Play recorded sounds: Difference between revisions

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Revision as of 20:16, 18 August 2011

Task
Play recorded sounds
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

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>

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>

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 libary 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

Works with: Python version 2.6
Library: pygame

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')

  1. individual

s1.play(-1) #loops indefinitely time.sleep(0.5)

  1. simultaneously

s2.play() #play once time.sleep(2) s2.play(2) #optional parameter loops three times time.sleep(10)

  1. set volume down

s1.set_volume(0.1) time.sleep(5)

  1. 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

Library: sound

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>

  1. Setup
  2. 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"))

  1. Play sequentially

play(appendSample(chimes, chord))

  1. Play simultaneously

play(chimes + chord)

  1. Stopping before the end

play(cutSample(chimes, 0, 0.2))

  1. 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

  1. Volume control

play(3 * chimes)

  1. Stereo effect

play(stereo(chimes, chord))

  1. Other actions (not obviously possible)

</lang>

Ruby

There aren't many mature sound libraries for Ruby. The

Library: RubyGems

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>

Tcl

Library: snack

<lang tcl>package require sound

  1. Potentially also require driver support for particular formats
  1. Load some sounds in; this part can be slow

snack::sound s1 s1 read $soundFile1 snack::sound s2 s2 read $soundFile2

  1. 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

  1. 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).

UNIX Shell

<lang bash>#!/usr/bin/sh

  1. play.sh
  1. Plays .au files.
  2. Usage: play.sh <recorded_sound.au>

cat $1 >> /dev/audio # Write file $1 to the speaker's Character Special (/dev/audio).</lang>