Native pygame-ce game with fully procedural pixel art and chiptune audio (no asset files). Pure-logic physics module with flipper angular momentum, plus headless autoplay/screenshot/probe dev tools.
247 lines
9.0 KiB
Python
247 lines
9.0 KiB
Python
"""Procedural chiptune SFX & music synthesis. No audio files - everything is
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generated into PCM buffers at startup."""
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import array
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import math
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import random
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import pygame
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SR = 22050 # sample rate
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# note -> frequency
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NOTE = {
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"C": 261.63, "C#": 277.18, "D": 293.66, "D#": 311.13, "E": 329.63,
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"F": 349.23, "F#": 369.99, "G": 392.00, "G#": 415.30, "A": 440.00,
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"A#": 466.16, "B": 493.88,
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}
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def freq(note, octave):
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return NOTE[note] * (2 ** (octave - 4))
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class Synth:
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"""Builds Sound objects through pygame.mixer (falls back silently if no audio)."""
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def __init__(self):
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self.ok = False
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self.sounds = {}
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try:
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if not pygame.mixer.get_init():
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pygame.mixer.init(SR, -16, 1, 512)
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self.ok = True
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except Exception:
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return
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self._rng = random.Random(7)
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self._build_all()
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self.music_channel = pygame.mixer.Channel(0)
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self.sfx_channels = [pygame.mixer.Channel(i) for i in range(1, 6)]
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self._ch_i = 0
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# ---- sample builders -------------------------------------------------
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@staticmethod
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def _env(n, attack=0.005, release=0.25):
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"""Apply simple AD envelope to n samples."""
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a = max(1, int(attack * SR))
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r = max(1, int(release * SR))
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out = []
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for i in range(n):
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if i < a:
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v = i / a
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elif i > n - r:
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v = max(0.0, (n - i) / r)
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else:
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v = 1.0
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out.append(v)
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return out
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@staticmethod
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def _wave(shape, phase, duty=0.5):
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p = phase % 1.0
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if shape == "square":
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return 1.0 if p < duty else -1.0
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if shape == "saw":
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return 2.0 * p - 1.0
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if shape == "tri":
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return 4.0 * abs(p - 0.5) - 1.0
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if shape == "noise":
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return 1.0
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return math.sin(2 * math.pi * p)
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def tone(self, f, dur, vol=0.5, shape="square", slide=0.0, duty=0.5):
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"""slide: freq multiplier change over duration (e.g. 0.7 sweeps down)."""
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n = max(1, int(SR * dur))
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env = self._env(n)
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out = array.array("h")
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phase = 0.0
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for i in range(n):
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t = i / n
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ff = f * (1.0 + (slide - 1.0) * t)
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phase += ff / SR
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v = self._wave(shape, phase, duty) * env[i] * vol
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out.append(int(max(-1.0, min(1.0, v)) * 32000))
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return out
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def noise(self, dur, vol=0.35, lp=0.3, slide=1.0):
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"""Filtered-ish noise burst. lp = lowpass smoothing (0..1)."""
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n = max(1, int(SR * dur))
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env = self._env(n)
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out = array.array("h")
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acc = 0.0
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for i in range(n):
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acc += (self._rng.uniform(-1, 1) - acc) * lp
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v = acc * env[i] * vol
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out.append(int(max(-1.0, min(1.0, v)) * 32000))
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return out
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@staticmethod
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def _mix(*arrays):
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ln = max(len(a) for a in arrays)
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acc = [0] * ln
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for a in arrays:
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for i, v in enumerate(a):
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acc[i] += v
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peak = max(1, max(abs(v) for v in acc))
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scale = 32000.0 / peak if peak > 32000 else 1.0
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return array.array("h", (int(v * scale) for v in acc))
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def _snd(self, name, samples):
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try:
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self.sounds[name] = pygame.mixer.Sound(buffer=samples.tobytes())
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except Exception:
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self.sounds[name] = None
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# ---- all effects -----------------------------------------------------
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def _build_all(self):
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self._snd("flipL", self.tone(180, 0.07, 0.5, "square", slide=0.7))
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self._snd("flipR", self.tone(210, 0.07, 0.5, "square", slide=0.7))
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self._snd("wall", self.tone(90, 0.045, 0.18, "square", duty=0.3))
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self._snd("launch", self._mix(
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self.noise(0.28, 0.5, lp=0.25),
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self.tone(160, 0.3, 0.35, "saw", slide=1.9)))
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self._snd("drain", self.tone(500, 0.55, 0.5, "saw", slide=0.18))
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self._snd("tick", self.tone(2400, 0.015, 0.12, "square"))
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# bumpers: pitched by combo (choose at play time via 'bump' variants)
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for i in range(12):
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f = 300 * (1.08 ** i)
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self._snd("bump%d" % i, self.tone(f, 0.16, 0.5, "square", slide=0.85))
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self._snd("sling", self._mix(
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self.tone(700, 0.05, 0.4, "square", slide=0.5),
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self.tone(350, 0.09, 0.4, "saw", slide=0.8)))
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self._snd("star", self.tone(880, 0.12, 0.42, "tri", slide=1.5))
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self._snd("starLit", self._mix(
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self.tone(660, 0.09, 0.4, "tri"), self.tone(990, 0.16, 0.4, "tri")))
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# arpeggio helpers
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def arp(notes, step=0.11, vol=0.42):
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parts = []
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for i, (nm, oc) in enumerate(notes):
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parts.append(self.tone(freq(nm, oc), step * 1.6, vol, "square", slide=1.1))
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if i < len(notes) - 1:
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parts.append(array.array("h", [0]) * int(SR * step * 0.55))
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return self._mix(*parts) if parts else array.array("h", [0])
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self._snd("fever", arp([("C", 5), ("E", 5), ("G", 5), ("C", 6), ("E", 6), ("G", 6)], 0.09, 0.45))
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self._snd("extra", arp([("C", 4), ("C", 5), ("G", 5), ("E", 5), ("C", 6)], 0.13, 0.5))
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self._snd("milestone", arp([("C", 5), ("E", 5), ("A", 5), ("E", 6)], 0.1, 0.45))
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self._snd("combo", arp([("A", 4), ("C", 5), ("E", 5)], 0.06, 0.35))
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def seq(note_spec, step=0.13, vol=0.4, shape="square"):
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parts = []
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for nm, oc in note_spec:
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parts.append(self.tone(freq(nm, oc), step * 1.35, vol, shape))
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return self._mix(*parts)
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self._snd("gameover", seq(
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[("E", 5), ("C", 5), ("A", 4), ("F", 4), ("C", 4)], 0.24, 0.4, "saw"))
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self._snd("start", seq(
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[("C", 4), ("E", 4), ("G", 4), ("C", 5), ("E", 5), ("G", 5)], 0.09, 0.45))
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self._snd("hi", seq([("C", 6), ("E", 6), ("G", 6), ("C", 7)], 0.08, 0.3, "tri"))
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self._build_music()
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def _build_music(self):
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"""Two short generative loops: a dreamy menu loop and a bouncy play loop."""
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# menu loop: soft arpeggio C - Am - F - G
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chords = [["C", "E", "G"], ["A", "C", "E"], ["F", "A", "C"], ["G", "B", "D"]]
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bass = [("C", 2), ("A", 2), ("F", 2), ("G", 2)]
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beat = 0.26
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parts = []
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for ci in range(4):
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n = int(SR * beat * 2)
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parts.append(self.tone(freq(bass[ci][0], bass[ci][1]), beat * 2.1, 0.22, "tri"))
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# melodic ripple over the chord
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for k in range(4):
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note = chords[ci][k % 3]
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f0 = freq(note, 4 if k < 2 else 5)
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parts.append(self.tone(f0, beat * 0.8, 0.14, "square", duty=0.4))
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parts.append(array.array("h", [0]) * int(SR * beat * 0.2))
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self._menu_music = self._mix(*parts)
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# play loop: bouncy 8th-note line C-C-G-G-A-A-G
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line = [("C", 4), ("C", 4), ("G", 4), ("G", 4), ("A", 4), ("A", 4), ("G", 4), ("E", 4)]
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bassp = [("C", 2), ("C", 2), ("G", 2), ("G", 2), ("A", 2), ("A", 2), ("E", 2), ("E", 2)]
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step = 0.16
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parts = []
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for i in range(16):
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nm, oc = line[i % 8]
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bn, bo = bassp[i % 8]
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parts.append(self.tone(freq(bn, bo), step * 1.8, 0.28, "tri"))
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parts.append(self.tone(freq(nm, oc), step * 1.3, 0.18, "square", duty=0.4))
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if i % 2 == 1:
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parts.append(self.noise(0.03, 0.10, lp=0.15))
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else:
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parts.append(array.array("h", [0]) * int(SR * step * 0.3))
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self._play_music = self._mix(*parts)
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self._menu = pygame.mixer.Sound(buffer=self._menu_music.tobytes())
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self._play = pygame.mixer.Sound(buffer=self._play_music.tobytes())
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self._menu.set_volume(0.5)
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self._play.set_volume(0.45)
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# ---- playback --------------------------------------------------------
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def play(self, name, vol=1.0, pitch_var=0):
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if not self.ok:
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return
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key = name
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if pitch_var:
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key = "%s%d" % (name, pitch_var)
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s = self.sounds.get(key)
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if s is None:
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s = self.sounds.get(name)
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if s is None:
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return
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ch = self.sfx_channels[self._ch_i]
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self._ch_i = (self._ch_i + 1) % len(self.sfx_channels)
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ch.set_volume(min(1.0, vol))
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ch.play(s)
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def start_menu_music(self):
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if not self.ok:
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return
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self.music_channel.set_volume(0.8)
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self.music_channel.play(self._menu, loops=-1)
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def start_play_music(self):
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if not self.ok:
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return
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self.music_channel.set_volume(0.8)
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self.music_channel.play(self._play, loops=-1)
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def stop_music(self):
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if self.ok:
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self.music_channel.stop()
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def set_muted(self, m):
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self.muted = m
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if self.ok:
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self.music_channel.set_volume(0.0 if m else 0.8)
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def set_sfx_muted(self, m):
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self.sfx_muted = m
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if self.ok:
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for ch in self.sfx_channels:
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ch.set_volume(0.0 if m else 1.0)
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