Playing Sound and Video
pyglet can load and play many audio and video formats, often with support for surround sound and video effects.
WAV and MP3 files are the most commonly supported across platforms. The formats a specific computer can play are determined by which of the following are available:
The built-in pyglet WAV file decoder (always available)
Platform-specific APIs and libraries
PyOgg
FFmpeg version 4, 5, or 6
Video is played into OpenGL textures, allowing real-time manipulation by applications. Examples include use in 3D environments or shader-based effects. To play video, FFmpeg must be installed.
Audio is played back with one of the following: OpenAL, XAudio2, DirectSound, or PulseAudio. Hardware-accelerated mixing is available on all of them. 3D positional audio and surround sound features are available on all back-ends other than PulseAudio.
Audio drivers
pyglet can use OpenAL, XAudio2, DirectSound, or PulseAudio to play sound. Only one driver can be used at a time, but the selection can be changed by altering the configuration and restarting the program.
The default driver preference order works well for most users. However,
you may override it by setting a different preference sequence before
the pyglet.media
module is loaded. See
Choosing the audio driver to learn more.
The available drivers depend on your operating system:
Choosing the audio driver
The 'audio'
key of the pyglet.options
dictionary
specifies the audio driver preference order.
On import, the pyglet.media
will try each entry from first to
last until it either finds a working driver or runs out of entries. For
example, the default is equivalent to setting the following value:
pyglet.options['audio'] = ('xaudio2', 'directsound', 'openal', 'pulse', 'silent')
You can also set a custom preference order. For example, we could add this line before importing the media module:
pyglet.options['audio'] = ('openal', 'pulse', 'xaudio2', 'directsound', 'silent')
It tells pyglet to try using the OpenAL driver first. If is not available, try Pulseaudio, XAudio2, and DirectSound in that order. If all else fails, no driver will be instantiated and the game will run silently.
The value for the 'audio'
key can be a list or tuple which contains
one or more of the following strings:
String
Audio driver
'openal'
OpenAL
'directsound'
DirectSound
'xaudio2'
XAudio2
'pulse'
PulseAudio
'silent'
No audio output
You must set any custom 'audio'
preference order before importing
pyglet.media
. This can also be set through an environment variable;
see Environment settings.
The following sections describe the requirements and limitations of each audio driver.
XAudio2
XAudio2 is only available on Windows Vista and above and is the replacement of DirectSound. This provides hardware accelerated audio support for newer operating systems.
Note that in some stripped down versions of Windows 10, XAudio2 may not be available until the required DLL’s are installed.
DirectSound
DirectSound is available only on Windows, and is installed by default. pyglet uses only DirectX 7 features. On Windows Vista, DirectSound does not support hardware audio mixing or surround sound.
OpenAL
The favored driver for Mac OS X, but also available on other systems.
This driver has the following advantages:
Either preinstalled or easy to install on supported platforms.
Implements features which may be absent from other drivers or OS-specific versions of their backing APIs.
Its main downsides are:
Not guaranteed to be installed on platforms other than Mac OS X
On recent Windows versions, the XAudio2 and DirectSound backends may support more features.
Windows users can download an OpenAL implementation from openal.org or their sound device’s manufacturer.
On Linux, the following apply:
It can usually be installed through your distro’s package manager.
It may already be installed as a dependency of other packages.
It lacks the limitations of the PulseAudio driver.
The commands below should install OpenAL on the most common Linux distros:
Common Linux Distros |
Install Command |
---|---|
Ubuntu, Pop!_OS, Debian |
|
Arch, Manjaro |
|
Fedora, Nobara |
|
You may need to prefix these commands with either sudo
or another
command. Consult your distro’s documentation for more information.
PulseAudio
This backend is almost always supported, but it has limited features.
If it fails to initialize, consult your distro’s documentation to learn which supported audio back-ends you can install.
Missing features
Although PulseAudio can theoretically support advanced multi-channel audio, the pyglet driver does not. The following features will not work properly:
Positional audio: automatically changing the volume for individual audio channels based on the position of the sound source
Integration with surround sound
Switching to OpenAL should automatically enable them.
Supported media types
pyglet has included support for loading Wave (.wav) files, which are therefore guaranteed to work on all platforms. pyglet will also use various platform libraries and frameworks to support a limited amount of compressed audio types, without the need for FFmpeg. While FFmpeg supports a large array of formats and codecs, it may be an unnecessarily large dependency when only simple audio playback is needed.
These formats are supported natively under the following systems and codecs:
Windows Media Foundation
Supported on Windows operating systems.
The following are supported on Windows Vista and above:
MP3
WMA
ASF
SAMI/SMI
The following are also supported on Windows 7 and above:
AAC/ADTS
The following is undocumented but known to work on Windows 10:
FLAC
GStreamer
Supported on Linux operating systems that have the GStreamer installed. Please note that the associated Python packages for gobject & gst are also required. This varies by distribution, but will often already be installed along with GStreamer.
MP3
FLAC
OGG
M4A
CoreAudio
Supported on Mac operating systems.
AAC
AC3
AIF
AU
CAF
MP3
M4A
SND
SD2
PyOgg
Supported on Windows, Linux, and Mac operating systems.
PyOgg is a lightweight Python library that provides Python bindings for Opus, Vorbis, and FLAC codecs.
If the PyOgg module is installed in your site packages, pyglet will optionally detect and use it. Since not all operating systems can decode the same audio formats natively, it can often be a hassle to choose an audio format that is truely cross platform with a small footprint. This wrapper was created to help with that issue.
Supports the following formats:
OGG
FLAC
OPUS
To install PyOgg, please see their installation guide on readthedocs.io.
FFmpeg
Note
The most recent pyglet release can use FFmpeg 4.X, 5.X, or 6.X
See FFmpeg installation to learn more.
FFmpeg is best when you need to support the maximum number of formats and encodings. It is also worth considering the following:
Support for many formats and container types means large download size
FFmpeg’s compile options allow it to be built and used under either the LGPL or GPL license
See the following sections to learn more.
See FFmpeg & licenses to learn more.
Supported Formats
It is difficult to provide a complete list of FFmpeg’s features due to the large number of audio and video codecs, options, and container formats it supports. Refer to the FFmpeg documentation for more information.
Known supported audio formats include:
AU
MP2
MP3
OGG/Vorbis
WAV
WMA
Known supported video formats include:
AVI
DivX
H.263
H.264
MPEG
MPEG-2
OGG/Theora
Xvid
WMV
Webm
The easiest way to check whether a file will load through FFmpeg is to
try playing it through the media_player.py
example. New releases of
FFmpeg may fix bugs and add support for new formats.
FFmpeg & licenses
FFmpeg’s code uses different licenses for different parts.
The core of the project uses a modified LGPL license. However, the GPL is used for certain optional parts. Using these components, as well as bundling FFmpeg binaries which include them, may require full GPL compliance. As a result, some organizations may restrict some or all use of FFmpeg.
pyglet’s FFmpeg bindings do not rely on the optional GPL-licensed parts. Therefore, most projects should be free to use any license they choose for their own code as long as they use one of the following approaches:
Require users to install FFmpeg themselves using either:
The FFmpeg installation section on this page
Custom instructions for a specific FFmpeg version
Make FFmpeg optional as described at the end of the FFmpeg installation instructions
Bundle an LGPL-only build of FFmpeg
See the following to learn more:
The license documentation for your specific FFmpeg version:
FFmpeg installation
You can install FFmpeg for your platform by following the instructions found in the FFmpeg download page. You must choose the shared build for the targeted OS with the architecture similar to the Python interpreter.
All recent pyglet versions support FFmpeg 4.x and 5.x. To use FFmpeg 6.X, you must use pyglet 2.0.8 or later.
Choose the correct architecture depending on the targeted Python interpreter. If you’re shipping your project with a 32 bits interpreter, you must download the 32 bits shared binaries.
On Windows, the usual error message when the wrong architecture was downloaded is:
WindowsError: [Error 193] %1 is not a valid Win32 application
Finally make sure you download the shared builds, not the static or the dev builds.
For Mac OS and Linux, the library is usually already installed system-wide. It may be easiest to list FFmpeg as a requirement for your project, and leave it up to the user to ensure that it is installed. For Windows users, it’s not recommended to install the library in one of the windows sub-folders.
Instead we recommend to use the pyglet.options
search_local_libs
:
import pyglet
pyglet.options['search_local_libs'] = True
This will allow pyglet to find the FFmpeg binaries in the lib
sub-folder
located in your running script folder.
Another solution is to manipulate the environment variable. On Windows you can add the dll location to the PATH:
os.environ["PATH"] += "path/to/ffmpeg"
For Linux and Mac OS:
os.environ["LD_LIBRARY_PATH"] += ":" + "path/to/ffmpeg"
Tip
Prevent crashes by checking for FFmpeg before loading media!
Call pyglet.media.have_ffmpeg()
to check whether
FFmpeg was detected correctly. If it returns False
, you can
take an appropriate action instead of crashing. Examples
include:
Showing a helpful error in the GUI or console output
Exiting gracefully after the the user clicks OK on a dialog
Limiting the formats your project will attempt to load
Loading media
Audio and video files are loaded in the same way, using the
pyglet.media.load()
function, providing a filename:
source = pyglet.media.load('explosion.wav')
If the media file is bundled with the application, consider using the
resource
module (see Application resources).
The result of loading a media file is a
Source
object. This object provides useful
information about the type of media encoded in the file, and serves as an
opaque object used for playing back the file (described in the next section).
The load()
function will raise a
MediaException
if the format is unknown.
IOError
may also be raised if the file could not be read from disk.
Future versions of pyglet will also support reading from arbitrary file-like
objects, however a valid filename must currently be given.
The length of the media file is given by the
duration
property, which returns the media’s
length in seconds.
Audio metadata is provided in the source’s
audio_format
attribute, which is None
for
silent videos. This metadata is not generally useful to applications. See
the AudioFormat
class documentation for details.
Video metadata is provided in the source’s
video_format
attribute, which is None
for
audio files. It is recommended that this attribute is checked before
attempting play back a video file – if a movie file has a readable audio
track but unknown video format it will appear as an audio file.
You can use the video metadata, described in a
VideoFormat
object, to set up display of the video
before beginning playback. The attributes are as follows:
Attribute
Description
width
,height
Width and height of the video image, in pixels.
sample_aspect
The aspect ratio of each video pixel.
You must take care to apply the sample aspect ratio to the video image size for display purposes. The following code determines the display size for a given video format:
def get_video_size(width, height, sample_aspect):
if sample_aspect > 1.:
return width * sample_aspect, height
elif sample_aspect < 1.:
return width, height / sample_aspect
else:
return width, height
Media files are not normally read entirely from disk; instead, they are streamed into the decoder, and then into the audio buffers and video memory only when needed. This reduces the startup time of loading a file and reduces the memory requirements of the application.
However, there are times when it is desirable to completely decode an audio file in memory first. For example, a sound that will be played many times (such as a bullet or explosion) should only be decoded once. You can instruct pyglet to completely decode an audio file into memory at load time:
explosion = pyglet.media.load('explosion.wav', streaming=False)
The resulting source is an instance of StaticSource
,
which provides the same interface as a StreamingSource
.
You can also construct a StaticSource
directly from an
already- loaded Source
:
explosion = pyglet.media.StaticSource(pyglet.media.load('explosion.wav'))
Audio Synthesis
In addition to loading audio files, the pyglet.media.synthesis
module is available for simple audio synthesis. There are several basic
waveforms available, including:
These waveforms can be constructed by specifying a duration, frequency, and sample rate. At a minimum, a duration is required. For example:
sine = pyglet.media.synthesis.Sine(3.0, frequency=440, sample_rate=44800)
For shaping the waveforms, several simple envelopes are available. These envelopes affect the amplitude (volume), and can make for more natural sounding tones. You first create an envelope instance, and then pass it into the constructor of any of the above waveforms. The same envelope instance can be passed to any number of waveforms, reducing duplicate code when creating multiple sounds. If no envelope is used, all waveforms will default to the FlatEnvelope of maximum amplitude, which esentially has no effect on the sound. Check the module documentation of each Envelope to see which parameters are available.
An example of creating an envelope and waveforms:
adsr = pyglet.media.synthesis.ADSREnvelope(attack=0.05, decay=0.2, release=0.1)
saw = pyglet.media.synthesis.Sawtooth(duration=1.0, frequency=220, envelope=adsr)
The waveforms you create with the synthesis module can be played like any other loaded sound. See the next sections for more detail on playback.
Simple audio playback
Many applications, especially games, need to play sounds in their entirety without needing to keep track of them. For example, a sound needs to be played when the player’s space ship explodes, but this sound never needs to have its volume adjusted, or be rewound, or interrupted.
pyglet provides a simple interface for this kind of use-case. Call the
play()
method of any Source
to play it immediately and completely:
explosion = pyglet.media.load('explosion.wav', streaming=False)
explosion.play()
You can call play()
on any
Source
, not just
StaticSource
.
The return value of play()
is a
Player
, which can either be
discarded, or retained to maintain control over the sound’s playback.
Controlling playback
You can implement many functions common to a media player using the
Player
class. Use of this class is also necessary for video playback. There are no
parameters to its construction:
player = pyglet.media.Player()
A player will play any source that is queued on it. Any number of sources can be queued on a single player, but once queued, a source can never be dequeued (until it is removed automatically once complete). The main use of this queueing mechanism is to facilitate “gapless” transitions between playback of media files.
The queue()
method is used to queue
a media on the player - a StreamingSource
or a
StaticSource
. Either you pass one instance, or you
can also pass an iterable of sources. This provides great flexibility. For
instance, you could create a generator which takes care of the logic about
what music to play:
def my_playlist():
yield intro
while game_is_running():
yield main_theme
yield ending
player.queue(my_playlist())
When the game ends, you will still need to call on the player:
player.next_source()
The generator will pass the ending
media to the player.
A StreamingSource
can only ever be queued on one
player, and only once on that player. StaticSource
objects can be queued any number of times on any number of players. Recall
that a StaticSource
can be created by passing
streaming=False
to the pyglet.media.load()
method.
In the following example, two sounds are queued onto a player:
player.queue(source1)
player.queue(source2)
Playback begins with the player’s play()
method
is called:
player.play()
Standard controls for controlling playback are provided by these methods:
Method
Description
play()
Begin or resume playback of the current source.
pause()
Pause playback of the current source.
next_source()
Dequeue the current source and move to the next one immediately.
seek()
Seek to a specific time within the current source.
Note that there is no stop method. If you do not need to resume playback,
simply pause playback and discard the player and source objects. Using the
next_source()
method does not guarantee gapless
playback.
There are several properties that describe the player’s current state:
Property
Description
time
The current playback position within the current source, in seconds. This is read-only (but see the
seek()
method).
playing
True if the player is currently playing, False if there are no sources queued or the player is paused. This is read-only (but see the
pause()
andplay()
methods).
source
A reference to the current source being played. This is read-only (but see the
queue()
method).
volume
The audio level, expressed as a float from 0 (mute) to 1 (normal volume). This can be set at any time.
True
if the current source should be repeated when reaching the end. If set toFalse
, playback will continue to the next queued source.
Handling playback events
When a player reaches the end of the current source, an on_eos()
(on end-of-source) event is dispatched. Players have a default handler for this event,
which will either repeat the current source (if the loop
attribute has been set to True
), or move to the next queued source immediately.
When there are no more queued sources, the on_player_eos()
event is dispatched, and playback stops until another source is queued.
For loop control you can change the loop
attribute
at any time, but be aware that unless sufficient time is given for the future
data to be decoded and buffered there may be a stutter or gap in playback.
If set well in advance of the end of the source (say, several seconds), there
will be no disruption.
The end-of-source behavior can be further customized by setting your own event handlers; see Event dispatching & handling. You can either replace the default event handlers directly, or add an additional event as described in the reference. For example:
my_player.on_eos = my_player.pause
Gapless playback
To play back multiple similar sources without any audible gaps,
SourceGroup
is provided.
A SourceGroup
can only contain media sources
with identical audio or video format. First create an instance of
SourceGroup
, and then add all desired additional
sources with the add()
method.
Afterwards, you can queue the SourceGroup
on a Player as if it was a single source.
Incorporating video
When a Player
is playing back a source with
video, use the texture
property to obtain the
video frame image. This can be used to display the current video image
syncronised with the audio track, for example:
@window.event
def on_draw():
player.texture.blit(0, 0)
The texture is an instance of pyglet.image.Texture
, with an internal
format of either GL_TEXTURE_2D
or GL_TEXTURE_RECTANGLE_ARB
. While the
texture will typically be created only once and subsequentally updated each
frame, you should make no such assumption in your application – future
versions of pyglet may use multiple texture objects.
Positional audio
pyglet includes features for positioning sound within a 3D space. This is particularly effective with a surround-sound setup, but is also applicable to stereo systems.
A Player
in pyglet has an associated position
in 3D space – that is, it is equivalent to an OpenAL “source”. The properties
for setting these parameters are described in more detail in the API
documentation; see for example position
and
pitch
.
A “listener” object is provided by the audio driver. To obtain the listener for the current audio driver:
pyglet.media.get_audio_driver().get_listener()
This provides similar properties such as
position
,
forward_orientation
and
up_orientation
that
describe the position of the user in 3D space.
Note that only mono sounds can be positioned. Stereo sounds will play back as normal, and only their volume and pitch properties will affect the sound.
Ticking the clock
If you are using pyglet’s media libraries outside of a pyglet app, you will need to use some kind of loop to tick the pyglet clock periodically (perhaps every 200ms or so), otherwise only the first small sample of media will be played:
pyglet.clock.tick()
If you wish to have a media source loop continuously (player.loop = True) you will also need to ensure Pyglet’s events are dispatched inside your loop:
pyglet.app.platform_event_loop.dispatch_posted_events()
If you are inside a pyglet app then calling pyglet.app.run() takes care of all this for you.