# Path: mingus/midi/fluidsynth.py
# class FluidSynthSequencer(Sequencer):
# 	def init(self):
# 	def __del__(self):
# 	def start_audio_output(self, driver=None):
# 	def load_sound_font(self, sf2):
#         def play_event(self, note, channel, velocity):
#         def stop_event(self, note, channel):
#         def cc_event(self, channel, control, value):
#         def instr_event(self, channel, instr, bank):
# def init(sf2, driver = None):
# def play_Note(note, channel = 1, velocity = 100):
# def stop_Note(note, channel = 1):
# def play_NoteContainer(nc, channel = 1, velocity = 100):
# def stop_NoteContainer(nc, channel = 1):
# def play_Bar(bar, channel = 1, bpm = 120):
# def play_Bars(bars, channels, bpm = 120):
# def play_Track(track, channel = 1, bpm = 120):
# def play_Tracks(tracks, channels, bpm = 120):
# def play_Composition(composition, channels = None, bpm = 120):
# def control_change(channel, control, value):
# def set_instrument(channel, midi_instr):
# def stop_everything():
# def modulation(channel, value):
# def pan(channel, value):
# def main_volume(channel, value):
# def set_instrument(channel, instr, bank = 0):


import pygame
from pygame.locals import *
from mingus.containers import *
from mingus.midi import fluidsynth
from os import sys
	Enter	High tom



"""


SF2 = "soundfont.sf2"


# The 'pads' represent places you can hit. These are the topleft coordinates
PAD_PLACEMENT = [(190, 20), (330, 20), (470, 20), (330, 160), # high, mid, low, snare
		 (190, 300), (20, 20), (470, 160), (20, 160), (20, 300)] # bass, crash, ride, open, close
FADEOUT = 0.125 # coloration fadout time (1 tick = 0.001)

def load_img(name):
	"""Load image and return an image object"""

	fullname = name
	try:
		image = pygame.image.load(fullname)
		if image.get_alpha() is None:
			image= image.convert()
		else:
			image = image.convert_alpha()
	except pygame.error, message:
		print "Error: couldn't load image: ", fullname
		raise SystemExit, message
	return image, image.get_rect()


# Path: mingus/midi/fluidsynth.py
# class FluidSynthSequencer(Sequencer):
# 	def init(self):
# 	def __del__(self):
# 	def start_audio_output(self, driver=None):
# 	def load_sound_font(self, sf2):
#         def play_event(self, note, channel, velocity):
#         def stop_event(self, note, channel):
#         def cc_event(self, channel, control, value):
#         def instr_event(self, channel, instr, bank):
# def init(sf2, driver = None):
# def play_Note(note, channel = 1, velocity = 100):
# def stop_Note(note, channel = 1):
# def play_NoteContainer(nc, channel = 1, velocity = 100):
# def stop_NoteContainer(nc, channel = 1):
# def play_Bar(bar, channel = 1, bpm = 120):
# def play_Bars(bars, channels, bpm = 120):
# def play_Track(track, channel = 1, bpm = 120):
# def play_Tracks(tracks, channels, bpm = 120):
# def play_Composition(composition, channels = None, bpm = 120):
# def control_change(channel, control, value):
# def set_instrument(channel, midi_instr):
# def stop_everything():
# def modulation(channel, value):
# def pan(channel, value):
# def main_volume(channel, value):
# def set_instrument(channel, instr, bank = 0):


# Path: mingus_examples/pygame-drum/pygame-drum.py
import pygame
from pygame.locals import *
from mingus.containers import *
from mingus.midi import fluidsynth
from os import sys

	Enter	High tom



"""


SF2 = "soundfont.sf2"


# The 'pads' represent places you can hit. These are the topleft coordinates
PAD_PLACEMENT = [(190, 20), (330, 20), (470, 20), (330, 160), # high, mid, low, snare
		 (190, 300), (20, 20), (470, 160), (20, 160), (20, 300)] # bass, crash, ride, open, close
FADEOUT = 0.125 # coloration fadout time (1 tick = 0.001)

def load_img(name):
	"""Load image and return an image object"""

	fullname = name
	try:
		image = pygame.image.load(fullname)
		if image.get_alpha() is None:
			image= image.convert()
		else:
			image = image.convert_alpha()
	except pygame.error, message:
		print "Error: couldn't load image: ", fullname
		raise SystemExit, message
	return image, image.get_rect()


if not fluidsynth.init(SF2):