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Load an audio sound and play it with::

    from import SoundLoader

    sound = SoundLoader.load('mytest.wav')
    if sound:
        print("Sound found at %s" % sound.source)
        print("Sound is %.3f seconds" % sound.length)

You should not use the Sound class directly. The class returned by
:func:`SoundLoader.load` will be the best sound provider for that particular
file type, so it might return different Sound classes depending the file type.

Event dispatching and state changes

Audio is often processed in parallel to your code. This means you often need to
enter the Kivy :func:`eventloop <kivy.base.EventLoopBase>` in order to allow
events and state changes to be dispatched correctly.

You seldom need to worry about this as Kivy apps typically always
require this event loop for the GUI to remain responsive, but it is good to
keep this in mind when debugging or running in a
`REPL <>`_
(Read-eval-print loop).

.. versionchanged:: 1.10.0
    The pygst and gi providers have been removed.

.. versionchanged:: 1.8.0
    There are now 2 distinct Gstreamer implementations: one using Gi/Gst
    working for both Python 2+3 with Gstreamer 1.0, and one using PyGST
    working only for Python 2 + Gstreamer 0.10.

.. note::

    The core audio library does not support recording audio. If you require
    this functionality, please refer to the
    `audiostream <>`_ extension.


__all__ = ('Sound', 'SoundLoader')

from kivy.logger import Logger
from kivy.event import EventDispatcher
from kivy.core import core_register_libs
from kivy.resources import resource_find
from import StringProperty, NumericProperty, OptionProperty, \
    AliasProperty, BooleanProperty, BoundedNumericProperty
from kivy.utils import platform
from kivy.setupconfig import USE_SDL2

from sys import float_info

[docs]class SoundLoader: '''Load a sound, using the best loader for the given file type. ''' _classes = []
[docs] @staticmethod def register(classobj): '''Register a new class to load the sound.''' Logger.debug('Audio: register %s' % classobj.__name__) SoundLoader._classes.append(classobj)
[docs] @staticmethod def load(filename): '''Load a sound, and return a Sound() instance.''' rfn = resource_find(filename) if rfn is not None: filename = rfn ext = filename.split('.')[-1].lower() if '?' in ext: ext = ext.split('?')[0] for classobj in SoundLoader._classes: if ext in classobj.extensions(): return classobj(source=filename) Logger.warning('Audio: Unable to find a loader for <%s>' % filename) return None
[docs]class Sound(EventDispatcher): '''Represents a sound to play. This class is abstract, and cannot be used directly. Use SoundLoader to load a sound. :Events: `on_play`: None Fired when the sound is played. `on_stop`: None Fired when the sound is stopped. ''' source = StringProperty(None) '''Filename / source of your audio file. .. versionadded:: 1.3.0 :attr:`source` is a :class:`` that defaults to None and is read-only. Use the :meth:`SoundLoader.load` for loading audio. ''' volume = NumericProperty(1.) '''Volume, in the range 0-1. 1 means full volume, 0 means mute. .. versionadded:: 1.3.0 :attr:`volume` is a :class:`` and defaults to 1. ''' pitch = BoundedNumericProperty(1., min=float_info.epsilon) '''Pitch of a sound. 2 is an octave higher, .5 one below. This is only implemented for SDL2 audio provider yet. .. versionadded:: 1.10.0 :attr:`pitch` is a :class:`` and defaults to 1. ''' state = OptionProperty('stop', options=('stop', 'play')) '''State of the sound, one of 'stop' or 'play'. .. versionadded:: 1.3.0 :attr:`state` is a read-only :class:``.''' loop = BooleanProperty(False) '''Set to True if the sound should automatically loop when it finishes. .. versionadded:: 1.8.0 :attr:`loop` is a :class:`` and defaults to False.''' __events__ = ('on_play', 'on_stop') def on_source(self, instance, filename): self.unload() if filename is None: return self.load()
[docs] def get_pos(self): ''' Returns the current position of the audio file. Returns 0 if not playing. .. versionadded:: 1.4.1 ''' return 0
def _get_length(self): return 0 length = property(lambda self: self._get_length(), doc='Get length of the sound (in seconds).')
[docs] def load(self): '''Load the file into memory.''' pass
[docs] def unload(self): '''Unload the file from memory.''' pass
[docs] def play(self): '''Play the file.''' self.state = 'play' self.dispatch('on_play')
[docs] def stop(self): '''Stop playback.''' self.state = 'stop' self.dispatch('on_stop')
[docs] def seek(self, position): '''Go to the <position> (in seconds). .. note:: Most sound providers cannot seek when the audio is stopped. Play then seek. ''' pass
def on_play(self): pass def on_stop(self): pass
# Little trick here, don't activate gstreamer on window # seem to have lot of crackle or something... audio_libs = [] if platform == 'android': audio_libs += [('android', 'audio_android')] elif platform in ('macosx', 'ios'): audio_libs += [('avplayer', 'audio_avplayer')] try: from kivy.lib.gstplayer import GstPlayer # NOQA audio_libs += [('gstplayer', 'audio_gstplayer')] except ImportError: pass audio_libs += [('ffpyplayer', 'audio_ffpyplayer')] if USE_SDL2: audio_libs += [('sdl2', 'audio_sdl2')] libs_loaded = core_register_libs('audio', audio_libs)