sound

Play sound effects.

class sound.Beeper(sounds_dir, config)

The maker of sound effects.

Parameters:
  • sounds_dir – The path to the sounds directory.
  • config (dict) – Configuration parameters from the ini file.
add_sound(sound_id, sound_file)

Add a sound effect to the beeper’s collection.

Parameters:
  • sound_id – The ID of the sound effect.
  • sound_file – The file name of the sound effect (relative to the sounds directory).
is_busy()

Return whether a sound effect is being played at the moment in SUSPEND mode.

make_sitting_sound(mode)

Play a sitting sound effect. This will be a walking sound effect, chosen at random from those available.

Parameters:mode – The mode in which to play the sound effect (see play()).
make_walking_sound(index, mode)

Play a walking sound effect.

Parameters:
  • index – The index of the walking sound effect.
  • mode – The mode in which to play the sound effect (see play()).
pause()

Pause the playing of any sound effect.

play(sound_id, mode=1)

Play a sound effect.

Parameters:
  • sound_id – The ID of the sound effect.
  • mode – If SUSPEND, movement of characters and screen updates are suspended until the sound effect has finished playing, but the quit and pause keys will be checked in the meantime; if ASYNC (or anything else), the sound effect will play asynchronously.
restore(sounds_dir)

Perform tasks required immediately after loading a saved game.

Parameters:sounds_dir – The path to the sounds directory.
unpause()

Resume the playing of any sound effect.

sound.ALL_SHIELDS = 'ALL_SHIELDS'

ID of the sound effect to play when all the shields have been flashed.

sound.ASYNC = 2

Sound effect play mode: asynchronous.

sound.BELL = 'BELL'

ID of the sound effect for the bell.

sound.BIKE = 'BIKE'

ID of the sound effect to play when the bike is unchained.

sound.CATAPULT = 'CATAPULT'

ID of the sound effect to play when Eric’s catapult is fired.

sound.CONKER = 'CONKER'

ID of the sound effect to play when Albert is knocked unconscious by the conker.

sound.DESK = 'DESK'

ID of the sound effect to play when Eric finds something in a desk.

sound.FROG = 'FROG'

ID of the sound effect to play when Eric catches the frog or places it in a cup.

sound.JUMP = 'JUMP'

ID of the sound effect to play when Eric jumps.

sound.KISS = 'KISS'

ID of the sound effect to play when Eric kisses someone.

sound.KNOCKED_OUT = 'KNOCKED_OUT'

ID of the sound effect to play when Eric is knocked over.

sound.LINES1 = 'LINES1'

ID of lines sound effect 1.

sound.LINES2 = 'LINES2'

ID of lines sound effect 2.

sound.MOUSE = 'MOUSE'

ID of the sound effect to play when a mouse is caught.

sound.OPEN_SAFE = 'OPEN_SAFE'

ID of the sound effect to play when the safe is opened (with the combination).

sound.SAFE_KEY = 'SAFE_KEY'

ID of the sound effect to play when Eric gets the safe key.

sound.SHERRY = 'SHERRY'

ID of the sound effect to play when Eric fills the water pistol with sherry.

sound.SHIELD = 'SHIELD'

ID of the sound effect to play when a shield is hit.

sound.STOREROOM_KEY = 'STOREROOM_KEY'

ID of the sound effect to play when Eric gets the storeroom key.

sound.SUSPEND = 1

Sound effect play mode: suspend character movement and screen updates.

sound.TUNE = 'TUNE'

ID of the opening tune.

sound.UP_A_YEAR = 'UP_A_YEAR'

ID of the sound effect to play when Eric goes up a year.

sound.WALK_SOUNDS = ('WALK0', 'WALK1', 'WALK2', 'WALK3')

Walking sound effect IDs.

sound.WATER_PISTOL = 'WATER_PISTOL'

ID of the sound effect to play when Eric’s water pistol is fired.

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