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<a href=pygame_mixer_music.html>mixer_music</a> ||<br>
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|| <a href=pygame_mouse.html>mouse</a> ||
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<a href=pygame_movie.html>movie</a> ||
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<a href=pygame_sndarray.html>sndarray</a> ||
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<a href=pygame_surfarray.html>surfarray</a> ||
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<a href=pygame_time.html>time</a> ||
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<a href=pygame_transform.html>transform</a> ||<br>
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|| <a href=Rect.html>Rect</a> ||
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<a href=Sound.html>Sound</a> ||
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<a href=Surface.html>Surface</a> ||<br>
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<br>|| <a href=pygame_cursors.html>cursors</a> ||
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<a href=pygame_sprite.html>sprite</a> ||
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<a href=pygame_version.html>version</a> ||<br>
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<br>|| <a href=pygame_color.html>color</a> ||
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<a href=pygame_cursors.html>cursors</a> ||
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<a href=pygame_sprite.html>sprite</a> ||<br>
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</td></tr></table></td></tr></table>
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query state of the channel</td></tr>
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<tr><td><a href=#get_endevent>get_endevent</a></td><td> -
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get the endevent for a channel</td></tr>
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<tr><td><a href=#get_queue>get_queue</a></td><td> -
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get the currently queued sound object</td></tr>
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<tr><td><a href=#get_sound>get_sound</a></td><td> -
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get the currently playing sound object</td></tr>
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<tr><td><a href=#get_volume>get_volume</a></td><td> -
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query the volume for the</td></tr>
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play a sound on this channel</td></tr>
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<tr><td><a href=#queue>queue</a></td><td> -
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queue a sound on this channel</td></tr>
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<tr><td><a href=#set_endevent>set_endevent</a></td><td> -
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set an endevent for a channel</td></tr>
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<tr><td><a href=#set_volume>set_volume</a></td><td> -
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set volume for channel</td></tr>
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</ul><br> <br>
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<a name=get_endevent><font size=+2><b>get_endevent
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</b></font><br><font size=+1><tt>
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Channel.get_endevent() -> event_type
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Returns the end event type for this Channel. If the
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return value is NOEVENT, then no events will be sent
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<a name=get_queue><font size=+2><b>get_queue
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</b></font><br><font size=+1><tt>
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Channel.get_queue() -> Sound
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Return the currently queued Sound object on this channel.
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This will return None if there is nothing queued.
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<a name=get_sound><font size=+2><b>get_sound
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</b></font><br><font size=+1><tt>
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Channel.get_sound() -> Sound
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Return the currently playing Sound object on this channel.
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This will return None if there is nothing playing.
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<a name=get_volume><font size=+2><b>get_volume
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</b></font><br><font size=+1><tt>
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Channel.get_volume() -> val
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192
</ul><br> <br>
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<a name=queue><font size=+2><b>queue
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</b></font><br><font size=+1><tt>
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Channel.queue(Sound) -> None
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When you queue a sound on a channel, it will begin playing
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immediately when the current playing sound finishes. Each
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channel can only have a single Sound object queued. The
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queued sound will only play when the current Sound finishes
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naturally, not from another call to <a href=Sound.html#stop>stop()</a> or <a href=Sound.html#play>play()</a>.
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If there is no currently playing sound on this Channel
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it will begin playback immediately.
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This will only work with SDL_mixer greater than version 1.2.3
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<a name=set_endevent><font size=+2><b>set_endevent
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</b></font><br><font size=+1><tt>
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Channel.set_endevent([event_type]) -> None
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When you set an endevent for a channel, that event type
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will be put on the pygame event queue everytime a sound stops
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playing on that channel. This is slightly different than the
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music object end event, because this will trigger an event
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anytime the music stops. If you call <a href=Sound.html#stop>stop()</a> or <a href=Sound.html#play>play()</a> on the
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channel, it will fire an event. An event will also be fired when
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playback switches to a queued Sound.
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Pass no argument to stop this channel from firing events
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<a name=set_volume><font size=+2><b>set_volume
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</b></font><br><font size=+1><tt>
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Channel.set_volume(val) -> None
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Channel.set_volume(val, [stereoval]) -> None
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Sets the volume for the channel. The channel's volume level is
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mixed with the volume for the active sound object. The value is
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between 0.0 and 1.0.
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If mixer is using stereo, you can set the panning for audio
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by supplying a volume for the left and right channels. If
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SDL_mixer cannot set the panning, it will average the two
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volumes. Panning requires SDL_mixer-1.2.1.
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</ul><br> <br>
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<a name=stop><font size=+2><b>stop