Audio

Ren'Py supports playing music and sound effects in the background, using the following audio file formats:

  • Opus

  • Ogg Vorbis

  • MP3

  • MP2

  • FLAC

  • WAV (uncompressed 16-bit signed PCM only)

On the web browser, Ren'Py will check a list of audio formats, and enable a mode that is faster and less prone to skipping if the web browser supports all modes on the list. If your game is using only mp3s, and skips on Safari, then consider changing config.webaudio_required_types.

Ren'Py supports an arbitrary number of audio channels. There are three normal channels defined by default:

  • music - A channel for music playback.

  • sound - A channel for sound effects.

  • voice - A channel for voice.

Normal channels support playing and queueing audio, but only play back one audio file at a time. New normal channels can be registered with renpy.music.register_channel().

The Music Volume, Sound Volume, and Voice Volume settings of the in-game preferences menu are used to set individual volumes for these channels. See Volume for more information.

In addition to the normal channel, there is one special channel, audio. The audio channel supports playing back multiple audio files at one time, but does not support queueing sound or stopping playback.

Sounds can also be set to play when buttons, menu choices, or imagemaps enter their hovered or activated states. See Button Style Properties. Two configuration variables, config.main_menu_music and config.game_menu_music allow for the given music files to be played as the main and game menu music, respectively.

In-game, the usual way to play music and sound in Ren'Py is using the three music/sound statements.

Play Statement

The play statement is used to play sound and music. If a file is currently playing on a normal channel, it is interrupted and replaced with the new file.

The name of a channel is expected following the keyword play. (Usually, this is either "sound", "music", "voice", or "audio"). This is followed by audiofile(s), where audiofile(s) can be one file or list of files. When the list is given, the item of it is played in order.

The fadein and fadeout clauses are optional. Fadeout gives the fadeout time for currently playing music, in seconds, while fadein gives the time it takes to fade in the new music. If fadeout is not given, config.fadeout_audio is used.

The loop and noloop clauses are also optional. The loop clause causes the music to loop, while noloop causes it to play only once. If neither of them are given, the default of the channel is used.

play music "mozart.ogg"
play sound "woof.mp3"
play myChannel "punch.wav" # 'myChannel' needs to be defined with renpy.music.register_channel().

"We can also play a list of sounds, or music."
play music [ "a.ogg", "b.ogg" ] fadeout 1.0 fadein 1.0

When the if_changed clause is provided, and if the given track is currently playing on the channel, the play instruction doesn't interrupt it.

label market_side:
    play music market
    "We're entering the market."
    jump market_main

label market_main:
    play music market if_changed
    "Maybe we just entered the market, maybe we were already there."
    "If we were already there, the music didn't stop and start over, it just continued."
    jump market_main

The volume clause is also optional, and specifies a relative volume for the track, between 0.0 and 1.0. This makes it possible to adjust the volume a track is played at, each time it's played.

play sound "woof.mp3" volume 0.5

On the audio channel, multiple play statements play multiple sounds at the same time:

play audio "sfx1.opus"
play audio "sfx2.opus"

A variable may be used instead of a string here. If a variable exists in the audio namespace, it's used in preference to the default namespace:

play music illurock

Files placed into the audio namespace may automatically define variables that can be used like this.

Ren'Py supports a feature that can ensure that audio files start playing at the same time. This feature is enabled on looping audio channels (like music) by default, but can also be enabled by the synchro_start option to renpy.music.register_channel() or renpy.music.play().

When synchro start is enabled and multiple play statements are run at the same time, the audio in each channel will start synchronized. Specifically, the audio will start:

  • When the audio files on every channel have been loaded and audio samples are available.

  • When all all channels have been faded out.

New audio will start playing when both conditions are met.

Stop Statement

The stop statement begins with the keyword stop, followed by the name of a channel to stop sound on. It may optionally have a fadeout clause. If the fadeout clause is not given, config.fadeout_audio is used.

stop sound
stop music fadeout 1.0

Queue Statement

The queue statement is used to queue up audio files. They will be played when the channel finishes playing the currently playing file.

The queue statement begins with keyword queue, followed by the name of a channel to play sound on. It optionally takes the fadein, loop and noloop clauses.

queue sound "woof.mp3"
queue music [ "a.ogg", "b.ogg" ]

Queue also takes the volume clause.

play sound "woof.mp3" volume 0.25
queue sound "woof.mp3" volume 0.5
queue sound "woof.mp3" volume 0.75
queue sound "woof.mp3" volume 1.0

When multiple queue statements are given without an interaction between them, all sound files are added to the queue. After an interaction has occurred, the first queue statement clears the queue, unless it has already been cleared by a play or stop statement.

A variable may be used instead of a string here. If a variable exists in the audio namespace, it's used in preference to the default namespace:

define audio.woof = "woof.mp3"

# ...

play sound woof

The advantage of using these statements is that your program will be checked for missing sound and music files when lint is run. The functions below exist to allow access to allow music and sound to be controlled from Python, and to expose advanced (rarely used) features.

Partial Playback

Ren'Py supports partial of audio files. This is done by putting a playback specification, enclosed in angle brackets, at the start of the file. The partial playback specification should consist of alternating property name and value pairs, with every thing separated by spaces.

The values are always interpreted as seconds from the start of the file. The three properties are:

from

Specifies the position in the file at which the first play-through begins playing. (This defaults to 0.0 seconds.)

to

Specifies the position in the file at which the file ends playing. (This defaults to the full duration of the file.)

loop

Specifies the position in the file at which the second and later play-throughs begin playing. (This defaults to the start time given by from if specified, or to the start of the file.)

For example:

play music "<from 5 to 15.5>waves.opus"

will play 10.5 seconds of waves.opus, starting at the 5 second mark. The statement:

play music "<loop 6.333>song.opus"

will play song.opus all the way through once, then loop back to the 6.333 second mark before playing it again all the way through to the end.

Sync Start Position

The position in the file at which the clip begins playing can also be synced to another channel with a currently-playing track using a filename like "<sync channelname>track.opus", where channelname is the name of the channel, which could be "music", "sound", or any other registered channels.

This can be used to sync multi-layered looping tracks together. For example:

play music_2 [ "<sync music_1>layer_2.opus", "layer_2.opus" ]

Will play layer_2.opus with the start time synced to the current track in channel music_1 in the first iteration, before playing the whole track in subsequent iterations. (By default, the layer_2.opus start time will remain modified even in subsequent iterations in the loop.)

Volume

The volume at which a given track is going to be played depends on a number of variables:

  • the "main" mixer's volume

  • the volume of the mixer which the channel relates to

  • the volume of the channel

  • the relative volume of the track itself

These four volumes are values between 0 and 1, and their multiplication results in the volume the track will be played at.

For example, if the main volume is 80% (or 0.8), the mixer's volume is 100%, the channel volume is 50% (0.5) and the track's relative volume is 25% (0.25), the resulting volume is .8*1.*.5*.25 = .1, so 10%.

The mixers' volumes can be set using preferences.set_mixer(), using the SetMixer() action, or using the Preference() action with the "mixer <mixer> volume" key. The "audio" and "sound" channels relate to the "sfx" mixer, the "music" channel to the "music" mixer and the "voice" channel to the "voice" mixer. Every channel additionally relates to the "main" mixer, as shown above.

A channel's volume can be set using renpy.music.set_volume(). It is only useful when several channels use the same mixer. The mixer parameter of the renpy.music.register_channel() function sets to which mixer the registered channel relates, creating it in the process if it doesn't already exist.

A track's relative volume is set with the volume clause of the Play Statement.

In addition to these volume values, there is the mute flag of the mixer which the channel relates to. If enabled, it will reduce the played volume to 0. They can be set using the SetMute() or ToggleMute() actions, or using the Preference() action with the "mixer <mixer> mute" key, or using the preferences.set_mute() function.

7.. _silence:

Playing Silence

A specified duration of silence can played using a filename like "<silence 3.0>", where 3.0 is the number of seconds of silence that is desired. This can be used to delay the start of a sound file. For example:

play audio [ "<silence .5>", "boom.opus" ]

Will play silence for half a second, and then an explosion sound.

Audio Namespace and Directory

The play and queue statements evaluate their arguments in the audio namespace. This means it is possible to use the define statement to provide an alias for an audio file.

For example, one can write:

define audio.sunflower = "music/sun-flower-slow-jam.ogg"

and then use:

play music sunflower

Ren'Py will also automatically place sound files in the audio namespace, if found in the game/audio directory. Files in this directory with a supported extension (currently, .wav, .mp2, .mp3, .ogg, and .opus) have the extension stripped, the rest of the filename forced to lower case, and are placed into the audio namespace.

Note that just because a file is placed into the audio namespace, that doesn't mean it can be used. So while you could play a file named opening_song.ogg by writing:

play music opening_song

some filenames can't be accessed this way, as their names are not expressable as Python variables. For example, my song.mp3, 8track.opus, and this-is-a-song.ogg won't work.

When searching for an audio file, if the file is not found, Ren'Py will look in the audio directory. For example:

play music "opening.ogg"

will first look for game/opening.ogg. If not found, Ren'Py will look for game/audio/opening.ogg.

Actions

See Audio Actions.

Functions

Sound Functions

Most renpy.music functions have aliases in renpy.sound. These functions are similar, except they default to the sound channel rather than the music channel, and default to not looping.