SFML/python/samples/sound_capture.py
remi-k 39f4805a98 * PySFML now compiles and runs with python3 (and still compiles and runs
with python 2.5)
* Improved support for unicode
* Fixed a mysterious bug with the opengl sample
* Code clean up


git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1024 4e206d99-4929-0410-ac5d-dfc041789085
2009-02-27 17:57:39 +00:00

69 lines
2.0 KiB
Python

#!/usr/bin/env python
from PySFML import sf
def Main():
# Check that the device can capture audio
if sf.SoundRecorder.CanCapture() == False:
print "Sorry, audio capture is not supported by your system"
return
# Choose the sample rate
SampleRate = 0
SampleRate = int(raw_input("Please choose the sample rate for sound capture (44100 is CD quality) : "))
# Wait for user input...
print "Press enter to start recording audio"
raw_input()
# Here we'll use an integrated custom recorder, which saves the captured data into a sfSoundBuffer
Recorder = sf.SoundBufferRecorder()
# Audio capture is done in a separate thread, so we can block the main thread while it is capturing
Recorder.Start(SampleRate)
print "Recording... press enter to stop"
raw_input()
Recorder.Stop()
# Get the buffer containing the captured data
Buffer = Recorder.GetBuffer()
# Display captured sound informations
print "Sound information :"
print " " + str(Buffer.GetDuration()) + " seconds"
print " " + str(Buffer.GetSampleRate()) + " samples / seconds"
print " " + str(Buffer.GetChannelsCount()) + " channels"
# Choose what to do with the recorded sound data
Choice = str(raw_input("What do you want to do with captured sound (p = play, s = save) ? "))
if Choice == 's':
# Choose the filename
Filename = str(raw_input("Choose the file to create : "))
# Save the buffer
Buffer.SaveToFile(Filename);
else:
# Create a sound instance and play it
Sound = sf.Sound(Buffer)
Sound.Play()
# Wait until finished
while Sound.GetStatus() == sf.Sound.Playing:
# Display the playing position - I don't know how to do this in python
# std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << Sound.GetPlayingOffset() << " sec";
# Leave some CPU time for other threads
sf.Sleep(0.1)
# Finished !
print "Done !"
# Wait until the user presses 'enter' key
print "Press enter to exit..."
raw_input()
return
Main()