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<title>Channel</title>
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<br>
<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
control.
<br>&nbsp;<br>
Sound objects can be retrieved from the pygame.mixer module with
functions like <a href=pygame_mixer.html#Channel>pygame.mixer.Channel()</a> and
<a href=pygame_mixer.html#find_channel>pygame.mixer.find_channel()</a>. Also, each time you call
<a href=Sound.html#play>Sound.play()</a> a Channel object will be returned, representing the
channel that sound is playing on.

<hr>

<table>
<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_endevent>get_endevent</a></td><td> -
get the endevent for a channel</td></tr>


<tr><td><a href=#get_queue>get_queue</a></td><td> -
get the currently queued sound object</td></tr>


<tr><td><a href=#get_sound>get_sound</a></td><td> -
get the currently playing sound object</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=#queue>queue</a></td><td> -
queue a sound on this channel</td></tr>


<tr><td><a href=#set_endevent>set_endevent</a></td><td> -
set an endevent for a 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>


</table>

<hr>

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

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

<a name=get_endevent><font size=+2><b>get_endevent
</b></font><br><font size=+1><tt>
Channel.get_endevent() -> event_type
</tt></font><ul>
Returns the end event type for this Channel. If the
return value is NOEVENT, then no events will be sent
when playback ends.
</ul><br>&nbsp;<br>

<a name=get_queue><font size=+2><b>get_queue
</b></font><br><font size=+1><tt>
Channel.get_queue() -> Sound
</tt></font><ul>
Return the currently queued Sound object on this channel.
This will return None if there is nothing queued.
</ul><br>&nbsp;<br>

<a name=get_sound><font size=+2><b>get_sound
</b></font><br><font size=+1><tt>
Channel.get_sound() -> Sound
</tt></font><ul>
Return the currently playing Sound object on this channel.
This will return None if there is nothing playing.
</ul><br>&nbsp;<br>

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

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

<a name=play><font size=+2><b>play
</b></font><br><font size=+1><tt>
Channel.play(Sound, [loops, [maxtime]]) -> None
</tt></font><ul>
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).
</ul><br>&nbsp;<br>

<a name=queue><font size=+2><b>queue
</b></font><br><font size=+1><tt>
Channel.queue(Sound) -> None
</tt></font><ul>
When you queue a sound on a channel, it will begin playing
immediately when the current playing sound finishes. Each
channel can only have a single Sound object queued. The
queued sound will only play when the current Sound finishes
naturally, not from another call to <a href=Sound.html#stop>stop()</a> or <a href=Sound.html#play>play()</a>.
<br>&nbsp;<br>
If there is no currently playing sound on this Channel
it will begin playback immediately.
<br>&nbsp;<br>
This will only work with SDL_mixer greater than version 1.2.3
</ul><br>&nbsp;<br>

<a name=set_endevent><font size=+2><b>set_endevent
</b></font><br><font size=+1><tt>
Channel.set_endevent([event_type]) -> None
</tt></font><ul>
When you set an endevent for a channel, that event type
will be put on the pygame event queue everytime a sound stops
playing on that channel. This is slightly different than the
music object end event, because this will trigger an event
anytime the music stops. If you call <a href=Sound.html#stop>stop()</a> or <a href=Sound.html#play>play()</a> on the
channel, it will fire an event. An event will also be fired when
playback switches to a queued Sound.
<br>&nbsp;<br>
Pass no argument to stop this channel from firing events
</ul><br>&nbsp;<br>

<a name=set_volume><font size=+2><b>set_volume
</b></font><br><font size=+1><tt>
Channel.set_volume(val, [stereoval]) -> None
</tt></font><ul>
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.
<br>&nbsp;<br>
If mixer is using stereo, you can set the panning for audio
by supplying a volume for the left and right channels. If
SDL_mixer cannot set the panning, it will average the two
volumes. Panning requires SDL_mixer-1.2.1.
</ul><br>&nbsp;<br>

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

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


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