Package MeatEngine :: Package MoodMusic
[hide private]
[frames] | no frames]

Source Code for Package MeatEngine.MoodMusic

 1  """ 
 2   
 3  Meat Engine Mood Music 
 4   
 5   
 6  MeatEngine.MoodMusic is a module for selecting music adaptively based 
 7  on the mood of the game. It is intended to support multiple players 
 8  (PyGame, BASS, FMod, OpenAL), but only PyGame's sound system is 
 9  currently supported. 
10   
11  Each distinct "state" that the game can be in is called a 
12  "mood". Music can be associated with a mood, or with a transition 
13  between moods. 
14   
15  At initialization time, first create an instance of the library 
16  wrapper object (currently LibraryPyGame is the only one 
17  supported). Then create a player object with the library as an 
18  argument. 
19   
20  You then define the states ("moods") by calling addState on the player 
21  object. You may add transitions between states if you plan on using 
22  this feature. If you do not want music playing between states, you 
23  don't need to set them up. 
24   
25  Next, assign music to the states and transitions (if any). This can be 
26  done a directory at a time with addMusicDirectoryToState and 
27  addMusicDirectoryToTransition. There are also methods to add 
28  individual files to states or transitions. 
29   
30  Finally, call setState() to establish the initial state. 
31   
32  At runtime, call the player's tick() function periodically (once per 
33  frame is convenient, but if you call it less frequently, you may get 
34  gaps in your transitions). When a song ends, the player checks the 
35  current mood and plays an appropriate song. 
36   
37  Moods can be changed by either calling setState() or pushState(). When 
38  calling setState(), you are strictly controlling the mood of the next 
39  song (the current song still plays to completion). This may be useful 
40  for states that change frequently, more often than the length of a 
41  song. 
42   
43  Alternately, you can use pushState(), and the player will maintain a 
44  stack of states. As a song finishes, if the stack is more than one 
45  mood deep, the player will see if a transition has been established 
46  for those two states, and it will play a song from the list 
47  associated with that transtion. When the transition song is finished, 
48  the stack is again inspected. If there are still more than one mood 
49  deep, another transition is played, until the stack is down to a 
50  single mood. 
51   
52   
53   
54   
55  """ 
56