OK mate, that's probably me messing things up... Lemme have a proper look,
rather than just guessing.

Take care,

Chris Norman



On Tue, 16 Feb 2021 at 09:06, Jacob Kruger <[email protected]> wrote:

> Ok, I now did the pip install Earwax --upgrade, and it seemed to update it
> to 2026.2.7, but, am now getting following import error:
>
> ImportError: cannot import name 'get_origin' from 'typing'
> (C:\Users\bandi\AppData\Local\Programs\Python\Python37-32\lib\typing.py)
>
>
> And, FWIW, the reason I work with the version of python I do is since it's
> the one recommended to work with NVDA add-on development, etc., but, let me
> play around a bit more.
>
>
> Thanks for quick answer, either way
>
>
> STay well
>
> Jacob Kruger
> +2782 413 4791
> Skype: BlindZA
> "...resistance is futile...but, acceptance is versatile..."
> On 2021-02-15 02:58 PM, Chris Norman via groups.io wrote:
>
> OK,
> Version 2026.2.6 hopefully fixes that, although I'm using Python 3.9.1, so
> other things might rely on newer language features.
>
> To ensure the best compatibility with Earwax, use the latest version of
> Python you can lay your hands on.
>
> Take care,
>
> Chris Norman
>
>
>
> On Mon, 15 Feb 2021 at 12:24, Jacob Kruger <[email protected]> wrote:
>
>> 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]> 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 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]>
>>> 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 wrote:
>>>>
>>>> Thanks. I heard of Lucia, and could not find any documentation for it.
>>>>
>>>>
>>>>
>>>> *From:* [email protected] <[email protected]>
>>>> <[email protected]> *On Behalf Of *Chris Norman via groups.io
>>>> *Sent:* Sunday, February 14, 2021 6:20 AM
>>>> *To:* [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 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 <immigrant328=
>>>> [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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