Chris, if I install it via pip, then, the moment I try to import it, I get the following error:

  File "C:\Users\bandi\AppData\Local\Programs\Python\Python37-32\lib\site-packages\earwax\mixins.py", line 7, in <module>     from typing import (TYPE_CHECKING, Any, Dict, List, Optional, TextIO, Type, ImportError: cannot import name 'get_args' from 'typing' (C:\Users\bandi\AppData\Local\Programs\Python\Python37-32\lib\typing.py)


That's under python 3.7.8 32-bit, if relevant.


Jacob Kruger
Blind Biker
Skype: BlindZA
"...resistance is futile...but, acceptance is versatile..."
On 2021-02-15 02:12 PM, Chris Norman via groups.io wrote:
OK, so this is actually an area where Earwax's documentation is sadly lacking.

Behind the scenes, Earwax uses Synthizer <https://synthizer.github.io/> for its sound needs.

When creating a sound, you can use three types of positions: You can set the position to ``None``, which is Python's answer to ``null``, or ``nil``. This unpans the sound, so it's completely unaffected by anything spacial.

You can slo set the sound to a float value between -1.0, and 1.0. This pans the sound left and right (with 0 being centre), as you'd expect.

Finally, you can set it to an earwax Point <https://earwax.readthedocs.io/en/latest/api/earwax.point.html> instance, which gives you full 3d capabilities.

Also, the earwax ``BufferCache`` class is a LRU cache (least recently used), so you can get buffers from it, and it'll remove the buffers which were used longest ago.

For more information on sounds, check the earwax.sound <https://earwax.readthedocs.io/en/latest/api/earwax.sound.html> module documentation.

As for behind the player processing, it would depend what you mean. There's a whole raft load of scheduling features, from the earwax.Task <https://earwax.readthedocs.io/en/latest/api/earwax.task.html> class, to two different promise <https://earwax.readthedocs.io/en/latest/api/earwax.promises.html> types, to the scheduling features provided by pyglet.clock <https://pyglet.readthedocs.io/en/latest/modules/clock.html>.

What there *isn't* yet, is filters. This is because they're not yet in Synthizer.

There is reverb and delay though, so you've got your two main fx covered.

Take care,

Chris Norman



On Mon, 15 Feb 2021 at 11:29, john <[email protected] <mailto:[email protected]>> wrote:

    I've also recently been looking into various game engines myself
    (mostly rust-based), but this sounds pretty interesting as well.
    My current conundrum is around getting something that has actual
    genuinely accurate sound panning; how is Earwax for that? Ideally
    I'd like to be able to pass it either a degree value (from
    centered) or use a linear scale that actually maps itself directly
    to degrees, so that when an object is directly left, there's
    *zero*! audio in the right speaker, and when the object is at a 45
    degree offset, one side is at half volume. Most games I've played
    seem to struggle with this so I've been figuring I'm going to have
    to get into decibels and logarithms, but since we're on the topic
    of game engines here, it can't hurt to ask.

    Additionally, significant bonus points will be awarded for real
    handling of behind-the-player processing, but at least in that
    case I can pretty easily make up the difference in an audio editor
    if needed.


    Best,

    John


    On 2/15/2021 5:42, Chris Norman via groups.io <http://groups.io>
    wrote:
    I'm it's primary (and currently soul) developer, so if you do try
    it, I'd love to know how you get on. Also, please submit issues,
    so I can fix 'em! :)

    Take care,

    Chris Norman



    On Sun, 14 Feb 2021 at 22:47, Shaun Everiss <[email protected]
    <mailto:[email protected]>> wrote:

        I have heard of earwax but I haven't really looked at it.



        On 15/02/2021 4:41 am, Immigrant via groups.io
        <http://groups.io> wrote:

        Thanks. I heard of Lucia, and could not find any
        documentation for it.

        *From:* [email protected]
        <mailto:[email protected]> <[email protected]>
        <mailto:[email protected]> *On Behalf Of *Chris Norman
        via groups.io <http://groups.io>
        *Sent:* Sunday, February 14, 2021 6:20 AM
        *To:* [email protected] <mailto:[email protected]>
        *Subject:* Re: [blind-gamers] Introduction, and programming
        questions

        Hi,

        There are a few different audio game engines for Python,
        these include Earwax <https://earwax.readthedocs.io/> (beta),
        Lucia <https://github.com/luciasoftware/lucia> (which is
        supposed to be more familiar to those coming from BGT,
        Framework
        
<https://forum.audiogames.net/topic/38239/framework-my-new-set-of-tools-for-audiogame-creation-in-python3/>
 (for
        want of a better name), and pyAGE
        
<https://forum.audiogames.net/topic/38941/pyage-yet-another-python-audio-game-engine/>
 (which
        is still very much in its early stages).

        If you'd rather go the mainstream route, and don't mind a
        little more work, there's Godot Accessibility
        
<https://forum.audiogames.net/topic/33909/migrated-godot-accessibility-to-github/>.

        Finally, for some subjective comparisons, see this thread
        <https://forum.audiogames.net/topic/38995/python-and-audiogame/> on
        the audiogames.net <http://audiogames.net> forum.

        There are others, namely MonoGame
        <https://www.monogame.net/>, and probably some other stuff in
        C# too.

        Other than that, please just do everyone a favour (mainly
        yourself), and don't use BGT. It's like deciding to dig
        yourself a swimming pool, using a plastic bucket and spade
        for digging, wattle and dorb for lining, and stiff prayer for
        water purification.

        HTH,

        Take care,

        Chris Norman

        On Sun, 14 Feb 2021 at 02:42, Immigrant via groups.io
        <http://groups.io> <[email protected]
        <mailto:[email protected]>> wrote:

            Hello, everyone I have just joined the group, and I hope
            the distinguished
            gamers and writers in this gaming community understand
            that I am very much a
            beginner, trying to write perhaps a couple of simple dice
            or card games. I
            wrote a dice game script in BGT, and the script doesn't
            generate any
            compilation errors. However, the game window stays open
            only for a couple of
            seconds, and then disappears, so none of the program's
            keystrokes can be
            executed. I realize that BGT is no longer supported, but
            it does work under
            Windows 10, and it is the only engine where I know how to
            implement
            keystrokes and add and manipulate sounds. I checked basic
            tutorials for a
            few programming languages, and realized that game logic
            can be programmed in
            any of the languages but none of these tutorials
            addresses keystroke-driven
            implementation, or addition of sound. And even in the BGT
            tutorial, I have
            not found answers to some of my questions. The game I am
            currently trying to
            write is a dice roller, but if one tries to create, for
            example, a card
            game, how do you make a card playable? If cards exist as
            strings, or parts
            of an array, or even instances of their own class, they
            are just abstract
            logical structures. But cards need to be manipulated -
            picked up, discarded,
            etc. If I have a hand with 5 cards, how do I program a
            way to navigate the
            list of cards and then perform an action on a card
            currently in focus? How
            to make it an element of interface so it can be selected?
            I hope I clearly
            expressed my questions, and I am grateful in advance for
            any clarifications.








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