Procedural Sound
I think i will do a game with a sorta real time sound synthesis engine. Generating numpy arrays on the fly and queueing them with pygame's channels. Maybe pyglet for ui if i can mix them.(log in to comment)
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I think Pygame and Pyglet can work together. Pygame will create a window with OpenGL context that Pyglet will render to.
For sound Pygame wraps SDL-mixer and recent work with that (for pgzero tone generation) made me think it was pretty weak. I wrote my own Portaudio bindings with CFFI for my wedding light display where I wanted real-time audio analysis.
@ikanreed in my previous pyweek entry ( https://pyweek.org/e/elspirit/ ) i did a non realtime synth to create the notes and varied the scale and speed depending on the game situation, mostly randomizing note selection. This time, as i would like to have a realtime synth, i expect the variations to come more from timbre as realtime reaction to user actions than from pitch. But who knows!
My goal is to showcase the synth with a game, make the game a sonic experience. Ill figure out how scores help me with that. I am afraid ill spend the whole week in the synth :)
https://en.wikipedia.org/wiki/Great_Vowel_Shift
Where /i:/ turns to /ai:/ but being followed by an m, a labial consonant, could be an exception (?!?!).
And maybe the -bre to -ber ending is the same as centre to center.
But be warned, i dont know what i am talking about.
Timbre is a French word and is pronounced like it. "Ti" sounds like "ta" before m or n, like in gratin.
saluk on 2018/10/15 20:13:
I'm not sure pyglet and pygame are a good mix, and I do think that this is easier to do in pygame. Have you looked at some of the ui libraries available in pygame?