Play recorded sounds: Difference between revisions
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=={{header|Nim}}== |
=={{header|Nim}}== |
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{{trans|Go}} |
{{trans|Go}} |
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Using "sox" to play two sound files mixed. These are "wav" files but " |
Using "sox" to play two sound files mixed. These are "wav" files but "sox" recognizes a lot of sound formats. |
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<lang Nim>import osproc |
<lang Nim>import osproc |
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Revision as of 17:33, 18 March 2021
You are encouraged to solve this task according to the task description, using any language you may know.
Load at least two prerecorded sounds, and demonstrate as many of these features as you can:
- playing them individually and simultaneously
- stopping before the end of the sound
- looping (preferably glitch-free)
- setting the volume of each sound
- stereo or 3D positional mixing
- performing other actions when marked times in the sound arrive
Describe:
- The supported audio formats, briefly.
- Whether it is suitable for game sound effects (low-latency start, resource efficiency, supports many simultaneous sounds, etc.)
- Whether it is suitable for playing music (long duration ).
[Note: If it seems to be a good idea, this task may be revised to specify a particular timeline rather than just 'demonstrate these features'.]
Where applicable, please categorize examples primarily by the audio facility used (library/API/program/platform) rather than the language if the language is incidental (e.g. "Mac OS X CoreAudio" or "mplayer" rather than "C" or "bash").
AutoHotkey
No builtin functions for:
1. monitoring timepoints in the sound
2. simultaneous play
<lang AutoHotkey>SoundPlay, %A_WinDir%\Media\tada.wav, wait
SoundPlay, %A_WinDir%\Media\Windows XP Startup.wav, wait
- simulaneous play may require a second script
SoundPlay, %A_WinDir%\Media\tada.wav SoundPlay, Nonexistent ; stop before finishing
SoundSet +10 ; increase volume by 10% Loop, 2
SoundPlay, %A_WinDir%\Media\tada.wav, wait</lang>
Batch File
It only works on Windows XP and it only reads Wave (.wav) audio files:
@echo off :main cls echo Drag a .wav file there and press enter set /p file1= sndrec32 /embedding /play /close %file1% cls echo Drag a second .wav file and both will play together set /p file2= sndrec32 /embedding /play /close %file1% | sndrec32 /embedding /play /close %file2% echo Thanks pause>nul exit
BBC BASIC
BBC BASIC for Windows has native support for playing MIDI files, and WAV files can be played using simple API calls: <lang bbcbasic> SND_LOOP = 8
SND_ASYNC = 1 SND_FILENAME = &20000 PRINT "Playing a MIDI file..." *PLAY C:\windows\media\canyon.mid WAIT 300 PRINT "Playing the Windows TADA sound quietly..." wave$ = "\windows\media\tada.wav" volume% = 10000 SYS "waveOutSetVolume", -1, volume% + (volume% << 16) SYS "PlaySound", wave$, 0, SND_FILENAME + SND_ASYNC WAIT 300 PRINT "Playing the Windows TADA sound loudly on the left channel..." volume% = 65535 SYS "waveOutSetVolume", -1, volume% SYS "PlaySound", wave$, 0, SND_FILENAME + SND_ASYNC WAIT 300 PRINT "Playing the Windows TADA sound loudly on the right channel..." volume% = 65535 SYS "waveOutSetVolume", -1, volume% << 16 SYS "PlaySound", wave$, 0, SND_FILENAME + SND_ASYNC WAIT 300 PRINT "Looping the Windows TADA sound on both channels..." volume% = 65535 SYS "waveOutSetVolume", -1, volume% + (volume% << 16) SYS "PlaySound", wave$, 0, SND_FILENAME + SND_ASYNC + SND_LOOP WAIT 300 SYS "PlaySound", 0, 0, 0 PRINT "Stopped looping..." WAIT 300 SOUND OFF PRINT "Stopped MIDI." END</lang>
C#
<lang csharp>using System; using System.Threading; using System.Media;
class Program {
static void Main(string[] args) { //load sound file SoundPlayer s1 = new SoundPlayer(); // s1.SoundLocation = file; // or "s1 = new SoundPlayer(file)"
//play s1.Play();
//play for 0.1 seconds s1.Play(); Thread.Sleep(100); s1.Stop();
//loops s1.PlayLooping(); }
}</lang>
Delphi
<lang Delphi>program PlayRecordedSounds;
{$APPTYPE CONSOLE}
uses MMSystem;
begin
sndPlaySound('SoundFile.wav', SND_NODEFAULT OR SND_ASYNC);
end.</lang>
Go
Go doesn't have any audio support in its standard library and it's best therefore to invoke a utility such as SoX to complete a task such as this.
Although there is at least one third party library which provides Go bindings to the libsox sound library, for casual use it's far easier to invoke SoX directly with a list of arguments.
See the PicoLisp entry for a description of what these particular arguments do. <lang go>package main
import (
"log" "os" "os/exec"
)
func main() {
args := []string{ "-m", "-v", "0.75", "a.wav", "-v", "0.25", "b.wav", "-d", "trim", "4", "6", "repeat", "5", } cmd := exec.Command("sox", args...) cmd.Stdout = os.Stdout cmd.Stderr = os.Stderr if err := cmd.Run(); err != nil { log.Fatal(err) }
}</lang>
GUISS
Here we use the media player to play a sound file in the default directory:
<lang guiss>Start,Programs,Accessories,Media Player,Menu:File,Open, Doubleclick:Icon:Sound.WAV,Button:OK,Button:Play</lang>
Liberty BASIC
<lang lb>'Supports .mid and .wav natively 'Midi may be played simultaneously 'with .wav but only one .wav voice 'is supported. Multiple voices can 'be achieved via API or Dlls such 'as FMOD or Wavemix
'to play a .mid and return its length playmidi "my.mid", midiLength
'check where we are in .mid if midipos()<midiLength then
print "Midi still playing"
else
print "Midi ended"
end if
'to stop a playing .mid stopmidi
'to play a .wav and wait for it to end playwave "my.wav"
'to play a .wav and continue procesing playwave "my.wav", async
'to loop a .wav and continue processing playwave "my.wav",loop
'to silence any .wav playwave "" or playwave "next.wav"
'to adjust .wav vol 'set left and right full on left =65535 right=65535 dwVol=right*65536+left calldll #winmm, "waveOutSetVolume", 0 as long, _
dwVol as long, ret as long </lang>
Julia
Gtk GUI app version using SoX play. All task suggestions except stereo and position mixing are supported. Supported formats are MP2, WAV, OGG, FLAC, , AIFF, and many others through the libsndfile library. This makes a good music player. There is a slight latency to load the player, so very low game latencies would not be well supported. <lang julia>using Distributed, Gtk, LibSndFile, MP3 using FileIO: load
function recordingplayerapp(numfiles=2)
# create window and widgets win = GtkWindow("Recorded Sound Player", 400, 400) |> (GtkFrame() |> (vbox = GtkBox(:v))) playprocess = @async(0) filenames = fill("", numfiles) filedurations = zeros(numfiles) filebutton = GtkButton[] for i in 1:numfiles push!(filebutton, GtkButton("Select File $i")) push!(vbox, filebutton[i]) end
sequencebutton = GtkButton("Play In Sequence") simulbutton = GtkButton("Play Simultaneously") seqhandlerid = zero(UInt32) simulhandlerid = zero(UInt32) stopbutton = GtkButton("Stop Play")
labelstart = GtkLabel("Start Position") startcontrol = GtkScale(false, 1:100) set_gtk_property!(startcontrol, :hexpand, true) adj = GtkAdjustment(startcontrol)
labelstop = GtkLabel("Stop Position") endcontrol = GtkScale(false, 1:100) set_gtk_property!(endcontrol, :hexpand, true) adj = GtkAdjustment(endcontrol)
labelrepeat = GtkLabel("Repeats") repeats = GtkScale(false, 0:8) set_gtk_property!(repeats, :hexpand, true) set_gtk_property!(GtkAdjustment(repeats), :value, 0)
foreach(x -> push!(vbox, x), [sequencebutton, simulbutton, stopbutton, labelstart, startcontrol, labelstop, endcontrol, labelrepeat, repeats]) twobox = GtkBox(:h) push!(vbox, twobox)
fboxes = GtkBox[] volumecontrols = GtkScale[] startcontrols = GtkScale[] endcontrols = GtkScale[] loopcontrols = GtkScale[] for i in 1:numfiles push!(fboxes, GtkBox(:v)) push!(twobox, fboxes[i])
push!(volumecontrols, GtkScale(false, 0.0:0.05:1.0)) set_gtk_property!(volumecontrols[i], :hexpand, true) adj = GtkAdjustment(volumecontrols[i]) set_gtk_property!(adj, :value, 0.5) push!(fboxes[i], GtkLabel("Volume Stream $i"), volumecontrols[i])
signal_connect(filebutton[i], :clicked) do widget filenames[i] = open_dialog("Pick a sound or music file") filenames[i] = replace(filenames[i], "\\" => "/") set_gtk_property!(filebutton[i], :label, filenames[i]) if count(x -> x != "", filenames) > 0 signal_handler_unblock(sequencebutton, seqhandlerid) end if count(x -> x != "", filenames) > 1 signal_handler_unblock(simulbutton, simulhandlerid) end if occursin(r"\.mp3$", filenames[i]) buf = load(filenames[i]) filedurations[i] = MP3.nframes(buf) / MP3.samplerate(buf) else buf = load(filenames[i]) filedurations[i] = LibSndFile.nframes(buf) / LibSndFile.samplerate(buf) end adj = GtkAdjustment(startcontrol) set_gtk_property!(adj, :lower, 0.0) set_gtk_property!(adj, :upper, maximum(filedurations)) set_gtk_property!(adj, :value, 0.0) adj = GtkAdjustment(endcontrol) set_gtk_property!(adj, :lower, 0.0) set_gtk_property!(adj, :upper, maximum(filedurations)) set_gtk_property!(adj, :value, maximum(filedurations)) end end
# run play after getting parameters from widgets function play(simul::Bool) args = simul ? String["-m"] : String[] tstart = Gtk.GAccessor.value(startcontrol) tend = Gtk.GAccessor.value(endcontrol) for i in 1:numfiles if filenames[i] != "" volume = Gtk.GAccessor.value(volumecontrols[i]) push!(args, "-v", string(volume), filenames[i]) end end repeat = Gtk.GAccessor.value(repeats) if repeat != 0 push!(args, "repeat", string(repeat)) end if !(tstart ≈ 0.0 && tend ≈ maximum(filedurations)) push!(args, "trim", string(tstart), string(tend)) end playprocess = run(`play $args`; wait=false) clearfornew() end
function clearfornew() signal_handler_block(sequencebutton, seqhandlerid) if count(x -> x != "", filenames) > 1 signal_handler_block(simulbutton, simulhandlerid) end filenames = fill("", numfiles) filedurations = zeros(numfiles) foreach(i -> set_gtk_property!(filebutton[i], :label, "Select File $i"), 1:numfiles) set_gtk_property!(GtkAdjustment(repeats), :value, 0) showall(win) end killplay(w) = kill(playprocess)
playsimul(w) = play(true) playsequential(w) = play(false)
seqhandlerid = signal_connect(playsequential, sequencebutton, :clicked) signal_handler_block(sequencebutton, seqhandlerid) simulhandlerid = signal_connect(playsimul, simulbutton, :clicked) signal_handler_block(simulbutton, simulhandlerid) signal_connect(killplay, stopbutton, :clicked)
cond = Condition() endit(w) = notify(cond) signal_connect(endit, win, :destroy) showall(win) wait(cond)
end
recordingplayerapp() </lang>
Mathematica
This code demonstrates : loading two prerecorded sounds,playing them individually then simultaneously, stopping before the end of the sound,looping (preferably glitch-free)and setting the volume of each sound
<lang Mathematica>a = Import["sound1.flac","FLAC"]; b = Import["sound2.flac","FLAC"];
ListPlay[a, {t, 0, 10}]; ListPlay[b, {t, 0, 10}];
ListPlay[{a,b}, {t, 0, 10}];
Stopping before the end can be done using the GUI or by reducing the parameter range of the ListPlay function.
While[True,ListPlay[{a,b}, {t, 0, 10}];]
ListPlay[{0.5*a, 0.3*b}, {t, 0, 10}];</lang>
-Supported audio formats : AIFF Macintosh sound format (.aif, .aiff), AU Mu law encoding Unix Audio Format (.au), FLAC lossless audio codec (.flac), SND file format, equivalent to AU (.snd), "WAV" WAV format (.wav), "Wave64" Sony Wave64 format (.w64), MIDI format (.mid)
-Suitability for game sound effects : low-latency start : yes resource efficiency : low support for many simultaneous sounds : yes
-Suitable for playing sound of arbitrary long duration.
Nim
Using "sox" to play two sound files mixed. These are "wav" files but "sox" recognizes a lot of sound formats. <lang Nim>import osproc
let args = ["-m", "-v", "0.75", "a.wav", "-v", "0.25", "b.wav",
"-d", "trim", "4", "6", "repeat", "5"]
echo execProcess("sox", args = args, options = {poStdErrToStdOut, poUsePath})</lang>
Phix
<lang Phix>integer xPlaySound = 0
procedure play_sound()--string filename)
if platform()=WINDOWS then string filename = join_path({getenv("SYSTEMROOT"),"Media","chord.wav"}) if xPlaySound=0 then atom winmm = open_dll("winmm.dll") xPlaySound = define_c_proc(winmm,"sndPlaySoundA",{C_PTR,C_INT}) end if c_proc(xPlaySound,{filename,1}) elsif platform()=LINUX then system("paplay chimes.wav") system("paplay chord.wav") end if
end procedure play_sound()</lang>
PicoLisp
The obvious way is to call 'sox', the "Swiss Army knife of audio manipulation" (man sox).
The following plays two files "a.wav" and "b.wav" simultaneously (to play them individually, omit the "-m" flag). The first one is played with a volume of 75 percent, the second with 25 percent, starting at the 4th second, with a duration of 6 seconds, looping 5 times. <lang PicoLisp>(call 'sox
"-m" "-v" "0.75" "a.wav" "-v" "0.25" "b.wav" "-d" "trim" 4 6 "repeat" 5 )</lang>
PureBasic
<lang PureBasic>InitSound()
- We need this to use Sound functions
UseOGGSoundDecoder()
- Now we can not only load wav sound files, but also ogg encoded ones.
- With movie library more formats can be played (depends on system) but you cannot
- handle them with Sound functions
If Not LoadSound(1,"Path/to/Sound/1.ogg") Or Not LoadSound(2,"Path/to/Sound/2.wav") MessageRequester("Error","One of our sounds could not be loaded"+Chr(10)+"Use Debugger to check which one") EndIf
- - simultaneous playing
PlaySound(1) PlaySound(2)
- - manipulating sounds
Delay(1000)
- pause for one second, to let user hear something
SoundVolume(1,90) SoundVolume(2,60)
- reduce volume of the sounds a bit
SoundPan(1,-80) SoundPan(2,100)
- Sound 1 mostly left speaker, sound 2 only right speaker
SoundFrequency(1,30000)
- play sound one faster
Delay(1000)
- pause for one second, to let user hear effects of previous actions
- - stopping while playing
StopSound(-1)
- value -1 stops all playing sounds
PlaySound(1,#PB_Sound_Loop)
- continous looping without glitch
- suitable for 2D games and music playing.
- TODO
- There is a Sound3D library for 3D Games, needs to be decribed here too</lang>
Python
Pygame is a library for cross-platform game development and depends on the SDL multimedia library (SDL_mixer) for its audio playback. SDL_mixer supports any number of simultaneously playing channels of 16 bit stereo audio, plus a single channel of music, mixed by the popular MikMod MOD, Timidity MIDI, Ogg Vorbis, and SMPEG MP3 libraries.
<lang python>import time from pygame import mixer
mixer.init(frequency=16000) #set frequency for wav file s1 = mixer.Sound('test.wav') s2 = mixer.Sound('test2.wav')
- individual
s1.play(-1) #loops indefinitely time.sleep(0.5)
- simultaneously
s2.play() #play once time.sleep(2) s2.play(2) #optional parameter loops three times time.sleep(10)
- set volume down
s1.set_volume(0.1) time.sleep(5)
- set volume up
s1.set_volume(1) time.sleep(5)
s1.stop() s2.stop() mixer.quit()</lang>
To play back .mp3 (or .ogg) files, the music import is used.
<lang python>import time from pygame import mixer from pygame.mixer import music
mixer.init() music.load('test.mp3')
music.play() time.sleep(10)
music.stop() mixer.quit()</lang>
R
R's sound package uses system commands to call a built-in media player. On Windows, by default, this is Media Player. You can see the system call with WavPlayer()
. Only .WAV files are supported, and the external code call means there is some latency before sounds are played. Samples longer than 10 minutes may correspond to significant chunks of your machine's memory.
<lang r>
- Setup
- Warning: The example files are Windows specific.
library(sound) media_dir <- file.path(Sys.getenv("SYSTEMROOT"), "Media") chimes <- loadSample(file.path(media_dir, "chimes.wav")) chord <- loadSample(file.path(media_dir, "chord.wav"))
- Play sequentially
play(appendSample(chimes, chord))
- Play simultaneously
play(chimes + chord)
- Stopping before the end
play(cutSample(chimes, 0, 0.2))
- Looping
for(i in 1:3) play(chimes) #leaves a gap between instances
three_chimes <- lapply(vector(3, mode = "list"), function(x) chimes) play(do.call(appendSample, three_chimes)) #no gap, see also cutSampleEnds
- Volume control
play(3 * chimes)
- Stereo effect
play(stereo(chimes, chord))
- Other actions (not obviously possible)
</lang>
Racket
(Works on all platforms.) <lang racket>
- lang racket/gui
(play-sound "some-sound.wav" #f) </lang>
Ring
<lang ring> Load "guilib.ring" new qapp {
q1=NULL q2=NULL win1 = new qwidget() { setwindowtitle("play sound!") show() setgeometry(100,100,400,400) } new qpushbutton(win1) { setgeometry(50,50,100,30) settext("play1") setclickevent("playmusic1()") show() } new qpushbutton(win1) { setgeometry(200,50,100,30) settext("play2") setclickevent("playmusic2()") show() } new qpushbutton(win1) { setgeometry(50,100,100,30) settext("pause1") setclickevent("pauseplay1()") show() } new qpushbutton(win1) { setgeometry(200,100,100,30) settext("pause2") setclickevent("pauseplay2()") show() } new qpushbutton(win1) { setgeometry(50,150,100,30) settext("stop1") setclickevent("stopplay1()") show() } new qpushbutton(win1) { setgeometry(200,150,100,30) settext("stop2") setclickevent("stopplay2()") show() } lineedit1 = new qlineedit(win1) { setGeometry(50,200,100,30) settext("50") show() } lineedit2 = new qlineedit(win1) { setGeometry(200,200,100,30) settext("50") show() } new qpushbutton(win1) { setgeometry(50,250,100,30) settext("volume1") setclickevent("volume1()") show() } new qpushbutton(win1) { setgeometry(200,250,100,30) settext("volume2") setclickevent("volume2()") show() } new qpushbutton(win1) { setgeometry(50,300,100,30) settext("mute1") setclickevent("mute1()") show() } new qpushbutton(win1) { setgeometry(200,300,100,30) settext("mute2") setclickevent("mute2()") show() } exec() }
func playmusic1
q1 = new qmediaplayer(win1) { setmedia(new qurl("music1.wav")) setvolume(50) play() }
func playmusic2
q2 = new qmediaplayer(win1) { setmedia(new qurl("music2.wav")) setvolume(50) play() }
func pauseplay1
q1.pause()
func pauseplay2
q2.pause()
func stopplay1
q1.stop()
func stopplay2
q2.stop()
func volume1
lineedit1 { vol1 = text() } q1 {setvolume(number(vol1))}
func volume2
lineedit2 { vol2 = text() } q2 {setvolume(number(vol2))}
func mute1
q1.setmuted(true)
func mute2
q2.setmuted(true)
</lang> Output:
Ruby
There aren't many mature sound libraries for Ruby. The
package win32-sound can play WAV files on the Windows platform only.
<lang ruby>require 'win32/sound' include Win32
sound1 = ENV['WINDIR'] + '\Media\Windows XP Startup.wav' sound2 = ENV['WINDIR'] + '\Media\Windows XP Shutdown.wav'
puts "play the sounds sequentially" [sound1, sound2].each do |s|
t1 = Time.now Sound.play(s) puts "'#{s}' duration: #{(Time.now.to_f - t1.to_f)} seconds"
end
puts "attempt to play the sounds simultaneously" [sound1, sound2].each {|s| Sound.play(s, Sound::ASYNC)}
puts <<END the above only plays the second sound2 because the library only appears to be able to play one sound at a time. END
puts "loop a sound for a few seconds" puts Time.now Sound.play(sound1, Sound::ASYNC + Sound::LOOP) sleep 10 Sound.stop puts Time.now
puts "manipulate the volume" vol_left, vol_right = Sound.wave_volume Sound.play(sound1, Sound::ASYNC) sleep 1 puts "right channel quiet" Sound.set_wave_volume(vol_left, 0) sleep 1 puts "left channel quiet" Sound.set_wave_volume(0, vol_right) sleep 1 puts "restore volume" Sound.set_wave_volume(vol_left, vol_right)
sleep 1 puts "the asynchronous sound is cancelled when the program exits"</lang>
Swift
Uses AVFoundation's AVAudioPlayer. <lang Swift>import AVFoundation
// This example uses AVAudioPlayer for playback. // AVAudioPlayer is the player Apple recommends for playback, since it suitable for songs // and offers control over numerous playback parameters. // It can play any type that is natively supported by OSX or iOS
class PlayerControl: NSObject, AVAudioPlayerDelegate {
let player1:AVAudioPlayer! let player2:AVAudioPlayer! var playedBoth = false var volume:Float { get { return player1.volume } set { player1.volume = newValue player2.volume = newValue } } init(player1:AVAudioPlayer, player2:AVAudioPlayer) { super.init() self.player1 = player1 self.player2 = player2 self.player1.delegate = self self.player2.delegate = self } func loop() { player1.numberOfLoops = 1 player1.play() let time = Int64((Double(player1.duration) + 2.0) * Double(NSEC_PER_SEC)) dispatch_after(dispatch_time(0, time), dispatch_get_main_queue()) {[weak self] in println("Stopping track") self?.player1.stop() exit(0) } } func playBoth() { player1.play() player2.play() } func audioPlayerDidFinishPlaying(player:AVAudioPlayer!, successfully flag:Bool) { if player === player2 && !playedBoth { playBoth() playedBoth = true } else if player === player2 && playedBoth { loop() } }
}
let url1 = NSURL(string: "file:///file1.mp3") let url2 = NSURL(string: "file:///file2.mp3")
var err:NSError? let player1 = AVAudioPlayer(contentsOfURL: url1, error: &err) let player2 = AVAudioPlayer(contentsOfURL: url2, error: &err)
let player = PlayerControl(player1: player1, player2: player2)
// Setting the volume player.volume = 0.5
// Play track 2 // When this track finishes it will play both of them // by calling the audioPlayerDidFinishPlaying delegate method // Once both tracks finish playing, it will then loop the first track twice // stopping the track after 2 seconds of the second play player.player2.play()
CFRunLoopRun()</lang>
Tcl
<lang tcl>package require sound
- Potentially also require driver support for particular formats
- Load some sounds in; this part can be slow
snack::sound s1 s1 read $soundFile1 snack::sound s2 s2 read $soundFile2
- Play a sound for a while (0.1 seconds; this is a low-latency operation)
s1 play after 100 set done 1; vwait done; # Run the event loop for a while s1 stop
- Play two sounds at once (for 30 seconds) while mixing together
s1 play s2 play after 30000 set done 1; vwait done s1 stop s2 stop</lang> Note that this library is capable of handling both short and long sounds (sound effects and music).
TUSCRIPT
<lang tuscript> $$ MODE TUSCRIPT audiofile="test.wav" ERROR/STOP OPEN (audiofile,READ,-std-) BROWSE $audiofile </lang>
UNIX Shell
<lang bash>#!/usr/bin/sh
- play.sh
- Plays .au files.
- Usage: play.sh <recorded_sound.au>
cat $1 >> /dev/audio # Write file $1 to the speaker's Character Special (/dev/audio).</lang>
VBA
Visual Basic for Applications can play sounds in the .WAV format by calling the multimedia library winmm.dll. See http://support.microsoft.com/kb/158140/en-us. The "Flags" parameter can be used e.g. to play a sound continuously (that is, until the function is called again to stop playing).
Volume can be set using the function waveOutSetVolume, see http://support.microsoft.com/kb/118377/en-us.
<lang vb> Declare Function libPlaySound Lib "winmm.dll" Alias "sndPlaySoundA" _
(ByVal filename As String, ByVal Flags As Long) As Long
Sub PlaySound(sWav As String)
Call libPlaySound(sWav, 1) '1 to play asynchronously
End Sub </lang>
Type
Playsound "d:\explode.wav"
in the Immediate window and that sound will play. Nothing will happen if the file d:\explode.wav does not exist.
Wren
The above library currently supports playback of OGG and WAV files, with a sample frequency of 44.1kHz.
It is certainly suitable for game sound effects (it's a game engine) and can play music at CD quality as well. <lang ecmascript>import "audio" for AudioEngine import "dome" for Process
class Game {
static init() { // load a .wav file and give it a friendly name AudioEngine.load("a", "a.wav") // play the file at volume v, looping l and pan p __v = 2 // twice 'normal' volume __l = true // loop when finished __p = 0.5 // division between left and right audio channels (-1 to +1) __chan1 = AudioEngine.play("a", __v, __l, __p) __fc = 0 // frame counter, updates at 60 fps }
static update() { __fc = __fc + 1 }
static draw(dt) { if (__fc == 600) { // after 10 seconds load and play a second .wav file simultaneously, same settings AudioEngine.load("b", "b.wav") __chan2 = AudioEngine.play("b", __v, __l, __p) } if (__fc == 1200) { __chan1.stop() // after a further 10 seconds, stop the first file AudioEngine.unload("a") // and unload it } else if (__fc == 1800) { __chan2.stop() // after another 10 seconds, stop the second file AudioEngine.unload("b") // and unload it Process.exit(0) // exit the application } }
}</lang>
- Programming Tasks
- Temporal media
- Games
- AutoHotkey
- Batch File
- BBC BASIC
- C sharp
- Delphi
- Go
- GUISS
- Liberty BASIC
- Julia
- Mathematica
- Nim
- Phix
- PicoLisp
- PureBasic
- Python
- Pygame
- R
- Sound
- Racket
- Ring
- Ruby
- RubyGems
- Swift
- Tcl
- Snack
- TI-83 BASIC/Omit
- TI-89 BASIC/Omit
- TUSCRIPT
- UNIX Shell
- VBA
- Wren
- DOME
- Applesoft BASIC/Omit
- Batch File/Omit
- Blast/Omit
- Integer BASIC/Omit
- Lotus 123 Macro Scripting/Omit
- Maxima/Omit
- M4/Omit
- Openscad/Omit
- PARI/GP/Omit
- PHP/Omit
- Unlambda/Omit