s = []
length_of_plateau = int( SAMPLE_RATE / (2*freq) )
print num_steps, length_of_plateau
counter = 0
state = 1
for n in range(num_steps):
value = state * volume
s.append( [value, value] )
counter += 1
if counter == length_of_plateau:
counter = 0
state *= -1
return numpy.array(s)
#-------------------
def MakeSound(arr):
return pygame.sndarray.make_sound(arr)
#-------------------
def MakeSquareWave(freq=1000):
return MakeSound(SquareWave(freq))
#-------------------
def MakeSineWave(freq=1000):
return MakeSound(SineWave(freq))
#-------------------
def DrawSineWave():
# sine wave
yPos = -1 * math.sin(step) * AMPLITUDE
posRecord['sin'].append((int(xPos), int(yPos) + WIN_CENTERY))
if showSine:
# draw the sine ball and label
pygame.draw.circle(screen, RED, (int(xPos), int(yPos) + WIN_CENTERY), 10)
sinLabelRect.center = (int(xPos), int(yPos) + WIN_CENTERY + 20)
screen.blit(sinLabelSurf, sinLabelRect)
# draw the waves from the previously recorded ball positions
if showSine:
for x, y in posRecord['sin']:
pygame.draw.circle(screen, DARKRED, (x, y), 4)
#-------------------
def DrawSquareWave():
# square wave
posRecord['square'].append((int(xPos), int(yPosSquare) + WIN_CENTERY))
if showSquare:
# draw the square ball and label
pygame.draw.circle(screen, GREEN, (int(xPos), int(yPosSquare) + WIN_CENTERY), 10)
squareLabelRect.center = (int(xPos), int(yPosSquare) + WIN_CENTERY + 20)
screen.blit(squareLabelSurf, squareLabelRect)
# draw the waves from the previously recorded ball positions
if showSquare:
for x, y in posRecord['square']:
pygame.draw.circle(screen, BLUE, (x, y), 4)
#----------------------------------------------------------------------
# constants - (uppercase name)
#----------------------------------------------------------------------
# set up a bunch of constants
WHITE = (255, 255, 255)
DARKRED = (128, 0, 0)
RED = (255, 0, 0)
BLACK = ( 0, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
BGCOLOR = WHITE
WINDOWWIDTH = 1200 # width of the program's window, in pixels
WINDOWHEIGHT = 720 # height in pixels
WIN_CENTERX = int(WINDOWWIDTH / 2) # the midpoint for the width of the window
WIN_CENTERY = int(WINDOWHEIGHT / 2) # the midpoint for the height of the window
FPS = 160 # frames per second to run at
AMPLITUDE = 80 # how many pixels tall the waves with rise/fall.
#-------------------
SAMPLE_RATE = 22050 ## This many array entries == 1 second of sound.
SINE_WAVE_TYPE = 'Sine'
SQUARE_WAVE_TYPE = 'Square'
#----------------------------------------------------------------------
# main program
#----------------------------------------------------------------------
#-------------------
# variables (which don't depend on pygame)
#-------------------
sound_types = {SINE_WAVE_TYPE:SQUARE_WAVE_TYPE, SQUARE_WAVE_TYPE:SINE_WAVE_TYPE}
current_type = SINE_WAVE_TYPE
current_played = { 'z': None, 'c': None }
current_drawn = None
#-------------------
# variables that track visibility modes
showSine = True
showSquare = True
xPos = 0
step = 0 # the current input f
posRecord = {'sin': [], 'square': []} # keeps track of the ball positions for drawing the waves
yPosSquare = AMPLITUDE # starting position
#-------------------
# start program
#-------------------
pygame.init()
screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), pygame.HWSURFACE | pygame.DOUBLEBUF)
pygame.display.set_caption('Nibbles!')
# making text Surface and Rect objects for various labels
pygame.display.set_caption('Trig Waves')
fontObj = pygame.font.Font('freesansbold.ttf', 16)
### HERE
squareLabelSurf = fontObj.render('square', True, BLUE, BGCOLOR)
squareLabelRect = squareLabelSurf.get_rect()
sinLabelSurf = fontObj.render('sine', True, RED, BGCOLOR)
sinLabelRect = sinLabelSurf.get_rect()
#-------------------
# mainloop
#-------------------
fps_clock = pygame.time.Clock()
_running = True
while _running:
#-------------------
# events
#-------------------
for event in pygame.event.get():
if event.type == pygame.QUIT:
_running = False
# some keys don't depend on `current_type`
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
_running = False
if event.key == K_RETURN:
current_type = sound_types[current_type] #Toggle
print 'new type:', current_type
# some keys depend on `current_type`
if current_type == SINE_WAVE_TYPE:
if event.type == KEYDOWN:
#lower notes DOWN
if event.key == K_z:
print current_type, 130.81
current_played['z'] = MakeSineWave(130.81)
current_played['z'].play()
current_drawn = DrawSineWave
elif event.key == K_c:
print current_type, 180.81
current_played['c'] = MakeSineWave(180.81)
current_played['c'].play()
current_drawn = DrawSineWave
elif event.type == KEYUP:
#lower notes UP
if event.key == K_z:
current_played['z'].fadeout(350)
current_drawn = None
#sine - reset data
xPos = 0
posRecord['sin'] = []
step = 0
elif event.key == K_c:
current_played['c'].fadeout(350)
current_drawn = None
#sine - reset data
xPos = 0
posRecord['sin'] = []
step = 0
elif current_type == SQUARE_WAVE_TYPE:
if event.type == KEYDOWN:
#lower notes DOWN
if event.key == K_z:
print current_type, 130.81
current_played['z'] = MakeSquareWave(130.81)
current_played['z'].play()
current_drawn = DrawSquareWave
elif event.key == K_c:
print current_type, 180.81
current_played['c'] = MakeSquareWave(180.81)
current_played['c'].play()
current_drawn = DrawSquareWave
elif event.type == KEYUP:
#lower notes UP
if event.key == K_z:
current_played['z'].fadeout(350)
current_drawn = None
# square - reset data
xPos = 0
yPosSquare = AMPLITUDE
posRecord['square'] = []
step = 0
elif event.key == K_c:
current_played['c'].fadeout(350)
current_drawn = None
# square - reset data
xPos = 0
yPosSquare = AMPLITUDE
posRecord['square'] = []
step = 0
#-------------------
# draws
#-------------------
# fill the screen to draw from a blank state
screen.fill(BGCOLOR)
if current_drawn:
current_drawn()
pygame.display.update()
#-------------------
# moves
#-------------------
if current_drawn:
xPos += 1.0 #0.5
if xPos > WINDOWWIDTH:
#sine ### HERE
xPos = 0
posRecord['sin'] = []
step = 0
# square ### HERE
yPosSquare = AMPLITUDE
posRecord['square'] = []
else:
#sine ### HERE
step += 0.008
#step %= 2 * math.pi
# square ### HERE
# jump top and bottom every 100 pixels
if xPos % 100 == 0:
yPosSquare *= -1
# add vertical line
for x in range(-AMPLITUDE, AMPLITUDE):
posRecord['square'].append((int(xPos), int(x) + WIN_CENTERY))
#-------------------
# FPS
#-------------------
fps_clock.tick(FPS)
#-------------------
# end program
#-------------------
pygame.quit()
#----------------------------------------------------------------------
Upvotes: 2