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raylib-python-cffi/examples/audio/audio_sound_multi.py
2025-06-04 17:00:08 +01:00

86 lines
3.2 KiB
Python

"""checked with raylib-python-cffi 5.5.0.2
raylib [audio] example - Playing sound multiple times
Example complexity rating: [★★☆☆] 2/4
Example originally created with raylib 4.6, last time updated with raylib 4.6
Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software
Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501)
This source has been converted from C raylib examples to Python.
"""
from typing import List
import pyray as rl
from pathlib import Path
# Get the directory where this script is located
THIS_DIR = Path(__file__).resolve().parent
MAX_SOUNDS = 10
sound_array: List[rl.Sound] = []
current_sound = 0
# Initialization
# --------------------------------------------------------------------------------------
screen_width = 800
screen_height = 450
rl.init_window(
screen_width, screen_height, "raylib [audio] example - playing sound multiple times"
)
rl.init_audio_device() # Initialize audio device
# Load the sound list
sound_array.append(
rl.load_sound(str(THIS_DIR / "resources/sound.wav"))
) # Load WAV audio file into the first slot as the 'source' sound
# this sound owns the sample data
for i in range(1, MAX_SOUNDS):
sound_array.append(
rl.load_sound_alias(sound_array[0])
) # Load an alias of the sound into slots 1-9
# These do not own the sound data, but can be played
current_sound = 0 # Set the sound list to the start
rl.set_target_fps(60) # Set our game to run at 60 frames-per-second
# --------------------------------------------------------------------------------------
# Main game loop
while not rl.window_should_close(): # Detect window close button or ESC key
# Update
# ----------------------------------------------------------------------------------
if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE):
rl.play_sound(sound_array[current_sound]) # Play the next open sound slot
current_sound += 1 # Increment the sound slot
if (
current_sound >= MAX_SOUNDS
): # If the sound slot is out of bounds, go back to 0
current_sound = 0
# Note: a better way would be to look at the list for the first sound that is not playing and use that slot
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
rl.begin_drawing()
rl.clear_background(rl.RAYWHITE)
rl.draw_text("Press SPACE to PLAY a WAV sound!", 200, 180, 20, rl.LIGHTGRAY)
rl.end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# --------------------------------------------------------------------------------------
for i in range(1, MAX_SOUNDS):
rl.unload_sound_alias(sound_array[i]) # Unload sound aliases
rl.unload_sound(sound_array[0]) # Unload source sound data
rl.close_audio_device() # Close audio device
rl.close_window() # Close window and OpenGL context
# --------------------------------------------------------------------------------------