pygame / docs / ref / Channel.html

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<h2 align=center>Channel</h2>
Channel objects represent a single channel of sound. Each channel
can only playback one Sound object at a time. If your application
only requires simply sound playback, you will usually not need to
bother with the Channel objects, they exist for finer playback
Sound objects can be retrieved from the pygame.mixer module with
functions like pygame.mixer.Channel() and
pygame.mixer.find_channel(). Also, each time you call a Channel object will be returned, representing the
channel that sound is playing on.


<tr><td><a href=#fadeout>fadeout</a></td><td> -
fade out the channel</td></tr>

<tr><td><a href=#get_busy>get_busy</a></td><td> -
query state of the channel</td></tr>

<tr><td><a href=#get_volume>get_volume</a></td><td> -
query the volume for the</td></tr>

<tr><td><a href=#pause>pause</a></td><td> -
temporarily stop the channel</td></tr>

<tr><td><a href=#play>play</a></td><td> -
play a sound on this channel</td></tr>

<tr><td><a href=#set_volume>set_volume</a></td><td> -
set volume for channel</td></tr>

<tr><td><a href=#stop>stop</a></td><td> -
stop playing on the channel</td></tr>

<tr><td><a href=#unpause>unpause</a></td><td> -
restart a paused channel</td></tr>



<a name=fadeout><font size=+2><b>fadeout
</b></font><br><font size=+1><tt>
Channel.fadeout(millisec) -> None
Fade out the playing sound and stops it over the
given millisonds.

<a name=get_busy><font size=+2><b>get_busy
</b></font><br><font size=+1><tt>
Channel.get_busy() -> bool
Returns true when there is a sound actively playing on this

<a name=get_volume><font size=+2><b>get_volume
</b></font><br><font size=+1><tt>
Channel.get_volume() -> val
Returns the current volume for this sound object. The value is
between 0.0 and 1.0.

<a name=pause><font size=+2><b>pause
</b></font><br><font size=+1><tt>
Channel.pause() -> None
Stops the sound that is playing on this channel,
but it can be resumed with a call to <a href=#unpause>unpause()</a>

<a name=play><font size=+2><b>play
</b></font><br><font size=+1><tt>, [loops, [maxtime]]) -> None
Starts playing a given sound on this channel. If the channels is
currently playing a different sound, it will be
replaced/restarted with the given sound. Loops controls how many
extra times the sound will play, a negative loop will play
indefinitely, it defaults to 0. Maxtime is the number of
totalmilliseconds that the sound will play. It defaults to
forever (-1).

<a name=set_volume><font size=+2><b>set_volume
</b></font><br><font size=+1><tt>
Channel.set_volume(val) -> None
Sets the volume for the channel. The channel's volume level is
mixed with the volume for the active sound object. The value is
between 0.0 and 1.0.

<a name=stop><font size=+2><b>stop
</b></font><br><font size=+1><tt>
Channel.stop() -> None
Stops the sound that is playing on this channel.

<a name=unpause><font size=+2><b>unpause
</b></font><br><font size=+1><tt>
Channel.unpause() -> None
Restarts a paused channel where it was paused.