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<title>Sound</title>
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<br>
<h2 align=center>Sound</h2>
Sound objects represent actual sound data. Sound objects are
created from the function <a href=pygame_mixer.html#Sound>pygame.mixer.Sound()</a>. Sound objects can
be playing on multiple channels simultaneously. Calling functions
like <a href=#stop>Sound.stop()</a> from the sound objects will effect all channels
playing that Sound object.
<br>&nbsp;<br>
All sound objects have the same frequency and format as the
pygame.mixer module's initialization.

<hr>

<table>
<tr><td><a href=#fadeout>fadeout</a></td><td> -
fadeout all channels playing this sound</td></tr>


<tr><td><a href=#get_num_channels>get_num_channels</a></td><td> -
number of channels with sound</td></tr>


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


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


<tr><td><a href=#set_volume>set_volume</a></td><td> -
change volume for sound</td></tr>


<tr><td><a href=#stop>stop</a></td><td> -
stop all channels playing this sound</td></tr>


</table>

<hr>

<a name=fadeout><font size=+2><b>fadeout
</b></font><br><font size=+1><tt>
Sound.fadeout(millisec) -> None
</tt></font><ul>
Fade out all the playing channels playing this sound over the.
All channels playing this sound will be stopped after the given
milliseconds.
</ul><br>&nbsp;<br>

<a name=get_num_channels><font size=+2><b>get_num_channels
</b></font><br><font size=+1><tt>
Sound.get_num_channels() -> int
</tt></font><ul>
Returns the number of channels that have been using this sound.
The channels may have already finished, but have not started
playing any other sounds.
</ul><br>&nbsp;<br>

<a name=get_volume><font size=+2><b>get_volume
</b></font><br><font size=+1><tt>
Sound.get_volume() -> val
</tt></font><ul>
Returns the current volume for this sound object. The value is
0.0 to 1.0.
</ul><br>&nbsp;<br>

<a name=play><font size=+2><b>play
</b></font><br><font size=+1><tt>
Sound.play([loops, [maxtime]]) -> Channel
</tt></font><ul>
Starts playing a song on an available channel. If no channels are
available, it will not play and return None. 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 total
milliseconds that the sound will play. It defaults to forever
(-1).
<br>&nbsp;<br>
Returns a channel object for the channel that is selected to play
the sound.
</ul><br>&nbsp;<br>

<a name=set_volume><font size=+2><b>set_volume
</b></font><br><font size=+1><tt>
Sound.set_volume(val) -> None
</tt></font><ul>
Set the play volume for this sound. This will effect any channels
currently playing this sound, along with all subsequent calls to
play. The value is 0.0 to 1.0.
</ul><br>&nbsp;<br>

<a name=stop><font size=+2><b>stop
</b></font><br><font size=+1><tt>
Sound.stop() -> None
</tt></font><ul>
This will instantly stop all channels playing this sound.
</ul><br>&nbsp;<br>


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