##### pygame documentation | Pygame Home || Help Contents || Reference Index Most useful stuff: Color | display | draw | event | font | image | key | locals | mixer | mouse | Rect | Surface | time | music | pygame Advanced stuff: cursors | joystick | mask | sprite | transform | BufferProxy | freetype | gfxdraw | midi | Overlay | PixelArray | pixelcopy | sndarray | surfarray | math Other: camera | cdrom | examples | fastevent | scrap | tests | touch | version

`pygame.mixer.music`
  pygame module for controlling streamed audio

  The music module is closely tied to `pygame.mixer` pygame module for loading and playing sounds. Use the music module to control the playback of music in the sound mixer.

  The difference between the music playback and regular Sound playback is that the music is streamed, and never actually loaded all at once. The mixer system only supports a single music stream at once.

  Be aware that `MP3` support is limited. On some systems an unsupported format can crash the program, `e.g`. Debian Linux. Consider using `OGG` instead.

  `pygame.mixer.music.``load`()
    Load a music file for playback
    load(filename) -> None
    load(object) -> None

    This will load a music filename/file object and prepare it for playback. If a music stream is already playing it will be stopped. This does not start the music playing.

  `pygame.mixer.music.``unload`()
    Unload the currently loaded music to free up resources
    unload() -> None

    This closes resources like files for any music that may be loaded.

    New in version 2.0.0.

  `pygame.mixer.music.``play`()
    Start the playback of the music stream
    play(loops=0, start=0.0, fade_ms = 0) -> None

    This will play the loaded music stream. If the music is already playing it will be restarted.

    `loops` is an optional integer argument, which is `0` by default, it tells how many times to repeat the music. The music repeats indefinately if this argument is set to `-1`.

    `start` is an optional float argument, which is `0.0` by default, which denotes the position in time, the music starts playing from. The starting position depends on the format of the music played. `MP3` and `OGG` use the position as time in seconds. For mp3s the start time position selected may not be accurate as things like variable bit rate encoding and ID3 tags can throw off the timing calculations. For `MOD` music it is the pattern order number. Passing a start position will raise a NotImplementedError if the start position cannot be set.

    `fade_ms` is an optional integer argument, which is `0` by default, makes the music start playing at `0` volume and fade up to full volume over the given time. The sample may end before the fade-in is complete.

    Changed in version 2.0.0: Added optional `fade_ms` argument

  `pygame.mixer.music.``rewind`()
    restart music
    rewind() -> None

    Resets playback of the current music to the beginning.

  `pygame.mixer.music.``stop`()
    stop the music playback
    stop() -> None

    Stops the music playback if it is currently playing. It Won't Unload the music.

  `pygame.mixer.music.``pause`()
    temporarily stop music playback
    pause() -> None

    Temporarily stop playback of the music stream. It can be resumed with the `pygame.mixer.music.unpause()` function.

  `pygame.mixer.music.``unpause`()
    resume paused music
    unpause() -> None

    This will resume the playback of a music stream after it has been paused.

  `pygame.mixer.music.``fadeout`()
    stop music playback after fading out
    fadeout(time) -> None

    Fade out and stop the currently playing music.

    The `time` argument denotes the integer milliseconds for which the fading effect is generated.

    Note, that this function blocks until the music has faded out. Calls to `fadeout()` and `set_volume()` will have no effect during this time. If an event was set using `set_endevent()` it will be called after the music has faded.

  `pygame.mixer.music.``set_volume`()
    set the music volume
    set_volume(volume) -> None

    Set the volume of the music playback.

    The `volume` argument is a float between `0.0` and `1.0` that sets volume. When new music is loaded the volume is reset to full volume.

  `pygame.mixer.music.``get_volume`()
    get the music volume
    get_volume() -> value

    Returns the current volume for the mixer. The value will be between `0.0` and `1.0`.

  `pygame.mixer.music.``get_busy`()
    check if the music stream is playing
    get_busy() -> bool

    Returns True when the music stream is actively playing. When the music is idle this returns False. In pygame 2.0.1 and above this function returns False when the music is paused. In pygame 1 it returns True when the music is paused.

    Changed in version 2.0.1: Returns False when music paused.

  `pygame.mixer.music.``set_pos`()
    set position to play from
    set_pos(pos) -> None

    This sets the position in the music file where playback will start. The meaning of "pos", a float (or a number that can be converted to a float), depends on the music format.

    For `MOD` files, pos is the integer pattern number in the module. For `OGG` it is the absolute position, in seconds, from the beginning of the sound. For `MP3` files, it is the relative position, in seconds, from the current position. For absolute positioning in an `MP3` file, first call `rewind()`.

    Other file formats are unsupported. Newer versions of SDL_mixer have better positioning support than earlier ones. An SDLError is raised if a particular format does not support positioning.

    Function `set_pos()` calls underlining SDL_mixer function `Mix_SetMusicPosition`.

    New in version 1.9.2.

  `pygame.mixer.music.``get_pos`()
    get the music play time
    get_pos() -> time

    This gets the number of milliseconds that the music has been playing for. The returned time only represents how long the music has been playing; it does not take into account any starting position offsets.

  `pygame.mixer.music.``queue`()
    queue a sound file to follow the current
    queue(filename) -> None

    This will load a sound file and queue it. A queued sound file will begin as soon as the current sound naturally ends. Only one sound can be queued at a time. Queuing a new sound while another sound is queued will result in the new sound becoming the queued sound. Also, if the current sound is ever stopped or changed, the queued sound will be lost.

    The following example will play music by Bach six times, then play music by Mozart once:

        pygame.mixer.music.load('bach.ogg')
        pygame.mixer.music.play(5)        # Plays six times, not five!
        pygame.mixer.music.queue('mozart.ogg')

  `pygame.mixer.music.``set_endevent`()
    have the music send an event when playback stops
    set_endevent() -> None
    set_endevent(type) -> None

    This causes pygame to signal (by means of the event queue) when the music is done playing. The argument determines the type of event that will be queued.

    The event will be queued every time the music finishes, not just the first time. To stop the event from being queued, call this method with no argument.

  `pygame.mixer.music.``get_endevent`()
    get the event a channel sends when playback stops
    get_endevent() -> type

    Returns the event type to be sent every time the music finishes playback. If there is no endevent the function returns `pygame.NOEVENT`.

Edit on GitHub