On Fri, Aug 5, 2011 at 3:52 PM, claudio canepa <[email protected]> wrote:

> @Facundo: If you take the cocos\audio (SDL sound) approach and write down
> some hints for other users I will buy you some beer at PyConAr 2011 . Deal ?

Ok. Enjuewemela now uses the SDL backend (see trunk, revno 77).

The most problematic stuff I faced is that in the game I play a random
background music, so when a song finishes, I randomly chose other one
and start to play it. But I couldn't make events work!!

I heavily suspect that the event machinery doesn't really work without
the pygame graphical environment set up (for its internal reactor, or
something), but as in the cocos pygame stuff there's a lot of code for
events, I kept trying.

Anyway, I solved it using a pyglet scheduled call, so each second I
check if the song finished, and start a new one if did. Works
smoothly.

So... Claudio:

- You can test Enjuewemela with the new audio backend... just branch
trunk, and run "python enjuewemela/demo_sound.py": you should get a
black window with background music, with left button you get a short
sound effect (useful to check lag between graph and audio) and with
the right button you get a long effect (useful to see what happens
when an effect overlaps de other).

- There was a problem in cocos/audio/pygame/music.py, because the
unpause() function called the Mix_UnpauseMusic symbol from the
compiled library, but it really needs to call Mix_ResumeMusic. I fixed
this in r1116 of cocos.

- I want to earn the promised beer! What do you mean with "some hints
for other users"?

Thanks for everything!

Regards,

-- 
.    Facundo

Blog: http://www.taniquetil.com.ar/plog/
PyAr: http://www.python.org/ar/

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