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. >>>> >>>> >>>> >>>> >>>> >>>> > > -=-=-=-=-=-=-=-=-=-=-=- Groups.io Links: You receive all messages sent to this group. View/Reply Online (#123341): https://groups.io/g/blind-gamers/message/123341 Mute This Topic: https://groups.io/mt/80623843/21656 Group Owner: [email protected] Unsubscribe: https://groups.io/g/blind-gamers/leave/607459/1071380848/xyzzy [[email protected]] -=-=-=-=-=-=-=-=-=-=-=-
