On Dec 10, 2007 10:26 PM, Alex Holkner <[EMAIL PROTECTED]> wrote:
>
> On 12/11/07, Nathan <[EMAIL PROTECTED]> wrote:
> >
> > In the docs for media.load():
> >
> > "
> > ...
> > streaming : bool
> > If False, a StaticSource will be returned; otherwise (default) a
> > StreamingSource is created.
> >
> > Returns: Source"
> >
> > Shouldn't that second line say "Returns: StaticSource or
> > StreamingSource"?  Or is that implied since those are both subclasses
> > of Source?
>
> That is implied -- or, at least, I'm implying it now ;-).  There are
> several other instances like this in the documentation; for example,
> many methods are documented to return AbstractImage or Texture, when
> they actually return one of several subclasses of these (ImageData,
> CompressedTexture, TextureRegion, ...).

Ok, good to know.  Half the battle is just learning the conventions
that are used.

Assuming that media.load(..., streaming=False) is the preferred
method, I suggest the following (which is also attached as a patch
file to this message):

Index: pyglet/media/__init__.py
===================================================================
--- pyglet/media/__init__.py    (revision 1511)
+++ pyglet/media/__init__.py    (working copy)
@@ -67,7 +67,7 @@
 explosions.  You can force such sounds to be decoded and retained in memory
 rather than streamed from disk by wrapping the source in a `StaticSource`::

-    bullet_sound = StaticSource(load('bullet.wav'))
+    bullet_sound = load('bullet.wav', streaming=False)

 The other advantage of a `StaticSource` is that it can be queued on any number
 of players, and so played many times simultaneously.



By the way, I tried out your LazySusan pyweek app.  Nice work!  How
did you get the vertices for your models?  Did you use Blender or
something similar to that and just export them?

~ Nathan

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